They have released a new version of the game, Runequest II, which again uses Greg Stafford's The file is ronaldweinland.info format for use with Adobe Acrobat. A reader. Runequest ii core rulebook pdf. Free Download e-Books Which is exactly what a widget does. Runequest ii core rulebook pdf. Mirror Link #1. 10 Oct – Flawed crystal table fix; Money & Equ1pment typo fix. 2 Besides this set of rules, RuneQuest players will need the following.
|Language:||English, Spanish, Japanese|
|Country:||United Arab Emirates|
|Genre:||Health & Fitness|
|ePub File Size:||26.68 MB|
|PDF File Size:||15.16 MB|
|Distribution:||Free* [*Register to download]|
RuneQuest II. Although the rules changes are significant in some areas, the core mechanics are the same and previous RuneQuest core volumes and specific. RuneQuest II - Character ronaldweinland.info, , KB. file, RuneQuest II - Clockwork & Chivalry - Campaign ronaldweinland.info, , KB. RuneQuest - 2nd Edition - PDF CHAE-PDF . Hardcover to your cart, the RuneQuest Classic Hardcover PDF will be automatically added as well.
Amost creatures native to Greg Stafford's mythic world of Glorantha, ranging from the weak to the apocalyptically powerful! Log In. New Account or Log In. Hide my password. Get the newsletter. Subscribe to get the free product of the week!
This makes small weapons like daggers and shortswords faster than great axes and maces, and gives you justification for learning to use fists and daggers you might be able to get a disabling blow in before being chopped in half.
I have included a few other rules to allow for long weapons attacking incoming opponents first and so on, but the above change is the main one. I have also included some basic aiming rules. These slow down your blow or shot, but give you a slightly better chance of hitting a particular area - something very useful in a system with variably armoured locations.
There are also my rules for APP appearance and a few rules to cover its use.
The existing Defense rules are a tad broken when strong but heavily armoured characters can twist and dodge like a gymnast. It is still possible for a weak character to slay a strong one through luck, tactics, or careful planning.
Task resolution[ edit ] Both combat and non-combat actions use a percentile roll-under system to determine success of actions. The game features mechanics for critical hits and fumbling. However, a nuanced range of results existed in every die roll.
Combat[ edit ] The game's combat system was designed in an attempt to recreate designer Steve Perrin's experience with live-action combat. Perrin experienced mock medieval combat through the Society for Creative Anachronism. The player rolls against the character's combat skill. If the number rolled is equal to or less than the character's skill level, they have hit their target. The defender has the chance to roll to avoid the blow or parry it.
The RuneQuest combat system has a subsystem for hit location. Successful attacks are normally allocated randomly or can be aimed to a part of the target's body. In RuneQuest, a hit against a character's leg, weapon arm, or head has specific effects on the game's mechanics and narrative.
Character advancement[ edit ] Rules for skill advancement also use percentile dice. For the climber example used earlier, the player would need to roll greater than 35 on a D in order to advance the character's skill.
Thus, the better the character is at a skill the more difficult it is to improve. Magic[ edit ] Characters in RuneQuest are not divided into magic using and non-magic using characters.
At the time of the game's release, this was an unorthodox mechanic. Although all characters have access to magic, for practical gameplay purposes a character's magical strength is proportional to his or her connection to the divine or natural skill at sorcery. The exact divisions of magic vary from edition to edition, but most contain divisions such as Common Magic, Sorcery, Divine Magic, Spirit Magic, and Enchantments.
Other rules[ edit ] The RuneQuest rule book contained a large selection of fantasy monsters and their physical stats. As well as traditional fantasy staples Dwarves, Trolls, Undead, Lycanthropes, etc. Edric is using his Dance skill to impress Selena.
The Adventurer becomes impeded or even harmed by his failure. The Combat chapter provides more detailed guidance on combat fumble results. X X X X The task is completed sooner. Weapon Skill Tests are as vulnerable to fumbles as any other test.
The best times to use secret rolls are in the following conditions: X The character using the skill would have little or no way of knowing how successful his skill attempt has been until it is put to a practical test. If a critical success is achieved while crafting jewellery. Mitch Lockhart order 32 2. The actual result of a critical success varies from skill to skill and the skill descriptions note the effects for a critical success.
The task is failed spectacularly.
The task is completed to a higher degree of expertise than normal. Critical Success For many skill rolls it is only necessary to determine whether one is successful or not.
Likewise if an Adventurer has a bonus to the Skill Test. Rolling 99 when making his Dance skill roll. Revealing the outcome of the Skill Test incrementally will create a better sense of tension. If an Adventurer is suffering a penalty to the Skill Test. Edric trips. A roll of 01 is always a critical success. This is determined by critical successes. X X Very highly skilled Adventurers. For Example. A fumble occurs when: Group Tests In essence. Advanced tasks can be tackled even in the absence of one or two components necessary for success.
In such situations it is permissible to allow the secondary skill to provide a bonus equal to its critical score to the primary skill. Augmenting Skills with Other Skills There are occasions where one skill can help with another.
Note that the automatic success and failure rules do not apply if the Games Master has ruled that no test is required or possible. Advanced skills are generally only possessed by specialists. At this level the Adventurer is an absolute virtuoso of the skill and able to tackle. In these cases. Only one skill at a time can be used to boost another skill and the skills must be complementary to each other for the given situation. The Games Master should also stipulate when an augmentation like this can be applied.
The Adventurer automatically fails the test. With a group test. Some advanced techniques require a Skill Test and may suffer a penalty depending on the nature of the task. The duration taken for most tasks can be halved. X X Any test result of 01 to 05 is an automatic success. There are two kinds of group tests: All basic and some advanced techniques are possible without a Skill Test if enough time is available and necessary equipment is at hand.
The chart below gathers skill values into a range of Competencies along with some guidance on what constitutes a routine task. Advanced techniques require a Skill Test and may suffer a penalty depending on the nature of the task. Defaul ting from an Adv anced Skill Note that while everyone has some facility with Common skills.
Any test result of 96 to 00 is an automatic failure. The winner of the test is the one who gains the higher level of success. Mitch Lockhart order 34 2. If a squad of temple guards are all trying to search for an intruder in a crypt.
Edric and Owain are engaged in a race. Opposed Skills An opposed skill roll occurs when one skill is actively resisted by another. The Games Master rolls once for the highest skill in the team the highest Perception skill among the temple guards. If both fail then a stalemate has occurred. For example a thief attempts to sneak past a wily palace guard who. Assistance Adventurers often have the opportunity to help one another during various tests.
The former is certainly more authentic but the more individuals involved in the test. Dice are rolled. In the above example. If the roll is a failure.
Team Tests In a team test. This calls for Athletics opposed skills. The dice are rolled and Owain scores 94 — a very good roll since it is a high roll and less than his skill percentage. If both had failed then other circumstances have intervened. Both have succeeded but the thief has the higher roll within his skill range and sneaks past. The thief uses his Stealth skill. If the Games Master rules that all the brigands have an Athletics skill of Rather than rolling Skill Tests.
If each guard rolls a Perception test. For example: The cunning thief is attempting to sneak past the vigilant palace guard.
Because of the speed of the current and the nearby waterfall. Sorting Tests In a sorting test. In an opposed test both participants roll their respective skills.
Once she has passed. The remaining 25 will be swept away over the falls. An Adventurer trying to recall the details of the local history of his own village cannot have strangers help him but several sages can piece together the history of the kingdom from their own memories.
For instance. If he succeeds. The Games Master rolls a group test for the bandits. For Example: It is up to the individual Games Master when to move from multiple individual rolls to a group test. The greatest problem with using a skill in combat is that it is quite possible to be interrupted in the middle of skill use by a random event such as being struck by a sword. As with climbing a rough surface. The actual Skill Tests made are performed as described previously. The Armour Penalty is subtracted from the base Movement divided by two.
When an Adventurer must use a skill over a number of Combat Rounds. These skills detail the most common actions every person in the world can succeed in to one degree or another. The section on Movement on page 63 of the Game System chapter details these effects.
Under normal circumstances. Climbing a sheer surface walls. Tests should be made for treacherous surfaces such as sheer cliffs or wet surfaces and if an Adventurer is trying to increase the rate of his ascent or descent. Withstanding torture Adventurer matches Resilience against Lore Torture.
If an Adventurer is wearing armour. Hiding or palming an object Sleight against Perception. The Armour Penalty is subtracted from three quarters of the base Movement 6 metres per Combat Action for human Adventurers. Given enough hand and footholds. If the result is zero or less.
X Climbing a rough surface trees. Pursuits participants match Athletics skills. In the meantime.
A fumbled Climbing roll means the Adventurer falls and cannot make an Acrobatics test if he has the skill to attempt to reduce the falling damage. Had Edric rolled between 05 and Owain would have won because whilst both Adventurers succeed.
Each skill is derived from a combination of two characteristics or a single characteristic multiplied. Opposed Skill Tests are extremely useful for many situations where the skills of one party need to be weighed directly against the skills of another.
If the Resilience test fails. A fumbled Jump roll indicates the Adventurer has landed awkwardly. As a mass equivalent. X If armoured. A critical success grants the Adventurer a unique understanding or insight into the workings of a particular cultural group.
A fumble indicates the Adventurer has completely misunderstood a particular cultural practice. If the roll fumbles. X For a critical success the Adventurer adds a further metre to his total distance and remains upright on landing.
If the Brawn roll is fumbled. A character can lift up to his STR x1. If the Resilience test is successful he sustains 1 point of damage to each leg. The spells falling under the Common Magic banner are available to most cultures: On a critical success the dance is expressive.
He must immediately make a Resilience test. Music is accompanied by perfect movement and emotion. The spells of Common Magic are described in the Common Magic chapter and cover a wide variety of different effects. For SIZ and mass above this.
In general. The Culture skill is distinct from Lore and Language skills. If the roll is a critical success. If he is making a standing jump. Additionally the Adventurer may add the critical value of his Culture skill to any communication or personal credibility tests made in the immediate circumstances. If a Common Magic roll is a critical success.
The Adventurer will be ostracised until suitable reparations are made. The Games Master should reveal one or two key. Edric scores 45 and the Games Master rolls If the vehicle overturns all occupants need to make a successful Athletics test to leap clear of the wreckage or sustain 1D6 points of damage to a random location as the vehicle crashes. Rolls are needed when an Adventurer wants to do something out of the ordinary with a vehicle — traverse treacherous terrain. In a like manner.
A fumbled dance is deeply humiliating to both the dancer and those who watch it. Since most quadruped or swimming creatures lack the Evade skill. If the Evade roll is fumbled. Passion is lost. The trap is sprung as Edric lifts the sarcophagus lid and a hail of darts whirr towards his face: On the other hand. Amanda Webb can be used as such in situations resting on communication and personal credibility. If being used to perform a special manoeuvre.
Evade DEX x 2 Evade is used to escape from impending danger and can be used against ranged weapons by dodging or diving out of the way. Both are successful but Edric wins the contest with the higher roll. Vadrus the Charioteer is being pursued by the war chariot of his enemy. The dancer trips or stumbles. He tries to open it and triggers the dart trap set years ago.
Any skills resting on communication and personal credibility will suffer a penalty at the discretion of the Games Master.
Winning the opposed test allows the user to completely escape harm. The Evaluate skill enables the Adventurer to determine the value placed on something by others. With the Evaluate skill. For most tasks such as dodging traps or spells. An Adventurer may apply First Aid to himself. This means the vase is highly sought after and could be sold for up to SP.
Matvalk the Merchant scores a critical Evaluate and correctly values the vase at SP. It normally takes 1D3 minutes to administer First Aid. The use of First Aid requires suitable medical equipment such as bandages or salves. See the First Aid Actions table. A successful First Aid test can revive an Adventurer from unconsciousness. If being used to treat an Injured location see the First Aid Actions table. Neither person can move and nor can Combat Actions be used for any other activity. Matvalk the Merchant.
A critical success in First Aid reduces the treatment time by half. If the Evaluate fumbles. A successful First Aid test on a location suffering from a Serious Injury heals one Hit Point to a location and restores it to functionality in the case of a limb or consciousness in the case of the Abdomen. This First Aid merely stabilises the patient so that they will not die from the injury.
Chest or Head. Mitch Lockhart order 38 2. A fumbled First Aid attempt causes more harm than good: In the case of Lore Regional. Fumbling a Perception test in circumstances where the Adventurer is likely to face some threat. Attempting to use this skill in unfamiliar circumstances will be at a disadvantage.
The Games Master should offer the Adventurer a series of private. This effectively allows the player to ask the Games Master direct questions if the test is successful. Every Adventurer has. The Games Master makes an Insight roll for Edric.
This may be for anything as simple as concentrating on a task at hand amidst distraction. Insight is used to decide if someone is telling a lie. For a fumble. It is distinct from the Perception skill. A fumbled Lore test indicates a complete misunderstanding of the tenets of the Lore in question. Persistence POW x 2 Persistence is used whenever an Adventurer has his mental willpower called into question.
In the case of utilising willpower or mental fortitude. Fumbling a Perception test leads to the Adventurer being utterly oblivious to his surroundings. Fumbling the Persistence roll when resisting magic makes the psychological effect of the spell permanent until healed. Lore Regional. He is blissfully unaware of the impending ambush.
It covers listening for sounds. For a critical success the Adventurer gains the ability to second guess how the person under analysis will react to a given situation. On a critical success the adventurer has picked-up on a nuance unseen. A critical Perception test offers a single burst of enlightenment or recognition that helps avert disaster or completely reveals the concealed. It is an important skill for assessing the reaction to injury.
Fumbling a Riding roll means the Adventurer must make an Athletics test to avoid losing control and being thrown from the mount sustaining any falling damage as appropriate. To represent this. Mitch Lockhart order 40 2. All of us have untapped reserves of Persistence and Resilience. Edric can keep his jealousy under control no longer and decides to confront his rival. Fumbling when resisting means that the poison or disease has overwhelmed the Adventurer and that they automatically fail any further resistance rolls against it.
The Games Master calls for a Persistence roll. Tests are required when an Adventurer wants to do something out of the ordinary with a mount — traverse treacherous terrain.
Persistence and Resilience as Skills Whilst described as skills. If the fumble concerns a matter of willpower.. Optional Rule — Limits to Persistence and Resilience There are limits to mental and physical endurance. Of course. To move at his full rate requires an Acrobatics test.
On a critical success any subsequent attempts to locate the Adventurer follow him. An Adventurer will not have access to many of these skills during Adventurer creation but others can be learnt through experience. This usually happens when an Adventurer either tries to move quietly past an enemy. For a fumble the Adventurer stumbles and causes some form of commotion that immediately attracts the attention of anyone in Advanced skills are those Adventurers are not expected to have automatically.
It is usually opposed by a Perception test if trying to avoid getting caught. He must make a successful Resilience test or sustain Suffocation damage as described on page A successful Acrobatics test will also halve the damage suffered from falling. Failure of an Athletics test while swimming will usually result in the Adventurer not moving at all.
If singing to earn money. If the Sleight attempt is being made whilst others are around. If being used to impress someone. Swim rolls are only required when conditions are less than ideal — swimming while heavily encumbered or in strong currents. The object being manipulated can be of any size but particularly small or large objects will bestow bonuses or penalties to the test.
If no one is actively watching for the deception. A critical Swim test allows the Adventurer to swim at his normal Movement rate. On a fumble. If using Unarmed the Adventurer may choose to either strike to cause damage or initiate or break a grapple. Acrobatics can be used in its own right as a performance to impress an audience. It also includes gymnastics such as tumbling and recovering from falls. See the Game System chapter on page 48 for more details.
On a critical success the Adventurer has concealed or palmed the object so successfully that any subsequent attempts to locate it. If used in this way. If fumbled. In terms of durability.
A critical success allows the Adventurer to secure the commodity or service at half its usual price or selling it for double. The following list is by no means exhaustive: He understands the subtleties and extravagances of courtly behaviour and can use them to his own advantage. If falling. All on board need to make either an Acrobatics test or DEX x3 test whichever is higher to remain in the boat.
A critical success indicates that the artwork produced is of stunning quality — worth half the standard value again of like products.
Like the Lore and Craft skills. Craft skills are used to fashion and create various items and there are literally hundreds of different crafts in the world. A fumble indicates that the commodity or service is secured at twice the price or sold for only half the value. Commerce is more than just haggling or simple bargaining.
A fumbled Acrobatics roll means that balance and agility has been lost catastrophically. Craft Carpenter. Where highly complex commercial deals are being discussed. Those that fail fall into the water. If a Boating test is fumbled. An item can not have its AP or HP increased above one and a half times its normal value in this way. The Adventurer is prevented from performing any subsequent Skill Tests involving communication or personal credibility.
A critical success allows the Adventurer to double his movement rate when performing a feat of balance or when negotiating an unstable surface. In terms of value. Not only does the Adventurer fall. There are literally dozens of different artistic endeavours an Adventurer may pursue and each of them is its own individual skill. A critical success means the Adventurer has made a superb impression with his courteousness and gains a bonus.
Conversely a fumble means that the artwork is a disaster and worth only what recoverable raw materials were used in its creation. A fumble causes a devastating faux-pas.
In terms of utility. If the Athletics test is a failure or fumble. A critical success allows the item being crafted to be of superior quality. Craft Armourer. If the Athletics test succeeds then the Adventurer has lost an oar or the controlling device for the boat has been broken. A critical Boating success increases the Movement rate for the craft by half again.
With this skill. Travelling across calm water does not usually require a test but adverse conditions such as currents and weather can bestow penalties. Craft Torturer and Craft Potter are all individual skills. A critical success with gambling allows the Adventurer to win a game even if it has been rigged to the highest degree. Even in a dark room. However it works in precisely the same way as for the Culture Own Common Skill. In terms of calculating or assessing odds of success. As long as the Healing test is a success.
Once a successful First Aid test has been made to stabilise a Major Wound see page A critical success indicates that the disguise is completely perfect. A fumble means the results of the project are simply unusable or may have failed to materialise.
Critical success in surgery indicates that the patient gains 1 Hit Point due to the superior quality of the healing. Curing Poisons: A successful Healing test allows a patient under the effect of a poison to attempt a second opposed Resilience versus Potency test. Reattached limbs will heal at half the normal rate described under Natural Healing on page Surgery can re-attach a severed limb but this will not make it usable once more.
The project is completed ahead of time and budget. A fumble means the disguise is so unconvincingly executed as to be obvious. For a critical success in treating diseases and poisons. Engineering INT x2 This skill is used to design. Each use of the Healing skill generally takes 1D3x10 minutes to perform Curing Diseases: A successful Healing test allows a patient under the effect of a disease to add a bonus to his next opposed Resilience versus Potency test to resist the disease.
He loses everything save the shirt on his back unless he was stupid enough to stake that too. If the roll is fumbled. The Adventurer gains the confidence of those being deceived and receives a bonus. If the result is a fumble. Surgery is the only way. Picking a lock or disassembling a trap usually takes at least one minute to perform. If the roll is fumbled the affected location remains permanently maimed and never recovers any Hit Points.
Language German and Language French are all individual skills. Rich Longmore Mitch Lockhart order 44 2. On a fumble the Adventurer has completely misunderstood or mangled the nuances of the language. Mechanisms generally involve delicate contraptions with small working parts. If the Adventurer scores a critical success he has achieved a superb grasp of the language. Language English. All immediate Skill Tests involving communication and personal credibility suffer a penalty.
Civilised cultures are more likely than other cultures to have developed literacy although this does not mean that every barbarian or nomad culture. He gains a bonus equal to his Language critical score for any tests involving communication of personal credibility.
For a fumble the music is discordant and unpleasant to listen to. This skill allows the adventurer to completely win-over the target of the seduction attempt using overt romantic or sexual signals, leading to the target becoming deeply enthralled to the adventurer and willing to perform one suggested service or command. The target may try to resist a seduction attempt with an opposed Persistence test.
Meditation POW x2 The use of meditation helps to focus concentration and is psychically soothing. Meditation is a skill which must be learned either by study or practice.
A successfully meditating Adventurer may recover lost Magic Points at twice the normal rate. Meditating Adventurers retain full awareness of their surroundings and may make Perception tests at no penalty. On a critical success the Adventurer triples the rate of Magic Point recovery. A critical Shiphandling success increases the Movement rate for the craft by half again. On a critical success the Adventurer wins over the audience completely and utterly, gaining their vociferous agreement.
He gains a bonus equal to the critical score of his Oratory skill for all immediate tests concerning communication and personal credibility. He gains a penalty equal to the critical score of his Oratory skill for all immediate tests concerning communication and personal credibility. Such uses of Streetwise normally require a minimum of 1D4 hours.
A fumbled Streetwise means the Adventurer makes some mistake that causes insult or offence, attracting the attention of undesirables who may wish to cause him harm. On a critical success the music produced is of stunning emotional quality. One Survival test will be required every day that an Adventurer lacks either food, water or a safe place to sleep.
Survival tests are not used when the Adventurer is in a city or town. Survival tests may be required in other circumstances as well, such as hunting or gathering food for other Adventurers or attempting to locate the best place in the local terrain to permit a group to rest for an extended period. On a critical success the Adventurer has been able to weather the conditions for a number of days equal to half his critical score in Survival rounded up without needing to make any further tests against Resilience, for instance.
On a fumble the Adventurer has done something that causes immediate harm. A Resilience test is required immediately. These three styles use a combination of two skills to govern how magic works — both the power of spells and their casting.
A more thorough explanation of how the skills work can be found in the respective magic chapters but a summary of each skill follows:. The skill allows the Adventurer to call upon miracles or magic from his deity and is used in casting Divine Spells see the Divine Magic chapter.
Critical success — the Divine Spell is not lost when cast and can be cast again. Fumble — the spell does not work but is also lost and must be regained as if it had been successfully cast. The skill does not work in the same was as other skills. The higher the Pact skill, the more dedicated the follower. Pacts are further explained in the Cults chapter. If a critical success is rolled when recovering Divine Spells, the Adventurer recovers all the Divine spells associated with the Pact simultaneously If the Pact roll is fumbled then any Divine Spells used cannot be recovered and the Adventurer, irrespective of his standing in the cult, must return to a shrine or temple to pray for their return.
A test must be made to locate the trail and then again once every hour they are being followed. For a fumble the trail is completely lost and cannot be recovered. Anyone with this skill can, with a successful roll, detect but not observe the presence of spirits within a range of their POW in metres.
Devotee equivalent to Acolyte — Can communicate with spirits within range. High Shaman equivalent to Rune Lord — Can drag the souls of others onto the Spirit Plane with them, at a cost of 1 extra Magic Point per additional person. This skill is the ability of the sorcerer to cast all spells known to a particular school or church of sorcery; that is those held within its Grimoire but also measures the depth of relationship and arcane standing the sorcerer has achieved within the order.
The sorcerer must have studied and memorised the spell to be cast; he cannot use the Sorcery skill to cast spells that are not in a grimoire he is familiar with, as represented by the skill. Even if a sorcerer possesses knowledge of several Grimoires, he is still limited to memorising a maximum number of spells including those known from Common Magic equal to his INT.