Runquest - Third Edition Errata
December 5, 2016 | Author: anon_a_mouse | Category: N/A
Short Description
Runequest III errata. Published 3 March 1988....
Description
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The Avalon Hill Game Company
ROLEPLAYING GAMES
4517 Harford Road Baltimore, MD 21214 Phone: (410) 254-9200 Fax: (410) 254-0991
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Questions, comments, and additional errata for Third Edition Deluxe Rune Quest and other Rune Quest supplements may be addressed to: Ken . Rolston, Rune Quest Editor, c/o The Avalon Hill Game Company.
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Rune Quest Errata
6VVIttliix X01.11:•4 ILI tt SZ. Y Z. 0 -XOfficial Errata for Page 54 HIGH GROUND. Delete the third sentence and replace the second Runequest Deluxe Edition sentence (March 3, 1988)
Players Book Page 33 SIMPLE SUCCESS ROLLS, fourth paragraph. Add this sentence: "The adventurer's category modifiers do not apply to a skill with a 00% base chance until he has gained a positive ability in that AUL' Page 37 TRAINING INCREASES AND DECREASES, second paragraph. A player who foregoes the die roll may add 1 percentile to his skill, not 2 percentiles as written. Page 38 REQUIRED TRAINING TIME, add this paragraph:
"To initially learn a skill with a 00% base chance, the character must spend 50 base hours training. At the end of the training period, he gains 1D6-2 percentiles in the skill, plus his category modifier. If this does not bring him to a skill of 1% or higher, he must train another 50 hours, and so forth, until he either gives up or has attained a positive skill percentile. The character only adds his category modifier the first time he trains in the skill." Page 43 RESULTS OF FATIGUE LOSS: delete the third paragraph. Fatigue
loss only causes unconsciousness at the gamemaster's discretion. Page 44 NON-HUMAN ENC. — change the first paragraph:
"When determining weights carried by creatures with a SIZ of 21-30, refer to the SIZ equivalency table. Find the SIZ of the weight carried by the animal, then halve the kilograms beside the number. The result represents the actual ENC subtracted from the animal's fatigue points. If the creature has a SIZ of 31-30, divide the kilograms carried by three. If its SIZ is 41-50, divide by four, and so forth." Page 48 HOW TO PARRY. Delete the last two sentences of the first
paragraph, and replace with:
"In either case, no character may attack and parry with the same weapon on a single strike rank." SUCCESSFUL PARRY VERSUS UNSUCCESSFUL ATTACK. Add: "A successful parry by poleaxe or halberd only damages an unsuccessful attacking weapon if the parry is a critical success." Page 52 HIT LOCATIONS OF MOUNTED TARGETS. Add:
"Mounted characters fighting footmen also get the advantages of high ground (page 54)."
with:
"This means that his player may subtract one strike rank from his adventurer's hand-to-hand weapon attacks against a downhill foe and rolls 1D10+10 for all hit location rolls for his attacks with one-handed weapons." Page 59 . TWO-WEAPON USE. Add to the first paragraph:
"He may both attack and parry with the same weapon, so long as he does not do both in the same strike rank." Page 60 MELEE WEAPONS TABLE. Special hits with all daggers are impales. Page 61 MELEE WEAPONS TABLE. Impaling damage with the thin-bladed Rapier is 3D6+3, not 2D6+2. Also, unlike other two-handed spears, the Naginata does not impale. Page 64 MISSILE WEAPONS TABLE. Sling Rate of Fire is 1/SR. Javelin damage is 1d10, not 1d8. Page 68 SPECIAL EFFECTS OF ARMOR COVERAGE. Add new section
BLUNT WEAPONS VS. SOFT ARMOR When a flail, mace, or maul is used against soft armor, the value of the armor protection is halved (round fractions up). Soft armor overlapped with hard armor counts as hard armor. FONTS FOR OVERLAPPING ARMOR As described above, it is possible to wear soft armor under another armor to provide added protection. Hard armor may not be worn under any other type of armor. In any case, the outer layer of armor must be heavier than the inner (i.e., have more armor points). The interior soft armor adds its normal AP to the total armor at TWICE normal ENC cost. Page 72 AGILITY SKILLS. Add a second paragraph, 'reading: 'The skills of Dodge, Jump, and Swim are affected by ENC as described below for humansized creatures. For creatures with a SIZ of 21-30, it takes 2 ENC to reduce the skill chance by 1 percentile (by 5 percentiles in the case of Swim). With a size of 31-40, 3 ENC reduces the skill by 1 percentile (or 5, for Swim). A SIZ of 41-50 takes 4 ENC to reduce skill by 1 perceritire, and so forth."
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Magic Book Page 9 Covert Possession. Alter the second sentence of the third paragraph to read:
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46
Page 34 ILLUSIONS: replace the last two words of the general description with "strike rank".
"Normally, when the target's magic points are reduced either to 0 or 10 points less than those of the spirit, it covertly possesses its target."
Page 36 Shield: delete the first sentence of the last paragraph of the spell description. Soul Sight is a 1 point spell.
Page 10 Active Spelt add The target of an active spell must remain within the caster's view or the spell ends.'
Page 37 Spirit Block: delete the last sentence.
Page 16 Spell Casting Ability. Replace first sentence with:
"A spirit magician has a percentile chance of successfully casting non-ritual spells equal to his POWx5, plus his Magic skill category bonus." Page 19 Coordination: each point increases the target's DEX by 2. Page 21 Protection: delete the last sentence. Page 22 Silence: each point adds 15 percentiles to Sneak. Speedart: duration is Temporal. Page 27 Learning and Using Spells. Replace the fourth paragraph with:
"A user of divine Magic skill category modifier, but this chance is reduced by 1 percentile for each ENC carried. (With no ENC there is still a chance of failure with a d100 roll of 96-00%.)" Page 28 SPELL LIMITS, add to first paragraph:
Page 42 .-. MULTISPELL. delete the entire description and replace it with: •
"With this skill the sorcerer can cast multiple spells at a reduced cost in magic points, each spell may be directed at a different target provided that all targets are within range and sight of the caster.. "Each point of Multispell permits one • • additional spell to be cast. First the sorcerer determines the amount of Intensity, Range, and Duration he will use, limited by his Free INT, and all spells are affected identically. However, Touch spells gain no range this way, and Instant spells gain no duration, even when combined with ranged or temporal spells. "The cost of the spells in magic points is equal to the total points of manipulation, counting the Multispell. Ritual magic cannot be Multispelled. "The time need to cast the spells is equal to the total Free Int used, multiplied by the number of spells being cast. This is the major exception to the usual rule for time taken in spellcasting." Delete Cormac's Saga on this page.
"Initiates cannot learn spells that are one-use for priests."
Page 43 SPELL DESCRIPTIONS: Instant spells can be neither Passive or Active. Ignore such references.
Page 29 TEMPLE SIZES. Worship Diety is also available at shrines. Minor temples also provide Worship Diety and Spefiteaching.
Page 44 Create Familiar Characteristic. Replace the third paragraph with; "Each Create Familiar Characteristic spell
Page 30 Add the following spells to the named dieties: Earth Goddess — Command Gnome; Night Goddess --Command Shade; Sea God —Command Undine; Storm God —Command Sylph; and Sun God — Command Salamander.
permanently transfers the specified characteristic points from the sorcerer to the familiar. If the spell is intensified, more characteristic points are transferred at once. Since these spells have no effect on a complete creature, they cannot be used on a familiar, but only on a creature which is about to become a familiar."
Page 31 Absorption: delete the last sentence. Page 33 Command (Species) is a 1 point spell, and is capable of affecting intelligent creatures. Excommunication: this can only be cast on an initiate sworn to the priest casting the spell. Extension: replace the last two words of the first paragraph of the spell description with "strike rank".
Page 46 Diminish characteristic is a ranged spell. Every third characteristic point drained by the Diminish SIZ spell is STR, not SIZ. Thus, an intensity 5 Diminish SIZ would drain 4 points of SIZ and 1 point of SIR. Form/Set Substance: delete the second sentence of the second paragraph.
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Rune Quest Errata
GVVIIrt it NI X0Wei•Akoct*Ui oRodi6 Aczilii 'AZ Oii7C Replace the last paragraph with:
"While the sorcerer is actively manipulating the appropriate substance with the Form/Set Substance spell, he can cause the substance to arc toward the target for a magic point cost of one per kilogram (or per cubic meter, as appropriate) of substance thrown. The magical lance of material has a chance of hitting equal to the caster's DD(x3 as a percentage. If successful, the target sustains appropriate damage from the type and amount of substance thrown. Hard substances such as rock, wood, or metal do 1D3 points per kilogram -thrown. Liquids do no damage unless extremely hot or acidic. Fire does damage depending on its intensity. Darkness does nothing unless it is part of a shade. If the lance misses, the sorcerer still loses the magic points. Armor and spell which protect against physical damage work normally. The substance under the effect of the Form/Set can be used again and again as a Lance, for the Form/Set spell's duration." Page 49 Phantom Sense: alter the Sample Sight Intensities table:
Page 36 Change the first paragraph of the page to read:
"...tegrity of the ship protected the cargo and crew despite the captain's incompetence and the ship suffers no loss. If the seaworthiness resistance roll falls reduce seaworthiness by one point."
_ Creatures Book Page 10 Brontosaur the tail lash should do 4D6 damage, not 706 damage. . Page 19 Elephant: the Indian elephant (Elephas maximus) actually has a SIR of 606+30 and SIZ of 6D6+38. The extinct African forest elephant has a SIR of 606+22 and a SIZ of 606+30. Normal African elephant STR and SIZ should be 606+34 and 606+42 respectively. Other characteristics are unchanged, except that Move is 4. Page 21 Ghost: ghosts have no SIR but do have INT of 206+6.
Sample Sight Intensities 1 smooth, clear glass 2 rippling water 3 lightly stained glass 6 murky water 10 opaque
Page 35 Skeleton: The last three words of the creature description should read; and 3 current POW expended on DU.'
Regenerate: duration is Temporal, not One Hour. Replace the first sentence in the third paragraph with:
"Levels of intensity equal to the target's normal hit points in his limb must be provided. The tissue will regenerate one hit point per week if the spell is applied within 10 melee rounds after the limb has been mangled or lost." Page 51 Summon Creature is a Summoning Ritual. Tap is a Passive spell. Treat Wounds. Duration is Temporal, not one hour. Replace the fourth sentence of the first paragraph with:
"The treated creature recovers 1 point of total hit point damage and 1 point of damage in the affected location per hour (until the location is healed) for each point of intensity in the spell." Replace the last sentence of the first paragraph with: "This spell requires enough Duration to last at least one hour." Page 57 Armoring enchantment: Each point of POW adds 103 armor points, not 106. Magic Point Matrix Enchantment: Each point of POW stores 1010 magic points, not 1. Spell Matrix Enchantment clarification — a spirit magic enchantment is needed to create a spirit spell matrix. The divine enchantment is needed to create a divine spell matrix. Sorcery is needed to create a sorcery matrix.
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Gamemaster Book
12018-4
Page 43 Wyverns: the wyvem's sting injects poison with a POT equal to the creature's CON.
Glorantha Book Chaotic Features Table: add the following possible results:
89 One hit location (choose randomly) is invulnerable to damage from any source. 90 Endearing: match INT versus the creature's APP (of 5d6) when encountered. If overcome, the character tries to make friends with it, accompanies it in the future, and acts as its bodyguard. It already has 1d6 bodyguards. The character fights with it against his friends if they attack. Possible Chaotic Creatures Table: add Hellions to the list. They normally have no chaotic features.
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