Runquest - Third Edition Errata
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8/10/2019 Runquest - Third Edition Errata
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The Avalon Hill
Game Company
4517 Harford Road
Baltimore, MD 21214
Phone: (410) 254-9200
Fax: (410) 254-0991
Questions, comments, and
additional errata for
Third
Edition
eluxe Rune Quest
and
other
Rune uest
supplements
may be addressed to: Ken
.
Rolston,
Rune uest
Editor, c/o
The Avalon Hill Game Company.
uest
Third Edition. Errata
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Rune Quest Errata
6VVIttliix X01.11:4
LI tt SZ. Y Z. 0 -X-
Official Errata fo r
Runequest Deluxe Editio n
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
R E S U L T S O F F A T I G U E
LOSS: delete the third paragraph. Fatigue
loss only causes unconsciousness at the gam emaster'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
H O W T O P A R R Y
Delete the last two sentences o f the first
paragraph, and replace w ith:
In either case, no character may attack and
parry with the same weapon on a single strike
rank.
S U C C E S S F U L P A R R Y V E R S U S U N S U C C E S S F U L A T T A C K
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).
Page 54
HIGH GRO UND. Delete the third sentence and replace the second
sentence
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
. TW O-WEAPON USE. Add to the f i rst 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 W EAPONS T ABLE. Special h its with al l 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 WEAPON S TABLE. Sl ing Rate of Fire is 1/SR. Javel in
damage is 1d10, not 1d8.
Page 68
SPECIAL EFFECTS OF ARMO R 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 7
A G I L I T Y
SKILLS. Add a se cond paragraph, 'reading:
'The skills of Dodge, Jump, and Swim are
affected by ENC as described below for human-
sized 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:
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 10
Active Spelt add The target of an active spell m ust remain w ithin
the caster's view or the spell ends.'
Page 16
Spell Casting Abil ity. Replace first sentence w ith:
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 percenti les 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:
Initiates cannot learn spells that are one-use for
priests.
Page 29
TEMP LE SIZES. Wo rship Diety is also ava ilable at shrines. Minor
temples also provide Worship Diety and Spefiteaching.
Page 30
Add the fol lowing spells to the nam ed dieties: Earth Goddess
Comm and Gnome; Night Goddess - -Com mand Shade; Sea God
Com mand Und ine; S torm God Comm and Sy lph; and Sun
God Comm and Salamander.
Page 31
Absorption: delete the last sentence.
Page 33
Comm and (Species) is a 1 point spell, and is capable of affecting
intelligent creatures.
Excomm unication: this can only be cast on an init iate 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 34
ILLUSIONS: replace the last two words of the general description
with
strike rank .
Page
36
Shield: delete the first sentence of the last paragraph of the spell
description.
Soul Sight is a 1 point spell.
Page 37
Spirit Block:
delete
the last sentence.
Page 42
. .
MULTISPELL. delete the entire description and replace it w ith:
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.
Page 43
SPELL DESCRIPTION S: Instant spells can be neither Passive or
Active. Ignore such references.
Page 44
Create Familiar Characteristic. Replace the third paragraph with;
Each
Create Familiar Characteristic spell
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 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
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Replace the last paragraph w ith:
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:
Sample Sight Intensities
1 sm ooth, clear glass
2 rippling water
3 lightly stained glass
6 murky water
10 opaque
Regenerate: duration is Temporal, not One Hour. Replace the first
sentence in the third paragraph w ith:
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 Tem poral, not one hour. Replace the
fourth sentence of the first paragraph w ith:
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
mag ic 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.
Gamemaster Book
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 tai l 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+3 8. 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 hav e INT of 206+ 6.
Page 35
Skeleton: The last three words of the creature description should
read; and 3 current POW e xpended on DU. '
Page 43
Wyverns: the wy vem '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 Hell ions to the l ist. They
normally have no chaotic features.
G3537
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