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RuneQuest 6e house rules

2013
Combat granularity tiers: 1: Hit points per location and hit locations (RuneQuest style -- slower). 2: Armour by hit locations; but hit points are a single pool. Called shots available (BRP-style -- faster). 3. Single hit point pool and one Armour Point value. Called shots unavailable (Traditional D&D style -- fastest).

Character Creation
Added Wisdom. On a basic level, Wisdom represents a creature's sensory awareness. For creature's with greater-than-bestial reasoning capacity (INT 3+), Wisdom also represents insight and perception. If Intelligence represents calculative power and reason, then Wisdom represents a character's discernment and ability to make abstract leaps in thinking that are set apart from conventional logic (i.e. intuition). Wisdom determines a creature's EXP modifier and several standard and professional skill bases. These skill changes are listed under the skill section of this document. EXP modifier is derived from Wisdom, not Charisma. Hit Points are one pool; separate hit locations do not have their own hit point values. To determine hit points, simply add your character's CON + SIZ. Hit locations are still in effect. Taking damage in a specific hit location takes the location's AP (armour spoint) value into effect. Taking heavy damage to a hit location incurs a relative wound effect, such as temporarily rendering that location useless or even permanently severed. Hit locations are as follows: Cultural background skills

Select three professional skills listed under your chosen cultural background. 100 skill points are distributed toward any skills listed under your cultural background. This includes standard, professional, and combat style skills. You must increase each chosen skill by at least 5%, but no more than 15%. If you select to train in a combat style, that style must represent your cultural background.

Career skills

Select three professional skills listed under your chosen career. 100 skill points are distributed toward any skills listed under your career. This includes standard, professional, and combat style skills. These skills may or may not stack with skills granted by your cultural background. You cannot increase a selected skill by more than 15% upon assignment. Should a career skill offer a speciality (such as a craft, lore, or combat style skill), make sure the specialization is agreeable with your cultural or character background.

Skills
To incorporate Wisdom into the RQ6 system fully, several skills have their characteristic base percentages altered. Standard skill changes: Insight is WIS + POW Locale is WIS + INT Perception is WIS + POW Professional skill changes: Devotion is WIS + POW Meditation is WIS + CON Navigation is WIS + POW Survival is WIS + CON Tracking is WIS + CON

Weapon Materials
The default weapon material is iron. Other materials are used to craft weapons, and these materials adjust the weapon's armour point and/or hit point values accordingly:

Admantium Bone/Ivory

+5 AP, +2 HP per point of ENC -1 AP per point of ENC, -1 HP per point of ENC

Bronze -1 AP Darkwood +1 HP per ENC, 1/2 normal weight Iron, cold Potent against fey and incorporeal undead Mithril +3 AP, +1 HP per point of ENC, 1/2 normal weight Obsidian -1 AP, -1 HP, +1 damage to flesh if weapon is slashing Silver, alchemicalPotent against lycanthropes, devils, and some undead

Steel Steel, dwarven Stone

+1 AP, +1 HP per point of ENC +2 AP, +2 HP per point of ENC +1 ENC, +1 HP per point of ENC

Psionics, Sorcery, Theism, & Mysticism


Power points regenerate at a rate of 1 point per hour. When a character runs out of power points, he or she may continue to use powers. However, each power point spent acrues a level of fatigue upon the character. This cannot be resisted by Endurance or Willpower checks.

Races
Dwarf, mountain +2 CON 16 CHA maximum SIZ: 1d3+9 MOV: 5m

Stone Blood: Dwarves receive a +20% bonus to Endurance rolls to resist the effects of venom and poison. Less Encumbered: Dwarves are not typically slowed down by carrying lots of weight, which is one of the reasons why slavers tend to like having them at the crack of their whips. Dwarves don't take any penalties for being encumbered, and penalties for being overburdened are equal to that of being encumbered (see page 116).

Elf, wood +2 DEX 16 CON maximum SIZ: 2d6+9 MOV: 6m

Blade & Bow: Elves are taught to practice their skill with bows and swords from an early age to hunt and spar. As such, elves begin play with combat style (elf) +20%. Weapons included: Longsword, Longbow (recurve variants included). However, if the longsword or longbow was not crafted from within the elf's tribe, the bonus the elf receives is only 10%. Low-light vision Alert: +20% to visual and auditory Perception checks. CON score 3 or less 4-7 Time before check cannot run 12 hours

8-10 11-13 14-16 17+

1 2 3 4

day days days days

If the elf wishes to continue running after the time give above, he must make a Willpower check (not Endurance). On a success, the elf may run an additional distance equal to half of the distance already ran. Failing means the elf must stop and gains one level of fatigue. Critical failure indicates the elf must stop and gains two levels of fatigue, while critical success allows the elf to run a distance equal to the distance already ran. This can continue until the elf has run up to 3 x the original amount of time he can run without making a Willpower check, after which he can no longer keep running and must rest. Elves always gain at least one level of fatigue after each run cycle (depending on their Willpower). Elves must be fully rested and hydrated before using this ability. Half-Elf +1 DEX 17 CON maximum SIZ: 2d6+7 MOV: 6m

Mixed features: Half-elves gain +20% to Disguise checks made to appear as an elf or a human.

Halfling, stout +2 CHA 16 STR maximum SIZ: 1d3+6 MOV: 5m

Wary: Stout halflings receive a +4 bonus to initiative rolls. Fortunate: Stout halflings receive a bonus luck point. Stout Escape Art: Stout halflings gain +20% to all Evade rolls.

Human SIZ: 2d6+6 MOV: 6m

Versatile: Humans receive +20 additional career skill points upon creation, and their starting career skill capacity is 20% instead of 15%.

New Powers

Sorcery
Missile Resist (Endurance) Missile evokes a bolt of pure magical energy and allows a caster to direct the bolt at a target. A missile varies in appearance based on its caster. Some missiles are shaped like discs, some like spheres, some like rays, and so on. The missile deals 1d6 damage per point of intensity of the spell. The bolt(s) may be modified into other forms of energy should the caster be skilled at evocation magic. These forms include fire, cold, electricity, acid, and so on. Altering the energy type costs 2 shaping points per type per missile. Thus, an evoker could create a missile of fire and electricity or any other combination if desired. The damage output by such a missile would be equal parts of the energy forms evoked (in this case half of the damage would be from fire, the other half from electricity). An evoker may also create multiple missiles to direct at different targets. Each additional missile costs 2 shaping points. These missiles can also further be modified to change their energy forms. House rule: A sorcerer may select a default energy type for their missile spell relative to their magical background, instead of the default missile form being force magic.

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