[end of file]

       Shattered Norns Supplement -- Rules 
       Copyright 1992 by Stephen R. Marsh
            This  is  a supplement for players in  the  Shattered  Norns 
       Campaign.   It contains RQIII Errata and some Extra Rules in  the 
       following order:
            Volume I  Players' Book
            Volume II  Magic Book
            Volume III  Gamemaster's Book
            Volume IV  Creature Book
            Rules 0 -- Steve Marsh Skill System

            Rules 1 Player Character Creation--Basic System
            Rules 2 Sample Character Archtypes
               Sneak Thief
            Rules 3 Extended Career Paths
               Matrix Manipulators
               Rune Master (Magic use, not cult status)
               Rune Priest
               Shamen Apprentice
               Soldier:  Light Foot 
               Soldier:  Skirmisher
               Soldier: Heavy Foot 
               Trade Family Member
            Rules 4  Wizardry  (separate file)
            Rules 5  Specialized Combat Rules
            Rules 6  Harpists
            Rules 7  Chaos Shaping  (separate file)

	    Rules 7b Chaos Shaping Special Effects  (separate file)
            Rules 8  Spiritual Essences  (separate file)
            Rules 9  Dreams and Illusions  (separate file)
            Rules10  Shadows, Spells, Matrix Magic
            Rules 11  Spirit and Psionics   (separate file)
            Background material, myths, etc. are in the Shattered  Norns 
       Supplement -- Background/Setting, a separate volume.

	    Runes   (separate file)

	    Traits   (separate file)
       RUNEQUEST ERRATA for Volume I -- Player's Book
            This is a collection of RUNEQUEST Errata that relates to the 
       1984  (third  edition) rules and the 1988 Chaosium  handout.   In 
       addition,  some  Shattered  Norns Errata is  also  present.   The 
       RUNEQUEST rules are copyright 1978, 1979, 1980 and 1984 by Chaos-
       ium, Inc. a corporation.  All Errata that I discuss and note with 
       a  2 is copyright Chaosium, Inc. 1988.  Shattered Norns is  copy-
       right  1968, 1979, 1986, 1987, 1988, 1989, 1990, 1992 Stephen  R. 
       Marsh and is otherwise unmarked herein.
            page 11   John Sapienza's Mk6 character sheets are a  marked 
       improvement and are used in Shattered Norns.  They are  available 
       direct from John and are in the public domain.
            page 12   Determining Characteristics.  See Rules.001.
            Page 14   Hit  Points.   I prefer the  term  "life  points."  
       Because  skill adds into damage, calculate life points by  adding 
       SIZ  to CON (rather than adding the requisites and then  dividing 
       by two).
            page 21   Barbarian Culture Occupations.  Change as follows:
       01-05     Warrior
       06-20     Crafter/Smith
            (01-05 wandering, 06-00 fixed location)
       21-25     Entertainer
            (01-95 wandering, 96-00 fixed location)
       26-40     Land Farmer
       41-50     Sea Farmer
       51-65     Fisher
       65-70     Hunter
            (01-05 ranging, 06-00 fixed locations)
       70-85     Herder (sheep, goats, cows)
       86-88     Shamen/hedge witch
       89-92     Priest
       93        Wizardling
       94-95     Petit Noble
       96        Noble
       97-00     Wanderer/Merchant/Trader 
            Page 28 Civilized Culture Occupations:  Change as follows:
       01-08     Soldier
       09-20     Crafter/Smith
       21-25     Entertainer
       26-45     Land Farmer
       46-50     Sea Farmer
       51-60     Fisher
       61        Hunter
       62-71     Herder (sheep, goats, cows, chickens)
       72-73     Runemaster
       74-75     Runepriest
       76        Priest
       77-78     Wizardling
       77-79     Sorcerer
       80-90     Sailor
       91        Petit Noble
       92        Noble
       93        Scribe
       94-99     Wanderer/Merchant/Trader 
       00        Thief  (thieves are despised but thieflike  professions 
       do exist)
            Page 33   The Chaosium changed the rules as follows:   2SIM-
       PLE  SUCCESS  ROLLS, P4:  Except for weapons,  base  chances  are 
       found  printed  on the adventurer sheet.  If the base  chance  is 
       00%, then the skill may not be used without training or  research 
       in the skill (even if the category modifiers would otherwise give 
       a  positive chance of success for a skill).  //  My skill  system 
       provides an alternate way to handle this issue.
            Page 34   See Rules.000 for additional information.
            Page 37   The   Chaosium  changed  the  rules  as   follows:  
       2TRAINING  INCREASES AND DECREASES, P2: A player who forgoes  the 
       die  roll may add 2 percentiles to his or her skill.  //  I  have 
       different rolls and numbers.
            Page 38   The  Chaosium changed the rules as follows:   2RE-
       QUIRED TRAINING TIME, P2 (new paragraph).  For skills with a  00% 
       base  chance, the first training period is 50 hours  (one  week's 
       time).   At the end of that time the character gains  1d6-1  per-
       centiles  in the skill, plus the category modifier.  If  the  re-
       sulting  skill is not at least 1%, then the character must  spend 
       an additional 50 hours, and gain 1d6-1 percentiles (the  category 
       modifier is applied only once).  The requirement of 50 hours  per 
       training/research  session lasts until there is a positive  skill 
       modifier. //  I rate a normal weeks time at 30 hours (similar  to 
       a normal lawyer's week of useful billable hours).
            Page 43   The  Chaosium changed the rules as follows:   2RE-
       SULTS  OF  FATIGUE LOSS, P3:  Reaching a negative  fatigue  level 
       equal  to -(STR + CON) can incapacitate a character  with  exaus-
       tion.   It may render a character unconcious at the  gamemaster's 
       discretion. // I generally do not use fatigue.
            Page 44   The Chaosium changed the rules as follows:   2NON-
       HUMAN  ENC,  P1:   When  determining  point  of  encumbrance  for 
       creatures of SIZ 21 to 30, find the SIZ of the weight carried (in 
       kilograms)  and halve it to determine ENC to be  subtracted  from 
            For  SIZ 31-40, find the SIZ of the weight and divide it  by 
       three to determine ENC to be subtracted from fatigue.
            For  SIZ  41-50, divide by four; for SIZ  51-60,  divide  by 
       five; and so forth.
            Page 45   Combat.   Use  the skill system  in  Rules.000  to 
       handle combat and use the additions from Rules.005.
            In  comparison, the following are the Chaosium additions  to 
       the Combat section:  2
       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 
            Successful  parry vs unsuccessful attack add  "A  successful 
       parry by poleaxe or halberd only damages an unsuccessful  attack-
       ing weapon if the parry is a critical success."
       PAGE 52   Hit locations of mounted targets.  Add "Mounted charac-
       ters  fighting  footmen also get the advantages  of  high  ground 
       (page 54)."
       PAGE 54   High ground.  Delete the third sentence and replace the 
       second  sentence  with  "This means that his or  her  player  may 
       subtract  one  strike  rank from  the  adventurer's  hand-to-hand 
       weapon  attacks against a downhill foe and rolls 1d10+10 for  all 
       hit  location rolls for attacks with one-handed weapons.  (As  an 
       aside,  in my experience, it is easier to parry  those  attacking 
       from  an uphill position and they find it much harder to  protect 
       their feet.  I generally avoid this special case set of rules.)
       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 
       PAGE 61   Melee  Weapons  Table.  Impaling damage with  the  thin 
       bladed  Rapier is 3d6+3 not 2d6+2.  Also, unlike some other  two-
       handed spears and pole-axes, the Naginata does not impale.
       PAGE 68   Special effects of armor coverage.  Add new sections:
            When  a flail, mace or maul is used against soft armor,  the 
       value of the armor protection is halved (rounding fractions  up).  
       Soft  armor  overlapped  with hard armor counts  as  hard  armor.  
       (Again, I do not use this change.)
            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 kind of armor.  The outer layer  of  armor 
       must  always have more armor points than the inner (exclusive  of 
       any enchantments or magic).
            The  interior  armor adds its normal AP to the  total  armor 
       worn.  The ENC cost is doubled for the interior armor.
            --End of Chaosium changes to the Avalon Hill Combat rules.
            Page 72   The Chaosium changed the rules as follows:  2AGIL-
       ITY SKILLS, P2 (insert additional paragraph):
            The  skills of Dodge, Jump and Swim are affected by  ENC  as 
       described  below  for creatures of SIZ 1-20.  For  SIZ  21-30  it 
       takes 2 ENC to reduce the skill chance by 1% (for Dodge and Jump) 
       (5%  for Swim); for SIZ 31-40 it takes 3 ENC to reduce the  skill 
       chance by 1%; for SIZ 41 to 50 it takes 4 ENC to reduce the skill 
       chance by 1%, etc.
            Page 82 Aging and Inaction.  Change the aging roll age to 60 
       (to  simulate  the impact of magic on  individuals).   Characters 
       cannot  "ugly  away."  (In my use of the rules, scars  and  other 
       disfigurements will not shorten your character's life).

       [return to table of contents]
       RUNEQUEST ERRATA for Volume II -- Magic Book
            This is a collection of RUNEQUEST Errata that relates to the 
       1984  (third  edition)  Magic Book rules and  the  1988  Chaosium 
       handout.  In addition, some Shattered Norns Errata is also  pres-
       ent.  The RUNEQUEST rules are copyright 1978, 1979, 1980 and 1984 
       by Chaosium, Inc. a corporation.  All Errata noted 2 is copyright 
       Chaosium,  Inc. 1988.  Shattered Norns is copyright  1968,  1979, 
       1986, 1987, 1988, 1989, 1990 Stephen R. Marsh.
                                II.  MAGIC BOOK
            Also,  Reference Rules.004 Wizardry in Shattered  Norns  and 
       Rules.006 Harpists in Shattered Norns.  SN has no matrix  manipu-
       lation magic.
            Spell Ranges:  All  Sorcery  Spells have a  base  range  (in 
       play) of INT * 5 in meters.  All Spirit Spells have a base  range 
       (in play) of POW * 5 in meters.
            If  the spell caster is not wearing a spirit  shirt,  divide 
       all  ranges by 10.  If the Spirit Spells are cast  without  using 
       focii,  divide all ranges by 10.  If the sorcery spells are  cast 
       without being bound (e.g. in a grimoire or other foci equivilent) 
       then divide all ranges by 10.
            Page 9    The Chaosium changed the rules as follows:   2COV-
       ERT  POSSESSION.  Change the second sentence of the  third  para-
       graph to "Normally, when the target's magic points are reduced to 
       10 points less than those of the attacking spirit, covert posses-
       sion  then occurs.  It also occurs if the target's  magic  points 
       are reduced to 0."  (I prefer using only the reduction to 0).

            Page 10   The  Chaosium changed the rules as follows:   2AC-
       TIVE  SPELL.  Add "if a caster of an active spell loses sight  of 
       the  target, the spell ends."  (I prefer loss of  contact  ending 
       the spell rather than loss of line of sight.)
            Page 16   The Chaosium changed the rules as follows:  2SPELL 
       CASTING  ABILITY.   Replace  the first sentence  with  "A  spirit 
       magician  has a percentile chance of successfully casting a  non-
       ritual  spell  equal  to his or her POW x 5%.   Any  Magic  skill 
       category bonus is added to this chance.
            Page 16   THE  FOCUS.  Spirit magic spells do not require  a 
       focus  to cast if spells are learned as limited by Free Int.   If 
       spells are not limited in memorization, then a focus is required.  
       The  methods  of learning spirit magic spells  are  incompatable.  
       When a focus is used, only spirit magic spells as limited by  INT 
       can  be held ready, but the magician can change the spells  ready 
       given  a short period of time (approximately one  movement  round 
       per point of spell changed).
            Excepting  shamen, most users of spirit magic  in  Shattered 
       Norns learn spells without focii (though sorcerers have an equiv-
       ilent in their grimoires).
            Note  the  effect on range of focii, spirit shirts  and  the 
            Page  19:   The Chaosium changed the rules  as  follows:   2 
       COORDINATION:  each point increases the target's DEX by two.   (I 
       prefer using each point to increase the DEX by 1d3).
            Page  21:  The  Chaosium changed the rules  as  follows:   2  
       PROTECTION:  delete the last sentence.  All protection spells are 
            Page  22:   The Chaosium changed the rules  as  follows:   2  
       SILENCE:  each point adds 15 percentiles to Sneak.  (I prefer  to 
       have  each point of Silence add 3 points to the success  obtained 
       by Sneak).
            The  Chaosium  changed the rules as follows:   2   SPEEDART:  
       duration is temporal.
            Page  27:   The Chaosium changed the rules  as  follows:   2  
       LEARNING  AND USING SPELLS.  Replace the fourth  paragraph  with:  
       "The  success chance for divine magic equals (100% + Magic  Skill 
       Category  Modifier) minus one percentile per ENC  point  carried.  
       (As I rarely use ENC, I prefer to not have a possible failure for 
       divine magic, though I do allow it for rune magic).
            Page  28:   The Chaosium changed the rules  as  follows:   2  
       SPELL  LIMITS.  Add to first paragraph:  "Initiates cannot  learn 
       spells  that  are one-use for priests."  (The alternative  is  to 
       charge initiates three times the cost in POW for such spells).
            Page  29:   The Chaosium changed the rules  as  follows:   2  
       TEMPLE SIZES.  Worship Deity is also available at shrines.  Minor 
       temples also provide Worship Deity and spell teaching.
            In my campaign, any Land Spirit can renew those Rune  Spells 
       (Divine Magics) that it knows.
            Page  30:   All elemental gods can command  the  appropriate 
            Page  31:   The Chaosium changed the rules  as  follows:   2  
       Absorbtion:  delete the last sentence.
            Page 33:  The Chaosium changed the rules as follows:  2
            Command (species) is a one point spell.
            Excommunication is castable only against initiates sworn  to 
       the priest casting the spell.
            Extension,  first paragraph, last sentence "This  spell  and 
       the Illusion spells are the only exceptions to the rule that just 
       one Divine spell can be cast per strike rank." (I prefer to allow 
       Extension  to work if cast the strike rank immediately  prior  to 
       the extended spell).
            Page  34:   The Chaosium changed the rules  as  follows:   2 
       ILLUSIONS:  replace the last two words of the first paragraph  of 
       the spell description with "strike rank."
            Page 36:  The Chaosium changed the rules as follows:  2
            SHIELD:  delete the first sentece of the last paragraph.
            SOUL SIGHT:  is a one point spell.
            Page  37:   The Chaosium changed the rules  as  follows:   2  
       SPIRIT BLOCK:  delete the last sentence.
            Page  42:   The Chaosium changed the rules  as  follows:   2  
       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 additiona spell to  be 
       cast.   First  the sorcerer determines the  amount  of  Intesity, 
       Range and Duration he will use, limited by his Free INT, and  all 
       spells are affected identically.
            NOTE,  Touch spells gain no range this way,  Instant  spells 
       gain  no  duration, even when combined with  ranged  or  temporal 
            The  magic  point cost of the spells is equal to  the  total 
       points  of manipulation, including the Multispell.  Ritual  magic 
       cannot be Multispelled.

            The  time  needed to cast the spells is equal to  the  total 
       Free  INT  used, multiplied by the number of spells  being  cast.  
       Thus  if 5 spells were cast and 12 points of Free INT were  used, 
       it  would  take 60 strike ranks to cast the spells.   This  is  a 
       major   exception   to  the  usual  rule  for   time   taken   in 
            Delete Cormac's Saga on this page.  
            Page 43  SPELL DESCRIPTIONS:  The Chaosium changed the rules 
       as  follows:   2   You can generally  ignore  the  active/passive 
       references when they describe instant spells.
            Page  44   CREATE  FAMILIAR  CHARACTERISTIC:   The  Chaosium 
       changed  the  rules as follows:  2  Replace the  third  paragraph 
            "Each spell permanently transfers the specified characteris-
       tic  points from the sorcerer to the familiar.  If the  spell  is 
       intensified, more characteristic points are transferred at  once.  
       Once a creature is complete, these spells have no further effect.  
       Familiars  once  created cannot be enhanced  with  these  spells.  
       However  a familiar may be created one step at a time (e.g. if  a 
       familiar needed both INT and STR to be complete, the INT could be 
       added  at  one  step, the STR at another).  (I  prefer  to  allow 
       familiars to be improved or enhanced with these spells.)
            Page  49  PHANTOM SENSE:  The Chaosium changed the rules  as 
       follows:  2  Sample Sight Intensities:
            1.   smooth, clear glass;
            2.   rippling water;
            3.   lightly stained glass;
            4.   murky water;
            10.  opaque
            REGENERATION:  The Chaosium changed the rules as follows:  2  
       Duration  is Temporal (not one hour or one week).  Paragraph  one 
       on page 50 begins with "Levels of intensity equal to the target's 
       normal hit points in the missing limb must be provided.  The limb 
       will  grow  back at one point per week if the  spell  is  applied 
       within ten (10) melee rounds of when the limb is mangled or lost, 
       one point per month if the spell is applied after ten (10)  melee 
       rounds following mangling or loss.
            Page  51   The  Chaosium changed the rules  as  follows:   2  
       Summon Creature is Ritual (Summoning).
            Tap  is an active spell (do not change to passive).   It  is 
       actively  left-handed and is limited by a character's  percentage 
       in left-handed tongue.
            Treat  Wounds has a Temporal Duration (rather than one  hour 
       or  one  week).   "This spell is used to repair  damage  done  to 
       specific hit locations by increasing the natural rate of  healing 
       of the target.  It cannot be used to heal poison, acid , or other 
       damage  that is solely measured against CON.  An intensity of 2  or 
       beater Treat Wound spell will immediately stop bleeding.  
            The  treated creature recovers one point of total hit  point 
       damage and one point of damage in the affected location per  hour 
       (until the location is healed) for each point of intensity in the 
       spell.   The spell is limited to the specific  locations  touched 
       during  the  casting  of the pell.  This  spell  requires  enough 
       Duration to last at least one hour to heal one point, more  dura-
       tion to heal more points."
            Treat Wounds may require the use of a component to be effec-
            Page  57   The  Chaosium changed the rules  as  follows:   2  
       ARMORING ENCHANTMENT:  Each point of POW adds 3 armor points, not 
            MAGIC POINT MATRIX ENCHANTMENT:  Each point of POW stores  6 
       magic points, not 1.
            SPELL  MATRIX ENCHANTMENT:  clarification -- a spirit  magic 
       enchantment  is needed to create a spirit spell matrix, a  divine 
       enchantment to create a divine spell matrix, sorcery to create  a 
       sorcery matrix, etc.
            Page 56  Condiditions on Enchantments.  Each class of condi-
       tions and each condition cost a point of POW to enchant.   Condi-
       tions must be learned as spells and consume FREE INT.  Conditions 
       are difficult and expensive.

        [return to table of contents]
       RUNEQUEST ERRATA for Volume III -- Gamemaster's Book
            This is a collection of RUNEQUEST Errata that relates to the 
       1984 (third edition) Gamemaster's Book rules and the 1988 Chaosi-
       um  handout.   In addition, some Shattered Norns Errata  is  also 
       present.  The RUNEQUEST rules are copyright 1978, 1979, 1980  and 
       1984  by  Chaosium, Inc. a corporation.  All Errata  noted  2  is 
       copyright  Chaosium,  Inc. 1988.  Shattered  Norns  is  copyright 
       1968, 1979, 1986, 1987, 1988, 1989, 1990 Stephen R. Marsh.
                            III.  GAMEMASTER'S BOOK
            Page  13.  The following languages are equivilents  for  use 
       with Shattered Norns:
            CREATRIX  (aramaic),  the lore language of  nature  spirits.  
       The language of power used by mystics.
            MASTERBUILDER  (indoeuropean root-tongue), the  language  of 
       power used by smiths.
            Nymph (arabic), the use language of nature spirits.
            NORN  (ancient  greek), the lore language of the  high  kin-
       dreds, the powers and dragons.

            OLDMAN (gaelic), the lore language of shamen and the natural 
       language of spirit magic.
            5  Families (swedish), the old tongue of the men  inhabiting 
       the Crown of Tears islands.
            Southland (dutch), the old tongue of the men inhabiting  the 
       southern islands cities.
            Northland  (icelandic), an old man tongue used in  some  out 
       islands and some northern mainland groups.
            Mainland  (danish),  an old man tongue used by some  of  the 
       southern islands and portions of the southern mainland groups.
            FIRE  (latin), the lore language of fire, phoenix  and  some 
            DARK  (indonesian), the lore language of the Fey Folk,  Dark 
       and  some wizardlings.  Also known as FEYFOLKMORNING and used  by 
       some fey folk nobles.
            FEYFOLKEVENING  (spanish),  the common language of  the  fey 
       folk and the lore language of their shamen.
            Citystate  (french), the use language of the fey folk  city-
            Tribal (italian), the use language of the fey folk tribes.
            Wild (portuguese), the use language of the wild fey folk.
            WATER (swahili), a combined lore and use language of the sea 
       folk and some wizardlings.
            Tribal (cheyenne), the use language of the seatroll tribes.
            Cityspeak  (cherokee),  the  use language  of  the  seatroll 
            COMMON (english), a common langauge.  Used modernly by  most 
       men  and by a number of races as a trade language.   It  includes 
       many loan words.
            EARTH (serbo-croatian), a lore language used by Dwarves  and 
       some wizardlings.
            Dwarvish  Surfacetongue A (middle english), a  use  language 
       used by dwarves.  This language and common are very similar.
            Dwarvish Depthtongue B (high german), a use language used by 
       the deep dwarves among their own kind.
            LEFT  (finish) Magnethi.  A forbidden lore language used  by 
       the Magnethi and the Eord.  It is corrupted.
            TsungPathet  (kurdish).  The use language of the Eord.   The 
       original Eord common, now mostly used by the TsungPathet.
            Couranth (russian).  The lore language of the Couranth.
            Tiev Lae (japanese).  The use language of the Tiev Lae.
            NethTiev (turkish), a use langauge used by the Neth Tiev and 
       some of their human allies and subjects.
            Clickspeech  (//)  is  a very simple use  language  used  by 
       lesser eord and as a common between many of the eord.
            AIR  (hungarian), a lore language used by Wizardlings.   The 
       original  lore language of the Couranth and still  remembered  by 
       some of them.
            Notes on Shadow:  The Shadow Realm has the several kinds  of 
       entities.   From  the chaos world realms it has  demons  and  the  
       unFinished  and  unBalanced Delictum (injuries upon  the  world), 
       These  creatures  are always powers for  ill  though  conceivably 
       there might be some who are not powers for evil.  Their  presence 
       injures  the world.  The Delictum are godlike entities  of  chaos 
       who  may be either unFinished or unBalanced and who  can  benefit 
       from worship, sacrifice and from being invoked into the  material 
            They  are typically identified by a name and the  aspect  or 
       power  for which they are known.  Some can invoke other  Delictum 
       or  create other names.  Delictum have presences from  the  chaos 
       realms through to the dream realms.
            Native to the shadow world are the Tychistic  Entities/Hega-
       mons (whose major power is disorder).  The Hegamons are Tychistic 
       entities who are one step removed form chaos and who are  natural 
       to  the shadow world.  They are often paired with the  forces  of 
       luck and fate represented by the shadow norns.
            The  Hegamons are natural to this reality but very  raw  and 
       unblunted.   They are creatures of elemental and emotional  force 
       who represent forces that progress from shadow into reality.
            Typically an Hegamon is identified by a name, a force and an 
       order.  E.g.  Irianton, the Ice Lord of Spears; Sefti, the  Storm 
       Dictat  of  Stars.  In addition to the Hegamons there  are  trait 
       spirits, hellions, lesser Tychistic entities and elementals.
            The  other spirits present in Shadow are in the  Matrix  and 
       thus not perceived by those moving through it.
            Page 15  SHADOW ENCOUNTER TABLES
            THE FRONTIER
       -20       Chaos
       0 to -19  The Wall
       01-20     Strong Chaos Demon
       21-40     Chaos Demon (50% will give Chaos Taint if bound)
       41-50     Gibbereth
       51-75     Weak Trait Shadow (trait at 12)
       76-80     Tychistic Entity
       81        Hegamon
       82-00     The Matrix
            THE MATRIX
       -10       The Frontier
       0 to -10  Barrier Zone
       01-10     Chaos Demon
       11-20     Chaos Taint
       21-25     Gibbereth
       26-50     Weak Trait Shadow (trait at 12)
       51-75     Stronger Trait Shadow (trait at 16)
       76-80     Tychistic Entity
       81-82     Hegamon
       83-85     Shadow Norn (luck)
       86-88     Shadow Norn (fate)
       89-99     Elemental Spirit
       00+       Surface
            SURFACE SHADOW
       -10 to 0  The Matrix
       01-05     Chaos Demon
       06-20     Hellion
       21-30     Chaos Taint
       31-40     Stronger Trait Shadow (trait at 16)
       41-60     Strong Trait Shadow (trait at 20)
       61-75     Shadow Norn (50% luck, 50% fate)
       76-80     Tychistic Entity
       81        Hegamon
       82-99     Elemental Spirit
       00-110    Normal World
       -20 to 0  SURFACE SHADOW 
       01        Trait Shadow//Brave or Merciful
       02        Trait Shadow//Cowardly
       03        Trait Shadow//Cautious or Modest
       04        Trait Shadow//Impulsive
       05-10     Gibbereth 
       11        Shadow//Chaste or Pious
       12        Shadow//Lustfull
       13        Shadow//Content or Optimist
       14        Shadow//Covetous
       15-17     Disease Spirit
       18-20     Ghouls Spirit
       21        Shadow//Enduring or Temperate
       22        Shadow//Yielding
       23        Shadow//Energetic or Trusting
       24        Shadow//Lazy
       25-26     Ghost of recent dead
       27-28     Ghost
       29-30     Distryr
       31        Shadow//Vengefull
       32        Shadow//Greedy
       33        Shadow//Wrathfull
       34        Shadow//Deceitfull
       35-36     Wraith
       37        Shadow//Arbitrary
       38        Shadow//Selfish
       39        Shadow//Cruel
       49        Shadow//Proud
       50-51     Nature Spirit (nymph)
       52        Daemon (male nature spirit)
       53        Gnarl
       54        Shadow//Pessimist
       55        Shadow//Worldly
       56        Shadow//Indulgent
       57        Shadow//Extravagant
       58-70     Spell Spirit
       71-75     Discorporate Shamen
       76        Shadow//Prejudiced
       77        Shadow//Forgiving or Generous
       78        Shadow//Gentle or Honest
       79        Shadow//Just or Loyal
       80        Shadow//Suspicious
       81        Shadow//Tolerant or Thrifty
       82-85     Elemental 
       86-88     Chaos Demon
       89-110    To Outer Region
       111-120   To Inner Region
       121+      To Threshold Dream Realm
            Note, Chaos tainted gods are found here.
       01-05     Disease Spirit
       06-09     Elemental
       10        Spell Spirit
       11-15     Hellion
       16-19     Ghost
       20        Spell Spirit
       21-30     Healing Spirit
       31-39     Intellect Spirit
       40        Spell Spirit
       41-50     Magic Spirit
       51-60     Power Spirit
       61-70     Spell Spirit
       71-80     Passion Spirit
       81-85     Gibbereth
       86-87     Shamen
       88-92     Base Order Spirit Essence 
       93        Chaos demon
       94        Chaos god (usually a lesser manifestation
                 or Strong demon).
       95-96     Distryr
       97-99     Hero
       100-120   To Inner Region
       121+      To Threshold Region
            The Inner Region has encounters by specific terrain features 
       and area.  For the not yet finished and not yet orgainized  areas 
       of the Inner Region, use the random tables in the Rules.  Bad Man 
       aspect  is  Chaos god aspect/demon, 81-85 is  Base  Order  Spirit 
       Essense,  86-90 is First Order Spirit Essence.   Most  ritualized 
       heroquests take place in the Inner Region.
            The Threshold Region is a transition to the Final State.  It 
       is a one-way gate for all but the gods and is where the true gods 
       may be found.  The Threshold destroys Chaos taints and cannot  be 
       passed by those with twisted traits.
            THE DREAM REALMS
            The treachery of Upharsin and the Couranth occured prior  to 
       the organization of the Dream Realms.  They are disordered.
       -20 to -10     Shadow
       0 to -10       Frontier Spirit
       01-99          Threshold Dream Vision
       00+       Inchoate Dream
            INCHOATE DREAM
       01-20     Threshold Dream
       21-50     Single Sense Illusion of Intensity 1d20
       51-75     Double Sense Illusion of Intensity 1d20
       76-80     Lesser Dream Creature
       91-87     Shapechanging Essence
       87-90     Nightmare
       91-95     Base Level Spirit Essence
       96-100    Distryr
       101-120   Choate Dream
            CHOATE DREAM
       01-20     Inchoate Dream
       21-30     Triple Sense Illusion of Intensity d20+6
       31-40     Four Sense Illusion of Intensity d20+8
       41-50     Five Sense Illusion of Intensity d20+10
       51-60     Temporary Dream Structure
       61-70     Nightmare
       71-74     Shapechanging Essence
       75-90     Dreamers
       91-92     First Order Spirit Essence
       93-94     Dream Daemon (lesser)
       95        Reverie of Unshattered Norn
       96        Reverie of Unshattered Leman
       97-98     Distryr
       99+       Realized Dream
            REALIZED DREAM
            This  is  an area or realm.  Had the creation  finished,  it 
       would  have  been closely accessed from the waking  world  rather 
       than  requiring  entry via the spirit realms.  The  Distryr  have 
       access to here and dreamers can be found.  For a random table:
       0 to -20  Choate Dream
       01-20     Roll on Choate Dream Table
       21-30     Dreamers
       31-50     Nightmare Creatures
       51-60     Dreamers
       61-65     First Order Spirit Essense
       66-70     Dream Daemon (lesser)
       71-72     Dream Daemon
       73        True Daemon
       74-93     Realized Illusion
       94        Physical Encounter
       95        Reverie of Unshattered Norn
       96        Reverie of Unshattered Leman
       97-98     Distryr
       99+       Deep Dream
            DEEP DREAM
            This  is where the dream selves of the Norns and  the  Leman 
       rest, unshattered and casting Reveries  
       0 to -20  Realized Dream
       01-99     Deep Dream
       100-119   Norn/Leman
       120+      Threshold Spirit Region
            A person who transverses Realms may link together a path  by 
       the use of the appropriate skill (e.g. shadow walking,  dreaming, 
       spiritualism,  etc.)  and the expenditure of one point  of  FREE.  
       The  person will thereafter be able to always travel between  the 
       linked locations.
            Table  on  Page 17.  This table contains  a  typo.   Scrolls 
       training  in a skill can be used to train to the level  that  the 
       skill  is taught to by the scroll.  To determine the level,  roll 
       2d6  and  multiply by 5%.  E.g. if an 11 was rolled,  the  scroll 
       could  be used to learn the skill up to a limit of 55%.   If  the 
       person  learning the skill has a higher level of skill  than  the 
       scroll  is  good for, the scroll is useless to that  person   (as 
       would be a geometry text to a trig or calculus student).

       01-20     Healing Potions 
            1    of 3d6 potency, 3d2 doses.
            2    of 3d6 potency, 1d2 doses.
            3    of 1d6 potency, 3d6 doses.
            4    of 2d6 potency, 2d4 doses.
            5    of 2d6 potency, 3d3 doses.
            6    heals disease.
       21-40     Magically Enhanced Arms or Armor
            1    1d2 points of armoring enchantment
            2    1d3 points of armoring enchantment
            3    starsilver alloy steel weapon
            4    enchanted steel weapon
            5    steel weapon
            6    steel armor
       41-60     Training Texts or Book
            1    1d3 Spirit Magic Spells
            2    1d2 Sorcery Spells to (2d6)*5%
            3    Wizardry Language to (2d6)*5%
            4    1d2 Wizardry Spells
            5    1d2 Songs
            6    Shaping Guides (5% chaos, 95% spirit essence)
            1-5  to (2d6)*5%
            6    to (2d6+6)*5%
            1-5  to (2d6)*5%
            6    to (2d6+6)*5%
            Fighting (weapon or sheild)
            1-5  to (2d6)*5%; 75% attack, 25% parry
            6    to (2d6+6)*5%
       61-70     Maps or Lore
            1    Rutter for ship path
            2    Map for overland travel
            3    Craft lore
            4    Dream lore
            5    Spirit lore
            6    Shadow lore
       71-80     Items easily enchanted per the Rulebooks
            (whatever  the characters are enchanting, others  should  be 
       enchanting also.)
       81-90     Enchanted Magical Items
            1    Spirit Shirt
            2    Yew (world tree) Staff
            3    Rune Band
            4    Wand
                 1-2  +3d6% to invokation
                 3    +3d6% to binding
                 4    +2d6%  to spell casting percentages (for one  type 
       of spell:  spirit, rune, etc.)
                 5    x2  to  range of spells (for one  type  of  spell:  
       spirit, rune, etc.)
                 6    anti-chaos (2d3 points)
       96-00     Unique Magic Items per Book
            1    Spirit Magic Effect Doubling (roll for which spell)  to 
       d3+2 points of doubling per casting.
            2    Spirit  Magic  Duration Tripling  (50%  detection,  50% 
       other spell) to d3+2 points of doubling per casting.
            3    Magic Point Enhancement (plus d3+2 to POW when  casting 
       offensive spell).
            4    Magic  Point Enhancement (plus d3+2 to POW when  resis-
       ting spells).
            5    Magic  Point powered Rune Magic (d3 points).  Allows  a 
       Rune Magic to be cast any time a number of magic points equal  to 
       the level are expended.
            6    Pathfinder wand.  Guides directly to a specific  super-
       natural location (in dream, shadow or spirit).
            Page  36   The  Chaosium changed the rules  as  follows:   2 
       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 fails, reduce seaworthiness by  one 
            Page  36  Under Monsters note that Kraken will attack  ships 
       without being forced to do so.  However, a kraken is an  extraor-
       dinary monster.

       [return to table of contents]

       RUNEQUEST ERRATA for Volume IV -- Creatures Book
            This is a collection of RUNEQUEST Errata that relates to the 
       1984  (third edition) Creatures Book rules and the 1988  Chaosium 
       handout.  In addition, some Shattered Norns Errata is also  pres-
       ent.  The RUNEQUEST rules are copyright 1978, 1979, 1980 and 1984 
       by Chaosium, Inc. a corporation.  All Errata noted 2 is copyright 
       Chaosium,  Inc. 1988.  Shattered Norns is copyright  1968,  1979, 
       1986, 1987, 1988, 1989, 1990 Stephen R. Marsh.
                              IV.  CREATURES BOOK
            Note, for a rough translation to Shattered Norns double  all 
       hit  points  given  for creatures.  Remember that  most  will  be 
       taking extra damage from skill and from iron in combat.
            The following creatures are not found in Shattered Norns:
       Allosaurus, Giant Ant, Brontosaur (though in RQIII the tail lash 
       should do 4d6 and not 7d6 should you use a Brontosaur for a giant 
       lizard), Broo (though see Ice Trolls), Chonchon, Ducks,  Fanchan, 
       Gorgon,  Harpy,  Headhanger,  Hellion,  Jabberwock,  Ogres,  Orc, 
       Satyr, Toad (cliff).
            The following creatures differ from those found in the book:
       BASILISK:  glance costs d3 fatigue and d2+1 magic points per use.  
       If  the Basilisk overcomes the target in a POW versus POW  strug-
       gle,  the  target takes the Basilisk's CON in  points  of  damage 
       direct to the target's CON.
            The  Basilisk's poisonous bite has potency equal to the  CON 
       of the Basilisk.  Many Basilisk have SIZ requisites of +6, +12 or 
       +24  to  the size given in the book.  CON  is  generally  2d6+12.  
       Larger Basilisks have FREE INT.  Thus:
       STR:      2d3       3d6       3d6+6     4d6+12
       CON       2d6+6     2d6+12    3d6+12    3d6+18
       SIZ:      1d3       1d3+6     2d3+12    3d3+24
       INT:      3         5         4+D4      6+D6 
       POW:      3d6       2d6+6     1d6+12    1d3+18
       DEX:      2d4       2d6       2d6       2d4
       APP:      1d2       1d2       1d2       1d2
       BROOS/ICE TROLLS:  These are found only in areas covered by  snow 
       or ice at least three-fourths of the year and generally in  areas 
       that  are snow or ice covered year around.  They are  similar  to 
       Broos in actions, requisites, culture and breeding excepting that 
       they  are reptilian mongrels with magically enhanced  metabolisms 
       that allow them to act as if cold weather were warm.
            They  have  three points of scale skin armor.  They  do  not 
       spread  disease.  50% of them have the chaos taint of being  able 
       to engender a new ice troll upon stone upon which the first  snow 
       of the season has fallen within the past 24 hours.  The other 50% 
       have standard chaos taints (gifts) from the table.
       DWARVES:   Add  3 to the SIZ of dwarves  for  determining  actual 
       size, weight and hit points, but do not use the extra 3 points to 
       determine SIZ SR.  For Snow Dwarves add 3+d2 to SIZ.  Dwarves  do 
       not  suffer extra damage from iron.  Dwarves traditionally  cele-
       brate the first snow of the season by hunting ice trolls.
            There are types of elementals.  The first are various  mind-
       less nodes of elemental force.  These are always under the direct 
       control  of a mage (usually a wizardling).  The second are  free-
       willed  members of elemental races (see nature  spirits,  nymphs, 
       etc.).   The  third  are intelligent nodes  of  elemental  force, 
       usually  present only as long as compelled by a mage  (usually  a 
            Other than nature spirits and nymphs, there are common  life 
       forms  for the various elements that are generally thought of  as 
       "elementals."   These  are  detailed here for each  of  the  five 
       elements.   All  elementals have the following  requisites:  STR, 
       SIZ, Fixed INT, POW, DEX, APP.
            These have the following requisites:
            Small     Medium    Large     Extraordinary  
       STR  6         12        18        24
       SIZ  1         3         6         9
       INT  5         5         6         6
       POW  2d6       2d6+3     3d6+6     3d6+12
       DEX  21        21        21        21
       APP  12        14        16        18
       Move 36; hit points = 2 x SIZ
            A  sylph  can carry one point of SIZ per point of STR  at  a 
       speed of 12.  It can push two points of SIZ per point of STR at a 
       speed  of 6 (as in pushing a sailing craft).  SIZ/Speed  enhance-
       ments continue at those ratios to an ultimate maximum speed of 36 
            It  can destroy two SIZ points of Earth/Gnome for every  SIZ 
       point  of its own consumed and one SIZ point of Dark/  Shade  for 
       every two SIZ points of its own consumed.
            It  can add to the impact of missile weapons by  adding  its 
       SIZ  and  STR to the SIZ and STR of the  caster  for  determining 
       damage bonus.
            Physical weapons do not affect a Sylph (though the magic  on 
       them will).
            These have the following requisites:
            Small     Medium    Large     Extraordinary  
       STR  3         9         12        18
       SIZ  3         6         9         12
       INT  6         7         8         9
       POW  3d6       3d6+3     4d6+6     5d6+12
       DEX  21        21        21        21
       APP  2         4         6         8
       Move 12; hit points = POW
            A  shade can hide one point of SIZ per point of SIZ it  has.  
       It  can  hide at 50% two points of SIZ per point of SIZ  and  can 
       hide at 25% four points of SIZ per point of SIZ it has.  A  shade 
       can  hide at 200% one point of SIZ per two points of SIZ  it  has 
       and other amounts in the above ratios.
            It  can  destroy two SIZ points of Air/Sylph for  every  SIZ 
       point  of its own consumed and one SIZ point  of  Fire/Salamander 
       for every two SIZ points of its own consumed.
            For  every  ten points of POW, a shade  can do 1d6  in  cold 
       damage to any target touched by the Shade (armor reduces, POW  v. 
       POW cuts damage in half).  A shade can cover 1 meter of area  per 
       point of SIZ and can touch all within the area.
            Physical weapons do half damage to a Shade (though the magic 
       on them will do full damage).
            These have the following requisites:
            Small     Medium    Large     Extraordinary  
       STR  6         12        18        24
       SIZ  2         4         8         16
       INT  5         6         7         8
       POW  3d6       3d6+3     3d6+6     3d6+12
       DEX  21        21        21        21
       APP  10        11        12        14
       Move 24; hit points = SIZ + POW
            A  salamander  can light fires, provide  warmth  and  ignite 
       flammable objects.STR at a speed of 12.  
            It  can destroy two SIZ points of Dark/Shade for  every  SIZ 
       point  of its own consumed and one SIZ point of Water/Undine  for 
       every two SIZ points of its own consumed.
            It  can add to the damage of melee weapons it  is  enchanted 
       into by doing 1d6 per two SIZ points of Salamander.  The Salaman-
       der  will also do one point per SIZ to the weapon during use.   A 
       Salamander  can do damage by touch on the same basis plus 1d3  if 
       not enchanted to a weapon.  Unbound Salamanders can touch any one 
       target within SIZ x 3 meters of them each round.
            Physical weapons do affect a Salamander (though the magic on 
       them  does only half damage).  The weapons take damage  equal  to 
       that inflicted plus 1d6.
            These have the following requisites:
            Small     Medium    Large     Extraordinary  
       STR  6         12        18        24
       SIZ  2         4         6         8
       INT  5         5         6         6
       POW  2d6       2d6+3     3d6+6     3d6+12
       DEX  21        21        21        21
       APP  12        14        16        18
       Move 16; hit points = SIZ + APP
            An  Undine can carry one point of SIZ per point of STR at  a 
       speed  of  8  safely over or under the water.  It  can  push  two 
       points of SIZ per point of STR at a speed of +4 (as in pushing  a 
       sailing craft).  SIZ/Speed enhancements continue at those  ratios 
       to an ultimate maximum speed of 16 unencumbered.
            It  can destroy two SIZ points of Fire/Salamander for  every 
       SIZ  point of its own consumed and one SIZ point  of  Earth/Gnome 
       for every two SIZ points of its own consumed.
            It  can  engulf  and drown a single target  for  1d3  damage 
       direct  to constitution (no armor or magic protection) per  point 
       of  SIZ (POW v POW defense halves damage).  Bound to a weapon  it 
       will allow the weapon to move normally underwater.
            Physical  weapons do not affect an Undine (though the  magic 
       on them will).
            These have the following requisites:
            Small     Medium    Large     Extraordinary  
       STR  12        24        36        48
       SIZ  6         12        18        24
       INT  4         5         6         6
       POW  3d6       3d6+3     3d6+6     3d6+12
       DEX  18        18        18        18
       APP  6         8         10        12
       Move 4; hit points = STR + SIZ
       Armor = POW
            A gnome can use its strength for all normal purposes. It can 
       carry one SIZ point per two points of STR at a rate of 2  through 
       the ground.
            It can destroy two SIZ points of Water/Undine for every  SIZ 
       point  of  its own consumed and one SIZ point  of  Air/Sylph  for 
       every two SIZ points of its own consumed.
            It can do physical damage in combat or to structures at  the 
       amount determined by its STR + SIZ (+1d8+1) and at 90% chance  to 
       hit. (All elementals have a DEX x 5% chance to hit).
            Physical  weapons  do affect a Gnome if they  penetrate  the 
       armor (though the magic on them must overcome the Gnome's POW  -- 
       even  if the magic on the weapon normally does not require a  POW 
       v. POW struggle to succeed).
            A  Gnome may also disrupt a magical effect by the  following 
       ratio.   1  hit point disrupts 1 magic point for 1  melee  round.  
       (for  POW magics, multiply cost by 3).  Thus a wall of fire  that 
       cost 12 magic points to enchant could be disrupted for two  melee 
       rounds at the cost of 24 hit points.
            Elementals  of the tainting force can be summoned by use  of 
       left  handed  magic  and are created by the  existence  of  major 
       taints.  They have the following characteristics:
            Small     Medium    Large     Extraordinary  
       STR  9         12        15        18
       SIZ  6         12        18        24
       INT  4         4         5         5
       POW  3d6       3d6+3     3d6+6     3d6+12
       DEX  12        16        18        20
       APP  1         2         2         1
       Move 6; hit points = POW
       Armor = 1POW
       Damage = 1d6 in acid per 10 points of POW, plus damage bonus.
       Chaos taints/gifts = 1 per 6 points of SIZ
       Special Ability, may convey one chaos taint per six points of SIZ 
       consumed in conveying gift (also does d6 permanent damage).
            All elementals are the same apparent SIZ.  Small  Elementals 
       all appear to be SIZ 6, Medium SIZ 12, Large SIZ 18 and  Extraor-
       dinary SIZ 24.
            All elementals can be used as familiars.  However, in  addi-
       tion to the usual binding/creation required, the individual  must 
       be bound to the elemental rune and the elemental must be embodied 
       in an appropriate creature.
       ELVES:   Also known as the Fey Folk.  They are  not  vegetarians.  
       Roll them as  either Civilized (city states) or  Barbarian/Primi-
       tive (others).
            Elven  blood  is  an intensity 6  Immortality  spell  matrix 
       (spell cast at every quarterly season ritual).  It also holds  an 
       extra six magic points (so that an elf has six magic points  more 
       than it has POW).
            All  normal  fey folk take double damage from  iron  weapons 
       (roll damage normally.  If any damage gets through armor, add  an 
       amount  equal  to the rolled weapon and SIZ/STR  bonus  <but  not 
       skill> damage direct to the hit location.).
            Part  elves have immortality at the intensity determined  by 
       blood  (half elf at intensity 3).  Round down all fractions.   As 
       long  as the part elf has any intensity of immortality, it  casts 
       spells and functions as an elf in regards to both magic and iron.
            Add  3 to the SIZ of an Elf to determine the SIZ SR but  not 
       for other purposes.
       EORD:  These are a collection of Magnethi tainted creatures.
       A.   The Running Ones.

            The  Running  Ones look and act somewhat  like  large  rats.  
       They are heavily tainted with chaos, though receive little  bene-
       fit  from  the taint.  Semicold blooded, gray and gray  brown  in 
       color  with gray brown splotches.  1d4 packs in an area with  4d3 
       to a pack.
            Little  four legs are naked looking crosses between  a  rock 
       lizard and a large rat.  They are carnivores with  slashing/tear-
       ing  teeth.  They act and look like starved rats  with  elongated 
       limbs and no fur.
            Big  four  legs  are more rat-like in  appearance  and  very 
       skeletal in build.  They have very tiny scale patterns.
            Two legs are less skeletal and more rat-like in  proportion.  
       They have long, whip tails.
            4 legs    2 legs    little 4 legs.
       STR  2D4+6     2d4+4     1d6
       CON  3D6       3d6       3d6
       SIZ  2D4       2d4       1d2
       INT  2D2       2d3       2
       POW  2D6       2d6+2     2d6
       DEX  3D6       2d6+6     3d6
       APP  2D4       2d6       1d4
       Move 1d2+1
       Hit Points 7-8
       Fatigue 18
            SR   %    damage    parry     Pts
       Bite 9    30%  1d6       n/a       n/a*
       Bite 10   20%  1d3       n/a       n/a**
       Claw  8   15%  1d3       20%       2*
       handaxe7  35%  d4+1      30%       5***
       disease   special  30% chance of a lesser disease
       *4 legs
       **little 4 legs
       ***2 legs
            These are semi-sentient (except for the little 4 legs  which 
       have  fixed  INT).  The 2 legs domesticate and use the  little  4 
       legs to hunt with and for food.  Motivated by food.  Ratlike.
            Scan 30%.  If INT > 6 there is a 30% chance of click  speech 
       at INT * 3%.
            1 point of skin armor
            None.  One in a hundred will have a chaos gift.  
       Tiev Gnack
            These  look like stunted, bony and hairless  baboons.   They 
       have gray, red/gray and yellow/gray coloration and small  scales.  
       Tiev Gnack roam in 1d6 packs to a range, 2d6 parties of 1d6+1  to 
       a pack and 1d6 hunting groups of 1d3 to a pack.
            They have spinal plates or ridges, often sharply spiked  and 
       edged.  Stump tails.
       STR  2d6+6
       CON  3D6  
       SIZ  2d4+4
       INT  2d4+3
       POW  2d6+2
       DEX  3D6  
       APP  2d6
       Move 4
       Hit Points 20
       Fatigue 20
            SR   %    damage    parry     Pts
            They are very primitive.  Most speak only the click  speech.  
       If  INT  > 9 there is a 5% chance the individual  speaks  another 
       language at INT%.  Like baboons with less social adhesion.
            Scan 30%, Track 40%.
            Two points skin & scales
            Take double damage from iron.
            20% chance of a Magnethi taint (chaos gift).
       Tiev Lae
            The  Tiev  Lae are slender and of almost man  height.   They 
       look  like  whippets in man-shape.  They have three  racial  sub-
       types:   Gray (+2 STR; -2 POW; -1 INT; +2 hit points), Green  (-2 
       SIZ; -2 STR, +2 POW; +1 INT; +1 DEX) and Tan (as listed)
            Very  slender and almost brittle looking with little  or  no 
       tail.  They have vertical slit eyes, internal eye reflection (for 
       enhanced  night vision -- but dull color vision), vestigial  ears 
       (small ear flaps), vestigial retractable claws.
       STR  3d6-1
       CON  3D6-1
       SIZ  2d6+2
       INT  3d6+1
       POW  2d6+6
       DEX  3D6+1
       APP  2d6+3
       Move 3
       Hit Points
            As elves.
            The  Tiev Lae breed the Tiev Gnack for food and  for  cannon 
       fodder.  The population is 48% gray, 18% green and 32% tan.  They 
       breed  at about 50% of the human rate.  They have a ruling  class 
       (Olive  Gold in color) that breeds even slower and that does  not 
       leave their cities.  Rulers at +4 to APP, +2 to all other  requi-
            Very  aware of fitness and place.  They desire to  hunt  all 
       ranges to extinction and cover them with their own scent markers.  
       As  they  cannot abide each other's scent markers, they  are  ex-
       tremely clean.  Their society is a decayed carnivore pattern with 
       emphasis on cruelty and torture.
            As elves except plant tenders are Tiev Gnack breeders.
            One point skin and varied non-metallic.  Usually cuirbolli.
            Gray  none, Green 2d6 sorcery spells at 2*INT% +  4d6%,  Tan 
       2d6 points of spirit magic.  Olive Gold will have 2d6+6 points of 
       divine magic.
       Tiev Manat (Tsung Pathet)
            From a distance they look like thick, squat men.
       STR  3d6+6
       CON  3D6+12
       SIZ  2d6+12
       INT  2d6+2
       POW  2d6+8
       DEX  2d6+4
       APP  2d6+2
       Move 5
       Hit Points 41
                 SR   %    damage    parry     Pts
       Maul      2    60%  4d6+6     n/a
       Shield                        40%       14
       Claw      4    40%  2d6       n/a
       GreatSwrd 3    50%  3d6+6     50%       12
            Usually  1d4+1  of these are found together.   Very  brutal.  
       Can be forced into a mindless state.
            As Fachans
            3+d6 scales.  May also wear armor (20% chance).
            These have strong Magnethi taints.  Roll from the list below 
       and in addition:
       50% chance of + (1d6)*(1d6) to SIZ
       if not, then 50% chance of + d6+6 to STR
       if not, then 50% chance of Absorb Magic Points (first 4 points of 
       any spell cast)
       if  not,  then 50% chance of Reflect Spells if wins a POW  v  POW 
       roll with the spell caster.
       If none of the above, then roll once on the chaos gift table.
       Taints.  Each Tiev Manat has one:
       1)   Fire,  Red  in  color and +2d6 fire damage  to  any  attack.  
       Immune to all fire attacks.
       2)   Ice,  Black  or Blue in color and +2d6 cold  damage  to  all 
       attacks.  immune to all cold attacks.
       3)   Earth, Brown or Yellow in color +3d6 to STR
       4)   Air,  Blue or Yellow in color, +1d6 to DEX, POW,  INT.   1d6 
       sorcery tap spells known at (POW + INT)%.
       5)   Dark,  Black in color, touch of claw equals a  shade's  fear 
       6)   Tainted,  Yellow  or Green in color.  Do +1d6  in  poisonous 
       acid  per attack.  The acid also reduces armor protection by  1d3 
       in the section hit.
            Tiev  Manat  gain one point in SIZ for each  sentient  (FREE 
       INT) creature they kill and eat in single combat.
       Neth Tiev
            Instead  of scales, these have skin, instead of  claws  they 
       have nails and they have full eyebrows, ears and other features.
            The so-called Neth Tiev or Iron Trolls are steel gray, black 
       or  red in color.  The Gray live in the Mountains  and  temperate 
       areas.  The Black are found to the North, the high Mountains  and 
       in the far East.  The Red are found to the South and in the coast 
       STR  2d6+6
       CON  2d6+6
       SIZ  2d6+6
       INT  2d6+2
       POW  2d6+6
       DEX  2d6+3
       APP  2d6
       Move 4
       Hit Points +3
       Fatigue +3
            They use normal human weapons and armor.  Most commonly they 
       wear  bronze and horn armor and use short swords and axes.   They 
       have three point skin armor as well.
            In combat the Neth Tiev open in semiopen order and close  to 
       close  or tight formations as contact is established.   They  use 
       reserves, build travel forts on the march, and use skirmishers to 
       screen their maneuvers.  
            They have the most organized society of the lesser Eord.
            As Dwarves.
            Bronze and horn armor.
            Mostly divine magic and spirit magic.
            20%  chance of a half measure chaos taint (i.e. if  +1d6  to 
       POW is rolled, give +1d3), 80% chance of a quarter measure  chaos 
       Tiev Naneth (Couranth)
       STR  3d6+12
       CON  3D6+12
       SIZ  4d6+6
       INT  3d6+6
       POW  2d6+12
       DEX  3D6+6
       APP  3d6+6
       Determine Movement and Hit Points as Wind Elementals.          
       Fatigue is x2 the calculated.
            These are the great traitors.
            As Humans x 5
            If substantial, Armor = 1POW, if insubstantial = POW
            2d6 sorcery spells at INT x 5%
            All sorcery skills at INT x 3%
            50%  chance  of divine magic (2d6+6 points).  All  Chaos  or 
       Air.   If  they have divine magic, then they also  can  become  a 
       Sylph  and have the abilities of a Sylph of equivalent  SIZ  when 
       they change shape.  Shape change costs 1 pt of fatigue per  point 
       of SIZ.
            They also have the following abilities:
            POW  v. POW attack vs any magnethi (chaos taint) within  POW 
       in  meters.  If successful, destroy one chaos gift and add  1  to 
       the  POW of the Couranth, heal 1d6 points of current  damage  and 
       2d3 to Magic Points.
            POW  v. POW attach vs. any within POW/3 in meters.  If  suc-
       cessful,  drain d3 magic points.  In addition, drain one  fatigue 
       point for every 5% the roll succeeded by.  (i.e. if the  Couranth 
       needed  35% or better to succeed and rolled a 50%, then  it  suc-
       ceeded  by 15% and would also drain 3 points of fatigue).   Round 
            If  no divine magic, then 90% chance of being a male  nature 
       spirit  (see  nature spirit rules), 10% chance of being  a  chaos 
       tainted  creature  (one taint per five points of  power).   Chaos 
       tainted Couranth are -18 to APP, may discorporate and have  Fixed 
       INT.  They have no CON (use SIZ to replace to calculate numbers).
            Chaos tainted Couranth also have all powers of Wraiths.
            The Couranth have a semi-feudal society with only nobles and 
       slaves.   They  have strong nuclear families,  are  infertile  by 
       choice, addicted to a diet of hunger and power.  They are  driven 
       by hunger, hate and need.  A need for taint to consume (they prey 
       especially  on  the undead), a hate for the Norns and  those  who 
       remained loyal, and a hunger for vindication.
            The  Couranth  are the only race of the Eord  that  was  not 
       created  as  a  warped thing by Upharsin  but  instead  willingly 
       embraced  him.  Their founder took the place of the Hound as  the 
       Chaos/Air focus.  All who followed him (roughly 90%) either  were 
       tainted by Chaos or became a variant of sylphs.  His people  took 
       the most casualties in the wars (which is why the balance is  now 
       60% sylph/chaos and 40% corrupt nature spirit).
       HELLIONS:   A  creature similar to these resides  on  the  Spirit 
       Plane.   Its  magic points, hit points and armor points  are  not 
       always  equal but do affect each other.  Thus five hit points  of 
       damage  will  reduce one's armor and magic points by  five  each.  
       When magic points, hit points or armor points reach zero, they do 
       not reduce further.  Hit points at zero have no effect other than 
       to have reduced magic points and armor.
       SIZ  2D6
       INT  3D6+6
       POW  4D6+6; magic points = POW x 1.5
       hit points     20
       armor points   5
       magic:  3d3 sorcery spells at 45% +2d20% each.
            They are silvery serpentine creatures and are referred to as 
       hellions in this write-up.
       KRAKEN:   These creatures are both hunters and  plankton  eaters.  
       They  are  symbiotic with orcs (a marine race similar  to  sharks 
       with arms).
       STR: 2d6+50    3d6+60    4d6+70
       CON: 2d6+16    3d6+32    4d6+64
       SIZ: 5d10+60   6d10+70   7d10+90
       INT: 20        24        28   (no FREE INT)
       POW: 3d6+12    4d6+18    5d6+24  (one chaos taint per 10 pts)
       DEX: 2d3       2d4       2d6
            A kraken will have 2d6 grasping/manipulating tentacles  with 
       which  it can attack, a beak and the ability to  spout  poisonous 
       spray/ink.   It  will also have 3d6 long tentacles  covered  with 
       fibrous slime (with which it gathers plankton), 80 to 90 vestigi-
       al tentacles (which grow into replacements for the lost ones) and 
       several finny tails similar to the tail of a giant squid.
            Orcs equal in number to its SIZ (+3d6-3d6) will accompany it 
       and  nest in it's vestigial tentacles.  Orcs scout and  lead  the 
       Kraken  to  ships and other large sources of  non-plankton  food. 
       Kraken sealed the seas at one time.  Both races are highly taint-
       ed  with chaos.  See Orcs.  (In these rules, Orcs are an  aquatic 
            There  are  three  kinds of Kraken.  The first  is  a  chaos 
       corrupted  form  of sea anenomae with the runic  associations  of 
       Mobility  and  Chaos.   The second is a  corrupted  form  of  Si-
       phonophores  with  larvacean modalities.  Its  runes  are  Chaos, 
       Water  and  Beast.  The third, making a trinity of  types,  is  a 
       corrupted  form of giant squid or octopus.  The Anenomae  variant 
       has poison spores that is can launch as spears (3d6 spores,  each 
       doing  2d12 plus 4d6 acid poison).  The Siphonophores  have  four 
       times the hit points and cannot be destroyed by death or  similar 
       spells (such spells slay only one of many units).  The squid  can 
       also squirt a corrosive and illusion casting ink.
            All  kinds have the hostility of Wakanda and their  presence 
       in  daylight  will draw down 4d6 sunspears  each  movement  turn.  
       Kraken do not keep to the surface during daylight.
       LAMIA:  These have the bodies of panthers and the head/torsos  of 
       NYMPHS:   These have special rules for both male and  females  of 
       the species.  See Creatures.002.  The Nymphs in the Book 4  rules 
       are a special type of Elemental.
       ORCS:   SEE MEDIUM SHARK, give 2d6+2 INT (yes, very low, but  all 
       FREE  INT),  2d6  APP, only 2d6 POW (but all Orcs  have  a  chaos 
       taint/gift).   Add short spear attack/parry at 23%/20%.  Bite  is 
       only 1d4+1.  (add SIZ/STR damage bonus to bite and spear).   Orcs 
       take double damage from iron.
            The  Orcs are of two tribes.  One is a chaos  tainted  breed 
       decended  from Hammerhead Sharks.  The other is a smaller (-6  to 
       size) slime coated breed decended from Hagfish.  The Hagfish  are 
       blind, but have extremely strong senses of smell and touch.  They 
       can  also attack the viscera of any within three meters by a  POW 
       v.  POW  attack  that drains 1d3 fatigue and 2d3  hit  points  if 
       successful.  The slime that coats them is foul.
       SHADOWS:  Shadows are spirit creatures.  Each shadow has a  trait 
       at  14+2d3.   If a shadow is present and a character  makes  that 
       trait  roll,  the  Shadow will covertly  possess  the  character.  
       Until the covert possession ends, treat the trait as equal to the 
       Shadows or the characters (if the character's is higher).
       VAMPIRES:   see  Creatures.001 for a variety of  vampire  related 
	 [return to table of contents]

                          Steve Marsh's Skill System
            This system is expressed in percentile terms.  It translates 
       easily into 3d6 terms and can be used in a 3d6 system.
            Most tasks are determined by a roll of (skill + %tile  roll) 
       - (y*10%).  y is determined by the degree of randomness/difficul-
       ty  in the task.  All skills are expressed as a number  level  as 
       skill  n%,  where skill is the name of the skill and  n%  is  the 
       skill  level.   For each 5%tiles obtained above 0% one  point  of 
       effect  is  done (rounding up {e.g. 1% is rounded up  to  5%  for 
       determining effect).
            For  example, a character might have jogging at skill  level 
       60% or jogging 60%.  Jogging on a track is a 0 level,  nonrandom-
       ized,  task.  The result of someone jogging on a track is  deter-
       mined without the randomizer (skill + 0%) - 0%.  A jogging  skill 
       of 60% would mean that each round of jogging the character  could 
       do  60 points of jogging for 12 points of effect.  <(60% + 0%)  - 
       0%>/5 = 12.
            (with %tiles, divide the % by 5 to get the number of points.  
       I.e.   a skill of 60% would do 12 points a round in an  unapposed 
            Cross country jogging on a path is a 10% level task (i.e.  y 
       =  10%).  The skill of 60 would do (60 + d10%) - 10%  per  round.  
       In  addition,  tools can increase the result  done.   Magical  or 
       bionic shoes could add to skill, results or could alter the level 
       of the task.  
            Non-magic tools add to the dice roll.  Good shoes might  add 
       +2  to  the  results of jogging.  Often  tools  have  conditional 
       impact.   That  is, a tool's addition comes only  if  a  positive 
       result is first made.  This is most common in combat.
            This system works well with combat.  Treat combat as usually 
       being  a 100% level task.  A skill of 60 would do (60 + d100%)  - 
       100 points per round and would have a 60% chance to hit.  With  a 
       normal 1d8 tool (such as a sword) at 60% skill one would do <(60% 
       +d100%) - 100%>/10 per round at skill level 60%.  Every  positive 
       roll would add 1d8 (for the conditional tool) to the result.
            Parry skill can be added to combat by having the parry skill 
       added to the minus side of the equation.
            Thus  60% skill to hit vs 40% parry becomes (60% + d100%)  - 
       (100% + 40%) or d100% - 80% -- a 20% chance to hit.
            Some  problems regenerate, some have  initial  difficulties.  
       Many tasks can have help from tools.  Let me give some examples.
       Piloting a ship
            Wavestalker has an enchantment worth +15% on a superior ship 
       worth 10% and a skill of 30%.  Leaving the harbor in his ship  is 
       a 3 point a round task.
            That means, that to successfully leave the harbor Starstrid-
       er must earn 3 points each round of play.
            On  take-off without any trouble he does 6+3+1  (10)  points 
       per  round  on a 3 point task.  He has a good margin  of  safety.  
       Each round he gets 7 points ahead.
            Two  rounds  into the channel he  encounters  minor  weather 
       trouble -- a mild squall.  That is a 20% level task/problem.   He 
       now  does (55% + d20%) - 20% points per round.  He is still  safe 
       and  still getting ahead.  That is, he does 35% + d20% (or  7+d4) 
       points per round into solving the task.
            This  is  the way that a normal harbor exit should  go  even 
       with minor weather problems.  However . . .
            Suddenly  the spell is dampened as the ship breaks the  spar 
       the  spell was enchanted to (wood rot that he did not  check  for 
       after  the winter ended).  Wavestalker is now in a (30% + d20)  - 
       20% situation.  (or 2 + d4)  
            As  the weather worsens with rain(+30% to his  problems)  he 
       slips  into a (30% + d50%) - 50% situation.  He is now at d50%  - 
       20%  every  round  and could be losing ground.   Add  a  variable 
       strong  wind  for a storm and he is at (30% + d100%) -  100%  (or 
       d100% - 70% per round).
            He is going to start losing that comfortable margin he built 
       up.   Luckily for him he makes it back to the dock before  things 
       get too sticky.
       Reading a foriegn language
            Starstrider gets everything fixed and docks at Helvitia.  He 
       speaks  15%  of Helvitian.  With his skill he goes into  a  cheap 
       restuarant and takes a menu.  
            A  simple menu will take d6-0 points to read.  It will  (due 
       to  formating) have d3 points of "armor" (Starstrider will  never 
       read  some  difficult menus).  As long as  his  dinner  companion 
       doesn't  stress him (10% as a level one stress) he will do his  3 
       points a round until the menu is read (or he gives up and  guess-
       es).   He reads the menu (which took 3 points to understand,  and 
       which had 1 point of armor) in two rounds.
       Climbing a cliff
            Later he is climbing a bit of cliff.  He's in a hurry  since 
       he dropped his sword and the wolves are getting closer.  He has a 
       skill of 20% and climbing equipment worth 20% points.  The  cliff 
       w' wolves is a 20% problem and because of the shale he has to  do 
       2  points before it starts to count (2 points armor on the  prob-
            This cliff takes two points per meter to climb.  
            Lets put the numbers together.  (20% + {tools} 20% + d20%) - 
       20 every round.   He does 4 + d4 points every round.  He rolls  a 
       10  on  d20% resulting in 6 points earned (less the 2  points  of 
       armor  the cliff has from the shale problem).  This  gets  Waves-
       talker 2 meters up the cliff before the wolves arrive.  
            Had  he been a bit more rushed this would have made  a  good 
       100%  problem with him at (20 + 20 +d100%) -100% per  round.   At 
       d100% - 60 he would have probably been caught by the wolves.
            He'll need to continue to be careful as he climbs higher  so 
       that he doesn't earn negative points, but at 2 meters he is  safe 
       until help arrives.
            Note that the armor idea solves many theoretical of problems 
       where  low-skilled types can't solve that kind of problem at  all 
       but  high skill types can do it quickly and easily.  Take a  task 
       with  10 points of armor and 1 task point.  If your skill is  45% 
       you'll  never  succeed.  With a skill of 55% you'll do  it  every 
       time when not under pressure and eventually even with pressure.
            These kinds of situations and results are relatively  common 
       in real life.
            If you want fumbles, you can use a roll of 01% to 05% and  a 
       result of negative numbers to mean negative results to the extent 
       of the negative numbers generated.  This means that when a highly 
       skilled individual klutzes the results won't be as bad.  This  is 
       true  to  life.   A highly trained swimmer who slips  up  gets  a 
       mouthfull of water, a neophyte starts to drown.
            In  addition,  the more difficult the  situation,  the  more 
       likely bad results are to occur.  In a 100% situation bad results 
       are alot more likely than in a 10% situation.  A positive  number 
       (even  with  a  01%) means that the bad result was  just  a  slow 
       result (i.e. you rolled a 01% when you could have rolled higher).
            Note that using this system a character is freely  transfer-
       able  between  this  and any 3d6 skill  resolution  system  (like 
       Pendragon).   Characters are easily transfered between  this  and 
       %tile  systems.   For %tile systems, just use the  same  numbers.  
       This system is transparent to characters under RUNEQUEST.
            Any  number (vs %tile) skill is multiplied times 5%  to  get 
       the percentile skill.  I.e. a Pendragon sword skill of 5  becomes 
            This  allows for simplification when you do not  desire  the 
       extra  complications of this system, and detail when you want  to 
       know  just how long it will take to pick that lock or climb  that 
            d100  is the base range.  d100 divided by two is  d50.   d50 
       divided  by two is d25.  d25 divided by two is d12.  d12  divided 
       by two is d6.  Note also that d25 is fairly close to d20 and  d12 
       is fairly close to d10.
            Commonly,  difficulties are done on d10, d20, d50 and  d100.  
       Extremely  difficult situations (such as simple heroquests)  call 
       for  2d100.  Trancendentally difficult situations (such  as  deep 
       heroquests, etc.) call for 3d100 or 4d100.  
            Note  that for a skill of 200% and no  difficulty  modifiers 
       (4d100 + skill) minus (400 + difficulty) gives an average  result 
       of  (400  - 400) 0 or a 50/50 chance of success.   At  just  d100 
       difficulty  and skill levels of 300 on both sides the  chance  of 
       success is still 50%.  The system handles both high percentage of 
       success and high levels of difficulty very well.
       [return to table of contents]

            There are several differences between the RUNEQUEST world of 
       Fantasy Europe and that of Shattered Norns.   In addition to some 
       new, campaign specific, magic rules, a slightly different charac-
       ter  creation  system  is used than that in  the  standard  Third 
       Edition Runequest Rules.  
            The  character generation system used in Shattered Norns  is 
       as follows:
       Generating the Character
            To generate a character, first decide whether the  character 
       is  male  or female and then roll both the intelligence  and  the 
       appearance  on 3d6-1.  A typical result will be INT and APP at  9 
       or 10.
            SIZ is rolled next at 2d6+6 for males and 2d6+3 for females.  
       CON is rolled at 2d6+2 for males and 2d6+5 for females.  Dexteri-
       ty  is calculated from (21-SIZ) + (2d6-1d6).  Strength is  SIZ  + 
       (1d6-1d6) [that is a range of SIZ plus or minus 5].  Power is  76 
       minus the total of the above numbers.  
            This  generates  a young adult character at  about  age  16, 
       ready for growth and development.  
       To recap:   (average)
             (male/                  female)
       Int = 3d6-1                   9.5
       App = 3d6-1                   9.5
       Siz = 2d6+6/2d6+3             13/10
       Con = 2d6+2/2d6+5             9/12
       Dex = (21-Siz) + (2d6-1d6)    11.5/14.5
       Str = (Siz) + (1d6-1d6)       13/10  
       Pow = 76 - (total)            10.5/10.5
            The  character generated under this method is assumed to  be 
       15  years old.  Starting characters for play are generally at  26 
       years of age.
            To bring the character up to age, subtract the total of  the 
       requisite  points  above from 86.  The resulting  number  is  the 
       number  of  points the character has to apply to  growth.   These 
       points  may  be applied to requisites in any fashion  the  player 
       desires  except that all requisites must be at least human  mini-
       mums (in the case of POW or APP less than 0, INT too low, etc.).
            Typically  a character has about 10 points to allocate  bet-
       ween requisites.
            Example, a typical male character:
       SIZ  12            
       STR  13            
       CON   8            
       CHA   9            
       INT  10            
       POW  10            
       DEX  14
            Total  points  = 76.  The player has 10 points left  to  al-
       locate to reach the 85 point limit.  That is just enough to  make 
       a  difference in a few areas, perhaps creating a  character  with 
       extraordinary STR or with good INT and POW.  
            The difference should be made in areas that the player wants 
       the character to be strong in.
            Once  a character has been created by filling out the  basic 
       requisites,  then  go forward and calculate the hit  points,  fa-
       tigue, etc.
       Filling out the Character
            After each character is generated, the character is given 95 
       points  of  will to build the character's skills  and  abilities.  
       Each  point  of will can be used to purchase a  point  of  chaos/ 
       shadow/  spirit/ dream/ etc. abilities or to purchase 1d6%  worth 
       of a skill.  Spells cost 1 point per point of spell.
            Characters  get  their starting bonuses to skills  only  for 
       those skills in which they've invested starting will.  Otherwise, 
       until a character has increased a skill past the area bonus,  all 
       d6% increases are a full 6% increase.
            E.g.  a character with a 15% manipulation bonus could  start 
       with  a  manipulation skill at 15% + Basic chance +  1d6%  for  1 
       point.   Any  manipulation skill not taken as  a  starting  skill 
       would  have to be gained from 0%, but the d6% increases would  be 
       at  a  flat rate of 6 points per improvement until  15%  +  Basic 
       Chance was reached or exceeded.
            For  example,  assume a manipulation bonus of  15%  and  the 
       skill  of slight (05%).  If taken as a starting skill, the  first 
       point of will would buy 20+d6%tiles of skill.  (Every  additional 
       point of will would add 1d6%).
            If  not taken, but later trained for, the skill would  start 
       at  0%, but would increase a full 6% each point of will until  20 
       points (or in this case, 24 points -- an even multiple of 6)  had 
       been reached).
            Back to  our Example, a male character:
       SIZ  12-            
       STR  13-            
       CON   8-            
       CHA   9-            
       INT  10-            
       POW  10-            
       DEX  14-            
            Of the 10 points he has for improvements, the player decided 
       that  4 should go to size, 4 should go to strength and 2 to  con-
       stitution.   That gives a starting character with  the  following 
           original // current
       SIZ  12-     // 16
       STR  13-     // 17
       CON   8-     // 10
       APP   9-     //  9
       INT  10-     // 10
       POW  10-     // 10
       DEX  14-     // 14
            He  has  10 magic points, 27 fatigue points, 13  hit  points 
       (under  RQIII.   For  my house campaign he  would  have  26  life 
       points),  +1d6 damage modifier, Dex strike rank of 3, Siz  strike 
       rank of 1, and the following skills (with their cost in points of 
       Agility 2%
            Jump 48%       (6pts)
            Dodge 42%      (10pts) 
       Communication 0%
            Own Language 65%(10pts)
            Other 32%      (10pts)
       Knowledge 0%
       Magic 2%
            Cast Spirit Magic 
            Heal 4         (4pts)
            Bladesharp 3   (3pts)
            Repair 2       (2pts)
            Speedart       (1pt)
       Manipulation 8%
            Conceal 29%    (5 pts)
       Perception 0%
            Search 54%     (10pts)
            Track 33%      (9pts)  
       Stealth 1%
            Sneak 32%      (8pts)  
       Attack 8%
       Parry 2%
            Broadsword 50% (8pts)
            Round Shield 
            Parry 40%      (4pts)
            Composite bow 28%(5pts)
            This  character is a typical "dumb" (i.e. ignorant)  fighter 
       type.   He has some basic adventuring and hunting skills,  useful 
       spirit  or  primitive magic for an adventurer  and  no  knowledge 
            The following section gives four more "typical"  characters, 
       each  of  them an archetype of a particular  kind  of  character.  
       Together  these five characters provide a good range  of  typical 
            Note  that all characters are 26 years of age having  served 
       their five year apprenticeship and five year journeyman's periods 
       out prior to play. 

       [return to table of contents] 
       Sample Character Archetypes
       1)   The hunter/fighter 
           original // current
       SIZ  12-     // 16
       STR  13-     // 17
       CON   8-     //  9
       INT  10-     // 10      
       POW  10-     // 10     
       DEX  14-     // 14      
       APP  10-     // 10
            He  has 10 magic points, 26 fatigue points, 13  hit  points, 
       +1d6 damage modifier, Dex strike rank of 3, Siz strike rank of 1, 
       and the following skills (with their cost in points of will)
       Agility 2%
            Jump 48%       (6pts)
            Dodge 42%      (10pts) 
       Communication 0%
            Own 65%        (10pts)
            Other 32%      (10pts)
       Knowledge 0%
       Magic 2%
            Cast Spirit Magic 
            Heal 4         (4pts)
            Bladesharp 3   (3pts)
            Repair 2       (2pts)
            Speedart       (1pt)
       Manipulation 8%
            Conceal 29%    (5 pts)
       Perception -1%
            Search 54%     (10pts)
            Track 33%      (9pts)  
       Stealth 1%
            Sneak 32%      (8pts)  
       Attack 8%
       Parry 2%
            Broadsword 50% (8pts)
            Round Shield 
            Parry 40%      (4pts)
            Composite bow 28%(5pts)
            This individual qualifies as a crude barbarian with  limited 
       socialization.  He knows no lore and would be seen and understood 
       as  rather coarse.  Many mercenaries are similar to this  charac-
            A born follower unless he betters himself and rounds out his 
       skills and personality.
       2)   The sorceress
            Original  //  Current
       Int = 15  //  17
       Siz =  7  //   7
       Con = 12  //  12
       Dex = 15  //  15
       Str =  8  //   8
       Pow = 10//    18
       App =  9  //   9
       Agility 6%
            Climb 49%      (1 pt)
            Swim 25%       (1 pt)
       Communication 10%
            Fast Talk 18%  (1pt)
            Sing 22%       (2pt)
            Own 43%        (1pt)
            Other 17%      (2pt)
       Knowledge 7%
            Evaluate 15%   (1pt)
            First Aid 20%  (1pt)
            World Lore 33% (5pt)
       Magic 18%
            Ceremony 27%   (1pt)
            Enchant 21%    (1pt)
            Summon 20%     (1pt)
            Duration 22%   (1pt)
            Intensity 25%  (3pt)
            Multispell 19% (1pt)
            Range 24%      (1pt)
            Mystic Vision 21%   (2pt)
            Neutralize Magic 41%(7pt)
            Regenerate 49% (8pt)
            Treat Wounds 24%(3pt)
            Venom  53%     (10pt)
       Manipulation 11%
            Slight 27%     (5pt)
       Perception 12%
            Listen 55%     (5pt)
            Scan 57%       (5pt)
       Stealth 3%
            Hide 41%       (10pt)
            Sneak 45%      (10pt)
            Short Spear 38%(3pt)  
            Parry 31%      (3pt)  
            She'll use the spear two-handed and also as a walking staff.
            While she is a little more skilled and rounded out than  our 
       basic fighter, our sorceress still does not know much about human 
       nature  (no  human lore) and could descend a bit from  the  ivory 
       tower.  Well suited to be an adventurer.
       3)   Proto-Berserker
           original // current
       STR  17      // 21
       CON  11      // 11
       SIZ  16      // 20
       INT   6      //  8      
       POW   8      //  8    
       DEX  14      // 15     
       APP   3      //  3
       Damage Modifier +2d6
       Dex Strike Rank 3
       Siz Strike Rank 0
       Agility 1%
            Swim 21%       (1pt)
            Dodge 60%      (14pt)
       Communications -7%
            Own 31%        (2pt)
            Fast Talk 22%  (6pt)
       Knowledge -2%
            Animal Lore 8% (1pt)
            Human Lore 8%  (1pt)
            Plant Lore 6%  (1pt)
            World Lore 9%  (1pt)
       Magical 1%
            Heal 1         (1pts)
            Fireblade      (4pts)
            Repair 1       (1pts)
            Protection 2   (2pts)
       Manipulation 9%
       Perception -2%
            Listen 25%     (1pt)
            Scan 29%       (1pt)
            Search 23%     (1pt)
            Track 13%      (2pt)
       Stealth 1%
            Hide 14%       (1pt)
            Sneak 13%      (1pt)  
       Attack 9%
       Parry 1%
            Halberd 87%    (25pt)
            Parry 71%      (20pt)
            Dagger 40%     (5pt)  
            Fist 36%       (1pt)
            Foot 29%       (1pt)  
            Grapple 37%    (1pt) 
            He's big, he's dangerous (5d6 a hit at SR 4 and 8), has lots 
       of  hit  points and lots of fatigue.  Well suited to  becoming  a 
       berserk.  With more intelligence and less size and strength  he's 
       a  standard fighter with better %tages but less damage on a  hit.  
       (And we'll see that character as number 5)
       4)   Sneak Thief
       STR   9      //  9
       CON  11      // 12
       SIZ   6      //  6
       INT  14      // 18      
       POW  11      // 11    
       DEX  16      // 20     
       APP   9      // 10
            She has 11 magic points, 21 fatigue points, 9 hit points, no 
       damage modifier, Dex strike rank of 1, Siz strike rank of 3,  and 
       the following skills (with their cost in points of will):
       Agility 13%
            Climb 74%      (6pts)
            Dodge 29%      (3pts)
            Jump 49%       (3pts)
            Swim 32%       (1pt)
       Communications 9%
            Fast Talk 28%  (4pts)
            Sing 17%       (1pt)
            Own 50%        (3pt)
            Other 30%      (6pt)
       Knowledge 8%
            Evaluate 27%   (4pt)
            Mineral Lore 14%(1pt)
            Read/write 12% (1pt)
            Read/write 11% (1pt)
            Read/write 17% (2pt)
       Magic 15%
            Silence 5      (5pt)
            Extinguish 1   (1pt)
            Befuddle 2     (2pt)
       Manipulation 17%
            Conceal 25%    (1pt)
            Devise 22%     (1pt)
            Slight 24%     (9pt)
       Perception 10%
            Listen 43%     (2pt)
            Scan 44%       (2pt)
            Search 48%     (4pt)
       Stealth 11%
            Hide 46%       (7pt)
            Sneak 46%      (7pt)
       Attack 17%
       Parry 13%
            Scimitar 47%   (7pt)
            Parry 39%      (6pt)
            Whip45%        (5pt)
            A well rounded city dweller with some sophistication.  Would 
       make  an  excellent sorceress or divine magic  user  after  power 
       5)   "Adventurer"
           original // current
       STR  13      // 17
       CON  11      // 11
       SIZ  13      // 16
       INT   9      // 10      
       POW   8      //  8    
       DEX  14      // 16
       APP   8      //  8
       Damage Modifier +1d6
       Dex Strike Rank 2
       Siz Strike Rank 1
       Agility 4%
            Swim 24%       (1pt)
            Dodge 63%      (14pt)
       Communications -2%
            Own 36%        (2pt)
            Fast Talk 27%  (6pt)
       Knowledge 0%
            Animal Lore 10%(1pt)
            Human Lore 10% (1pt)
            Plant Lore 9%  (1pt)
            World Lore 11% (1pt)
       Magical 1%
            Heal 1         (1pts)
            Fireblade      (4pts)
            Repair 1       (1pts)
            Spirit Screen 2(2pts)
       Manipulation 10%
       Perception 0%
            Listen 27%     (1pt)
            Scan 31%       (1pt)
            Search 25%     (1pt)
            Track 15%      (2pt)
       Stealth 5%
            Hide 17%       (1pt)
            Sneak 18%      (1pt)  
       Attack 10%
       Parry 4%
            Greatsword 87% (25pt)
            Parry 79%      (20pt)
            Dagger 41%     (5pt)  
            Fist 37%       (1pt)
            Foot 31%       (1pt)  
            Grapple 36%    (1pt) 
            Ok,  this is a pretty much standard jack of all trades  with 
       an  emphasis on fighting.  Compare him to the "dumb  fighter"  to 
       see the difference point allocation can make.
            And remember, these are all standard characters.
        [return to table of contents]
       Alternative Previous Experience
            This  provides various occupations.  Generate characters  as 
       per  the normal Runequest Rules, but using these changes for  the 
       previous  experience tables to obtain a character who has  served 
       his or her five year apprenticeship and five year journey status.
       Shamen Apprentice 
       Short Spear:   %base + (2 x attack bonus) + 2d6%
       Initiation Gift:  roll on chaos feature (+/-5% player choice)
       Spells:   Bind Spirit
                 Heal 1d6
                 Disruption 1d6
                 Spells of choice (so that total spells known = 14 pts)
       Own Language:  Base + (bonus x 2)
       Lore Language:  Int x 4%
       Read Runes:  Int x 1%
       Other Language: Int x 3%
       Spirit Shirt (shamen mode):  3 points of pow
       Fetch:    3d6 Int, 2d6+6 Pow
       Five years of Assistant Shamen Skills, Primitive or Barbarian
       Misc. personal goods, kit, 
       Int x 1 in pennies
       Trade Family 
       Long knife     %base + (attack bonus) + 3d6+6%
       Own Language   Int x 4%
       Read Own       Int x 3%
       Other A        Int x 3%
       Other B        Int x 2%
       Trade:         Int x 3% + (knowledge bonus)
       Read Trade:    Int x 1%
       Accounting     Base + (2 x knowledge bonus) + 5%
       Math Base      + (2 x knowledge bonus) + 10%
       Writing        Base + (2 x knowledge bonus) + 15%
       Family Craft   50% + base + d10% + bonus
       Craft          30% + base + d6% + 1bonus
       All lore       bonus + base + d6%
       Bargaining     bonus + base + 3d6%
       Fast Talk      bonus + base + 2d6%
       Evaluate       bonus + base + 3d6%
       Swim           bonus + base +d6%
       Navigate       bonus + base +d6%
       Sail           bonus + base +d6%
       Misc:          3d6% to allocate
       Two years:  any civilized or barbarian profession
       three points spirit magic
       Tools, weapon, soft leather armor/clothes
       Int x 4 pennies, kit
       Heavy Foot 
       Marching       40% + bonus + 3d6%
       Bardice        30% + (2 x bonus) +2d6%
       Parry          35% + (2 x bonus) +2d6
       Dagger         base + bonus + d6%
       Trade Tongue   3 x Int
       Battle Code    2 x Int
       Own Language   base + bonus + Int
       Other Language 2 x Int
       Fix Caltrop    50% + bonus
       Armor Repair   40% + bonus
       Plain Chant    15% + (2 x bonus)
       World Lore     base + (2 x bonus)
                 Flameblade (+d3/pt) 3
                 Heal 3
                 Repair 1
                 Countermagic 3
       Scale Laminated Armor
       Weapons, kit
       Int x 3 in pennies
       Three years experience from any Barbarian
       Light Foot 

       Marching       30% + 2d6%
       Shield         40% + (2 x bonus)
       Sword          25% + (3 x bonus) + 2d6%
       Dagger         base + bonus + 2d6%
       Trade Tongue   3 x Int
       Battle Code    1 x Int
       Own Language   base + bonus + Int
       Other Language 3 x Int
       Camouflage     30% + bonus + 2d6%
       Spot Traps     40% + bonus + d6%
       Oratory        base + (3 x bonus)
       Human Lore     base + (2 x bonus)
                 Bladesharp 4
                 Protection 4
                 Heal 2
       Cuirbolli Armor
       Weapons, kit
       Three years experience from any Barbarian
       Int x 2 in pennies
       Running        40% + 3d6%
       Bow            30% + bonus
       Long knife     35% + bonus
       Parry          20% + bonus
       Trade Tongue   4 x Int
       Own Language   base + bonus + Int
       Other Language 2 x Int   
       Other Language 2 x Int
       Climb          30% + bonus + 2d6%
       Tracking       20% + (2 x bonus)
       Musical Instrument 30% + bonus
       Spot Hidden    30 + bonus
                 Silence 4
                 Shimmer 4
                 Multimissile 2
       Silk or Leather Armor
       Weapons, misc goods = Int x 2 pennies, kit
       Int x 1 in pennies
       Two years experience from any Primitive 
       One years experience any Civilized
       Elemental language  (Int x 4%) + (2 x magic bonus)
       Read lore language  (Int x 3%)
       Spells:             2d6+6 points of spells
       Spirit Shirt:       3d3+3 points of POW
       long knife:         base + (3 x bonus) + d10%
       Herb lore:          Int x 3%
       Human lore:         base + bonus
       World lore:         Int x 3%
       Magic Skills:       Int x 1%
       Manners/Grace:      (App + Int) x 3%
       Four Years of Skills for Entertainer, Barbarian or Civilized.
            Create  all sorcerers as Apprentice Sorcerers for six  years 
       and Adept Sorcerers for four years.  All sorcerers are created by 
       using Civilized Culture Occupations.
            All  sorcerers have a familiar.  Specially bred raptors  are 
       the standard familiar.
       STR 3  (2d2); POW 16 (3d6); CON 12 (3d6); DEX 28 (3d6+18); SIZ  2 
       (d2);  Dodge 93%, Scan 92%, Search 91% INT  4  (+Int donated);  1 
       pt feathers, 1d2 claw, 1d3 bite
       Choose a deity, then:
       First Aid      40% + (2 x bonus)
       Staff          20% + 2d6% + (2 x bonus)
       Parry          same (but parry bonus)
                      2d3+3 points of Pow in Staff
       Find Herbs     20% + (3 x bonus)
       Preserve Herbs 30% + (2 x bonus)
       Three years of Skills for Healer, Civilized or Barbarian
       Two years of Skills for Priest, Barbarian
       Magical Attributes:
            1....Healing skill: 30%  + magical bonus (works  by  rolling 
       under skill, for each 5 points rolled under, one point of  damage 
       is healed over the next d6 hours)
            2....Summon Major Attribute of deity:  20% + bonus
            3....Summon Minor Attribute of deity:  10% + bonus
            4....guardian spirit (27 points to allocate between INT  and 
       POW, points of spells = INT, acts like a magic spirit, except not 
       bound  and  can  cast spells on its  own  initiative.   Determine 
       spells appropriate.) (no separate spells)
       Rune Master
            In Shattered Norns rune magics can be practiced  independent 
       of the deities by sorcerer-like rune masters.  Generate  Sorcerer 
       type  characters with "divine" (rune) magic rather  than  sorcery 
       spells and some access to spirit magics.
       Rune Priest
            Generate as a RUNEQUEST initiate and/or rune priest.

            All  major  human Shattered Norns cultures are on  the  edge 
       between  civilized and barbarian and characters can be  generated 
       using  those  previous  experience rules not  superseded  by  the 

       [return to table of contents]
            Shattered  Norns  has a limited cultural  cross-section  for 
       weapons.   In addition, I have some options that  I  occasionally 
       use for this campaign.
       Weapon changes.
       Alternate Weapon Table 
       Weapon STR/
       Category Weapon Damage   DEX       ENC  BS   Armor     SR   $
       2H Axe Bardiche 2d6+1    11/8      2.0  15%  11        1   120
            Halberd#  3d6       14/9      3.0  5%   9         1   200
       1H Axe Battleax d6+2     12/9      1.5  10%  9         2   100
            Axe       d6+1      7/8       .5   10%  6         2    40
       Dagger Dagger   1d3+1   -/-        .2   15%  3         3    10
            long knife 1d4+1   4/6        .3   15%  5         2   100
       Spear  1HShort  1d6     6/7        2.0  10%  7         2    20
           1HBroadleaf 1d6+1   8/7        2.0  5%   8         2   120
              2HShort  1d6     -/-        2.0 10%  10         2    20
              1HLong   1d4      7/9       2.5  5%   7         1    35
               Pike&   1d6+1    8/9       3.5  0%   9         1    95
       Staff/Club      1d6      -/7       .5   15%  4         2     5
       Club Singlestick1d6      7/9       .5   10%  5         2    10
       2HStaff          1d8      9/9      1.5  10%  9         1    15
            long knife 1d4+1    4/6       .3   15%  5         2   100
             Rapier#@  1d6+1    7/13      1.0   5%  9         2   175 
             Sword     1d8+1    9/7       1.2  20% 10         2   150  
            @can be used as a one handed thrusting weapon.  If used as a 
       one handed weapon (rather than with a main gauche, shield,  etc.) 
       it impales and the user adds +3 to SIZ for determining SIZ SR and 
       +15% to dodge/parry weapon attacks from the front.
            #Not a common weapon.  

            &Used in formations SR becomes 0.  May be used 2H.
            These  changes bring the weapon available, and  the  weapons 
       chosen, into line with the combat rules.  
            Note that with an attack 50% and a parry 60%, one will never 
       be able to hit.  In such a situation, the attacker may raise  the 
       chance to hit by pushing.  However, for every % the chance to hit 
       improves, the chance to be hit improves in a like fashion.  
            Thus  if Djon, in a berserk fury, pushes by 50% (adding  50% 
       to his chance to hit), his opponent he is pushing will have a 50% 
       improved chance of hitting Djon.
            Change to Grapple Rules:
            In  many grappling systems designed to injure  an  opponent, 
       the  target is thrown into or through the ground rather  than  on 
            Rather than making a successful fall roll to escape  injury, 
       the  person falling is thrown into the ground with the  force  of 
       the target's size and the thrower's strength slamming him or  her 
       into an unmoving surface.
            Additionally, the thrower usually follows through by landing 
       on  the  target and by controlling the way the  target  lands  to 
       insure  that the target does not land flat but rather falls  with 
       one  of  the  "four corners" of the  body  (usually  a  shoulder, 
       sometimes a hip) bearing the entire burden of the contact).
            (Compare  this  to Judo -- an excellent sport --  where  the 
       goal  is to make certain the target lands flat <least  chance  of 
       injury>  and where the thrower attempts to stay vertical  and  to 
       support the target.  Or Greco-Roman where it is bad form to  body 
       slam the target and fall on him at the same time.)
            The  Grappling rules in RQIII are used to  handle  unskilled 
       grappling.   Note  such skill on a character sheet  as  GRAPPLING 
       (unskilled).   Skilled  hand-to-hand combat  using  grappling  is 
       noted as GRAPPLING (skilled) or PANKRETON.
            To  establish SR for Pankreton, double the Size SR  modifier 
       (thus  for small individuals it might be as high as 8, 2 x 0  <or 
       still zero> for giants) but otherwise treat the SR as 0 (i.e.  no 
       weapon  strike rank other than SIZ strike rank).  Thus, for  each 
       individual his or her Pankreton SR is the Size SR.
            If  a  successful Pankreton roll is made a  grip  is  estab-
       lished.   If a second successful roll is made a throw occurs  Dex 
       SR later.
            To calculate the damage from the throw add the damage  bonus 
       of  the thrower to (thrower's STR + target's SIZ) damage bonus  + 
       d3  and apply it to a random hit location.  The damage is  rolled 
       for  twice if the thrower falls on the opponent.   Otherwise  the 
       thrower  remains standing and the target is on the ground at  the 
       end of the throw.
       [return to table of contents]

       RULES 6 -- SONG MAGIC
            Song  Magic  is a potent form of primal magic.   It  crosses 
       genres or lines and to create its magical effects, all song magic 
       requires Power, magic points and fatigue points.
            Each song must first be learned the same way that a sorcerer 
       learns  a  spell.  While the songs are learned, the  song  master 
       also binds points of power to the harmony rune (similar to a rune 
       master  sacraficing points of power for rune magic).  To use  the 
       songs  learned, points of power bound into the harmony  rune,  in 
       number  equal to the song level must be applied to the song.   At 
       the  same time, magic points are also used.  The points bound  to 
       harmony  and so used are recharged the same way rune  magics  are 
       recharged.  The magic points are also recharged normally.
            At  the beginning, expending the bound power gives the  har-
       pist  or other song master access to the song.  Power bound  into 
       the harmony rune and available for songs forms a cloud about  the 
       song master that is obvious to second sight and similar abilities 
       or spells.
            Then,  once  the harmony rune is manifested, to  invoke  the 
       power  of  a particular song requires a successful play  or  sing 
       roll  followed  by the expenditure of magic points equal  to  the 
       level  of the song (this is when the magic points are  expended).  
       The  song master may keep trying until a successful play or  sing 
       roll is made.  Then, for each time segment that the song  contin-
       ues the song master must expend one fatigue point.
            Note  that all sorcery skills apply to songs  --  especially 
       intensity and can be used on a song while the song continues  and 
       fatigue is expended.
       Charm:    Affects  one person.  The target of this  song  becomes 
       the target of an Appearance vs. Intelligence attack.  The  result 
       roll  is  made at the end of the song.  For each round  the  song 
       continues  add  one to the appearance of the  song  master.   The 
       target  will  feel the singer's attention and can break  off  the 
       song  at  any  point by an act of will (at which  point  the  Ap-
       pearance v. Intelligence attack is made).
            Thus  a song master could sing for twenty rounds  (expending 
       twenty  points  of  fatigue) for +20 to Appearance  for  the  Ap-
       pearance  vs. Intelligence attack, or, the target of such a  song 
       could  break off the influence of the song after the first  round 
       for only +1.
            If  the song APP vs INT roll succeeds, reroll  the  target's 
       reaction to the singer based on 2 x Appearance (vs the usual 1  x 
       apppearance).   This beneficial reaction will last for  one  hour 
       for every level of intensity the song has.
       Fury:     This  song allows the singer to invoke fury in  willing 
       listeners.  For each level of intensity that the song has it  can 
       be targeted to affect one listener.
            The basic time period for the song is one melee round.
            The  basic  effect is for the listener to fight  with  fury, 
       adding one point of damage to each of the listener's weapon blows 
       for each magic point spent when the song master begins the song.
            With three magic points and intensity three, three  fighters 
       could  be  filled  with such fury that for each  round  the  song 
       continued they would strike for +3 to damage.
       Quiet:    For each level of intensity that the song has it can be 
       targeted to affect one listener.
            The basic time period for the song is one melee round.
            For each magic point spent when the song begins the  listen-
       ers  have  +5% added to any rolls made to  resist  emotion  based 
       spells, magical effects or songs.  If begun after the emotion has 
       taken  hold of a target Quiet allows the target to  make  another 
       attempt  at resisting the effect (but without the bonus  for  the 
       number of magic points expended).
            Thus  a  Quiet song with four magic points behind  it  would 
       cause  each  of the targeted listeners to resist fear  spells  or 
       effects at +20%.  
            Song  magic is appropriate to Chalana Arroy and is the  spe-
       cialty  of  an allied hero, Elovare Harpist.  For more,  see  the 
       alternative rules laid out in the cult of Elovare Harpist  (those 
       rules are much easier to use and simpler).
[top of file]

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