[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
Adventurer
Hunter/fighter
Proto-Berserker
Sneak Thief
Sorceress
Rules 3 Extended Career Paths
Matrix Manipulators
Others
Priest
Rune Master (Magic use, not cult status)
Rune Priest
Shamen Apprentice
Soldier: Light Foot
Soldier: Skirmisher
Soldier: Heavy Foot
Sorcerer
Trade Family Member
Wizardling
Rules 4 Wizardry (separate file)
Air
Dark
Earth
Fire
Water
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.
I. PLAYERS BOOK
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
fatigue.
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
rank."
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
impales.
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:
BLUNT WEAPONS VS. SOFT ARMOR
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.)
POINTS FOR OVERLAPPING ARMOR
As described above, it is possible to wear soft armor under
another armor to provide added protection. Hard armor may not be
worn under any other 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
like.
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
compatable.
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
elementals.
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
spells.
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
spellcasting."
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
with:
"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-
tive.
Page 57 The Chaosium changed the rules as follows: 2
ARMORING ENCHANTMENT: Each point of POW adds 3 armor points, not
1d6.
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
wizardlings.
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-
states.
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
cities.
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.
SHADOW, SPIRIT AND DREAM PLANE ENCOUNTER TABLES
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
world.
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
111+ FRONTIER REGION SPIRIT REALM
Page 16 FRONTIER REGION ENCOUNTER TABLE
-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
OUTER REGION ENCOUNTER TABLE
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
INNER REGION ENCOUNTER TABLE
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
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.
THRESHOLD DREAM
-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).
ADDITIONAL MATTERS FOR THE GAMEMASTER'S BOOK
PAGE 17, SPECIAL TREASURE ITEMS
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
Magic
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)
Craft
1-5 to (2d6)*5%
6 to (2d6+6)*5%
Skill
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
point."
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.
ELEMENTALS:
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
wizardling).
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.
Air/Sylphs
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
unencumbered.
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).
Dark/Shade
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).
Fire/Salamander
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.
Water/Undine
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).
Earth/Gnome
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.
Magnethi/Demons
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).
NOTES ON ALL ELEMENTALS:
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.
Description
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
Weapon
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
Notes
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.
Skills
Scan 30%. If INT > 6 there is a 30% chance of click speech
at INT * 3%.
Armor
1 point of skin armor
Magic
None. One in a hundred will have a chaos gift.
Tiev Gnack
Description
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
Weapon
SR % damage parry Pts
handaxe
spear
Notes
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.
Skills
Scan 30%, Track 40%.
Armor
Two points skin & scales
Magic
Take double damage from iron.
20% chance of a Magnethi taint (chaos gift).
Tiev Lae
Description
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
Fatigue
Weapon
As elves.
Notes
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-
sites.
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.
Skills
As elves except plant tenders are Tiev Gnack breeders.
Armor
One point skin and varied non-metallic. Usually cuirbolli.
Magic
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)
Description
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
Fatigue
Weapon
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
Notes
Usually 1d4+1 of these are found together. Very brutal.
Can be forced into a mindless state.
Skills
As Fachans
Armor
3+d6 scales. May also wear armor (20% chance).
Magic
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
attack.
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
Description
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
lands.
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
Weapon
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.
Notes
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.
Skills
As Dwarves.
Armor
Bronze and horn armor.
Magic
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
taint.
Tiev Naneth (Couranth)
Description
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.
Notes
These are the great traitors.
Skills
As Humans x 5
Armor
If substantial, Armor = 1POW, if insubstantial = POW
Magic
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
down.
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.
Notes:
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
race).
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
women.
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
creatures.
[return to table of contents]
RULES0 -- ALTERNATE SKILL SYSTEM
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.
BASIC 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
situation).
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.
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.
COMPLEX PROBLEMS
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-
lem).
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.
Etc.
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.
FUMBLES
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).
TRANSLATING CHARACTERS
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
25%.
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
cliff.
DICE RANGES
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]
RULES 1 -- PLAYER CHARACTER CREATION
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
requisites:
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
will)
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
skills.
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
adventurers.
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]
RULES 2 -- SAMPLE CHARACTER ARCHETYPES
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-
ter.
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)
Weapon
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
gains.
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]
RULES 3 -- EXTENDED CAREER PATHS
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
Other
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
Soldier
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)
Spells
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
Soldier
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)
Spells
Bladesharp 4
Protection 4
Heal 2
Cuirbolli Armor
Weapons, kit
Three years experience from any Barbarian
Int x 2 in pennies
Soldier
Skirmisher
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
Spells:
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
Wizardling
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.
Sorcerer
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
Priest
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.
Others
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
above.
[return to table of contents]
RULES 5 -- SPECIALIZED COMBAT RULES
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
Sword
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
it.
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.
ONE POWER POINT SONGS
A/K/A FIRST LEVEL SONGS
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%.
NOTES
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).
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