Post by phantomdoodler on Mar 17, 2012 15:22:11 GMT -5
This is a conversion using the new 6th edition of Rune Quest.
System changes
Hit points
These are now determined by adding a character's SIZ plus STR, and are recorded as global hit points rather than per location. However a location is still important to determine what armour each character is wearing. Only heroes have this amount of hit points. Other characters have a hit points equal to half this value.
Traits
Each character starts with two Traits:
Ambidextrous
You may add +10% to any attack roll, when using two weapons. You may use either weapon to gain this bonus.
If taken a second time, this trait provides a +10% to any parry roll when using two weapons.
If this trait is taken a third time you gain an additional attack each combat round.
Athletic
You may add +10% to your Athletics, Endurance and Swim skill.
Brawny
You may add +10% to your Brawn skill, gain +10% to any Combat Skill test when using a one-handed weapon with two hands, and may add 1 to your STR.
Die Hard
You may increase your CON value by 1. In addition, whenever you lose Hit points from poison or disease, you only take half the damage.
Hardy
You may increase your CON value by 1. In addition you never need to make Endurance tests to resist the effects of exposure to weather. You suffer from the effect of starvation after a number of days equal to your CON.
Ironskin
You have a natural Armour of 1, which stacks with any worn armour. In addition, whenever you heal your self, you gain back 1 additional HP, and any attempt to heal you is made at +10%.
If this trait is taken a second time, you gain 2 AP, recover two additional HP when helping yourself, and others gain +30% to heal you.
Races of Magnamund
Human
Humans make up the majority of the population of Magnamund, and are an incredibly diverse range of nations and cultures, from the Ice Barbarians of Kalte to the Sadi Nomads of the south. Human characters offer the most choice for players, and can come from any culture.
STR: 3D6 (11)
CON: 3D6 (11)
SIZ: 2D6+6 (13)
DEX: 3D6 (11)
INT: 2D6+6 (13)
POW: 3D6 (11)
CHA: 3D6 (11)
Dwarf
Dwarves are a stocky and hardy race, or drodarin decent, known for their bravery, stubbornness, and skill with crafting weapons and armour. They are most commonly encountered, outside of their mountain kingdoms, as mercenaries and gunners - they alone possess the ability to manufacture firearms and boom powder, and they excel in their use.
STR: 2D6+9 (16)
CON: 2D6+9 (16)
SIZ: 1D3+9 (11)*
DEX: 3D6 (11)
INT: 2D6+6 (13)
POW: 3D6 (11)
CHA: 3D6 (11)
*SIZ represents mass with Dwarfs. Use SIZ to determine weight using the stocky frame, and SIZ-2 to determine height.
Culture
Cultural Passions
Professions
Alchemist, Crafter, Entertainer, Herder, Merchant, Miner, Official, Physician, Priest, Scholar, Scout, Thief, Tower-Gunner* Warrior
Tower-Gunner
Skills
Starting Money
Dwarves characters being the game with commodities or currency worth 4d6 x10 Gold Crowns
Combat Styles
Axes
Weapons: Battleaxe, Axe, Great Axe
Bows
Weapons: Bow, Short Bow, Long Bow
Crossbows
Weapons: Light Crossbow, Heavy Crossbow, Hand Crossbow
Firearms
Weapons: Handgun, Musket, Long Rifle
Flails
Weapons: Ball & Chain, Chain, Flail, Scourge, Great Flail, Bullwhip
Hammers
Weapons: Warhammer, Military Pick, Great Hammer
Maces
Weapons: Club, Mace, Great Mace, Great Club
Polearms
Weapons: Glaive, Halberd, Pike, Quarterstaff
Light Blades
Weapons: Dagger, Short Sword, Rapier, Sickle, Knife, Main Guache
Heavy Blades
Weapons: Broadsword, Great Sword, Longsword, Falchion, Scimitar, Sabre, Scythe
Siege Weapons
Weapons: Ballista, Bombard, Catapult, Trebuchet
Spears
Weapons: Spear, Lance, Pike, Trident, Long Spear
Slings
Weapons: Staff Sling, Sling
System changes
Hit points
These are now determined by adding a character's SIZ plus STR, and are recorded as global hit points rather than per location. However a location is still important to determine what armour each character is wearing. Only heroes have this amount of hit points. Other characters have a hit points equal to half this value.
Traits
Each character starts with two Traits:
Ambidextrous
You may add +10% to any attack roll, when using two weapons. You may use either weapon to gain this bonus.
If taken a second time, this trait provides a +10% to any parry roll when using two weapons.
If this trait is taken a third time you gain an additional attack each combat round.
Athletic
You may add +10% to your Athletics, Endurance and Swim skill.
Brawny
You may add +10% to your Brawn skill, gain +10% to any Combat Skill test when using a one-handed weapon with two hands, and may add 1 to your STR.
Die Hard
You may increase your CON value by 1. In addition, whenever you lose Hit points from poison or disease, you only take half the damage.
Hardy
You may increase your CON value by 1. In addition you never need to make Endurance tests to resist the effects of exposure to weather. You suffer from the effect of starvation after a number of days equal to your CON.
Ironskin
You have a natural Armour of 1, which stacks with any worn armour. In addition, whenever you heal your self, you gain back 1 additional HP, and any attempt to heal you is made at +10%.
If this trait is taken a second time, you gain 2 AP, recover two additional HP when helping yourself, and others gain +30% to heal you.
Races of Magnamund
Human
Humans make up the majority of the population of Magnamund, and are an incredibly diverse range of nations and cultures, from the Ice Barbarians of Kalte to the Sadi Nomads of the south. Human characters offer the most choice for players, and can come from any culture.
STR: 3D6 (11)
CON: 3D6 (11)
SIZ: 2D6+6 (13)
DEX: 3D6 (11)
INT: 2D6+6 (13)
POW: 3D6 (11)
CHA: 3D6 (11)
Dwarf
Dwarves are a stocky and hardy race, or drodarin decent, known for their bravery, stubbornness, and skill with crafting weapons and armour. They are most commonly encountered, outside of their mountain kingdoms, as mercenaries and gunners - they alone possess the ability to manufacture firearms and boom powder, and they excel in their use.
STR: 2D6+9 (16)
CON: 2D6+9 (16)
SIZ: 1D3+9 (11)*
DEX: 3D6 (11)
INT: 2D6+6 (13)
POW: 3D6 (11)
CHA: 3D6 (11)
*SIZ represents mass with Dwarfs. Use SIZ to determine weight using the stocky frame, and SIZ-2 to determine height.
Culture
- Customs +40%, Native Tongue +40%
- Standard Skills: Athletics, Brawn, Deceit, Endurance, First Aid, Locale, Perception
- Example Combat Styles: Axes, Hammers, Maces
- Professional Skills: Commerce, Craft (any), Engineering, Lore (any), Mechanisms, Musicianship, Oratory, Survival
Cultural Passions
- Loyalty to Clan
- Love (Something Materialistic)
- Hate (Either Cenerese, Krorn or some other race that bears your clan enmity)
Professions
Alchemist, Crafter, Entertainer, Herder, Merchant, Miner, Official, Physician, Priest, Scholar, Scout, Thief, Tower-Gunner* Warrior
Tower-Gunner
Skills
- Standard Skills: Athletics, Endurance, Combat Style (Axes), Combat Style (Firearms), Locale, Perception, Stealth
- Professional Skills: Craft (Alchemy), Craft (Gunsmithing), Engineering, Gambling, Lore (Strategy and Tactics), Mechanisms, Survival
Starting Money
Dwarves characters being the game with commodities or currency worth 4d6 x10 Gold Crowns
Combat Styles
Axes
Weapons: Battleaxe, Axe, Great Axe
Bows
Weapons: Bow, Short Bow, Long Bow
Crossbows
Weapons: Light Crossbow, Heavy Crossbow, Hand Crossbow
Firearms
Weapons: Handgun, Musket, Long Rifle
Flails
Weapons: Ball & Chain, Chain, Flail, Scourge, Great Flail, Bullwhip
Hammers
Weapons: Warhammer, Military Pick, Great Hammer
Maces
Weapons: Club, Mace, Great Mace, Great Club
Polearms
Weapons: Glaive, Halberd, Pike, Quarterstaff
Light Blades
Weapons: Dagger, Short Sword, Rapier, Sickle, Knife, Main Guache
Heavy Blades
Weapons: Broadsword, Great Sword, Longsword, Falchion, Scimitar, Sabre, Scythe
Siege Weapons
Weapons: Ballista, Bombard, Catapult, Trebuchet
Spears
Weapons: Spear, Lance, Pike, Trident, Long Spear
Slings
Weapons: Staff Sling, Sling