RQ House Rules

From: Keith Calvert Ivey (IVEKEIC%YALEVM@CUNYVM.CUNY.EDU)
Date: Sat 18 Aug 1990 - 09:56:33 EEST



RQ3 HOUSE RULES Players Book

    Charisma is still Charisma. It has not been changed to Appearance.

    Throw is a manipulation skill, not an agility skill.

    The communication skills modifier is: INT, CHA = primary; POW = secondary.

    The stealth skills modifier is: DEX = primary; SIZ = negative; POW = secondary negative.

    Skills modifiers are rounded up even if the modifier is negative. Thus +2.5 rounds to +3, but -2.5 rounds to -2.

    Hit points per location is based on the number of hit points a creature has, not the next multiple of three. All fractions are rounded up. Thus a humanoid with 10 hit points has 0.4*10 = 4 HP in the chest; 10/3 = 3.33, or 4 HP in the abdomen, legs, and head; and 10/4 = 2.5, or 3 HP in the arms.

    A successful Dodge against an attack makes a successful attack into a miss, a special hit into a normal hit, and a critical hit into a special hit. A special success on a Dodge against an attack makes a normal or special hit into a miss, and a critical hit into a normal hit. A critical success on a Dodge against an attack makes any hit into a miss. No successful Dodge has any effect on a failed or fumbled attack. A failed Dodge has no effect. A fumbled Dodge against an attack makes a normal miss into a normal hit, a normal hit into a special hit, and a special hit into a critical hit; it has no effect on fumbled attacks or critical hits.

    A special hit with a crushing weapon does normal damage against half armor (rounded up). A critical hit does maximum weapon damage against no armor. In either case parries are counted normally.

    A special hit with a slashing weapon does maximum weapon damage against normal armor. A critical hit does maximum weapon damage against no armor. In either case parries are counted normally.

    On a special success with a parry, the parrying weapon takes no damage, though it still blocks only the normal amount of damage.

    An adventurer may perform two actions per melee round. An action consists of attacking, parrying, dodging, or casting a spell. An adventurer may not dodge twice in the same round, nor may hey attack twice or parry twice with the same weapon unless heir skill is over 100%. Hey may attack or parry with each of two different weapons, or attack and parry with the same weapon, even if it is a one-handed weapon. Hey may not attempt to parry the same attack twice.

[FYI - Hey is a spelling reform, intended to imply he/she, popular among his
Yale gaming group. Hem and heir are also part of this...]

    If an adventurer is fighting an opponent which has multiple attacks and the attack the adventurer has declared hey is parrying misses, hey may instead attempt to parry another attack later in the round from the same opponent at half chance.

    A scythe is a two-handed weapon.

    The encumbrance of clothes varies considerably depending on type. Armor weights include a small amount for normal clothing worn underneath.

    The ENC values for some armor types have been changed as follows:

                S       M       L      XL

soft leather    1.5     2.0     2.5     3.0
lamellar       11.0    14.0    17.0    19.5
scale          13.0    16.0    19.0    22.5
chainmail      13.0    16.0    19.0    22.5
brigandine     14.5    18.0    21.5    25.0
plate          16.0    20.0    24.0    28.0

[This particular change was gotten by our troll players...]

These changes have no effect on the price of armor, either in full suits or in pieces. Ignore "cost per ENC".

    All armor is one-third the cost listed in the book.

    The only overlapping of armor which does not drastically increase encumbrance is wearing soft leather under any other kind of armor.

Magic Book

    When awakening a fetch, if the shaman has a special success on his Summon roll, the fetch will have 2d6+6 INT. A critical success gives the fetch d6+12 INT.

    There is a new skill, Cast Spirit Magic. This is a magic skill with a base chance of 25% (plus magic skills modifier). It is reduced by the encumbrance penalty. In previous experience, initiates get 3% per year and spirit magic users get 5% per year. This skill is used for casting spirit magic spells and replaces the POW*5 roll described in the rules. It may be increased by research, training, or experience up to 75%, but beyond that only by experience. Cults do not teach this skill very well because they have a somewhat flawed view of the process; thus it takes twice normal time to learn it from a cult.

    Befuddle is ended if the victim is attacked. There is no (20-INT)*5 roll to get out of it.

    Coordination adds two points of DEX per point of spell rather than only one.

    Endurance restores lost fatigue poits only up to normal maximum (STR+CON-ENC).     Glamor adds three points of CHA pre point of spell rather than only two.

    An object mended with repair permanently loses one hit point only if it was reduced to 0 HP.

    Initiates may sacrifice for reusable divine magic and regain it as priests do. They may not learn spirit magic from associate cults. They may not sacrifice for divination, excommunication, sanctify, spell teaching, warding, or worship (deity).

    Magic points gained from absorption do not add to the caster's own magic points. They form a pool form which hey may draw to cast spells, but they do not aid hem in overcoming other persons' magic points or in resisting enemy spells.

    Command (species) is a one-point spell.

    Mind-affecting spells do not travel through mindlink.

    Reflection reflects all spells less than or equal to it in power. These spells never get to the protected individual and thus get no attempt to overcome heir magic points.

    Shield does not work exactly like countermagic as far as spells go. A spell one point stronger than the shield will get through. Countermagic 4 will stop a 5-point spell but be knocked down in the process. Shield 2 will not stop the five-point spell but will not be knocked down, either. If countermagic 4 and shield 2 were combined they would stop a 9-point spell, but the countermagic would be knocked down.

    Warding requires that magic points be put into it when the spell is cast. This number of magic points is used to overcome the magic points of enemies crossing the boundary in order to damage them.

    A sorcerer may not raise the intensity, duration, or range level of a spell beyond heir percentage in the appropriate skill divided by 5. The free INT limit for manipulation still applies. Thus a sorcerer with a Duration skill of 33% may not cast spells with a duration level higher than 6 (duration of 640 hours).

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