Full reference, condensed only in wording (not content) from Chapter II, "How to Create an Adventurer."
To build a human Adventurer, roll 3D6 for each of seven characteristics. This gives a range of 3 (low) to 18 (high) and defines the basic parameters of human development. Other playable species — elves, dwarves, dragonewts, and so on — use different ranges, covered in the monsters chapter.
STR governs how much damage a character does, what armor he can wear, and what weapons he can wield. It can be increased through training up to the higher of the character's Constitution or Size — but if STR is already the highest of those three ratings, no amount of training will raise it further; only magic can.
CON is the measure of a character's health, and is the primary factor in how much damage he can take before dying. All attacks by poison or disease are matched against CON. It can be trained up to the rating for STR or SIZ, whichever is higher — and, as with STR, if CON is already the highest of the three, only magic can push it further.
SIZ indicates a character's mass. It affects how much damage he deals and absorbs. Large Adventurers hit harder and soak more punishment but find it harder to move quietly or hide in shadows; small Adventurers have the reverse advantages and drawbacks. SIZ can never be altered naturally.
INT is trickier than the physical scores. It measures a character's ability to deal with abstractions and to memorize — the theoretical underpinning of skills as varied as fighting, thieving, magic, and crafting. INT is the major modifier of how fast a character progresses through experience, and it also caps how many spells he can hold in memory. Barring some miraculous intervention, this characteristic never changes.
POW represents a character's raw ability to work magic, and is effectively a measure of the soul. High POW makes an Adventurer easier-hitting, harder to defend against, and generally more capable, because he is "in tune" with the Universe — but that same aura works against him when he tries to move unseen. POW varies over time: casting spells depletes it, rest restores it, and successful spellcasting can permanently raise it (full rules appear in the Basic Magic chapter).
DEX measures how fast and accurately a character performs physical and magical actions. It can be raised by training, up to whatever maximum applies to the character's species.
CHA is the measure of leadership — the ability to say "follow me" and have people actually do it. It should never be confused with physical beauty. CHA is useful for obtaining cheap training and has assorted other uses covered throughout the rules. Unlike the other characteristics, CHA rises and falls with the success or failure of an Adventurer's past ventures.
No characteristic may ever be increased, for any reason including magic or divine intervention, beyond the maximum that could have been rolled on the characteristic dice plus the number of dice rolled. For humans that's 18 + 3 = 21. The minimum possible for any reason is simply the number of dice rolled — 3 for humans — and no characteristic may voluntarily be reduced below that floor.
Each Adventurer has a set of abilities he can improve with training. His characteristics shape how well he starts out in each. The tables below give a percentage add or subtract for each characteristic band; these percentages sum to a "natural ability," which can come out positive, negative, or exactly zero.
The ability to attack is more than a single stroke — it's a combination of blows, feints, and shifts meant to make an opponent open himself up and be struck. As an Adventurer trains and gains experience, he learns more combinations, more deceptive movement, and generally lands blows more often.
| Characteristic | 01-04 | 05-08 | 09-12 | 13-16 | 17-20 | Each +4 |
|---|---|---|---|---|---|---|
| STR | -05% | +05% | +05% | +05% | ||
| INT | -10% | -05% | +05% | +10% | +05% | |
| POW | -05% | +05% | +05% | |||
| DEX | -10% | -05% | +05% | +10% | +05% |
Reasons: immense STR helps an attacker move his weapon faster and brush aside an opposing parry — low STR has the opposite effect. INT matters because a sharp attacker sees an opponent's weaknesses and works out new combinations and moves; a dull attacker just bores in with the same repeated attack and learns little from training. Extremes of POW — high or low — affect the attack because POW measures how well a character relates to the Universe; a character favored by the gods hits more easily. DEX is simply the ability to control where a weapon goes, which is obviously central to landing a hit.
A parry is a series of movements designed to interpose a shield or weapon in the path of an attack. Because parrying is a matter of trained reflex rather than aggressive technique, it uses its own separate table of adds and subtracts.
| Characteristic | 01-04 | 05-08 | 09-12 | 13-16 | 17-20 | Each +4 |
|---|---|---|---|---|---|---|
| STR | -05% | +05% | +05% | +05% | ||
| SIZ | +05% | -05% | -05% | |||
| POW | -05% | +05% | +05% | |||
| DEX | -10% | -05% | +05% | +10% | +05% |
Reasons: strength aids the parrier for the same reasons it aids the attacker. A small target is easier to protect than a large one, so low SIZ helps parrying while high SIZ hurts it. POW's influence works the same way here as with attack. DEX's role is, again, the same as for attack.
Defense is a trickier concept than attack or parry — it is the art of getting out of the way, of being where a blow is not. In the modern world this has become the martial art of Aikido, but in the ancient world of Glorantha it's simply a discipline every fighter develops. Critically, Defense is only ever learned through experience — it cannot be bought with training money.
| Characteristic | 01-04 | 05-08 | 09-12 | 13-16 | 17-20 | Each +4 |
|---|---|---|---|---|---|---|
| SIZ | +05% | -05% | -05% | |||
| INT | -10% | -05% | +05% | +10% | +05% | |
| POW | -05% | +05% | +05% | +05% | ||
| DEX | -10% | -05% | +05% | +10% | +05% |
Reasons: a smaller target is harder to hit, a larger one easier — hence SIZ's role. INT contributes through the character's ability to learn and observe combat and apply that theory in the moment. POW again reflects the character's "flow" with reality. DEX's role is once more self-evident.
An Adventurer attacking a character with a Defense ability must subtract that ability from his own attack chance. If a defender has 10% Defense and his attacker has a 45% chance to hit with a broadsword, the attacker's real chance drops to 35%.
Facing several foes, a character may put all his Defense against a single attacker, split it among some or all of them, or ignore some entirely — so long as the total allocated never exceeds his full Defense rating, and no single allocation drops below 5%.
As DEX and POW rise, a character's Defense rises with them, per the table above. Separately — and in total contrast to the usual training-and-experience system used for every other combat ability — a character gains Defense purely through experience: any time his Defense actually saves him from being hit (i.e., the subtraction made the difference between being struck and not), he may roll his INT or less on D100 to gain an increase in Defense. A character with no Defense at all cannot improve by this method until he first gains some Defense score through rising DEX and/or POW.
Hit Points aren't so much an ability as an attribute — the measure of how much damage a character can take before dying. They're based directly on CON, then modified by POW and SIZ.
| Characteristic | 01-04 | 05-08 | 09-12 | 13-16 | 17-20 | Each +4 |
|---|---|---|---|---|---|---|
| SIZ | -2 | -1 | +1 | +2 | +1 | |
| POW | -1 | +1 | +1 |
Reasons: the larger a person, the more damage he can soak up before a mortal wound, so an increase in SIZ equals an increase in Hit Points. A high POW likewise proves useful, as the favor of the gods always is.
Note that, unlike the other tables above, these bonuses are given in actual points rather than percentages. A character with CON 12, SIZ 17, and POW 18 would have 15 Hit Points, and must take that many points of damage before he's dead. A human can never have fewer than 3 Hit Points while undamaged. If a character's Hit Points fall to 2 or 1, he's unconscious; at 0 or less, he's dead.
This table works differently from the rest — it combines a character's strength and mass to determine how much extra damage he does with a weapon beyond the weapon's own listed damage. Both STR and SIZ work together here.
| Average of STR & SIZ | 01-06 | 07-12 | 13-16 | 17-20 | Each +8 |
|---|---|---|---|---|---|
| Bonus | -1D4 | none | +1D4 | +1D6 | +1D6 |
Reasons: the stronger a character, the harder he hits — and vice versa. But raw STR isn't the whole story: without enough mass behind a blow, even great STR doesn't add much (a character weighing 95 kg can put more behind a swing than one weighing 55 kg with the same STR). That's why the table averages STR and SIZ together rather than using either alone.
Perception is the first of the non-combat abilities, covered further in the Other Skills chapter. It's the ability to detect anomalies and follow through on hunches, drawing heavily on mental discipline and on Power.
| Characteristic | 01-04 | 05-08 | 09-12 | 13-16 | 17-20 | Each +4 |
|---|---|---|---|---|---|---|
| INT | -10% | -05% | +05% | +10% | +05% | |
| POW | -05% | +05% | +05% |
Reasons: a character who isn't sharp enough to look for, and learn to recognize, a trap, secret door, or telltale noise simply won't notice it — hence INT's role. POW supplies "hunches" about where and when to look; the gods give hints to those they favor.
Stealth is the ability to do things surreptitiously — moving quietly, hiding in shadows, picking pockets, and similar skills.
| Characteristic | 01-04 | 05-08 | 09-12 | 13-16 | 17-20 | Each +4 |
|---|---|---|---|---|---|---|
| SIZ | +10% | +05% | -05% | -10% | -05% | |
| INT | -10% | -05% | +05% | +10% | +05% | |
| POW | +05% | -05% | -05% | -05% | ||
| DEX | -10% | -05% | +05% | +10% | +05% |
Reasons: the more area a body takes up, the harder it is to hide, so SIZ cuts both ways here. INT contributes the knowledge of when and how to move, how to use available cover, and how to distract a watcher. POW, uniquely among the abilities, is a handicap to Stealth — too much POW builds an aura around a character that's hard to ignore no matter how quiet he tries to be. DEX is the ability to avoid tripping over your own feet or bumping into things, which is obviously essential to staying unnoticed.
Manipulation is the ability to work with small and intricate things — lockpicking, trap removal, and sleight of hand all fall under it.
| Characteristic | 01-04 | 05-08 | 09-12 | 13-16 | 17-20 | Each +4 |
|---|---|---|---|---|---|---|
| STR | -05% | +05% | +05% | +05% | ||
| INT | -10% | -05% | +05% | +10% | +05% | |
| POW | -05% | +05% | +05% | |||
| DEX | -10% | -05% | +05% | +10% | +05% |
Reasons: STR helps hold one part of an object steady while manipulating another part — real strength matters even in fine work. INT is important simply for knowing what to manipulate and how. POW is, again, useful for staying in tune with the world. DEX is crucial for putting your fingers exactly where they're needed.
Knowledge covers all book learning — Mixing Potions, Speaking Languages, and General Literacy (by no means common) all fall here.
| Characteristic | 01-04 | 05-08 | 09-12 | 13-16 | 17-20 | Each +4 |
|---|---|---|---|---|---|---|
| INT | -10% | -05% | +05% | +10% | +05% | |
| POW | -05% | +05% | +05% |
Reasons: the ability to memorize and work with abstractions is essential to learning, hence INT's central role. POW again occasionally provides hints from the gods to those they favor.
Once a character has reached full growth — usually around age 16 in this world — the only way to enhance a physical characteristic is hard training.
Basic training in Glorantha costs 400 L a week for eight hours a day, which can be subdivided into four two-hour sessions at 100 L a week each.
The cost basis for characteristic improvement is identical to the cost basis for any ordinary skill (see Chapters IV and VI): for every week of training at 2 hours a day, the cost is 100 L. So, since STR takes 1000 L to gain one point, it takes 10 game weeks at 2 hours a day, or 2½ game weeks at 8 hours a day. No more than 8 hours a day may be devoted to training. For the curious, this works out to an hourly rate of 8⅓ Lunars — high for an ancient economy, but instructors go through a great deal to teach it, as later chapters make clear.
Training must be continuous. Any break forces the Adventurer to start over, paying the full cost again from scratch.
A character just beginning his career can expect some starting money, though probably not much. The Background Table determines both how much money he begins with and what "class" of upbringing he came from — though he isn't limited to that background class as he advances.
| D100 | Background | Money |
|---|---|---|
| 01-25 | Peasant | D100 L |
| 26-60 | Townsman | 2D100 L |
| 61-85 | Barbarian | D100 L * |
| 86-95 | Poor Noble | D100×5 L / game year ** |
| 96-99 | Rich Noble | D100×10 L / game year ** |
| 00 | Very Rich Noble | D100×20 L / game year ** |
* A barbarian can additionally expect a riding animal (20% chance he doesn't have one), leather armor, and basic weapons.
** A noble with an income must return to a specific spot each campaign year to collect it, or it simply piles up uncollected with no interest earned; the specific location is agreed between player and referee. A poor noble's income is usually cut off around his 21st year. A rich noble can generally keep drawing his stipend indefinitely — though this always depends on Fate, as ruled by the referee.
All beginning characters can be expected to come with the following, regardless of background:
| Clothing | Equipment |
|---|---|
| Tunic | Belt knife |
| Breeches/kilt | Fire making gear |
| Sandals/boots | |
| Underwear (loin cloth) | |
| Warm cloak/coat | |
| Headgear/hat/cap |
Depending on the background rolled, a character may also start with:
| Peasant | Townsman | Barbarian |
|---|---|---|
| Snares | Flasks | Snares |
| Drinking skin | Torches | Rope |
| Basic camp gear | Lamps | Torches |
| Torches | Rope | Riding gear |
| Tools (mallets, spikes, etc.) | Week's rations, cooking gear, camping gear (tent, bedroll, etc.) |
Poor Noble additionally starts with: a basic weapon (such as a broadsword), a ring mail hauberk, an open helm, and a two-handed or missile weapon (chosen depending on DEX).
Rich and Very Rich Noble additionally start with: a basic weapon (such as a broadsword), a brigandine or chainmail hauberk, chainmail limb protection, a closed helm, a riding horse, a two-handed or missile weapon (per DEX), and — being wealthy — anything else he needs, which he can simply buy.
Keeping track of a character's initial rolls and abilities by hand is laborious, so a character sheet is provided to hold everything an Adventurer can do on one piece of paper. Two versions are offered — one for humanoid Adventurers, one for other types of creature — and neither claims to be perfect, but either is workable for a beginning character. Areas whose purpose isn't obvious become clear as the rest of the rules are read. The publisher grants permission to photocopy the sheets as needed for personal use.
Full reference from Chapter III, "Mechanics and Melee."
Four terms define the passage of time throughout the rules.
This describes the passage of time for characters within the world of Glorantha. Training, Rune Magic, and similar long-run considerations are all based on the game week. How long is a game week in real time? Running one real week per game week makes the game drag unless the campaign is conducted by mail. The authors recommend a scale of one real day per game week instead, which lets players keep characters in continuous play. Referees should adjust this to whatever suits their own campaign.
This term is not optional. A full turn represents 5 minutes, or 25 melee rounds, and is used to mark the passage of time during a scenario.
The melee round is 12 seconds long. One complete round of attacks, parries, spells, and movement happens during a melee round.
RuneQuest recognizes three separate scales of movement.
Used on the referee's world maps to track characters traveling from place to place. A referee could devise a dozen different travel rates depending on season or mount, but the authors suggest the following simple scale as a baseline.
| Basic Rate | Description |
|---|---|
| Walking Movement | Assumes an average of 10 hours of walking a day; 20 km a day. |
| Marching Movement | Forced marching for 10 hours a day; 30 km a day. |
| Riding Movement | Moving at a walk, possibly accompanied by wagons; 20 km a day. |
| Cavalry Movement | Riding animals unhindered by wagons, at walk-trot pace; 40 km a day. |
Rough terrain slows movement, of course:
These conditions are cumulative. A party attempting cavalry movement through forested mountains has its movement cut first by 2/3, and then by a further 1/3: instead of covering 40 km a day, it manages roughly 4.7 km (40 − 2/3×40 = 14×1/3 = 4.7 km).
During a full turn, a character may cautiously advance 120 meters, stroll as much as 240, or run up to 1000. A riding animal can double this speed, though a walking horse doesn't outpace a walking man unless it's well trained.
Every creature has a movement class, on a scale of 1 through 12. Each number represents how many movement units the creature can cover in one melee round; one unit equals 3 meters, or roughly 10 feet.
Human Movement — an unarmored man can move 8 units in a melee round. Carrying heavy or awkward items will slow this.
Comparative Movement — many long-legged, multi-legged, and flying creatures are relatively much faster than a human's baseline of 8 — but this refers to combat speed during a melee, where a fighter must dodge out-thrust spears, pools of blood, falling bodies, and still find time to fight. Under these conditions, even flying creatures have to slow down to land an accurate attack.
Flight/Chase/Unhampered Movement — for speed unhampered by the considerations of melee (impossible if a melee is going on around the character, unless he's attempting to flee with no thought of what's happening around him), double all two-legged movement speeds; triple the speed of all four-or-more-legged creatures as well as two-legged species of extraordinary size, such as giants; and multiply the speed of flying creatures by 5. Non-legged creatures should have their speed multiplied by 1.5 instead. They can usually be outrun.
Ideally, an encumbrance rule for a role-playing game should simply read, "Characters may not carry more than they could reasonably be expected to carry under normal conditions." Unfortunately, players interpret "reasonable" quite differently from one another, so the authors offer the following concrete system instead.
A melee is a mass of combatants trying to do many things at once while keeping from dying at the same time. To bring order to that chaos and keep every player involved in the picture, melees are divided into phases. It's always necessary to remember that, although these phases are handled in turn, the underlying action is actually simultaneous.
There are four phases to a melee round.
Statement of Intent — the players and referee formally state what their respective participants in the melee will be doing. During the course of this melee round, intentions may be aborted but not altered ("OK, since the troll ducked out the door, I won't shoot an arrow at him" is fine; "OK, since the troll ducked out the door, I'll shoot at the Dragonewt instead" is not).
Movement of Non-Engaged Characters — all characters and monsters not engaged in melee may move up to their total movement allowance. Those moving no more than half of their usual movement allowance may also participate in melee, or perform other feats such as throwing a spell, in the same round.
Resolution of Melee, Missiles, and Spells — each attack of whatever type is resolved in strike rank order. The lowest strike rank always strikes first (strike rank is fully explained below). If one opponent disables another before the second one can attack, the disabled character gets no attack at all — missile, spell, or melee weapon. If both combatants have the same strike rank, their DEX scores are compared, and the faster combatant strikes first. If the DEXs are also the same, both strikes are simultaneous: damage is not assessed until both attacks have been rolled and resolved.
The character or monster with the lowest total strike rank always attacks first. Securing this initiative rests on three main criteria — SIZ, DEX, and weapon length — with the modifiers of surprise and movement added in. There's no need to work out a running strike rank as a melee proceeds; it's simply calculated once for each weapon beforehand and noted on the character sheet.
| Readiness | SR | SIZ | SR | DEX | SR | Weapon Length | SR | POW Used | SR |
|---|---|---|---|---|---|---|---|---|---|
| Prepared spell/missile | 0 | 22+ | 0 | 19+ | 0 | 2+ meters | 0 | 1 point | 0 |
| Unprepared spell/missile | 5 | 15-21 | 1 | 16-18 | 1 | 1.5-1.9 meters | 1 | Each +1 | +1 |
| 07-14 | 2 | 13-15 | 2 | 1.0-1.4 meters | 2 | ||||
| Surprised | SR | 01-06 | 3 | 09-12 | 3 | 0.5-0.9 meters | 3 | ||
| Within 3 meters | 3 | 06-08 | 4 | 0-0.4 meters | 4 | ||||
| 4 to 9 meters | 1 | 01-05 | 5 | ||||||
| Movement | SR | ||||||||
| Each 3 meters | +1 |
In short, each strike rank may be treated as a separate action whenever a character is outside direct melee contact with a foe.
A character has fewer options once he's actually inside a melee. While engaged, he must spend his effort attacking and defending. He may throw a spell at an oncoming foe and then engage him physically within the same round, but a character cannot, while already engaged in combat, attack both physically and magically at once. A character who starts a round already physically engaged in melee may either attack and defend normally, or defend normally and attack magically — not both. In short, within a melee a character's strike rank marks when he may initiate an attack; once that point in the round comes up, he's considered to be attacking (or defending) for the entire round and can do little else besides parry and defend.
See the Basic Magic chapter for the requirement that most attack spells need a free hand as a focus. Because of this, 5 strike rank points must be added to a character's normal strike rank for a spell if he's switching from a weapon in hand to casting a spell that round. However, using a spell like Bladesharp or Fireblade to enchant a weapon he already has in hand only requires adding the spell's own strike rank to his normal strike rank for that weapon that round — because a character will normally carve the appropriate runes into his weapon the moment he obtains it, rather than in the heat of combat.
Changing from one weapon or tool to another takes 5 strike ranks. This is an abstract convention meant to save referees from having to draw up a chart of exactly how many strike ranks it takes to pull out a sword versus draw another arrow. Referees who want to complicate their lives are welcome to draw up their own comparative preparation-time chart. Two things should be kept in mind:
No action or combination of actions may be performed in one melee round if the total strike rank required adds up to more than 12. This is deliberately correlated to the 12 seconds that make up a melee round, though referees should avoid a slavish "each second equals one strike rank point" reading of the rule.
A character not currently involved in melee can conceivably do a number of things in one round, always keeping in mind that he only has 12 strike rank points to spend. He could, for instance, toss a Disruption spell — taking 3 points for a character of average DEX — then move 9 meters (3 more points) and draw his bow and an arrow (5 points for readying a weapon). He's then out of points and cannot fire that round, since loosing the arrow would cost another 3 points and only 1 remains. At the referee's option, the 5 points it took to ready the bow and arrow could instead be combined with the 3 points of movement, giving him the time necessary to loose an arrow that same round. Note that a character of average DEX could loose two arrows in a melee round if he starts the round with an arrow already nocked (strike rank 3 for the first shot, then 5 to ready a new arrow, then 3 to shoot it — 11 points total).
Refer back to the "Multiple Activities Within Melee" note above — a character who does have to choose between attacking magically or physically once already engaged should treat his committed strike rank as governing his entire round, not just the initial action.
As stated previously, the attacking character must roll a D20 for the hit location of the target. The hit location of the target is the area of the body a blow actually lands on. While this could be a very complex determination in reality, the rules simplify the human body into a small number of location categories for a humanoid adversary.
| D20 | Area | Description |
|---|---|---|
| 01-04 | Right Leg | Right leg from hip joint to foot |
| 05-08 | Left Leg | Left leg from hip joint to foot |
| 09-11 | Abdomen | Hip joint to just under the floating ribs |
| 12 | Chest | Floating ribs to neck and shoulders |
| 13-15 | Right Arm | Entire right arm |
| 16-18 | Left Arm | Entire left arm |
| 19-20 | Head | Neck and head |
Each of the above areas has a certain number of hit points, dependent on the character's total Hit Points, as shown in the table below. Note that the total hit points of the various locations can add up to more than the character's overall Hit Points — this is deliberate, and not an error. However, once a character has taken enough damage to surpass his total Hit Points (as determined by CON and its modifying characteristics), he is dead, regardless of whether any single location has actually been fully destroyed. It's entirely possible for a character to die of bleeding and shock without any single body area having been completely disabled.
As an example, a character with total Hit Points of 14 would have 5 points in his abdomen, 4 in each arm, 5 in his head, and 6 in his chest, plus (from the leg row) 5 in each leg — the location totals sum to well more than 14, but 14 points of total damage anywhere across the body is enough to kill him.
| Location | 01-06 | 07-09 | 10-12 | 13-15 | 16-18 | 19-21 | Each +3 |
|---|---|---|---|---|---|---|---|
| Each Leg | 2 | 3 | 4 | 5 | 6 | 7 | +1 |
| Abdomen | 2 | 3 | 4 | 5 | 6 | 7 | +1 |
| Chest | 3 | 4 | 5 | 6 | 7 | 8 | +1 |
| Each Arm | 1 | 2 | 3 | 4 | 5 | 6 | +1 |
| Head | 2 | 3 | 4 | 5 | 6 | 7 | +1 |
A modern, high-velocity bullet hitting a limb hard enough to disable it would probably kill the owner of the limb through hydrostatic shock; the slower-moving ancient weapons of RuneQuest don't have this effect. Therefore a character can never take more than twice the possible points of damage in an arm or leg from a single blow. A 2-point arm hit for 5 points, for instance, only takes 4 points off the character's total Hit Points — the fifth point has no effect, though further blows to that same arm will still affect the character's total Hit Points normally.
However, a character damaged this severely from a single blow is functionally incapacitated regardless. He cannot fight until healed, though he may still heal himself.
A limb struck for 6 or more points beyond what it can hold in a single blow is severed or irrevocably maimed. Only a 6-point Healing spell or potion, applied within 2 full turns, will reknit the limb. Note that this applies even if the points leading up to the severing wouldn't ordinarily be counted under rule 2 above — thus if a character with a 2-point arm is struck for 8 points, he takes only 4 points of damage against his total Hit Points, but the arm is nonetheless maimed, and of course the character is functionally incapacitated as well. A head, chest, or abdomen hit for 6 or more points beyond its capacity is an instant death.
Full reference from Chapter IV, "Combat Skills."
An Adventurer has a certain probability of succeeding with an attack. If the player rolls the character's needed percentage or less on D100, the character has succeeded and managed to hit his opponent. How much damage this hit does depends on the type of weapon used and the kind of armor the target may be wearing to absorb the damage.
The Adventurer also has the opportunity of parrying with a shield or weapon. This chance is again rolled on D100, and if the needed percentage or less is rolled, the parry blocks the attack — whether or not that attack was itself successful.
Chapter II discusses the "plus and minus" percentage that various characteristics like DEX and INT give to an Adventurer's basic chance of attacking and parrying. These percentages must be added and subtracted from a character's basic chance of use with all weapons, including his hand, foot, or head as improvised natural weapons.
The basic chance for most attacks or parries (and most skills) is 5%. A roll of 01-05 on D100 always means a successful attack or parry; a roll of 96-00 always means an unsuccessful attempt at whatever's being tried. NOTE: natural ability only ever affects the basic chance to hit once. A natural ability add of 5% will not continuously add another 5% to all training and experience gained afterward — it's a one-time modifier to the starting basic chance, not a running bonus that reapplies at every stage.
Certain weapons can be used with a basic chance higher than the ordinary 5%, thanks to their simplicity of handling or common use within the culture. The following list gives the basic chance to attack and parry with each of these weapons.
| 10% Chance | 15% Chance | 20% Chance | 25% Chance |
|---|---|---|---|
| Axe, thrown* | Axe, 2H | Axe, 1H | Club/Mace, 1H or 2H |
| Bow* | Flail | Crossbow* | Dagger |
| Head Butt | Javelin/Dart, thrown* | Hammer, 1H | Fist* |
| Medium Shield | Knife, thrown* | Large Shield | Grapple* |
| Pike | Maul | Spear, 2H | Kick* |
| Pole Axe | Shortsword | Staff | Thrown Rock* |
| Sling | Sickle | ||
| Spear, 1H | |||
| Sword, 1H |
* The asterisked weapons above are not parrying weapons. One would not parry a weapon with a fist, and it's rather hard to parry with an already-thrown weapon. Also, the shields mentioned above are concerned solely with their basic chance to parry. Striking with a shield uses the ordinary basic 5% roll.
A young fighter with some street-gang experience swinging a club has a 25% chance to hit someone with it, though only the ordinary 20% chance of parrying an attack with that same cudgel. If he instead picked up a broadsword, he'd attack at only the base 10% and parry at the base 5%, since a broadsword carries none of the special basic-chance bonuses a club does.
A critical hit ignores the effects of armor or any other protection entirely. How important this becomes is obvious once one considers how effective armor normally is at absorbing damage.
At all times, a strike resulting in a roll of exactly 01 on D100 is a critical hit. As an Adventurer gets better at fighting, his chance of striking a critical hit improves along with it: if the player manages to roll 5% or less of what he needs to successfully attack, the character has struck a critical hit. All such calculations are rounded down, so a character with only a 25% chance to hit — 5% of which is 1.25 — still only has the flat 1% (a roll of 01) chance of a critical, since fractions always round down for this purpose.
A weapon that parries a critical hit takes twice the damage it would take normally. If the attacking weapon is long-hafted or an impaling weapon, however, the parrying weapon takes no damage at all, per the long-hafted-weapon exception described in the Mechanics and Melee chapter. A shield that parries a critical hit takes twice as much damage as normal, and any unabsorbed damage strikes the parrier directly — though his armor still counts as protection against that excess.
Two friendly fighters, sparring with broadswords, have no armor on. One rolls an 01 — a critical hit! The other rolls a 03 to parry with his own sword, and rolls an 8 for damage — which the critical hit doubles to 16 points. Since the parrying sword can't withstand that much, it's severely damaged and, with no money for a new one, its owner switches permanently to a cudgel and shield instead. When they continue sparring, a follow-up parry against a mace blow of 9 points against a 16-point large shield leaves the shield absorbing the damage; the two points that get through are stopped by the light padding the wielder is wearing, leaving him with only a bandage needed on his arm.
An Adventurer using a weapon for which he has only a 5-20% chance of success has a flat 5% chance of fumbling (that is, a roll of 96-00 on D100 counts as a fumble rather than an ordinary miss). For every additional 20% capability an Adventurer gains with that weapon, his chance of fumbling with it is reduced by 1%. However, an attack roll of exactly 00 is always a fumble regardless of skill. Even an Adventurer with a full 100% chance of hitting (actually capped at 95%, since rolls of 96-00 are always a miss) will still fumble on a roll of 00.
A simple effect, like simply ignoring armor, is too tame for a fumble roll, so the authors present a table based on all the strange and silly things that have happened to them on the tourney fields of the Society for Creative Anachronism. If an attack results in a fumble, the fumbling player must roll on the Fumble Table with D100 and follow the directions. If the result on the table doesn't apply to the situation as written, the referee should apply a similar effect or simply ignore the fumble. The authors have found that these fumbles enliven the game and show up at the most embarrassing moments. Remember — the monsters fumble too.
| D100 | Nature and Effect on Fumbler |
|---|---|
| 01-05 | Lose next parry. |
| 06-10 | Lose next attack. |
| 11-15 | Lose next attack and parry. |
| 16-20 | Lose next attack, parry, and any Defense bonus aid. |
| 21-25 | Lose next D3 attacks. |
| 26-30 | Lose next D3 attacks and parries. |
| 31-35 | Shield strap breaks; lose shield immediately. |
| 36-40 | Shield strap breaks; as above, and also lose next attack. |
| 41-45 | Armor strap breaks (roll for hit location to determine which piece of armor is lost). |
| 46-50 | Armor strap breaks, as above, and also lose next attack and parry. |
| 51-55 | Fail and lose parry this round (takes D3 rounds to get up). |
| 56-60 | Twist ankle; lose ½ speed for 5D10 rounds. |
| 61-63 | Twist ankle and fall; apply the previous two items. |
| 64-67 | Vision impaired; lose 25% effectiveness on attacks and parries (takes D3 rounds unengaged to fix). |
| 68-70 | Vision impaired; lose 50% effectiveness on attacks and parries (takes D6 rounds unengaged to fix). |
| 71-72 | Vision blocked; lose all attacks and parries (takes D6 rounds unengaged to fix). |
| 73-74 | Distracted; foes attack at +25% effectiveness for next round. |
| 75-78 | Weapon dropped (takes D3 rounds to recover). |
| 79-82 | Weapon knocked away (roll D6 for number of meters it travels, and roll D8 for compass direction it went). |
| 83-86 | Weapon shattered (100% chance if unenchanted; 10% less for each point of battle magic on the weapon, and 20% less for each point of rune magic on the weapon). |
| 87-89 | Hit nearest friend (hit self if no friend near); do rolled damage. |
| 90-91 | Hit nearest friend (hit self if no friend near); do full possible damage. |
| 92 | Hit nearest friend (hit self if no friend near); do critical hit. |
| 93-95 | Hit self; do rolled damage. |
| 96-97 | Hit self; do full possible damage. |
| 98 | Hit self; do critical hit. |
| 99 | Blow it; roll twice on this table, and apply both results. |
| 100 | Blow it badly; roll thrice on this table, and apply all three results. |
The same Fumble Table can be used for parry fumbles with the following substitutions for all rolls above 74 on D100:
| D100 | Nature and Effect on Fumbler |
|---|---|
| 75-78 | Parrying weapon or shield dropped (D3 rounds to recover). |
| 79-82 | Parrying weapon or shield knocked away (roll D6 for number of meters it travels and D8 for compass direction it went). |
| 83-86 | Parrying weapon or shield shatters (100% if unenchanted; 10% less for each point of battle magic on object, and 20% less for each point of Rune magic). |
| 87-92 | Wide open; foe automatically hits with normal damage. |
| 93-96 | Wide open; foe automatically hits with full possible damage. |
| 97-98 | Wide open; foe automatically critical hits. |
| 99 | Blow it; roll twice on this table and apply both results. |
| 00 | Blow it badly; roll thrice and apply all the results. |
A young Adventurer stumbles into a bully's path in a crowded tavern, and a duel forms up on the spot before either can back out gracefully. Neither party wears armor. Over the first two rounds, every attack and every parry from both fighters misses outright — much to the amusement of the regulars. On the third round, the bully lands a hit with his rapier for a modest 3 points to the leg, only shallowly wounding his foe, since the intervening parry attempt also missed. On the fourth round, the young fighter rolls an 01 to attack with his cudgel — a critical hit — just as his rival's own parry attempt narrowly fails. Because neither combatant is wearing armor, the critical hit does no special extra effect beyond ignoring the (non-existent) armor, so it's resolved as ordinary maximum club damage to the bully's abdomen: enough to exceed what his abdomen can hold, and the bully drops dead on the spot. No friends step forward to avenge him, and the onlookers instead buy the winner a drink.
Any thrusting weapon, and all missile weapons except thrown axes and rocks, have the chance to impale.
Impaling takes place if the attack roll is 20% or less of what was needed for success. Thus, a spearman with a 40% chance of success who rolls 8 or less on D100 has impaled his opponent, unless the blow is parried. Impaling does two things:
An impaling attack that is parried by another weapon does no harm to either the weapon or its wielder. If instead parried by a shield, the weapon becomes stuck fast in the shield, unable to be removed until all combat is over and someone spends 5 free melee rounds working it loose. Any damage beyond what the shield can absorb strikes through to the target anyway. A weapon sticking in a shield this way has the following effects, based on its ENC:
Because of a low damage roll, it's possible for a character to take only 1 or 2 points of damage in a hit location while nonetheless having a spear, arrow, or other weapon left sticking in him. The following optional factors should be kept in mind:
Multiply the chance of drawing out the weapon by the following table, keyed to the stuck weapon's ENC:
| ENC of Weapon | Modifier |
|---|---|
| 0 | ×2 |
| 1 | ×1 |
| 2+ | ×½ |
NOTE: a functionally incapacitated character can still Heal himself just enough to stop the bleeding, but since the Healing spell doesn't actually restore points to a location with a disabling weapon still in it, someone else has to remove it for him.
If a character parries with a percentage roll equivalent to a critical hit (5% of normal chance, per the rule above), it counts as a critical parry. The effect of a critical parry is that the parrying weapon takes no damage at all, and a parrying shield will block the incoming blow perfectly, absorbing all its damage without any passing along to the parrying character. An impaling blow is stopped outright by a shield under this rule — it never sticks. If a critical parry happens to be rolled against a critical hit, the parry is instead treated as an ordinary parry, and the critical hit is treated as an ordinary attack — the two special effects cancel each other out.
If a parry can critical, it can also fumble, and the two optional rules must be used together. The percentage chance of fumbling with a parry is figured the same way as the fumble chance for an attack (see the Fumbles section above, and the substitute Fumble Table entries for rolls of 75 and higher).
Bright, adventurous men and women are at a premium in and around the Lunar Empire. The magical cults, fighting bands, and other guilds are all either (1) intermixed in the politics of the region, or (2) trying to maintain enough power to keep themselves outside of that same politics. To gain new members, the lesser skills of all these organizations are for sale, indiscriminately, often as much from the desires of the sponsoring deities as from political necessity.
By long tradition, the guilds must train those who come before them; there's nothing to say they must do it for free. However, beginning Adventurers do have the privilege of obtaining credit from the guilds.
This credit takes the form of 100 L multiplied by a specific characteristic the guild in question is interested in. The diviners of the guild determine how much credit to give, and their judgment is exact. Fighting guilds base their credit allowances on STR; other types of guild base their training on other characteristics, explained in the chapters dealing with magic and other skills.
The fighting bands will test an Adventurer wishing to learn how to use a particular weapon. If the natural ability (the plus or minus given to attack and parry by various characteristics) plus the basic chance of the character with the weapon of choice add up to less than 25%, the bands will train the character up to a flat 25% ability with the weapon, as long as his Lunars hold out.
If the natural ability and basic chance instead add up to 25% or more, the bands will train the character at the 30-50% rate for an increase of 5%. The Adventurer cannot be trained further in that skill until he's succeeded in attacking and/or parrying with that weapon on an actual adventure.
NOTE: if a character has a minus attack or parry chance due to unfavorable characteristics, that minus must be "trained away" first. So a character with a −5% chance of parrying has only a 5% chance of parrying with a broadsword — the bands will either train him up to 25% attack and 20% Defense (in which case Rurik-style characters have to pay for the full 15% training needed) or they will train him up to 25% in both attack and parry with the broadsword if he pays for 20% training. His attack chance still won't go above 25% either way.
The same applies to a character's training with a mace, or any other weapon: if he's already at the 25% attack level naturally, he can pay for 5% training to bring it to 30%. This training will also bring his parry to 25% for the same fee — and he can then bring the parry up to 30% also by paying another 5% training fee, since the 30-50% training band covers both attack and parry together at that rate once qualified.
This training applies solely to the use of the particular weapon (and shield, if applicable) trained with. The character still has whatever natural ability minus or plus applies to any other weapon he might pick up. Once a character has had the chance to use a skill in a "field" situation (that is, on an actual adventure), he may then purchase another 5% of training in it.
If a character's CHA is higher than average (13-18), he may purchase training in any skill, including the use of spells, at a discount of 5% per point of CHA over 12. Thus, a character with a CHA of 15 could purchase training in the 30-50% range for a composite bow at 680 L per 5% increase, instead of 800 L (a 15% discount, or 120 L off). This discount does not reduce the amount of time needed for the training itself — only the cost.
During the bookkeeping phase of each melee round, the player should keep track of whether the character managed to land a blow with a weapon (it doesn't matter whether it did damage, bounced off armor, or was parried) or managed to parry another attack. This only needs to be recorded once for each weapon or shield used, no matter how many times that success happens in a single fight. For experience purposes it doesn't matter whether the character got in one lucky shot, or hit several times before his luck ran out — either way, only a single successful use of a given weapon or shield needs to be logged per scenario for that item to be eligible for an experience roll.
At the end of the scenario, once the character can take a week to relax and meditate upon his experiences, there's a chance he'll learn something from what happened to him. To see if a character has learned from experience, subtract his current chance to hit from 100. If the character's INT is above average (13-18), add 3 to this result for every point of INT over 12. This resulting quantity, or less, must be rolled on D100. A successful roll means the character's chance to hit has increased by 5%.
A fighter with a 25% chance of hitting with a club attempts to learn from a hard-fought duel. Subtracting that from 100 gives 75. His INT of 16 is 4 over the average of 12, so he adds 3 points for each of those 4 points over — 4×3 = 12 — for an effective 87% chance of gaining an increase in his chance to hit with a cudgel. Since he missed with every parry he attempted that fight, however, he doesn't get an experience roll for his parrying ability with the cudgel at all — only for the skill he actually used successfully.
A character may only increase a combat skill of any kind by 5% through training and 5% through experience — a total of 10% — between uses of that skill in the field (i.e., in an actual scenario).
An Adventurer may gain from training only up to the 75% level. Beyond that, an Adventurer may still learn by experience, all the way up to the full 100% level. When a character starts to reach the 90-95% range, a special rule becomes relevant: a character's percentage chance of learning from experience (the number his player must roll or less on D100) can never drop below his INT, no matter how skilled he's actually become.
A slow-witted fighter with an INT of 8 has a −3% penalty to his chance of learning from experience. After reaching 90% ability with the broadsword, he manages to hit something with it, and his player rolls an 08 on D100 for the chance of learning an additional 5%. Without the INT-floor rule, he'd only have a 7% chance of learning at that point (100 − 90 − 3 = 7). Fortunately, the rule that his chance can never fall below his own INT score applies here, so his actual chance is 8%, and he squeaks by to reach 95% ability after all.
As soon as an Adventurer reaches 90% in any weapon, he may teach it himself, at the usual guild training rates.
A character may split his attacks or parries if, and only if, each resulting attack/parry would be 50% or higher. Thus, a character can only split attacks or parries if he's reached 100% ability with the weapon or shield in question. The use of this ability to attack, or parry, two different foes at once is obvious. This technique cannot be used to attack or parry the same foe twice in a round, because any single attack already represents a combination of blows (see Chapter II). A character with 100% attack ability merely has a better chance of using that combination to hit his target.
If a character doesn't have enough strike ranks left to get off two blows — say, striking with a fist at strike rank 9 — he cannot strike twice that round. Likewise, if the first blow lands at strike rank 5, the second blow must come at strike rank 5+5=10. Note that if the first attack is an impalement, the second attack cannot be delivered that round at all. If the second attack turns out to be an impalement, the character can only deliver one attack the following round, regardless of how many strike ranks he'd otherwise have available.
Remember that even with a full 100% chance of hitting or parrying, 96-99 is still always a miss, and 00 is still always a fumble.
There are five types of weapons and two modes for using them in melee combat. This doesn't include missile weapons, which are handled separately below.
Any character who knows how to use a weapon of one type and mode (i.e., a broadsword, which is a one-handed cutting weapon) can use any similar weapon at half effectiveness. Given a few minutes to get used to a weapon's individual foibles, a character will be able to use it as he would the weapon he actually trained with — but if he picked it up in the middle of a melee and fought with it immediately, he would fight at half effectiveness. A character cannot pick up a weapon in the middle of a melee (even a duplicate of his own) and use it at full proficiency.
A fighter breaks his broadsword attempting to clobber a dragonewt foe. Desperately parrying with his shield, he backs up and grabs the heavy axe used by a wounded ally, who has no immediate use for it. He's capable of attacking with a broadsword at 60% success, so he'll be able to use the heavy axe at a 30% success rate, as long as he uses it one-handed, like a broadsword. Using it two-handed instead, he'd be relegated to using it as anyone else would picking it up for the first time — basic chance and natural ability only. If the replacement weapon had instead been something entirely different in type and mode, such as a two-handed thrusting spear, he'd again have to rely only on basic chance and natural ability.
Weapon use is taught according to the types and modes stated above, with common subdivisions within the types and modes. The Weapon Training Costs Table lists the various types and modes of weaponry and the costs for learning them.
| Type, Mode | Name | Basic | 05-25 | 30-50 | 55-75 |
|---|---|---|---|---|---|
| Cutting Weapon, One Handed * | Axe | 20 | 300 | 500 | 1000 |
| Sword | 10 | 300 | 500 | 1000 | |
| Cutting Weapon, Two Handed * | Axe | 15 | 300 | 600 | 1200 |
| Sword | 05 | 500 | 1000 | 2000 | |
| Cut and Thrust Weapons, One Handed *† | Rapier | 05 | 500 | 1000 | 2000 |
| Shortsword | 15 | 200 | 400 | 800 | |
| Sickle | 15 | 200 | 400 | 800 | |
| Hand to Hand Weapons* | Butt | 10 | 100 | 500 | 1000 |
| Dagger† | 25 | 100 | 300 | 600 | |
| Fist | 25 | 200 | 400 | 800 | |
| Grapple | 25 | 200 | 500 | 1200 | |
| Kick | 25 | 200 | 400 | 1000 | |
| Smashing Weapons, One Handed * | Hammer | 20 | 200 | 500 | 1000 |
| Mace | 25 | 200 | 400 | 800 | |
| Smashing Weapons, Two Handed * | Hammer | 05 | 300 | 600 | 1200 |
| Maul | 20 | 200 | 600 | 1500 | |
| Smashing Weapons, Flexible One Handed | Flail | 15 | 200 | 600 | 1200 |
| Morning Star | 05 | 400 | 800 | 1600 | |
| Smashing Weapons, Flexible Two Handed | Flail | 05 | 400 | 800 | 1600 |
| Thrusting Weapons, One Handed † | Spear | 10 | 200 | 500 | 1000 |
| Thrusting Weapons, Two Handed *† | Pike | 10 | 400 | 800 | 1600 |
| Spear | 20 | 200 | 400 | 800 |
* The ½ effectiveness rule for using an unfamiliar-but-similar weapon applies only to these weapons.
† These weapons can impale. No others on this list can, with the exception of the dagger.
The Weapon Statistics Table gives a listing, by weapon type, of what sorts of weapons can be used after receiving training in one particular weapon type. Each weapon within a category is different, even if two share the same weapon type — a character cannot pick up a mid-melee weapon (even a duplicate of his own) and use it at full proficiency without first getting used to its individual quirks.
| Type | Name | STR Needed | DEX Needed | Damage | HP | Cost | ENC | Length | SR |
|---|---|---|---|---|---|---|---|---|---|
| Axe, One Handed | Hatchet | 7 | 7 | 1D6+1 | 15 | 25 | 1 | 0.4 | 4 |
| Battle Axe | 13 | 7 | 1D8+2 | 15 | 40 | 2 | 0.8 | 3 | |
| Axe, Two Handed | Battle Axe | 9 | 7 | 1D8+2 | 15 | 40 | 2 | 0.8 | 3 |
| Great Axe | 11 | 7 | 2D6+2 | 15 | 50 | 2 | 1.2 | 2 | |
| Pole Axe | 13 | 9 | 3D6 | 12 | 75 | 3 | 1.5-1.8 | 1 | |
| Rhomphia | 11 | 9 | 2D6+2 | 12 | 50 | 2 | 1.2 | 2 | |
| Butt | Butt | - | - | 1D4 | head | 0 | 0 | 0 | 4 |
| Dagger | Dagger | - | - | 1D4+2 | 12 | 20 | (4)* | 0.2-0.3 | 4 |
| Fist | Fist | - | - | 1D3 | arm | 0 | 0 | 0 | 4 |
| Claw | 7 | 9 | 1D4+1 | 5 | 50 | 1 | 0 | 4 | |
| Heavy Cestus | 11 | - | 1D3+2 | 10 | 40 | 1 | 0 | 4 | |
| Light Cestus | 7 | - | 1D3+1 | 5 | 25 | (2)* | 0 | 4 | |
| Flail, One Handed | Grain Flail | 9 | - | 1D6 | 8 | 10 | 1 | 0.5 | 3 |
| War Flail | 11 | - | 1D6+2 | 12 | 75 | 2 | 0.7 | 3 | |
| Flail, Two Handed | Military Flail | 9 | - | 2D6+2 | 15 | 75 | 3 | 2.0 | 0 |
| Grapple | Grapple | - | - | Special | - | 0 | 0 | 0 | 4 |
| Hammer, One Handed | War Hammer/Pick | 11 | 9 | 1D6+2 | 20 | 50 | 1 | 0.8 | 3 |
| Hammer, Two Handed | Great Hammer | 9 | 9 | 2D6+2 | 15 | 75 | 3 | 1.5 | 1 |
| Kick | Kick | - | - | 1D6 | leg | 0 | 0 | 0 | 4 |
| Mace, One Handed | Heavy Mace | 13 | 7 | 1D8+2 | 20 | 40 | 2 | 0.8 | 3 |
| Light Mace | 7 | 7 | 1D6+2 | 20 | 15 | 1 | 0.6 | 3 | |
| Singlestick | - | 9 | 1D6 | 10 | 10 | (2)* | 0.4 | 4 | |
| Maul | Heavy Mace | 9 | 7 | 1D8+2 | 20 | 40 | 2 | 0.8 | 3 |
| Maul | 11 | 7 | 2D8 | 15 | 40 | 3 | 1.5 | 1 | |
| Quarterstaff | 9 | 9 | 1D8 | 15 | 10 | 2 | 2.0 | 0 | |
| Morning Star Flail | Morning Star Flail | 11 | 7 | 1D10+2 | 12 | 100 | 2 | 1.0 | 2 |
| Pike | Pike | 15 | 7 | 2D6+1 | 15 | 30 | 3 | 3.5+ | 0 |
| Rapier | Rapier | 7 | 13 | 1D6+1 | 12 | 100 | 1 | 1.2 | 2 |
| Shortsword | Shortsword | - | - | 1D6+1 | 20 | 25 | 1 | 0.6 | 3 |
| Sickle | Sickle | - | - | 1D6+1 | 15 | 30 | 1 | 0.5 | 3 |
| Spear, One Handed | Long Spear | 11 | 9 | 1D8+1 | 15 | 20 | 3 | 2.5 | 1 |
| Short Spear | 9 | 7 | 1D6+1 | 15 | 15 | 2 | 1.8 | 2 | |
| Lance | 9 | 7 | 1D10+1 | 20 | 30 | 3 | 3.0 | 0 | |
| Spear, Two Handed | Long Spear | 9 | 7 | 1D10+1 | 15 | 20 | 3 | 2.5 | 0 |
| Short Spear | 7 | 7 | 1D8+1 | 15 | 15 | 2 | 1.8 | 2 | |
| Sword, One Handed | Bastard Sword | 13 | 9 | 1D10+1 | 20 | 75 | 1 | 1.2 | 2 |
| Broadsword | 9 | 7 | 1D8+1 | 20 | 50 | 1 | 1.0 | 2 | |
| Scimitar | 9 | 9 | 1D8+1 | 20 | 50 | 1 | 1.0 | 2 | |
| Sword, Two Handed | Bastard Sword | 11 | 13 | 1D10+1 | 20 | 75 | 2 | 1.2 | 1 |
| Greatsword | - | - | 2D8 | 15 | 150 | 2 | 1.5 | 1 |
* All ENC shown in parentheses indicate the number of items necessary to equal one ENC point. Thus, 4 daggers equal 1 ENC. These fractional ENCs add to one another, so that a character with a hood and composite helm, two daggers, 1 dart, and a pair of light cesti would have a total ENC of 3 from these objects.
Grappling is the ability to wrestle a foe.
A successful grapple attack means that the attacker has caught the foe at the hit location rolled. If a parry with a weapon intervenes instead, the weapon arm was caught; a parry with a shield means the shield has been grasped. Defense can be applied against the initial attack normally, and a parry with fist or grapple percentage will mean the hold was blocked entirely.
After a successful attack, the grappler may attempt to immobilize the limb grasped, or throw the foe, in the next melee round. To do so, he must make another successful grapple attack. Failure means the hold has been broken.
To immobilize a limb, the attacker must also succeed at a STR versus STR roll on the Resistance Table (see Chapter V). If this roll is not made, he still has hold of the limb, but it is not immobilized.
To throw his foe, the grappler must make a roll on the Resistance Table of his STR+DEX against the SIZ+DEX of the foe. Again, failure of this roll means he did not manage to throw his foe, although he still maintains a grip.
If two characters are attempting to wrestle each other simultaneously, two successful attacks mean they have grasped each other mutually. Two successful immobilizations (one for each) may either mean that nothing was accomplished (if they contradict each other) or that both succeeded. Two throws cancel out and neither character is thrown. A character's attempt to immobilize his foe should always be resolved before his opponent's attempt to throw him.
After the initial attack, if it's successful, strike rank for further grapple actions should be based on DEX alone, without consideration of SIZ or weapon length.
If thrown, a character must make a DEX×5 roll on D100 or suffer 1D6 damage to a random hit location. Armor protects against this damage normally.
Weapons absorb damage on a cumulative basis: 4 points of damage taken in a single melee round stay with the weapon throughout the fight, and are added to any further damage it takes later. When the accumulated damage a weapon has taken exceeds the amount it can withstand, the weapon breaks. Weapons take damage when they are (1) used to parry other weapons that successfully attack, and (2) when they fail to successfully attack against a successful weapon parry. There are two exceptions to this rule:
REMEMBER: the character must have sufficient strike ranks to encompass all of these attacks. If a character's strike rank is 6 with each weapon, then he can only make two attacks total — at strike rank 6 and strike rank 12 — and no more.
The Missile Training Table and the Missile Statistics Table are in approximately the same format as the melee weapon tables, but weapon length isn't relevant for missiles, and range and rate of fire have been added to describe the weapon's characteristics instead.
| Type, Mode | Name | Basic | 05-25 | 30-50 | 55-75 |
|---|---|---|---|---|---|
| Projectile, 1H | Sling | 10 | 300 | 600 | 1200 |
| Projectile, 2H | Bow | 10 | 300 | 800 | 1500 |
| Crossbow | 20 | 200 | 400 | 800 | |
| Staff Sling | 05 | 400 | 800 | 1600 | |
| Thrown Weapons | Axe | 10 | 300 | 600 | 1200 |
| Dagger | 15 | 300 | 600 | 1200 | |
| Javelin | 15 | 300 | 600 | 1200 | |
| Rock | 25 | 100 | 300 | 800 |
A shield cannot be readied for use when the character is using any projectile weapon except the sling (and that sling must be a small shield). This exception does not include the staff sling, which needs two hands, as do all bows and crossbows.
Movement of a target directly toward or away from the archer (a general term meaning any user of a missile weapon) has no effect on the probability of hitting it. A target moving at an angle from the archer reduces the archer's chance of hitting by ½. A target specified to be dodging as it moves reduces the archer's probability by a further ½. A dodging character may only move ½ his normal movement and may do nothing else but move and dodge. These effects are cumulative — thus if an archer with an 80% chance of hitting is confronted by a foe crossing his path at a 45-degree angle while also dodging, his chance of hitting is reduced to 20% (80×½×½). These effects are also cumulative with distance, so if the target is at medium range, his chance of hitting is reduced further still (10%, i.e. 20×½).
A character cannot shoot while moving or dodging. The only exception is horse archery, which is performed at the same ability chance as regular archery, assuming the horsemanship of the archer is sufficient. This is explained further in the Other Skills chapter.
The chance of hitting a foe behind some form of protection, such as an arrow slit in a wall, is the same as normal. However, if the hit location rolled is not actually visible to the archer, the arrow or other missile simply hits the protection instead of the target. A critical hit will hit in any case — adjust the hit location rolled to match an exposed area of the body. The same rule applies to melee combat conducted over barriers, fences, castle walls, and so on.
An archer fires at a troll hiding behind a parapet, and hits. The hit location rolled turns out to be the abdomen, which is covered by the parapet — so the arrow simply bounces off the stone instead of wounding the troll.
The ranges shown on the Missile Statistics Table are effective ranges. At the ranges shown, or closer, the character can expect to hit at the percentage for which he has trained.
Thrown Weapons — thrown weapons have no effective value beyond 20 meters.
Projectile Weapons — projectile weapons can reach further than their effective range, at a cost of accuracy. Medium range is about half again as many meters as the effective range. A character shooting at medium range has half his normal chance of hitting. Long range is between the limit of medium range and a distance of about twice effective range. A character shooting at long range has ¼ his normal chance of hitting.
If a character using a thrown weapon has a damage bonus due to STR and SIZ, his thrown weapon will have only half the normal effect of that damage bonus. Thus, if a character normally has a D4 damage bonus, his thrown axe will do 1D6 plus D4×½ (round up) instead of the full D4.
| Type | Name | STR Needed | DEX Needed | Damage | HP | Cost | ENC | Range | Rate |
|---|---|---|---|---|---|---|---|---|---|
| Axe, Throwing | Throwing Axe | 9 | 9 | 1D6 | 15 | 35 | 1 | 20 | S/MR |
| Bow | Composite Bow | 13 | 9 | 1D8+1 | 10 | 150 | 2 | 100 | S/MR |
| Elf Bow | - | - | 1D8+1 | 10 | 0 | 2 | 120 | S/MR | |
| Self Bow | 9 | 7 | 1D6+1 | 6 | 50 | 2 | 80 | S/MR | |
| Crossbow | Arbalest | 13 | 7 | 3D6+1 | 10 | 150 | 3 | 150 | 1/5R |
| Heavy Crossbow | 11 | 7 | 2D6+2 | 10 | 100 | 2 | 120 | 1/3R | |
| Light Crossbow | 7 | 7 | 2D4+2 | 6 | 80 | 2 | 100 | 1/2R | |
| Dagger, Throwing | Throwing Dagger | - | 9 | 1D4 | 12 | 50 | (4)* | 20 | S/MR |
| Javelin | Dart | - | 9 | 1D6 | 8 | 25 | (2)* | 20 | S/MR |
| Javelin | 9 | 9 | 1D10 | 10 | 35 | 1 | 20 | 1/MR | |
| Rock | Rock | - | - | 1D4 | - | 0 | (4)* | 20 | S/MR |
| Sling | Sling | - | 9 | 1D8 | - | 5 | 1 | 80 | S/MR |
| Staff Sling | Staff Sling | 9 | 9 | 1D10 | 10 | 15 | 2 | 100 | 1/MR |
* All ENC shown in parentheses indicate the number of items necessary to equal one ENC point. Thus, 4 daggers equal 1 ENC. These fractional ENCs add to one another, so that a character with hood and composite helm, two daggers, 1 dart, and a pair of light cesti would have a total ENC of 3 from these objects.
A shield is used to absorb damage before it gets through to the bearer. As with a weapon, a shield user must make a successful parry roll to interpose the shield between himself and an incoming attack.
| Size | STR | Base | Absorbs | 05-25 | 30-50 | 55-75 | Price | ENC |
|---|---|---|---|---|---|---|---|---|
| Small | 5+ | 05% | 8 | 200 | 400 | 800 | 15 | 1 |
| Medium | 9+ | 10% | 12 | 100 | 200 | 400 | 30 | 2 |
| Large | 12+ | 20% | 16 | 50 | 100 | 200 | 50 | 3 |
Thrown Weapons — thrown weapons have no effective value beyond 20 meters.
Projectile Weapons — projectile weapons can reach further than their effective range, at the cost of accuracy: medium range is roughly half again the effective range, at half the normal chance to hit; long range extends to about twice effective range, at a quarter of normal chance.
Damage taken by the shield beyond the number of points it can absorb in one blow is taken at the hit location rolled in the attack. Any armor on that location, if present, absorbs the excess points. Note that neither shields nor armor break the way weapons do — a shield's absorb value simply shows how many points of damage it will absorb before it's driven away or penetrated by the force of the blow, letting the remaining points strike through to their target.
Helmets aren't dealt with in the discussion of armor because they can't usefully be categorized by the material they're made from. Instead, they must be categorized by the amount of protection they afford, regardless of construction. The names given to helmets below are entirely arbitrary, offered as sufficient indication of what's intended.
| Type | ENC | Absorbs | Cost | Description |
|---|---|---|---|---|
| Leather Hood | (2)* | 1 | 3 | Can be worn under a helmet. |
| Cap | (2)* | 2 | 5 | Hard leather with metal plates riveted on. |
| Composite Helm | (2)* | 3 | 10 | Cuirbouilli with metal plates riveted on. |
| Open Helm | 1 | 4 | 15 | A metal helm with cheek and back plates, similar to a Roman legionnaire's helm. |
| Closed Helm | 1 | 5 | 30 | Like the above, but with eye and nose protection as well. |
| Full Helm | 2 | 6 | 50 | A solid metal helm with total coverage of head and neck, except for eye holes. |
* All ENC shown in parentheses indicate the number of items necessary to equal one ENC point. Thus, 4 daggers equal 1 ENC. These fractional ENCs add to one another, so that a character with hood and composite helm, two daggers, 1 dart, and a pair of light cesti would have a total ENC of 3 from these objects.
Armor is the last barrier between a character and an incoming weapon, fang, or claw. Armor absorbs damage and, hopefully, keeps the character intact. Different hit locations may wear different forms of armor.
| Area Protected | Type | Material | Absorbs | ENC | Cost | Silent |
|---|---|---|---|---|---|---|
| Legs | Greaves† | Leather* | 1 | (2)* | 15 | 0 |
| Cuirbouilli | 3 | 1 | 40 | 0 | ||
| Plate | 6 | 2 | 120 | -15 | ||
| Abdomen & Legs | Pants/Trews | Leather* | 1 | (2)* | 10 | 0 |
| Leather* | 2 | 1 | 20 | 0 | ||
| Chainmail | 5 | 3 | 120 | -15 | ||
| Abdomen | Skirts | Leather* | 1 | (2)* | 10 | 0 |
| Leather* | 2 | 1 | 20 | 0 | ||
| Linen | 3 | 1 | 20 | -05 | ||
| Light Scale | 4 | 2 | 30 | -35 | ||
| Heavy Scale | 5 | 3 | 60 | -30 | ||
| Chainmail | 5 | 2 | 100 | -25 | ||
| Chest & Abdomen | Hauberk | Leather* | 1 | (2)* | 20 | 0 |
| Leather* | 2 | 1 | 40 | 0 | ||
| Linen | 3 | 1 | 20 | -05 | ||
| Ring Mail | 4 | 2 | 80 | -15 | ||
| Light Scale | 4 | 2 | 40 | -30 | ||
| Heavy Scale | 5 | 3 | 60 | -25 | ||
| Chainmail | 5 | 2 | 200 | -20 | ||
| Chest | Byrnie | Leather* | 1 | (2)* | 10 | 0 |
| Leather* | 2 | 1 | 20 | 0 | ||
| Ring Mail | 4 | 1 | 50 | -05 | ||
| Cuirass | Chainmail | 5 | 1 | 120 | -15 | |
| Cuirbouilli | 3 | 1 | 40 | -05 | ||
| Linen | 3 | 1 | 25 | -05 | ||
| Heavy Scale | 5 | 3 | 40 | -25 | ||
| Brigandine | 5 | 2 | 175 | -15 | ||
| Plate | 6 | 3 | 200 | -15 | ||
| Arms | Sleeves | Chainmail | 5 | 2 | 75 | -15 |
| Vambraces† | Leather* | 1 | 0 | 10 | 0 | |
| Cuirbouilli | 3 | 1 | 30 | 0 | ||
| Plate | 6 | 2 | 100 | -10 |
By now the headings should be fairly clear. Note that some forms of armor protect more than one hit location. These types can, as a rule, be overlapped — so one could wear both a chainmail hauberk and chainmail trews (trousers) together, of course accumulating both their protection and their encumbrance rapidly in such cases.
An intermittent designer's-notes column addressing common rules questions, paraphrased here from the original.
Full-detail reference, paraphrased throughout (not verbatim), from the RuneQuest Classic Edition (Chaosium) "How to Create an Adventurer," "Mechanics and Melee," and "Combat Skills" chapters. All game data (tables, costs, statistics) is reproduced in full; narrative prose, sidebar anecdotes, and illustrations have been rewritten in the author's own words rather than quoted, and character-sheet artwork has been omitted.