RQ 2 Game Rules.   Posted by Game Master.Group: 0
Game Master
 GM, 10 posts
 Game Master
Mon 24 Apr 2017
at 00:27
RQ 2 Game Rules

Here are some handy tables for RuneQuest 2:


Strike Rank Tables


"Wait! What is a Strike Rank(SR)?!?!"
I'm glad you asked! A Strike Rank is when you act in a round. Each round is 12 Strike Ranks long which approximates to 12 seconds (but that's not a hard and fast number). You may prepare, move, attack, perform an action, or cast a spell as many times as you can as long as you don't exceed 12. For instance, moving 3m takes 1SR. So you could move 12m and prepare a weapon taking up 9SR in the round. Whether or not you can attack with the now prepared weapon would depend on the base SR of the weapon & the players Melee SR. If 3 or less, then attack away... otherwise, the player will have to wait for the next round.


Melee Strike Ranks
Combined SIZ+DEX Melee Strike Rank
2-4
9
5-9
8
10-14
7
15-19
6
20-24
5
25-29
4
30-34
3
35-39
2
40+
1


Missile Strike Ranks
Current DEXMissile Strike Rank
1-5
5
6-8
4
9-12
3
13-15
2
16-18
1
19+
0



Spell Strike Ranks
POW UsedSpell Strike Rank
1pt
0
2pts
1
3pts
2
4pts
3
5pts
4
Each +1
+1



Adjustments to Strike Rank
SR
Readiness
Prepared spell or missile+0
Unprepared spell or missile+5
Surprised
Within 3 meters+3
4 to 9 meters+1
Movement
Each 3 meters+1

This message was last edited by the GM at 16:42, Mon 24 Apr 2017.

Game Master
 GM, 11 posts
 Game Master
Mon 24 Apr 2017
at 00:43
RQ 2 Game Rules - Bonuses
Here are the common bonuses that apply to all characters:



Ability & Skill Bonuses
------------------ -----------------------------------------------------------------
Attacking INT+DEX+(STR/2)+(POW/2)-30
Parrying DEX+(STR/2)+(POW/2)-(SIZ/2)-20
Defense INT+DEX+(POW/2)-(SIZ/2)-20
Hit Points (SIZ+[POW/2]-15)/5 [round to nearest whole number]
Agility STR+DEX-(SIZ/2)-15
Communication CHA+(INT/2)+(POW/2)-20
Knowledge (INT*2)-20
Manipulation DEX+(CON/2)+(STR/2)-20
Perception CON+(INT/2)+(POW/2)-20
Stealth DEX+(INT/2)+(CON/2)-(SIZ/2)-(POW/2)-10



Experience Bonus Table
--INT Characteristic----Percent Bonus--
1
-24%
2
-21%
3
-18%
4
-15%
5
-12%
6
-9%
7
-6%
8
-3%
9-12
None
13
+3%
14
+6%
15
+9%
16
+12%
17
+15%
18
+18%
19
+21%
20
+24%
21
+27%



Damage Bonus Table
--Average SIZ+STR----Damage Bonus--
01-06
-1d4
07-12
None
13-16
+1d4
17-20
+1d6
21-28
+2d6
Each +8
+1d6

This message was last edited by the GM at 01:02, Mon 24 Apr 2017.

Game Master
 GM, 12 posts
 Game Master
Mon 24 Apr 2017
at 01:14
RQ 2 Game Rules - Stat Maximums

Note: "Base" refers to the initial rolled value at character creation



Maximum Stat Table


--Statistic----------Maximum Stat Value--------
STRBase STR + SIZ/2 (Drop Fractions)
CONBase CON * 1.5 (Drop Fractions)
SIZBase SIZ
INTBase INT
POWBase POW +10 or 21 (whichever is higher)
DEX21 (Modified by race if non-human)
CHABase CHA +10 or 21 (whichever is higher)



Game Master Note


These, of course, can vary with the inclusion of Divine Magic, Hero Questing, and GM whim.

This message was last updated by the GM at 01:15, Mon 24 Apr 2017.

Game Master
 GM, 13 posts
 Game Master
Mon 24 Apr 2017
at 01:52
RQ 2 Game Rules - Skill Improvement

Improving Skills


The chance of increasing a skill occurs each time a PC successfully rolls a skill check four times. Each success incurs a tic or mark which is placed by the skill in question. When four or more are built up after any encounter or set interval called for by the GM, then a roll may be made to check for skill increase and all tics four and over are erased. Tics do not carry over unless you have 3 or less. For every four tics, the player gets a skill roll. If a player has more than four tics but not an even factor of four, then the remaining tics are lost.

NOTE: There are some skills that can only be increased by training, not experience. The GM will let you know.

The chance of increasing a skill is calculated with the following formula:

100 - Current % + EXP Bonus

When this chance is made, an increase can be rolled based on how well you succeeded. Normally, a successful experience check will net you a 1d4-1 increase to the skill (and yes, you can learn nothing from your experience). However, if the roll is <20% of the increase chance, then a 1d6 is rolled. If the roll is <5% of the increase chance, then a 1d10 is rolled. A roll of 96-99% is always a failure (you learned nothing) but a roll of 100% means you actually took the wrong lesson away from the experience and you roll a 1d6 and SUBTRACT it from the skill value.



Here's an example:

Joy Sunmane, a Yelmalio initiate and citadel soldier of Dykene in Balazar, has just completed a battle with a group of raiding Elkoi hunters and her combat skills are marked as shown below (Joy has an EXP Bonus of 6%):
      Short Spear                   Lance
      Attack: 45% '''''''''         Attack: 67% ''''
      Parry : 25% ''

      Medium Shield                 Ride Horse: 85% '''''''
      Parry : 55% '''''

Joy first tries to raise her short spear skills. She has an initial chance to increase her attack by 61% (100-45+6). She rolls a 02%!!! A critical success! She gets to increase her skill by 1d10 (she rolls a 6). Now she tries again for the next four tics but her chance is now 55% (100-51+6). She rolls a 87% and no further increase is earned. The remaining extra tic is lost as she now erases all the tics for this skill. Okay, going onto her spear parry, she only has 2 tics and so skips this skill retaining the 2 tics.

Moving onto her Shield parry skill, she has a 51% chance of an increase. She rolls a 43% and will increase her skill by 1d4-1 (Joy rolls a 1 and, unfortunately, learns nothing new). The extra tic is lost here as well.

Next is her Lance skill, we see she has a 39% chance of an increase. Joy rolls an abysmal 00%! A fumble, ouch! Not only did she not learn anything from the battle but has now developed a bad habit that she thinks is working for her! Her skill with the Lance drops 1d6 (Joy loses 4%).

Finally, Joy gets a chance to increase her Ride Horse skill. She has a 21% chance of increase and rolls an 05%. She will get to increase her skill by 1d6 instead of 1d4-1 (She rolls a 5). Also, she will lose the 3 remaining tics as all must be erased at this time.
Game Master
 GM, 15 posts
 Game Master
Mon 24 Apr 2017
at 16:50
RQ 2 Game Rules - Defense

Defense

"Hey, I have armor & parrying... What the heck is this 'defense' skill?"

Ah, another good question! Defense is the Art of not-being-there. The best way to not be hit is to not be where the attack is occurring, right? Right! That's what Defense is. It's getting out of the way.

This is how it works in-game: You subtract your defense skill from the attack value of the person trying to strike you. If there are more than one person attacking you, then you can choose how to divide it up. All against one attacker or half to each of two, etc.

This message was last edited by the GM at 02:28, Tue 02 May 2017.

Game Master
 GM, 17 posts
 Game Master
Tue 2 May 2017
at 02:28
RQ 2 Game Rules - Rune Power

Rune Power

This campaign will be using a variant of how Rune Magic is done. The gap between Initiate and Rune-level characters has long been in discussion and will be getting a re-write in the RuneQuest reboot coming up this year. The primary offshoot of this is that there is no longer one-use Rune Spells and will reinforce the use of Rune level magic for more than just battle magic.

Okay, any character can sacrifice a point of Power for a "Rune Point" (Rune Power [I like the sound of that more]). Where they do it makes it more likely to succeed. It will always be successful if done at a temple of the characters god. Less so if done elsewhere.

Also, use of the Rune Power's points to create Rune Magic is always reusable. The big difference between Initiate, Rune Lord, and Rune Priest's is primarily how quickly their Rune Power will regenerate. Rune Points replenish through worship. An initiate needs to go to a temple and participate in a worship ceremony to get some RPs back. High Holy Day and Sacred Time ceremonies replenish the most, but most initiates can replenish several RPs each season (depending on what actions the initiates take, how good their Worship skill is, etc). Rune levels get their Rune Points back MUCH faster, and usually replenish them all in full each season.

For our purposes, I am not going to use the worship & Rune skills for quite some time as the rules won't be out until later this year. This shouldn't be a problem as there is very little chance that the characters will be ready to achieve Rune level in their cults until after the new rules are available.

Okay, this is a lot to take in... don't worry about it. Stay true to your cult and it's Runic association and you'll be okay for now.  For example, Found-Child has runic affinity with Death and Harmony (hunter, eh?). Avoiding actions that go against this affinity will keep a character in good graces with their god. So, a pacifist, healing hunter will never have much chance of rising in the cult nor receiving Rune Power.

This message was last edited by the GM at 02:57, Tue 02 May 2017.

Game Master
 GM, 18 posts
 Game Master
Tue 2 May 2017
at 03:26
RQ 2 Game Rules - Combat Skills

Combat Skills

Any weapon can be used at a basic chance 5% plus Attack bonus to start, but many weapons are easier to learn than others and so their basic chance is higher than this. These weapons are shown below. Note: Due to the familiarity with spears, Balazarings have a higher basic chance with 1-H Spears than normal.

10% Base Chance
  • Axe, Thrown*
  • Bow*
  • Head Butt*
  • Medium Shield
  • Pike
  • Pole Axe
  • Sling
  • Sword, 1H


15% Base Chance
  • Axe, 2H
  • Flail
  • Javelin/Dart, Thrown*
  • Knife, Thrown*
  • Maul
  • Shortsword
  • Sickle
  • Spear, 1H


20% Base Chance
  • Axe, 1H
  • Crossbow*
  • Hammer, 1H
  • Large Shield
  • Spear, 2H
  • Staff


25% Base Chance
  • Club/Mace, 1H or 2H
  • Dagger
  • Fist*
  • Grapple*
  • Kick*
  • Rock, Thrown*


Note: Weapons with a * are not parrying weapons.
The shield base chance is only for parrying. Shield striking is at a base 5% skill chance.