Rule Changes
These are the rule modifications we use. The chapter headings refer to 2nd edition RuneQuestTM.
Chapter I
This is not Glorantha!
Chapter II
Characteristics are rolled on best-3-of-4 dice.
Size modifiers are altered for small sizes:
| 1 | 2 | 3-4 | 5-6 | 7-8 | |
| Hit Points | -5 | -4 | -3 | -2 | -1 |
| Defence | +20 | +15 | +10 | +5 | 0 |
| Stealth | +25 | +20 | +15 | +10 | +5 |
| Parry | +20 | +15 | +10 | +5 | 0 |
Damage modifiers are more gradual:
| Average Strength and Size | Damage Bonus |
|---|---|
| 1-7 | -1 |
| 8-11 | 0 |
| 12 | +1 |
| 13-14 | +1d3 |
| 15-16 | +1d4 |
| 17-18 | +1d6 |
| 19-20 | +1d8 |
| 21-23 | +2d4 |
| 24-27 | +2d6 |
| 28-31 | +2d8 |
| 32-36 | +3d6 |
| 37-42 | +3d8 |
| 43-48 | +3d10 |
| 49-56 | +4d8 |
| 57-66 | +4d10 |
| 67-78 | +5d10 |
Each +12 thereafter gives an additional +1d10
Chapter IV
Weapon and armour characteristics are slightly altered.
Weapon Damage
Examples
A 20 point sword is struck for 23 points of damage. It takes 2 points (for 100%+ of its total) plus 3 points (excessive damage) and becomes a 15 point sword.
A critical hit for 10 points from a sword is parried with a 16 point spear. The 10 points, doubled to 20, are applied to the spear - doing 6 points of damage (100%+ for 2 plus 4 excess) to the spear and the four points through are halved back down to give 2 points of critical damage to the spear wielder.
Our weapon damage rules are radically different.
A parrying weapon may take damage if its wielder succeeds on his parry and the attacker succeeds on his attack. If the attack fails then the attacking weapon may take damage.
A weapon takes damage at the rate of 1 point of damage for every 50% of its current total hits, plus an extra point for every point of damage that exceeds its total hits.
Special damages (impales, etc.) can only be applied if the basic damage gets past the weapon and do not do extra damage to the parrying weapon.
Exceptions to this are shields which can be impaled, crushed or slashed directly and long hafted weapons which can only damage shields.
A special parry doubles the effective hit points of the parrying weapon for that parry, and a critical parry safely knocks aside any blow without any damage landing.
A critical hit doubles the damage for purposes of getting through the parry but not for damage to the target after by-passing armour.
Chapter V
A few of the battle magic spells have been altered.
Coordination adds half again to DEX - just as the other stat altering spells do.
Countermagic works like protection - each point will stop incoming spells of that pointage or lower and the countermagic can not be knocked down except by dispel magic. The countermagic can be overcome by combining spells from different sources if they hit the target on the same strike rank, as well as by putting extra POW behind the spell.
Invisibility is a cult special spell for a few cults. It is also a variable spell and can affect one target per point (POW vs POW roll required). The spell causes the victim to ignore the caster unless the caster acts to draw his attention (e.g. attacks him!). Should he do so, the spell ends with regard to that target.
Silence is also a variable spell and adds 10% per point to the target's move quietly skill.
Spirit interaction spells have been altered and details can be found in the description of the Cult of Azrael.
Chapter VI
All the alchemy skills have been reworked and can be found in the description of the Cult of Demosthenes. Camouflage is a knowledge skill not a stealth skill. Map Making is a knowledge skill rather than a manipulation skill. We have also expanded the skills list to reflect various activities within the campaign.
Chapter VII
Concealment and Matrix Creation are not available as standard Runespells.
Spirit Block: Range 160m; Duration 15 min; Stackable to 4 points; Reusable
Effectively prevents an attacking spirit from using 6 points of power for attack upon, or defence against, the recipient. If the attacking spirit's effective POW is reduced to 0 or less then the interaction between the spirit and recipient is not possible. This spell is incompatible with Absorption, Reflection, Shield, Spirit Shield, Defend, Flurry, etc.
Appendices
We have an expanded chaos feature table.