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Classic RuneQuest

The classic RuneQuest RPG system (RQ1-4). Here you'll find some character sheets, including a character sheed for the unpublished fourth edition of RuneQuest - RQAiG.

27 files

  1. Secrets Book Corallo Cover

    A silly thing; my old RQ3 Elder Secrets covers are falling apart. I've made these two, to print in stock card.
    If it can be of some use 😉 
    Secrets Book Corallo Cover.pdf

    16 downloads

    0 comments

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  2. Elder Races Book Corallo Cover

    A silly thing; my old RQ3 Elder Secrets covers are falling apart. I've made these two, to print in stock card.
    If it can be of some use 😉 
    Elder Races Book Corallo Cover.pdf

    15 downloads

    0 comments

    Submitted

  3. Houseruled RQ2 Sheet

    A semi-familiar looking character sheet for my own houseruled version of RQ2, with aforementioned houserules included. Posting here just in case my hard drive commits die again or I need to direct a player to it.

    71 downloads

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  4. Delecti - Dead Knight abilities

    Liberally copied from World of Warcraft Death Knights, I've employed these as abilities available to Delecti's Dead Captains, powerful undead leaders of his forces.
    IMG there were 4: one Captain each of Blood, Frost, and Plague, and a General with all of them.  Each logically had access to their 'school' of abilities as well as general ones.  They each had a handful of Lieutenants whoe were mostly generalists with maybe one or two category abilities.
    Note to GMs: there's a fair amount of 'tracking stuff going on' with a lot of their abilities that happen over ticks of time, or happen/end when triggers go off, so I *recommend* for your sanity employing small numbers of the abilities or only one of the Captains.  Not sure how I would have ever kept track of the General if I'd had to.

    36 downloads

    1 comment

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  5. RuneQuest 2nd Edition Character Sheet

    This is a simple character sheet inspired by the character sheet of Rurik Runespear on Pg.143 of Runquest 2nd Edition, Classic Edition (printed January 2016).
    I feel like everything which is important to know can be jotted down neatly on this sheet, without skill spamming, makes for a very easy-to-read simplistic approach.

    137 downloads

    0 comments

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  6. RQ4:AiG Character Sheet

    This is a character sheet I designed a few years back for the unreleased 4th edition playtest of RQ: RuneQuest: Adventures in Glorantha. I'm just putting it out here as a curiosity or for if anyone has the playtest and wants to use it. The only major things missing are an equipment section and base skill percentiles. The first page has mundane skills, characteristics, most derived attributes, attacks, and skills. The second page has all the magic skills and is subdivided into three separate parts for the three types of magic. I'm thinking of tweaking it for RQG in the future, since I'm not totally a fan of the official RQG character sheet.

    19 downloads

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  7. Beast Cult of Hykim & Mikyh

    While the primitive Hsunchen tribes of Glorantha are the primary worshippers of Hykim & Mikyh, their focus is solely through their one totemic animal. However, some barbarian cultures have
    continued to worship the Animal Father and Mother in a more general, ritualistic, and organized fashion offering their Shamans an alternative path of development.
    The Beast Cult of Hykim & Mikyh is a variant path for worshippers who have reached the level of Shaman.  Upon completing the normal requirements to become a Hykim & Mikyh Shaman,
    if the candidate also knows Craft (Butcher) at 50% and the Spirit Magic Spell Peaceful Cut, they may choose to become a Beast Shaman (instead of the usual Spirit Shaman).
    As explained in more detail in the attachment, it's not immediately an exclusive choice.  An existing Shaman may choose to walk the path of the Beast, or a shaman who formerly chose the Beast way may choose to abandon it to become a more canonical 'standard' Spirit Shaman.  This "respeccing"  then becomes exclusive - the character only gets to change their mind once.  Once a shaman has actually turned away from either the path of Spirit or the path of Beast, they cannot go back to it.
    Comments and notes: We had a player that wanted the possibility of a character that could change forms, and while we'd actually first tried to script sorcerous rules for it, it just neither worked (requiring silly amounts of mp available) nor felt right thematically.  So this is version 2 and it worked astonishingly well.  Characters start out with limited forms and the limited uses/long transform time lowers the early-game utility substantially.  However, with frequent use (I limit the amount of form-changing to 8 hours total a day in down time) accumulated familiarity mitigates a lot of the early-form constraints. 
    Ultimately while the changes, frequency, and duration of forms can pretty much go away as constraints, the ultimate limiting factor is that at their toughest, they're still mundane animals.  By the time (likely) their party helps them kill something massive and scary like a Triceratops - the other party members themselves will probably be of a comparable power level and in any case there's a question of "how many contexts - really - is it useful to be a Triceratops"?  A bar brawl?  Not really.  In a tomb?  Nope.  On a ship?  Ha ha ha.  Now, again with familiarity buildup they can keep getting re-rolls of the 'version' of the beast form they inhabit (we have a rq3 monster generator in excel, so rerolling and printing a half-dozen new bear forms takes about that many seconds).  Coupled with some strategic enhancements/spells like STR, they can be comparable to other 'seasoned' Rune Lord caliber toons.
    In our play experience now of several months, I think everyone at the table - from me as a GM, to other non-shaman players, to the player who's using this now - we all feel it's rather surprisingly well balanced, with a pretty interesting set of choices for the player in terms of ongoing character development.  He enjoys it a lot, and the other players don't feel it's OP...so for me as the GM it's a success.
     
    Note: this was designed and written in the context of our heavily houseruled RQ3 game; I was holding this back in case we'd decided to shift straight over to RQG but since we've decided to stick with our own rules for now, there's no reason not to put it out there.  In any case it should be trivial to correct to/for any other RQ/BRP variant including RQG.
    Enjoy.  Questions or comments to Styopa1(at)gmail.com
     

    51 downloads

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  8. RQ4 Character Sheet

    A character sheet for "RuneQuest 4 - Adventures in Glorantha". This is NOT Mongoose RuneQuest, but a playtest version of an edition of RuneQuest that was never released. If you would like a peak at the playtest of RQ4-AiG, a request on the forum might provide you with the directions you need to find it.

    I do not know who made this sheet, but if anyone recognize it, please tell me so credit can be given!

    No copyright infringement is intended, and any requests from the copyright holders to remove the character sheet from the download section will be complied with promptly.

    759 downloads

    1 comment

    Updated

  9. Gloranthan_Trade_Goods.pdf

    A list of trade goods, unusual items and places of interest pulled from the Guide to Glorantha. PDF version arranged by item.
    Gloranthan_Trade_Goods.pdf

    116 downloads

    0 comments

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  10. Gloranthan_Trade_Goods.xlsx

    A list of trade goods, unusual items and places of interest pulled from the Guide to Glorantha. Spreadsheet version for those who want to add or re-arrange. 
    Gloranthan_Trade_Goods.xlsx

    61 downloads

    0 comments

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  11. 5a6003dd254d7_C1Tamoachan.rtf

    5a6003dd254d7_C1Tamoachan.rtf
    Notes for a RQ3 version of the D&D module

    54 downloads

    0 comments

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  12. Tamoachan.xls

    Tamoachan.xls
    Creatures for a RQ3 version of the D&D module

    54 downloads

    0 comments

    Submitted

  13. 599792ccf0488_SweetisRevenge.pdf

    A real OSR type scenario this time. This was one of the adventures that Oliver Johnson and I wrote for Game Workshop's Questworld pack in the early '80s. The idea was for a non-Gloranthan world for RuneQuest that would be parcelled out among various publishers, each getting their own continent to play with. Oliver and I were given a detailed map that came with some fragmentary history already in place, which we quickly wrangled into a form that suited us better. I remember being nonplussed as to why all the traditional RQ gods were transplanted to Questworld. What's the point of a new setting if it has much the same flavour as the old? Still, it was a job. (Well, in principle it was - we were never actually paid.)
     
    cc'd from https://fabledlands.blogspot.co.uk/2017/06/sweet-is-revenge-questworld-scenario.html?m=1 with permission
    thanks to simonh for mentioning.
    uploaded as both unified pdf and docx from original web page formats.

    119 downloads

    0 comments

    Submitted

  14. 599792e14333b_SweetisRevenge.docx

    599792e14333b_SweetisRevenge.docx
    A real OSR type scenario this time. This was one of the adventures that Oliver Johnson and I wrote for Game Workshop's Questworld pack in the early '80s. The idea was for a non-Gloranthan world for RuneQuest that would be parcelled out among various publishers, each getting their own continent to play with. Oliver and I were given a detailed map that came with some fragmentary history already in place, which we quickly wrangled into a form that suited us better. I remember being nonplussed as to why all the traditional RQ gods were transplanted to Questworld. What's the point of a new setting if it has much the same flavour as the old? Still, it was a job. (Well, in principle it was - we were never actually paid.)
     
    cc'd from https://fabledlands.blogspot.co.uk/2017/06/sweet-is-revenge-questworld-scenario.html?m=1 with permission
    thanks to simonh for mentioning.
    uploaded as both unified pdf and docx from original web page formats.

    28 downloads

    0 comments

    Submitted

  15. RQ3 training minigame

    This is a Character Training worksheet in excel, although I call it a training minigame because it's damn fun.  (OK maybe not damn fun.  But more fun than calculating training.)
    A few comments:
    Sadly, it does NOT run in Google docs, and I don't know GD's feature set well enough to know if it ever could.
    Costs are generally based on the estimable Kim Englund's excellent training costs table- listed on the 3rd tab.
    2nd tab explains the various matrices used to generate the results.
    Having made too much training time available to my players early on, and them having lots of cash to blow, I spent a lot of time thinking about the cost/benefits of training.  I couldn't argue much with the costs in Kim's table (far better than canon), I thought about "what are the other possible drawbacks of training hard constantly?"
    Injury: the consequence of training is, of course, the omnipresent chance of injury - strains, sprains, or worse.  So I built this sheet based on risk levels for various skills.  The odds of being injured are lower with a MUCH better skilled trainer, or training slowly.  Of course, trying to train hastily, or self-train (for skills where that's possible) increase the risk of mishap.  (Self training significantly reduces but doesn't eliminate the costs as well.)
    The second consequence is uncertainty: in real life, you never know of course when you're going to "get better"...just that you eventually, probably will.  
    Thus this table. Select the skill to be trained (there are also generic categories like "Other, risky, cheap" for skills not listed) and enter your current skill, relevant skill category bonus, INT (makes training easier if you're smart), APP (makes training cheaper if you're pretty).  It will tell you if you can train it by yourself, and you decide if you will do so, as well as if you are taking it slow & careful, normal, or hasty.  It then tells you the risk level as a result.  Yes, training high levels of climb all alone is damned risky.
    Finally, I didn't like the determinism and predictability of the RQ canonical method of "ok I have 40 hours to train, so I can train that for 37.8 hours and get a check, woo." 
    Thus, this table turns the mechanism on its head.  A player recognizes that "oh, I have some free time, I'd like to train" and tells their DM what they'd like to train in - the DM fills in the details, and gets a result like "After 16.5 hours, and a cost of 45p, you get a skill check."  The DM has to tell them "ok after about a half week, you get a check." or "you've trained for a couple of days but haven't gotten a check when the Fire Nation attacks..."
    It also gives the result, if the DM wants to use it.  The sheet will give a result based on the final risk level, and the consequences of a fumbled check. (Screenshot above.)  These can be severe...my suggestion is that when training highly dangerous things, serious thought be given to training slowly.
    Ultimately, the player has to make realistic decisions, recognizing if they're extremely skilled in something, it can take WEEKS of training to get a check.  Will they really have weeks to spend? Only their DM knows...
    Let me know if you have questions.

    51 downloads

    1 comment

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  16. RQ2 Classic Edition Character sheet

    Humanoid Character Sheet from House game revamp

    130 downloads

    1 comment

    Updated

  17. Return to Griffin Mountain

    The King of Dykene, Skilfil Heartpiercer, has been informed that some of his people from the Blue Dog tribe in the Northern extremes of his land have gone missing. The normal scouting parties of the Blue Dog tribe have not been able to discover anything useful and the King has decided to hire some adventurers to discover what has happened...

    Return to Griffin Mountain can be played as a standalone module…
    However, to make the Games Masters job much easier you should also have the Gloranthan Classics Volume III - Griffin Mountain source book, available from Moon Design.

    This adventure has been specifically written for Rune Quest 3, but should be fairly easy to convert to any other version of the Rune Quest Role Playing Game system.

    181 downloads

    0 comments

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  18. Viranna Saga

    This was my prep for introducing a new player and character to an existing RQ campaign.

    It took the form of me describing a situation, asking a question, getting a response from my player and then responding to the response. All in all it took two or three weeks to complete via email.

    A lot of the situations that V experienced had been played through by the old players over a couple of years gaming.

    I pinched information from any source that seemed to fit my needs, but didn't keep track of ownership!
    I remember using a couple of Sections from King of Sartar, soltakss.com, The Glorantha Digest, Jane Williams and probably some other places that i should have noted...

    158 downloads

    0 comments

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  19. Improved armor system

    An improved armor system for RuneQuest and Legend. It allows more customization and layering.

    333 downloads

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  20. Runic Sorcery

    392 downloads

    0 comments

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  21. Rq Runes

    I dont know where I found this, but here is a list of RQ runes

    304 downloads

    0 comments

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  22. Glorantha Cardboard Cutouts #3

    Dragon Newts, Elves, Scorpion Men and other goodies

    573 downloads

    0 comments

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  23. Trolls and Morokanth cutouts

    Here is an attempt at making Troll and Morokanth cutouts for old school Glorantha

    527 downloads

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  24. Glorantha Cardboard Cutouts

    This file contains chits that can be glued to cardboard and cut out to be used in place of miniatures. The selection is a smattering of classic 3rd age Glorantha races and cults.

    641 downloads

    0 comments

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  25. RQIIICharacter Sheet

    My tweak of a sheet i found on line many years ago, originally created by Peter Wake.

    839 downloads

    0 comments

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