Jump to content

Search the Community

Showing results for tags 'rq3'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • The Chaosium Forums
    • Basic Roleplaying
    • Glorantha
    • RuneQuest
    • Call of Cthulhu
    • Pendragon & Prince Valiant
    • HeroQuest
    • Mythic Worlds
    • Cult of Chaos
  • The D100 Family
    • Mythras
    • OpenQuest
    • Renaissance
    • Revolution D100
    • Legend
    • Quest21
    • Delta Green
  • Other Stuff
    • Alastor's Skull Inn
    • Inactive forums

Blogs

  • Blog Trifletraxor
  • Notes from Underground
  • Blog Chaot
  • Blog soltakss
  • Blog RosenMcStern
  • Blog threedeesix
  • Blog Triff
  • Blog Aycorn
  • Blog tzunder
  • Blog PZiviani
  • Blog Conrad
  • Mos Eisley Cantina
  • Blog alexraccoon
  • Blog raymond_turney
  • Blog Merak Gren
  • Blog rleduc
  • Dark moon Chronicles- setting and info
  • Blog threshold
  • Blog skull
  • Blog rpgstarwizard
  • Blog Vorax Transtellaris
  • Blog travellingbeetle
  • Blog Bleddyn
  • Blog kevinhun
  • Blog jagerfury
  • Blog coyote
  • Blog Dryhad
  • Blog Peter K.
  • Blog Robar
  • Blog Tester
  • Blog ptingler
  • Blog nerdvana
  • Blog Old Timer
  • Blog smjn
  • Blog Stoatbringer
  • Blog Target
  • Blog Moonowol67
  • Sunwolfe's Blog of Holding
  • The Reign of Dragons
  • Sparrowhawk's Roost

Categories

  • RuneQuest in Glorantha
  • Generic
    • GORE
    • Alternate rules
    • GM Resources
    • Character sheets
  • Fantasy/Historic
    • Magic World
    • Mongoose RuneQuest
    • Middle Earth
    • Vhraeden
    • Warlords of Alexander
    • Classic RuneQuest
    • Ancient Rome
    • Fire and Sword
    • The Green
    • Other
  • Modern
    • Old West
    • Call of Cthulhu
    • Other
  • Science Fiction
    • Star Wars
    • Terminator
    • Halo
    • Other
  • Super Hero
    • City of Heroes
    • Superhero Characters
    • Other
  • Mythras
    • Classic Fantasy
  • Revolution D100

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests


RPG Biography


Current games


Location


Blurb

Found 12 results

  1. I know everyone is on the RQG roll right now, but not my group… For RQ3, are there rules regarding targeting weapons, armour, equipment and clothing of and an enemy? Will the spell automatically take effect, or will the person holding/wearing the item use their MP to resist the spell? Some examples: Cast form/set on an enemy’s weapon to bent it Cast Flight on an enemy’s weapon to make it fly away or make it difficult to use Cast Dispel on an enemy’s weapon to remove combat spells Cast Flight in a person’s pants to lift the person Cast Glow on a person’s jacket to make it impossible to hide in the dark My ruling as a GM has been that the target holding/wearing the item can resist, but I cannot find any rules describing this. Am I missing something, or is it simply not described? What I have found: Ignite will give the target a resistance roll if hair/fur is targetd, but that is PART of the target, not an Item. Touch spells does not require skin to skin contact and toughing the targets armour/clothing is enough since it is close enough to affect the aura of the target Any thoughts? -Terry
  2. Version 1.0.0

    55 downloads

    This is the original RQ 3 character sheet scanned in at 600x600 in color. Nothing fancy, but all I could find online were blurry jpgs.
  3. Something has been troubling me for quite some time, and I was wondering how others handle it (or how I have misinterpreted the rules ). In RQ2 and RQ3 the Shaman has a fetch. It is almost allways active on the Spirit Plane. The Spirit Plane exists parallel to the Mundane World. One of the examples liken it to being above and below the surface of a lake. Does that imply that if a shaman travels his Fetch will be dragged thru countless spirit areas like bait on a fishing line? And probably get attacked by lots of nasty spirit stuff? It's not that big a problem for Blue Face with his 143 point fetch - but how does a beginning shaman with a fetch with less than 20 POW leave his home turf whithout getting eaten?
  4. Fantasy/Sci Fi author Kate Elliott (Crown of Stars, Court of Fives) recently tweeted this, adding, "the boots, the jeans, and the tank top I was wearing are all clearly rendered in the painting, lol". https://twitter.com/KateElliottSFF/status/910393249944104961It's an awesome cover, by Jody Lee—she also painted the splendid cover of Pendragon 1st Ed.
  5. Version 1.0.0

    34 downloads

    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.
  6. Thanks to the wonderful work of David on Roll20, we now have Runequest 3 character sheets. David has done some really impressive work. The sheets track both current and original stats, autocalculating skill bonuses, SR's, fatigue points etc. If you use 2 fatigue points fighting, you can add that to your fatigue total and it will adjust all your skills accordingly. It tracks your encumbrance and deducts from skills where applicable. It even has a button to push for fumbles and where you hit. There a place to fill out up to six spirits. He told me he'll be working on including every different type of hit location chart in the future. I'd be happy just to have horses. For those who don't know what Roll20 is, it's a free app (though I pay for a membership because dynamic lighting is so wort it) to play rpgs online.
  7. Stumbled on this document I put together years ago, that had converted some effects familiar to World of Warcraft players into RQ3 terms. Maybe someone finds them interesting. The Death Knight ones I used for abilities of some of Delecti's Lieutenants, the Druid for a player that wanted to be a healer but not "just another Chalana Arroy". Yes, some of the effects are fiddly and will require things like tokens marking effects - for example a green d20 for plague, a red d20 for tracking bleeding, and a blue d20 for tracking frost effects. For that purpose, I'd typically say that the status effects like that are non-stacking with themselves - for example you either have the frostbite effect or no, not that you could be affected multiple times with frostbite. Depending on your preference, you could say they're exclusionary - you couldn't have both plague and frostbite at the same time. This management burden may constrain the use of some of these. For example I wouldn't (as a DM) want to try to manage more than one NPC with Death Knight abilities at a time. OTOH, if you have a player with lifebloom, let THEM track the stuff, so they work fine for player abilities. They're meant to be reasonably balanced according to RQ3 power levels - typically 1 Spirit mp= 1 disrupt = 1-3 nonignorable damage or = 1 point of immediate healing. Ergo, Lifebloom (as a 1 point spirit spell) heals 3 points which may seem overpowered, but it does it over 6 rounds starting NEXT round. Moonfire (2 point spirit spell) does 1d6 damage and rolls on the missile to-hit location at +10 (so likely head), but you need to roll to-hit, and armor protects. They also work well as magic-item abilities, for example a dagger shaped like an icicle may give the wielder the ability to cause Frostbite for 1mp on contact. Or a magical willow twig, that if broken, casts Nature's Grasp on the user. Anyway, enjoy. If people like these, I could certainly do more. RQ3 DK and Druid.pdf
  8. 359 downloads

    The official errata for Avalon Hill's RuneQuest 3rd Edition boxed set.
  9. 828 downloads

    Although this document is still available in web format through the Basic Role-Playing System site, Bryan's own website seems to be defunct. I am therefore preserving this excellent guide in PDF format here on BRP Central. Bear in mind that it is presented from the respective viewpoints of 2nd edition AD&D and 3rd edition RuneQuest. You can find the original web version here.
  10. 939 downloads

    These combat tables contain BRP conversions of the smallarms and light support weapons from Striker! Book 3 for Classic Traveller, plus a little rule that reconciles armour penetration with bullet damage. You will need to look at the original books for descriptions of the weapons, because we don't want any copyright problems here ... Or you could use a bit of common sense (they're not completely fictional weapons after all). Or look them up in the Mongoose Traveller rules or the MGT SRD.
  11. 132 downloads

    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.
  12. Typing the notes from last weekend I'm totally psyched out on our epic RuneQuest Dragon Age campaign and roleplaying in general. People who haven't tried this stuff sure are missing a lot! Having been a bit frustrated over all the political intrigue in the nation's capital, the GM decided to give us a little change of pace by sending us on a more traditional search and rescue adventure, in the course of which we, among other things, managed to save a barbarian village in the mountains from an evil horde of uncharacteristically intelligent darkspawn. (Think orcs etc.) It sure was good to be able to tell who was evil and who was not, things like this tend to get rather muddy in the mire of politics. The heroic defense at the Battle of Redhold sure was something to remember, but what was even more notorius is what I'll be typing next. On the way back to the city on the other side of the country was fought the much smaller but even more satisfying Siege of Tavistock. You see, this bastard of a highwayman had decided that he wanted to be a noble too, so he had started a campaign to seize some of the lands and loyalty of the freeholders from the domain of his half brother. Unfortunately for him, our four heroes were in good terms with said nobleman, so on the way back, when we noticed the ass had had some good men decapitated and their heads struck on the tips of long poles, we had enough. So my normally benevolent and cautious healer made up a plan, had to spend some time talking the others into it, but finally managed to sway them. We found a new tower fortification where we surmised the bandit was hiding, attacked it from four sides, killed some of the guards, a traitor mage who had joined up and seized the hapless upstart, who had spent months building his plan and support only to be foiled by a motley group of adventurers, who happened to pass through his newly conquered lands on the way back from a mission. Took about five minutes. Glorious!
×
×
  • Create New...