** RuneQuest III Game Sheet * RuneQuest III Game Sheet * RuneQuest III Game Sheet * RuneQuest III Game Sheet * RuneQuest III Game **
½ SKILL RESULTS: ½ SORCERY DURATION COST ½ HUMANOID HIT POINTS PER LOCATION TABLE: ½ ENC PER HIT LOCATION TABLE ½
½Skill%½crit.½spec. ½fumb.½ Duration MP Free½Location: Total Hit Points: ½ Hit Percent of Total ½
│01-07 ½ 01 ½ 01 ½96-00½ in minutes Cost INT½ 01-03 04-06 07-09 10-12 13-15 16-18 19-21½ Location: Encumberance: ½
½08-10 ½ 01 ½01-02 ½96-00½10...... +0 0½Each Leg...1.....2.....3.....4.....5.....6.....7 ½ Head...... 1/10 ½
½11-12 ½ 01 ½01-02 ½97-00½20...... +1 1½Abdomen....1.....2.....3.....4.....5.....6.....7 ½ Arm...... 1/10 each ½
½13-17 ½ 01 ½01-03 ½97-00½40...... +2 2½Chest...... 2.....3.....4.....5.....6.....8.....9 ½ Chest...... 2/10 ½
½18-22 ½ 01 ½01-04 ½97-00½80 (1 hour +).....+3 3½Each Arm...1.....2.....3.....3.....4.....5.....6 ½ Abdomen...... 1/10 ½
½23-27 ½ 01 ½01-05 ½97-00½160 (2 hours +)...+4 4½Head...... 1.....2.....3.....4.....5.....6.....7 ½ Leg...... 2/10 each ½
½28-29 ½ 01 ½01-06 ½97-00½320 (4 hours +)...+5 5½ ARMOR TABLE ½
½ 30 ½01-02½01-06 ½97-00½640 (10 hours+)...+6 6½ Armor Cost Armor ENC (total cost) ½
½31-32 ½01-02½01-06 ½98-00½1280 (21 hours+)..+7 7½ Type: AP: per ENC: Small(6-10) Med.(11-15) Large(16-20) Troll(21-25) ½
½33-37 ½01-02½01-07 ½98-00½2560 (1 day +)....+8 8½ Clothes 0 varies 2.0(40) 2.5(45) 3.0(50) 3.5(60) ½
½38-42 ½01-02½01-08 ½98-00½5120 (3 days +)...+9 9½ Soft Leather 1 20p 3.0(60) 3.5(70) 4.0(80) 5.0(100) ½
½43-47 ½01-02½01-09 ½98-00½10240 (1 week +).+10 10½ Stiff Leather 2 20p 4.0(80) 5.0(100) 6.0(120) 7.0(140) ½
½48-49 ½01-02½01-10 ½98-00½20480 (2 weeks+).+11 11½ Cuirbouilli 3 45p 4.0(180) 5.0(225) 6.0(270) 7.0(315) ½
½50 ½01-03½01-10 ½98-00½40960 (4 weeks+).+12 12½ Bezainted 4 70p 6.0(420) 7.5(563) 9.0(630) 10.5(735) ½
½51-52 ½01-03½01-10 ½99-00½81920 (8 weeks+).+13 13½ Ringmail 5 110p 8.0(880) 10.0(1100) 12.0(1320) 14.0(1540) ½
½53-57 ½01-03½01-11 ½99-00½163840 (16 wks+).+14 14½ Lamellar 6 200p 14.0(2800) 18.0(3600) 21.5(4300) 25.0(5000) ½
½58-62 ½01-03½01-12 ½99-00½327680 (32 wks+).+15 15½ Scale 6 120p 16.0(1920) 20.0(2400) 24.0(2880) 28.0(3360) ½
½63-67 ½01-03½01-13 ½99-00½655360 (1 year+).+16 16½ Chainmail 7 240p 16.0(3840) 20.0(4800) 24.0(5760) 28.0(6720) ½
½68-69 ½01-03½01-14 ½99-00½1310720 (2 yrs+).+17 17½ Brigandine 7 200p 17.5(3500) 22.0(4400) 26.5(5300) 31.0(6200) ½
½70 ½01-04½01-14 ½99-00½2621440 (5 yrs+).+18 18½ Plate 8 270p 20.0(5400) 25.0(6750) 30.0(8100) 35.0(9450) ½
½71-72 ½01-04½01-14 ½ 00½5242880 (10 yrs).+19 19½DAMAGE BONUS:1-12=-1D4, 13-24=0, 25-32=D4, 33-40=D6, 41-56=2D6, add 1D6 per 16 ½
½73-77 ½01-04½01-15 ½ 00½10485760(20 yrs).+20 20½Alt: 1-22=0 23-24=1 25-26=D2 27-28=D3 29-30=D4 31-32=D5 33-34=D6 35-36=D8 + d6/8½
½78-82 ½01-04½01-16 ½ 00½ ATTACK MODIFIERS: ½ SORCERY RANGE COST ½ HUMANOID HIT LOCATIONS:½ ATTACK AND PARRY RESULTS ½
½83-87 ½01-04½01-17 ½ 00½Mod. Effect ½ MP Free½Location: melee/missile½ Attack: ½
½88-89 ½01-04½01-18 ½ 00½+25 Target helpless. ½ Range Cost INT½Right leg...01-04/01-03 ½ Critical- weapon does maximum ½
½90-92 ½01-05½01-18 ½ 00½+20 Target surprised½ 10 m +0 0 ½Left leg....05-08/04-06 ½ damage plus rolled damage ½
½93-97 ½01-05½01-19 ½ 00½ during non-combat½ 20 m +1 1 ½Abdomen.....09-11/07-10 ½ bonus. Ignores all armor and ½
½98-00 ½01-05½01-20 ½ 00½ or knocked down. ½ 40 m +2 2 ½Chest...... 12 /11-15 ½ all but critical Dodge; target ½
½ DODGE RESULTS ½+10 Target surprised ½ 80 m +3 3 ½Right arm...13-15/16-17 ½ is automatically knocked back. ½
½Criticals: Avoid critical½ during combat. ½ 160 m +4 4 ½Left arm....16-18/18-19 ½ Special- weapon does normal ½
½attack. ½+10 Attack from tar- ½ 320 m +5 5 ½Head...... 19-20/ 20 ½ weapon damage + user's damage ½
½Special: Avoid special ½ get's unshielded ½ 640 m +6 6 ½ SHIELDED HIT LOCATIONS:½ modifier; thrusting weapons ½
½attack. ½ side/from behind ½ 1.28 km +7 7 ½Shield....Area Covered ½ impale. Target suffers ½
½Simple: Avoid normal attk½+10 Prepared attack ½ 2.56 km +8 8 ½Buckler....Shield arm. ½ automatic knockback. ½
½Fail: Success.attack hits½ (wait one MR). ½ 5.12 km +9 9 ½Target/ Shield arm + ½ Simple- normal damage. If ½
½Fumble: automatic normal ½+10 Attacking from ½ 10.24 km +10 10 ½Heater.....1 other loc. ½ damage is greater than tar- ½
½hit unless rolled better.½ above target. ½ 20.48 km +11 11 ½Hoplite/ Shield arm + ½ get's SIZ, target is knocked ½
½ IMPROVEMENT SUMMARY ½+05 Per 10 SIZ that ½ 40.96 km +12 12 ½Kite/ 2 other loc. ½ back. ½
½Method Roll/Add Time ½ the target is ½ 81.92 km +13 13 ½Viking contiguous to½ Fail- no damage; attacking ½
½Experience* 1d6/3 1week½ above 10. ½ 163.84 km +14 14 ½round...... each other. ½ weapon may be damaged by par- ½
½ ½------½ 327.68 km +15 15 ½ MELEE SEQUENCE ½ rying weapon. ½
½Training 1d6-2/2 hours½-75 Target cannot be ½ 655.36 km +16 16 ½Statement of Intent:each½ Fumble- no damage; attacking ½
½ equal to skill %½ seen or sensed. ½ 1310.72 km +17 17 ½player and GM declare ½ weapon may be damaged by par- ½
½ ½-20 Attacker has been½ 2621.44 km +18 18 ½intentions. 3 SR re- ½ rying weapon. Roll on Fumble ½
½Research* 1d6-2/1 hours½ knocked down. ½ 5242.88 km +19 19 ½quired to change actions½ Table. ½
½ equal to skill %½-10 Target moving (if½10485.76 km +20 20 ½in the middle of the MR.½ Parry: ½
½ ½ attacking with a ½ DISEASE EFFECTS ½Action Phase:10 strike½ Crit.- stops crit. attack, no ½
½POW Gain 1d3-1/1 1 week½ missile weapon). ½failure-degree of illness½ranks per melee round.½ damage taken from anything. ½
½ ½-10 Per SIZ the tar- ½ 1 -mild; lose 1 pt/week ½A adventurer may begin½ Spec.-special weapons/shields ½
½Character- ½ get is below 4. ½ 2 -acute; 1 point/day ½moving on his DEX SR. ½ entangle; long edged weapons ½
½ istic** 1d3-1/na char- ½-10 Attacker is rid- ½ 3 -serious; 1 point/hour½Limit to Activities:An½ damage failed attack weapons ½
½ acteristic x 25 hours½ ing moving animal½ 4+ -terminal; 1pt/minute½adventurer can perform½ Simple- weapon absorbs AP in ½
½ ½CEREMONY Time Roll Time Roll TimeRoll Time Roll½2 of 3 melee actions ½ damage. If damage exceeds wea- ½
½ * Must have successful ½Time Roll½ 5 = 4d6½ 34 = 8d6½233=12d6½1597=16d6½(attack,parry,dodge). ½ pon AP, then AP is reduced 1. ½
½experience increase roll.½ 1 = 1d6½ 8 = 5d6½ 55 = 9d6½377=13d6½2587=17d6½May also cast spells ½ Fail- successful attack hits. ½
½** May increase through ½ 2 = 2d6½ 13 = 6d6½ 89 =10d6½610=14d6½4181=18d6½if still sufficent SR ½ Fumble-successful attack hits ½
½training or research. ½ 3 = 3d6½ 21 = 7d6½144 =11d6½987=15d6½6768=19d6½in the melee round. ½ and roll on fumble table. ½
½ COMBINED MELEE WEAPONS AND PARRY WEAPONS FUMBLES ½ MISSILE WEAPONS FUMBLES ½
½ D100 Effect: ½ D100 Effect: ½
½01-05 Lose next parry. ½01-10 Lose next attack. ½
½06-10 Lose next attack. ½11-20 Lose next 1D4 attacks. ½
½11-15 Lose next attack & parry. ½21-30 Lose all activities for next 1D3 melee rounds. ½
½16-20 Lose next attack, parry, & Dodge. ½31-40 Weapon strap breaks; lose melee weapon. ½
½21-25 Lose next 1D3 attacks. ½41-50 Armor strap breaks, roll hit location. ½
½26-30 Lose next 1D3 attacks & parries. ½51-60 As above, plus lose attack and parry next round. ½
½31-35 Shield strap breaks, shield falls. ½61-65 Fall to ground. ½
½36-40 As 31-35, also lose next attack. ½66-70 Vision impaired; lose 50% from attack for 1D3 rounds. ½
½41-45 Armor strap breaks, roll hit location. ½71-73 Vision blocked; cannot see for next 1D3 rounds. ½
½46-50 As 41-45, also lose next attack & parry. ½74-80 Drop weapon; it lands 1D6-1 meters away (1D8 direction). ½
½51-55 Fall; lose parry & Dodge, take 1D3 rounds to get up. ½81-85 Weapon shatters; to 83-86 on Melee Weapon Fumbles. ½
½56-60 Twist ankle: Movement rate halved for 5D10 rounds. ½86-89 Hit nearest friend; do rolled damage. If no friend, 81-85.½
½61-63 Twist ankle & fall: apply 51-55 & 56-60. ½90-92 Impale nearest friend; if no friend is near, as 81-85. ½
½64-67 Vision impaired: -25% on attacks & parries, ½93-94 Critical nearest friend; if no friend is near, as 81-85. ½
½ take 1D3 rounds unengaged to fix. ½95-98 Roll twice on this table and apply both resultes. ½
½68-70 As 64-67, but -50% on att. & par. and 1D6 rounds to fix. ½99-00 Roll three times on this table and apply both resultes. ½
½71-72 As 68-70, but lose all att. and par. and 1D6 rds to fix. ½CHARACTER CULTURE: ½ CULTURAL WEAPONS BONUSES: ½
½73-74 Distracted: foes attack/parry at +25% for next round. ½ D8 Culture: ½ Primitive: Att. and Par.-1H or 2H Spear(25),½
½75-78 ATTACK: Weapon dropped, take 1D2 rounds. to recover. ½ 1 = Primitive ½ 1H axe or Mace (25%). Attack only- Javelin ½
½ PARRY: Parrying weapon or shield dropped, 1D2 to recover.½2-3 = Nomad ½ or Boomerang (20), Sling (25), Self Bow (25)½
½79-82 Weapon or parrying shield knocked away. ½4-6 = Barbarian ½ Parry only- Buckler or Target Shield (25) ½
½ 1D6 meters., 1D8 for direction. 1D3+1 rounds to rec. ½7-8 = Civilized ½ Barbarian: Att. & Par.- 1H or 2H Spear (25),½
½83-86 Weapon or Shield shatters: 100% if unenchanted, -10% ½ 1H Axe, Mace or Sword (25), 2H Axe or 2H Sword (15). Att. only- ½
½chance per pt. of Spirit or Sorc. on weapon, -20%/pt. Divine. ½ Bow or Javelin (25). Parry only- Any shield but Heater & Hop.(25½
½87-89 A:Hit nearest friend, self if no friend. P:Foe auto. hits½ Nomad: Attack and Parry- 1H Axe, Mace, 1H spear, or Sword (20) ½
½90-91 A:As above, for maximum damage. P: Foe automatically hits½ Attack only- Lance (30), Bow or Javelin (20). ½
½92 A: As above, critically. P: Foe auto. hits. (rolled dam)½ Parry only- Buckler or Target Shield (20). ½
½93-95 A: hit self (rolled damage). P: Foe automatically hits. ½ Civilized: Attack and Parry- Broadsword, Rapier, Scimitar, or ½
½96-97 A: hit self for maximum damage. P: Foe automatically hits½ Shortsword (25), 1H or 2H Spear (20), 2H Axe or Sword (15). ½
½98 A: critical self P: Foe criticals. ½ Attack only- Crossbow or Sling (25) ½
½99 Roll twice. 100: roll three times. ½ Parry only- Main Gauche, Buckler, Heater, Kite, or Hoplite (25) ½
½ COMMON DIVINE SPELLS ½ SORCERY SPELLS ½ SPIRIT MAGIC SPELLS ½ MELEE WEAPONS ½
½#) Spell POW Cost½#) Spell ½#) Spell Points½Weapon STR/ ½
½1)Armoring Ench...ritual½1) Animate(Substance)* ½1) Armoring Ench..ritual½Category Weapon Damage DEX ENC BS% AP SR ½
½2)Binding Ench....ritual½2) Apprentice Bonding* ½2) Befuddle...... 2 ½Axe, 1H Battleaxe 1D8+2 13/9 1.0 10 8 2 ½
½3)Dismiss Magic...... 1 ½3) Armoring Enchant* ½3) Binding Ench...ritual½ Hatchet 1D6+1 7/9 0.5 10 6 2 ½
½4)Divination...... 1 ½4) Binding Enchant* ½4)^Bladesharp...variable½Axe, 2H Battleaxe 1D8+2 9/9 1.0 05 8 2 ½
½5)Excommunication.ritual½5) Cast Back ½5)^Bludgeon...... var ½ Great Axe 2D6+2 11/9 2.0 05 10 1 ½
½6)Extension...... 1 ½6) Create Basilisk* ½6) Control (Species).1 ½ Halberd@ (4d6) 3D6 13/9 3.0 05 10 1 ½
½7)Find Enemy...... 1 ½7) Create Familiar(Chr)* ½7)^Coordination.....var ½ Poleaxe 3D6 11/9 2.5 05 10 1 ½
½8)Find (Substance)...1 ½8) Create Vampire* ½8) Countermagic.....var ½Dagger Dagger 1D4+2 -/- 0.5 15 6 3 ½
½9)Heal Wound...... 1 ^½9) Damage Boosting ½9) Darkwall...... 2 ½ Knife 1D3+1 -/- 0.2 15 4 3 ½
½10)MP Matrix Ench.ritual½10) Damage Resistance ½10) Demoralize...... 2 ½ Main Gauche 1D4+2 -/9 0.5 10 10 3 ½
½11)Mindlink...... 1 ½11)^Diminish (Chr) ½11) Detect Enemy.....1 ½ Sai 1D6 -/11 1.0 05 10 2 ½
½12)Sanctify...... 1 ½12) Dominate (Species) ½12) Detect Magic.....1 ½Fist Cestus, Heavy 1D3+2 11/- 1.5 15 8 3 ½
½13)Soul Sight...... 1 ½13) Drain ½13) Detect (Sub.)....1 ½ Cestus, Light 1D3+1 7/- 1.0 15 4 3 ½
½14)Spell Matrix...ritual½14) Enhance (Chr) ½14) Dispel Magic....var ½ Fighting Claw 1D4+1 7/9 0.1 15 - 3 ½
½15)Spellteaching.....1 ½15) Fly ½15) Disruption...... 1 ½Flail, 1H Ball & Chain 1D10+1 11/7 2.0 05 8 2 ½
½16)Spirit Block...... 1 ½16) Form/Set (Substance) ½16) Dullblade...... var ½ Grain 1D6 9/- 1.0 10 6 2 ½
½17)Strength Ench..ritual½17) Glow ½17)^Endurance...... var ½ Three Chain 1D6+2 9/13 2.0 05 10 2 ½
½18)Summon(Species)ritual½18) Haste ½18) Extinguish...... var ½Flail, 2H Military 2D6+2 9/- 2.5 05 10 1 ½
½19)Warding...... 1 ½19) Hinder ½19) Fanaticism...... 1 ½Hammer 1H Warhammer@ 1D6+2 11/9 2.0 10 8 2 ½
½20)Worship(Deity).ritual½20)^Holdfast ½20) Farsee...... var ½Hammer 2H Great Hammer@ 2D6+2 9/9 2.5 05 10 1 ½
½ SPECIAL DIVINE SPELLS ½21) Homing Circle ½21)^Firearrow...... 2 ½Mace, 1H Heavy Mace 1D10 13/7 2.5 15 10 2 ½
½#) Spell POW Cost½22) Immortality ½22)^Fireblade...... 4 ½ Light Mace 1D8 7/7 1.0 15 6 2 ½
½1)Absorption...... 1 ½23) MP Matrix Enchant.* ½23)^Glamour...... var ½ Singlestick 1D6 7/9 0.5 15 5 2 ½
½2)Berserk...... 2 ½24) Mystic Vision ½24)^Glue...... var ½ Wooden Club 1D6 -/7 0.5 15 4 2 ½
½3)Bless Crops...... 1 ½25) Neutralize Magic ½25)^Heal...... var ½Maul Heavy Mace 1D10 9/7 2.5 10 10 2 ½
½4)Breathe Air/Wat.....2 ½26) Palsy ½26) Ignite...... 1 ½ Quarterstaff 1D8 9/9 1.5 10 8 1 ½
½5)Cloud Call...... 1 ½27) Phantom (Sense) ½27)^Ironhand...... var ½ Troll Maul 2D8 17/7 5.5 10 16 1 ½
½6)Cloud Clear...... 1 ½28)^Protective Circle ½28) Light...... 1 ½ War Maul 1D10+2 11/7 2.5 10 12 1 ½
½7)Command (Species)...1 ½29)^Regenerate ½29) Lightwall...... 4 ½ Work Maul 2D6+2 13/7 4.0 10 12 2 ½