From: millerl@wharton.upenn.edu
Newsgroups: rec.games.frp.misc
Subject: RQ: RQ3 official errata
Date: 18 Dec 92 00:20:22 GMT
Organization: Newt World Order

This is the RuneQuest 3 Errata, for those of you who don't have it yet.

                            RQIII Official Errata

PLAYERS BOOK


Page 33:
SIMPLE SUCCESS ROLLS,  fourth paragraph.  Add this sentence: "The
adventurer's category modifiers do not apply to a skill with a 00% base
chance until he has gained a positive ability in that skill."


Page 37:
TRAINING INCREASES AND DECREASES,  second paragraph.  A player who
foregoes the die roll may add 1 percentile to his skill,  not 2
percentiles as written.


Page 38:
REQUIRED TRAINING TIME,  add this paragraph:
"To initially learn a skill with a 00% base chance,  the character must
spend 50 base hours training.  At the end of the training period,  he
gains 1D6-2 percentiles in the skill,  plus his category modifier.  If
this does not bring him to a skill of 1% or higher,  he must train
another 50 hours,  and so forth,  until he either gives up or has
attained a positive skill percentile.  The character only adds his
category modifier the first time he trains in the skill."


Page 43:
RESULTS OF FATIGUE LOSS:  delete the third paragraph.  Fatigue loss only
causes unconsciousness at the gamemaster's discretion.


Page 44:
NON-HUMAN ENC. -- change the first paragraph:
"When determining weights carried by creatures with a SIZ of 21-30,
refer to the SIZ equivalency table.  Find the SIZ of the weight carried
by the animal,  then halve the kilograms beside the number.  The result
represents the actual ENC subtracted from the animal's fatigue points.
If the creature has a SIZ of 31-30,  divide the kilograms carried by
three.  If its SIZ is 41-50,  divide by four,  and so forth."


Page 48:
HOW TO PARRY.  Delete the last two sentences of the first paragraph,
and
replace with:
"In either case,  no character may attack and parry with the same weapon
on a single strike rank."

SUCCESSFUL PARRY VERSUS UNSUCCESSFUL ATTACK.  Add:
"A successful parry by poleaxe or halberd only damages an unsuccessful
attacking weapon if the parry is a critical success."


Page 52:
HIT LOCATIONS OF MOUNTED TARGETS.  Add:
"Mounted characters fighting footmen also get the advantages of high
ground (page 54)."


Page 54:
HIGH GROUND.  Delete the third sentence and replace the second sentence
with:
"This means that his player may subtract one strike rank from his
adventurer's hand-to-hand weapon attacks against a downhill foe and
rolls 1D10+10 for all hit location rolls for his attacks with one-handed
weapons."


Page 59:
TWO-WEAPON USE.  Add to the first paragraph:
"He may both attack and parry with the same weapon,  so long as he does
not do both in the same strike rank."


Page 60:
MELEE WEAPONS TABLE.  Special hits with all daggers are impales.


Page 61:
MELEE WEAPONS TABLE.  Impaling damage with the thin-bladed Rapier is
3D6+3,  not 2D6+2.  Also,  unlike other two-handed spears,  the Naginata
does not impale.


Page 64:
MISSILE WEAPONS TABLE.  Sling Rate of Fire is 1/SR.  Javelin damage is
1d10,  not 1d8.


Page 68:
SPECIAL EFFECTS OF ARMOR COVERAGE.  Add new section

BLUNT WEAPONS VS. SOFT ARMOR

When a flail,  mace,  or maul is used against soft armor,  the value of
the armor protection is halved (round fractions up).  Soft armor
overlapped with hard armor counts as hard armor.


POINTS FOR OVERLAPPING ARMOR

As described  above,  it is possible to wear soft armor under another
armor to provide added protection.  Hard armor may not be worn under any
other type of armor.  In any case,  the outer layer of armor must be
heavier than the inner (i.e.,  have more armor points).

The interior soft armor adds its normal AP to the total armor at TWICE
normal ENC cost.

Page 72:
AGILITY SKILLS.  Add a second paragraph,  reading:

"The skills of Dodge,  Jump,  and Swim are affected by ENC as described
below for human-sized creatures.  For creatures with a SIZ of 21-30,  it
takes 2 ENC to reduce the skill chance by 1 percentile (by 5 percentiles
in the case of Swim).  With a size of 31-40,  3 ENC reduces the skill by
1 percentile (or 5,  for Swim).  A SIZ of 41-50 takes 4 ENC to reduce
skill by 1 percentile,  and so forth."


MAGIC BOOK


Page 9:

Covert Possession.  Alter the second sentence of the third paragraph to
read:
"Normally,  when the target's magic points are reduced either to 0 or 10
points less than those of the spirit,  it covertly possesses its
target."


Page 10:

Active Spell:  add
"The target of an active sepll must remain within the caster's view or
the spell ends."


Page 16:

Spell Casting Ability.  Replace first sentence with:
"A spirit magician has a percentile chance of successfully casting
non-ritual spells equal to his POWx5,  plus his Magic skill category
bonus."


Page 19:

Coordination:  each point increases the target's DEX by 2.


Page 21:

Protection:  delete the last sentence.


Page 22:

Silence:  each point adds 15 percentiles to Sneak.

Speedart:  duration is Temporal.


Page 27:

Learning and Using Spells.  Replace the fourth paragraph with:
"A user of divine Magic skill category modifier,  but this chance is
reduced by 1 percentile for each ENC carried.  (With no ENC there is
still a chance of failure with a d100 roll of 96-00%.)"


Page 28:

SPELL LIMITS,  add to first paragraph:
"Initiates cannot learn spells that are one-use for priests."


Page 29:

TEMPLE SIZES.  Worship Diety is also available at shrines.  Minor
temples also provide Worship Diety and Spellteaching.


Page 30:

Add the following spells to the named dieties:  Earth Goddess -- Command
Gnome;  Night Goddess -- Command Shade;  Sea God -- Command Undine;
Storm God -- Command Sylph;  and Sun God -- Command Salamander.


Page 31:

Absorption:  delete the last sentence.


Page 33:

Command (Species) is a 1 point spell,  and is capable of affecting
intelligent creatures.

Excommunication:  this can only be cast on an initiate sworn to the
priest casting the spell.

Extension:  replace the last two words of the first paragraph of the
spell description with "strike rank".


Page 34:

ILLUSIONS:  replace the last two words of the general description with
"strike rank".


Page 36:

Shield:  delete the first sentence of the last paragraph of the spell
description.

Soul Sight is a 1 point spell.


Page 37:

Spirit Block:  delete the last sentence.


Page 42:

MULTISPELL.  delete the entire description and replace it with:
   "With this skill the sorcerer can cast multiple spells at a reduced
cost in magic points.  each spell may be directed at a different target
provided that all targets are within range and sight of the caster.
   "Each point of Multispell permits one additional spell to be cast.
First the sorcerer determines the amount of Intensity,  Range,  and
Duration he will use,  limited by his Free INT,  and all spells are
affected identically.  However,  Touch spells gain no range this way,
and Instant spells gain no duration, even when combined with ranged or
temporal spells.
   "The cost of the spells in magic points is equal to the total points
of manipulation,  counting the Multispell.  Ritual magic cannot be
Multispelled.
   "The time need to cast the spells is equal to the total Free Int
used, multiplied by the number of spells being cast.  This is the major
exception to the usual rule for time taken in spellcasting."

Delete Cormac's Saga on this page.


Page 43:

SPELL DESCRIPTIONS:  Instant spells can be neither Passive or Active.
Ignore such references.


Page 44:

Create Familiar Characteristic.  Replace the third paragraph with;
   "Each Create Familiar Characteristic spell permanently transfers the
specified characteristic points from the sorcerer to the familiar.  If
the spell is intensified,  more characteristic points are transferred at
once.  Since these spells have no effect on a complete creature,  they
cannot be used on a familiar,  but only on a creature which is about to
become a familiar."


Page 46:

Diminish characteristic is a ranged spell.  Every third characteristic
point drained by the Diminish SIZ spell is STR,  not SIZ.  Thus,  an
intensity 5 Diminish SIZ would drain 4 points of SIZ and 1 point of STR.

Form/Set Substance:  delete the second sentence of the second paragraph.

Replace the last paragraph with:
   "While the sorcerer is actively manipulating the appropriate
substance with the Form/Set Substance spell,  he can cause the substance
to arc toward the target for a magic point cost of one per kilogram (or
per cubic meter,  as appropriate) of substance thrown.  The magical
lance of material has a chance of hitting equal to the caster's DEXx3 as
a percentage.  If successful,  the target sustains appropriate damage
from the type and amount of substance thrown.  Hard substances such as
rock, wood,  or metal do 1D3 points per kilogram thrown.  Liquids do no
damage unless extremely hot or acidic.  Fire does damage depending on
its intensity.  Darkness does nothing unless it is part of a shade.  If
the lance misses,  the sorcerer still loses the magic points.  Armor and
spell which protect against physical damage work normally.  The
substance under the effect of the Form/Set can be used again and again
as a Lance, for the Form/Set spell's duration."


Page 49:

Phantom Sense:  alter the Sample Sight Intensities table:

        Sample Sight Intensities

         1  smooth,  clear glass
         2  rippling water
         3  lightly stained glass
         6  murky water
        10  opaque

Regenerate:  duration is Temporal,  not One Hour.  Replace the first
sentence in the third paragraph with:
   "Levels of intensity equal to the target's normal hit points in his
limb must be provided.  The tissue will regenerate one hit point per
week if the spell is applied within 10 melee rounds after the limb has
been mangled or lost."


Page 51:

Summon Creature is a Summoning Ritual.

Tap is a Passive spell.

Treat Wounds.  Duration is Temporal,  not one hour.  Replace the fourth
sentence of the first paragraph with: "The treated creature recovers 1
point of total hit point damage and 1 point of damage in the affected
location per hour (until the location is healed) for each point of
intensity in the spell." Replace the last sentence of the first
paragraph with:  "This spell
requires enough Duration to last at least one hour."


Page 57:

Armoring enchantment:  Each point of Pow adds 1D3 armor points,  not
1D6.

Magic Point Matrix Enchantment:  Each point of POW stores 1D10 magic
points,  not 1.

Spell Matrix Enchantment clarification -- a spirit magic enchantment is
needed to create a spirit spell matrix.  The divine enchantment is
needed to create a divine spell matrix.  Sorcery is needed to create a
sorcery matrix.


GAMEMASTER BOOK


Page 36:

Change the first paragraph of the page to read:

"...tegrity of the ship protected the cargo and crew despite the
captain's incompetence and the ship suffers no loss.  If the
seaworthiness resistance roll falls reduce seaworthiness by one point."


CREATURES BOOK


Page 10:

Brontosaur:  the tail lash should do 4D6 damage,  not 7D6 damage.


Page 19:

Elephant:  the Indian elephant (Elephas maximus) actually has a STR of
6D6+30 and SIZ of 6D6+38.  The extinct African forest elephant has a STR
of 6D6+22 and a SIZ of 6D6+30.  Normal African elephant STR and SIZ
should be 6D6+34 and 6D6+42 respectively.  Other characteristics are
unchanged,  except that Move is 4.


Page 21:

Ghost:  ghosts have no STR but do have INT of 2D6+6.


Page 35:

Skeleton:  The last three words of the creature description should read;
"... and 3 current POW expended on DEX."


Page 43:

Wyverns:  the wyvern's sting injects poison with a POT equal to the
creature's CON.


GLORANTHA BOOK:

Chaotic Features Table:  add the following possible results:

89   One hit location (choose randomly) is invulnerable to damage from
     any source.

90   Endearing:  match INT versus the creature's APP (of 5d6) when
     encountered.  If overcome,  the character tries to make friends
     with it,  accompanies it in the future,  and acts as its
     bodyguard. It already has 1d6 bodyguards. The character fights
     with it against his friends if they attack.

Possible Chaotic Creatures Table:  add Hellions to the list.  They
normally have no chaotic features.


-- 
whoah,
+++++++++++++++++++++++23
Loren Miller                           internet: MILLERL@wharton.upenn.edu
Mediocrity is a hand rail.                         -- Baron de Montesquieu
Newsgroups: rec.games.frp.misc