RuneQuest Companion SRD - Between Adventures

RPG Rules Systems

Contents

Reputation & Renown

All Player Characters begin play with a Reputation of 0.

Reputation
CircumstanceReputation Modifier 1
Character is a local boy or girl+1
Character is Seasoned-level+2
Character is Veteran-level+4
Character is Master-level+8
Character is Hero-level+15
Per Legendary Ability+5
Character is a Runepriest
        Of a local cult+8
        Of a respected cult+4
        Of a feared or hated cult+4
Character is a Runelord
        Of a local cult+10
        Of a respected cult+6
        Of a feared or hated cult+6
Character defeated / was defeated by minor enemy
        Within last 12 months— / -2
        Within last 6 months— / -4
        Within last month+1 / -6
        More than 100 miles away
        Between 10 and 100 miles— / -2
        Within 10 miles+1 / -1
Character defeated / was defeated by major enemy
        Within last 12 months+1 / —
        Within last 6 months+1 / -1
        Within last month+2 / -1
        More than 100 miles away+1 / —
        Between 10 and 100 miles+1 / -1
        Within 10 miles+2 / -1
Character defeated / was defeated by deadly enemy
        Within last 12 months+2 / —
        Within last 6 months+2 / +1
        Within last month+4 / +2
        More than 100 miles away+1 / —
        Between 10 and 100 miles+4 / +1
        Within 10 miles+10 / +8
Character committed a heroic or selfless act
        Within last 12 months+2
        Within last 6 months+4
        Within last month+8
        More than 100 miles away
        Between 10 and 100 miles+2
        Within 10 miles+4
Character committed a heinous act
        Within last 12 months+3
        Within last 6 months+4
        Within last month+8
        More than 100 miles away
        Between 10 and 100 miles+4
        Within 10 miles+8
Become leader of a small mercenary band or military unit (10 to 100 troops)+4
Become leader of a large mercenary band or military unit (100 to 1,000 troops)+10
Return from distant land+4
Become ruler of a small town+1
Become ruler of a large town+2
Become ruler of a small city+5
Become ruler of a large city+10
Become ruler of a nation+15

1 Most of these modifiers are cumulative. If a character is both a Master-level character and has recently defeated a grave nearby threat, he is entitled to both bonuses. However, he does not receive the bonuses for being a Seasoned- or Veteran-level character - those are subsumed by the Master-level bonus.

Using Reputation

Reputation to have an impact on a character’s life and dealings with Non-Player Characters, the character must make a Reputation test.

Reputation primarily affects the use of the Influence skill. It also has some impact on skills such as Disguise. The Reputation Effects table gives some general guidelines for bonuses to skills based on the Reputation of the Player Characters.

Whether or not the character receives a bonus or penalty to his Influence test depends upon the nature of his Reputation and who he is dealing with.

Reputation Effects
ReputationModifier to Influence TestsPenalty to Disguise Tests
1-2-0%
3-5+5% / -5%-0%
6-10+10% / -10%-5%
11-15+15% / -15%-10%
16-20+15% / -20%-10%
21-25+20% / -20%-15%
26-30+25% / -25%-15%
31-40+30% / -35%-20%
41-50+40% / -40%-25%

Making Money

Using Craft Skills

Most Craft skills requires raw material as well as a facility in which to Craft them. Generally speaking, an object’s raw materials cost 25% of the item’s purchase price.

Time

Craft time on any item can be determined by looking at the item’s base cost. An individual’s proficiency with the appropriate Craft skill has only minimal bearing on the length of time needed to make an item.

The time required by a skilled craftsman to create a perfectly ordinary, unremarkable item is equal to the item’s cost divided by five, in hours. So long as the craftsman has a Craft skill of 50% or greater, he can create the item in question in this time without needing to make a Craft skill test. He is assumed to be good enough at his job to create an ordinary item with some assurance of success. If the craftsman has a skill below 50%, he must make a skill test even when creating a mundane item.

If a craftsman is in a hurry, he may attempt to speed the process along. In this case, the time required to create a perfectly ordinary, unremarkable item is equal to the item’s cost divided by ten in hours. To speed up production like this, the craftsman must succeed in a Difficult (-20%) skill test to create the item.

Item Quality

Any item of exceptional quality must usually be specially ordered and finding a craftsman capable of producing a truly Exceptional items come in five separate levels of quality, ranging from those that are merely above average (greater) to those which can only be created by the very finest craftsmen the world has ever known (heroic). Obviously, the higher the quality of the item, the greater the benefit it bestows upon its user.

Greater

A craftsman attempting to create a greater item uses the crafting rules. However, he must halve his Craft skill (after all other modifiers are applied) when making the skill test. His chance of an automatic success is also reduced by one (to 01 to 04).

Exquisite

A craftsman attempting to create an exquisite item uses the crafting rules. However, he must halve his Craft skill twice (after all other modifiers are applied) when making the skill test. His chance of an automatic success is also reduced by two (to 01 to 03).

Marvellous

In order to craft a marvellous item, a craftsman must be a master of his art. The craftsman attempting to create a marvellous item uses the crafting rules. However, he must halve his Craft skill three times (after all other modifiers are applied) when making the skill test. His chance of an automatic success is also reduced by three (to 01 to 02).

Surpassing

A craftsman attempting to create a surpassing item uses the crafting rules. He must halve his Craft skill four times (after all other modifiers are applied) when making the skill test. His chance of an automatic success is also reduced by four (only a roll of 01 results in an automatic success).

Heroic

A craftsman attempting to create a surpassing item uses the crafting rules detailed on page XX. However, he must halve his Craft skill five times (after all other modifiers are applied) when making the skill test. He has no chance of an automatic success.

Time to Create: This column lists the amount of time required to craft an item of the corresponding level of quality. Note that the attempt will take this long, regardless of the success of the final Craft test. Creating exceptional items is a long, painstaking process. The base time to create is considered to be the base item’s cost divided by five in hours. Thus, a war sword, which requires 35 hours to create without making it exceptional, would require 70 hours to craft a greater version, 175 hours to craft an exquisite version, 350 hours to craft a marvellous version, 875 hours to craft a surpassing version and 1,750 hours to craft a Heroic version. Unlike the creation of ‘normal’ quality items, the craftsman cannot speed up this process.

Base Cost: This is the minimum cost for the exceptional item.

Weapon / Armour Effects: The number of effects the craftsman may choose to impart into the weapon or armour.

Skill Item Effects: The bonus granted to the appropriate skill by the item.

Item Quality
Quality LevelTime to CreateBase Purchase CostWeapon / Armour EffectsSkill Item Effects
Normalx1As item
Greaterx2Item cost x 21+5%
Exquisitex5Item cost x 52+10%
Marvellousx10Item cost x 103+15%
Surpassingx25Item cost x 504+20%
Heroicx50Item cost x 1005+25%

Exceptional Item Effects

An exceptional item can have one or more special effects crafted into it, depending upon the item’s level of quality.

Exceptional Weapons and Armour

Beneath the name of each effect it is indicated whether the effect applies to armour, weapons or both. Each effect also has a ‘Minimum Craftsmanship’, indicating what level of quality the item must be in order to have this effect. For instance, a weapon must be of at least marvellous quality in order to have Baleful as an effect. Lastly, each effect is listed as either stackable (meaning it can be picked multiple times and its effects stack) or unique (in which case it can only be selected for a particular weapon or armour once). A heavy mace with two levels of the Crushing effect, for example, gains a +2 bonus to damage.

Unless specifically stated otherwise, different effects may be combined on the same item, so long as it is of sufficient craftsmanship to handle them all.

Baleful

Weapon Effect, Minimum Craftsmanship: Marvellous, Unique

A Baleful weapon is cunningly and lethally crafted. It provides the user with no bonuses to his attack but it does increase the weapon’s damage dice by one increment. Thus, a Baleful great sword or longbow would deal 2d10 damage and a Baleful war sword would deal 1d10 damage.

Bastion

Armour Effect, Minimum Craftsmanship: Exquisite, Unique

Armour with this effect is designed specifically to minimise weak points. An opponent attempting a precise attack to bypass Bastion armour attacks at -80%, rather than -40%. Bastion may not be combined with the Nimble effect.

Bulwark

Armour Effect, Minimum Craftsmanship: Greater, Stackable (twice)

Armour created as a Bulwark is exceptionally tough. It gains +1 AP in every hit location.

Crushing

Weapon Effect, Minimum Craftsmanship: Greater, Stackable (three times)

Applied to a bludgeoning weapon, Crushing increases the weapon’s damage by +1 point.

Enduring

Armour and Weapon Effect, Minimum Craftsmanship: Greater, Stackable (four times)

Enduring armour and weapons are made to stand up to extra punishment. It gains +2 HP (or +2 HP per hit location in the case of armour).

Keen

Weapon Effect, Minimum Craftsmanship: Greater, Stackable (three times)

Applied to a piercing or slashing weapon, Keen increases the weapon’s damage by +1 point.

Light

Armour Effect, Minimum Craftsmanship: Greater, Stackable (three times)

This reduces its ENC by one point (or one point per hit location in the case of armour). ENC cannot be reduced below zero in this manner. Weapons also have their STR requirement reduced by one (thus a greater war sword with one Light effect would require only STR 8 to use without penalty).

Nimble

Armour Effect, Minimum Craftsmanship: Exquisite, Stackable (three times)

Designed for comfort and ease of movement, the Nimble effect reduces its armour’s skill penalty by 1% per hit location. Skill penalties cannot be reduced below 0%. Nimble may not be combined with the Bastion effect.

Parrying

Weapon Effect, Minimum Craftsmanship: Marvellous, Stackable (three times)

A weapon with this effect is designed to make parrying easier for the wielder. It provides the user with no bonuses to his attack but it does increase the AP of the weapon by +1. This bonus is only applicable for the purposes of parrying.

Penetrating

Weapon Effect, Minimum Craftsmanship: Greater, Stackable (twice)

A Penetrating weapon is made to bypass an opponent’s defences, either through overwhelming power or amazing speed (depending upon the type of weapon). Opponents suffer a -10% penalty on parry tests to parry this weapon.

Swift

Weapon Effect, Minimum Craftsmanship: Marvellous, Stackable (twice)

A Swift weapon is perfectly balanced and designed to easily change direction and speed. This makes it incredibly hard to dodge. Opponents suffer a -10% penalty on dodge tests to dodge this weapon.

Warrior’s

Weapon Effect, Minimum Craftsmanship: Exquisite, Stackable (four)

A Warrior’s weapon is designed to aid the wielder do his job. Specifically, it grants a +5% bonus to all relevant Weapon skill tests when used. Thus a Warrior’s battleaxe provides a +5% bonus to the wielder’s 1H Axe or 2H Axe score, depending on how the wielder is using the weapon.