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RuneQuest

RuneQuest

Steve Perrin
3.9/5 ( ratings)
Includes:
• Character Creation — how to turn numbers into characters, with explanations of the why's as well as the whats.
• Basic Mechanics — tells what dice to roll when, and what it means. These early chapters show the secret workings of the 'world machine.'
• Combat Skills - contains information on use, cost, training, and problems with weaponry. It provides a unique combat system free of ambiguities.
• Battle Magic - everyday spells available to all characters. You can enhance weapons or armor, detect items, or combat spirits
• Other Skills - available in a wide variety are such useful personal skills as Riding, Tracking, and Picking Pockets.
• Rune Magic - provides spells which deliver the power of the the gods to their devoted followers; also discusses the cults which channel such powers and the deadly tribal shamans.
• Monsters — from Aldryami to zombies, this extensive chapter gives stat' guidelines for a menagerie of beast which can menace players and make life difficult.
• Treasure - there are complete guidelines for compiling treasure which is commensurate with the comparative 'toughness' of the monsters to be dealt with.
• Referee Notes - useful guidelines for the novice or professional referee, including optional rules.
• Charts and Tables - included are play-aids for running a campaign in the Dragon Pass area; among others are encounter, reaction, and experience tables.
• Convenient Pull-outs - the center sheets of the book make up a digest of the most important charts, tables, rules, and procedures, which can be lifted from the book for easy access.
Language
English
Pages
119
Format
Paperback
Publisher
Chaosium
Release
March 01, 1980
ISBN
0835968707
ISBN 13
9780835968706

RuneQuest

Steve Perrin
3.9/5 ( ratings)
Includes:
• Character Creation — how to turn numbers into characters, with explanations of the why's as well as the whats.
• Basic Mechanics — tells what dice to roll when, and what it means. These early chapters show the secret workings of the 'world machine.'
• Combat Skills - contains information on use, cost, training, and problems with weaponry. It provides a unique combat system free of ambiguities.
• Battle Magic - everyday spells available to all characters. You can enhance weapons or armor, detect items, or combat spirits
• Other Skills - available in a wide variety are such useful personal skills as Riding, Tracking, and Picking Pockets.
• Rune Magic - provides spells which deliver the power of the the gods to their devoted followers; also discusses the cults which channel such powers and the deadly tribal shamans.
• Monsters — from Aldryami to zombies, this extensive chapter gives stat' guidelines for a menagerie of beast which can menace players and make life difficult.
• Treasure - there are complete guidelines for compiling treasure which is commensurate with the comparative 'toughness' of the monsters to be dealt with.
• Referee Notes - useful guidelines for the novice or professional referee, including optional rules.
• Charts and Tables - included are play-aids for running a campaign in the Dragon Pass area; among others are encounter, reaction, and experience tables.
• Convenient Pull-outs - the center sheets of the book make up a digest of the most important charts, tables, rules, and procedures, which can be lifted from the book for easy access.
Language
English
Pages
119
Format
Paperback
Publisher
Chaosium
Release
March 01, 1980
ISBN
0835968707
ISBN 13
9780835968706

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