Runequest Roleplaying in Glorantha Conversion Guide
Runequest Roleplaying in Glorantha Conversion Guide
Appendix
Conversion Guide
.
Most 2nd edition skills are multiples of 5%. These
������ ��� ����������� �� R���Q����: R����������
values should remain unchanged on conver-
�� G�������� (RQ:G) may wish to convert adventurers
sion, but will chance once experience modifiers
created under prior editions of R���Q���� to the rules
are applied.
in these editions. Following are conversion guides for the
.
In cases where there is a difference between a RQ2
2nd and 3rd editions of R���Q����, of which the former
or RQ3 and a RQ:G value, use the value t hat
is currently available in a Classic Edition reprint from
favors the adventurer.
Chaosium.
This conversion guide is focused entirely on adventurers,
and is not intended to cover all monsters, magic, or other B���������
game specific elements. Nor does it provide a means by Adventurers created in prior editions will lack the family
which R���Q����: R���������� �� G�������� adventur- and personal histories that make up an important part of
ers can be converted to R���Q���� 2nd edition (abbreviated an RQ:G adventurer. The gamemaster is suggested to deal
as RQ2) or R���Q���� 3rd edition (RQ3), though such a with this using one of the following suggested approaches:
conversion is entirely possible. These conversion notes only
address the core rulebooks for RQ2 and RQ3—it is beyond .
Roll for grandparent, parent, and personal
the scope of this conversion guide to include every skill, spell, histories, ignoring all modifiers to skills, but
and rules variant from these prior game lines. applying any modifiers to Passions and any
The guiding philosophy here is to convert adventurers equipment earned.
from prior editions in such a way that they are as similar .
Ignore these tables entirely and let players derive
as is possible, without previously-unmentioned personal backgrounds for their adventurers based on t heir
histories, sudden and dramatic shifts in characteristics, new RQ2 Background roll and any prior background
competence in skills they have not attained prior, and burst- established in play.
ing with new magic, essentially unrecognizable from prior
exploits. Any judgments about conversions should keep this As for the rest of the background elements:
principle in mind.
.
RQ:G does not have an equivalent to RQ2
Background (called Social Class on the adventurer
Converti ng RuneQuest sheet), and this aspect should be ignored. Similarly,
Adventurers the Culture entry for RQ3 is covered by Home-
land (see below).
Adventurer conversion between 2nd and this edition of .
Nationalities are now Homelands. Apply Rune
R���Q���� is relatively easy, with the following principles: modifiers (see Runes, below) but ignore any
characteristic modifiers.
432
C���� As for the Runes themselves, the organization of Runes
The gods, their cults, and their Runes are for the most part into Conditions and Powers has changed, and the Fertility
unchanged between editions, though availability of spells, Rune is now the Life Rune.
skills trained, and benefits may be different between versions.
See each cult’s writeup in this rulebook to deter mine initial C��������������
spirit magic, Rune spells, and other benefits, and use the Use the following guidelines when converting characteristics:
new cult descriptions. If a cult spell no longer exists, replace
it with an equivalent one, with the gamemaster’s approval. .
INT and SIZ: RQ:G adventurers have generally
higher values in INT and SIZ on average than
R���� their RQ2 counterparts, as those initial values are
Though they are familiar with Runes as a part of their based on 2D6+6 instead of 3D6. Use the INT/
culture, religious, and magical life, RQ2 adventurers are SIZ Conversion table (below) to convert these
not defined by their affinity to the Runes themselves. RQ2 characteristics.
adventurers should be treated as new RQ:G adventurers .
Appearance (APP) from RQ3 has been renamed to
when assigning Elemental and Power/Form Rune affinities Charisma (CHA) in RQ:G, as it was in RQ2.
(Elemental Runes begin at 60, 40, and 20, and Power/Form
Runes begin with two at 75/25 and the rest at 50/50, with 50
points distributed as desired), with the following additional INT/SIZ C���������
.
Allow the player to distribute 10 points 5-6 9
per year the adventurer is over 16, with the
7 10
normal maximums.
8 11
.
If the adventurer is a Rune Master (Lord, Priest,
or God-talker), they must meet the Rune values 9 12
12 14
13 15
14 16
15-16 17
17-18 18
.
The Attack and Parry categories are now handled
by the Manipulation skill modifier (which also
addresses the Missile Weapons, Shields, and
Natural Weapon Skill Category Modifiers).
.
Defense is not used in RQ:G and
should be ignored.
.
Magic and Agility are new Skills Category Modifi-
ers, and should be calculated for RQ2 adventurers.
43 3
R���Q����
S���� C���������
O�� S���� N�� S���� S���� C������� N���
Camouflage Hide Stealth Use the better of Camouflage or Hide in Cover.
Climbing Climbing Agility Determine new base chance and use higher skill value.
Craft Craft Manipulation —
Evaluate Treasure Evaluate Knowledge Add +5 to base skill.
Hide in Cover Hide Stealth Use the better of Camouflage or Hide in Cover.
Hide Item Conceal Manipulation —
Jumping Jump Agility Determine new base chance and use higher skill value.
Lock Picking Devise Manipulation Use the better of Lock Picking or Trap Set/Disarm.
Map Making Craft (Mapmaking) Manipulation —
Move Silently Move Quietly Stealth Combined with Sneak. Add +5 to base skill.
Oratory Orate Communication Add +5 to base skill.
Pick Pocket Sleight Manipulation —
Read Own Language Read/Write (own language) Knowledge —
Riding Ride (type) Agility Pick a mount type.
Sneak Move Quietly Stealth Combined with Move Silently. Add +5 to base skill.
Spot Hidden Item Scan Perception Use the better of Spot Hidden Item or Spot Trap.
Spot Trap Scan Perception Use the better of Spot Hidden Item or Spot Trap.
Swimming Swim Agility —
Throw Thrown Weapon Agility If not a weapon, handle with DEXx5.
Tracking Track Perception Add +5 to base skill.
Combined with Lock Picking. Use better of Lock
Trap Set/Disarm Devise
Picking or Trap Set/Disarm.
Derived Characteristics
.
If a skill is not addressed below, use best judgment
When possible, these should be based on the RQ:G values,
on how to convert it, with the gamemas-
versus the RQ2 or RQ3 values.
ter’s approval.
.
Hit Points are CON modified by SIZ and Consult the Skill Conversion table above. If a skill is not
POW, as in RQ2. described here, it is unchanged. Additional skill changes are
.
Hit Points Per Location are as in RQ2. described below the table. If the Note entry has a value of
.
Damage Bonus is determined by the combination “—” the skill is identical in its description.
of STR+SIZ, rather than their average.
Knowledge Skills
S����� Knowledge skills have been greatly expanded and include
While many skills are equivalent between these two editions, a variety of Lore skills that are not common to RQ2 or 3.
there are significantly more RQ:G skills, and some RQ:G
skills appeared in supplemental RQ2/3 material and were Magic Skills
not described in the core rulebook. These are new to RQG and should be added to al l converted
adventurers. The RQ3 Magic skills are subsumed under the
.
If the base chance of the skill is higher in RQ2/3, Sorcery magic system and should be converted according to
add the difference in base chances to the new skill “Sorcery” below.
value. For example, Evaluate Treasure (RQ2) has a
base chance of (10) while in RQ:G the Evaluate skill Combat Skills
has a base chance of (05). Add +5 to the Evaluate Attack and Parry values for weapons are now combined:
skill when converting an RQ2 adventurer to RQ:G. adventurers should use the higher of either of these values.
These modifiers are provided below.
434
A�������
Rune Points .
A Rune Master (Rune Priest, Rune Lord, God-
Rune spells are now powered by Rune points and magic talker) should have at least 9 Rune points
points, versus prior editions. New adventurers begin with 3 for their cult.
Rune points, and they are earned through sacrifice of POW .
For associated cults, divide the primary cult’s Rune
to the god. The easiest way to determine how many Rune point total by three, rounding up, with a mini-
points an adventurer from prior editions should have is mum of 1 Rune point.
to total the number of points of POW the adventurer has
sacrificed for Rune spells in RQ2/3 and convert that into The gamemaster and player should adjust these values
Rune Points. The gamemaster and players should use the based on the adventurer’s history: a particularly active
following additional guidelines: cult-member may have more Rune points, while a less devout
member might have fewer.
.
If the adventurer is relatively inexperienced, they
begin with 3 Rune points for their chosen cult. R��� M����
.
An experienced adventurer should have roughly 6 Rune magic (called divine magic in RQ3) has been
Rune points for their chosen cult. dramatically revised and is much more common. and can
use Rune points to cast any common Rune spells and any
436
A�������
S������ .
Divide RQ2 Lunars (L) by half.
Sorcery has some aspects in common with t he system from .
Divide RQ3 silver pennies by one-th ird.
RQ3 but has otherwise been replaced completely. A few spells
have identical names, but otherwise it is best to consider Previous editions provided adventurers with fairly large
them completely different systems. The gamemaster should amounts of amounts of treasure. If converting an old
work carefully with the player coming up with a means of adventure, the gamemaster should divide the value of rec-
converting a sorcery-using adventurer from prior editions, ommended treasure by 10, or adjust as desired.
with the following guidelines:
C�����
.
For fledgling or beginning sorcerers, simply use .
Use new values for Strike Ranks.
the guidelines for sorcery-using adventurers .
Melee and Missile Hit Location tables have
presented in Mastering New Runes or Tech- been combined.
niques (page 384). .
Shields now have hit points rather than
.
For more advanced sorcerers, the gamemaster armor points.
should estimate how many skill points to allo-
cate, based on existing total skill ranks in the
sorcery skills of Intensity, Duration, Range, and M���� I����
Multispell. It is recommended that each 20% These work fundamentally the same as they have in
increment (round down) equals mastery of one prior editions, and can be used unmodified, with the
technique or Rune. gamemaster’s approval.
.
For starting spells, the player should pick a
total number sorcery spells equal to the total of
437
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