RuneQuest Stats
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Strength (STR)
- A basic measure of muscular force. This is solely a measure of
how massive and well-developed your muscles are, though it
includes back strength and leg strength as well as upper body
strength. Greater muscles does help your fatigue as well as your
lifting and hitting. Fatigue is determined by your STR and CON,
while damage is determined by your STR and SIZ.
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Constitution (CON)
- A measure of health and resilience. This is an abstraction of
many factors, including stamina, disease resistance, speed of
healing, and the accumulation of various injuries. CON is where
most effects of aging are seen: generally -1 CON per 5 years
over 25.
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Size (SIZ)
- This is a basic measure of height and build, corresponding
roughly to your weight when in good condition. Size gives a
longer reach and greater leverage and force in combat. However,
it also makes it harder to hide and do agile moves. A bulkier
physique will mean a higher SIZ. However, dieting and overeating
are mostly separate effects which will not change your SIZ.
i.e. An overweight man is not equivalent to a giant. Starvation
will primarily reduce STR, while being overweight will primarily
reduce DEX.
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Intelligence (INT)
- A measure of one's ability to think abstractly, and ability to
concentrate on and memorize arbitrary information. Essentially,
this is how well one would do in scholarly pursuits -- which is
only a small subset of full intelligence. As a stat, it affects
most skills, but it is easy to have high skills regardless of
intelligence. INT increases with age: generally +1 per 5 years
over 25.
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Power (POW)
- This is a measure of supernatural life force and magical power.
This power has particular associations of magic in myths and
sagas. Magically powerful characters have an aura about them
that lends greater force to personal interactions. They are also
more in tune with the world, which helps them notice things.
However, they also attract attention even when it is not desired
-- particularly supernatural attention.
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Dexterity (DEX)
- This is a measure of general hand-eye coordination, manual
dexterity, balance, and speed. This affects nearly all physical
skills. It should represent the lowest common denominator of
these general qualities. Thus, someone who is particular skilled
at handicrafts but otherwise unexceptional should take average
DEX and buy up his Craft skills.
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Appearance (APP)
- A measure of physical attractiveness. Obviously, individual
tastes differ, but there are many universals (at least among
humans). This includes many subtleties of style, grooming, and
grace. However, it does not include interaction: i.e. APP
defines how attractive you are to look at in general (including
if you were secretly spied upon), but actively courting someone's
attraction is a skill.
Agility Skills
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Boat (05)
- This is skill in small watercraft such as canoes, skiffs, and
rowboats. Characters may only be familiar with one or two types,
but after a brief adjustment their boating skills should apply
soon enough. Most boating can be done without a skill check, and
skill 15 is sufficient for most operation. Higher skill is
needed primarily for handling river rapids, whirlpools, and
shoals. Skill also applies in chases, but this is also a
function of sheer strength.
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Climb (40)
- This is basic skill at climbing. Active adults can all climb
trees with low branches, steep slopes, and so forth. The more
difficult the climb, the less distance is covered with each
successful roll. Skill 50 and good health is sufficient to
eventually climb most obstacles. Higher skill is primarily for
doing so quickly, stealthily, or under adverse conditions.
Marginal failures indicate only delay, being unable to find
appropriate hand or foot holds. A critical failure indicates a
fall of some sort. A Jump check should be made to see how
bad a fall it was.
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Dodge (05)
- This is skill at dodging blows in melee, and secondarily at
dodging thrown or missle weapons. A successful check completely
avoids damage from a single attack, as long as the attack was not
a critical success. A marginal failure mitigates the damage by 1
point. A critical failure is as if you hadn't dodged at all.
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Jump (25)
- This is skill at leaping for height and/or distance, as well as
at landing nimbly. A successful Jump check is generally twice
your height for a running broad jump. Halve that for failure.
Also halve it for a standing jump.
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Ride (05)
- This is skill at riding horses, camels, and other animals.
Unfamiliar types of animals will have a penalty at first, but
after some exposure the character should soon be able to apply
full skill. Riding a trained horse at a walk does not require a
roll. Riding as a means of travel requires a minimum skill of
15, while 30 is sufficient for most situations. Higher skill
is needed for speed, mounted combat, handling untrained or unruly
mounts, or riding in difficult terrain.
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Swim (15)
- This is skill at swimming. Base skill of 15 is sufficient for
treading water and dogpaddling in calm conditions. A roll is
generally required for
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Throw (25)
- A palm-size object balanced for throwing can be thrown 1 yard for
every STR point over the object's SIZ. Unbalanced objects (or
creatures) can be throw 1 yard for every 3 STR over the object's
SIZ.
Communication Skills
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Fast Talk (05)
- This is the basic skill of lying as well as skill in witty
conversation and verbal persuasion. A successful roll means a
convincing performance. A normal failure means that while
smoothly spoken, the attempt was not neccessarily convincing
beyond the true merits of what was said. Also, a keen listener
could spot some telltale cues.
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Orate (05)
- This is skill at diplomatic, political, and/or persuasive
speech. It includes both public speaking and personal
interaction. While Fast Talk manipulates on the intellect, Orate
appeals to emotions. It is also a skill in more long-term
interactions, while Fast Talk is more immediate.
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Sing (05)
- This is the ability to sing pleasingly in both lyrics and tune,
as well as knowledge of songs and music. Song almost always
plays an important part in primitive cultures. A successful roll
indicates an emotionally effective performance. A normal failure
may be technically well-done, but is not a good performance.
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Speak <Language> (05)
- Skill in speaking your own or foreign languages. Skill of 30
is basic fluency: you can communicate readily, but have the
accent of your upbringing and may get confused at specialized
terms. Rolls are not usually called for.
Knowledge Skills
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Animal Lore (05)
- This is skill in understanding both wild and domesticated
animals. This is the primary skill in training and caring for
domesticated animals, and is a secondary skill in hunting and
trapping.
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Craft (10)
- This is a set of many different skills of manual crafts. Each
craft is generally treated as a separate skill, but most crafts
start at the base of 10. Skill 30 is sufficient for reliably
creating functional items in a fixed time. Higher skill is for
producing masterwork items and/or working extraordinarily fast or
under difficult conditions.
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Evaluate (05)
- This is skill in understanding the value of artifacts and goods,
as well as general knowledge of economics and trade. A Craft or
Lore skill can replace Evaluate for trade within that field.
Thus, a jeweler (i.e. Craft: Jeweler) knows the value of gems and
jewels, and a horse trainer (Animal Lore) knows the relative
value of horses and livestock. Evaluate is skill in trading
without specific knowledge.
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First Aid (10)
- This is practical skill in dealing with injuries. An attempt to
treat injuries takes at least 5 combat rounds. A successful roll
stops any bleeding and heals 1d3 hit points (double for a
critical success).
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Human Lore (05)
- This is practical skill in understanding people, subsuming
psychology and sociology.
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Mineral Lore (05)
- This is practical skill in understanding geology and soils. A
small amount of skill is common for both farmers and miners.
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Plants Lore (05)
- This is practical skill in understanding both wild herbs and
domesticated crops. It includes knowledge of what is edible as
well as herbs for various purposes, and raising good crops.
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World Lore (05)
- This is practical skill in geography: knowledge of both local and
distant places, landmarks, trails, and so forth. High skill
indicates both detailed knowledge of your home terrain, and the
ability to more quickly learn your way around new terrain.
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Read/Write <Alphabet> (00)
- This is knowledge of how to read and write. It is taken once for
each alphabet: Latin and Runic. The Norse at points would write
in either of these. Latin is usually favored for scholarly and
religious purposes, but runes are still used for local records,
histories, and so forth.
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Shiphandling (05)
- This is skill at operating a large ship -- essentially any craft
for more than 3 or 4 people. It includes sail-setting,
navigation, arranging watches, and all other practical details of
running a ship.
Magic Skills
Magic skills are handled differently depending on the tradition of
magic which one comes from. The details of these are described
separately. Lagakin shamans have three general-purpose skills:
Discorporate, Spirit Combat, Contacts. Runic sorcerers have a
separate skill for each type of charm they know.
Manipulation Skills
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Conceal (05)
- This is skill at hiding things, from secreting a knife on your
body to camouflaging a house.
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Devise (05)
- This is skill at understanding mechanical constructs, including
how to invent and disassemble them. Assembling known designs is
the Craft skill.
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Sleight (05)
- This is skill at manipulation of small objects, including
pick-pocketing, juggling, and palming. It includes the art of
misdirecting attention as well as smooth and quick handling.
Perception Skills
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Listen (25)
- This includes both actively listening for sounds and recognizing
particular sounds in ordinary activity.
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Scan (25)
- This is primarily observing an area for movement, the skill of
hunters and guards. It is a function of distance vision.
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Search (25)
- This is skill of finding details and objects within the immediate
area.
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Track (05)
- This is skill in tracking, also used in covering up tracks. The
difficulty of the tracks determines how far you get with each
success.
Perception Skills
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Hide (10)
- This is essentially all means of hiding oneself from others. An
important part of this is understanding what others can see --
it is much easier to hide if you know where the watcher's are.
If the character is not moving and knows roughly where the
watchers are, a success guarantees that she cannot be seen.
A normal failure indicates you are more difficult to notice,
requiring an additional Scan roll.
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Sneak (10)
- This is moving quietly and otherwise stealthily. As with Hide,
perception of who you are hiding from is very useful for this.
A successful roll means that you made no sound for a time (which
depends on the terrain). A normal failure indicates that you
made less sound than typical, requiring an additional Listen
roll.