[Runequest] Drowning, Falling and Poisoning in RuneQuest

Lev Lafayette lev at rpgreview.net
Fri Jul 10 22:02:52 EST 2009


Given there's been a bit of discussion on the subject over the past few
days and evidently a few of us (including myself) didn't have their
books immediately at hand, I thought I'd drag out what I have and
double-check. So here is .. the comprehensive guide to Drowning, Falling
and Poisoning in RuneQuest


Chaosium RuneQuest 1st Ed (Falling): I can't find any rules for this.

Chaosium RuneQuest 1st Ed (Drowning): I can't find any rules for this.

Chaosium RuneQuest 1st Ed (Poison): A resistance roll is made between
the character's CON and the poisons potency. A failed roll causes damage
to the character's CON equal to the potency, a successful roll half of
that damage. This heals at a rate of 1 point per week and cannot be
cured by magic.

Chaosium RuneQuest 2nd Ed (Falling): Note that there is an errata sheet
that came with later printings. This is the errata rules. No damage of
less than 1m, 1d6 for 1.1m to 3.0m, 2d6 for 3.1 to 6.0m, 3d6 for 6.1 to
9.0m, 4d6 for 9.1 to 12.0m etc. Momentum can also increase damage.
Armour protects in some instances, Protection and Shield etc always
does. Normal limits on damage per location does not apply. Damage is
applied all to one location; a Jumping roll can determine what this is.

Chaosium RuneQuest 2nd Ed (Drowning): For the 2nd to 5th melee round
roll CON*5, then CON*4, CON*3 etc for each round after that. After the
ninth round through to the fifteenth, roll 5% unless CON is lower than
5. If any roll failed take 1d8 to the chest per round.

Chaosium RuneQuest 2nd Ed (Poison): A resistance roll is made between
the character's CON and the poisons potency. A failed roll causes damage
to the character's CON equal to the potency, a successful roll half of
that damage. This heals at a rate of 1 point per week and cannot be
cured by magic (i.e., same as first edition).

Chaosium RuneQuest 3rd Ed (Falling): Character takes 1d6 to a random hit
location for every 3 metres. May be adjusted for velocity, hardness etc.
Damage can surpass normal maxima. If SIZ <5 then 1d6 less damage, for
every 20 points >20 then add +1d6. Armour may protect, depending on GM.
Spells always protect.

Chaosium RuneQuest 3rd Ed (Drowning): First round roll CON*10, second
CON*9, third CON*8 etc. From tenth and subsequent rounds must roll
CON*1. If any roll failed character takes 1d8 damage to total hit points
and all subsequent rounds.

Chaosium RuneQuest 3rd Ed (Poison): A resistance roll is made between
the character's CON and the poisons potency. A failed roll causes damage
to the character's total hit points equal to the potency, a successful
roll half of that damage. 


Mongoose RuneQuest (Falling): No damage for 1m or less, 1d6 to a random
location for 2m to 5m, 1d6 to two random locations for 6m to 10m, 1d6 to
three random locations for 10m to 15m, 1d6 to four locations for 15m to
20m, and +1d6 for every 5m after that. SIZ 8-9 is considered 1m less,
SIZ 6-7 as 3m less, SIZ 4-5 as 5m, SIZ 2-3 as 8m less and SIZ or less as
10m less. An Acrobatics test can reduce effective distance by 2m.

Mongoose RuneQuest (Drowning): Whilst performing medium activity a
character may hold their breath for a number of rounds equal to their
CON. After that they musy make a Resilience test every round with a
cumulative -10% penalty. When that is failed they take 1d6 per round
thereafter to their chest.

Mongoose RuneQuest (Poison): A character makes an opposed Resilience
test against the poison's Potency. If they fail they take full effect,
if they succeed they take no damage. If both succeed the highest wins,
if both fail the lowest wins. Some poisons effect all locations, other
effect specific locations.





More information about the Runequest mailing list