From the official Chaosium RQ3 errata sheet as typed in by Andrew Bell and converted to HTML 2.0 Format (using Netscape's HTML extensions) by Loren Miller.
"To initially learn a skill with a 00% base chance, the character must spend 50 base hours training. At the end of the training period, he gains 1D6-2 percentiles in the skill, plus his category modifier. If this does not bring him to a skill of 1% or higher, he must train another 50 hours, and so forth, until he either gives up or has attained a positive skill percentile. The character only adds his category modifier the first time he trains in the skill."
"When determining weights carried by creatures with a SIZ of 21-30, refer to the SIZ equivalency table. Find the SIZ of the weight carried by the animal, then halve the kilograms beside the number. The result represents the actual ENC subtracted from the animal's fatigue points. If the creature has a SIZ of 31-30, divide the kilograms carried by three. If its SIZ is 41-50, divide by four, and so forth."
- Blunt Weapons Vs. Soft Armor
- When a flail, mace, or maul is used against soft armor, the value of the armor protection is halved (round fractions up). Soft armor overlapped with hard armor counts as hard armor.
- Points for Overlapping Armor
- As described above, it is possible to wear soft armor under another armor to provide added protection. Hard armor may not be worn under any other type of armor. In any case, the outer layer of armor must be heavier than the inner (i.e., have more armor points).
- The interior soft armor adds its normal AP to the total armor at TWICE normal ENC cost.
"The skills of Dodge, Jump, and Swim are affected by ENC as described below for human-sized creatures. For creatures with a SIZ of 21-30, it takes 2 ENC to reduce the skill chance by 1 percentile (by 5 percentiles in the case of Swim). With a size of 31-40, 3 ENC reduces the skill by 1 percentile (or 5, for Swim). A SIZ of 41-50 takes 4 ENC to reduce skill by 1 percentile, and so forth."
"A user of divine Magic skill category modifier, but this chance is reduced by 1 percentile for each ENC carried. (With no ENC there is still a chance of failure with a d100 roll of 96-00%.)"
"With this skill the sorcerer can cast multiple spells at a reduced cost in magic points. each spell may be directed at a different target provided that all targets are within range and sight of the caster.
"Each point of Multispell permits one additional spell to be cast. First the sorcerer determines the amount of Intensity, Range, and Duration he will use, limited by his Free INT, and all spells are affected identically. However, Touch spells gain no range this way, and Instant spells gain no duration, even when combined with ranged or temporal spells.
"The cost of the spells in magic points is equal to the total points of manipulation, counting the Multispell. Ritual magic cannot be Multispelled.
"The time need to cast the spells is equal to the total Free Int used, multiplied by the number of spells being cast. This is the major exception to the usual rule for time taken in spellcasting."
Delete Cormac's Saga on this page.
"Each Create Familiar Characteristic spell permanently transfers the specified characteristic points from the sorcerer to the familiar. If the spell is intensified, more characteristic points are transferred at once. Since these spells have no effect on a complete creature, they cannot be used on a familiar, but only on a creature which is about to become a familiar."
"While the sorcerer is actively manipulating the appropriate substance with the Form/Set Substance spell, he can cause the substance to arc toward the target for a magic point cost of one per kilogram (or per cubic meter, as appropriate) of substance thrown. The magical lance of material has a chance of hitting equal to the caster's DEXx3 as a percentage. If successful, the target sustains appropriate damage from the type and amount of substance thrown. Hard substances such as rock, wood, or metal do 1D3 points per kilogram thrown. Liquids do no damage unless extremely hot or acidic. Fire does damage depending on its intensity. Darkness does nothing unless it is part of a shade. If the lance misses, the sorcerer still loses the magic points. Armor and spell which protect against physical damage work normally. The substance under the effect of the Form/Set can be used again and again as a Lance, for the Form/Set spell's duration."
Sample Sight Intensities
- smooth, clear glass
- rippling water
- lightly stained glass
- murky water
- opaque
"...tegrity of the ship protected the cargo and crew despite the captain's incompetence and the ship suffers no loss. If the seaworthiness resistance roll falls reduce seaworthiness by one point."
| See credits at top, I just reposted this: Michael Derry, derry@jugenstil.com | Posted January 5, 1995 |