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Runebearer, Adventures in the world of Bostonia
Reviewed by Aaron Smalley Copyright ©2001
Edited by Suzanne Campbell for The Guild Companion
While surfing the Internet recently I came across another in the long
line of recently released free RPG engines. This one is called Runebearer,
adventures in the world of Bostonia. It is available in both html and pdf versions from the web site at http://www.cs.cmu.edu/~tpope/bostonia/. However, when you visit the site, be prepared to turn the volume
down on your computer, as the opening page is a bit loud. You will see a simple white page with seven simple lines of text
and an enter button, as well as hear the ringing of what sounds like a
church bell. This is a very
fitting opening for the site, as you will see shortly. The text that appears is supposed to be a well-known poem in the
lands of Bostonia:
The
church bells cut the silence.
No
one listened.
The
Faithful drowned.
The
dead danced.
Only
me
Watching
the shooting stars,
Witness
to the end of days.
The setting of Bostonia is of a world that is recovering from a great
cataclysm. The god Stratus,
or The Father as he is sometimes called, had come to realize that the
Ancients had lost their faith. They
had gained control over the elements and had built huge cities, developed
flying machines, and a host of other unnatural technologies. Then the Deceiver started to hold sway over the Ancients,
whispering to them that they could cheat death and that they could gain
immortality by following his teachings. As the Deceiver's power grew, the Ancients were led further away
from the teachings of The Father and The Mother (Stratus and Aestra);
their magical technology continued to grow and flourish, until very few of
the faithful remained.
Stratus then told the few
remaining faithful to go to the edge of the sea and submerge themselves in
The Mother's embrace (in the water) because death was coming to the
world. The faithful did what
was ordered, then The Father forged thirteen seeds of elemental fire which
he then threw to earth causing them to bloom into huge plumes of fire that
decimated the lands. Only the
faithful submerged in the sea were safe from the destruction that
followed. Once the followers
of the Deceiver were gone and he was weakened, Stratus was able to capture
him and banish him to a prison of elemental fire.
Thousands of years later, the earth started to recover and the faithful
emerged from the sea to start the rebuilding of their world. This is the background for the setting of Bostonia.
The character generation system is straightforward, but takes a little
digging to understand all the aspects and options that are available. It is a human-centric setting (there are other races covered,
although these are not in the rules as of this writing). However, their plans are to have a "World Book" out before too
long which will go into much more detail on the races and the setting as a
whole. Once this comes out we
will try to review it here at The Guild Companion.
The author recommends starting the character generation process by
putting some thought into what type of a character the player is
interested in, and what will work with the GM's plans (if there are
any). The development of the
ten base attributes is the next step: Strength, Agility, Dexterity, Speed,
Toughness, Intelligence, Will, Charisma, Spirit, and Perception.
These attributes are generated using 4d6-4 (resulting in a range of
0 to 20). Then the secondary
attributes are figured using the primary attributes and some simple
tables. These figured
attributes include your Hit Points, Base Defense and Parry Modifier,
Dodge, Initiative, and Base Move.
From here, the player chooses a "Template" (the characters
profession), which gives the character a package of skills that are
appropriate to the profession or background that the template simulates. Each template also has a number of "Buy Points" that can
be used to purchase other skills, thus allowing for considerable variation
from one character to the next within the same Template. The list of skills available is fairly extensive and well
rounded, with each having attributes that are used to determine the actual
starting ability level in the skill. Some of these skills also have a "Default", meaning that you
can perform the skill at the default level without any training or
experience in that particular skill. Each skill also has an "Improvement" value that determines how
quickly the character can improve the skill through actually using the
skill (see below).
The action resolution system is a simple yet reasonable one. The dice mechanic uses 2 rolls of a d12. Each skill attempt is
assigned a Difficulty Level (DL) by the GM to simulate the situation. The player rolls one d12 and adds the appropriate skill or
attribute level, while the GM (or opponent in the case of an "Opposed
Roll") rolls another d12 adding the DL of the task at hand (or skill if
it is an opposed roll). If
the player's roll is equal to or higher than the GM's roll the task is
successful, of the GM's roll is higher, the attempt has failed. At first glance it appears that all skill rolls are opposed rolls,
but the idea here is that a person can sometimes perform a skill poorly
and still succeed due to luck or the situation. This introduces more variation into the situation and also gives a
wider range of results. The opposed roll mentioned above involves a player trying to
perform a skill or some feat that is in direct opposition to another
character or an NPC. In this
type of case, the DL is simply the appropriate opposition skill level. An option here is that the degree of success can be worked
into the details of the attempt.
The combat system is a little more complex, but the strategic options
that are available more than make up for the complexity. It is not as complex as some systems but is more so than the D20
system (but much better in my humble opinion). The actual attack roll is made as an opposed action, pitting the
attackers weapon skill (and any situational modifiers or special strategic
attacking maneuvers) against the opponent's defensive bonus (including
situational modifiers or special defensive maneuvers), with the attacker
winning any ties. Damage from
a successful hit is determined using a die roll based on the attackers
strength and a die based on the weapons "leverage" for melee weapons,
then the Armor Value of the defenders armor may reduce this damage. Thrown weapons are treated similarly (except the strength die
is reduced by one level). Missile
weapons are treated a little differently, with a damage die for the type
of bow or launching mechanism (sling, staff sling, etc.) and a second for
the actual projectile (arrow, bolt, stone, bullet, etc.).
A system of Wound Severity charts and rules covering Stunning result in
some interesting results; however, these are a little cumbersome to use at
first (but become easier with time and as familiarity with their workings
builds). There is also a
simple Hit Location table that adds to the interest of what actually
occurs in each round of combat. There
are two drawbacks that I can see with the combat system. First is the number of die rolls that need to be made for each
successful hit (2 for the hit, 1 for location, 2 for damage, and 1 for
severity (if 25% of total hits are delivered in a single hit). The second drawback (and this is a matter of personal taste)
concerns the rules covering Lethal versus Non-Lethal damage. The weapons tables show that all Staves and all Unarmed and
Improvisational weapons do non-lethal damage. The concept behind this is good, and there are rules covering
special training (skills) that allows for hand-to-hand to do lethal
damage. However, the problem
I have is with the Staves doing non-lethal damage. Personally, I feel they should do lethal damage the same as most
other weapons. But then
again, I'm also disappointed by the fact that the quarterstaff does the
same amount (only non-lethal) of damage that a dagger does, when in fact a
quarterstaff should be capable of doing considerably more lethal damage
than a dagger.
Overall, the combat system seems to have a pretty good basis of
operation, but is not flawless...but then again, what system is? While a little cumbersome, it is workable and has many strategic
options for those who like a rules-heavy system.
The magic system that is used in Runebearer is flexible
and easily customizable to suit the needs of the setting. This is done by the use of three different areas, or realms, of
magic: Rune Magic, Ritual Magic, and Priest Powers. Each has it's own special benefits and interesting quirks.
Rune Magic is the primary area and the one that the game system as a
whole takes its name from. The
basic principle behind Rune Magic is that adventuresome people go through
harrowing risks to be branded with a Rune which allows them the ability to
channel magical powers that are related to that rune. This allows for a wide variety of magical spells. With hundreds, or even thousands, of these Runes possible, each
with its own list of spells (with a creative GM or player), the variations
are nearly endless. There are
over 60 pages of sample runes with several runic spells for each within
the Runebearer pdf. The
casting system uses a skill test (similar to the above explanation for
skill tests), with the opposing roll representing the complication or
difficulty of the spell being cast.
Power is expended with each spell cast, thus making more casting
(without rest) more difficult and risky. This is handled by a reduction in the related runic skill. However if the mage wishes to take the risk, he can cast spells
until his skill is reduced to zero. In
lieu of loosing skill, the caster has the option of burning his body's
energy (by loosing hit points in place of skill levels), but this is also
risky, as it can later create other dangers.
Due to the way that runic magic is utilized in Runebearer,
it is not the realm of physically feeble academics as in so many other
games. Instead, it is the
realm of risk- takers and power-mongers. However, the other side of the coin is that while runic spell
casters are very powerful in the lands of Bostonia, they are the outcasts
in society. The Church rules
the lives of the common people and the use of Runes is a sin in the eyes
of the Church. As a matter of
fact, it is one of the sins that resulted in the destruction of the
Ancients by The Father.
Priests, while having sworn off the use of Runes many generations ago,
can still use Ritual magic as well as having some special abilities of
their own that can not be recreated using either runic or ritual magic. These include the ability to turn undead, rite of absolution,
blessing of the Father, rite of consecration, and creating blessed water. There are also some more powerful and much more involved rituals
and powers including major consecration, prayer of vengeance, ritual of
sacrifice, and of course, divine intervention.
Others can also perform ritual magic, which by their very nature are
dangerous and lengthy to create. Rituals
are very similar to Runic magic, except that they take longer to cast, can
require additional materials, and drain hit points if the caster fails to
perform the ritual correctly. They
can be powerful but can also be devastating to the caster. Each Ritual has its own specific skill associated with it, thus
making it difficult to dedicate the time to learning very many rituals.
The magic system is very well detailed and has considerable variation
possible within its rules, with over one third of the book being dedicated
to this subject.
Advancement is handled through a system of the GM awarding "Skill
Checks" to players for good use of a skill. At the end of a session a player may roll a d30 for each skill
check he has been awarded, and for each result that is higher than his
current value, he gets an Improvement point. The GM can also award "Free Checks" for good roleplaying or
completing a mission or for similar reasons. The player can then use these the same way as skill checks,
assigning them to an existing skill, or saving them to put towards
learning a new skill. Each skill has a cost associated with it relative to how many
Improvement points it takes to increase the skill by one point, and once
enough Improvement points are earned in that skill, the skill increases.
Attributes can be raised in a similar fashion as well. When a character makes an Attribute test, he/she may be awarded an
Attribute check. The biggest
difference is that attributes all have a cost of 10 and a d20 is rolled
instead of a d30, thus attributes will increase at a much slower pace. However, an increase in an attribute can also result in an increase
in several of the skills, since the starting skill levels are determined
directly from the attributes.
Runebearer uses in interesting mechanic for simulating Healing. A character can initially be healed of much of the injuries that
result from a single "Flurry of Injury" using magic or medical skills. However anything from a single Flurry that is not healed by the
first attempt (using magic or medical skill), is then recorded as
"Persistent" which can then only be healed over time, at a much slower
rate. This slower rate of
healing also depends on the severity of the wounds for the time it takes
to recover.
Alchemy and Herbalism are also covered fairly in-depth within Runebearer,
but this is best left for the readers to peruse through themselves. It is fairly well thought out and comprehensive in its view of how
to handle these issues in the setting. With skill, the right equipment, and the right raw materials, it is
possible to create some interesting concoctions using this system. Also included is an extensive list of equipment as well as
materials that can be used. There
is also a listing of sample Potions with an explanation of the materials
and process used to make them (or at least enough detail for background
purposes). The next section
has a listing of sample Herbs and an explanation of their effects or uses.
A section covering the behind-the-scenes details that a GM will need to
know to run a Runebearer game includes many pointers on
various subjects, including the use of conversation skills. This is one of those areas where it is difficult for the GM
to make a call as to where the player's skill ends and the characters
skill begins. It is often
that a player who is not very skilled in such areas plays the part of a
character that excels in social skills, and vise-versa. Also, the subject of overland travel is touched on, as is random
encounters (with several samples included in an innovative way of
determining them). Three and
a half pages of this section are also dedicated to equipment/services and
their prices. There are also
several optional rule suggestions for those who wish to use them covering
diseases, disarming and other such topics. A couple of sample adventure ideas are also presented here.
The Bostonia Bestiary, which covers about 24 pages of the text, gives
details on several creatures that can be incorporated into games within
the Bostonia setting. While
it does include a few of the common fantasy beasts that one would expect,
it also includes some original ideas as well as some common real life
creatures. It should serve as
a good start for any GM who wants to use the Runebearer
system.
The biggest element lacking from
the pdf text are background details on the world of Bostonia; however
Chris and Thomas are currently working fervently to have a World Book
available some time in the near future.
All in all, I have to say that the system and world created by Chris
Magoun, with the help of Thomas Pope and several others, is a compelling
and interesting possibility. Personally,
I am impressed with it, especially considering that it is currently
available as a free pdf download. On a scale of 1 to 10, I'd give it a 7
for playability and an 8.5 for originality.
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