In our worlds our characters sometimes tend to be able to progress beyond the limits of the normal Runequest game engine, including stats, skills, and additional magic systems. The following are several rules that we have developed for our adventures.

Skill Percentages

In our adventures, the PC's have the ability to advance their skill, magic, and weapon percentages well above the standard 100%. When PC's break this 100% barrier it becomes necessary to develop a system whereby their higher percentages will have meaning. Thus we developed different levels of "Critical Hits" depending on the PC's percentage.

For example, say that a PC has a dodge percentage of 250%. In normal Runequest rules, in order for that PC to deliver a "Critical Hit", they would need to roll 13% or lower (250 x .05) to achieve a critical hit. Of course, if their percentage were lower at 100%, their chance for a critical hit would be 5%. A critical hit percentage is obtained by multiplying the skill percentage by 5% or .05. So, a percentage mulitplied by .05, then becomes what we call a 1st Critical Hit.

Now, we take this further. It is possible to obtain a 2nd Critical Hit or better, depending on the PC's percentage. A 2nd Critical hit is 5% of the 1st Critical percentage. So, a PC having a 250%, would need a 13% for a 1st Critical, and a 1% for a 2nd Critical (13 x .05, rounding up). Now when a PC gets a 2nd Critical Hit, that means that his weapon does double maximum damage, plus his max modifier.

Now, with 250%, this PC has a 13% 1st Critical, a 1% 2nd Critical, and no chance for a 3rd Critical. Why? Because to get a 3rd critical, you take his 2nd Critical percentage of 1% and multiply that by .05 to get the percentage. This number comes out to be 0.03125. Now remember you round up if its 5 or higher, down if its 4 or lower. So the '3' in 0.03125 would need to be a 5 in order to round up to 1%. Thus, the PC has no chance of getting a 3rd Critical until his percentage increases past 250%.

Here's a summary:

1st Critical - Max Damage plus modifier. (5% of original %)
2nd Critical - Double Max Damage plus modifier. (5% of 1st critical %)
3rd Critical - Triple Max Damage plus modifer. (5% of 2nd critical %)
4th Critical - Quadruple Max Damage plus modifier. (5% of 3rd critical %)
5th Critical - Quintuple Max Damage plus modier. (5% of 4th critical %)

And so on ... as high as the percentage will allow you to go.

So, say a PC attacks with a dagger at 75,000%. A dagger does 1D4+2 damage and let's say that the PC has a damage modifier of 6D6. That's quite high. These are his chances:

1st Critical - 3,750% (99% still Fumbles) Damage: 6 + 36
2nd Critical - 188% (99% still Fumbles) Damage: 12 + 36
3rd Critical - 9% (99% still Fumbles) Damage: 18 + 36
4th Critical - 1% (99% still Fumbles) Damage: 24 + 36
5th Critical - No chance.

For further explanation please take a look at the critical hit table.



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