Renaissance system. Players wishing to continue using. RuneQuest II (or
Mongoose's new Legend system) with. Clockwork & Chivalry 2nd Edition can use
this ...
2nd Edition Character Conversion Document Clockwork & Chivalry 2nd Edition uses Cakebread & Walton’s new Renaissance system in place of Mongoose’s RuneQuest II system, which is no longer available. This document is designed to allow players to convert their Adventurers from RuneQuest II to the Renaissance system. Players wishing to continue using RuneQuest II (or Mongoose’s new Legend system) with Clockwork & Chivalry 2nd Edition can use this document as a guide to “reverse engineer” future Clockwork & Chivalry releases.
Damage Modifier: Check the table in C&C2, as Damage Modifiers are slightly different.
In the following pages, RuneQuest II is abbreviated to RQII, Clockwork & Chivalry 1st Edition to C&C1 and Clockwork & Chivalry 2nd Edition to C&C2.
Improvement Roll Modifier: Improvement roll modifiers no longer exist.
HitPoints: Players no longer need to keep track of hit points for individual body parts, but have a single hit point total, which is equal to SIZ plus CON divided by 2, rounded up. MajorWoundLevel: Characters have a new attribute, Major Wound Level (MWL). This is equal to Hit Points divided by 2, rounded up.
Movement: Base movement for a human is now 15 metres, not 8 metres.
To convert characters from the RQII version of Clockwork & Chivalry to the Renaissance edition is quite easy. The system has been significantly simplified to make play faster, so there are rather less attributes to keep track of than before. We’ve erred on the side of making converted characters slightly more competent – players are unlikely to grumble at this!
Strike Rank: Characters no longer have Strike Rank. An Adventurer’s turn in combat is now based on DEX, unless casting spells, in which case it is based on INT. A character’s Armour Points are subtracted from this.
SKILLS
CHARACTERISTICS
A few skills need some conversion. Most skills are identical in both systems; those that are different in the new system are listed below:
Characteristics remain unchanged.
ATTRIBUTES
COMMON SKILLS
CombatActions: Players need no longer keep track of Combat Actions. Every character has one Combat Action, one Reaction and one Move Action in a combat round.
Athletics: This now also covers the RQII skills Acrobatics, Brawn and Swim. Take your highest skill rating out of Athletics, Acrobatics, Brawn and Swim
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and make that your % score for Athletics.
83%. Unarmed skill is converted directly to Unarmed Combat skill, and the character gains Ranged Combat skill at base level. Ken is pleased to find his character is now more competent, but his Games Master points out that all the NPCs are more competent too.
Brawn: See Athletics, above. Evade: This is now called Dodge. Simply transfer your Evade skill % to your Dodge skill %.
MAGICK
Swim: See Athletics, above.
ADVANCED SKILLS
Spells have been renamed to give them a more “17th century” feel. The old and new spell names are listed on the following pages.
Acrobatics: See Athletics, above.
COMBAT STYLES
ALCHEMY
Combat syles from RQII have been replaced with a number of broad Common Skills and narrower Advanced Skills. The idea is that all characters will be able to pick up a weapon and “have a go” at base level, although some weapons such as Polearms and Bows require training to use effectively, as does using two weapons at once.
Most of the Alchemy spells remain very similar, although a few have been re-written, some spells from RQII removed, and some new spells added. Many spells which could previously only be cast on the caster can now be cast on another target too. If a character loses a spell because it has been removed from the system, the Games Master may either allow the player to choose a new spell to replace it, or may continue using the old RQII spell, which should still be compatible with the Renaissance system.
The Common Skills are: Close Combat: All close combat weapons except Polearms (which require more training). Gun Combat: All black powder weapons (but not Artillery).
WITCHCRAFT
Ranged Combat: All non-black powder ranged weapons except Bows (which require more training).
The Witchcraft system has been significantly overhauled. The mechanics work rather differently, and a lot of spells have been removed or re-written, and new ones added. Major changes are as follows:
Unarmed Combat: This is identical to Unarmed skill in RQII. The Advanced Skills are:
Many spells are more powerful than before, and can be cast on others as well as on the caster, but to make up for this, Witches gain levels of Fatigue when casting.
Close Combat(Polearms): The use of pikes, poleaxes, halberds, etc. Ranged Combat(Bows): The use of long bows, short bows, etc., but not including crossbows, which are simple enough to be able to use with the basic Ranged Combat skill.
Witchcraft spells have a number of traits which are different from those in RQII, including Charm, Distant, and Eye Contact.
Dual Weapons (Weapon & Weapon): The ability to use two particular weapons together, such as sword and pistol, etc.
All Witches, Warlocks, Cunning Men and Wise Women gain the spell For to Give a Withering Look. Manipulation: The Manipulation skill no longer exists, and players should familiarise themselves with how the new system works when casting spells. In place of the Manipulation skill is a MAG attribute, which starts at a base level of INT + POW divided by 10, rounded up. This can only go higher if an Adventurer joins the Satanist cult. An Adventurer who is a Satanist should have a MAG at 1 higher than base level, unless they have put significant points into the Manipulation skill, in which case MAG should be equal to Manipulation
Players and Games Masters should look at what combat styles the character currently has, and assign the skills above, based on the highest relevant skill. Example: Ken’s character has the combat styles Sword and Pistol 83%, and Sword and Poinard 73%. The Games Master rules that this gives him Close Combat 83%, Gun Combat 83%, and Dual Weapons (Sword & Pistol) 83%. Since the Dual Weapons skill is based on the lowest of the two associated basic combat skills, and Close Combat is now 83%, Dual Weapons (Sword & Poinard) will rise to
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divided by 10, rounded up, if that is higher.
RQII prices are based on a bronze age fantasy economy, and prices in C&C2 have been significantly revised to more accurately reflect 17th century prices. In particular the costs of such things as weapons, and clockwork devices are very much cheaper as metal equipment is more common. In order to prevent Adventurers suddenly becoming filthy rich when moving to the new system, their cash should be converted to shillings (silver pieces in RQII), rounded up to the nearest shilling, and divided by 10. It can then be converted into the pounds, shillings and pence of the new system.
If a character loses a spell because it has been removed from the system, the Games Master should allow the player to choose a new spell to replace it.
ARMOUR Armour works rather differently in Renaissance. Players and Games Masters should look at what armour their Adventurers are currently wearing and decide what level of armour this equates to in C&C2 from Very Light to Very Heavy. An Adventurer’s APs in the new system should never be higher than the APs of the most protected part of their body in RQII, and should probably be lower.
Example: in RQII, Ken’s character had 104 gold crowns, 11 silver pieces and 3 copper pennies, which in C&C1 equated to £104, 11 shillings and 3 pence. 104 gold crowns is equal to 2080 silver, 3 pennies rounds up to 1 silver, for a total of 2092 shillings, This is divided by 10 to get 209 shillings. This equates to £10, 9 shillings. Ken is rather grumpy about this, until he realises that the war sword he was planning to buy, which cost 175 SP in RQII, equates to a side-sword in C&C2 and costs 17 shillings and sixpence – exactly the same!
Remember that APs are knocked off DEX and INT for the purpose of calculating a character’s combat order. Example: Pete’s character is wearing a sleeved buff coat, backplate, breastplate, leather cap, and long boots. In RQII this provides 6 APs to Abdomen and Chest, and 1 AP to all other locations. The player and Games Master decide this comes somewhere between Light Armour and Medium Armour in C&C2. The Games Master generously allows Pete to call it Medium Armour, and he writes 3/1 on his character sheet. He also knocks 3 off Combat Order.
Note that not all prices in C&C2 have been divided by 10 with respect to RQII prices – they are based as much as possible on historical prices, so some prices are a lot less, others only slightly less; some may even be more. Players will probably spend a few weeks saying “How much?!?” in either delight or despair, until they get used to the new system.
MONEY This is where players are going to start grumbling.
ALCHEMY SPELLS This is a list of RQII spells used in C&C1 alchemy and their equivalents in C&C2. OldSpellName
NewSpellName
Bludgeon
For to Make a Club Mighty
Newspell
For to Fling Far the Hurtling Missile
Boon of Lasting Night
Newspell
For to Steady the Hand of a Marksman
No longer available. Replace with the spell For the Invocation of a Great Darkness
Abacus
For to Count Many Things
Cauterise
Now replaced with an Earth spell, For to Enhance the Hands of Healing
Armoursmith’s Boon
No longer available, but see For to Inspire the Hand of Craftsmanship
Chill
For to Cool an Object
Babel
For the Confusion of the Tongue
Clear Path
For to Clear a Path Through a Tangled Thicket
Bandit’s Cloak
For to Impart Stealth
Co-ordination
For to Increase Co-ordination
Beast Call
For to Summon a Nearby Beast
Create Bouquet
For to Create a Healing Bouquet
Becalm
For to Soothe the Restless
Create Miasma
For the Creation of a Pestilential Miasma
Befuddle
For the Befuddlement of the Mind
Cure Disease/Poison
For to Cure a Disease or Counteract a Poison
Bestial Enhancement
For to Fight Like Unto a Wild Beast
Darkwall
For the Invocation of a Great Darkness
Bladesharp
For to Sharpen a Blade
Demoralise
For the Invocation of Fear
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Detect X
For to Discover X
Mend Body
For to Mend a Broken Body
Dismiss Gnome
For the Dismissal of a Gnome
Mindspeech
For to Speak Unto the Mind of Another
Dismiss Salamander
For the Dismissal of a Salamander
Mobility
For to Increase Alacrity
Dismiss Sylph
For the Dismissal of a Sylph
Multimissile
For to Multiply a Hurtling Missile
Dismiss Undine
For the Dismissal of an Undine
Parry
Dispel Miasma
For to Dispel a Pestilential Miasma
For to Increase the Defences of the Beleaguered Warrior
Disruption
For to Disrupt the Body
Pierce
For to Pierce the Armour of a Foe
Dominate Familiar (Species)
For the Domination of a Familiar (Species)
Protection
For to Protect Against the Blows of an Enemy
Dragon’s Breath
For to Breathe Like Unto a Dragon
Push/Pull
No longer available.
Dullblade
For to Decrease the Potency of a Weapon
Repair
For to Repair a Broken Object
Elemental Downpour
For to Cause a Great Downpour
Roving Eye
For to See Through the Eyes of Another
Elemental Fog
For to Raise a Great Fog
Second Sight
No longer available, replace with For to Discover (Magick)
Elemental Wind
For to Summon a Mighty Wind
Secrets of the Heart
For to Reveal the Secrets of the Heart
Endurance
For to Uplift the Weary
Shape Gnome
For the Shaping of a Gnome
Entertainer’s Smile
For to Enhance the Performance of an Entertainer
Shape Salamander
For the Shaping of a Salamander
Extinguish
For to Extinguish a Conflagration
Shape Sylph
For the Shaping of a Sylph
Fanaticism
For the Encouragement of a Fanatical Mind
Shape Undine
For the Shaping of an Undine
Fate
For to Meddle with the Fate of Another
Skybolt
For to Conjure a Bolt from the Blue
Fine Weather
For to Part the Clouds
Slow
For to Cause Slowness
Fire Arrow
For to Cause the Conflagration of a Hurtling Missile
Speedart
For to Speed a Hurtling Missile
Spirit Bane
For to Create a Weapon Against Ghosts
Fireblade
For to Cause the Conflagration of a Blade
Strength
For to Impart Great Might
Frostbite
For to Inflict Frostbite
Summon Gnome
For the Summoning of a Gnome
Glamour
For to Cast a Glamour
Summon Salamander
For the Summoning of a Salamander
Golden Tongue
For to Drive a Hard Bargain
Summon Sylph
For the Summoning of a Sylph
Hand of Death
For to Bring the Touch of Death
Summon Undine
For the Summoning of an Undine
Heal
For to Bring the Touch of Healing
Thunder’s Voice
Ignite
For the Ignition of a Consuming Flame
For to Cause a Person to Speak with Authority
Immobility
For to Bond Together Disparate Things
Understanding
For to Understand Another
Light
For the Illumination of the Darkness
Vigour
For to Impart Vigour
Lovecraft
For the Ignition of the Fires of Passion
Warmth
For the Warming of the Mortal Frame
Lucky
For to Impart Good Fortune
Water Breath
For to Breathe Underwater
Mason’s Boon
No longer available, but see For to Inspire the Hand of Craftsmanship
WITCHCRAFT SPELLS This is a list of RQII spells used in C&C1 witchcraft and their equivalents in C&C2. OldSpell
NewSpell
New
For to Bring Down the Curse of the Moon
New
For to Give a Withering Look
New
For to Curse with (Hellish Force)
New
For to Cause Great Fear
New
For to Stoke the Fires of Fanaticism
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New
For to Cure a Disease or Counteract a Poison
Glow
For to Make an Object Glow
Animate (Substance)
No longer available. But see For to Catch the Wind
Haste
For to Run Like unto a Hare
Banish
Hinder
For to Move Like unto a Slug
For to Banish a Ghost
Bless Crops
Intuition
For to Intuit the Emotions of Another
For to Bless Crops
Bless Livestock
Mystic Vision
For to Create a Potion of Mystical Vision
For to Bless Livestock
Blight Crops
Neutralise Magick
For to Neutralise a Magick Spell
For to Blight Crops
Blight Livestock
Palsy
For to Blight Livestock
No longer available, but see the spell For to Curse with (Hellish Force)
Boost Duration
For to Increase the Longevity of a Spell
Phantom (Sense)
For to Create a Phantasm
Castback
For to Fling Back a Spell in the Face of the Caster
Protective Ward
For to Inscribe a Circle of Protection
Combustion
Project (Sense)
For the Projection of (Sense)
For to Cause Spontaneous Combustion
Damage Enhancement
Regenerate
For to Bring the Touch of Healing
For to Increase the Deadliness of a Weapon
Restoration
For to Restore Blighted Health
Damage Resistance
For to Protect Against Weapons
Scry
For to See Visions in a Scrying Bowl
Diminish (Characteristic)
For to Wither the (Characteristic)
Sense (Object or Substance)
For to Seek Out (Object or Substance)
Dominate (Species)
For the Domination of a (Species)
Earthpower
No longer available, but see For to Take the Form of a (Species)
For to Tap the Power of the Earth
Shapechange (Species) to (Species)
Elemental Downpour
For to Cause a Great Downpour
Smother
For to Smother the Gasping Victim
Enhance (Characteristic)
Spell Resistance For to Enhance the (Characteristic)
For to Create a Charm of Protection Against Magick
Fly
For to Fly Through the Air
Focus Magick
For to Call Upon the Power of a Coven
Tap (Characteristic) For to Drain (Characteristic) Treat Wounds
For to Treat a Wound
©2011, Cakebread & Walton: www.cakebreadandwalton.co.uk. RuneQuest is a trademark of Issaries Inc.
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