Rules QS
Rules QS
Rules QS
RUNE
What Is This?
This is a selection of the rules for RUNE. RUNE is still in
development, which means the rules found in this document are
not finalized. Not only are they subject to change, but they do not
cover all aspects of the game as well.
What Is RUNE?
RUNE is a solo soulslike RPG that is currently being developed
by Spencer Campbell of Gila RPGs. It combines narrative world
exploration with tactical and deadly combat. You can learn more
on the RUNE website.
Kickstarter
RUNE is on Kickstarter! I am funding a printed version of the
rulebook, including an example Realm, plus a digital collection of
Realms for you to explore.
Realms
What is a Realm?
When the world of Obron was shattered, those who sought
power, or saw their opportunity, seized control of the now
countless Realms of the world. Realms are distinct regions of the
world, each unique from the others, though they share common
features as they are all of Obron.
Rune Lords
Each Realm had a powerful Rune carved into it, and countless
died at those sites of power until only the most devious and
wicked came out on top. These are the Rune Lords, and they
control the countless Realms of Obron.
Runes
Each Rune Lord will give you a powerful Rune if you defeat
them. Runes are the form of advancement in RUNE, besides
collecting new Gear.
Collect enough of them, and you might just be able to break free
from your cycle of death.
Exploration
Cycle of Play
RUNE goes through a cycle of play between Exploration and
Combat. Play begins with Exploration, as you explore the Realm
that you have wandered into. During Exploration, you will be
faced with threats. When that happens, play switches to Combat.
Uniqueness of Realms
Each Realm of RUNE is unique, which means there are
opportunities for the rules to fluctuate between Realms. The
rules here represent the “typical” setup and rules for exploration.
Though you may find that the details for how some of these rules
function vary from Realm to Realm.
Exploration
During the Exploration phase, you will travel across the Realm in
search of power, resources, and the Rune Lord. Exploration is
done using a “pointcrawl” system, meaning travel is done
between meaningful Points on the map.
Point Actions
The Points noted on the map are important locations. There are
four possible actions that can be completed at a Point. Points will
not always have all four of these actions, and some Points may
have multiple instances of these actions.
Fight
Points are dangerous, and oftentimes house enemies ready to
fight you. These enemies must be dealt with before the Point can
be fully explored. No other actions may be chosen at a Point until
the fight is won. However, you can always leave without
completing any fights if you would like.
A B C D
1
2
3
4
Example of the combat grid
Search
Valuable items can be found to those that take the time to look
for them. The search action tells you what items you will find.
These items may be resources that you can use during
exploration (e.g. a health vial that recovers 2 Health) or
important items related to the Realm (e.g. a key to a locked door
at another Point).
Learn
Studying the Realm and understanding its secrets is crucial to
surviving long enough to face the Rune Lord. The learn action
provides you with a piece of information about the Realm.
Sometimes this hints to discoveries at other Points, or how to
solve mysteries presented elsewhere.
When you do the learn action, you increase your Lore score +1,
showing you have a better understanding of the Realm. See Lore
on the next page for details on what Lore does.
Delve
With the right preparation, you can take on dangerous tasks.
Delves have specific requirements that must be met, but will
provide you with valuable rewards. Delves act as a mix of Fight,
Search and Learn actions, but typically require you to have a key
item to access them, or to have accomplished a task elsewhere in
the Realm for the Delve to be possible.
Marking Actions
Whenever you complete an action at a Point, mark it to show
that it has been completed. Actions cannot be repeated unless the
Point says otherwise. You must decide when is the right time to
search, learn, and delve into the various Points of the Realm.
Travel
The map for RUNE Realms is a
“pointcrawl” map. This means
that the important locations have
been labeled, and the paths that
connect those Points are shown.
When traveling, you may travel
from your current Point to any
Point it is connected to with a
line.
Lore
Lore is an abstract representation of your knowledge about the
Realm. Realms are full of secrets and mysteries, and they will
only start to unravel if you are willing to explore and look for the
answers. You always start with a Lore score of 0 at the beginning
of a Realm.
When you die, you are resurrected at the nearest Sigil Point on
the map. Resurrection gives you all of your health back, but at a
cost.
First, all of the fight actions at Points on the map are unmarked.
Your death has provided the Realm with energy, bringing your
enemies back to life as well. There are some exceptions to this.
Important or key enemies in the Realm do not return upon your
death and their fight actions are not unmarked. These enemies
are labelled as Unique.
Second, you suffer a death curse. Death curses take many forms,
and depend on the Realm. They may be temporary debuffs that
last for a number of advances on the Realm Clock, or until you
fulfill a certain requirement. Some stay with you during the rest
of your time in the Realm.
Sigils
Sigils are safe Points on the map. They have
a unique action, Rest, which allows you to
recover all of your missing health when
visiting a Sigil. If you do so, you must
unmark all Fight actions at the other Points
on the maps, excluding Unique enemies.
This is the same effect as if you had died and
resurrected at the Sigil, but without
suffering a death curse.
Each Realm has its own rules for what marks a segment of the
Realm Clock. Here are some examples:
• Moving between Points, or certain paths on the map
• Completing an action at a Point
• Resting or resurrecting at a Sigil Point
When the Clock is filled up, switch between Day or Night, and
reset the Clock. The actions that are available at a Point will
depend on if it is Day or Night.
DAY
NIGHT
Combat
RUNE combat takes place on a 4x4 grid. Each encounter is a
battle between the Engraved (you), and a number of Enemies.
Engraved
The Engraved is you. As the Engraved, you have the following
features:
• Health: Amount of Harm you can take before you’re dead.
• Stamina: Pool of d6 you roll on your turn to do things.
• Gear: Weapons and Utility items for combat.
Enemies
Enemies are the things the Engraved is trying to kill in combat.
An Enemy has the following features:
• Health: Amount of Harm they can take before they are dead.
• Action Sets: Collections of things the enemy does on its turn,
determined by a d6 roll.
Health
Tracks the life of a character. When it reaches 0, they are dead.
Dead Enemies are removed from the grid. If the Engraved dies,
the combat is lost.
Alternatively, the Engraved may add two dice together and use
them for a piece of Gear to get a desired result. For example, they
may add a 2 and 4 to use the 6 outcome of a piece of Gear.
Summed dice must use their exact value. For example, a 3 and 4
are summed to 7, and cannot be used for a 6 outcome on a piece
of Gear.
If there are any unspent Stamina, they are lost and not used this
round.
Movement
When a character moves, they move to an adjacent space to their
current space, with the following restrictions:
1. They must move orthogonally. Characters cannot move
diagonally unless specified otherwise.
2. They may enter the space of another character. But, only two
characters may be in the same space, no more.
Two characters may occupy the same space, though a space can
have at maximum two characters in it. When an enemy is in the
same space as the Engraved, the enemy deals an additional +1
Harm when calculating Harm.
Terrain & Line of Sight
Occasionally the grid will have terrain.
Weapons
The Engraved can have up to two Weapons equipped during
combat. Weapons come in a wide variety of types (swords,
shields, spells, axes, etc.).
Using Weapons
Weapons can be used in combat based on the values of the
Stamina dice rolled by the Engraved. Weapons have a list of
values, and the outcomes of using that Weapon for each of those
values.
Keep in mind, not all dice values work for every Weapon. Part of
the game is the Engraved figuring out the best way to use the
dice that have been rolled, allocating them in the way that fits the
situation of the fight, or summing dice when necessary.
Utility Gear
Refers to a wide range of pieces of equipment that the Engraved
might have on them that enhance their abilities. This could
include armor, amulets, rings, etc. The Engraved can have two
pieces of Utility Gear equipped at a time.
Instead, the effect takes place whenever those dice values are
rolled, as a passive effect on top of them being assigned to
Weapons.
Future of RUNE
RUNE is continuing to be developed, and there a lot more
changes and features to come in the final version!
Here are some of the things to look out for in either the core
rules, or some of the Realms in development: