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RuneQuest Companion

Roleplaying Games > RuneQuest
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The RuneQuest Companion expands on some of the rules from the core rulebook and also offers a large number of new rules for use in the game. Within these pages, readers will discover the secrets of the spirit world and how to handle spirit combat in RuneQuest – and they will also meet a few of the more common and more dangerous denizens of the spirit world. New and powerful styles of magic are explored as well, from the faithful priest who gains magical power directly from his god to the learned sorcerer who uses skill and will to wrench magic into existence, to change it and manipulate it.

The RuneQuest Companion also contains an expanded chapter on cultural backgrounds and professions. From the primitive herbalist, to the mariner sailor, to the civilised tumbler, players will find a host of new backgrounds and professions to suit any character idea.

The lives of adventurers are not put on hold when they return from the wilderness and the RuneQuest Companion explo

Another Mongoose money spinner. Value for Money is once again deplorable, but this is a useful resource.
I would categorise this as Bare Bones but it does bring in the other magics from the 3rd edition of Runequest.
They have tinkered with the magics somewhat and I think in the main this is good.
Divine is still the most powerful and the spells are pretty much as per 3rd. The mechanics are changed slightly. Divine is no longer renewable, but on the otherside it does not cost permanent POW. Instead the POW is stored with the spell (reducing your stat) and you get it back when you cast it. Also now the casting is based on a skill (Cult Theology) so it may not always work.
Sorcery has changed the most. The basics are the same, no more spells than INT, manipulate, range, duration skills etc. Now you are not limited to free int for manipulations but by your skill level in these skills (goes up to 200%).

There is a bit about between adventures and crafting mega-weapons which is useful, plus a basic ship combat system, plus it brings back the Nomad and Civilised "Races". I must say though there is no mention on alternate races which was disapointing - you can work it yourself but really it should have been in the basic or this book).

Overall the book is a useful addition, but for the 96 pages for the price it is overpriced. (Especially when d20 material at this price would get you 200+ pages)
Rating: 7.4
Reviewed by: FatPob
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