Today, we are going to be talking about how to create a character (they call them Adventurers) in the RuneQuest RPG.
There are 8 steeps to creating your character, called an adventurer in RuneQuest:
- Family History
- Rune Affinities
- Personal Skill Bonuses
- Other Information
Homeland – page 24
You are going to start off by choosing your homeland. There are 6 human homelands to choose from and each has its own Rune modifiers, cultural skills, and cultural weapons. Each homeland also has a cultural stereotype description to let you know how others typically perceive members of that culture. You can go with those stereotypes or play a character that is the complete opposite if you want.
Sartar – Default homeland.
Esrolia – Rich and civilized.
Grazelands – Semi-nomadic tribe of Grazeland Pony breeders.
Prax – Barbarian nomads.
Lunar Tarsh – Civilized culture and religion of the Lunar Heartlands.
Old Tarsh – refuse to acknowledge the Lunar dynasty of Tarsh. Survive by hunting and raiding.
Starting Passions – page 26
Passions are game mechanics that help quantify your character’s emotional propensities. How they are likely to act in certain situations.
Things like Devotion (Diety), Fear (Type or Individual), Hate (Group or Individual), Honor, Loyalty (Temple, Leader, or Group), Love (family or individual) and so on. These will help tell you what your character is likely to do when confronted with situations that pertain to your Passions.
Your character will start with 3 Passions at 60% and depending on your family history, they may increase or decrease.
Family History – page 27-28
The second step to creating a character is determining your Family History and this will strongly influence your drives and passions.
You are going to write down this information in the Notes section of your adventurer sheet to establish your character’s identity.
There are 4 steps to this section and each one has a couple things for you to do.
- Pick a family member that had the most important impact on your adventurer’s sense of identity. Decide the grandparent that is most significant to your character’s story. Pick whichever parent is most significant to your character’s sense of identity.
- Determine the occupations of your grandparent and parent (roll on table page 28).
- Determine events of your grandparents and parents.
- Determine your adventurer’s past
You are going to start with your grandparent’s history, then your parent’s history, then finally your history.
Some events are only important to certain homelands. If your Homeland is listed as participating in the event, you roll or pick a result, if it isn’t listed, you can skip it if you want. Page 29.
Rune Affinities – page 45
Your Rune Affinities are directly tied to your cult’s Rune spells and will determine how well you are at using them.
To join your desired Cult, you need to have a score of at least 50% in one of the Runes affiliated with the deity of the cult. And it is recommended that you share at least 2 Runes with that deity.
The higher your Rune affinity’s ratings are, the better you are at using that Rune magic.
You are going to choose your Elemental Runes, your Power Runes, and Form Runes.
For your Elemental Runes, you get to pick one to be your primary at 60%, your secondary will be at 40%, and your tertiary at 20%.
You will also add any cultural Rune modifiers based on your character’s Homeland.
Power and Form Runes – page 49 – represent the strength and nature of your personality and your social impulses in the world. These runes help you play your character in a consistent manner.
You also have an opposed pair of Form Runes called Man and Beast. The total value of the pair will be 100% and when one Rune increases, the opposite side always decreases by the same amount. So, if your character has a Man Rune of 75%, your Beast Rune will be 25%.
You are going to choose 2 rune affinities at 75/25 and the others will start at 50/50.
Now, you get 50 percentage points to distribute among any of your Rune affinities. Just keep in mind that if you add to a Power or Form Rune, the value of its opposing affinity must be reduced by that same amount so that it adds up to 100.
Step 4: Characteristics – page 51
This is where you are going to pick your characteristics. There are 7 of them.
- Size – ability to inflict and absorb damage along with height and weight
You are going to roll 3d6 for Str, Dex, Con, Pow, and Cha.
2d6 for Siz and Int.
If all of these totaled up is less than 92, you get 3 more points to add anywhere you like as long as any one characteristic doesn’t go above 18.
Your primary and secondary runes will also add to your characteristics. Your Primary will add +2 and your Secondary Rune will add +1. It depends on which rune affinities you have as to which characteristic it will affect (page 53).
Some of the Homelands will also affect your characteristics either positively or negatively (page 53 bottom right).
Attributes – page 54
Your attributes are going to derive from your characteristics and include Magic Points, Hit Points, Healing Rate, Damage Bonus, Max Encumbrance, and skills category modifiers.
Magic Points – these are like your mana and you will spend them to cast spells. This is equal to your Power characteristic. If you use all your Magic Points, you go unconscious and won’t wake up until you regain 1 point. You gain your MP back at the rate of ¼ of your Power every six hours or all of your MP every 24 hours.
Hit Points – determined by your Constitution and modified by your Size and Power.
—What’s cool here is that there is location damage. Leg, Abdomen, Chest, Arms, Head.
Healing Rate – page 56 – Natural healing from wounds and injuries and depends on the severity of the injury. This is also determined by your Constitution (chart page 56 top left).
Damage Bonus – damage modifier when striking or applying force. Extra die roll that can either subtract from or add to your damage (chart pg 56 bottom left). This is determined by your Strength plus your Size.
Spirit Combat Damage – How much spiritual damage you inflict is determined by your Power and Charisma.
Maximum Encumbrance – is determined by your Str and Constitution.
Step 5: Occupation – page 63
This is where you are going to choose your Occupation. Each one listed has what Homelands it is typical to be found in, what Occupational Skills you get with it, the standard of living, base income, etc.
Step 6: Choose your Cult – page 73
Next you are going to choose your Cult. This is going to give you additional skills, special rune magic, cult spirit magic, passions and so forth.
Step 7: Personal Skill bonuses – page 79
You have personal skills above that which your occupation, cult, and culture give you. Here, you will add +25% to any 4 skills on the adventurer sheet, and +10% to 5 more skills.
No skill can be raised above 100%
Step 8: Other Information – page 80
This is where you are going to assign your gender, your age (year born), your name, if you are left handed or right handed, any scars you might have and that type of thing.
You can add a family heirloom on page 83 to add a valuable and colorful possession that has been handed down.
So, that is basically it for creating a character in RuneQuest.
If you want to just get down to playing without going through any of this, they have supplied some pre-generated characters for you in the book – page 84-85
Next time, we will go over how the Game Mechanics work in RuneQuest!
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