The day before
yesterday, I wrote that the RuneQuest Starter Set contained all the rules needed to play
RuneQuest: Roleplaying in Glorantha except for character generation.
So if you’re not
particularly interested in the intricacies of Gloranthan lore, but rather in
RuneQuest as a TTRPG engine, you may well purchase the Starter Set and simply
use my character generation posts to create your RQ adventurers. You will also
need the PDF of the Classic Edition (for weapon stats and for critters), and the Red Book of Magic if you
fancy a larger choice of spells.
I have already
blogged about the generation of human adventurers. Today we are creating
Aldryami player characters in eight easy steps:
1. Passions
2. Rune affinities
3. Characteristics
4. Starting Skills
5. Occupation
6. Cult
7. Personal skill bonuses
8. Misc.
1. Passions
Choose three
starting Passions at 60% amongst the ones listed on p17 of Book 1: Rules of the
Starter Set. Elves would typically have at least two of the following passions:
Hate (Dwarves), Hate (Trolls), Loyalty (Elder Sister), and Loyalty (Great Tree).
2. Rune affinities
2a. Elemental
Runes
Male adventurers
start with the Fire/Sky Rune at 60%, females with the Earth Rune at 60%. Choose
another Elemental Rune (except Darkness) that starts at 40%, and yet another at
20%.
2b. Power Runes
You may choose a
Power Rune (it cannot be Death) that starts at 75%.
2c. Form Runes
All Elves start
with the Plant Rune at 75% and the Man Rune at 25%, meaning that the Man-Beast
axis on p1 of the adventurer folio is replaced with a Man-Plant axis.
3. Characteristics
Do not roll for
characteristics but freely assign the following values: 9, 11, 12, 13, 14, 15,
17 to your characteristics, +4 extra points.
INT and DEX cannot
be among the four lowest characteristics. STR cannot be among the three
highest.
4. Starting Skills
Use the values on
p2 of the adventurer folio, with the following changes:
Agility
Climb 70%
Swim 05%
Knowledge
Elf Lore 25%
First Aid 25%
Plant Lore 50%
Magic
Spirit Combat 50%
Worship (...) 30%
Manipulation
Conceal 20%
Perception
Elfsense 40%
Listen 45%
Track 25%
Stealth
Hide 25%
Move Quietly 25%
Attacks - Weapon
Elf Bow 35%
Short Spear 20%
Shortsword 20%
Sing 25%
Small Shield 25%
5. Occupation
Choose an
occupational category for your adventurer, and add the relevant skill bonuses:
Artisan
Communication: Bargain +10
Knowledge: Evaluate +5, Lore (...) +10, Plant Lore +30, Speak Other Language
(Tradetalk) +10
Manipulation: Conceal +10, 1st Craft +30, 2nd Craft (can be the same) +10
Perception: Elfsense +5, Insight (Elf) +5
Attacks - Weapon: Elf Bow +10
Dignitary
Agility: Dodge +5
Communication: Orate +5
Knowledge: Animal Lore +5, Elf Lore +10, First Aid +5, Homeland Lore (own
forest) +5, Plant Lore +25, Speak Other Language (Tradetalk) +5
Perception: Elfsense +15, Listen +5, Scan +5, Search +5
Attacks - Weapon: Elf Bow +20, Short Spear +10, Shortsword +10
Fighter
Agility: Dodge +20
Knowledge: Homeland Lore (own forest) +20
Perception: Elfsense +5
Stealth: Hide +15, Move Quietly +15
Attacks - Weapon: Elf Bow +25, Short Spear +20, Small Shield +15
Sage/Priest
Communication: Dance +5, Sing +15
Knowledge: Alchemy +5, Cult Lore (...) +15, First Aid +15, Lore (...) +5, Plant
Lore +25, Treat Disease +15, Treat Poison +5.
Magic: Meditate +5, Spirit Combat +10, Worship (...) +15.
6. Cult
Your adventurer
starts off as already being an Initiate of a cult. Elf adventurers are
overwhelmingly initiates of Aldrya, which brings the following benefits:
You receive an elf
bow, a living plant-weapon that provides you a source of 2D6+2 extra magic
points in spellcasting.
The elf bow has the same stats as the composite bow from the pregen folios
(except that it has 6 HPs).
You distribute +45
skill points among three or four of the following skills:
Agility: Climb
Communication: Sing
Knowledge: Cult Lore (Aldrya), First Aid, Plant Lore, Read/Write Aldryami
Magic: Meditate, Worship (Aldrya)
Manipulation: Conceal
Perception: Listen, Search, Track
Stealth: Hide, Move Quietly
Attacks - Weapon: Elf Bow, Short Spear
You also get to
choose 5 points of Spirit Magic amongst the cult’s available spells: Befuddle,
Countermagic, Dispel Magic, Extinguish, Heal, Light, Mobility, Multimissile,
Repair, Second Sight, Shimmer, Silence, Speedart, and Vigour. Your adventurer receives
3 Rune points dedicated to their cult and is taught the Rune spell Arrow
Trance. You also choose an extra Passion at 60% amongst the following ones: Devotion
(Aldrya), Loyalty (Great Tree/Elder Sister).
7. Personal skill
bonuses
Finally, add +25
to any four skills, and +10 to five more. No skill may be raised above 100%.
8. Misc
Choose the
character’s gender and name.
Determine Age (21±2D8)
Add +1D6+6 to
Reputation.
Add +1D20 to a
single Passion.
Add +10% to a
single Perception or Stealth skill of your choice.
Equipment: leather
armour, a small shield, a short spear, a shortsword, and any equipment appropriate
to your occupational category.