QuestWorlds features a character generation option called the ‘As-You-Go
Method’: instead of fully statting your adventurer at the beginning of the campaign,
you simply sketch it to have a general idea and then you fill your ability slots
during the course of the game whenever you need to roll under an ability, i.e.:
When events in the story put you in a situation where you want to overcome a story obstacle, or discover the answer to a story question, make up an applicable ability on the spot.
Today’s post is a suggestion to try and use this method for RuneQuest. However, instead of “making up an ability” you will choose among the skills printed on the RQ character sheet.
As with my previous character generation methods, this should work for any character type, except the assistant shaman.
Character Concept
Create a character concept: a homeland, that will give your adventurer
their starting languages, and a general profession/background, that will give them
reasonable equipment when needed.
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.
Do not apply the Rune or Homeland modifiers to characteristics (p53 of
the core rules) as the values above have already taken them into account.
Compute the skill category modifiers per the rules.
Passions
Reserve three slots for three starting Passions: one at 70% and two at
60%. You will assign them during the course of the game.
Runes
Reserve three slots for three Elemental Runes: one at 60%, one at 40%,
and one at 20%. You will assign them during the course of the game.
On top of this, you will be able to add an extra +10% (or +5% twice) to any
of these Elemental Runes during the course of the game.
You have a grand total of 50 percentage points that can be added to any Power/Form
Runes (max. +25%) during the course of the game.
Skills
Reserve 20 slots for 20 skills that will be improved during the course
of the game. You have a grand total of 450 skill points that can be added to
these initial skill values during the course of the game. You needn’t use all
of the 20 slots – that will depend on whether you want to end up with a specialised
adventurer, or one with a broader set of skills. Instead of improving a skill, you may also use a slot to add a new Passion that will start at 60% + the amount of skill points used up.
Skills that fully correspond to the character concept can be raised up
to 100%.
Skills that are close to the character concept can be raised up to 75%.
Skills that are unrelated to the character concept can be raised up to 50%.
Cult
Once you
have chosen which cult your character will be initiated into, distribute +45
skill points among three to four skills that fit in with the deity’s portfolio
or with the deity’s Runes, e.g., Speak Darktongue for an initiate of a Darkness
deity.
You also get to choose 5 points of Spirit Magic amongst the cult’s available spells. Your adventurer receives 3 Rune points dedicated to their cult, and an extra Passion at 60% amongst the ones listed under their cult.
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