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| not Bronze Age |
Let us try and set up a character generation system for RuneQuest: Roleplaying in Glorantha inspired by Dragonbane's character creation chapter (Chapter Two of the DB rules). [As a reference, Dragonbane has 1- Kin, 2- Profession, 3- Age, 4- Name, 5- Attributes, 6- Derived Ratings, 7- Skills, 8- Heroic Abilities, 9- Gear, 10- Appearance, whereas RuneQuest: Roleplaying in Glorantha has 1- Homeland, 2- Family History, 3- Rune Affinities, 4- Characteristics, 5- Occupation, 6- Cult, 7- Personal Skill Bonuses, 8- Other Information. In terms of attributes/characteristics, DB has 4D6 drop the worst die—which is quite generous—, whereas RQG keeps the Old School 3D6 albeit with some slight modifiers.]
Please follow these steps:
1. Choose or roll your Homeland
2. Choose or roll your Rune Affinities
3. Choose or roll your Occupation
4. Choose or roll your Cult
5. Choose or roll your Age
6. Choose or roll your Name
7. Roll your Characteristics
8. Calculate your Secondary Attributes
9. Choose your trained skills
10. Other Information
1. Homeland
2D6 ~ Homeland
2 ~ Old Tarsh
3 ~ Lunar Tarsh
4 ~ Prax
5-6 ~ Esrolia
7-8 ~ Sartar
9 ~ Pavis
10 ~ Big Rubble
11 ~ Dagori Inkarth
12 ~ Grazelands
Old Tarsh
The adventurer is human (use the standard rules to determine their Characteristics).
Use Table 3.1 at step 3. Use Table 4.1 at step 4.
Lunar Tarsh
The adventurer is human (use the standard rules to determine their Characteristics).
Use Table 3.2 at step 3. Use Table 4.2 at step 4.
Prax
Roll 2D6
2 ~ Baboon (see Bestiary p28 for the characteristics, use Table 3.3 at step 3, choose Daka Fal at step 4)
3 ~ Pol-Joni (human, use Table 3.2 at step 3, use Table 4.4 at step 4)
4 ~ Sun Domer (human, use Table 3.5 at step 3, use Table 4.5 at step 4)
5 ~ Morokanth (see Bestiary p52 for the characteristics, use Table 3.3 at step 3, use Table 4.3 at step 4)
6 ~ High Llama (human, use Table 3.3 at step 3, use Table 4.3 at step 4)
7 ~ Bison (human, use Table 3.3 at step 3, use Table 4.3 at step 4)
8 ~ Impala (human, use Table 3.3 at step 3, use Table 4.3 at step 4)
9 ~ Sable (human, use Table 3.3 at step 3, use Table 4.3 at step 4)
10 ~ Zebra (human, use Table 3.1 at step 3, use Table 4.4 at step 4)
11 ~ Rhino (human, use Table 3.3 at step 3, use Table 4.3 at step 4)
12 ~ Unicorn (human, female only, choose Warrior at step 3, choose Yelorna at step 4)
Esrolia
Roll 2D6
2 ~ Dark Troll (see Bestiary p75 for the characteristics, choose Merchant at step 3, choose Argan Argar at step 4)
3-12 ~ Human (use Table 3.4 at step 3, use Table 4.6 at step 4)
Sartar
Roll 2D6
2 ~ Durulz (see Bestiary p32 for the characteristics)
3-12 ~ Human
Use Table 3.5 at step 3. Use Table 4.7 at step 4.
Pavis
Roll 2D6
2 ~ Dwarf (see Bestiary p57 for the characteristics, choose Crafter at step 3, choose Flintnail at step 4)
3 ~ Riverfolk (human, choose Boatman at step 3, choose Zola Fel at step 4)
4-8 ~ Pavisite of Sartarite descent (human, use Table 3.5 at step 3, use Table 4.7 at step 4)
9-10 ~ Pavisite of Old Pavisite descent (human, use Table 3.2 at step 3, choose Pavis at step 4)
11 ~ Yelmalion (human, use Table 3.5 at step 3, use Table 4.5 at step 4)
Big Rubble
Roll 2D6
2 ~ Baboon (see Bestiary p28 for the characteristics, use Table 3.3 at step 3, choose Daka Fal at step 4)
3 ~ Elf (see Bestiary p19 for the characteristics, use Table 3.6 at step 3, choose Aldrya at step 4)
4-7 ~ Dark Troll (see Bestiary p75 for the characteristics, use Table 3.7 at step 3, use Table 4.8 at step 4)
8-10 ~ Pavisite of Old Pavisite descent (human, use Table 3.2 at step 3, choose Pavis at step 4)
11 ~ Zebra (human, use Table 3.1 at step 3, use Table 4.4 at step 4)
12 ~ Yelmalion (human, use Table 3.5 at step 3, use Table 4.5 at step 4)
Dagori Inkarth
The adventurer is a Dark Troll (see Bestiary p75 for their Characteristics).
Use Table 3.7 at step 3. Use Table 4.8 at step 4.
Grazelands
The adventurer is human (use the standard rules to determine their Characteristics).
Use Table 3.8 at step 3. Use Table 4.9 at step 4.
2. Rune Affinities
2.1 Elemental Runes
Roll three times 1D6 for the primary (60%), secondary (40%), and tertiary (20%) Elemental Runes:
1 ~ Darkness
2 ~ Water
3 ~ Earth
4 ~ Fire/Sky
5 ~ Air
6 ~ Moon
If the result of the second roll is the same as the result of the first roll, re-roll. Ditto for the third roll re: the first and the second rolls.
Finally, roll 1D6 again and add +10% to the rolled Elemental Rune.
2.2 Power/Form Runes
Roll twice 1D10 to determine which Power/Form Runes start at 75%:
1 ~ Fertility
2 ~ Death
3 ~ Harmony
4 ~ Disorder
5 ~ Truth
6 ~ Illusion
7 ~ Stasis
8 ~ Movement
9 ~ Man
10 ~ Beast
If the first roll was 1, the second cannot be 2, as they are opposing Runes; re-roll the die. Same with 3, 4 – 5, 6 – 7, 8 – 9, 10.
3. Occupation
Table 3.1
Roll 1D4
1 ~ Bandit
2 ~ Herder
3 ~ Hunter
4 ~ Warrior
Table 3.2
Roll 2D4
2 ~ Priest
3-4 ~ Noble
5-7 ~ Warrior
8 ~ Scribe
Table 3.3
Roll 2D4
2 ~ Assistant shaman
3-5 ~ Herder
6-8 ~ Warrior
Table 3.4
Roll 2D4
2 ~ Priest
3-4 ~ Healer
5 ~ Merchant
6-7 ~ Thief
8 ~ Scribe
Table 3.5
Roll 2D4
2 ~ Priest
3-5 ~ Farmer
6-7 ~ Warrior
8 ~ Noble
Table 3.6
Roll 2D4
2 ~ Crafter
3-4 ~ Healer
5 ~ Plant tender
6-7 ~ Warrior
8 ~ Noble
Table 3.7
Roll 1D10
1 ~ Chanter
2 ~ Crafter
3 ~ Healer
4-5 ~ Hunter
6 ~ Insect herder
7 ~ Merchant
8 ~ Noble
9-10 ~ Warrior
Table 3.8
Roll 1D6
1-3 ~ Herder
4 ~ Noble
5-6 ~ Warrior
Assistant shaman
Key attribute: POW
Skills: Animal Lore, First aid, Meditate, Plant lore, Speak Spiritspeech, Spirit combat, Spirit lore, Spirit travel
Gear: Herbs and powders, loincloth, weapon.
Bandit
Key attribute: STR
Skills: First aid, Hide, Intimidate, Primary weapon, Secondary weapon, Shield, Survival, Track
Gear: Leather armour, weapons.
Boatman
Key attribute: DEX
Skills: Boat, First aid, River lore, Scan, Shield, Short spear, Swim, Throw net
Gear: Small boat, nets, weapons.
Chanter
Key attribute: POW
Skills: Dance, Heavy mace, Play instrument (percussion), Read/write Darktongue, Sing, Speak Darktongue, Troll lore, Worship (deity)
Gear: Cuirboilli armour, drums, heavy mace.
Crafter
Key attribute: DEX
Skills: Bargain, Conceal, Craft, Devise, Evaluate, Insight, Lore (relevant), Read/write (own language)
Gear: Crafted goods, leather armour, tools.
Farmer
Key attribute: CON
Skills: Customs (local), Farm, First aid, Herd, Homeland lore, Manage household, Scan, Weapon
Gear: Animals, helm, weapon.
Healer
Key attribute: POW
Skills: Alchemy, First aid, Devise, Insight, Orate, Plant lore, Treat disease, Treat poison
Gear: Healerʼs kit.
Herder/Insect herder
Key attribute: DEX
Skills: Climb, Herd, Jump, Missile weapon, Peaceful Cut/Craft (insect care), Ride, Search, Weapon
Gear: Animals, herding animal/trollkin, weapon.
Hunter
Key attribute: DEX
Skills: Hide, Homeland lore, Missile weapon, Move quietly, Scan, Search, Track, Weapon
Gear: Hunting animal, weapons.
Merchant
Key attribute: INT
Skills: Bargain, Customs, Evaluate, Insight, Manage household, Speak other language, Speak Tradetalk, Read/write (any)
Gear: Goods, leather armour, writing equipment.
Noble
Key attribute: CHA
Skills: Customs (own), Intrigue, Manage household, Orate, Read/write (own language), Ride, Shield, Weapon
Gear: Bronze armour, fine clothes, riding animal, weapons.
Plant tender
Key attribute: DEX
Skills: Animal lore, First aid, Hide, Homeland lore, Missile weapon, Plant lore, Scan, Search
Gear: Seeds, weapon.
Priest
Key attribute: POW
Skills: Dance, Lore (cult), Manage household, Meditate, Orate, Read/write (own language), Sing, Worship
Gear: Fine clothes, heavy scale armour, riding animal, weapons.
Scribe
Key attribute: INT
Skills: Bureaucracy, Customs, Evaluate, Library use, Lore (any), Read/write (other language), Read/write (own language), Speak other language
Gear: Blank parchments, dagger, writing equipment.
Thief
Key attribute: DEX
Skills: Climb, Devise, Disguise, Fast talk, Hide, Move quietly, Sleight, Weapon
Gear: Dagger, hooded lantern, lock picks, rope (hemp).
Warrior
Key attribute: STR
Skills: Battle, First aid, Move quietly, Ride, Shield, Survival, Primary weapon, Secondary weapon
Gear: Cuirboilli armour, helm, weapons.
to be continued...


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