[pnpgm] RQ Char generation guideilnes
pnpgm
pnpgm at comcast.net
Sun May 23 23:40:55 CEST 2021
* Character Creation Guide for Runequest
Runequest 2nd edition was done in the late
'70s/Early '80s. As such it is a hodge podge of
somewhat confusing, rambling and chaotic
rules. As the years went on rpgs got
better. Look at pnp v2 it had a organized system
using numbers. With this said the rules are not
easy to read or find stuff (RQ2). The 6th
Edition is a bit better and more
detailed. Problem is I learned the 2nd. Problem
is Chaosium treated RQ badly. It was under the
direction of 2-3 different companies like Games
Workshop, Avalon Hill and Moon. So this created
splinter rules and systems. But to this day many
feel the old 2nd edition was best.
With that said I outline basic character
generation here. RQ II does not have a step by
step process that later 6th did. But I combined
both into this format. While many of the below
steps aren't even in the RQ 2 rules they are in
RQ 6. You are free to find those sections and go
in depth. But it is optional and to be honest you may only need to read:
RQ2:
* Mechanics chapter to get feel for them
* Cults: Skim this and other documents. Most
99% of RQ players are in a cult in order to
improve and use cult skills and magic. Rune
magic is taught here and so this is how you get
magic. The Trove has has some cults and source
books. How much you get in depth is up to
you. This guide gives you some links for
suggested cults so does not take long to read. But it is up to you.
* Skills: Maybe just skim this and see what you like.
* Magic - Same as skills.
* Non Human aka Monsters section if you want to be non human.
This is a great resource called the Trove it is where I got the 2nd ed rules:
https://thetrove.is/Books/RuneQuest%20%28d100%29%20%5Bmulti%5D/Runequest%201st%20%26%202nd%20Edition%20%28Chaosium%29/RuneQuest%20Rule%20Packs/
Use the parent directory to go up and down directories.
Format may be off but it is fine in my
notepad at point 10 font Lucinda font.
A note on magic. Probably the toughest and
most confusing part of RQ is magic. In theory
everyone can use magic not just trained
folks. This is not like pnp where its more
regimented. It is not rare to have at least 1
spell for every person. POW is the central stat
for magic. Think of it like pnp Mana or Energy
Level. POW is your connection to universe and
your deity. From that you derive your
magic. You can cast magic using the amount of
POW you have. POW is also like MDV in pnp to
resist spells. This is no primer but a basic outline for learning.
There are two basic types of magic - Basic
and Spirit magic. Battle Magic can be learned by
one as long as you have the money (L-Lumars which
are basically silver) and willing to learn. You
can learn by experience and training as the 2
main areas. If you have the Lumars and time you
can spend time learning/training for a
spell. You can if poor train with credit - do
odd jobs or quests and earn credit for the training.
A person joins a cult to build power and
ability. Rune Cults have Rune Magic that can be
used once and that can be costly. Unless you
have the power to be a Rune Priest or Rune
Lord. You can read those sections but generally
rare to have starting characters be such. Rune
cults can supply a discount in spell learning but
use same methods experience, training or
credit. Many of these pages are in Chapter VI around 32 on.
A note on cults: Should look at the Becoming
a Initiate section and will get those minor rules on cults.
This guide is meant as a QUICK start. I do
not like to throw you folks out and say have at
it. Learning a new game is difficult. I will be
here to answer questions. This guide is here if
you wish to do about 80% of the work using the
website and 20% rule reading. I do not expect
you guys to read and learn it all. It is
daunting and overwhelming. This took a couple
weeks to get here. But I have GM experience. So
as players you may be confused. Don't hesitate
to ask or yell for help. This is here if you
wish to take control of your character. I can
and am willing to do step by step with you in
email or chat or discord till it s done.
-----------------------------------
Here is the pdf to 6th ed. But again using 2nd ed rules for game.
https://thetrove.is/reader.html?file=https%3A%2F%2Fthetrove.is%2FBooks%2FRuneQuest%2520%2528d100%2529%2520%255Bmulti%255D%2FRunequest%25206th%2520Edition%2FRuneQuest%25206%2520-%2520Core%2520Rulebook.pdf
It is 450 pages compared to 130 for 2nd so its 4
times as large. But this edition introduces a
lot of mechanics not used to like Passions and
the Reputation so that's why I'm sticking with 2nd ed.
If you see something in 6th you really like let
me know. I will use 95% 2nd and 5% 6th.
Reminder on characters:
* DIY - Do it yourself this is fine as long as
use the email program outlined below.
This can be daunting so let me know I can help in email or chat.
* Chat - No voice - FB, Trililan, Discord - This is fine.
* Discord voice - Simply need a headset
mic. No need for camera. This would take a bit
of time in case you or I need to read stuff. But I am open to this method.
* I make pc. Though I'd use some basic outlines from you.
Once ready let me know what method and I'll
put in the Queue for processing order.
Good luck and don't worry on this stuff holler if needed!
If you want to see a good 8 part video on RQ character creation see here
https://www.youtube.com/watch?v=ySLg5jYfa8M
This is part 1 of 8 you can search for the other
7. It does cover 6th so its a outline. IT will
show in depth the fun parts like Family History.
Note: The below Family History and other aspects
in 4-5 of the steps do this but you can use
Previous Experience RQ2 Optional rules around
page 104. It kind of does the same.
--------------------------------------------------------------------------------------------------------------
* Step 1: Homeland-
The six homelands presented in the core rules
are: Sartar, Esrolia, Grazelands, Prax, Lunar
Tarsh, and Old Tarsh. Write the homeland down on
the Adventurer Background Worksheet. If your
adventurer is Praxian, pick a tribe from the list
on pages 2526 (RQ6). Just let me know the
results and a heads up if you choose to do so.
This is detailed in 6th not 2nd. RQ2 does
have some minor information these lands
though. You can also see the big source book on
TRove on Gloriantha (or ask i can show you where
it is) Wikis also may have info. But the below link has some basic info.
We are playing in the Default Dragon Pass
area. You could even do a d6 and it can be chosen
that way. The advantage of Homeland in 6th is
suggested Cults, Occupations and other factors
like skills. But again not required.
If you do wish to figure out a Homeland:
This site has a quick way to choose and get basic info.
https://www.chaosium.com/runequest-adventurer-creation-homeland/
Keep track of any bonuses or let me know and
I can do so. You may want to do a sample file to
keep track of this as some bonuses stack up so
you need to keep track of it. Keep off character
sheet for now till you roll stats.
Some stuff like Passions, Loyalty are 6th ed
so not using that just the basic bonuses.
Cut /paste
* Homeland info for your purposes
* Suggested Cults: Go back here to see what they suggest later
* Suggested Occupation: Look at now or later in a few steps.
* Rune Affinity: Note this as it will give bonuses later
* Copy Culture bonuses
* Copy other stuff you think important.
-----------------------------------------------
* Step 2: Family History
This is covered in 6th not in 2nd. This
helps to orient a pc's history of parent lives
and deaths among other past ancestors to give a
lead into Passions (ignored), Occupation and
Cults among other things. This gives results
that can give bonuses or gifts from this history.
Sadly only the 6th ed has the chart page
27-45 I believe. I am not into wading through it
so you can if you wish for results. There does
not seem to be a website with just the charts.
If you are interested feel free to use this
part. Here is a sample video of use of this History part 1 and 2:
https://www.youtube.com/watch?v=ySLg5jYfa8M
It is part 1/2 of what I gave above.
This would give a good example of this step.
For those too busy we can skip this
stage. This RQ adventure will be short and so
this stuff is great for long campaigns.
The site from step 1 has a page but its not
so helpful. If you want we can work on this
together and I can fudge stuff like You say your
grandpa was in a famous battle and that's
fine. I may have to do some rolls for that. But this step is optional.
Note any family history you want or place on sheet.
-----------------------------------------------
* Step 3: Rune affinities
RQ 2nd does not deal this either but this is
a system to improve/boost your Cult Rune
Magic. It is not mandatory as a core character
is fine. But it helps with other steps. RQ2
does cover some basic points on this but it is
not as straight forward as below:
https://www.chaosium.com/runequest-adventurer-creation-rune-affinities/
Use this page for fast completion. List all
six runes and their values. Add any culture mods from Homeland.
Power Runes
Power Runes are not used in 2nd But it only
takes a few moments. Feel free to note this info
now as it may be used for later steps. But it is optional.
-----------------------------------------------
* Step 4 Characteristics
Basic stats. This step is covered briefly here:
https://www.chaosium.com/runequest-adventurer-creation-characteristics/
Some basic low level info on each stat.
There is a nice 6th Ed change 2nd does not
do. To siz/int you roll 2d6+6. So I like this
change. If you picked a Rune Affiliation above
you can get a +2/+1 modifier to main 2 stats. See the above link for details.
This is covered in 2nd edition over many
pages but this link has it all in one place easy and fast to use.
Guidelines: There is a suggested guideline
on this page on roll attempts. This is fine but you can also use this:
1) Roll all 7 stats in order or as 7 numbers
then allocate as you see fit with Siz/Int being
rolled different above. If second part then its
honor system and more flexible than most GMs allow.
2) You can reroll the lowest # but only ONCE so it could be worse.
3) +1 Die method: Top 5 roll 4d6 and
disregard lowest siz/int 3d6+6 and remove
lowest. I prefer this method myself of the 4 methods.
Humans are fine but non humans like dwarves,
elves and trolls (among others like beasts) are
fine as well. For those see the 2nd ed rules I
supplied around page 74. It should cover basic stats and such.
If you do this live with me in Discord I'll
probably have you go to Roll20 so we can both see the rolls.
If you do this on your own use this site:
https://www.rpglibrary.org/software/securedice/
Let me know which method you use. So I know what numbers go where.
pnpgm at comcast.net
We can do this briefly live in discord or chat if needed.
-----------------------------------------------
* Step 5: Occupation
This is where Family History helps, it gives
details on what your family does as a job or
apprenticeship. This site has some sample ones:
https://www.chaosium.com/runequest-adventurer-creation-occupation/
RQ2 does not even cover this. Only word in
the rules is about the dragons in dragon pass
occupation is sleeping. That's it. So back in
previous steps you saw suggested occupation in
homeland. You can use these as a idea. While
this is NOT mandatory as RQ2 was made to make
generic pcs not detailed ones like RQ6.
This assumes Human it seems as non humans
may not have jobs but I could be wrong. This
step adds bonuses to your skills. This is a
small list of jobs so if you see something not on
list or your Homeland has links to jobs use
those. If you need a job not listed I can help
create it. Let me know. This step just adds more to your skills.
-----------------------------------------------
* Step 6: Cults
The cult allows one to learn magic and skills. While this page
https://www.chaosium.com/runequest-adventurer-creation-cults/
Has a brief overview you can look more in
depth in the 2nd ed rules. Search for 'Rune Cults".
The rules may not have all of the cults one
can join. The link also may have one or more
suggested from Homeland. There are entire
supplements for cults out there so if needed one can do a deep dive on them.
One could spend weeks finding cult info. So
use this at your own time constraints.
This link has a Cults of Prax - 114 pages alone:
https://thetrove.is/Books/RuneQuest%20%28d100%29%20%5Bmulti%5D/RQ%20Chaosium/RuneQuest%20-%20Cults%20of%20Prax.pdf
Another later edition one is:
This site is a good resource that may have more cults.
https://thetrove.is/Books/RuneQuest%20%28d100%29%20%5Bmulti%5D/Runequest%201st%20%26%202nd%20Edition%20%28Chaosium%29/RuneQuest%20Rule%20Packs/
Early on in Homeland it gave suggested cults
use those if you want. Again cults only improve your character.
-----------------------------------------------
* Step 7: Personal Skill Bonuses
Short form you can add +25% to 4 skills and
+10% to 5. This page sums it up:
https://www.chaosium.com/runequest-adventurer-creation-personal-skill-bonuses/
There is a note on languages here as well for the "free" languages.
RQ2 covers skills. But a quick primer:
* Each skill has a Base Chance on d100. You
will see those BCs listed in sheet.
* It is assumed your natural abilities boost
those BCs if possible and you can use skills at those BCs.
* So even if you have not used ABC skill you
have a core base chance regardless.
* Experience and training can help improve skills +5% each time.
* You may select any of the skills in the
book or character sheet [Skill (BC)] and use the
above bonus to those skills no need to add to say
cultural skills learned earlier unless you want.
If still confused let me know. If doing
this live i can explain in depth.
-----------------------------------------------
* Step 8: Other Info
All are assumed age 21 unless stated otherwise.
All are right handed unless stated otherwise.
This page has minor other stuff you can read for gee whiz stuff:
https://www.chaosium.com/runequest-adventurer-creation-other-information/
Some stuff like Reputation is not done for
us. Some fields in character sheet can be
determined with me or the Mechanics section of 2nd ed.
Other stats like money, gear and such can be done here.
Some do the Attributes - Hit Points, skill
bonsues, etc in a earlier step but you can do it
here using the RQ2 Mechancis Chapter.
That should cover a basic outline. 2nd Ed
is very basic compared to above which is based on
6th ed ideas. So let's make a sample pc.
--------------------------------------------------------------------------------------------------------------------------------------------
Step 1:
I will be Human. John Doe. I choose Prax so I will be Praxian.
Cultural Stereotype: The Praxians are proud and
warlike nomads, who distrust outsiders and each
other. They hate Chaos with a passion and eschew
civilized cults. They live harsh, cruel lives in
the wastes, in a state of near-constant war, and
consider the very environment they live in
potentially hostile. A popular refrain among the Praxians is Life is War.
Thought about a Shaman but we will make a generic grunt - Warrior.
Passions
Hate (Chaos): 60%
Love (family): 60%
Love (tribe): 60%
While Passions are not used in 2nd ed this
gives a personality hint to John. So we do not
like Chaos and have strong family and tribal ties.
I like the Bison Riders tribe.
Cultural Skills:
Cultural Skills Cultural Weapons
Ride (Bison) +35% Dagger +10%
Customs (Bison Tribe) (25) Lance +15%
Herd +30% Broadsword +10%
Peaceful Cut +15% Javelin +10%
Spirit Combat +20% Medium Shield +10%
Skills: All praxians
Speak Own Language (Praxian) (50) and Speak
Other Language (Tradetalk) at +10%. All Praxians get +10% to Survival.
Rune Affinity: Bison - Air Rune - gain the Air Rune +10%
So let's see so far looks like I'm a barbarian
herder who rides bison. I seem to like the Lance as a weapon.
Step 2: FAmily Hisotry
I feel my dad is alive but mother is
not. Grand parents all died early and several
cousins died in tribal wars. A aunt was ransomed
and tribe helped pay the ransom for her
return. (not used chart) but helps add some spice.
s as a generic mechanic for 2nd ed I will add 20 and 10% to 2.
Passions
Hate (Chaos): 80%
Love (family): 60%
Love (tribe): 70%
I really hate chaos and love tribe over family.
Step 3:
Rune Affinity:
Darkness 0%
Water 0%
Fire/Sky 20% (third)
Earth 40% (secondary)
Air 70% (primary) + Prax - Bison bonus
Moon 0%
This is where reading ahead helps looks like
my future cult likes Air. So this is how I allocated my runes.
Air +10 from Bison homeland.
Power Runes
Harmony/Disorder : 60/40
Stasis/Movement : 85/15
Truth/Illusion : 80/20
Fertility/Death : 50/50
Man/Beast : 50/50
This is how I align my runes. Again 2nd ed
does not cover but those links to this page makes
it easy and fast to figure out.
Step 4:
Now for the fun stuff the stats:
Rolls for STR, DEX, CON, POW, and CHA
13 12 6 11 6 8 -
Both sixes are lowest so will remove one and replace with 8.
So STR 13 DEX 12 CON 8 POW 11 CHA 8
Now for SIZ/INT
8 12 16 So will remove lowest as 8
SIZ 12 INT 16
So current stats are:
STR 13 DEX 12 CON 8 POW 11 CHA 8 SIZ 12 INT 16
So hes smarter than stronger. But pretty average.
Rune Modifiers are based on my rune affinity which is Air.
So STR/CHA.
So STR +2 and CHA +1
So updated stats are:
STR 15 DEX 12 CON 8 POW 11 CHA 9 SIZ 12 INT 16
I will cover other Attributes later.
Step 5
Occupation: Warrior
Back in Homeland it suggested Bison Riders are
Light or Heavy Calvary. I will take Light as Bison are slow.
Unit Weapons:
Javelin, Lance, Medium Shield
Job Skills
Ride +35%, Listen +10%, Sing +10%, Scan
+10%, Battle +30%, All Unit Weapons (including shield) +25%, First Aid +10%,
Other Weapon (pick type) +20%.
Standard of Living: Free.
Base Income: 60 L.
Cult: Good one I like is in there
Ransom: 500 L:
Equipment: All adventurers can be expected
to have the following gear: tunic/blouse,
skirt/breeches, sandals/boots, loincloth, warm
cloak (hide or woven-grass), headgear/hat/
cap, belt knife, fire-making gear, and a water skin.
So all those skills if I already have get added onto.
Step 6
So I liked Storm Bull so choose this.
Storm Bull
The Chaos Killer
The Storm Bull is the god of berserks. He is the
Desert Wind, the raw power of righteous purifying
rage. The primary purpose of the Storm Bull is to
prevent the rise of the Devil, or any associated
form of Chaos. Storm Bull is beloved by the
Praxians and tolerated even in civilized Orlanthi
lands because he is so skilled against the forces
of Chaos. Where Chaos is active, Storm Bull is a popular cult.
Cult Runes: Air, Death and Beast
Cult Starting Skills: Cultural Weapon (pick
type) +15%, Sense Chaos +20%, Intimidate +10%.
Special Rune Magic: Berserker, Dismiss Air
Elemental (small only), Face Chaos, Impede Chaos,
and Summon Air Elemental (small only).
Cult Spirit Magic: Demoralize (2 pts.), Detect
Enemies (1 pt.), Dispel Magic (var.), Fanaticism
(1 pt.), Heal (var.), and Protection (var.).
Favored Passions:Devotion (Storm Bull), Hate (Chaos), Loyalty (Storm Khan).
So this fits my Air rune and passions so well
done. Those skill bonuses will stack up more now.
Step 7
This gives +25% to 4 skills and 10% to 5 others.
Step 8
Age 21
Right Handed
This is when I would figure out the attributes.
So now I'll place the date on the below sheet and explain some changes:
Character Sheet notes:
1) SRM/DEX SRM: SRM is Strike Rank Modier see
page 17 for the chart. SR lowest strikes first!
2) Experience Bonus- Search for Learning by
experience - 2nd paragraph. Basically if INT 13-18 you +3 every point over 12
3) For a lot of stuff the Mechanics chapter will help.
4) Spells - With 750 L I am poor so I'll buy
Disruption at 500 L. So Variable spells use
different levels but this is not variable. I
could do credit but it'd cost 500 L or 5 POW. A bit costly.
One final note: Not all fields are filled out
on sheet. This is meant to be a demo. I'd go
more in depth later but for this guide did the
basics. You should have enough materials RQ 2
pdf, this guide and website as well as the videos
I put online (links) to help. Good luck!
--------------------------------------------------------------------------------------------------------------------------------------------
* RuneQuest CHaracter Sheet
Player : Longshot
Name : John Doe (ok not so Praxian!)
Species : Human
Sex : Male
Age : 21
Social Class : Barbarian Nomad, Free
Nationalty : Prax - Bison Rider tribe
Culture : Prax
Cultural Stereotype: The Praxians are proud and
warlike nomads, who distrust outsiders and each
other. They hate Chaos with a passion
and eschew civilized cults. They live
harsh, cruel lives in the wastes, in a state of
near-constant war, and consider the very
environment they live in potentially
hostile. A popular refrain among the Praxians is Life is War.
Base Increase : 60 L
Ransom : 500 L:
Cult(s) : Storm Bull - The Chaos Killer
/ Ranks :
Cult info : The Storm Bull is the god of
berserks. He is the Desert Wind, the raw power of
righteous purifying rage. The primary
purpose of the Storm Bull is
to prevent the rise of the Devil, or any
associated form of Chaos. Storm Bull is beloved
by the Praxians and tolerated
even in civilized Orlanthi lands because he is so
skilled against the forces of Chaos. Where Chaos
is active, Storm Bull is a popular cult.
Cult Runes : Air, Death and Beast
Campaign : Demo
Creation DAte : 5/20/21
Finances : 250 L
-------------------------------------
STR : 15
CON : 8
SIZ : 12
INT : 16
POW : 11
DEX : 12
CHA : 9
Handeness : Right
SIZ SRM : 2 + DEX SRM : 3 = Melee SRM : 5
Damage Modifier : +1D4
Movement Rate : 8 Meters / SR
Experience Bonus : +12%
Hit Point Bonus : 0 %
Defense Bonus : +5%
-------------------------------------
Manipulation Bonus: +5 % Bonus
Climbing (15) ?
Hide Item (10) ? 40%
Jumping (15) ?
Lock Picking (05) ?
Trap Set/Disarm (05) ?
Riding (05) ? 55%
Disguise (05) ?
Peaceful Cut (05) ? 25%
Swimming (15) ?
Rowing (05) ?
Masonry (05) ?
Intimidate ? 50%
Knowledge : +5 % Bonus
Evaluate (05) ?
General (05) ?
Cattle Food (05) ?
Find Water (05) ?
First Aid (05) ? 20%
Treat Disease (05) ?
Treat Poison (05) ?
Find Heal.Plants (05)?
Identify Plants (05) ?
Identify Animals (05)?
Identify Minerals(05)?
Customs (Bison) ? 30%
Herd ? 35%
Battle ? 35%
Perception : +5 % Bonus
Listen (25) ? 40%
Spot Hidden (05) ?
Spot Trap (05) ? 35%
Taste Analysis ?
Tracking (10) ? 40%
Sense Chaos (00) ? 35%
Sense Assassin ?
Sing ? 15%
Scan ? 15%
Stealth : +5 % Bonus
Camouflage (10) ?
Hide in Cover(05) ?
Move Quietly (05) ? 30%
Pick Pockets (05) ?
Languages : Speak % R/W %
Praxian-Bison 95%
Tradetalk 95%
Other Skills
Orate (05) ? 25% (Praxian-Bison)
Bargain (05) ?
Defense ( ) ?
Spirit Combat ? +20%
Survival ? +20%
Weapon Skills :
Attack Modifier : +5 %
Parry Modifier : +5 %
Broadsword : 50%
Dagger : 35%
Javelin : 65%
Lance : 60%
Medium Shield : 55%
Passions -
Hate (Chaos) : 80%
Love (family) : 60%
Love (tribe) : 70%
Devotion (Storm Bull) : 40%
Loyalty (Storm Khan) : 40%
Hit Location Armor Type AP (ENC)
(01-04) Right Leg
(05-08) Left Leg
(09-11) Abdomen
( 12 ) Chest
(13-15) Right Arm
(16-18) Left Arm
(19-20) Head
-------------------------------------
Personal Pow (Current) : 11
Total Hit Points : 8
Background: I feel my dad is alive but mother
is not. Grand parents all died early and several
cousins died in tribal wars. A aunt
was ransomed and tribe helped pay the
ransom for her return. (not used chart) but helps add some spice.
Rune Affinity:
Darkness 0%
Water 0%
Fire/Sky 20% (third)
Earth 40% (seocndary)
Air 80% (primary) + Prax - Bison bonus 70% (primary) + Prax - Bison bonus
Moon 0%
Power Runes:
Harmony/Disorder : 60/40
Stasis/Movement : 85/15
Truth/Illusion : 80/20
Fertility/Death : 50/50
Man/Beast : 50/50
-------------------------------------
Equipment ENC
Tunic/Bloud -
Breaches, Boots -
Warm Cloak -
Water Skin -
Broadsword 1
Dagger 0.5
Javelin 1
Lance 1
Medium Shield 2
Leather Armor 0.25
Total ENc 6
-------------------------------------
Weapons
Weapon: Broadsword Damage: 1D8+1
SR: 2 A%: P%: AP: HP: 20 ENC: 1 Crit: I/S: F:
Weapon: Dagger Damage: 1D4+2
SR: 4 A%: P%: AP: HP: 12 ENC: 0.5 Crit: I/S: F:
Weapon: Lance Damage: 1D10+2
SR: 0 A%: P%: AP: HP: 20 ENC: 1 Crit: I/S: F:
Missle: Javelin Damage: 1D10
SR: 1 A%: P%: AP: HP: 20 ENC: 1 Crit: I/S: F:
Shield: Medium Damage:
SR: A%: P%: AP: HP: ENC: 2 Crit: I/S: F:
-------------------------------------
Spells
Battle Magic
Name/Effect Cost Cast %
Disruption 1D3 Damage 500 L
Rune Magic
NAme/Effect Cost Cast %
Magic Items
-------------------------------------
Allied Spirit/Fetch/Mount
Name :
Species :
Sex :
Age :
Movement:
Defense:
Skills:
Current POW:
Hit Points :
Spells
Battle Magic
Bound Spirits
Name :
POW :
INT :
Location :
Stored POW:
Hit Location
Hit Location Area Armor Type AP ENC
-------------- next part --------------
* Character Creation Guide for Runequest
Runequest 2nd edition was done in the late '70s/Early '80s. As such it is a hodge podge of somewhat confusing, rambling and chaotic rules. As the years went on rpgs got better. Look at pnp v2 it had a organized system using numbers. With this said the rules are not easy to read or find stuff (RQ2). The 6th Edition is a bit better and more detailed. Problem is I learned the 2nd. Problem is Chaosium treated RQ badly. It was under the direction of 2-3 different companies like Games Workshop, Avalon Hill and Moon. So this created splinter rules and systems. But to this day many feel the old 2nd edition was best.
With that said I outline basic character generation here. RQ II does not have a step by step process that later 6th did. But I combined both into this format. While many of the below steps aren't even in the RQ 2 rules they are in RQ 6. You are free to find those sections and go in depth. But it is optional and to be honest you may only need to read:
RQ2:
* Mechanics chapter to get feel for them
* Cults: Skim this and other documents. Most 99% of RQ players are in a cult in order to improve and use cult skills and magic. Rune magic is taught here and so this is how you get magic. The Trove has has some cults and source books. How much you get in depth is up to you. This guide gives you some links for suggested cults so does not take long to read. But it is up to you.
* Skills: Maybe just skim this and see what you like.
* Magic - Same as skills.
* Non Human aka Monsters section if you want to be non human.
This is a great resource called the Trove it is where I got the 2nd ed rules:
https://thetrove.is/Books/RuneQuest%20%28d100%29%20%5Bmulti%5D/Runequest%201st%20%26%202nd%20Edition%20%28Chaosium%29/RuneQuest%20Rule%20Packs/
Use the parent directory to go up and down directories.
Format may be off but it is fine in my notepad at point 10 font Lucinda font.
A note on magic. Probably the toughest and most confusing part of RQ is magic. In theory everyone can use magic not just trained folks. This is not like pnp where its more regimented. It is not rare to have at least 1 spell for every person. POW is the central stat for magic. Think of it like pnp Mana or Energy Level. POW is your connection to universe and your deity. From that you derive your magic. You can cast magic using the amount of POW you have. POW is also like MDV in pnp to resist spells. This is no primer but a basic outline for learning.
There are two basic types of magic - Basic and Spirit magic. Battle Magic can be learned by one as long as you have the money (L-Lumars which are basically silver) and willing to learn. You can learn by experience and training as the 2 main areas. If you have the Lumars and time you can spend time learning/training for a spell. You can if poor train with credit - do odd jobs or quests and earn credit for the training.
A person joins a cult to build power and ability. Rune Cults have Rune Magic that can be used once and that can be costly. Unless you have the power to be a Rune Priest or Rune Lord. You can read those sections but generally rare to have starting characters be such. Rune cults can supply a discount in spell learning but use same methods experience, training or credit. Many of these pages are in Chapter VI around 32 on.
A note on cults: Should look at the Becoming a Initiate section and will get those minor rules on cults.
This guide is meant as a QUICK start. I do not like to throw you folks out and say have at it. Learning a new game is difficult. I will be here to answer questions. This guide is here if you wish to do about 80% of the work using the website and 20% rule reading. I do not expect you guys to read and learn it all. It is daunting and overwhelming. This took a couple weeks to get here. But I have GM experience. So as players you may be confused. Don't hesitate to ask or yell for help. This is here if you wish to take control of your character. I can and am willing to do step by step with you in email or chat or discord till it s done.
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Here is the pdf to 6th ed. But again using 2nd ed rules for game.
https://thetrove.is/reader.html?file=https%3A%2F%2Fthetrove.is%2FBooks%2FRuneQuest%2520%2528d100%2529%2520%255Bmulti%255D%2FRunequest%25206th%2520Edition%2FRuneQuest%25206%2520-%2520Core%2520Rulebook.pdf
It is 450 pages compared to 130 for 2nd so its 4 times as large. But this edition introduces a lot of mechanics not used to like Passions and the Reputation so that's why I'm sticking with 2nd ed.
If you see something in 6th you really like let me know. I will use 95% 2nd and 5% 6th.
Reminder on characters:
* DIY - Do it yourself this is fine as long as use the email program outlined below.
This can be daunting so let me know I can help in email or chat.
* Chat - No voice - FB, Trililan, Discord - This is fine.
* Discord voice - Simply need a headset mic. No need for camera. This would take a bit of time in case you or I need to read stuff. But I am open to this method.
* I make pc. Though I'd use some basic outlines from you.
Once ready let me know what method and I'll put in the Queue for processing order.
Good luck and don't worry on this stuff holler if needed!
If you want to see a good 8 part video on RQ character creation see here
https://www.youtube.com/watch?v=ySLg5jYfa8M
This is part 1 of 8 you can search for the other 7. It does cover 6th so its a outline. IT will show in depth the fun parts like Family History.
Note: The below Family History and other aspects in 4-5 of the steps do this but you can use Previous Experience RQ2 Optional rules around page 104. It kind of does the same.
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* Step 1: Homeland-
The six homelands presented in the core rules are: Sartar, Esrolia, Grazelands, Prax, Lunar Tarsh, and Old Tarsh. Write the homeland down on the Adventurer Background Worksheet. If your adventurer is Praxian, pick a tribe from the list on pages 25â26 (RQ6). Just let me know the results and a heads up if you choose to do so.
This is detailed in 6th not 2nd. RQ2 does have some minor information these lands though. You can also see the big source book on TRove on Gloriantha (or ask i can show you where it is) Wikis also may have info. But the below link has some basic info.
We are playing in the Default Dragon Pass area. You could even do a d6 and it can be chosen that way. The advantage of Homeland in 6th is suggested Cults, Occupations and other factors like skills. But again not required.
If you do wish to figure out a Homeland:
This site has a quick way to choose and get basic info.
https://www.chaosium.com/runequest-adventurer-creation-homeland/
Keep track of any bonuses or let me know and I can do so. You may want to do a sample file to keep track of this as some bonuses stack up so you need to keep track of it. Keep off character sheet for now till you roll stats.
Some stuff like Passions, Loyalty are 6th ed so not using that just the basic bonuses.
Cut /paste
* Homeland info for your purposes
* Suggested Cults: Go back here to see what they suggest later
* Suggested Occupation: Look at now or later in a few steps.
* Rune Affinity: Note this as it will give bonuses later
* Copy Culture bonuses
* Copy other stuff you think important.
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* Step 2: Family History
This is covered in 6th not in 2nd. This helps to orient a pc's history of parent lives and deaths among other past ancestors to give a lead into Passions (ignored), Occupation and Cults among other things. This gives results that can give bonuses or gifts from this history.
Sadly only the 6th ed has the chart page 27-45 I believe. I am not into wading through it so you can if you wish for results. There does not seem to be a website with just the charts.
If you are interested feel free to use this part. Here is a sample video of use of this History part 1 and 2:
https://www.youtube.com/watch?v=ySLg5jYfa8M
It is part 1/2 of what I gave above.
This would give a good example of this step.
For those too busy we can skip this stage. This RQ adventure will be short and so this stuff is great for long campaigns.
The site from step 1 has a page but its not so helpful. If you want we can work on this together and I can fudge stuff like You say your grandpa was in a famous battle and that's fine. I may have to do some rolls for that. But this step is optional.
Note any family history you want or place on sheet.
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* Step 3: Rune affinities
RQ 2nd does not deal this either but this is a system to improve/boost your Cult Rune Magic. It is not mandatory as a core character is fine. But it helps with other steps. RQ2 does cover some basic points on this but it is not as straight forward as below:
https://www.chaosium.com/runequest-adventurer-creation-rune-affinities/
Use this page for fast completion. List all six runes and their values. Add any culture mods from Homeland.
Power Runes
Power Runes are not used in 2nd But it only takes a few moments. Feel free to note this info now as it may be used for later steps. But it is optional.
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* Step 4 Characteristics
Basic stats. This step is covered briefly here:
https://www.chaosium.com/runequest-adventurer-creation-characteristics/
Some basic low level info on each stat.
There is a nice 6th Ed change 2nd does not do. To siz/int you roll 2d6+6. So I like this change. If you picked a Rune Affiliation above you can get a +2/+1 modifier to main 2 stats. See the above link for details.
This is covered in 2nd edition over many pages but this link has it all in one place easy and fast to use.
Guidelines: There is a suggested guideline on this page on roll attempts. This is fine but you can also use this:
1) Roll all 7 stats in order or as 7 numbers then allocate as you see fit with Siz/Int being rolled different above. If second part then its honor system and more flexible than most GMs allow.
2) You can reroll the lowest # but only ONCE so it could be worse.
3) +1 Die method: Top 5 roll 4d6 and disregard lowest siz/int 3d6+6 and remove lowest. I prefer this method myself of the 4 methods.
Humans are fine but non humans like dwarves, elves and trolls (among others like beasts) are fine as well. For those see the 2nd ed rules I supplied around page 74. It should cover basic stats and such.
If you do this live with me in Discord I'll probably have you go to Roll20 so we can both see the rolls.
If you do this on your own use this site:
https://www.rpglibrary.org/software/securedice/
Let me know which method you use. So I know what numbers go where.
pnpgm at comcast.net
We can do this briefly live in discord or chat if needed.
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* Step 5: Occupation
This is where Family History helps, it gives details on what your family does as a job or apprenticeship. This site has some sample ones:
https://www.chaosium.com/runequest-adventurer-creation-occupation/
RQ2 does not even cover this. Only word in the rules is about the dragons in dragon pass occupation is sleeping. That's it. So back in previous steps you saw suggested occupation in homeland. You can use these as a idea. While this is NOT mandatory as RQ2 was made to make generic pcs not detailed ones like RQ6.
This assumes Human it seems as non humans may not have jobs but I could be wrong. This step adds bonuses to your skills. This is a small list of jobs so if you see something not on list or your Homeland has links to jobs use those. If you need a job not listed I can help create it. Let me know. This step just adds more to your skills.
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* Step 6: Cults
The cult allows one to learn magic and skills. While this page
https://www.chaosium.com/runequest-adventurer-creation-cults/
Has a brief overview you can look more in depth in the 2nd ed rules. Search for 'Rune Cults".
The rules may not have all of the cults one can join. The link also may have one or more suggested from Homeland. There are entire supplements for cults out there so if needed one can do a deep dive on them.
One could spend weeks finding cult info. So use this at your own time constraints.
This link has a Cults of Prax - 114 pages alone:
https://thetrove.is/Books/RuneQuest%20%28d100%29%20%5Bmulti%5D/RQ%20Chaosium/RuneQuest%20-%20Cults%20of%20Prax.pdf
Another later edition one is:
This site is a good resource that may have more cults.
https://thetrove.is/Books/RuneQuest%20%28d100%29%20%5Bmulti%5D/Runequest%201st%20%26%202nd%20Edition%20%28Chaosium%29/RuneQuest%20Rule%20Packs/
Early on in Homeland it gave suggested cults use those if you want. Again cults only improve your character.
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* Step 7: Personal Skill Bonuses
Short form you can add +25% to 4 skills and +10% to 5. This page sums it up:
https://www.chaosium.com/runequest-adventurer-creation-personal-skill-bonuses/
There is a note on languages here as well for the "free" languages.
RQ2 covers skills. But a quick primer:
* Each skill has a Base Chance on d100. You will see those BCs listed in sheet.
* It is assumed your natural abilities boost those BCs if possible and you can use skills at those BCs.
* So even if you have not used ABC skill you have a core base chance regardless.
* Experience and training can help improve skills +5% each time.
* You may select any of the skills in the book or character sheet [Skill (BC)] and use the above bonus to those skills no need to add to say cultural skills learned earlier unless you want.
If still confused let me know. If doing this live i can explain in depth.
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* Step 8: Other Info
All are assumed age 21 unless stated otherwise.
All are right handed unless stated otherwise.
This page has minor other stuff you can read for gee whiz stuff:
https://www.chaosium.com/runequest-adventurer-creation-other-information/
Some stuff like Reputation is not done for us. Some fields in character sheet can be determined with me or the Mechanics section of 2nd ed.
Other stats like money, gear and such can be done here.
Some do the Attributes - Hit Points, skill bonsues, etc in a earlier step but you can do it here using the RQ2 Mechancis Chapter.
That should cover a basic outline. 2nd Ed is very basic compared to above which is based on 6th ed ideas. So let's make a sample pc.
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Step 1:
I will be Human. John Doe. I choose Prax so I will be Praxian.
Cultural Stereotype: The Praxians are proud and warlike nomads, who distrust outsiders and each other. They hate Chaos with a passion and eschew civilized cults. They live harsh, cruel lives in the wastes, in a state of near-constant war, and consider the very environment they live in potentially hostile. A popular refrain among the Praxians is âLife is War.â
Thought about a Shaman but we will make a generic grunt - Warrior.
Passions
Hate (Chaos): 60%
Love (family): 60%
Love (tribe): 60%
While Passions are not used in 2nd ed this gives a personality hint to John. So we do not like Chaos and have strong family and tribal ties.
I like the Bison Riders tribe.
Cultural Skills:
Cultural Skills Cultural Weapons
Ride (Bison) +35% Dagger +10%
Customs (Bison Tribe) (25) Lance +15%
Herd +30% Broadsword +10%
Peaceful Cut +15% Javelin +10%
Spirit Combat +20% Medium Shield +10%
Skills: All praxians
Speak Own Language (Praxian) (50) and Speak Other Language (Tradetalk) at +10%. All Praxians get +10% to Survival.
Rune Affinity: Bison - Air Rune - gain the Air Rune +10%
So let's see so far looks like I'm a barbarian herder who rides bison. I seem to like the Lance as a weapon.
Step 2: FAmily Hisotry
I feel my dad is alive but mother is not. Grand parents all died early and several cousins died in tribal wars. A aunt was ransomed and tribe helped pay the ransom for her return. (not used chart) but helps add some spice.
s as a generic mechanic for 2nd ed I will add 20 and 10% to 2.
Passions
Hate (Chaos): 80%
Love (family): 60%
Love (tribe): 70%
I really hate chaos and love tribe over family.
Step 3:
Rune Affinity:
Darkness 0%
Water 0%
Fire/Sky 20% (third)
Earth 40% (secondary)
Air 70% (primary) + Prax - Bison bonus
Moon 0%
This is where reading ahead helps looks like my future cult likes Air. So this is how I allocated my runes.
Air +10 from Bison homeland.
Power Runes
Harmony/Disorder : 60/40
Stasis/Movement : 85/15
Truth/Illusion : 80/20
Fertility/Death : 50/50
Man/Beast : 50/50
This is how I align my runes. Again 2nd ed does not cover but those links to this page makes it easy and fast to figure out.
Step 4:
Now for the fun stuff the stats:
Rolls for STR, DEX, CON, POW, and CHA
13 12 6 11 6 8 -
Both sixes are lowest so will remove one and replace with 8.
So STR 13 DEX 12 CON 8 POW 11 CHA 8
Now for SIZ/INT
8 12 16 So will remove lowest as 8
SIZ 12 INT 16
So current stats are:
STR 13 DEX 12 CON 8 POW 11 CHA 8 SIZ 12 INT 16
So hes smarter than stronger. But pretty average.
Rune Modifiers are based on my rune affinity which is Air.
So STR/CHA.
So STR +2 and CHA +1
So updated stats are:
STR 15 DEX 12 CON 8 POW 11 CHA 9 SIZ 12 INT 16
I will cover other Attributes later.
Step 5
Occupation: Warrior
Back in Homeland it suggested Bison Riders are Light or Heavy Calvary. I will take Light as Bison are slow.
Unit Weapons:
Javelin, Lance, Medium Shield
Job Skills
Ride +35%, Listen +10%, Sing +10%, Scan +10%, Battle +30%, All Unit Weapons (including shield) +25%, First Aid +10%,
Other Weapon (pick type) +20%.
Standard of Living: Free.
Base Income: 60 L.
Cult: Good one I like is in there
Ransom: 500 L:
Equipment: All adventurers can be expected to have the following gear: tunic/blouse, skirt/breeches, sandals/boots, loincloth, warm cloak (hide or woven-grass), headgear/hat/ cap, belt knife, fire-making gear, and a water skin.
So all those skills if I already have get added onto.
Step 6
So I liked Storm Bull so choose this.
Storm Bull
The Chaos Killer
The Storm Bull is the god of berserks. He is the Desert Wind, the raw power of righteous purifying rage. The primary purpose of the Storm Bull is to prevent the rise of the Devil, or any associated form of Chaos. Storm Bull is beloved by the Praxians and tolerated even in civilized Orlanthi lands because he is so skilled against the forces of Chaos. Where Chaos is active, Storm Bull is a popular cult.
Cult Runes: Air, Death and Beast
Cult Starting Skills: Cultural Weapon (pick type) +15%, Sense Chaos +20%, Intimidate +10%.
Special Rune Magic: Berserker, Dismiss Air Elemental (small only), Face Chaos, Impede Chaos, and Summon Air Elemental (small only).
Cult Spirit Magic: Demoralize (2 pts.), Detect Enemies (1 pt.), Dispel Magic (var.), Fanaticism (1 pt.), Heal (var.), and Protection (var.).
Favored Passions:Devotion (Storm Bull), Hate (Chaos), Loyalty (Storm Khan).
So this fits my Air rune and passions so well done. Those skill bonuses will stack up more now.
Step 7
This gives +25% to 4 skills and 10% to 5 others.
Step 8
Age 21
Right Handed
This is when I would figure out the attributes.
So now I'll place the date on the below sheet and explain some changes:
Character Sheet notes:
1) SRM/DEX SRM: SRM is Strike Rank Modier see page 17 for the chart. SR lowest strikes first!
2) Experience Bonus- Search for Learning by experience - 2nd paragraph. Basically if INT 13-18 you +3 every point over 12
3) For a lot of stuff the Mechanics chapter will help.
4) Spells - With 750 L I am poor so I'll buy Disruption at 500 L. So Variable spells use different levels but this is not variable. I could do credit but it'd cost 500 L or 5 POW. A bit costly.
One final note: Not all fields are filled out on sheet. This is meant to be a demo. I'd go more in depth later but for this guide did the basics. You should have enough materials RQ 2 pdf, this guide and website as well as the videos I put online (links) to help. Good luck!
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* RuneQuest CHaracter Sheet
Player : Longshot
Name : John Doe (ok not so Praxian!)
Species : Human
Sex : Male
Age : 21
Social Class : Barbarian Nomad, Free
Nationalty : Prax - Bison Rider tribe
Culture : Prax
Cultural Stereotype: The Praxians are proud and warlike nomads, who distrust outsiders and each other. They hate Chaos with a passion and eschew civilized cults. They live harsh, cruel lives in the wastes, in a state of near-constant war, and consider the very environment they live in potentially hostile. A popular refrain among the Praxians is âLife is War.â
Base Increase : 60 L
Ransom : 500 L:
Cult(s) : Storm Bull - The Chaos Killer
/ Ranks :
Cult info : The Storm Bull is the god of berserks. He is the Desert Wind, the raw power of righteous purifying rage. The primary purpose of the Storm Bull is to prevent the rise of the Devil, or any associated form of Chaos. Storm Bull is beloved by the Praxians and tolerated even in civilized Orlanthi lands because he is so skilled against the forces of Chaos. Where Chaos is active, Storm Bull is a popular cult.
Cult Runes : Air, Death and Beast
Campaign : Demo
Creation DAte : 5/20/21
Finances : 250 L
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STR : 15
CON : 8
SIZ : 12
INT : 16
POW : 11
DEX : 12
CHA : 9
Handeness : Right
SIZ SRM : 2 + DEX SRM : 3 = Melee SRM : 5
Damage Modifier : +1D4
Movement Rate : 8 Meters / SR
Experience Bonus : +12%
Hit Point Bonus : 0 %
Defense Bonus : +5%
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Manipulation Bonus: +5 % Bonus
Climbing (15) â¡
Hide Item (10) â¡ 40%
Jumping (15) â¡
Lock Picking (05) â¡
Trap Set/Disarm (05) â¡
Riding (05) â¡ 55%
Disguise (05) â¡
Peaceful Cut (05) â¡ 25%
Swimming (15) â¡
Rowing (05) â¡
Masonry (05) â¡
Intimidate â¡ 50%
Knowledge : +5 % Bonus
Evaluate (05) â¡
General (05) â¡
Cattle Food (05) â¡
Find Water (05) â¡
First Aid (05) â¡ 20%
Treat Disease (05) â¡
Treat Poison (05) â¡
Find Heal.Plants (05)â¡
Identify Plants (05) â¡
Identify Animals (05)â¡
Identify Minerals(05)â¡
Customs (Bison) â¡ 30%
Herd â¡ 35%
Battle â¡ 35%
Perception : +5 % Bonus
Listen (25) â¡ 40%
Spot Hidden (05) â¡
Spot Trap (05) â¡ 35%
Taste Analysis â¡
Tracking (10) â¡ 40%
Sense Chaos (00) â¡ 35%
Sense Assassin â¡
Sing â¡ 15%
Scan â¡ 15%
Stealth : +5 % Bonus
Camouflage (10) â¡
Hide in Cover(05) â¡
Move Quietly (05) â¡ 30%
Pick Pockets (05) â¡
Languages : Speak % R/W %
Praxian-Bison 95%
Tradetalk 95%
Other Skills
Orate (05) â¡ 25% (Praxian-Bison)
Bargain (05) â¡
Defense ( ) â¡
Spirit Combat â¡ +20%
Survival â¡ +20%
Weapon Skills :
Attack Modifier : +5 %
Parry Modifier : +5 %
Broadsword : 50%
Dagger : 35%
Javelin : 65%
Lance : 60%
Medium Shield : 55%
Passions -
Hate (Chaos) : 80%
Love (family) : 60%
Love (tribe) : 70%
Devotion (Storm Bull) : 40%
Loyalty (Storm Khan) : 40%
Hit Location Armor Type AP (ENC)
(01-04) Right Leg
(05-08) Left Leg
(09-11) Abdomen
( 12 ) Chest
(13-15) Right Arm
(16-18) Left Arm
(19-20) Head
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Personal Pow (Current) : 11
Total Hit Points : 8
Background: I feel my dad is alive but mother is not. Grand parents all died early and several cousins died in tribal wars. A aunt was ransomed and tribe helped pay the ransom for her return. (not used chart) but helps add some spice.
Rune Affinity:
Darkness 0%
Water 0%
Fire/Sky 20% (third)
Earth 40% (seocndary)
Air 80% (primary) + Prax - Bison bonus 70% (primary) + Prax - Bison bonus
Moon 0%
Power Runes:
Harmony/Disorder : 60/40
Stasis/Movement : 85/15
Truth/Illusion : 80/20
Fertility/Death : 50/50
Man/Beast : 50/50
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Equipment ENC
Tunic/Bloud -
Breaches, Boots -
Warm Cloak -
Water Skin -
Broadsword 1
Dagger 0.5
Javelin 1
Lance 1
Medium Shield 2
Leather Armor 0.25
Total ENc 6
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Weapons
Weapon: Broadsword Damage: 1D8+1
SR: 2 A%: P%: AP: HP: 20 ENC: 1 Crit: I/S: F:
Weapon: Dagger Damage: 1D4+2
SR: 4 A%: P%: AP: HP: 12 ENC: 0.5 Crit: I/S: F:
Weapon: Lance Damage: 1D10+2
SR: 0 A%: P%: AP: HP: 20 ENC: 1 Crit: I/S: F:
Missle: Javelin Damage: 1D10
SR: 1 A%: P%: AP: HP: 20 ENC: 1 Crit: I/S: F:
Shield: Medium Damage:
SR: A%: P%: AP: HP: ENC: 2 Crit: I/S: F:
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Spells
Battle Magic
Name/Effect Cost Cast %
Disruption 1D3 Damage 500 L
Rune Magic
NAme/Effect Cost Cast %
Magic Items
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Allied Spirit/Fetch/Mount
Name :
Species :
Sex :
Age :
Movement:
Defense:
Skills:
Current POW:
Hit Points :
Spells
Battle Magic
Bound Spirits
Name :
POW :
INT :
Location :
Stored POW:
Hit Location
Hit Location Area Armor Type AP ENC
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