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Creating an Adventurer

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These  contents are published in the Mongoose RuneQuest Main Book. The SRD can be downloaded from Mongoose Publishing.

Creating an Adventurer

This section is Open Content.

Character Creation Checklist

Follow this checklist when creating a new character.

  1. Determine the character’s Characteristics.
  2. Determine the character’s Attributes.
  3. Determine the character’s Basic skill scores.
  4. Determine the character’s Previous Experience.
  5. Determine the character’s General Information.
  6. Outfit the character with Starting Equipment.

 

 

Part One – Characteristics

All characters and creatures have seven Characteristics.

Strength (STR): A character’s brute force, Strength affects the amount of damage he deals, what weapons he can wield effectively, how much he can lift and so on.

Constitution (CON): A measure of the character’s health, Constitution affects how much damage he can sustain in combat, as well as his general resistance to disease and other illnesses.

Dexterity (DEX): A character’s agility, co-ordination and speed, Dexterity aids him in many physical actions, including combat.

Size (SIZ): This is an indication of the character’s mass and, like Strength and Constitution, can affect the amount of damage a character can deal and how well he can absorb damage. Unlike most other Characteristics, a high score in Size is not always an advantage. While a large character can take more damage, a small character will have a much easier time when sneaking around in the shadows.

Intelligence (INT): A character’s ability to think around problems, analyse information and memorise instructions. It is a very useful Characteristic for characters interested in becoming accomplished spellcasters.

Power (POW): Perhaps the most abstract Characteristic, Power is a measure of the character’s life force and his personal force of will.

Charisma (CHA): This quantifies a character’s attractiveness and leadership qualities.

Determining Characteristics

Players will need a number of six-sided dice to generate their characters’ Characteristics. Roll the following dice to determine an adventurer’s Characteristics:

Strength (STR): Roll 4D6, drop the lowest die and total the remaining dice.

Constitution (CON): Roll 4D6, drop the lowest die and total the remaining dice.

Dexterity (DEX): Roll 4D6, drop the lowest die and total the remaining dice.

Size (SIZ): Roll 2D6 and total the dice. Add 6 to the result.

Intelligence (INT): Roll 2D6 and total the dice. Add 6 to the result.

Power (POW): Roll 4D6, drop the lowest die and total the remaining dice.

Charisma (CHA): Roll 4D6, drop the lowest die and total the remaining dice.

The Games Master may also allow players to assign their rolls to specific Characteristics, so that a player who wants to play a burly warrior can move a rolled 15 from CHA to STR, for example. Players should not be allowed to move rolls from INT or SIZ to any of the other five Characteristics, however.

Part Two – Attributes

These are a set of secondary scores that define exactly what the character is capable of.

Combat Actions (CA): This is the number of actions a character can perform in each combat round.

Combat Actions
DEX Combat Actions
6 or less 1
7–12 2
13–18 3
19 or more 4

Damage Modifier (DM): The Damage Modifier applies whenever the character uses a melee or thrown weapon.

Damage Modifier
Total of STR and SIZ Damage Modifier
1–5 –1D8
6–10 –1D6
11–15 –1D4
16–20 –1D2
21–25 +0
26–30 +1D2
31–35 +1D4
36–40 +1D6
41–45 +1D8
46–50 +1D10
51–60 +1D12
61–70 +2D6
71–80 +2D8
81–90 +2D10
91–100 +2D12
101–120 +3D10
121–140 +3D12
141–160 +4D10
161–180 +4D12
181–200 +5D10

Hit Points (PC): These determine how much damage the character can sustain before reaching unconsciousness or death. Hit points are located in certain areas of the character’s body, representing exactly how much damage he can sustain.

Hit Points
Location Total SIZ + CON
1–5 6–10 11–15 16–20 21–25 26–30 31–35 36–40 +5
Each Leg 1 2 3 4 5 6 7 8 +1
Abdomen 2 3 4 5 6 7 8 9 +1
Chest 3 4 5 6 7 8 9 10 +1
Each Arm 1 1 2 3 4 5 6 7 +1
Head 1 2 3 4 5 6 7 8 +1

Magic Points (MP): These are used to activate any spells the character knows. The character’s starting Magic Points will be equal to the character’s POW.

Strike Rank (SR): This determines how quickly the character acts in combat. Strike Rank is determined by adding together the character’s INT and DEX, and halving the result.

Part Three – Basic Skills

Every character has a range of Basic skills that allows him to perform a variety of actions with varying degrees of expertise.

Each Basic skill is set by the total of one or more Characteristics.  Some skills will also suffer a penalty from other Characteristics.

The Starting Skills table lists all the Basic skills every character possesses and the Characteristics used to determine the skill’s base score.  If a Characteristic is listed as a penalty, deduct it from the skill’s base score.

Starting Skills
Basic Skills Bonus Penalty
Athletics STR+DEX  
Boating STR  
Dodge 10+DEX -SIZ
Drive 10+POW  
Evaluate INT  
First Aid INT  
Influence 10+CHA  
Lore (Animal) INT  
Lore (Plant) INT  
Lore (World) INT  
Perception INT+POW  
Persistence 10+POW  
Resilience CON+POW  
Riding DEX+POW  
Sing CHA  
Sleight DEX  
Stealth 10+DEX -SIZ
Throwing DEX  
Unarmed STR  
Basic Skills Bonus Penalty
All Close Combat STR+DEX  
All Ranged DEX  

Part Four – Previous Experience

There are three stages involved in determining the character’s previous experience. First the player must pick the character’s cultural background. This provides certain starting skill bonuses that reflect this upbringing. Second, the player must pick a profession and gain further associated skills with that profession. Thirdly, the player spends the character’s free skill points.

Cultural Background

The player is free to choose the background the character comes from (with Games Master approval), which determines skill bonuses, starting money and which Advanced skills are available. The backgrounds available are listed here::

The Cultural Background table shows all the various bonuses each background bestows on a character. Basic Skill Bonuses are added straight onto the character’s Basic skill scores.

Advanced skills start at their base Characteristic score, plus any indicated bonus.

 

 
Cultural Background
Background Basic Skill Bonuses Advanced Skills Starting Money
Barbarian Athletics +10%
Perception +5%
Resilience +10%
Stealth +5%
Pick two +5%

Boating
Riding
Lore (Animal)
Lore (Plant)

Pick three +10%

Bow
Throwing
Staff
Blowgun
Dagger
Unarmed
Shield
1H Axe
2H Axe
Sling
Spear
1H Hammer
2H Hammer

Language (Native) +50%
Lore (Regional)
Survival
Pick one

Dance
Craft
Tracking
Lore
Play Instrument

4D6x20 silver
Peasant Athletics +5%
Resilience +5%
Lore (Animal) +10%
Lore (Plant) +10%
Pick two +10%

Boating
Driving
Dodge
Persistence
First Aid

Pick two +10%

Staff
Dagger
Unarmed
1H Axe
2H Axe
Sling
Spear
1H Flail
1H Hammer

Language (Native) +50%
Lore (Regional)
Pick two

Dance
Craft
Lore
Survival
Play Instrument

4D6x25 silver
Townsman Evaluate +10%
Influence +10%
Lore (World) +10%
Pick two +10%

Boating
Driving
Persistence
Resilience
Stealth
Sleight

Pick two +10%

Polearm
Crossbow
Dagger
Shield
1H Sword
1H Hammer

Streetwise
Language (Native) +50%
Lore (Regional)
Pick one

Dance
Language
Shiphandling
Craft
Lore
Play Instrument

4D6x50 silver
Noble Influence +10%
Persistence +10%
Lore (World) +10%
Pick two +5%

Dodge
Evaluate
Riding
Perception

Pick two +15%

Dagger
Shield
1H Sword
2H Sword
Rapier

Language (Native) +50%
Lore (Regional)
Pick two

Dance
Language
Shiphandling
Craft
Lore
Play Instrument

4D10x100 silver

Professions

The Professions table shows all the various bonuses each profession bestows on a character. Basic Skill Bonuses are added straight onto the character’s Basic skill scores. Advanced skills start at their base Characteristic score. If the character already possesses the indicated Advanced skill, they instead gain a +10% bonus to that skill.

If a Profession indicates that a character starts play with the Runecasting skill, that character knows one spell per Runecasting skill known. Spells known must be relevant to the runes the character has integrated.

Professions

1Choose one of the following: Metal, Motion, Plant or Stasis. The character has integrated that rune and has that rune’s Runecasting skill.
2 Choose one of the following: Communication, Law, Man or Spirit. The character has integrated that rune and has that rune’s Runecasting skill.
3 Choose one of the following: Beast, Earth, Man or Spirit. The character has integrated that rune and has that rune’s Runecasting skill.
4 Choose one of the following: Fertility, Luck, Moon or Shadow. The character has integrated that rune and has that rune’s Runecasting skill.
5 Choose one of the following: Air, Cold, Earth, Fire, Heat or Water. The character has integrated that rune and has that rune’s Runecasting skill.

Profession Cultural Background Basic Skill Bonuses Advanced Skills
Acrobat Barbarian
Peasant
Acrobatics +10%
Throwing +10%
Athletics +10%
Dodge +10%
Sleight +10%
 
Animal Trainer Barbarian
Peasant
Driving +5%
Riding +5%
Persistence +10%
First Aid +5%
Resilience +5%
Lore (Animal) +20%
 
Alchemist Townsman Evaluate +10%
First Aid +10%
Lore (Plant) +10%
Runecasting1
Lore (Alchemy)
Craftsman Barbarian
Peasant
Townsman
Evaluate +20%
Influence +5%
Persistence +5%
Craft
Pick one

Engineering
Mechanisms
Craft (other)

Bard (escald) Barbarian
Peasant
Townsman
Sing +10%
Influence +10%
Perception +5%
Lore (World) +10%
Sleight +5%
Pick one

Dance
Language
Lore
Play Instrument

Witch Barbarian
Peasant
First Aid +5%
Lore (Animal) +5%
Lore (Plant) +10%
Runecasting4
Pick two

Healing
Runecasting (other)4
Lore
Survival

Hunter Barbarian
Peasant
Bow +5%
Spear +5%
Lore (Animal) +10%
Stealth +10%
Survival
Tracking
Shaman Barbarian Influence +10%
Persistence +5%
First Aid +5%
Lore (Animal) +5%
Lore (Plant) +5%
Runecasting3
Pick one

Healing
Runecasting (other)3
Lore
Survival

Courtier Townsman
Noble
Influence +15%
Perception +5%
Lore (World) +5%
Sleight +5%
Dance
Pick one

Lore (Art)
Lore (Philosophy)
Lore (Heraldry)
Lore (Regional)
Play Instrument

Diplomat Townsman
Noble
Influence +20%
Perception +10%
Lore (World) +10%
Pick one

Dance
Language
Lore
Play Instrument

Scholar Townsman
Noble
Evaluate +5%
Persistence +10%
Lore (World) +5%
Lore
Pick two

Healing
Language
Engineering
Mechanisms
Lore (other)

Spy Townsman
Noble
Acrobatics +5%
Dodge +5%
Influence +5%
Perception +5%
Persistence +5%
Lore (World) +5%
Stealth +5%
Sleight +5%
Pick one

Disguise
Language
Tracking

Explorer Barbarian
Noble
Perception +5%
Resilience +5%
Lore (World) +20%
Pick two

Language
Shiphandling
Lore (Astronomy)
Lore (Geography)
Survival

Farmer Barbarian
Peasant
Athletics +5%
Driving +5%
Resilience +10%
Lore (Animal) +15%
Lore (Plant) +15%
 
Ranger Barbarian
Peasant
1H Sword +5%
Perception +5%
Lore (World) +10%
Tracking
Lore (Regional)
Survival
Town Guard Townsman Polearm +10%
Athletics +5%
Crossbow +5%
Shield +10%
1H Hammer +5%
Perception +5%
Streetwise
Blacksmith Barbarian
Peasant
Townsman
Evaluate +5%
1H Hammer +10%
Resilience +5%
Craft (Blacksmith)
Lore (Mineral)
Pick one

Engineering
Mechanisms
Craft (Armourer)
Craft (Weaponsmith)

Thief Barbarian
Peasant
Townsman
Acrobatics +5%
Evaluate +5%
Perception +10%
Stealth +10%
Sleight +10%
Pick one

Streetwise
Disguise
Mechanisms

Woodsman Barbarian
Peasant
Athletics +10%
1H Axe +5%
2H Axe +10%
Resilience +5%
Lore (Plant) +10%
Survival
Wizard Townsman
Noble
Evaluate +5%
Persistence +10%
Lore (World) +5%
Runecasting5
Runecasting (other)5
Pick one

Language
Runecasting (other)5
Lore

Sailor Peasant
Townsman
Acrobatics +10%
Athletics +10%
Boating +10%
Resilience +5%
Lore (World) +5%
Shiphandling
Physician Townsman
Noble
Evaluate +5%
Perception +5%
First Aid +20%
Lore (Plant) +10%
Healing
Merchant Townsman Evaluate +20%
Influence +10%
Lore (World) +10%
Pick one

Language
Shiphandling
Lore (Logistics)

Mercenary Barbarian
Peasant
Townsman
Lore (World) +10%
Pick two

Bow +15%
Polearm +15%
Crossbow +15%
Shield +15%
1H Sword +15%
2H Sword +15%
1H Axe +15%
2H Axe +15%
1H Flail +15%
2H Flail +15%
1H Hammer +15%
2H Hammer +15%

Pick two

Athletics +5%
Driving +5%
Dagger +5%
Unarmed +5%
Dodge +5%
Evaluate +5%
Riding +5%
Resilience +5%

 
Militiaman Peasant
Townsman
Athletics +10%
Unarmed +5%
Shield +10%
Dodge +5%
1H Axe +5%
Spear +10%
Resilience +5%
 
Miner Peasant Athletics +10%
1H Axe +10%
2H Axe +10%
Resilience +10%
Lore (Mineral)
Herdsman Barbarian
Peasant
Sling +10%
First Aid +5%
Resilience +5%
Lore (Animal) +20%
Survival
Fisherman Barbarian
Peasant
Throwing +10%
Athletics +5%
Boating +20%
Resilience +10%
Lore (Animal) +5%
 
Priest Peasant
Townsman
Influence +15%
Persistence +10%
Lore (World) +5%
Runecasting2
Lore (Theology)
Lord Noble 1H Sword +10%
Influence +20%
Riding +10%
Persistence +10%
 
Soldier Barbarian
Peasant
Townsman
Noble
Unarmed +5%
Dodge +5%
Resilience +5%
Lore (World) +5%
Pick three

Bow +10%
Polearm +10%
Athletics +10%
Crossbow +10%
Driving +10%
Dagger +10%
Shield +10%
1H Sword +10%
2H Sword +10%
1H Axe +10%
2H Axe +10%
Sling +10%
Spear +10%
1H Flail +10%
2H Flail +10%
1H Hammer +10%
2H Hammer +10%
Riding +10%

 

Free Skill Points

Every character receives 100 additional skill points. The player can add these free skill points to his skills in the following ways:

  • Add to a Basic or Weapon skill score.
  • Add to an Advanced skill score, as long as the character already possesses the skill.
  • urchase an Advanced skill. This costs 10 free skill points and the Advanced skill starts at its basic Characteristic-derived score.

No single skill can benefit from more than 30 free skill points. The Advanced skill of Runecasting may not be purchased. An Advanced skill purchased with free skill points cannot be increased by more than 20 points.

Part Five – General Information

Movement: Human characters have a Movement of 4 metres (4m).

Hero Points: Every character starts with two Hero Points.

Edad: The character may start out at any age between 18 and 30.

 

This is Open Content and is distributed under the Open Game License v1.0a terms.

“RuneQuest” and the RuneQuest logo are registered trademarks of Issaries, Inc.
The RuneQuest Main Rulebook is published by Mongoose Publishing.
The mention or reference to any company or product in these pages is not a challenge to the trademark or copyright concerned.