Character Creation

All page numbers refer to RuneQuest Sixth Edition.

There is a spreadsheet you can use for character creation here. Download it and fill it out according to the instructions in these boxes in the steps below. Note that you will only be filling in areas with a light orange background.

(1) Choose Your Race

Your character’s race determines the dice you roll for your characteristics as well as a few special abilities. You can play as a human, an elf, a half-elf, a dwarf or a gnome. System details for each race can be found here.

Spreadsheet Note: The top row has a list of races at the top with the number 0 below them. Change the number below your chosen race to 1.

(2) Roll Characteristics

RuneQuest characters have seven characteristics: Strength (STR), Constitution (CON), Size (SIZ), Dexterity (DEX), Intelligence (INT), Power (POW) and Charisma (CHA). (Refer to pg. 10-11 for descriptions of each.) The dice you will be rolling to determine each of these are tied to your race; for example, humans roll 3d6 for all characteristics except SIZ and INT, for which they roll 2d6+6.

Here are some special characteristic generation rules for our game:

  • Add a bonus die to any characteristic dice pool and then drop the lowest result (e.g., you may roll 4d6 for any 3d6 characteristic roll, etc.).
  • You may swap any two characteristics that roll the same pool of dice (e.g., humans roll 3d6 for most characteristics, so they may freely swap any 3d6 rolls).
  • You may reroll any characteristic below 7 unless the maximum of that characteristic’s dice pool is less than 17; otherwise, you may reroll any characteristic below 4.
  • You may freely lower any characteristic after you have assigned them all.
Spreadsheet Note: Enter in your characteristics in their corresponding rows in the second column next to the list of characteristics at the top part of the sheet.

(3) Determine Your Derived Attributes

There are nine attributes that are derived directly from characteristics. These are Action Points, Damage Modifier, Experience Modifier, Healing Rate, Height & Weight, Hit Points, Luck Points, Magic Points and Strike Rank. An additional attribute, Movement Rate, is determined by race. Refer to pg. 12-16 for descriptions of these attributes and to pg. 18 for a quick summary on how to calculate them (round up where necessary).

Spreadsheet Note: All attributes aside from Damage Modifier, Height & Weight and Movement Rate will be calculated automatically for you based on your entered characteristics. Damage Modifier must be entered manually, while the Height & Weight is not included on the spreadsheet.

(4) Calculate Base Percentage for Standard Skills

RuneQuest has two types of skills, standard and professional skills, which basically correspond to D&D’s untrained and trained-only skills, respectively, in how they can be used. The standard skills useable by all characters regardless of culture, profession or training are the following:

Athletics Influence
Boating Insight
Brawn Locale
Conceal Native Tongue
Customs Perception
Dance Ride
Deceit Sing
Drive Stealth
Endurance Swim
Evade Unarmed
First Aid Willpower

Also record your character’s base Combat Style percentage.

Refer to pg. 16 to determine their values and to pg. 57-66 for descriptions of each.

Spreadsheet Note: The spreadsheet will take care of this entire step for you. Notice that the “Base” column next to the list of skill names will fill in automatically as you enter your characteristics.

(5) Choose Your Culture

Culture influences your character’s outlook and also provides access to standard and professional skills that your character would have been expected to learn. As far as character creation, perform the following steps:

  1. Choose a culture. A list of campaign-specific cultures can be found here.
  2. Apply +40% to the Customs and Native Tongue skills associated with your culture. (This is already added in on the spreadsheet.)
  3. Select three professional skills from your culture’s given options.
  4. Decide if you want to invest points in a Combat Style at this stage. If so, select only one.
  5. Distribute 100 skill points among the standard skills, your three chosen professional skills and your chosen Combat Style (if applicable) associated with your culture, increasing that skill by 1% for every point spent on improving it. You cannot improve any skill less than 5% or any more than 15% at this stage.
Spreadsheet Note: In the upper right you will see a number in the Skill Points section next to the word “Culture.” This is your amount of unspent culture skill points. Add to the “Culture” column next to skills until the culture skill points number is 0.

(6) Social Class, Starting Money & Connections

Different cultural groups have different social class structures, and social classes are often restricted to particular cultures. You can see a breakdown of this here. Choose a social class appropriate to your culture and character.

Characters belonging to the following cultures roll 4d6 x 50 for their starting money in silver pieces:

  • Constain Underclass
  • Fulgrathian Peasantry
  • Rhondanian Rural Clansman
  • Sighurdish Rural

Characters that belong to any other culture instead roll 4d6 x 75.

(7) Choose and Calculate Passions

PCs will be choosing at least two passions.

Passions tie characters to the world and motivate them. Like skills, passions are percentages that have a starting value based on two characteristics. This percentage value indicates roughly how dedicated a character is toward the object of their passion. Passions are expressed in terms of “Verb + Object” or in such terms as “Loyalty to Object.”

See pg. 36-37 for more information.

Spreadsheet Note: Passions are not included on the spreadsheet, as they often involve using characteristics that are not your character’s to calculate.

(8) Choose Your Career

Careers further define a character’s skill development. The career chosen does not necessarily have to be the one the character continues to follow in his adventuring life, but it is the career he or she embarked on as part of the transition to adulthood; thus, one’s career influences the character’s backstory and his or her place in the community.

Campaign-specific careers tied to culture will be introduced soon. For now, refer to pg. 41-47 for a general idea. Career selection will go according to the following steps:

  1. Choose a career. Campaign-specific career information (and there isn’t much of it) can be found here.
  2. Select up to three professional skills from your career’s given options. Note that, unlike what is implied in the career writeups in the rulebook, any career may choose any Combat Style as a professional skill.
  3. Distribute 100 points (120 if human) among the career’s listed standard skills and whatever professional skills were chosen, increasing each skill by 1% for every point spent on improving it. Not all of the available skills must be improved, but no individual skill can receive more than 15%.
  4. Any skill previously gained via cultural background simply allows the character to further apply skill points to them.
Spreadsheet Note: In the upper right you will see a number in the Skill Points section next to the word “Profession.” This is your amount of unspent career skill points. Add to the “Profession” column for skills until the career skill points number is 0.

(9) Determine Age & Bonus Skill Points

Decide how old your character is. Older characters receive more bonus skill points and may use them to increase skills to higher levels than younger characters, but they must roll for background events that may be deleterious (pg. 27-30). Characters who are “Senior” or “Old” also suffer the effects of aging (pg. 107).

Limit characters to either “Young” or “Adult” categories. “Young” characters receive 100 bonus skill points and may use them to improve skills up to +10%; “Adult” characters receive 150 bonus skill points, may use them to improve skills up to +15% and make one roll for background events.

Follow these steps once you have decided your age:

  1. Choose a single Combat Style or professional skill outside of those you may have already chosen. (The Binding skill may not be chosen.)
  2. Distribute points between any standard skill, the Combat Styles and professional skills derived from culture or career and the one skill you chose in the first step.
Spreadsheet Note: In the top right of the spreadsheet, you will see an area that says “Age: Young?” with a 0 in the cell next to it. If your character is an “Adult” age category, leave it at 0. If he/she is in the “Young” age category, change it to 1.
You will see a number in the Skill Points section next to the word “Age.” This is your amount of unspent bonus skill points. Add to the “Age” column for skills until the bonus skill points number is 0.

(10) Cult or Brotherhood Membership

More info soon.

Character Creation

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