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RuneQuest - 4E - Roleplaying in Glorantha

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Adventurers

he imaginary personae created and controlled by

players are called adventurers. Those used by the

gamemaster are called non-player characters. When these

rules mention adventurers, the same rules almost always

apply equally to non-player characters. The gamemaster

controls all other characters in the game, from the Red

Emperor to the most witless food trollkin.

Your adventurer is not expected to be an ordinary member

of society (although you can certainly create one who is, if

you choose). Instead, your adventurer is someone that might

become a Hero, and take their place in the Hero Wars. The

adventurer creation process reflects that bias, creating competent

and resourceful adventurers early in their adventures.

Follow the steps below to create an adventurer. This procedure

lets you create human adventurers from the greater

Dragon Pass region (Sartar, Lunar Tarsh, Old Tarsh, Prax,

Esrolia, and the Grazelands) that fit into their societies, even

if as outlaws!

Future supplements will provide additional guidelines

and support for creating adventurers from different lands,

religions, and even different species!

Additionally, the RuneQuest Gamemaster’s Screen

Pack provides an alternate quick adventurer generation

system which may be of interest when time is pressing.

Getting Started

Before making adventurers, the players and gamemaster

should discuss together the roles the players would like to

take on and play. The gamemaster should let the players

know whether they will be playing in a focused campaign

with a specific theme, or whether the campaign will be openended,

with a loose framework and no overarching plot.

The players and gamemaster should determine what

Homelands are appropriate for the campaign. They may

decide that all or most of the adventurers should be from

the same tribe or clan. Some may even be brothers or sisters.

Procedure

Follow these eight steps to create your adventurer. Each step

is explained in more detail in the pages that follow.

..

Step 1: Homeland. Choose your adventurer’s

Homeland.

..

Step 2: Family History. Develop the family

history for your adventurer, and their own history

prior to their life of adventure.

..

Step 3: Rune Affinities. Choose your adventurer’s

Runes. These quantify your adventurer’s connection

to specific Runes and drive personality and

social impulses.

..

Step 4: Characteristics. Determine characteristics

and secondary attributes.

..

Step 5: Occupation. Choose your adventurer’s

occupation.

..

..

Step 6: Cult. Choose your adventurer’s cult.

Step 7: Personal Skill Bonuses. Allocate personal

skill bonuses.

..

Step 8: Other Information. Give your adventurer

a name and determine other information needed,

such as gender, equipment, family heirloom, etc.

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