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RuneQuest - 4E - Roleplaying in Glorantha

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Adventurers

Shaker Priestess Appoints a New King

D20 Result

1 Offered as a sacrifice to the Cannibal Virgins but

somehow survived. Gain Devotion (deity) and

+1D3% Reputation.

2–6 Supported Onjur Fazzursson as king. Gain

Loyalty (General Fazzur).

7–18 Witness Shaker Priestess acclaim Unstey as King

of Wintertop. Gain Loyalty (Shaker Temple).

19–20 Nearly killed fighting followers of King Pharandros.

Gain Hate (King Pharandros) and +1D3%

Reputation, and give yourself a distinctive scar.

st e p 3 :

rune affinities

Every adventurer is tied to several of the Runes introduced

on pages 14–15. These Rune affinities represent the strength

and nature of your adventurer’s presence in both the Middle

World and the Gods World of Glorantha. Three categories

of Runes make up an adventurer: Elemental, Power, and

Form. This section describes the effects your adventurer’s

Rune affinities will have on them.

As with skills and personality traits, Rune affinities are

expressed as a percentile chance of success. A Rune affinity

with a rating of 0% has no chance of success, while an affinity

with a rating of 95% almost always succeeds.

Your Rune affinities are directly tied to your adventurer’s

ability to use your cult’s Rune spells, so keep that in mind

when assigning the initial values.

Runes and Cults

To join your desired cult, your adventurer must have a score

of at least 50% in one of the Runes affiliated with that deity.

It is recommended that your adventurer share at least two

Runes with the deity (if possible). The higher the Rune

affinities’ ratings are, the better your adventurer is at using

the deity’s Rune magic.

The Runes of the gods described in this book are listed

below, and cult descriptions are provided on pages 288–331.

Elemental Runes

The six Elemental Runes represent the raw essence of the

cosmos. The elements bind adventurers to the conflicts of

the Gods War, and are behind their most primordial drives.

Liberation of Sartar

D20 Result

1 Fought with great glory. Gain Honor and

Loyalty (Sartar), add +1D3% Reputation, and

add +10% to Battle.

2–5 Nearly killed in battle. Add +5% to Battle and

give yourself a distinctive scar.

6–10 Survived. Add +5% to Battle.

11–20 Witnessed Kallyr Starbrow acclaimed as Prince of

Sartar in Boldhome. Gain Loyalty (Sartar) and

add +5% to Battle.

An Elemental Rune may be used to increase your adventurer’s

chance of success with another ability. This is called

an augment. The ability being augmented must be:

..

..

..

A non-combat skill within the Rune’s Skill Category

The sense skill associated with the Rune (see below)

A combat skill using a weapon associated with that

Rune (see below)

Additional information such as the organs, color, metal,

and animal phyla associated with each Rune have been provided.

You can find out more about augments on page 144.

Choosing Your

Elemental Runes

Choose three Elemental Runes to be your primary, secondary,

and tertiary Rune affinities. The primary Rune starts at a

60% affinity, the second at 40%, and the third at 20%.

The other three Elemental Runes start at 0%, unless

otherwise raised.

Add any cultural Rune modifiers based on your adventurer’s

Homeland.

Sartar: Air Rune +10%

..

..

..

..

Esrolia: Earth Rune +10%

Grazeland Pony Breeders: Fire/Sky Rune +10%

Praxian Tribes

• Bison Rider: Air Rune +10%

• High Llama Rider: Water Rune +10%

• Impala Rider: Fire/Sky Rune +10%

• Pol Joni: Air Rune +10%

• Sable Rider: Moon Rune +10%

..

..

Lunar Tarsh: Moon Rune +10%

Old Tarsh: Earth Rune +10%

45

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