TabletopRes/runequest/character-creation.tex

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\chapter{Character Creation}
This has been a more involved process than I expected, but a big part of
why that has been the case, is because I haven't done any of this while
directing it with other people.
I have created characters in other systems, either on my own, or with
someone else leading it as the game master. That ends up being a
different process.
This very much has been a more ``methodical'' approach, in part because
not knowing the process in any way, it has lead to me having to read it
on my own.
\section{Steps}
This brief description is almost directly from {\it RuneQuest Roleplaying in
Glorantha}(Table \ref{char-create-steps}):
\begin{table}
\begin{itemize}[noitemsep]
\item {\bf Step 1: Homeland.} chose your adventurer's Homeland.
\item {\bf Step 2: Family History.} Develop the family history for
your adventurer, and their own history prior to their life of
adventure.
\item {\bf Step 3: Rune Affinities.} Choose your adveturer's Runes.
These quantify your adventurer's connection to specific Runes and
drive personality and social impulses.
\item {\bf Step 4: Characteristics.} Determine characteristics and
secondary attributes.
\item {\bf Step 5: Occupation.} Choose your adventurer's occupation.
\item {\bf Step 6: Cult.} Choose your adventurer's cult.
\item {\bf Step 7: Personal Skill Bonuses.} Allocate personal skill
bonuses.
\item {\bf Step 8: Other Information.} Give your adventurer a name
and determine other information needed, such as gender, equipment,
family heirloom, et cetera.
\end{itemize}
\caption{Character Creation Steps\cite{rq-rig} p. 23}
\label{char-create-steps}
\end{table}
Homeland is important in RuneQuest, as it helps to determine a variety of
cultural aspects such as customs, language, and religion. In my playing
at this point, I am not restricting, or recommending a given homeland.
The homelands that exist in the world of RuneQuest are: Sartar, Esrolia,
Grazelands, Prax, Lunar Tarsh, and Old Tarsh.
My character is Old Tarsh.