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Rune Sources: The Collected Character
SGRS954
Rune Sources
The Collected
A handy reference for character creation...
Requires the use of the RuneQuest Main Rulebook, available from Mongoose Publishing
Character
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Rune Sources
The Collected Character
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Credits
Author/Concept
Tim Bancroft
Contents
Introduction...............................................3
Generation Process....................................4
5. Cultural Background............................7
Cultures.................................................7
6. Professions..........................................13
7. Free Skill Points..................................21
8. Special Actions/Spells........................22
ero Points ..........................................22
Age......................................................22
Starting Items.....................................23
Legendary Abilities............................23
Traits...................................................23
Rune Spells.........................................23
Demesne Spells Table........................24
Rune to Spells Table.........................24
Spells to Demesne and Rune............25
Runes & Runic Powers.....................26
9. Attributes.............................................27
Appendices...............................................28
Divine Magic......................................28
Petty-Magick......................................28
Runes..................................................29
Collected Character Sheet.......................30
Character Creation Worksheet...............32
Using the Worksheet.........................33
Cover Design
Halfbat
Illustrations
Miguel Santos
Open Game License
This product is produced under the Open Gaming Li-
cense a copy of which is enclosed. The entries or
sections of this product identified as Open Gaming
Content (OGC) are specifically marked as such within
each entry or section.
RuneQuest™ and the RuneQuest logo are Trademarks
owned by Issaries, Inc. and are used according to the
terms of the RuneQuest Logo Licence version 1.0. A
copy of this licence can be obtained from Mongoose
Publishing. The mention or reference to any company
or product in these pages is not a challenge to the
trademark or copyright concerned.
Requires the use of the RuneQuest Main Rulebook, available from Mongoose Publishing
Rune Sources: The Collected Character © 2007 Sceaptune Games. All rights reserved. Reproduction of this work by any
means without the written permission of the publisher is expressly forbidden. All significant characters, names, places, items,
art and text herein are copyright Sceaptune Games.
This material is protected under the copyright laws of the United Kingdom. This product is a work of fiction. Any similarity
to actual people, places, organisations and events is purely coincidental.
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Introduction
This handy booklet contains a consolidation of the
character creation options presented in the various
RuneQuest™ core rulebooks and provides additional
background and professional options. It is intended for
Games Masters and Players alike as a quick, all-in-one
reference during character generation.
Sorcerers and Hedge Wizards for full details). This
gives a total of well over 60 professions! Various
additional build options are suggested to allow more
powerful starting characters.
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To help choose spells and avoid that constant flicking
through the spell lists to find the Runes to which they
belong, we have collated the various lists and provided
some handy spell-to-Rune/Demesne tables as well as
Rune/Demesne-to-Spell tables. Some of these come
from our own products as well as the RuneQuest™
SRD (System Reference Document).
RuneQuest™ character generation allows for rich, high-
ly tailored or flexible characters. Sometimes, however,
the process needs a little help to track the various
changes to the skills. A step-by-step process is provid-
ed with a related worksheet and a character sheet, both
of which can be photocopied for your own use. Just
follow the steps and you will find the book is ordered in
the same sequence as the steps in the process.
A separate version of the character sheet given here in
A4 size is also to be found in the resources/downloads
section on the Sceaptune Games website at
As well as the basic Cultural Backgrounds and Profes-
sions, there are two additional Cultural Backgrounds,
26 additional Professions and a summary of the seven
Petty-Magick Professions (see Petty-Magick, Petty-
http://www.sceaptunegames.co.uk/
Whilst using this Rune Sources supplement, it is as-
sumed that you have access to a RuneQuest ™ rulebook
that defines the skills, their usage and how to generate
and assign characteristics for a particular race.
In this document, wording in normal grey text is addi-
tional character creation rules intended to extend the
character creation options. Some of these new rules are
Open Gaming Content and are specified as such.
Series Overview
The Rune Sources series are published under the OGL
(Open Gaming License) for RuneQuest ™. The series
provides supplementary rules and background informa-
tion for Games Masters and Players. The Rune Sources
series includes a new magic system, Petty-Magick, new
cults, overviews of individual races and other Games
Master aids.
Some professions detailed in this supplement have also
been included in other Rune Source supplements, nota-
bly Petty-Magick, Petty-Sorcerers and Hedge Wizards ,
a supplement that outlines a new magic system for
RuneQuest™ , and in the Quester’s Guide to Ducks , a
Rune Sources supplement describing aspects of that
ancient but peculiar race (published May 2007).
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Generation Process
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The following is the procedure and order we find most
useful in generating RuneQuest characters. The process
is also outlined in the tick list.
This will not only govern how you create and build your
starting character but also how he is used during play.
Many of the steps outlined here are provided with
focused sections in this document containing much
more detail.
Concepts can be as simple as in ‘an ignorant but loyal
barbarian’ or ‘a younger son of a noble seeking fame
and fortune in the world’. These are easy to play but
can give interesting motivation to a character and also
enable the character to be adapted if you wish to change
your mind as play unfolds.
1. Determine Constraints
This is a frequently ignored step in character generation
but an important one. Discuss with your Games Master
any constraints he or the campaign might have on
character generation. For example, he may preclude or
recommend particular races, Cultural Backgrounds or
Professions or may wish players to fit in with a particu-
lar ‘feel’ for his campaign. Sometimes, such a negotia-
tion can even give your Games Master ideas he can use
for the campaign.
More interesting or complicated concepts can give a
great deal of motivation and background to a character,
but can be more challenging to play. These more
complex concepts can be along the lines of: ‘A misera-
ble borderer, rejected by his family after being forced to
kill a clan relative who was plotting against the family
and had murdered his beloved. Unable to save his love
he is now wracked by guilt, constantly wishing to atone
for his inability to save her and to return his people,
forgiven.’
If running with a more complicated concept, make sure
that it fits in with how the Games Master wishes to take
his campaign – indeed, it may be that he can use the
concept to enhance the campaign, introducing scenarios
that relate to the character’s history. It is also a good
idea to talk the concept over with the other players if it
is slightly controversial: this is, after all, a game and
everyone wants to have fun!
Your Games Master may also have special skill bonuses
which can be applied to some races or backgrounds, or
may have additional aging, skill level requirements or
professions in mind. You may even find that you can
have multiple professions or can age your character to
make him more experienced. This information should
be quickly noted for use in subsequent steps.
3. Choose Race
Having decided on a concept, choose a race for your
character which both matches the concept and the back-
ground or constraints of the campaign. Humans are
easiest to play, but other races can provide for interest-
ing interactions. Record on the character sheet any
racial traits pertinent to the character’s race.
It is possible that your Games Master may also wish a
particular race to be used or must prevent others being
used. An elvish Hedge Wizard amongst a group of
Dark Trolls, for example, may either provide for ex-
tremely interesting or extremely disastrous roleplaying
– and if the campaign is set amongst trolls the latter is
more likely (though an elf who has decided to take up
the troll way of life may make for an interesting game!)
2. Character Concept
Think of the general idea or feel you have in mind for
the character and expand this idea into a concept. This
should be agreed with the Games Master and it is a good
idea to share the Character Concept with the other
players to see how it fits within your regular group.
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4. Generate Characteristics
Characteristics should be generated as defined in the
RuneQuest™ Main Rulebook . These should just be
recorded on the worksheet for now as they may change.
5. Cultural Background
Select a Cultural Background and apply the skill bonus-
es from that Background. The Backgrounds available
are all listed in the tables below. When doing so, it is a
good idea to hold the Character Concept in mind to
ensure the final character meets that concept or can
provide the skills that concept suggests. It is worth
bearing in mind that some races will not come from a
particular background.
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Some players like to optimise their character to a nar-
row band of specialities and this is the first stage at
which that optimisation can be carried out. Whatever
your overall concept, however, it is a good idea to have
your character begin play with a few useful competen-
cies (skills with more than 50%) so that, right from the
start, he can both be involved in the group’s activities
and contribute positively to their outcome.
At this point, calculate the character’s starting money
but be prepared to modify this depending on any aging
or experience adjustments your Games Master allows
your character to use before play.
Character creation is easier if you gradually accumulate
the skills and bonuses before writing them into the
character sheet, as subsequent steps can alter them dra-
matically.
In the Professions chapter are 33 new professions, some
of them specialist professions for the ancient and medi-
eval periods, others more generic in nature and still
others are from our Petty-Magick supplement. These
can be found on pages 14-20.
The Cultural Backgrounds are given on page 7-12 to-
gether with a few guidelines and suggestions. A one-
page reference summary is provided on page 12.
6. Profession
From the list of Professions available for your
character’s Cultural Background, choose one and apply
its skill bonuses. This may also mean that additional
skill bonuses are acquired or characteristics are altered
(from Runes, for example).
7. Apply Free Skill Points
These can be allocated as outlined in the ‘Free Skill
Points’ section to boost skill levels. Check with the
Games Master how many you can use and whether or
not you can boost the amount you can use by aging your
Depending on the level of skill required for the cam-
paign, you may be able to apply bonuses from your
character’s Profession twice or more. Talk to your
Games Master to see at which level of skill he would
like characters to start. This Journeymen Profession
option is outlined on page 13.
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