CHA4028 RuneQuest: Roleplaying in Glorantha – Chapter 03 Adventurers Q&A

Answers by Jason Durall, RuneQuest Line editor

This section covers pages 23-83:

  • Getting Started
  • Procedure
  • Step 1: Homeland
  • Step 2: Family History
  • Step 3: Rune Affinities
  • Step 4: Characteristics
  • Step 5: Occupation
  • Step 6: Cult
  • Step 7: Personal Skill Bonuses
  • Step 8: Other Information

Step 2: Family History (page 27)

Family History in general: Is the default Homeland I apply when gaining Passions etc through events the Homeland of my Adventurer, even if the grandparent/parent who took part in the event itself was from a different Homeland? I think it is always the homeland of the adventurer.

The rules don’t really address grandparents and parents of different Homelands (but doesn’t prevent them) so I’d let the player pick. This could mean that the (grand)parent tells the adventurer about the old country and how awesome it was, or they could enthusiastically instil in the adventurer a love for the new adopted homeland. 

Step 2 (Page 28)

2. Determine the occupations of your grandparent and parent.

Roll for your grandparent’s occupation on the Occupation table, or pick a result

And again in 

2.2. “Use the Occupation table to choose or randomly determine your grandparent’s and parent’s occupations

If you ignore the former grandparent part it works as you then have an occupation for your grandparent and parent. Unless I’ve gotten something wrong.

It’s just duplicated.

Year 1608 Events (page 32)

First Invasion of Prax (page 32)

Hate (Lunar) should be Hate (Lunar Empire) ?


Random Boons (page 40)

What does “Gain +10% Loyalty (clan) or add +10% to the existing Loyalty.” (Results 13-14 and 16-17) mean? Should that be “Gain Loyalty (clan) (60%?) or add +10% to the existing Loyalty”?

Yes, it’s just awkwardly phrased.

Year 1624 Events (page 42)

Jaldon Goldentooth Summoned

Result 16-18 specifies that you swear loyalty to both Argrath and Jaldon, yet the Passions you gain are Devotion (White Bull) and Loyalty (White Bull). Is this intentionally so?

Agrath is the White Bull. Jaldon is only there temporarily as a summoned ancestor. We had to pick where the Devotion and Loyalty went, and it made more sense for Argrath as being still in the world. 

Players can add Passions at any time they want at 60% so if someone wanted to add one for Jaldon, they could do so once play begins. 

Year 1625 Events (page 44)

Events table “11-17” result changed to “11-16”. (Part of Second printing corrections)

Step 3: Rune Affinities (page 45)

Runes & Cults table (page 47)

Foundchild: Hunting God. info added: Death rune Death 295 Harmony rune Harmony. (Part of Second printing corrections)

Step 4: Characteristics (page 51)

Rune & Homeland Modifiers (page 53)

Can your primary or secondary Rune Affinities, or your Homeland characteristic modifiers raise your characteristics over the species maximum? Eg. is the maximum SIZ of a Bison Rider 18, 20, or 22?

No. Your species max is your species max, unless boosted by some way through some other (likely divine) means. 

That said, some non-player characters may have transcended these maximums through such avenues.

MOV speed when running (page 54)

What are the rules for MOV speed when running?  As I recall, in previous editions, bipedal  runners moved MOVx2, quadrupeds moved MOVx4 and flyers could move as fast as their fly MOVx5.  Are there running rules in RQG?  I only found rules for chases, which doesn’t address the actual amount someone moves during a round.

Page 54, under ATTRIBUTES

“(8 meters walking or 24 meters running)”

MOV Rate (page 54)

So, does it really mean that the MOV rate is the speed while running, and the speed while walking is 1/3 that?

1 MOV unit equals 1 meter when walking, and 3 when running. Generally players aren’t concerned with their walking speed while in tactical situations, so 3 meters is the value given. 

General Hit Points

General hit points are mentioned throughout the book. What are “general hit points”?

General and total hit points (page 54) are the same thing.

Negative Hit Points (page 55).

What is the maximum (if any) that limbs can go negative, when do they become maimed?

A hit location can “absorb” three times its normal hit points in damage, so technically a hit location can go into negative up to twice its hit points. 

See page 148 in the section titled Damage Equals or Exceeds Triple the Location’s Hit Points.

Strike Rank (page 57)

The sample characters’ animal sidekicks (Vasana’s Bison etc.) all have a Base Strike Rank, and all creatures in the Bestiary are also listed with a Base Strike Rank. However, I was unable to find any explanation anywhere (either here or in the Bestiary), about what a Basic Strike Rank actually is or what purpose it serves. My understanding is that it is merely the combined SIZ+DEX strike rank for the creature and that Vasana’s Bison for instance has a 0+3 Strike Rank (so Base SR 3) and that this is as usual added to the stat of the “weapon” (in case of the Horn apparently 5) to create the Strike Rank for the Horn attack (8). And I assume that if the Bison were to do something other than attacking, they would be doing it in their base strike rank?

Base Strike Rank = DEX SR + SIZ SR. Most natural/unintelligent animals use this as their default physical action SR, whether attacking or doing something else (if in combat). 

We break SR into DEX SR and SIZ SR when dealing with missile weapons or magic, which don’t take into account SIZ. 

Skills Category Modifiers (page 57)

2nd to last paragraph “bonus” is changed to “modifier”. (Part of Second printing corrections)

Knowledge & Perception Skill Category modifier (pages 58 & 59)

Any plans to change the calculation that Knowledge and Perception have the same Skill Category modifier?


Step 5: Occupation (page 63)

Noble (page 69-70)

The starting equipment for Noble characters (p.70) does not include any armour on abdomen hit location, as Bronze (Plate) Cuirass only protects chest. The same problem is with the character Harmast (p.88), whose equipment is based on this list. Notably, the Harmast’s hit location table (p.89) still incorrectly states that he has 6 AP on abdomen.

I suppose the “Bronze/Plate Cuirass” on both these places should actually be Bronze Plate, Segmented (according to the table on p.215).

Yes, read that as a hauberk.

It’s been corrected in Harmast’s writeup for future publications.

Scribe (page 70)

Base Income – It states that the Base Income for using Alchemy or Customs is 160L, but Alchemy is not listed as an occupational skill for Scribes. Should it be, or should Alchemy be removed from the basic income list?

Most scribes will use Custom, but in the case of a scribe who focuses on alchemy as a means of making money, they might choose Alchemy. 

Thief (page 71)

“Pitchman” is listed as a profession for thieves. What does a “pitchman” do?

Someone who makes a “pitch”, a type of con man who sells stolen or fraudulent/fake goods or works on elaborate swindles. He might also be the “face” for a criminal enterprise that needs someone to do all the talking. 

Initiated and Initiates (pages 73 & 269)

Page 73 in the RQG book: “Nearly every adult is initiated into the cult of a specific deity.”

Page 269 in the RQG book: “Most who belong to a cult are lay members, without any authority or position within the cult.”

Which is it?

You’re confusing being initiated into a cult with being an initiate of that cult. Most everyone in the world is a member of one cult or another, a lay member. Only a small number take the test sacrifice a point of POW and gain a Rune point, and still fewer go on to become Rune Masters or God-talkers within that cult. 

I agree that the word choice on page 73 is confusing. A clearer version might be “Nearly every adult is a member of the cult of a specific deity.” 

For the purposes of player character adventurers, all are considered to be initiates, so the sentence on page 73 applies specifically to them.

Suggested Special Rune Magic (page 73)

Basic question a starting adventurer has 3 rune points. Sever spirit is a 3 point spell does that take 1 or 3 of his starting rune points.  I’d say 3 but the rules seem to indicate 1. 

Adventurers get three Rune spells of their choice. Unless the spell has a higher cost than 1, the Rune spell’s level is 1. 

Common Rune Magic Box (page 74)

  • Spells About the Cult

Add “Summon Cult Spirit” & “Summon Cult Spirit 1-3 points” (Part of Second printing corrections)

Vasana’s Saga (page 80)

Third bullet point has Farm 30% changed to 35%, and fifth bullet has Javelin 20% changed to 25%. (Part of Second printing corrections)

In Vasana’s stats, she suddenly has a Homeland (Sartar) 35 (sic) skill. There is up to this point no explanation to where she has it from. It is, however, implied on p 82 that you get the Homeland skill from picking a Homeland and then it shows up in the next iteration (also on p.82) of Vasana’s stats.

Delete Homeland (Sartar) 35.

Effects of Ageing (Pages 81 vs. 425)

On Page 81 the costs of additional experience for an adventurer “for each two-year interval or fraction above age 40 subtract –1 point from STR, CON, or DEX”

On Page 425 an adventurer upon reaching 40 rolls on two tables. As a consequence they might lose STR, CON, DEX or SIZ

Should page 81 be consistent with page 425 in this respect? Also should not the rate of loss be the same, for an adventurer (they differ in the rate of loss)?

The rules for adventurer creation are intentionally more forgiving (and more deliberate) than those for aging naturally over the course of a longterm campaign.

The first method is to allow players to create older characters who are not incapacitated out the door by aging rolls.

The second method takes place after the adventurer may have had ample opportunities to increase characteristics, and emphasizes the encroaching mortality that all humans must contend with.

Family Heirlooms table (page 83)

Result 18 reworded to “An ingot of iron or other pure Rune metal weighing 1D3 ENC which can be forged into a weapon, piece of armor, or other object. An unenchanted iron item has half again the number of hit or armor points. Each point of ENC reduces the user’s chance of casting magic spells by -5%, with the same chance that magic spells cast on them will have no effect. Enchanted items act as normal.” (Part of Second printing corrections)

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