TEXT: SGRS954
  Rune Sources
  The Collected
  A handy reference for character creation...
  Requires the use of the RuneQuest™ Main Rulebook, available from Mongoose Publishing
  Character
  
  2
  Rune Sources
  The Collected Character
  Requires the use of the RuneQuest™ Main Rulebook, available from Mongoose Publishing
  Credits
  Author/Concept
  Tim Bancroft
  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.
  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.
  Credits
  Rune Sources: The Collected Character eBook ISBN 978-1-906130-06-0
  Published by Sceaptune Games, PO Box 63, Tidworth, SP9 7ZX. http://www.sceaptunegames.co.uk/
  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
  
  3
  Introduction
  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.
  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.
  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-
  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.
  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).
  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
   
  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).
  
  4
  The following is the procedure and order we find most
  useful in generating RuneQuest characters.  The process
  is also outlined in the tick list.
  Many of the steps outlined here are provided with
  focused sections in this document containing much
  more detail.
  Examples are provided to explain slightly more complex issues
  that arise during character creation.  Guidelines for filling in
  the Character Creation Worksheet on page 31 are provided as
  example text.  Of course, you are not obliged to use it, but
  the worksheet can be a useful tool!  The columns on the
  worksheet are labelled to match with the following steps.
  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.
  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.
  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.
  This will not only govern how you create and build your
  starting character but also how he is used during play.
  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.
  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!
  The Character concept should be recorded in the ‘Comments’
  section of the character sheet.
  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.
  The Character’s Race should be recorded in the ‘Race’ or
  ‘Species’ section of the Character Sheet.  A name can also be
  chosen, but titles or honorifics should be selected after the
  Cultural Background has been selected.
  The race can also be recorded on the worksheet and any
  bonuses due to traits can be in the column intended for steps
  3 & 8: Traits/Legendary Abilities (‘8 (&3): Tr’t/LA’).
  Process
  Generation Process
  
  5
  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.
  Worksheet base skill %ges (column 4) can now be completed.
  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.
  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.
  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.
  The worksheet contains a section in which to record the skill
  bonuses due to your character’s background (column 5).
  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).
  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.
  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.
  On the Character Creation worksheet, columns 6 to 6c can be
  used to add in these bonuses. The corresponding Hero Point,
  Characteristic and Age increments are also easily tracked on
  the sheet in the rows above.
  For example, if a character has just one Profession, the Hero
  Point row should have ‘0’ in the boxes for 6b and 6c (this
  step!) and all the profession skills will be in the skill table
  under column 6.  If he takes two professions, then the first set
  of skill point should be placed in column 6 on the skill table
  and the second in column 6b.  At the same time the greyed
  figure in the Hero Point row under 6b (a ‘+2’) can be filled
  in showing the character has an additional 2 hero Points (and
  would also age 2 years and gain an additional characteristic.)
  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
  Process
  
  6
  Process
  character.  Applying Free Skill Points and Experienced
  Characters are outlined on page 21.
  The worksheet enables initial Free Skill Points to be recorded
  under column 7, with bonus Free Skill Points under column 7b
  (in increments of 50), including corresponding Hero Point,
  Characteristic and Age increments.  On the worksheet the letter
  ‘n’ is used to refer to the number of times the increment of
  50 Free Skill Points is selected above the base 100 Free Skill
  Points (FSPs).
  For example, if your Games Master allows an additional 200
  FSPs, this is 100 above the base.  Column 7 can be used for
  the base 100 skill points, whilst 7b can be used for the
  additional 100 FSPs, two blocks of 50.  In the rows above a
  ‘2’ would be written in the boxes shaded ‘+1*n’ and a ‘4’ in
  the boxes shaded ‘2*n’.
  8. Special Actions and Spells
  Apply additional changes to your character such as age,
  Hero Points, allocating additional Runes as required by
  the campaign, or provide a Petty-Magick user with his
  Talisman or Familiar.
  Any spells allowed to the character by acquiring runes or
  Petty-Magick Demesnes should also be selected and recorded
  directly on the character sheet.  Any cults the character
  belongs to should be noted, together with the rank within the
  cult.  This may give the character options for Divine Spells, as
  well (refer to the RuneQuest™ Companion for details of
  Divine Magic).
  Using the rules supplied, aging the character may allow
  for more experience, enabling you to add additional
  Free skill points or give additional options for hero
  Points, Runes and spells.  It might also be possible that
  an experienced character can acquire a Legendary Abil-
  ity before even starting play!
  Details of these special actions, such as Aging and Hero
  Points are on pages 21-22.  To help with choosing
  Runes and recording Runic Powers, we have summa-
  rised the Runes on page 23.  In addition, two sets of
  spell lists are provided on pages 24 and 25: Spells by
  Petty-Magick Demesnes and Runes, plus the inverse
  table Spells and their Demesnes/Runes.
  The worksheet provides for aging on spells, Runes and income.
  Bonuses for Hero Points and Characteristics can be recorded
  in the corresponding ‘bonus’ box.  The figures in the two
  ‘bonus’ boxes should be totalled and put in the ‘sum’ box in
  the age row beneath them.
  Any bonuses to skills due to Legendary Abilities (in addition
  to Traits) should be recorded in the Skills table in the column
  labelled ‘8 (&3)‘.  The values for each skill can now be totalled
  and either temporarily recorded on the final column or put
  straight onto the Character Sheet.  The effect of some traits
  is not directly related to skills and might need to be recorded
  in the ‘comments’ box on the character sheet.  Both Traits and
  Legendary Abilities can be recorded on the character sheet.
  To calculate your character’s final Characteristic Increases,
  Hero Points and minimum age, the rows for these can be
  totalled.  Hero Points and actual age can be recorded on the
  character sheet.  New characteristics can be updated and the
  difference between the new and the old characteristics put into
  the ‘+Char Adj.’ Characteristic Adjustment column to enable
  the actual, final percentage to be calculated for each skill.
  It is worth remembering that Hero Points are gained at a
  slower pace as the character ages (refer to the section on Hero
  Points for details).
  9. Generate Attributes
  These are dependent on the final characteristics and
  may be modified by Legendary Abilities or Traits.
  Refer to page 26 for details of how to generate your
  character’s Attributes.  Having calculated the attributes,
  record them directly onto the Character Sheet.
  10. Fill in the character sheet!
  Fill in the rest of the character sheet, purchase any
  equipment (from the plethora of equipment available),
  and you are ready to play!
  
  7
  This covers the options in step 5 in the process outlined
  above.  The Cultural Backgrounds in the table below are
  amalgamated from the RuneQuest core rulebooks and
  include an additional Cultural Background, the Forest-
  born, for those semi-barbarians born in the extensive
  woods and wild open spaces. New skills introduced into
  the RuneQuest Companion have been included into the
  skill options.  Cultural Backgrounds specific to an indi-
  vidual race are not listed.
  All Cultural Backgrounds provide characters with the
  Advanced Skills Language (Native) +50% and Lore
  (Regional) for whichever region in which they grew up.
  A character can normally read/write a language if he is
  aware of it at 80% or more.  It is suggested that charac-
  ters from the Civilised, Noble, or Townsman back-
  ground can read/write a language if they know the
  language at a lesser percentage, such as 60% or 65%.
  The precise figure should, of course, be set by the
  Games Master.
  Cultures
  Barbarian
  The Barbarian culture provides for characters from a
  wide range of cultures approximating the rural settle-
  ments in the less civilised Iron Age civilisations.  This
  also applies to those cultures who have not developed,
  or who ignore, the engineering skills for densely popu-
  lated towns.  Metalworking is likely to be common-
  place, though not a factory process, and clothing,
  carving, pottery and similar technology is advanced.
  For food, a mix of hunting, herding and cereal farming
  is normal.  Rarely is such a society under pressure to
  find natural resources or food.
  A barbarian society typically has a sophisticated culture
  and society.  Indeed, the code of conduct, social nuanc-
  es and responsibilities of such a culture can be very
  complex, perhaps impossible for an outsider to under-
  stand.
  To emulate a Celtic style or similar culture, an option
  for a Barbarian background is to allow the character
  access to 1H Sword skills in place of the Blowgun
  skill.
  Basic Skills
  Automatic: Athletics +10%, Perception +5%,
  Resilience +10%, Stealth +5%
  Pick Two at +5%: Boating, Lore (Animal),
  Lore (Plant), Riding
  Pick Three at +10%: 1H Axe, 1H Hammer, 2H Axe,
  2H Hammer, Blowgun, Bow, Dagger, Shield,
  Sling, Spear, Staff, Throwing, Unarmed
  Advanced Skills
  Automatic: Survival
  Pick One from: Artistic Expression, Craft, Dance,
  Lore, Play Instrument, Tracking
  Starting Money
  Characters from a Barbarian Cultural Background be-
  gin play with 4d6x20 silver.
  Available Professions
  Acrobat, Animal Trainer, Bard, Bargehand, Black-
  smith, Boatman, Charioteer, Conman, Councillor,
  Craftsman, Enchanter, Explorer, Farmer, Ferryman,
  Fisherman, Gladiator, Healer, Healer Mage, Heavy
  Cavalry, Hedge Wizard, Herdsman, Hunter, Legion-
  naire, Light Horseman, Light Infantry, Mercenary, Of-
  ficer, Peddler, Peltast, Pikeman, Ranger, Riverraider,
  Scout, Sea Witch, Shaman, Soldier, Thief, Trapper,
  Trickster, War Mage, War Smith, Witch, Woodsman
  Civilised
  The civilised background is more suitable for cam-
  paigns with sophisticated, advanced levels of civilisa-
  tion, perhaps matching that of our world’s western
  Renaissance era.  The engineering, water, sewage and
  building skills to support large towns and impressive
  buildings is readily available, though hygiene may not
  always be a high priority.  Trade is commonplace and
  most goods are brought into the cities from rural farm-
  ers who still approximate the Peasant background.
  Social interactions in such a society can be highly
  complex and offence can easily be given or taken.  The
  social nuances and behavioural expectations are fre-
  quently bewildering to any background other than Civ-
  ilised, Noble and Townsman.
  Background
  5. Cultural Background
  
  8
  An option for a character from an upper-class Civilised
  background is to substitute the Oratory Advanced Skill
  for the Streetwise optional Advanced Skill.  This would
  suggest a family at the top of their profession or guild,
  perhaps upper middle class lawyers, or perhaps a very
  rich merchant family.
  (Civilised Background) Basic Skills
  Automatic: Evaluate +15%, Influence +15%,
  Lore (World) +10%
  Pick One at +10%: Rapier, Crossbow
  Advanced Skills
  Automatic: Courtesy
  Pick Three: Artistic Expression, Craft, Dance,
  Language, Lore, Mechanisms, Play Instrument,
  Streetwise
  Starting Money
  Characters from a Civilised Cultural Background begin
  play with 4d6x75 silver.
  Available Professions
  Alchemist, Blacksmith,  Conman, Courtier, Craftsman,
  Diplomat, Enchanter, Explorer, Healer Mage, Heavy
  Cavalry, Knight, Lord, Officer, Petty-Sorcerer, Physi-
  cian, Pikeman,  Priest, Scholar, Scribe, Senator, Soldier,
  Sorcerer’s Apprentice, Spy, Street Tough, Trickster,
  War Smith, Warrior, Watchman
  Forestborn
  Forestborn is a new Cultural Background.
  In many fantasy worlds as well as the real world, great
  tracts of forest exist: dense woodland interspersed with
  open spaces filled with scrub.  These are areas rich in
  wildlife and hunter/gatherer societies can thrive with
  little need for cereal farming.
  The Forestborn Cultural Background provides a starting
  template for characters from such wilderness areas,
  perhaps acting as a step between the Barbarian culture
  and the Primitive culture but able to co-exist with many
  others. Some of the Bronze Age or Early Iron Age
  cultures could be classed as Forestborn.
  The Forestborn are able to take good advantage of their
  knowledge of the area in which they live and are fre-
  quent traders.  The goods they are able to provide
  include furs, skins, exotic plants and even mined mate-
  rials.  These are frequently exchanged for finished
  products, though they are not averse to building small,
  specialised forges in their own hamlets.  The domain of
  the Forestborn is one overflowing in natural resources
  and opportunity.
  Basic Skills
  Automatic: Lore (Animal) +10%, Lore (Plant) +5%,
  Perception +10%, Resilience +5%, Stealth +10%
  Pick Three at +10%: 1H Axe, 1H Sword,
  1H Hammer, 2H Axe, Dagger, Dodge, Bow,
  Shield, Sling, Spear, Staff, Throwing
  Advanced Skills
  Automatic: Tracking
  Pick One from: Artistic Expression, Craft, Dance,
  Lore, Play Instrument, Survival
  Starting Money
  Characters from a Forestborn Cultural Background be-
  gin play with 4d6x30 silver.
  Available Professions
  Animal Trainer, Bard, Blacksmith, Councillor, Crafts-
  man, Explorer, Fisherman, Healer, Healer Mage, Hedge
  Wizard, Hunter, Legionnaire (as a pressed or volunteer
  recruit), Light Infantry, Mercenary, Miner, Peddler,
  Peltast, Ranger, Scout, Shaman, Soldier, Thief, Trap-
  per, Trickster, Witch, Warrior, Woodsman, Yeoman
  (though probably not with the more sophisticated
  skills).  In a Roman or similar campaign, a Forestborn
  could also have been captured and be pressed into
  service as a Gladiator.
  The Forestborn Cultural Background and its definition is
  designated Open Gaming Content.
  Mariner
  The mariner profession can be used for a variety of
  naval cultures or semi-aquatic races.  Whilst it fits an
  islander culture very well, it could be used for members
  of raft cultures, for coastal villagers dependent on ex-
  tensive fishing, or even for families habitually provid-
  ing crew for Renaissance galleons.
  Though the professions available for a character from a
  Mariner background are few, the skill focus means that
  in a naval campaign a Mariner character can excel.
  Basic Skills
  Automatic: Acrobatics +5%, Athletics +10%,
  Boating +15%, Dodge +5%, Lore (Animal) +5%,
  Lore (World) +10%, Sing +5%, Throwing +5%
  Pick Two at +10%: 1H Hammer, 1H Sword, Dagger,
  Unarmed, Rope*
  * The Rope Ranged Weapon Skill (a DEX based skill)
  could also be added to the weapon skill options for a
  Mariner.  This reflects skill with using a net.
  Background
  
  9
  Advanced Skills
  Automatic: None
  Pick One: Craft, Language, Lore, Shiphandling
  Starting Money
  Characters from a Mariner Cultural Background begin
  play with 4d6x25 silver.
  Available Professions
  Bargehand, Boatman, Craftsman, Explorer, Ferryman,
  Fisherman, Mercenary, Merchant, Peltast (Marine),
  Sailor, Sea Witch, Street Tough, Warrior, Weather-
  worker. Like Forestborn characters, in a Roman or
  culturally similar campaign, a coastal Mariner could
  also have been captured and be pressed into service as
  a Gladiator.
  Noble
  This generic background can be used for any nobility
  resembling the Byzantine, Roman, Feudal, Medieval
  and Renaissance nobility.  It is largely culture-inde-
  pendent, so a Samurai lord can use this Cultural back-
  ground as readily as a European baron.  It can also be
  used to build characters from the very top and most
  powerful merchant families, not just those with political
  power.
  Unless the campaign can readily integrate a title Noble
  character, a starting Noble character should be a young-
  er child of a noble family or one who has some years yet
  to come into his inheritance.  However, a very interest-
  ing campaign can be based around a Noble striving to
  regain his lost title or position.
  Basic Skills
  Automatic: Influence +10%, Lore (World) +10%,
  Persistence +10%
  Pick Two at +5%: Evaluate, Dodge, Perception,
  Riding
  Pick Two at +15%: 1H Sword, 2H Sword, Dagger,
  Rapier, Shield
  Advanced Skills
  Automatic: None
  Pick Two: Artistic Expression, Courtesy, Craft,
  Dance, Language, Lore, Oratory, Play Instru-
  ment, Shiphandling
  Starting Money
  Characters from a Noble Cultural Background begin
  play with 4d10x100 silver
  Available Professions
  Charioteer/Racer, Courtier, Diplomat, Enchanter, Ex-
  plorer, Heavy Cavalry, Knight, Lord, Officer, Petty-
  Sorcerer, 
  Physician, 
  Scholar, 
  Senator, 
  Soldier,
  Sorcerer’s Apprentice, Spy, Wizard.
  In a Roman or similar campaign, a jaded Noble youth
  could also volunteer for service as a Gladiator.  His
  family are unlikely to appreciate such a move, however,
  so he cannot gain a Noble’s income from such a pro-
  fession.
  Nomad (Arctic)
  Mainly using a hard foot-slog supplemented by sledges
  or perhaps travois, these primitive nomads are strongly
  focused towards survival in harsh climes.  Their domain
  is not always snow-bound, but the winters are frequent-
  ly too cold for many riding animals to survive.
  As an interesting alternative to starting money, Arctic
  Nomads can calculate the cost of their starting equip-
  ment and be given the rest in trade goods such as furs.
  If an Arctic Nomad Player Character selects the Hunter
  Profession, we recommend he substitutes the Spear
  Weapon Skill or even the Throwing Basic Skill for the
  mandatory Bow Weapon Skill.
  Basic Skills
  Automatic: Athletics +5%, Boating +10%,
  Lore (Animal) +5%, Perception +5%,
  Resilience +10%, Stealth +5%
  Pick Two at +15%: 1H Axe, 1H Hammer, Dagger,
  Spear
  Advanced Skills
  Automatic: Survival
  Pick One: Craft, Lore, Tracking
  Starting Money
  Characters from an Arctic Nomad Cultural Background
  begin play with 4d6x20 silver.
  Available Professions
  Craftsman, Explorer, Fisherman, Hedge Wizard, Hunt-
  er, Scout, Shaman, Trapper, Warrior, War Mage.
  Nomad (Desert)
  There are many types of Desert Nomads, most of whom
  ride camels and horses, herd hardy animals such as
  goats and live in rapidly-erected tents.  For centuries
  they have travelled from oasis to oasis, trading, and
  occasionally gathering together for celebrations.  They
  tend to be hospitable and welcoming to strangers.
  Background
  
  10
  Some Desert Nomad cultures spurned the bow as show-
  ing disrespect and dishonour to their enemies.  An
  option for such tribespeople is to substitute the Throw-
  ing Basic Skill and Spear Weapon Skill for the optional
  Bow Weapon Skill.
  Basic Skills
  Automatic: Athletics +5%, Lore (World) +5%,
  Perception +5%, Resilience +10%, Riding
  +10%, Stealth +5%
  Pick Two at +15%: 1H Axe, 1H Sword, Bow,
  Dagger, Shield
  Advanced Skills
  Automatic: Survival
  Pick One: Craft, Lore, Tracking
  Starting Money
  Characters from a Desert Nomad Cultural Background
  begin play with 4d6x20 silver.
  Available Professions
  Animal Trainer, Craftsman, Explorer, Heavy Cavalry,
  Hedge Wizard, Hunter, Light Horseman, Light Infan-
  try, Officer, Shaman, Ranger/Tracker, Warrior, War
  Mage
  Nomad (Temperate)
  This background can be used for many of the vast
  mounted hordes which traversed our world and which
  feature in many sword-and-sorcery cultures.  Commit-
  ted to their tribe horses, their mounted skills are rarely
  surpassed.  The more organised tribes used their raw
  skills to build vast, fast communication links: the Mon-
  gols, for example, coordinated their activities and com-
  municated through despatch riders who were granted
  extraordinary powers of requisition.
  Such societies frequently had very strong codes of
  conduct with severe, virtually draconian penalties for
  breaking the law.
  These nomad societies are heavily biased towards hunt-
  ing and living off their roaming herds.  The yurt is just
  on example of their portable accommodation – rapidly
  erected but lined with carpets and furs.  The plains over
  which they roam are often poor in quality, forcing
  frequent migrations.
  Temperate Nomad Basic Skills
  Automatic: Athletics +10%, Lore (Animal) +5%,
  Lore (Plant) +5%, Lore (World) +5%,
  Perception +5%, Resilience +5%, Riding +10%,
  Stealth +5%
  Pick Two at +10%: 1H Axe, 1H Hammer, Blowgun,
  Bow, Dagger, Shield, Sling
  Advanced Skills
  Automatic: Survival
  Pick One: Craft, Languages, Lore, Tracking
  Starting Money
  Characters from a Civilised Cultural Background begin
  play with 4d6x20 silver.
  Available Professions
  Acrobat, Animal Trainer, Craftsman, Despatch Rider,
  Explorer, Healer Mage, Heavy Cavalry, Hedge Wizard,
  Herdsman, Hunter, Light Horseman, Light Infantry,
  Officer, Peddler, Shaman, Ranger/Tracker, War Mage
  Peasant
  This generic culture can be used for peasants from
  agrarian hamlets to coastal fishing villages and across
  almost all time periods in the ancient and medieval
  worlds.  Some peasants, of course, spurn their back-
  ground and turn to crime or become outlaws.  Their
  wide range of possible Professions make Peasants,
  along with Townsmen, a good choice for new players.
  Basic Skills
  Automatic: Athletics +5%, Lore (Animal) +10%,
  Lore (Plant) +10%, Resilience +5%
  Pick Two at +10%: Boating, Dodge, Driving, First
  Aid, Persistence
  Pick Two at +10%: 1H Axe, 1H Flail, 1H Hammer,
  2H Axe, Dagger, Sling, Spear, Staff, Unarmed
  Advanced Skills
  Pick Two: Craft, Dance, Lore, Play Instrument,
  Survival
  Starting Money
  Characters from a Peasant Cultural Background begin
  play with 4d6x25 silver
  Available Professions
  Acrobat, Animal Trainer, Bard, Bargehand, Black-
  smith, Boatman, Charioteer, Conman, Craftsman, En-
  chanter, Farmer, Ferryman, Fisherman, Gladiator,
  Healer, Healer Mage, Hedge Wizard, Herdsman, Hunt-
  er, Legionnaire, Light Infantry, Mercenary, Militiaman,
  Miner, Peddler, Peltast, Pikeman, Priest, Ranger, Reed-
  hunter, River-raider, Sailor, Scout, Soldier, Street
  Tough, Thief, Trapper, Trickster, Warrior, War Mage,
  War Smith,
  Watchman,
  Weatherworker, Witch,
  Woodsman, Yeoman
  Background
  
  11
  Primitive
  Frequently having little access to metals, Primitive
  societies have a life which is heavily biased towards
  survival and hunter-gathering activities, Their religions
  are organised around the things they see and do: the
  hunt, the woodlands and the spirits they see around them.
  A Primitive background is best used for characters from
  a Stone Age or repressed culture or for races which do
  not have much in the way of advanced metallurgy.  He
  has few options and few advanced skills, but his wilder-
  ness skills are unparalleled.
  If a Primitive Player Character selects the Ranger/
  Tracker Profession, we recommend he substitutes the
  Spear Weapon Skill for the 1H Sword weapon skill.  An
  option for Primitive characters is that, after purchasing
  their basic equipment, they start play with their remain-
  ing money as trade goods or animals in lieu of silver
  pieces.  Two pigs or goats, for example, can be substi-
  tuted for 100 silver.
  Basic Skills
  Automatic: Athletics +10%, Lore (Animal) +10%,
  Lore (Plant) +10%, Perception +10%,
  Resilience +10%, Stealth +10%
  Pick One at +10%: 1H Axe, 1H Hammer, Dagger,
  Sling, Spear
  Advanced Skills
  Automatic: Survival, Tracking
  Starting Money
  Characters from a Primitive Cultural Background begin
  play with 4d6x10 silver
  Available Professions
  Hedge 
  Wizard, 
  Hunter, 
  Peltast, 
  Shaman,
  Ranger/Tracker (see above), Trapper.
  Townsman
  This generic background can be used for a wide range
  of societies across almost all cultures and time periods.
  Towns frequently became centres of commerce and
  trade, reflected in the high starting wealth of characters
  from a Townspeople background.
  Along with Peasant, Townsman makes a good Cultural
  Background for starting Players, giving plenty of scope
  to tailor a character after it is initially created and
  providing plenty of access to Professions.
  Basic Skills
  Automatic: Evaluate +10%, Influence +10%,
  Lore (World) +10%
  Pick Two at +10%: Boating, Driving, Persistence,
  Resilience, Sleight, Stealth
  Pick Two at +10%: 1H Hammer, 1H Sword, Dagger,
  Crossbow, Polearm, Shield
  Whilst Townsmen in the later Feudal and Medieval
  European and Oriental cultures would have access to
  polearms, such weapon use is unlikely in earlier cul-
  tures.  For the earlier cultures, the Spear Weapon Skill
  should be substituted for Polearm.  In a similar fashion,
  the Bow or Sling Ranged Skills could be substituted for
  Crossbow.
  Advanced Skills
  Automatic: Streetwise
  Pick One: Artistic Expression, Craft, Dance, Lan-
  guage, Lore, Play Instrument, Shiphandling
  Starting Money
  Characters from a Townsman Cultural Background
  begin play with 4d6x50 silver
  Available Professions
  Alchemist, Bard, Bargehand, Blacksmith, Boatman,
  Charioteer/Racer, 
  Conman, 
  Councillor, 
  Courtier,
  Craftsman, Diplomat, Enchanter, Ferryman, Gladiator,
  Healer Mage, Heavy Cavalry, Legionnaire, Mercenary,
  Merchant, Militiaman, Officer, Peddler, Peltast, Petty-
  Sorcerer, Physician, Pikeman, Priest, Sailor, Scholar,
  Scout, Scribe, Sea Witch, Soldier, Sorcerer’s Appren-
  tice, Spy, Street Tough, Thief, Town Guard, Trickster,
  Watchman, War Smith, Wizard, Yeoman.
  Background
  
  12
  Cultural Backgrounds Table
  Cultural
  Background Basic Skill Bonuses
  Advanced Skills
  Starting
  Money
  Barbarian
  Automatic: Athletics +10%, Perception +5%,
  Resilience +10%, Stealth +5%
  Pick Two at +5%: Boating, Lore (Animal),
  Lore (Plant), Riding
  Pick Three at +10%: 1H Axe, 1H Hammer, 2H Axe,
  2H Hammer, Blowgun, Bow, Dagger, Shield, Sling,
  Spear, Staff, Throwing, Unarmed
  Automatic: Language(Native) +50%,
  Lore(Regional), Survival
  Pick One from: Artistic Expression, Craft,
  Dance, Lore, Play Instrument, Tracking
  4d6 x 20 silver
  Civilised
  Automatic: Evaluate +15%, Influence +15%,
  Lore (World) +10%
  Pick One at +10%: Rapier, Crossbow
  Automatic: Language(Native) +50%,
  Lore(Regional), Courtesy
  Pick Three: Artistic Expression, Craft,
  Dance, Language, Lore, Mechanisms,
  Play Instrument, Streetwise
  4d6 x 75 silver
  Forestborn
  Automatic: Lore (Animal) +10%,
  Lore (Plant) +5%, Perception +10%,
  Resilience +5%, Stealth +10%
  Pick Three at +10%: 1H Axe, 1H Sword, 1H Hammer,
  2H Axe, Dagger, Dodge, Bow, Shield, Sling, Spear,
  Staff, Throwing
  Automatic: Language(Native) +50%,
  Lore(Regional), Tracking
  Pick One from: Artistic Expression, Craft,
  Dance, Lore, Play Instrument, Survival
  4d6 x 30 silver
  Mariner
  Automatic: Acrobatics +5%, Athletics +10%,
  Boating +15%, Dodge +5%, Lore (Animal) +5%,
  Lore (World) +10%, Sing +5%, Throwing +5%
  Pick Two at +10%: 1H Hammer, 1H Sword, Dagger,
  Unarmed
  Automatic: Language(Native) +50%,
  Lore(Regional)
  Pick One: Craft, Language, Lore,
  Shiphandling
  4d6 x 25 silver
  Noble
  Automatic: Influence +10%, Lore (World) +10%,
  Persistence +10%
  Pick Two at +5%: Evaluate, Dodge,
  Perception, Riding
  Pick Two at +15%: 1H Sword, 2H Sword,
  Dagger, Rapier, Shield
  Automatic: Language(Native) +50%,
  Lore(Regional)
  Pick Two: Artistic Expression, Courtesy,
  Craft, Dance, Language, Lore, Oratory,
  Play Instrument, Shiphandling
  4d10 x 100 silver
  Nomad
  (Arctic)
  Automatic: Athletics +5%, Boating +10%,
  Lore (Animal) +5%, Perception +5%,
  Resilience +10%, Stealth +5%
  Pick Two at +15%: 1H Axe, 1H Hammer,
  Dagger, Spear
  Automatic: Language(Native) +50%,
  Lore(Regional), Survival
  4d6 x 20 silver
  Nomad
  (Desert)
  Automatic: Athletics +5%, Lore (World) +5%,
  Perception +5%, Resilience +10%, Riding +10%,
  Stealth +5%
  Pick Two at +15%: 1H Axe, 1H Sword, Bow, Dagger,
  Shield
  Automatic: Language(Native) +50%,
  Lore(Regional), Survival
  Pick One: Craft, Lore, Tracking
  4d6 x 20 silver
  Nomad
  (Temperate)
  Automatic: Athletics +10%, Lore (Animal) +5%,
  Lore (Plant) +5%, Lore (World) +5%,
  Perception +5%, Resilience +5%, Riding +10%,
  Stealth +5%
  Pick Two at +10%: 1H Axe, 1H Hammer,
  Blowgun, Bow, Dagger, Shield, Sling
  Automatic: Language(Native) +50%,
  Lore(Regional), Survival
  Pick One: Craft, Languages, Lore, Tracking
  4d6 x 20 silver
  Peasant
  Automatic: Athletics +5%, Lore (Animal) +10%,
  Lore (Plant) +10%, Resilience +5%
  Pick Two at +10%: Boating, Dodge, Driving, First Aid,
  Persistence
  Pick Two at +10%: 1H Axe, 1H Flail,
  1H Hammer, 2H Axe, Dagger, Sling, Spear, Staff,
  Unarmed
  Automatic: Language(Native) +50%,
  Lore(Regional)
  Pick Two: Craft, Dance, Lore,
  Play Instrument, Survival
  4d6 x 25 silver
  Primitive
  Automatic: Athletics +10%, Lore (Animal) +10%,
  Lore (Plant) +10%, Perception +10%,
  Resilience +10%, Stealth +10%
  Pick One at +10%: 1H Axe, 1H Hammer, Dagger, Sling,
  Spear
  Automatic: Language(Native) +50%,
  Lore(Regional), Survival, Tracking
  4d6 x 10 silver
  Townsman
  Automatic: Evaluate +10%, Influence +10%,
  Lore (World) +10%
  Pick Two at +10%: Boating, Driving,
  Persistence, Resilience, Sleight, Stealth
  Pick Two at +10%: 1H Hammer, 1H Sword, Dagger,
  Crossbow, Polearm, Shield
  Automatic: Language(Native) +50%,
  Lore(Regional), Streetwise
  Pick One: Artistic Expression, Craft, Dance,
  Language, Lore, Play Instrument,
  Shiphandling
  4d6 x 50 silver
  Background
  
  13
  The following Professions are amalgamated from the
  RuneQuest™ Core Rulebooks and the Professions lists
  in the Sceaptune Games’ supplements Petty-Magick,
  Petty-Sorcerers and Hedge Wizards, Quester’s Guide
  to Ducks and the Cults of Conflict.  New skills intro-
  duced into the RuneQuest™ Companion SRD (System
  Reference Document) and listed as being applicable for
  the basic professions have been included into the skill
  options.
  Also included are new professions and specialist occu-
  pations specifically for this volume.  Those Professions
  which are not within the core RuneQuest rulebooks are
  marked N as being ‘new’.
  The Professions table shows all the various bonuses
  each profession bestows on a character.  Basic Skill
  Bonuses are added to the character’s Basic Skill scores;
  Advanced Skills start at their base Characteristic score.
  If the character already possesses the indicated Ad-
  vanced skill, or receives it twice, he instead gains a
  +10% bonus to that skill.
  Specialist Professions
  The specialist warrior are recommended for campaigns
  where the Games Master does not feel the generic
  Professions are particularly appropriate.
  Historical Hoplites or Legionnaires, for example, can
  be selected from this list rather than allowing a charac-
  ter to pick any combination of weapons. Peltasts can be
  used for Roman Auxiliaries as well as the fast-moving
  support troops surrounding the Greek Phalanx.
  The Yeoman Profession does not strictly assume a me-
  dieval background.  This profession can also be used for
  other, highly-trained archers such as those common in
  the civilised armies of the middle-east.
  Journeyman Professionals
  If a Games Master wishes to have more powerful start-
  ing characters, this character generation option allows a
  starting character to benefit from the same profession
  twice (or more) or to pick two, related professions.  In
  effect, this makes them a journeyman rather than just a
  graduated apprentice.  When applying multiple profes-
  sions the character should be allowed to make separate
  choices from the same options list and not be forced to
  just take double the bonus.  Some Professions could
  give access to other Professions to which the character
  would not otherwise have access (such as to Officer if a
  character becomes  legionnaire).
  For example, if a Noble/Knight character is allowed to take
  double his profession he receives a +10% bonus in both
  Athletics and Influence and a +20% bonus in Riding.  He can
  choose to take +10% in each of 1H Sword, 2H Sword, Shield
  and Spear, or any combination (such as dropping the 2H
  Sword and taking +20% in Spear) that matches the given
  options but taken twice.
  This option can be a very effective way of increasing
  and focusing relevant skills for a starting character
  whilst still allowing the basic Free Skill Point allocation
  for personalising the character.  It can also be used to
  represent some form of promotion path within a strict,
  long-term hierarchy such as a Roman Legion (imagine
  a character taking the Legionary Profession twice and
  then the Officer Profession – perhaps eventually the
  Senator Profession).
  Aging during Journey Professions
  For each Journeyman Profession applied a character
  must be aged two years before the start of play.  He is
  also allowed to increase a single characteristic by one
  point.
  Income during Journeyman Professions
  For each two years a character spends in a Journeyman
  Profession, he gains extra income depending on what
  sort of Profession he takes.  This is either:
  1) Additional silver equal to his Background starting
   
  silver (so a Peasant rolls 4d6 x 25 silver again and
   
  adds it to his starting amount).  This is ideal for a
   
  passive occupation such as Farmer or Ferryman; or
  2) An additional 4d6 x 50 silver for active Professions
   
  such as Mercenary, Officer or Hoplite/Pikeman.
  A Noble should be allowed to take his starting silver for
  each two years he ages in a Journeyman Profession
  unless he has disgraced himself.
  Check with your Games Master the income rule that he
  wishes to use for his campaign.
  The ‘Journey Professional’ section and its sub-sections is
  designated Open Gaming Content.
  Professions
  6. Professions
  
  14
  Professions Table (continued on subsequent pages...)
  Profession
  Cultural Background
  Basic Skill Bonuses
  Advanced Skills
  Acrobat
  Barbarian
  Nomad (Temperate)
  Peasant
  Acrobatics +10%, Athletics +10%,
  Dodge +10%, Throwing +10%, Sleight +10%
  Alchemist
  Civilised
  Townsman
  Evaluate +10%, First Aid +10%,
  Lore (Plant) +10%
  Lore (Alchemy)
  RunecastingA
  Animal
  Trainer
  Barbarian
  Forestborn
  Nomad (Desert)
  Nomad (Temperate)
  Peasant
  Driving +5%, First Aid +5%,
  Lore (Animal) +20%, Persistence +10%,
  Resilience +5%, Riding +5%
  Bard
  Barbarian
  Forestborn
  Peasant
  Townsman
  Influence +10%
  Lore (World) +10%
  Perception +5%
  Sing +10%
  Sleight +5%
  Pick One
  Artistic Expression
  Courtesy
  Dance
  Oratory
  Play Instrument
  Language
  Lore
  BargehandN
  Barbarian
  Mariner
  Peasant
  Townsman
  Acrobatics +5%
  Athletics +5%
  Boating +10%
  Pick Two at +5%:
  Evaluate, Perception, Sing, Spear,
  Throwing
  Shiphandling
  Pick One:
  Dance
  Oratory
  Play Instrument
  Blacksmith
  Barbarian
  Civilised
  Forestborn
  Peasant
  Townsman
  1H Hammer +10%
  Evaluate +5%
  Resilience +5%
  Craft (Blacksmith)
  Lore (Mineral)
  Pick One
  Engineering
  Mechanisms
  Craft (Armourer)
  Craft (Weaponsmith)
  BoatmanN
  Barbarian
  Mariner
  Peasant
  Townsman
  Athletics +10%,
  Boating +15%
  Lore (World) +10%
  Resilience +5%
  Craft(Boatbuilding)
  Charioteer/
  RacerN (Inc.
  Celts, Egyptians,
  etc.)
  Barbarian
  Noble
  Peasant
  Townsman
  Acrobatics +5%, Athletics +5%,
  Dodge +5%, Drive +15%,
  Lore(Animal) +10%
  Craft(Chariot)
  ConmanN
  Barbarian
  Civilised
  Noble
  Peasant
  Townsman
  Evaluate +10%
  Influence +10%
  Lore(World) +5%
  Sleight +5%
  Pick Two:
  Disguise
  Mechanisms
  Streetwise
  CouncillorN
  See SenatorN
  As Senator
  As Senator
  Courtier
  Civilised
  Townsman
  Noble
  Influence +15%
  Lore (World) +5%
  Perception +5%
  Sleight +5%
  Dance
  Pick One
  Artistic Expression
  Courtesy
  Lore (Art)
  Lore (Heraldry)
  Lore (Philosophy)
  Lore (Regional)
  Oratory
  Play Instrument
  N
  This is a new Profession, Bargehand, Conman and Boatman are also included in the Sceaptune Games RuneQuest supplement The
  Quester’s Guide to Ducks
  A
  The Alchemist must choose one of the following:  Metal, Motion, Plant or Stasis.  The Alchemist has integrated that Rune and has that
  rune’s Runecasting skill.
  Professions
  
  15
  Professions Table (continued ...)
  Profession
  Cultural Background
  Basic Skill Bonuses
  Advanced Skills
  Craftsman
  Barbarian
  Civilised
  Forestborn
  Mariner
  Nomad (all)
  Peasant
  Townsman
  Evaluate +20%
  Influence +5%
  Persistence +5%
  Craft
  Pick One
  Artistic Expression
  Craft (other)
  Engineering
  Mechanisms
  Despatch
   RiderN
  Nomad (Temperate)
  Influence +5%, Lore (Animal) +10%,
  Resilience +10%, Riding +15%
  Pick One
  Language, Lore, Oratory
  Diplomat
  Civilised
  Noble
  Townsman
  Influence +20%
  Perception +10%
  Lore (World) +10%
  Pick One
  Artistic Expression, Courtesy,
  Dance, Language, Lore,
  Oratory, Play Instrument
  EnchanterN
  Barbarian
  Civilised
  Noble
  Peasant
  Townsman
  Evaluate +5%
  Lore(World) +5%
  Persistence +10%
  Enchantment
  Pick Two
  Craft, Demesne Insight (any)PM,
  Petty-MagickPM, RunecastingO,
  Runecasting(Other)O
  Explorer
  Barbarian
  Civilised
  Forestborn
  Mariner
  Nomad (all)
  Noble
  Lore (World) +20%
  Perception +5%
  Resilience +5%
  Pick Two
  Language
  Lore (Astronomy)
  Lore (Geography)
  Shiphandling
  Survival
  Farmer
  Barbarian
  Peasant
  Athletics +5%, Driving +5%,
  Lore (Animal) +15%, Lore (Plant) +15%,
  Resilience +10%
  FerrymanN
  Barbarian
  Mariner
  Peasant
  Townsman
  Athletics +10%, Boating +10%,
  Influence +10%, Lore (World) +5%,
  Resilience +5%
  Craft(Boatbuilding)
  Fisherman
  Barbarian
  Mariner
  Nomad (Arctic)
  Peasant
  Athletics +5%, Boating +20%,
  Lore (Animal) +5%, Resilience +10%,
  Throwing +10%
  GladiatorN
  Barbarian
  Peasant
  Townsman
  Pick Two at +15%:
  1H Sword, Dodge, Shield
  Pick Two at +10%:
  Resilience, RopeRo, Spear, Unarmed
  In place of Unarmed: Martial Arts
  Healer
  Barbarian,
  Forestborn
  Peasant
  First Aid +10%, Lore (Animal) +10%,
  Lore (Plant) +10%
  Healing
  RunecastingH
  Healer MageN
  Barbarian
  Civilised
  Nomad(Temperate)
  Peasant
  Primitive
  Townsman
  First Aid +10%
  Persistence +5%
  Craft(<object for Talisman>)T
  Petty-MagickPM
  Demesne Insight(Peace)PM
  Healing
  H Choose one of the following: Beast, Fertility, Plant, Man or, if the Healing Rune is being used, Healing.  The Healer has integrated that
  Rune and has that rune’s Runecasting skill.
  N
  This is a new Profession.   Ferryman is also included in the Sceaptune Games RuneQuest supplement The Quester’s Guide to Ducks
  O
  Pick one of the following: Conflict, Disorder, Fate, Man or Metal.  The Enchanter has integrated that Rune and has that Runecasting skill
  PM See the Appendices and Petty-Magick, Petty-Sorcerers and Hedge Wizards for more information on Petty-Magick, Demesne In-
  sights and their pre-requisites, and on the Healer Mage Profession.
  Ro  ‘Rope’ is a Ranged Combat Skill and applies to nets, lasso- or bolas- like weapons which need to be thrown and which entangle opponents
  T  This craft skill must be one which the spellcaster can use for his Talisman and, if he elects to start with a Talisman, must be the skill that
  was used to craft the Talisman
  Professions
  
  16
  Professions Table (continued...)
  HW Pick one Demesne apart from Chaos, Necromancy or Weather.  This can be the same as one previously chosen to give a +10% bonus
  N
  This is a new Profession. Healer Mage and Hedge Wizard are detailed in Petty-Magick, Petty-Sorcerers and Hedge Wizards.
  OSk This should be the other skill than that previously selected from the pair.
  PM  See the Appendices or Petty-Magick, Petty-Sorcerers and Hedge Wizards for Petty-Magick and Demesne Insight pre-requisites
  Ro  ‘Rope’ is a Ranged Combat Skill and applies to nets, lasso- or bolas- like weapons which need to be thrown and which entangle opponents
  Profession
  Cultural Background
  Basic Skill Bonuses
  Advanced Skills
  Heavy CavalryN
  Barbarian
  Civilised
  Noble
  Nomad(Desert)
  Nomad(Temperate)
  Townsman
  1H Sword +10%, Riding +10%, Shield +10%
  Pick One at +10%:
  Bow, Spear
  Pick Two at +5%:
  Athletics, Bow or SpearOSk, Influence,
  Lore(Animal), Throwing
  Hedge WizardN
  Barbarian
  Forestborn
  Peasant
  Nomad
  Primitive
  Lore(Animal) +5%
  Lore(Plant) +5%
  Persistence +10%
  Petty-MagickPM
  Demesne Insight(Nature)PM
  Pick One:
  Demesne Insight(other)PM HW
  Survival, Tracking
  Herdsman
  Barbarian
  Nomad (Temperate)
  Peasant
  First Aid +5%, Lore (Animal) +20%,
  Resilience +5%, Sling +10%
  Survival
  Hunter
  Barbarian
  Forestborn
  Nomad (Arctic)
  Nomad (Desert)
  Nomad (Temperate)
  Peasant
  Primitive
  Bow +5%
  Lore (Animal) +10%
  Spear +5%
  Stealth +10%
  Survival
  Tracking
  Jongleur N
  Barbarian
  Forestborn
  Nomad (Desert)
  Nomad (Temperate)
  Peasant
  Townsman
  Influence +10%
  Pick Three at +10%:
  Acrobatics, Athletics, Dodge, Influence,
  Lore (World), Sing, Sleight, Throwing
  Pick One:
  Dance
  Disguise
  Language
  Play Instrument
  Knight
  Civilised
  Noble
  Athletics +5%, Influence +5%, Riding +10%
  Pick Two at +10%:
  1H Sword, 2H Sword, Shield, Spear
  Pick One:
  Courtesy, Dance, Oratory,
  Play Instrument
  Legionnaire N
  Barbarian
  Forestborn
  Peasant
  Townsman
  1H Sword +5%, Lore (World) +5%,
  Shield +10%, Spear +15%,
  Pick One at +5%:
  Dagger, Driving, Evaluate, First Aid,
  Resilience, Throwing, Unarmed
  Pick One:
  Craft
  Engineering
  Healing
  Lore
  Play Instrument
  Light HorsemanN
  (Hun, Mongol
  Ordo,
  Turkoman, etc)
  Barbarian
  Nomad (Desert)
  Nomad (Temperate)
  Riding +10%
  Lore(Animal) +5%
  Pick Two at +10%:
  1H Axe, 1H Sword, Bow, RopeRo, Spear
  Pick One at +5%:
  Acrobatics, Dagger, Perception, Resilience,
  Throwing
  In place of one skill at +10%:
  Tracking
  Light InfantryN
  (Psiloi, Cretans,
  young warriors,
  etc)
  Barbarian
  Forestborn
  Nomad (Desert)
  Nomad (Temperate)
  Peasant
  Dodge +15%
  Pick Two at +10%:
  Bow, Spear, Sling, Stealth
  Pick Three at +5%:
  1H Axe, 1H Sword, Dagger, Perception,
  Professions
  
  17
  Professions Table (continued...)
  Profession
  Cultural Background
  Basic Skill Bonuses
  Advanced Skills
  Lord
  Civilised
  Noble
  1H Sword +10%, Influence +20%
  In place of Courtesy: Persistence +10%
  In place of Oratory: Riding +10%
  In place of Persistence: Courtesy
  In place of Riding: Oratory
  Mercenary
  Barbarian
  Mariner
  Peasant
  Townsman
  Lore (World) +10%
  Pick Two +15%
  1H Axe, 1H Flail, 1H Hammer, 1H Sword,
  2H Axe, 2H Flail, 2H Hammer, 2H Sword,
  Bow, Crossbow, Polearm, Shield
  Pick Two +5%
  Athletics, Dagger, Dodge, Driving,
  Evaluate, Resilience, Riding, Unarmed
  Merchant
  Mariner
  Townsman
  Evaluate +20%, Influence +10%,
  Lore (World) +10%
  Pick One
  Language, Lore (Logistics),
  Shiphandling
  Militiaman
  Peasant
  Townsman
  1H Axe +5%, Athletics +10%, Dodge +5%,
  Resilience +5%, Shield +10%, Spear +10%,
  Unarmed +5%
  Miner
  Peasant
  Forestborn
  1H Axe +10%, 2H Axe +10%,
  Athletics +10%, Resilience +10%
  Lore (Mineral)
  OfficerN
  Barbarian
  Civilised
  Noble
  Nomad(Desert)
  Nomad(Temperate)
  Townsman
  1H Sword +10%
  Riding +10%
  Pick Two at +5%:
  Bow, Influence, Persistence, Resilience, Shield,
  Spear
  Lore(Military Tactics)
  Pick One:
  Petty-MagickPM
  Oratory
  RunecastingO
  Peddler
  Barbarian
  Forestborn
  Nomad (Temperate)
  Peasant
  Townsman
  Driving +5%, Evaluate +10%, Influence +10%,
  Lore (World) +10%
  Pick One
  1H Hammer +5%, Crossbow +5%,
  Staff +5%, Unarmed +5%
  Pick One
  Language
  Lore
  Streetwise
  Survival
  PeltastN
  (or
  Auxiliary,
  Marine or
  Psiloi)
  Barbarian
  Forestborn
  Mariner
  Peasant
  PrimitivePrim
  Townsman
  Pick Three at +10%4:
  1H Axe, 1H Sword, Perception, Polearm, Shield,
  Spear, Stealth, Throwing,
  One of Bow or Crossbow or Sling
  Pick Two at +5%:
  Athletics, Dagger, Lore(Animal), Lore (World),
  Resilience, Riding, Unarmed
  Pick One:
  Craft
  Language
  Survival
  Tracking
  Petty-SorcererN
  Townsman
  Noble
  Civilised
  Lore(World) +5%
  Persistence +10%
  Craft(<object for Talisman>)T
  Petty-MagickPM
  Demesne InsightPM PS
  Pick One:
  Demesne Insight(other) PM HW ,
  Language, Lore
  Physician
  Civilised
  Noble
  Townsman
  Evaluate +5%, First Aid +20%,
  Lore (Plant) +10%, Perception +5%
  Healing
  HW  Pick one Demesne apart from Chaos, Necromancy or Weather
  N
  This is a new Profession. Petty-Sorcerer is also included in Petty-Magick, Petty-Sorcerers and Hedge Wizards
  Prim Primitives are unlikely to acquire skills in Crossbow or Polearm and Craft skills should be appropriate
  PM  See Petty-Magick, Petty-Sorcerers and Hedge Wizards or the appendices for Petty-Magick and Demesne Insight pre-requisites
  PS  Pick one apart from Chaos, Nature, Necromancy or Weather
  O
  Pick one of the following: Conflict, Disorder, Fate, Man or Metal.  The Officer has integrated that Rune and has that Runecasting skill
  T  This craft skill must be one which the spellcaster can use for his Talisman and, if he elects to start with a Talisman, must be the skill that
  was used to craft the Talisman
  Professions
  
  18
  Professions Table (continued...)
  Profession
  Cultural Background
  Basic Skill Bonuses
  Advanced Skills
  PikemanN
  (Phalangite,
  Spearman,
  Skutatoi,
  Hoplite or
  similar)
  Civilised
  Peasant
  Townsman
  Lore (World) +5%, Shield +10%,
  Spear or Polearm +15% (Spear only for Hoplite or
  similar)
  Pick One at +10%:
  1H Axe, 1H Hammer, 1H Sword
  Pick Two at +5%:
  Dagger, Driving, Evaluate, Resilience,
  Throwing, Unarmed
  Priest
  Civilised
  Peasant
  Townsman
  Influence +15%
  Lore (World) +5%
  Persistence +10%
  Lore (Theology) or Lore(Specific
  Theology)
  Oratory or
  RunecastingPr
  Ranger/ Tracker
  Barbarian
  Forestborn
  Nomad (Desert)
  Nomad (Temperate)
  Peasant
  Primitive
  1H Sword +5% (Spear for Primitives)
  Perception +5%
  Lore (World) +10%
  Lore (Regional)
  Survival
  Tracking
  ReedhunterN
  Peasant
  Boating +10%, Perception +10%,
  Stealth +10%
  Pick Two at +5%
  Bow, Crossbow, Sling, Spear
  Tracking
  River-raiderN
  Barbarian
  Peasant
  Athletics +5%, Boating +10%,
  Perception +5%, Resilience +5%, Stealth +5%
  Pick Two at +10%:
  1H Axe, 1H Hammer, 1H Sword,
  Dodge, Shield, Unarmed
  Sailor
  Mariner
  Peasant
  Townsman
  Acrobatics +10%, Athletics +10%,
  Boating +10%, Lore (World) +5%,
  Resilience +5%
  Shiphandling
  Scholar
  Civilised
  Townsman
  Noble
  Evaluate +5%
  Lore (World) +5%
  Persistence +10%
  Lore
  Pick Two:
  Artistic Expression, Courtesy,
  Engineering, Healing, Language,
  Lore (other), Mechanisms
  ScoutN (or
  Exploratores)
  Barbarian
  Forestborn
  Nomad(Arctic)
  Peasant
  Townsman
  1H Sword or 1H Axe +5%
  Perception +10%
  Lore (World) +5%
  Stealth +10%
  Pick Two:
  Disguise
  Lore (Regional)
  Survival
  Tracking
  Scribe
  Civilised
  Townsman
  Evaluate +5%
  Lore (World) +5%
  LanguageS
  Pick Three from
  LanguageS, Lore
  Sea WitchN
  Barbarian
  Mariner
  Townsman
  Boating +5%
  Persistence +5%
  Petty-MagickPM
  Demesne InsightPM SW
  Pick Two:
  Demesne InsightPM SW
  Lore(Meteorology/Weather)
  Shiphandling
  N
  This is a new Profession.  Reedhunter and River-raider are also included in the The Quester’s Guide to Ducks; Sea Witch is also included
  in Petty-Magick, Petty-Sorcerers and Hedge Wizards
  PM  See Petty-Magick, Petty-Sorcerers and Hedge Wizards and the appendices for more information on Petty-Magick
  Pr Choose one of the following:  Communication, Law, Man or Spirit.  The Priest has integrated that rune and has that rune’s Runecasting skill.
  S  A Scribe that selects the Language skill may either learn another Language skill or add +10% to a Language skill he already possesses.
  SW Choose from Weather, Nature, Physick and Conflict.  The same Demesne can be chosen twice for skill at base +10%
  Professions
  
  19
  Professions Table (continued...)
  N
  This is a new Profession.  Trickster and War Mage are also included in Petty-Magick, Petty-Sorcerers and Hedge Wizards
  PM  See Petty-Magick, Petty-Sorcerers and Hedge Wizards and the appendices for more information on Petty-Magick
  Sh Choose one of the following:  Beast, Earth, Man or Spirit.  The Shaman has integrated that rune and has that rune’s Runecasting skill
  SS Select a suitable Sorcery Spell Advanced Skill.  The character knows this spell at their base skill (INT + POW)
  Profession
  Cultural Background
  Basic Skill Bonuses
  Advanced Skills
  SenatorN (or
  Councillor)
  Barbarian (Councillor)
  Civilised
  Forestborn (Councillor)
  Noble
  Townsman
  Influence +20%
  Lore (World) +5%
  Perception +5%
  Oratory
  Pick One
  Courtesy (Senator only), Language,
  Lore, Lore (Regional),
  Oratory +10%
  Shaman
  Barbarian
  Forestborn
  Nomad (Arctic)
  Nomad (Desert)
  Nomad (Temperate)
  Primitive
  First Aid +5%
  Influence +10%
  Lore (Animal) +5%
  Lore (Plant) +5%
  Persistence +5%
  RunecastingSh
  Pick One
  Healing, Lore,
  Runecasting (other)Sh, Survival
  Soldier
  Barbarian
  Civilised
  Forestborn
  Peasant
  Townsman
  Noble
  Dodge +5%, Lore (World) +5%
  Resilience +5%, Unarmed +5%
  Pick Three +10%:
  1H Axe, 1H Flail, 1H Hammer, 1H Sword,
  2H Axe, 2H Flail, 2H Hammer, 2H Sword,
  Athletics, Bow, Crossbow, Dagger, Driving,
  Polearm, Riding, Shield, Sling, Spear
  Sorcerer’s
  ApprenticeN
  Civilised
  Noble
  Townsman
  Persistence +10%
  Sorcery Spell SS
  Manipulation(Magnitude)
  Pick Two:
  Language, Lore,
  Manipulation(Duration),
  Manipulation(Range),
  Sorcery Spell (other) SS
  Spy
  Civilised
  Townsman
  Noble
  Acrobatics +5%, Dodge +5%, Influence +5%,
  Perception +5%, Persistence +5%,
  Lore (World) +5%, Sleight +5%, Stealth +5%
  Pick One
  Courtesy, Disguise, Language,
  Tracking
  Street ToughN
  (or Thug)
  Civilised
  Mariner
  Peasant
  Townsman
  Dodge +10%, Resilience +10%,
  Unarmed +10%
  Pick One at +5%:
  1H Hammer, Dagger, Evaluate, Sleight, Staff,
  Throwing
  Streetwise
  Thief
  Barbarian
  Forestborn
  Peasant
  Townsman
  Acrobatics +5%, Evaluate +5%,
  Perception +10%, Sleight +10%, Stealth +10%
  Pick One:
  Disguise
  Mechanisms
  Streetwise
  Town Guard
  Townsman
  1H Hammer +5%, Athletics +5%,
  Crossbow +5%, Perception +5%,
  Polearm +10%, Shield +10%
  Streetwise
  TrapperN
  Barbarian
  Forestborn
  Nomad (Arctic)
  Peasant
  Primitive
  Perception +10%
  Lore (Animal) +5%
  Stealth +5%
  Craft(Trapmaking)
  Tracking
  Pick One:
  Craft, Lore(Regional), Survival,
  Tracking +10%
  TricksterN
  Barbarian
  Civilised
  Forestborn
  Peasant
  Townsman
  Pick Two at +10%:
  Perception, Sleight, Stealth
  Petty-MagickPM
  Demesne Insight(Delusion)PM
  Pick One:
  Demesne Insight(Sensing)PM
  Disguise,
  Mechanisms (not Forestborn)
  Tracking (Forestborn only)
  Professions
  
  20
  Professions Table (continued...)
  Profession
  Cultural Background
  Basic Skill Bonuses
  Advanced Skills
  War MageN
  Barbarian
  Nomad(any)
  Peasant
  Pick Three at +10%:
  Persistence, Resilience, Any Weapon,
  Any Weapon (other)
  Petty-MagickPM
  Demesne Insight(Conflict)PM
  War SmithN
  Barbarian
  Civilised
  Peasant
  Townsman
  1H Hammer +10%
  Evaluate +5%
  Resilience +5%
  Lore(Mineral)
  Pick One:
  Craft (Armourer)
  Craft (Weaponsmith)
  Pick One:
  Craft (Armourer or
  Weaponsmith)Osk,
  Craft (Blacksmith),
  Craft(Leatherworker), Mechanisms
  WarriorN (such
  as Warband)
  Barbarian
  Forestborn
  Mariner
  Nomad(Arctic)
  Nomad(Desert)
  Peasant
  Lore (World) +10%, Shield +5%, Spear +10%
  Pick One at +10%:
  1H Axe, 1H Sword, 1H Hammer, 2H Axe,
  2H Hammer
  Pick Three at +5%:
  Athletics, Bow, Crossbow, Dagger, Dodge,
  Driving, Evaluate, Resilience, Unarmed
  WatchmanN
  Civilised
  Peasant
  Townsman
  Athletics +5%, Dodge +5%, Shield +10%,
  Influence +10%
  Pick Two at +5%:
  1H Axe, 1H Hammer, 1H Sword,  Lore(World),
  Resilience, Staff, Unarmed
  Pick One:
  Language
  Lore (Regional)
  Streetwise
  Weather-
  workerN
  Mariner
  Peasant
  Boating +10%
  Persistence +10%
  Petty-MagickPM
  Demesne Insight(Weather) PM
  Pick One:
  Lore(Meteorology/Weather)
  Shiphandling
  Witch
  Barbarian
  Forestborn
  Peasant
  First Aid +5%
  Lore (Animal) +5%
  Lore (Plant) +10%
  RunecastingW
  Pick Two:
  Healing, Lore,
  Runecasting (other)W, Survival
  Wizard
  Townsman
  Noble
  Evaluate +5%
  Lore (World) +5%
  Persistence +10%
  RunecastingWiz
  Runecasting (other)Wiz
  Pick One:
  Language, Lore,
  Runecasting (other)Wiz
  Woodsman
  Barbarian
  Forestborn
  Peasant
  1H Axe +5%, 2H Axe +10%, Athletics +10%,
  Lore (Plant) +10%, Resilience +5%
  Survival
  YeomanN
  Forestborn
  Peasant
  Townsman
  Bow +20%
  Pick Two at +5%
  H Hammer, 1H Sword, 2H Hammer,
  2H Sword, Dagger, Riding, Shield,
  Unarmed
  Pick Two:
  CourtesyY, Craft(Bowyer),
  Craft(Fletcher), DanceY, Language,
  Lore, OratoryY, Play InstrumentY
  N
  This is a new Profession.  Weatherworker is also included in Petty-Magick, Petty-Sorcerers and Hedge Wizards
  OSk Choose the Other skill to that chosen earlier
  PM  See Petty-Magick, Petty-Sorcerers and Hedge Wizards and the appendices for more information on Petty-Magick
  W
  Choose one of the following:  Fertility, Luck, Moon or Shadow.  The Witch has integrated that rune and has that rune’s Runecasting skill.
  Wiz
  Choose one of the following:  Air, Cold, Earth, Fire, Heat or Water.  The Wizard has integrated that rune and has that rune’s Runecasting
  skill.
  Y
  Some Yeomen could come from partially respectable parts of their culture
  Professions
  
  21
  Every character receives 100 additional skill points.
  The player can add these Free Skill Points to his skills
  in the following ways:
   
  Add to a Basic or Weapon skill score.
   
  Add to an Advanced skill score, as long as the
  character already possesses the skill.
   
  Purchase an Advanced skill.  This costs 10 free skill
  points and the Advanced skill starts at its basic
  Characteristic-derived score.
  No single skill can benefit from more than 30 Free Skill
  Points (FSPs).  The Advanced skill of Runecasting may
  not be purchased.  An Advanced skill purchased with
  Free Skill Points cannot be increased by more than 20
  points.
  Exceptions
  Petty-Magick spellcasters can spend skill points on
  increasing skills to match the minimum skill require-
  ments of their Demesnes, even if such an increase
  requires more than 30 free skill points.  They still
  cannot spend more than the Free Skill Points available.
  For example, after her background and Profession have been
  applied, a Civilised Healer Mage has a skill in First Aid of
  only 25% and her other skills are not particularly appropriate.
  She needs 70% in her First Aid as a minimum to qualify as
  a Healer Mage, so raises it using 45 of her additional skill
  points, leaving her 55 to spend elsewhere.
  Experienced Characters
  For more difficult of the campaign, Experienced Char-
  acters can be created who benefit from additional Free
  Skill Points.  Free Skill Points for Experienced Charac-
  ters are awarded in increments of 50 points.  For each
  additional increment the character:
   is aged two years;
   receives additional income as for Journeyman
   
  Professionals;
   gains a single point Characteristic Increase;
   Is allowed to increase by 10 the amount a single
   
  skill can benefit from Free Skill Points up to a
   
  maximum of 90%.
  As discussed in the Older Character rules, Experienced
  Characters also accrue Hero Points as they age.
  Games Master’s Note: A character starting with 200
  Free Skill Points is a very potent adversary and may
  easily have some skills over 100%.
  With Older Characters
  For an even more flexible approach to character crea-
  tion, Experienced Characters increments can also be
  purchased as part of The Older Character (see below).
  For each two years a by which a character is aged, an
  increment can be purchased, along with all the accom-
  panying benefits such as income, Characteristic In-
  creases and Hero Points from aging.
  The Experienced Characters section is Open Gaming Content.
  Free Skill Points
  7. Free Skill Points
  
  22
  At the Games Master’s discretion, by spending two
  years on aging an Older Character an additional Jour-
  neyman Profession or an additional increment of expe-
  rience can be gained (see Experienced Characters or
  Professions).
  Notes on Older Character options
  R  If Runes are rare in a given campaign, this can be
   
  extended to require two or three years to gain an
   
  additional Rune.
  I This can be increased to twice or even three times
   
  starting silver if the Games Master wishes the char-
   
  acters to be very well equipped.
  Older Characters and Hero points
  Older Characters and Experienced Characters auto-
  matically gain Hero Points for each year they spend on
  the above benefits at a rate of one hero Point per year up
  to age 30, one per two years up to age 40 and one per 4
  years thereafter.  This is in addition to any other skill
  increase or bonus (so a character gains 2 HPs in the year
  he ages for 1).
  Olrder Characters and Characteristic
  Aged Characters automatically gain a Characteristic
  Increase for each two years they spend on the benefits
  above up to age 30 and one per four years up to age 40.
  This is in addition to any other skill increase or bonus.
  Aging Penalties
  The Games Master should be careful when allowing a
  character to start so old that his characteristics should
  deteriorate due to age.  A maximum age of 40 for most
  characters is recommended and 50 for spellcasters fo-
  cusing on their spellcasting skills.  If the Games Master
  is worried about older characters, simple aging rules
  could be applied as follows:
  • after 35 no more gains to STR, SIZ, CON or DEX
   
  can be made without specific quests to do so;
  • after 40 a character’s increases to INT, POW or CHA
   
  take twice as long;
  • after 60 INT or CHA cannot increase;
  • after 40 a character should deduct one from  STR,
   
  CON or DEX (player’s choice) for each three years
   
  the character ages.
  Though these allow for a degree of aging, at all times it
  should be borne in mind that Player Characters are
  Hero Points
  Every character starts with two Hero Points.
  Hero Points  are also acquired from Journeyman Pro-
  fessions or by being and Experienced Character if the
  Aged Character rules are used (see below).
  Legendary Abilities
  If the character has accumulated enough Hero Points to
  purchase a Legendary Ability he should be allowed to
  exchange them for one and apply its effects.  In high-
  powered campaigns a Games Master may insist that
  characters begin with a Legendary Ability.
  Age
  Normally, a character may start out at any age between
  18 and 30.  The player should initially choose a starting
  age for his character, but this may be modified by the
  profession and increased skill options already outlined.
  The Older Character
  Aging a character by a year can be used to gain Hero
  Points, spells, income or even Runes. Before the Older
  Character rules are used, agree with your Games Mas-
  ter which he is happy to use and by how many years
  your character can be aged.  If the Older Character
  rules are used, it is recommended the Aging rules are
  also used.
  Older Character Options
  For each year by which an Older Character is aged he
  can choose from one of the following options:
   Acquire a new Petty-Magick Demesne Insight (up
   
  to a maximum of two additional Demesne Insights)
  plus two additional points of Magnitude of spells
   
  associated with that Demesne;
   Gain an additional Rune with up to two Magnitude
   
  of Rune spells cast with that Rune;R
   Gain a Hero Point (up to a maximum of +8);
   If a Runecaster, gain an additional four points of
   
  Magnitude of Rune Spells ;
   If a Petty-Magick spellcaster, gain an additional six
  points of Magnitude of Rune Spells ;
   Gain their starting silver in additional incomeI.
  Spells & Specials
  8.Special Actions/Spells
  
  23
  heroes, and not necessarily subject to the same aging
  and experience gains as normal people.  Non-Player
  Characters should not be able to gain from increased
  Characteristics unless heroes, like the Player Charac-
  ters.
  The ‘Older Characters’ Section and its sub-sections are
  designated Open Gaming Content.
  Starting Items
  Enchanters should be allowed to have Enchanted a
  single item themselves and have it available for use at
  the start of play.  The Enchanted item should allow
  them at least a 20% chance of creating it after all skill
  penalties due to difficulty.  The POW needed for this
  item should be deducted from their final POW.
  Those from the Priest profession can automatically
  become an Acolyte or Initiate of their cult if their skills
  allow them to qualify.  A Priest is also allowed to have
  permanently dedicated some POW to his god (see the
  Dedicated Divine POW extension in the Appendices),
  if the Divine Dedicated POW rules are being used.
  An Animal Trainer can be accompanied by one trained
  animal, providing the chance to train the animal is not
  reduced to less than 20%.  The species  must be agreed
  between the player and the Games Master.  A Crafts-
  man can have one item of above average quality he has
  crafted provided his skill at crafting that item is not less
  than 20%.
  Petty-Magick spellcasters or Runecasters who have
  the Create Talisman or Bind Familiar spells can begin
  play with reduced POW in exchange for a correspond-
  ing Talisman and/or Familiar.  POW is spent to bind the
  relevant Familiar or create the corresponding strength
  Talisman as outlined in Petty-Magick, Petty-Sorcerers
  and Hedge Wizards.  Petty-Magick spellcasters cannot
  reduce their POW to below the minimum they need for
  Petty-Magick spellcasting.
  The ‘Starting Items’ section and sub-sections are designated
  Open Gaming Content.
  Legendary Abilities
  If a starting character has enough Hero Points to pur-
  chase a Legendary Ability, he should be allowed to do
  so.  In very high-powered campaigns, an additional
  award of a free Legendary Ability could be made.  If a
  free Legendary Ability is granted the characters should
  not be able to be aged to purchase additional Hero
  Points, but should still acquire Hero Points due to their
  age as normal.
  Traits
  Take note of the Traits which apply to the character due
  to race, Runic Power or Legendary Ability and ensure
  their benefits are applied to the character and to his skills.
  Rune Spells
  For each Runecasting skill with which a character
  starts, one spell is known for that skill (up to Magnitude
  3 for non-Progressive spells, Magnitude 2 for Progres-
  sive spells).  This may mean that some characters start
  off with more spell points than others.
  Starting Petty-Magick Professionals receive the start-
  ing spells for the Demesne Insights they have gained
  plus three (3) more points of Magnitude of spells that
  can be cast using those Demesne Insights.
  Spell Lists, Runes and Demesnes are provided overleaf.
  The spell lists are listed by Demesne and by Rune, and
  all known spells in the Petty-Magick book and in the
  RuneQuest™ Core Rulebook are listed with the Runes
  or Demesne Insights needed to cast them.
  Spells & Specials
  
  24
  Spells & Specials
  Demesne Spells Table
  Demesne 
  Spells
  Chaos 
  Chaos Gift1, Contagion1, Detect Chaos, Fate, Sense Chaos1, Sense1 disease, Skybolt
  Conflict 
  Bladesharp, Bludgeon, Demoralise, Detect Enemy, Disruption, Dullblade, Fanaticism, Firearrow, Fireblade, Oppose1,
   
  Multimissile, Pierce, Protection, Speedart, Strength, Sense Enemy1, WarBlock1, WarStrike1
  Delusion 
  Babel, Befuddle, Co-ordination, Cover of Night, Demoralise, DullSound1, Emotion, Faceless1, Fogbank1, Glamour,
   
  MistPatch1, NullSense1, ShadowCloak1, ShadowStealth1, Shimmer, Thunder’s Voice, TwistVoice1
  Nature 
  BeastCall1, BeastTalk1, Befuddle Beast, Bestial Enhancement, Bind Familiar1, Calm Beast1, Clear Path, Detect Beast (and
   
  derivatives), Dragon Breath, Entwine1, Plant Growth1, Sense Beast1 (and derivatives), SoftClaw1, Warp Wood1, Water Breath
  Necromancy 
  Animate Corpse1, Animate Skeleton1, Blight1, Command Undead1, Contagion1, Demoralise, Despoil1, Hand of Death,
   
  Sense Undead1, Undead Bane
  Peace 
  Cleanse1, Comprehend1, Detect disease, Detect poison, Draw Poison1, Endurance, Glamour, Good Fortune,
   
  Golden Tongue, Heal, Sense1 disease, Sense1 poison,Vigour
  Petty-Magick
  Countermagic, Countermagic Shield, Create Talisman1, Charge Talisman1, Detect Magic, Dispel Magic, Fate, Light,
   
  Mindspeech, Second Sight, Sense Magic1
  Physick
  Co-ordination, Charge Talisman1, Create Talisman1, Darkwall, Detect elements, Extinguish,Fate, Firearrow, Fireblade,
   
  Frostbite, Ignite, MistPatch1, Mobility, Protection, Repair, Sense elements1, Slow, TwistVoice1, Undead Bane,
   
  Versatility, Warmth, Warp substance1
  Sensing
  BeastTalk1, All Detect spells, Comprehend1, Oath of Ordeal, Second Sight, All Sense spells, Predict Weather1
  Weather
  BindWind1, ClearSky1, Cloudburst1, Fogbank1, LashWind1, MistPatch1, Predict Weather1, WindRoil1
  1 This spell is a new Rune Spell described in Petty-Magick, Petty-Sorcerers and Hedge Wizards
  Rune to Spells Table
  Rune 
  SpellsS
  Air 
  BindWindN, ClearSkyN (with Water), CloudburstN
  (with Water), DullSoundN, Extinguish, FogbankN,
  LashWindN, MistPatchN, Predict WeatherN,
  TwistVoiceN, WindRoilN
  Beast  
  BeastCallN (with Mastery), BeastTalkN, Bestial
   
  Enhancement, Bind FamiliarN (with Magic and
   
  Communication), Calm BeastN, SoftClawN,
   
  Strength, Vigour, Warp BoneN,
   
  WaterBeastN (with Water)
  Chaos 
  Chaos GiftN, ContagionN, Skybolt
  Cold 
  Frostbite
  Communication BeastTalkN, Bind FamiliarN (with Magic and
   
  Beast), Calm BeastN, ComprehendN, Mindspeech
  Conflict 
  Disruption, OpposeN, WarBlockN, WarStrikeN
  Darkness 
  Darkwall (mobile with  Movement),
   
  ShadowStealthN
  Death 
  BlightN, DespoilN, Hand of Death, Undead Bane
  Disorder 
  Babel (with Communication), Befuddle Beast
   
  (with Beast), Befuddle Humanoid (with Man),
   
  ContagionN, Demoralise, Disruption
  Dragon 
  Dragon Breath
  Earth 
  Protection
  Fate 
  Fate
  Fertility 
  Draw PoisonN, Endurance, EntwineN, Heal,
   
  Plant GrowthN
  Fire 
  Firearrow, Fireblade, Ignite
  Harmony 
  Glamour
  Heat 
  Warmth
  Healing 
  CleanseN, Detect DiseaseS, Detect PoisonS, Draw
  PoisonN, Heal
  Illusion 
  FacelessN, MistPatchN, NullSenseN, Shimmer,
   
  ShadowCloakN, ShadowStealthN, TwistVoiceN
  Infinity 
  Multimissile
  Law 
  ComprehendN, Fanaticism
  Light 
  Light
  Luck 
  Good Fortune
  Rune 
  SpellsS
  Magic 
  Bind FamiliarN (with Beast and Communication),
   
  Countermagic, Countermagic Shield (with
   
  Stasis), Charge TalismanN, Create TalismanN
   
  (with Mastery), Detect MagicS, Dispel Magic,
   
  NullSenseN (with Shadow), Sense MagicS
  Man 
  ComprehendN, FacelessN, OpposeN, TwistVoiceN,
   
  Versatility, Warp BoneN
  Mastery 
  BeastCallN (with Beast), Create TalismanN (with
   
  Magic), OpposeN, Thunder's Voice
  Metal  
  Bladesharp, Bludgeon, Dullblade, Repair,
   
  Warp metalN
  Moon 
  Emotion
  Motion 
  ClearSkyN (with Water), CloudburstN (with
   
  Water), Co-ordination, LashWindN, Mobility,
   
  Slow, Speedart, WaterBeastN (with Water),
   
  WindRoilN
  Plant 
  Clear Path, EntwineN, Plant GrowthN, Warp
  WoodN
  Shadow 
  Cover of Night, DullSoundN, FogbankN,
   
  MistPatchN, NullSenseN (with Magic),
   
  ShadowCloakN, ShadowStealthN
  Spirit 
  Second Sight
  Stasis 
  BindWindN, LashWindN, Pierce, SoftClawN
  Trade 
  Golden Tongue
  Truth 
  All Detects, All SensesN, Oath of Ordeal
  Undead 
  Animate CorpseN, Animate SkeletonN, BlightN,
   
  Command UndeadN, ContagionN, DespoilN,
   
  Detect UndeadS, Sense UndeadNS
  Water 
  ClearSkyN (with Air or Movement), CloudburstN
   
  (with Air or Movement),  FogbankN,
   
  MistPatchN, Predict WeatherN, WaterBeastN
   
  (with Beast or Movement), Water Breath
  N
  This spell is a new Rune Spell described in Petty-Magick, Petty-
  Sorcerers and Hedge Wizards
  S
  It is suggested that Detect and Sense spells can also be used by corre-
  sponding Runes: the spell Detect Metal, for example, should also be a
  spell available to the Metal Rune.  The Sense and Detect spells for
  each Rune have not been listed.
  
  25
  Spells & Specials
  Spell 
  Demesne(s) 
  Runes
  Animate Corpse1 Necromancy
  Undead
  Animate Skeleton1 Necromancy
  Undead
  Babel 
  Delusion 
  Communication and
  Disorder
  BeastCall <beast>1 Nature
  Beast and Mastery
  BeastTalk <beast>1 Nature
  Beast or
   
   
  Communication
  Befuddle 
  Delusion
  Disorder and Man
  Befuddle Beast 
  Nature
  Disorder and Beast
  Bestial Enhancement Nature
  Beast
  Bind Familiar1  
  Nature
  Beast, Magic and
   
   
  Communication
  BindWind1 
  Weather
  Air or Stasis
  Bladesharp 
  Conflict
  Metal
  Blight1 
  Necromancy
  Undead or Death
  Bludgeon 
  Conflict
  Metal
  Calm Beast1
  Nature
  Beast or Communication
  Chaos Gift1
  Chaos
  Chaos
  Charge Talisman1 Petty-Magick, Physick
  Magic
  Cleanse1 
  Peace
  Healing
  Clear Path 
  Nature
  Plant
  ClearSky1 
  Weather 
  Air or Movement and Water
  Cloudburst1 
  Weather 
  Air or Movement and
  Water
  Command Undead1 Necromancy
  Undead
  Comprehend1 
  Peace, Sensing
  Communication or Law
   
   
  or Man
  Contagion1 
  Chaos, Necromancy Chaos or Disorder or
  Undead
  Co-ordination 
  Delusion, Physick
  Motion
  Countermagic 
  Petty-Magick
  Magic
  Countermagic
    
  Shield  Petty-Magick
  Magic and Stasis
  Cover of Night 
  Delusion
  Shadow
  Create Talisman1 Petty-Magick, Physick
  Magic and Mastery
  Darkwall (mobile) Physick
  Darkness (& Movement)
  Demoralise 
  Conflict, Delusion, Necromancy
  Disorder or Conflict
  Despoil1 
  Necromancy
  Death or Undead
  Detect any 
  Sensing
  Truth
  Detect Beast/beast2 Nature
  Truth or Beast
  Detect Chaos2 
  Chaos
  Truth or Chaos
  Detect disease2 
  Peace
  Truth or Healing
  Detect elements2  
  Physick (Detect specific elements/things)
  Detect Enemy2 
  Conflict
  Truth or Conflict
  Detect Magic2 
  Petty-Magick
  Truth or Magic
  Detect poison2
  Peace
  Truth or Healing
  Dispel Magic 
  Petty-Magick
  Disorder and Magic
  Disruption 
  Conflict
  Disorder
  Dragon Breath 
  Nature
  Dragon
  Draw Poison1 
  Peace
  Healing or Fertility
  DullBlade  
  Conflict
  Metal
  DullSound1 
  Delusion
  Air or Shadow
  Emotion 
  Delusion
  Moon
  Endurance 
  Peace
  Fertility
  Entwine1 
  Nature
  Disorder or Fertility
  Extinguish 
  Physick
  Air
  Faceless1 
  Delusion
  Man or Illusion
  Fanaticism 
  Conflict
  Law
  Fate 
  Chaos, Physick,
  Fate
   
  Petty-Magick
  Firearrow 
  Conflict, Physick
  Fire
  Fireblade 
  Conflict, Physick
  Fire
  Fogbank1 
  Delusion, Weather
  Air or Water or Shadow
  Frostbite 
  Physick
  Cold
  Glamour 
  Delusion, Peace
  Harmony
  Spell 
  Demesne(s) 
  Runes
  Golden Tongue 
  Peace
  Trade
  Good Fortune 
  Peace
  Luck
  Hand of Death 
  Necromancy
  Death
  Heal 
  Peace
  Fertility or Healing
  Ignite 
  Physick
  Fire
  LashWind1 
  Weather
  Air or Stasis
  Light 
  Petty-Magick
  Light
  Mindspeech 
  Petty-Magick
  Communication
  MistPatch1  
  Delusion, Weather, Air or Water or Shadow or
   
  Physick
  Illusion
  Mobility 
  Physick
  Motion
  Multimissile 
  Conflict
  Infinity
  NullSense1 
  Delusion
  Illusion;
   
   
  or Shadow and Magic
  Oath of Ordeal 
  Sensing
  Truth
  Oppose1 
  Conflict
  Mastery or Man or Conflict
  Pierce 
  Conflict
  Stasis
  Plant Growth1  
  Nature
  Plant or Fertility
  Predict Weather1 Sensing, Weather
  Air or Water
  Protection 
  Conflict, Physick
  Earth
  Repair 
  Physick
  Metal
  Second Sight 
  Petty-Magick,
  Spirit
    
  Sensing
  Sense any1 2 
  Sensing
  Truth
  Sense Beastbeast1 2 Nature
  Truth or Beast
  Sense Chaos1 2
  Chaos, Sensing
  Truth or Chaos
  Sense disease1 2  
  Peace, Chaos
  Truth or Healing or Chaos
  Sense elements1 2
  Physick (specific elements)
  Sense Enemy1 2 
  Conflict
  Truth or Conflict
  Sense Magic1 2  
  Petty-Magick
  Truth or Magic
  Sense poison1 2  
  Peace
  Truth or Healing
  Sense Undead1 2 
  Necromancy
  Truth or Undead
  ShadowCloak1 
  Delusion
  Illusion or Shadow
  ShadowStealth1 
  Delusion
  Illusion or Shadow or
  Dark
  Shimmer 
  Delusion
  Illusion
  Skybolt 
  Chaos
  Chaos
  Slow 
  Physick
  Movement
  SoftClaw1 
  Nature
  Beast or Stasis
  Speedart 
  Conflict
  Movement
  Strength 
  Conflict
  Beast
  Thunder’s Voice Delusion
  Mastery
  TwistVoice1 
  Delusion, Physick
  Man or Air or Illusion
  Undead Bane 
  Physick, Necromancy
  Death
  Versatility 
  Physick
  Man
  Vigour 
  Peace
  Beast
  WarBlock1 
  Conflict 
  (Conflict)
  Warmth 
  Physick
  Heat
  Warp <substance>1  Physick, Nature
  Metal (for metal), Man or
   
  (for Warp wood)
  Beast (for bone) or
   
   
  Plant (for wood)
  WarStrike1 
  Conflict 
  (Conflict)
  Water Breath 
  Nature
  Water
  WaterBeast1 
  Weather
  Water and Beast or
   
   
  Movement
  WindRoil1 
  Weather
  Air or Movement
  1
  This spell is a New Rune Spell described in Petty-Magick, Petty-Sor-
  cerers and Hedge Wizards
  2
  It is suggested that Detect and Sense spells can also be used by corre-
  sponding Runes: the spell Detect Metal, for example, should also be a
  spell available to the Metal Rune
  Spells to Demesne and Rune
  
  26
  Runes & Runic Powers
  The power that each Rune grants to its owner should be
  checked in the Runic Power table (provided below) and
  any relevant skill modifications or new skills gained.
  This may mean that Characteristics or Attributes are
  also modified. The POW for integrating Runes during
  Character Creation should not be deducted from a
  character’s initial POW Characteristic.
  Spells & Specials
  Runic Power Table
  Rune 
  Image 
  Runic Power
  Air
  A 
  Rune Touched reduces damage from falling by half and adds +10% to Athletics skill when
  jumping.
  Beast
  B 
  Rune Touched gains Survival (or +10% to Survival is already possessed) and +5% to Lore
   
   
  (Animal) and Resilience.
  Chaos
  C 
   Any spells with the Instant trait cast by the Rune Touched inflict a –30% penalty on attempts
  to resist or counterspell them.
  Cold
  G 
  Rune Touched ignores negative effects from exposure to cold environments.
  Communication
  @ 
  Rune Touched gains +10% to Influence skill and gains new Language skill.
  Conflict
  < 
  The Rune Touched a bonus of +5% to all Opposed Tests and to all attack and parry rolls
   
   
  when in combat against a foe who could parry or dodge (See Appendices)
  Darkness
  0 
  Rune Touched gains Dark Sight and +10% to Stealth skill.
  Death
  # 
  An opponent suffering a Major or Serious Injury inflicted by the Rune Touched’s close
   
   
  combat attack suffers a –10% penalty to Resilience tests to stay conscious or avoid death.
  Disorder
  D 
  Rune Touched adds +2 to all Strike Rank rolls.
  Dragon
  x 
  Rune Touched gains +20% to Resilience.
  Dragonewt
  n 
  Rune Touched will reincarnate as a dragonewt upon death.
  Earth
  E 
  Rune Touched gains +1 to STR, CON and SIZ 
  .
  Fate
  * 
  Rune Touched may re-roll one dice roll each day.
  Fertility
  F 
  Rune Touched heals and recovers in half the normal time.
  Fire
  V 
  Rune Touched reduces damage from fire, magical or otherwise, by half.
  Harmony
  H 
  Rune Touched may grant a single ally +20% to a single skill test, once per day.
  Healing
  > 
  Rune Touched gains a bonus of +5% to any spell associated with healing and recovery or
   
   
  for any skill tests relating to healing (including First Aid & Craft(Midwifery: see Appendices)
  Heat
  7 
  Rune Touched ignores negative effects from exposure to hot environments.
  Illusion
  5 
  Rune Touched gains Disguise skill and +5% to Sleight and Stealth skills.
  Infinity
  I 
  Rune Touched doubles the duration of all spells with the Duration trait.
  Law
  L 
  Any spells with the Permanent trait cast by the Rune Touched inflict a –30% penalty
   
   
  on attempts to resist or counterspell them.
  Light
  O 
  Rune Touched gains Night Sight and +10% to Perception skill.
  Luck
  k 
  Rune Touched may re-roll one dice roll each day.
  Magic
  R 
  Rune Touched  gains +5% to all Runecasting skills.
  Man
  J 
  Rune Touched gains +1 to DEX, INT and CHA.
  Mastery
  M 
  Rune Touched gains +10% to all opposed tests.
  Metal
  4 
  Rune Touched’s iron close combat weapons gains +1 damage, but only when wielded by the Rune
  Touched.
  Moon
  Q 
  Rune Touched gains +5% to Influence, Perception, Persistence and Stealth.
  Motion
  2 
  Rune Touched’s Movement increased by +1m.
  Plant
  P 
  Rune Touched gains Survival (or +10% to Survival is already possessed) and +5% to Lore
   
   
  (Plant) and Resilience.
  Shadow
  9 
  Rune Touched gains +10% to Sleight and Stealth skills.
  Spirit
  S 
  Any spells that target spirits cast by the Rune Touched inflict a –30% penalty on attempts
   
   
  to resist or counterspell them.
  Stasis
  U 
  Rune Touched is unaffected by Knockback, though they may still cause it themselves.
  Trade
  T 
  Rune Touched gains +10% to Evaluate and Lore (World) skills.
  Truth
  Y 
  Rune Touched gains +10% to Perception and Persistence skills.
  Undead
  z 
  Any spells that target undead cast by the Rune Touched inflict a –30% penalty on attempts
   
   
  to resist or counterspell them.
  Water
  W 
  Rune Touched’s Athletics skill is considered to be +50% when swimming.
  
  27
  Attributes
  9. Attributes
  This is step 9 of the character generation process.
  Attributes are a set of secondary scores that depend on
  the character’s final characteristics, Runic Powers and
  Legendary Abilities.
  Combat Actions (CA)
  This is the number of actions a character can perform in each
  combat round.  It is dependent on the character’s DEX, as
  shown in the following table.
  Damage Modifier (DM)
  The Damage Modifier applies whenever the character
  uses a melee or thrown weapon.  It is calculated by
  adding STR and SIZ and comparing the result on the
  table below.
  Play experience has shown that using half the listed
  positive modifiers for thrown weapons produces effec-
  tive and realistic results and can also be applied to
  specially-made bows the character uses.
  Hit Points (HP)
  These determine how much damage the character can
  sustain before reaching unconsciousness or death.  Hit
  points are located in certain areas of the character’s
  body, representing exactly how much damage he can
  sustain.  The number of Hit Points in each location are
  calculated by adding the character’s SIZ and CON and
  comparing the result on the Human and Humanoid Hit
  Points per Hit Location Table below.
  Magic Points (MP)
  These are used to activate any spells the character
  knows.  The character’s starting Magic Points will be
  equal to the character’s POW.
  Petty-Magick Spellcasters may start play with items
  able to store additional Magic Points, such as Talis-
  mans.  These will also be able to store Magic Points,
  depending on their potency.  A Petty-Magick user with
  a Familiar should also take note of the Magic Points he
  can use from any Familiar he may have gained.
  Movement
  Human characters have a Movement of 4 metres (4m).
  Other races, such as Ducks, have different movement
  options as given in their descriptions.  This may be
  modified due to Runic Powers or Legendary Abilities.
  Strike Rank (SR)
  This determines how quickly the character acts in com-
  bat.  Strike Rank is determined by adding together the
  character’s INT and DEX, and halving the result.
   
   Human and Humanoid Hit Points per Hit Location Table
   
   
   
   
   
   Total SIZ + CON
  Location 
  1–5 
  6–10 
  11–15 
  16–20 21–25 26–30 31–35 36–40 41-45 46-50 51-55 
  +5
  Each Leg
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  +1
  Abdomen
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  +1
  Chest
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  +1
  Each Arm
  1 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  +1
  Head
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  +1
   
  DEX 
  Combat Actions
   
  6 or less 
  1
   
  7–12 
  2
   
  13–18 
  3
   
  19 or more 
  4
   
  Total of 
  Damage 
  Total of  
  Damage
   
  STR+SIZ Modifier 
  STR+SIZ 
  Modifier
   
  1–5 
  –1D8 
  51–60 
  +1D12
   
  6–10 
  –1D6 
  61–70 
  +2D6
   
  11–15 
  –1D4 
  71–80 
  +2D8
   
  16–20 
  –1D2 
  81–90 
  +2D10
   
  21–25 
  +0 
  91–100 
  +2D12
   
  26–30 
  +1D2 
  101–120 
  +3D10
   
  31–35 
  +1D4 
  121–140 
  +3D12
   
  36–40 
  +1D6 
  141–160 
  +4D10
   
  41–45 
  +1D8 
  161–180 
  +4D12
   
  46–50 
  +1D10 
  181–200 
  +5D10
  
  28
  Divine Magic
  Dedicated Divine POW
  When an initiate gains new POW as a result of a Characteris-
  tic Improvement roll he can elect to dedicate that point of
  POW to storing Divine Magic from a god in whose cult he is
  an  Initiate.  This Dedicated Divine POW does not count
  towards his own POW, does not grant additional Magic
  Points, and can only be used to store Divine Magic from that
  god.  This POW is taken first when Divine Intervention is
  invoked.
  A character can still elect to temporarily dedicate some of his
  own POW to Divine Magic as normal.
  Personal POW cannot be transferred over to Dedicated Divine
  POW and Dedicated Divine POW, once dedicated, cannot be
  transferred over to normal POW.  If a character is Excommu-
  nicated from the god to whom the POW was dedicated he
  loses the use of that Dedicated Divine POW.
  Divine Spell Limitations
  Whilst a character may not store the same Progressive Divine
  Magic spell twice, he may store multiple Cult Divine Magic
  spells of the same Magnitude providing the spells are not
  Progressive.
  These Divine Magic Extensions are Open Gaming Content.
  Petty-Magick
  Full details of the Petty-Magick system are provided in the
  Sceaptune Games Rune Sources supplement ‘Petty-Magick,
  Petty-Sorcerers and Hedge Wizards’.  To help with selecting
  Demesnes for the seven Petty-Magick Professions, the pre-
  requisites for each Demesne and the starting spells are given
  in the Demesne Insight Prerequisites Table.
  The knowledge of Petty-Magick Demenses is potentially
  available to anyone who has good skills, exceptional physical
  attributes or has the strength of mind to explore the various
  Demesnes of power.  This potential to learn is key: typically
  only exceptional individuals, the heroes, are able to channel
  magical capabilities at will.   This is represented by having
  pre-requisites for the Petty-Magick Advanced Skill and each
  Demesne Insight Advanced Skill.
  The Demesne Insight Skills Table Shows the pre-requisites
  for each Demesne (in addition to the Petty-Magick skill).
  Also shown are the starting spells that are automatically
  Appendices
  Demesne Insight Prerequisites Table
  Demesne
  Insight 
  Other Prerequisites (minimums unless stated) 
  Starting spell or spells
  Chaos 
  INT 10 and either Lore(Chaos) 80% or Chaotic Trait1 
  Chaos Gift2, Detect Chaos
  Conflict 
  Either: CON 15, STR 15 and a Weapon skill at 70%; or five skills at 50%  
  Detect Enemy,
   
  from Lore(Tactics), Martial Arts, Resilience, Unarmed Combat and  
  Disruption,
   
  any Weapon skills 
  Sense Enemy2
  Delusion 
  DEX 16 or INT 16 and either: two of Sleight, Stealth or Perception at 70%;  
  Faceless 12,
   
  or all of Sleight, Stealth and Perception at 50% 
  ShadowCloak2
  Nature 
  CHA 12 and either: two of Lore (Plant), Lore(Animal) or Survival at 70%; 
  Detect Beast,
   
  or all of Lore (Plant), Lore(Animal) and Survival at 50%  
  Bind Familiar2
  Necromancy INT 16, CHA 12 or less, and either: Lore(Undead) or Lore(Theology) 80% 
  Sense Undead,
   
   
  Undead Bane
  Peace 
  CHA 15 and any of First Aid, Healing, Lore(anatomy) or Influence at 70%; 
  Heal 3 or Goldentongue 3
   
  or three of the four skills at 70%
  Petty-Magick POW 14, INT 14, CHA 10 
  Detect Magic, Light,
   
  Sense Magic2
  Physick 
  CON 12, INT 16 and either: Acrobatics, Athletics, Mechanisms or a  
  Repair, Warp2
   
  Craft skill at 70%; or three of the four skills at 50%
  Sensing 
  INT 16 and Perception or Tracking at 70% 
  Second Sight
  Weather 
  CON 13, INT 16, POW 16 and Boating 50% and either: Shiphandling 70%;  
  Predict Weather2
   
  or Lore(Meteorology/Weather) 70%
  1 The character acquires an aura of Chaos and, if he does not have one already, he acquires a chaotic trait.
  2 This spell is a New Rune Spell described in Petty-Magick, Petty-Sorcerers and Hedge Wizards
  Appendices
  
  29
  gained when knowledge of the Demesne are acquired.  The
  Petty-Magick Advanced Skills are as follows.
  Petty-Magick (POW+CHA)
  This core skill enables a character to gain a basic understand-
  ing into Petty-Magick and the Demesne of Magic.  After
  learning this skill the character can learn any of the other
  Demesne Insights, providing the prerequisites are met.
  Demesne Insight(<demesne>) (INT+POW)
  Like Lore(), the Demesne Insight Advanced Skill covers a
  range of separate skills, each of which applies to a particular
  Demesne of Petty-Magick.  Each skill is a separate skill and
  is learnt and developed separately.
  A character must meet a number of prerequisites before he can
  learn any Demesne Insight Advanced Skills.  These prerequi-
  sites are characteristic or skill based and are shown in the
  Demesne Insight Skills Table.  Once learnt, a Demesne In-
  sight() allows the casting of spells known in that Demesne of
  Petty-Magick using a normal skill test.
  Runes
  On top of the core Runes, the Rune Sources series uses a
  number of additional, Open Gaming Content Runes to support
  the concepts behind the cults described.  Two runes referred
  to in this booklet are Healing and Conflict.  These are special-
  ised runes that do not automatically assume the connotations
  of those to which they might be related, such as Fertility,
  Death and Disorder.
  The Rune of Conflict
  Though the Rune of Conflict is
  primarily associated with the skills
  of war, it is not limited to such
  active interaction.  Conflict is
  present in all situations where two
  views, opinions or strengths are in
  opposition and striving to over-
  come the other.  It is also called the
  Rune of Opposition.
  The Rune of Conflict is not only
  used by warrior gods but also by gods engaged in indirect
  conflict, such as protection, assassination or even combating
  disease or poison. Some of the more confrontational trading
  cults could be associated with Conflict, for example, as its
  members try and force a deal through against a less than
  co-operative trading partner.
  Conflict need not be automatically associated with Disorder,
  though may temporarily flow through such a state, and Con-
  flict never, automatically, assumes Death.
  Rune Spells
  Common Rune spells cast through the Rune of Conflict in-
  clude Demoralise and Detect Enemy as well as the spells
  Oppose, WarBlock and WarStrike.
  Runic Power
  The Runic Power of the Rune of Conflict is a bonus of +5%
  to all tests which assume an active opposition, such as Op-
  posed Tests and to all attack and parry rolls when in combat
  against a foe who could parry or dodge.
  The Conflict Rune and its definition is Open Gaming Content.
  Note
  The Rune of Conflict is not the same as the Petty-Magick
  Demesne of Conflict.
  The Rune of Healing
  Also called the Rune of Wholeness
  and Unity of Being, the Healing
  Rune is specifically associated with
  acts of recovery, personal stability
  and support, as well as the skills
  associated with healing and the res-
  toration of health.  Though more
  specialised and focused than that of
  the  Rune of Fertility, whose associ-
  ation with Healing is a result of its
  gifts of growth, plenty and procrea-
  tion, the Healing Rune also ad-
  dresses the Unity of mind and spirit.
  It is frequently associated with one or two other Runes which
  govern or indicate its use.  The cults of healing, such as
  Suberle, are those who might otherwise have struggled to
  integrate the Fertility Rune to themselves, or who found the
  diverse needs of the healing powers significantly more useful
  in caring for their followers.  The Healing Rune is often
  associated with a type of being, such as Spirit, Beast, Man or
  even Plant; such an association can both focus and strengthen
  its powers in those areas.
  Rune Spells
  Spells cast through the Rune of Healing include Heal, Cleanse
  and Draw Poison and similar spells.
  Runic Power
  The Runic Power of the Rune of Healing is a bonus of +5% to
  spell casting for any spell associated with healing and recov-
  ery, such as Heal or Regrow Limb, and a bonus of +5% to First
  Aid and Healing skills and to all Lore and Craft skills associ-
  ated with the act of healing, such as Lore(Anatomy) and
  Craft(Midwifery).
  The Healing Rune and its definition is Open Gaming Content.
  Appendices
  
  Age
  Gender
  Height
  Skin
  Eyes
  Hair
  Player
  Character Name
  Race/Culture
  Background/Profession
  The Collected Character Sheet
  Movement (m)
  Hero Points
  Combat Actions
  Damage Modifier
  Strike Rank
  Base Magic Points
  Max ENC
  Characteristics 
  Attributes
  Weapons
  STR
  CON
  DEX
  SIZ
  INT
  POW
  CHA
  Orig
  Current
  Weapon 
  %ge1 Cur2 
  Damage 
  ENC 
  AP 
  HP 
  Rnge Load
  1Base weapon skill
  2Weapon skill after Armour Penalty
  This character sheet is not for resale.  Permission is granted to reproduce for personal use only. Requires the use of
  RuneQuest™ available from Mongoose Publishing.  Copyright © 2007 Sceaptune Games
   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.
  Hit Points & Damage
  Special Damage Notes
  Advanced Skills (& RuneCastingAP)
  Basic Skills 
  Petty-Magick Spellcasting AP
  Skill 
   
  Char 
  %ge
  AcrobaticsAP.EP
  DEX
  AthleticsAP.EP
  (Base:)
   
  Brute Force
  STR+SIZ
   Climb/Jump/Swim
  STR+DEX
  BoatingEP
  STR
  DodgeAP.EP
  10+DEX-SIZ
  Driving
  10+POW
  Evaluate
  INT
  First Aid
  INT
  Influence
  10+CHA
  Lore(Animal)
  INT
  Lore(Plant)
  INT
  Lore(World)
  INT
  Perception
  INT+POW
  Persistence
  10+POW
  Resilience
  CON+POW
  Riding
  DEX+POW
  Sing
  CHA
  SleightEP
  DEX
  StealthAP.EP
  10+DEX-SIZ
  ThrowingAP.EP
  DEX
  UnarmedEP
  STR
  Demesne Insights 
   
  Char 
  %ge
  Petty-Magick
  POW+CHA
  INT+POW
  INT+POW
  INT+POW
  INT+POW
  INT+POW
  INT+POW
  Advanced Skills 
   
  Char 
  %ge
  Lang:
  INT
  Lore:
  INT
  Mechanisms 
   
  DEX+INT
  Streetwise
  POW+CHA
  Survival
  INT+POW
  Tracking
  INT
  APThese skills suffer Armour Penalty
  EPThese skills suffer Encumbrance Penalty
  Total:
  Ser.
  Wnd
  Maj.
  Wnd
  ru = Resilience test or unconscious; u/s = useless
  rsu = Resilience tests for death & unconsciousness
   19-20 
  Head
   16-18 
  Left Arm
   13-15 
  Right Arm
   10-12 
  Chest
   
  7-9 
  Abdomen
   
  4-6 
  Left Leg
   
  1-3 
  Right Leg
   
  ru 
  rdu
   u/s 
  ru
   u/s 
  ru
   
  ru 
  rdu
   
  ru 
  rdu
   u/s 
  ru
   u/s 
  ru
  d20 
  Location 
  Armour 
  AP 
  ENC 
  Pen.%
  Armour, hit locations, Armour Penalty and encumbrance
  Personal Magic Points
  Base MP
  Fatigue
  Fresh 
  Winded
  Tired 
  Wearied
  Exhausted 
  Debilitated
  Encumbrance (see over)
  0%/OK
  -20%/½ Mv
  ENC
  
  Talismans, Familiars, Crystals & other Magic Point Boosting
  Talisman type/Familiar’s beast 
  Name 
  POW (MP) Tracking
  Base MP
  Base MP
  Base MP
  Cult/Guild Associations 
  Traits, Integrated Runic Powers & Legendary Abilities
  Cult/Guild 
  Rank 
  Lore %
  Trait/Runic Power/Ability 
  Effects
  Spells (Petty-Magick, Rune and Divine)
  Spell 
  Demesne/Rune/Theology %ge Mag. Cast DIPC R T Area Res? 
  Effect
  Mag. = Magnitude; Cast = Casting Time; D I P C = Duration (D/#), Instant(I), Permanent (P) or Concentration (C);
  R T = Ranged (R: POW*5) or Touch (T); Res? = Resist Trait: No Resist (N or –), Dodge(D), Persistence (P), Resilience (R)
  Notes, Comments & Background
  Skill 
   
  Char 
  %ge
  Weapon Skills
  Advanced/Spellcasting Skills
  Weapon 
   
  Char 
  %ge
  Basic Close CombatAP.EP
  STR+DEX
  Basic RangedAP.EP
  DEX
  Item 
   
  Cost 
  ENC
  Equipment/Possessions
  Money 
  Gold pieces
   
  Silver pieces
   
  Copper pieces
   
  Lead bits
  TOTALS
   Maximum Encumbrance (see over)
   Maximum Carry = (STR+SIZ)*2
  
  STR
  CON
  DEX
  SIZ
  INT
  POW
  CHA
  Start
  Final
  3
  Character Creation Worksheet
  FSP = Free Skill points; CA = Difference between start characteristics and final (e.g. +2); HP = Hero Points are gained during professional, Free Skill,
  Characteristic gain and spell gain years at a rate of 1 per year to age 30, 1 per 2 years to age 40, then 1 per 4 years thereafter.
   Worksheet
  Player
  3. Race
  Character
  8. Aging: Spells  
  +
  Silver + 
   +
  =
  aging
   # Rune Spells:
  5. Background 
  6. Professions
   
  Step: 
  5 
  6 
  6b 
  6c  
  7FSP 
   7bFSP  
  8 
   
   
  Total
  Hero PointsHP  
  +0 
  2
  +2 
  +2 
  + 0
  + 2*n
  +
  =
  Charact. Incr.  
  +0 
  +0  
  +1 
  +1  
  + 0
  + 1*n
  +
  =
  Silver  
   
   
  +0  
   
   
  + 0   + *n 
  +
  =
  Minimum Age  
  18 
  +0  
  +2 
  +2  
  + 0
  + 2*n
   
   
   + aging
  Skills %ges
  Step: 
  4 
  5 
  6 
  6b 
  6c 
  7 
  7bFSP 
  8 (&3) 
  +Char.
  Basic  
  Char
  Base +B/G 
  JP#1 
  JP#2 
  JP#3 +100FSP +n*50 Trait/LA 
  Adj.CA 
  Total
  Acrobatics
  DEX
  Athletics
  (Base:)
  (         )
   
  Brute Force
  STR+SIZ
  above
  above
  above
  above
  above
  above
  above
  above
  above
   Climb/Jump/Swim
  STR+DEX
  above
  above
  above
  above
  above
  above
  above
  above
  above
  Boating
  STR
  Dodge
  10+DEX-SIZ
  Driving
  10+POW
  Evaluate
  INT
  First Aid
  INT
  Influence
  10+CHA
  Lore(Animal)
  INT
  Lore(Plant)
  INT
  Lore(World)
  INT
  Perception
  INT+POW
  Persistence
  10+POW
  Resilience
  CON+POW
  Riding
  DEX+POW
  Sing
  CHA
  Sleight
  DEX
  Stealth
  10+DEX-SIZ
  Throwing
  DEX
  Unarmed
  STR
  Advanced/Spellcasting
  Lang:
  INT
  Lore:
  INT
  Mechanisms 
   
  DEX+INT
  Streetwise
  POW+CHA
  Survival
  INT+POW
  Tracking
  INT
  Weapon
  Basic Close Combat
  STR+DEX
  Basic Ranged
  DEX
  Runes/
  Dem’s
  HP/
  Char.
  
  33
  Using the Worksheet
  In our campaigns we have found that generating charac-
  ters can be time-consuming and involve a lot of rub-
  bing-out on the character sheet.  The worksheet can be
  used to build normal starting characters or most Jour-
  neyman and more experienced or older characters, us-
  ing the rules outlined in steps 6, 7 and 8.  Once the
  various sections are filled in it is a matter of copying the
  totals to the character sheet.  For generating characteris-
  tics, refer to the RuneQuest™ Core Rulebook.
  Step 3 - Character Name, Player and Race, used here for
  reference.  Generate the initial Characteristics and make a note
  of bonuses from Traits in the relevant skills in the 8(&3) column.
  Step 4 - Calculate and record the Basic Skills from the
  characteristics and the Racial Traits.
  Step 6 - Choose a Profession, record what
  is chosen and put the skill bonuses in
  column 6.  If Journeyman Professions are
  being used (see p13), make a note of the
  professions and add the skills into col-
  umns 6b and (if more than one) 6c.
  Step 6b/6c - If choosing Journeyman Professions, make sure the
  additional Hero Points (2), Characteristic Increases (1) and
  Minimum Age (2) are added in.  Roll for additional Silver from
  the Profession and record it in the ‘Silver’ row.
  Step 7b - If using Experienced Characters, put in 50 Free
  Skill Points for each increment (n) of experience
  allowed.  Add in additional Hero Points (2 x n),
  Characteristic Increases (n) and Minimum Age (2 x n
  years) are also included.  Roll n times for additional
  Silver from the Profession and record it in the ‘Silver’
  row.
  Step 7 - Add in 100 Free
  Skill Points into the skills
  columns.
  Step 5 - Choose a Background Culture
  and fill in the skill bonuses (see p12).  At
  the same time, roll for starting silver.
  Step 8 - If using the Older Character rules, work out how
  many years are spent on each option and record them
  in this row.  Total them in the aging box and copy the
  value into the box on the Minimum Age line.
  Step 8.ii - Add in Characteristic Increases to
  Final Characteristics and also adjust the skills
  by the amount the characteristics have
  changed.  Finally total the skills and
  transfer the values on this sheet to the
  Character Sheet.
  Appendices
  
  34
  OGL
  Open Game License
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and
  is Copyright 2000 Wizards of the Coast, Inc (‘Wizards’). All Rights
  Reserved.
  1. Definitions: (a) ‘Contributors’ means the copyright and/or trade-
  mark owners who have contributed Open Game Content; (b)
  ‘Derivative Material’ means copyrighted material including deriva-
  tive works and translations (including into other computer languag-
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  existing work may be recast, transformed or adapted; (c) ‘Distribute’
  means to reproduce, license, rent, lease, sell, broadcast, publicly dis-
  play, transmit or otherwise distribute; (d) ‘Open Game Content’
  means the game mechanic and includes the methods, procedures,
  processes and routines to the extent such content does not embody
  the Product Identity and is an enhancement over the prior art and
  any additional content clearly identified as Open Game Content by
  the Contributor, and means any work covered by this License, in-
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  copy, edit, format, modify, translate and otherwise create Derivative
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  censee in terms of this agreement.
  2. The License: This License applies to any Open Game Content that
  contains a notice indicating that the Open Game Content may only
  be Used under and in terms of this License. You must affix such a
  notice to any Open Game Content that you Use. No terms may be
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  4. Grant and Consideration: In consideration for agreeing to use this
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  12. Inability to Comply: If it is impossible for You to comply with
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  14. Reformation: If any provision of this License is held to be unen-
  forceable, such provision shall be reformed only to the extent neces-
  sary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast,
  Inc.
  Modern System Reference Document Copyright 2002, Wizards of
  the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman,
  Charles Ryan, based on material by Jonathan Tweet, Monte Cook,
  Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell,
  John Tynes, Andy Collins and JD Wiker.
  System Reference Document Copyright 2000–2003, Wizards of the
  Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams,
  Rich baker, Andy Collins, David Noonan, Rich Redman, Bruce R.
  Cordell, based on original material by E. Gary Gygax and Dave Ar-
  neson.
  RuneQuest System Reference Document Copyright 2006, Mon-
  goose Publishing; Author Matthew Sprange, based on original mate-
  rial by Greg Stafford.
  RuneQuest Companion System Reference Document Copyright
  2006, Mongoose Publishing; Author Greg Lynch et al., based on
  original material by Greg Stafford.
  RuneQuest Monsters System Reference Document Copyright 2006,
  Mongoose Publishing; Author Greg Lynch et al., based on original
  material by Greg Stafford.
  Rune Sources: Petty-Magick, Petty-Sorcerers and Hedge Wizards
  Copyright 2007 Sceaptune Games; Author Tim Bancroft
  Rune Sources: The Collected Character Copyright 2007 Sceaptune
  Games; Author Tim Bancroft
  
  35
  Also available from Sceaptune Games
  Singleton Scenarios Series
  Scenarios and Sourcebooks for Games Masters and from as few as one up to a full table of six players.
  The Lost Isles - 1 Exile, Scenario & Sourcebook, paperback & PDF
  The Lost Isles - 2 Dryhaven, Scenario & Sourcebook, paperback & PDF (Due end April 2007)
  Rune Sources titles currently available
  The Rune Sources series provides Games Masters and players with absorbing and useful campaign ideas, tools and rules.
  Petty-Magick, Petty-Sorcerers and Hedge Wizards, paperback & PDF
  Quester’s Guide to Ducks, paperback & PDF (Due May 2007)
  Sceaptune Games
  
  Rune Sources
  SGRS954
  ISBN: 978-1-906130-06-0
  Requires the use of the RuneQuest™ Main Rulebook, available from Mongoose Publishing
  The Collected Character: all the RuneQuest character creation rules gathered together
  into one, handy reference guide, and more!
  Included in this packed sourcebook is the following:
   A step-by-step process for creating a character
   A new Background Culture: the Forestborn for fantasy and historical games
   26 new Professions, including Sorcerer’s Apprentice, Enchanter, Legionary,
  Peltast, Trapper, Yeoman and all seven Petty-Magick professions
   All the Background Cultures and Professions from
  the core rules in one place – over 60 Professions
  listed!
   Open Gaming rules for aging and creating
  more potent and experienced characters
   Ready Reference tables for Spells and
  Runes
   A double-sided RuneQuest character sheet
   A Character Creation worksheet – no more
  scribbling out on your character sheet as
  you generate your characters!
  Help yourself!  Add a rich dimension to all your
  RuneQuest characters!
  The Collected
  Character
  
SOURCE: textdata/thevault/Runequest and Glorantha (d100)/RuneQuest (d100) [multi]/Runequest 1 (Mongoose)/RuneQuest I - Rune Sources - The Collected Character.pdf