The standard procedures for character creation, as detailed in the RQ3 and Basic Roleplaying rules, can be used without any major changes. Here’s a summary:
1) Enter Personal Data.
All Player Characters in Hyboria are Humans. Choose a name, gender and homeland. The homeland might also be randomly generated.
2) Homeland Culture.
RuneQuest and Basic Roleplaying uses a set of “cultures” to provide a very general description of the “level of civilization” in a region. By this concept of a “level of civilization” we try to grade different societies by their level of centralisation, organisation and stratification. Each of the various regions of Hyboria have been assigned one these cultures, see the homeland culture table for more information.
3) Generate Characteristics Values.
Select one of three methods to generate characteristics values:
- Random Method: Roll 3d6 for each characteristic except SIZ and INT. For SIZ and INT roll 2d6+6.
- Selection Method: You have a pool of 77 points to divide among your characters characteristics. SIZ and INT must have a value of at least 8, the others must have a minimum value of 6. No characteristic may have a higher value than 18.
- Semi-Random Method: First assign values to your characteristics using the random method, then divide a total of 6 points to one or more characteristics. The total sum of all characteristics may not exceed 91 and no characteristics may have a higher value than 18.
4) Calculate Attributes.
- Base Strike Rank: Add DEX Strike Rank to SIZ Strike Rank the sum is the Base Strike Rank.
- Damage Modifier: Add the characters STR and SIZ and divide the result by two to the nearest even number, then consult the damage modifier table.
- DEX Strike Rank: Agile characters have an advantage over slower characters. This is reflected by the DEX Strike Rank value. Consult the strike ranks table to calculate the characters DEX Strike Rank.
- Fatigue Points: Starts at 0.
- Hit Points: Add CON to SIZ and divide the result by two to the nearest even number.
- Magic Points: Equal to POW.
- Movement Rate (Move): Always three (3) for humans.
- SIZ Strike Rank: Characters with a long reach have an advantage over smaller characters. This is reflected by the SIZ Strike Rank value. Consult the strike ranks table to calculate the characters SIZ Strike Rank.
5) Calculate Skills Category Modifiers.
There are seven skill categories (the weapon skill modifiers are derived from the agility and manipulation category modifiers). For each category the values in a set of characteristics is used to aclculate the modifier. There are two main types of characteristics: those that have a primary and those that have a secondary influence on the modifier. Both types can be postitive (add to the modifier) or negative (subtract from the modifier). Each primary adds one (1) percentile for each point that a characteristic is above 10. Each secondary adds one (1) percentile for each two points that a characteristic is above 10. Negative is the inverse of postive, they subtract percentiles from the modifier when the characteristic is below 10.
- Agility Skills: DEX, STR = (Positive) Primary; SIZ = Negative Primary
- Communication Skills: INT = Primary; POW, APP = Secondary
- Knowledge Skills: INT = Primary; POW = Secondary
- Magic Skills: INT, POW = Primary; DEX = Secondary
- Manipulstion Skills: INT, DEX = Primary; STR = Secondary
- Perception Skills: INT = Primary; POW, CON = Secondary
- Stealth Skills: DEX = Primary; INT = Secondary; SIZ, POW = Negative Secondary
- Weapon Skills: Attack = Manipulation; Parry = Agility
6) Calculate Previous Experience.
- Your GM may have decided what starting age your character should have, or the GM might allow you to select an age from 16 to 28, or roll 2d6 and add 15 to get your characters starting age.
- Your GM might have choosen to use the Occupation Template Method?, the Quick Experience Method? or the Fixed Occupations Skill Method? to determine your characters previous experience.