Demi Human Race for Characters

Grimolde

Mongoose
Demi Human Race for Characters

Being very new to RQ2 I saw no option for making a Dwarf/Elf character. There's a write up in the Creatures section, but how would I go about generating a non human?

It seems all I need do is take the traits and skills that the dwarf on page 166 has.

There's no characteristics modifiers or anything or do I use the dice rolls as indicated on page 166?

Thanks all
 
Use the dice rolls given in the Creatures chapter.

Then, decide what Culture/Professions are suitable to your demi-human and apply them just as you would for a human character.

The beauty of RQ is that all creatures are statted in the same way so you can, in theory, play any type of creature. Want an intelligent griffin character? Very easy.

'Monster Coliseum' has more advice on creature/monster adventurers with a fuller range of notes on cultures/professions for races such as elves and dwarves (oh, and trolls). I'd recommend that book if you anticipate having a few non-human races in your campaign...
 
Loz said:
Use the dice rolls given in the Creatures chapter.

Then, decide what Culture/Professions are suitable to your demi-human and apply them just as you would for a human character.

The beauty of RQ is that all creatures are statted in the same way so you can, in theory, play any type of creature. Want an intelligent griffin character? Very easy.

'Monster Coliseum' has more advice on creature/monster adventurers with a fuller range of notes on cultures/professions for races such as elves and dwarves (oh, and trolls). I'd recommend that book if you anticipate having a few non-human races in your campaign...
I like it, sounds great.

Currently I'm going to use RQ2 to run Harn, and all I need are Dwarves (Khuzdul) and Elves (Sindarin).

I love the flexibility though

Thank you
 
The 'traditional' elves and dwarves as stated out in Monster Coliseum. I think MRQII will fit Harn very well and its very very easy to make conversions.

I ran a longrunning game using HarnMaster combat and skills systen with RuneQuest 3 magic system slotted in, making conversions on the fly as necessary.

Antalon.
 
Antalon said:
The 'traditional' elves and dwarves as stated out in Monster Coliseum. I think MRQII will fit Harn very well and its very very easy to make conversions.

I ran a longrunning game using HarnMaster combat and skills systen with RuneQuest 3 magic system slotted in, making conversions on the fly as necessary.

Antalon.
Actually it's the magic system, or rather the feel of magic, the way it is set up, which is causing me hassles.

It's a detailed setup of clerics and shek/pvars, all with their chantires and gods and what not.
 
I found that the magic in Harn was not very visible. The secret orders of wizards using their Pvaric method did not have a noticable impact on game play.

Unless you and your players are really into Shek-Pvar magic I'd maybe drop it, and use grimoires and sorcery as per MRQII to give the same flavour to the magic but without trying to model the Harn magic system too closely.

Antalon.
 
I agree with Antalon.

I don't know how much you have to build out the Harn Magic Schools to run an enjoyable game. Honestly, the GM fiat worked great in our game, and the Harn environment lends itself to generous fiat...ing. If the players are familiar with Harn, and can justify reasonings for requests well, I think it might actually work better at bringing Harn to life.

MRQ2 Magic has some real punch, so even dialed down from Harnic, volume wise, it is still very formidable.
 
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