Ellipsis Publishing's DragonQuest Web ResourceEllipsis Publishing's
DragonQuest Web Resource

Character Creation Guide
For The Greater Earth High Fantasy Campaign
 
Characteristics
 Generate the values for these as per the normal rules (see DQ 5.1).
 
Race
 Characters may be created using the normal probabilities from the following races:
  • Human
  • Elf
  • Dwarf
  • Half-Orc (same as an Orc in the DQ rules)
 
Adepts
 All Adepts must be registered as members in good standing with their chosen College. Adepts may join any number of Colleges, so long as they can meet the minimum combined MA requirements for all Colleges they wish to be members of.
 
Nationality
 All characters have a Home Kingdom/Nationality chosen from the following (in The Greater Earth):
  • Orlak (humans and half-orcs only)
  • Kedril (no dwarves or elves; the recommended starting Nationality for new players in this campaign)
  • Driena (no dwarves, elves or half-orcs)
  • Morbest (no dwarves, elves or half-orcs)
  • Hûnak (dwarves only)
  • Erlöis Forest (elves only)
 
Starting Money
 All characters start with 10 x the normal Starting Money (see DQ 8.5). this is used to purchase items of equipment, weapons, armour, etc. Any unspent Starting Money is halved and noted down in the Money section of the character record sheet.
 
Starting Skills
 All characters begin play with the following abilities, before any Starting Experience Points (see below) are spent:
  • Adventure
    Climb (0), Horsemanship (0; humans only), Stealth (0), Swim (0; humans and elves only)
  • Combat
    Dagger (0), Primary Weapon (2), Thrown Rock (0), Secondary Weapon (0)
  • Languages
    Read/Write Native Language (8)
    Read/Write Trade Argot [Common] (6)
    Speak Native Language (8)
    Speak Trade Argot [Common] (6)
  • Skills
    Primary Skill [an Apprenticeship] (1)

Note: The "special" 100 Experience Point purchase of a Skill (see DQ 8.6) is in addition to the "apprenticeship" Skill above.

 
Starting Experience Points
 In addition to the normal allocation of Experience Points (see DQ 8.5), all non-mage characters begin play with an extra 5,000 Experience Points. Mage characters begin play with 2,500 Experience Points. This bonus experience can be used to purchase new Ability Ranks with the following proviso:
  • No more than 1,500 Experience Points may be spent in any one category

The categories on which these Experience Points can be spent are:

  • Adventure (includes Climb and Swim)
  • Characteristics
  • Combat
  • Languages
  • Magic
  • Skills
 
Encumbrance
 Armour weight is halved when worn, for encumbrance purposes. The weight of weapons and equipment is halved, again for encumbrance purposes, when carried in a suitable scabbard or container (although the weight of the actual container is not reduced). Normal clothing is considered to effectively weigh nothing when worn.

All characters are assumed to carry an extra 2 lbs (halved if worn or carried in a suitable container) of personal effects (trinkets, heirlooms, etc.) with them.

 
 
 Home |  Legal |  Earthdawn |  Skyrealms of Jorune |  Greater Earth
Tunnels & Trolls |  DragonQuest |  Inquisitor! |  Wargaming |  Saga
Alamaine |  Elric! |  Castle Falkenstein |  7th Sea |  WFRP |  Ballad
  
Copyright © 1994-2003 Ellipsis Limited and James Flowers. All rights reserved. Last update made 28th July 2003.
Update Details: Added new Tunnels & Trolls and Earthdawn content.