Attributes

Roll 3D6 to each Attribute and assign as you like, notate the Base Chance value next to it using the table below.

Attribute Base Chance
1–5 3
6–8 4
9–12 5
13–15 6
16–18 7

Derived Attributes

STR/DEX (AGI) Damage Bonus
≤12
13–16 +D4
17+ +D6

Hit Points (HP) = Constitution Score

Magic Points (MP) = Willpower | POW

Rune Points (RP) = Sacrificed Magic Points ≤ Charisma (more below).

Rune Points

While both Spirit Magic and Sorcery are cast using Magic Points, Rune Points give you access to all Common Rune Magic and Special Rune Spell.

  • Sacrifice one Magic Point for each Rune Point and Rune Spell gained this way, up to your Charisma.
  • Select five points of Cult Spirit Magic.

Elemental Runes & Culture Bonus

The Elemental Runes represent the raw essence of the cosmos and bind an adventurer to the primordial conflicts of the Gods.

  • Assign 12, 8, and 4 to Runes of your choosing.
  • Your Culture also adds a +2 to their chosen Elemental Rune.
  • All other Elemental Runes start at zero.

Power & Form Runes

Power and Form Runes in Glorantha represents an adventurer's personality, social impulses, and cosmic dualities. Each Rune pair start at 10|10, and can be freely modified before play begins. Increasing a rune decreases its opposite by an equal amount. Together they can never equal more than 20.

It's recommended starting characters keep things close to balanced, as these stats will change as your character develops in campaign play; otherwise, ignore this if your going for a specific concept and understand how it affects play

Occupation

Choose an Occupation (coming).

Passions

Define and roll your Passions, 2d6+6 for each. In campaign play, these change over time.