Races and Racial Abilities

I'll presume the standard PHB races here. You can probably do your own conversions of special races. You have two choices in using RuneQuest. Use the RuneQuest equivalents of each race or convert the AD&D races. If you use the RuneQuest races, replace all AD&D racial abilities with the RuneQuest abilities for the race. If you decide to convert, the following will work. Jump to the next section if you decide just to use the RuneQuest races.

Characteristics

Use the following rolls when generating new characters of these races. (These rolls were generated from the ranges in the PHB, modified for the Racial Ability Adjustments.) Use the standard rolls for humans in RuneQuest. Remember that SIZ in RuneQuest reflects mass and height. Thus, the SIZ 15 Dwarf will still be shorter than a SIZ 15 human, simply a great deal broader. For grins, I've produced a quick and dirty SIZ to height chart for the races below.


Dwarf        Elf          Gnome        Half-Elf     Halfling
STR 2D6+6    STR 3D6      STR 4D4+2    STR 3D6      STR 1D12+5
CON 1D8+11   CON 2D8      CON 2D6+6    CON 4D4+2    CON 1D8+10
SIZ 3D4+4    SIZ 2D4+3    SIZ 1D3+4    SIZ 2D6+3    SIZ 1D3+3
INT 2d6+6    INT 1D8+10   INT 3D4+7    INT 3D6      INT 3D4+6
POW 3D6      POW 3D6      POW 3D6-1    POW 3D6      POW 2D8+2
DEX 2d8+1    DEX 4D4+3    DEX 3D6      DEX 4D4+2    DEX 1D12+7
APP 2D8      APP 2D6+6    APP 3D6      APP 3D6      APP 3D6

Special Racial Abilities

Dwarves

The Dwarven magical resistance has no counterpart in RuneQuest. The Dwarven resistance to poison is a factor of their high CON. Dwarven combat bonuses reflect special training in the anatomy and tactics of their ancient enemies. Simply give a +5% to the apropriate weapon skills for Dwarves. Dwarven infravision can simply be used as you always have. The underground "detection" abilities are simply the skill Craft (Mining), which Dwarves have at 70%.

Elves

The elven weapon bonus simply translates as a +5% to the appropriate weapon skills. The elven surprise ability would simply be a +10% to the RuneQuest Sneak skill. Treat infravision as you always have. The ability to detect concealed doors is simply the Search skill, which elves have at 50%. Their great resistance to "raise dead" in AD&D can be reflected in an effective +5 POW bonus for resisting the spirit combat involved in the RuneQuest spell Resurrection and only for this purpose. The resistance to the AD&D charm and sleep spells can be used as is or simply dropped.

Gnomes

Gnomish abilities can be translated in the same way as Dwarven, except that the "language" of burrowing creatures doesn't exist. It is actually an excellent understanding of the animals that permits communication, much like a primatologist will know the appropriate behavior for "I'm not a threat" to display to a chimpanzee. In RuneQuest, this would be an Animal Lore skill rating of 30%, but 90% when dealing with burrowing animals. (The next edition of RuneQuest will have rules on optional skill specializations like this).

Half Elves

Half Elves are translated pretty much as elves except that Half elves don't have the elven resistance to Resurrection.

Halflings

Halflings don't have the AD&D magic resistance based on Constitution, there is no RuneQuest equivalent. Their resistance to poison is already a result of their CON score in RuneQuest. Slings and thrown weapons get a +5% bonus. Halflings have a +10% to the Sneak skill. Use infravision as you always have. "Stout" Halflings also have Craft (Mining) at 60%.

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