OpenQuest Character Generation

Posted: 2025-07-26
Last Modified: 2025-07-26
Word Count: 1587
Tags: character-generation openquest rpg

Table of Contents

While I’ve written a lot of suspicious rules for D101 Games’s OpenQuest, I’ve never actually sat down and generated a character. Let’s do that now.

Determine Concept

Alaric is a shaman’s apprentice, sent to remote settlements too far for the old shaman to travel.

This premise should give Alaric an easy hook for adventures, particularly adventures with supernatural trouble. It also gives him a long-term goal: to become a great shaman like his master. (Whom we should name at some point.)

Generate Characteristics

As an apprentice shaman, his POW (magical power / willpower) is his most important characteristic, followed by INT and CHA. We shouldn’t neglect his physical characteristics, though, since he’ll probably end up in physical confrontations too.

Using the point allocation method of character generation, all characteristics start at 8, and the player has 30 points to spend. No characteristic may be raised higher than 18. (The rules also allow you to lower characteristics for more points, but I don’t think I’ll take that option.)

We’ll set Alaric’s characteristics thus:

STR DEX CON SIZ INT POW CHA
10 11 12 10 14 16 13
2 3 4 2 6 8 5 = 30

Determine Attributes

Attributes are values calculated from base characteristics:

Calculate Skills

OpenQuest’s primary mechanic is the skill check, rolled on percentile dice. Thus each beginning character has a budget of points they can allocate to four categories of skills, with no skill raised more than 30 points.

Resistances

The three resistance skills represent the character’s avoidance of various dangers, by ducking out of the way (Dodge), toughing out mental conditions (Persistence), and toughing out physical conditions (Resilience).

Characters have 50 points to allocate among these skills.

Skill Base Base % Points Total
Dodge DEX+10 21 20 41%
Persistence POW+10 26 20 46%
Resilience CON+POW 28 10 38%

Alaric is somewhat experienced at withstanding mental attacks or simply getting out of the way, but his physical toughness is somewhat lacking.

Combat

Combat skills cover the three types of combat in OpenQuest, Close combat with hand weapons, Ranged combat using thrown weapons, bows, and crossbows, and Unarmed combat using bare fists and feet.

Characters have 50 points to allocate among these skills.

Skill Base Base % Points Total
Close Combat DEX+STR 21 10 31%
Ranged Combat DEX+INT 25 30 55%
Unarmed Combat DEX+STR 21 10 31%

Alaric has outstanding ranged combat skill for a beginning character, but is only slightly familiar with combat at close range.

Knowledge

Knowledge skills determine what a character knows: their own culture and language, other cultures and languages, and various forms of “lore”, including general knowledge of nature.

Characters have 50 points to allocate among these skills.

Skill Base Base % Points Total
Culture (Own) INT+10 24 10 34%
Language (Own) INT+50 64 10 74%
Nature Lore INT+10 24 30 54%
Culture (….) INT 14 14%
Language (…) INT 14 14%
Lore (…….) INT 14 14%

Alaric knows his own culture and language reasonably well, although he cannot read or write. (A language score of 80% or more indicates literacy.) His Nature Lore is very good, since he helps his mentor collect plants for potions and helps out with the hunting. He has never been outside of his people’s lands, however, so he knows very little about their culture, language, or other subjects besides flora and fauna.

Practical

These skills, as then name implies, govern what a character can do: physical feats, specialized know-how, and social and perceptive skills.

Characters have 75 points to allocate among these skills.

Skill Base Base % Points Total
Athletics DEX+STR 21 15 36%
Craft INT+10 24 10 34%
Deception DEX+INT 25 25%
Driving DEX+INT 25 25%
Engineering INT+10 24 24%
Healing INT+10 24 30 54%
Influence CHA+10 23 23%
Mechanisms DEX+INT 25 25%
Perception INT+POW 30 20 50%
Performance CHA+10 23 23%
Riding DEX+POW 25 25%
Sailing DEX+INT 25 25%
Streetwise CHA+POW 29 29%
Trade INT+10 24 24%
Wealth INT+CHA 27 27%

Alaric concentrates his practical skills in four areas:

Magical

Magical skills represent the knowledge and practice of magic. OpenQuest defines three magic systems:

Characters can only increase these skills during play.

Skill Base Base %
Personal Magic Casting POW×3 48%
Religion (Own) INT+10 24%
Religion (……..) INT 14%
Sorcery Casting INT 14%

Choose Magic Spells

Beginning characters can choose six points worth of Personal Magic spells.

For Alaric, we choose Firearrow (2), Heal 2, and Spirit Shield 2.

Roll Cash and Buy Equipment

Rolling 4d6 &times 10, we determine that Alaric has 120 silver pieces to spend on equipment.

Cost (sp) ENC Item
20.0 2 Quarterstaff
75.0 1 Short Bow
2.0 20 Arrows
2.0 Quiver
1.0 1 Bedroll
15.0 1 Fishing Kit
0.5 Flint and Tinder
0.2 Small Sack
0.5 Waterskin
3.8 3 silver pieces, 8 copper pieces
120.0 5 TOTAL

Alaric can carry up to his STR+SIZ in Encumbrance (ENC) without penalty. He is well within that limit.

Final Steps

Fortune Points

All player characters start with two Fortune Points. The Game Master awards Fortune Points at the end of every session. On average, players will receive two Fortune Points per session, but they may receive up to four for especially heroic play or as few as zero for especially poor play.

Player characters can use Fortune Points to reroll a failed die roll, flip the digits of a percentile roll (e.g. 72 becomes 27), or avert death when their Hit Points hit zero or less.

Growth Points

Player characters earn Growth Points for achieving objectives of a Quest, for advancing or fulfilling one of their Motives, or for rolling a fumble (critical failure) or critical success. They may spend Growth Points to increase their skills, increase their attributes, or learn magic.

Player characters start with zero growth points.

Backstory

The character’s backstory should indicate their place in the game world, and give them Motives for going on Quests (adventures) and taking action during the Saga (campaign). For example, Alaric’s backstory might be something like this:

Like all the People of the Plains, Alaric venerated the Earth Mother who gave the People the gift of bountiful crops and plentiful grazing land. Yet from a young age Alaric truly admired the old shaman Guinnein, who healed the sick, drove away evil spirits, and traveled the Spirit World. For young Alaric, who had never traveled beyond the borders set by ancient treaties, this last ability seemed the most wondrous of all.

Alaric was at first overjoyed that Guinnein accepted him as an apprentice, Yet he soon realized becoming a shaman was a long, grueling process. (Or so the old shaman told him.) Alaric had to walk across the length and breadth of the Plains, helping the sick and at least confronting evil spirits in the old shaman’s place.

One day strangers came to the village of Redhoof where the old shama lived. There was trouble on the barrow downs, they said. SOmething that should have been long dead had been stirred up, they saie. The old shaman declined to accompany them and, as usual, sent Alaric in his place.

Putting It All Together

Name: Alaric

Description: 20 yrs old, male, fair hair, tan skin

Culture/Religion: People of the Plains / Earth Mother

Concept: shaman’s apprentice

Motive (Saga): Become a full-fledged shaman of his people.

Motive (Quest): Resolve the haunting of the barrows.

STR DEX CON SIZ INT POW CHA / HP DM MP MR
10 11 12 10 14 16 13 / 11 +0 16 15m

 

Fortune Points Growth Points
2 0

Resistances

Skill Base Score
Dodge DEX+10 41%
Persistence POW+10 46%
Resilience CON+POW 38%

Combat

Skill Base Score
Close Combat DEX+STR 31%
Ranged Combat DEX+INT 55%
Unarmed Combat DEX+STR 31%

Knowlege

Skill Base Score
Culture (Own) INT+10 34%
Language (Own) INT+50 74%
Nature Lore INT+10 54%
Culture (….) INT 14%
Language (…) INT 14%
Lore (…….) INT 14%

Magic

Skill Base Score
Personal Magic Casting POW×3 48%
Religion (Own) INT+10 24%
Religion (……..) INT 14%
Sorcery Casting INT 14%

Practical

Skill Base Score
Athletics DEX+STR 36%
Craft INT+10 34%
Deception DEX+INT 25%
Driving DEX+INT 25%
Engineering INT+10 24%
Healing INT+10 54%
Influence CHA+10 23%
Mechanisms DEX+INT 25%
Perception INT+POW 50%
Performance CHA+10 23%
Riding DEX+POW 25%
Sailing DEX+INT 25%
Streetwise CHA+POW 29%
Trade INT+10 24%
Wealth INT+CHA 27%

Armor

None

Weapons

Weapon Damage Range Rate of Fire Notes
Fist/Kick 1d4
Quarterstaff 1d8 two-handed
Short Bow 1d8 75m 1 / round two-handed

Magic

Firearrow (2), Heal 2, Spirit Shield 2.

Equipment

ENC Item
2 Quarterstaff
1 Short Bow
20 Arrows
Quiver
1 Bedroll
1 Fishing Kit
Flint and Tinder
Small Sack
Waterskin
3 silver pieces, 8 copper pieces
5 TOTAL