Races

RuneQuest 6e race conversions:

Afidae

+ 2 INT (max. 20)
- 1 CON (max. 17)
SIZ: 2d6+6
MOV: 6m

Psi-shape: Afidae can will their appearance to change. This racial ability functions as the Shapechange spell (page 252 RQ6), except the Afidae may only change into a form of their SIZ. All Afidae are assumed to have the Shapechange power as a racial power. Their invocation skill for this power is equal to POW × 5. And the Afidae’s Shaping skill is equal to INT + POW (the base value of the Shaping skill. These values only apply to this power, and no others, even if the Afidae is capable of using other powers. For the purpose of this racial power, the invocation and shaping skills are used for simplicity; the power is a psionic one, not sorcery.
Night Sight: Afidae see almost normally in dim conditions (such as by moonlight or candlelight).
Psionic Resistance: Afidae receive a +20% racial bonus to resist psionic attacks.
Detect Psionics: Afidae feel psionic auras. An Afidae receives a passive Perception check when he or she is within POW meters of a psionic aura (whether this be exuded from an object or a lingering power, but never from a creature that uses psionics). If the aura is particularly strong, the Perception roll is considered easy. Likewise, if the aura is particularly weak, the Perception roll is hard. Extremely strong or weak auras will incur additional grade bonuses/penalties as the DM sees fit.

Dwarf

+ 1 STR (max. 19)
+ 2 CON (max. 20)
- 2 CHA (max. 16)
SIZ: 1d3+9
MOV: 5m

Psionic Resistance: A dwarf receives a +20% racial bonus to resist psionic attacks.
Focus: Dwarves have single-minded goals, and will often stop at nothing to achieve their focus. Their psionic resistance increases to +30% if the attacking power is used in an attempt to stop the dwarf from working toward his or her focus. Skills made to talk a dwarf out of pursuing their focus are one grade harder than normal.
Stone Blood: Dwarves receive a +20% bonus to Endurance rolls to resist the effects of venom and poison.
Less Encumbered: Dwarves are not typically slowed down by carrying lots of weight, which is one of the reasons why slavers tend to like having them at the crack of their whips. Dwarves don’t take any penalties for being encumbered, and penalties for being overburdened are equal to that of being encumbered (see page 116).

Elf

+ 2 DEX (max. 20)
- 1 WIS (max. 17)
SIZ: 2d6+9
MOV: 8m

Blade & Bow: Elves are taught to practice their skill with bows and swords from an early age to hunt and spar. As such, elves begin play with combat style (elf) +20%. Weapons included: Longsword, Longbow (recurve variants included). However, if the longsword or longbow was not crafted from within the elf’s tribe, the bonus the elf receives is only 10%.
Night Sight
Alert: +20% to visual and auditory Perception checks made in the desert.
Temperature Tolerance: Roaming the desert for thousands of years, elves have built a slow tolerance for Athas’ extreme temperatures. Elves need only make Endurance rolls in extreme temperatures that are lower than 32 F or higher than 130 F (As opposed to 50 F and 110 F).
Elf Run: Elves can often run for days at a time without stopping due to their ability to enter a state of constant flowing adrenaline. This quasi-spiritual state allows an elf to travel up to 80 kilometers in a 24-hour period on foot alone. Elven tribes cover large distances by running en masse. An elf may run for a number of days before needing to make a Willpower check depending on his or her CON:

CON score Time before check
3 or less cannot run
4-7 12 hours
8-10 1 day
11-13 2 days
14-16 3 days
17+ 4 days

If the elf wishes to continue running after the time give above, he must make a Willpower check (not Endurance). On a success, the elf may run an additional distance equal to half of the distance already ran. Failing means the elf must stop and gains one level of fatigue. Critical failure indicates the elf must stop and gains two levels of fatigue, while critical success allows the elf to run a distance equal to the distance already ran. This can continue until the elf has run up to 3 x the original amount of time he can run without making a Willpower check, after which he can no longer keep running and must rest. Elves always gain at least one level of fatigue after each run cycle (depending on their Willpower).

Elves must be fully rested and hydrated before using this ability.

Half-Elf

+ 1 DEX (max. 19)
+ 1 any (max. 18)
- 1 CHA (max. 17)
SIZ: 2d6+7
MOV: 7m

Defiance: Half-elves are often rejected by both elves and humans out of disgust or mistrust. As such, half-elves often treat their rejection with contempt and escape or attempt to ameliorate their rejection with assertiveness or other proactive means. A half-elf character must choose between receiving a skillset of the following:

Exporter: +20% to Deceit and Insight, as well as Commerce. Commerce becomes an allowed professional skill.

Itinerant: +20% to Boating and Drive, as well as Navigation. Navigation becomes an allowed professional skill.

Mediator: +20% to Influence and Insight, as well as Meditation. Meditation becomes an allowed professional skill.

Outcast: +20% to Locale and Perception, as well as Survival. Survival becomes an allowed professional skill.

Vindicator: +20% to Customs and Willpower, as well as Courtesy. Courtesy becomes an allowed professional skill.

Mixed features: Half-elves gain +20% to Disguise checks made to appear as an elf or a human.

Half-giant / Goliath

+ 4 STR (max. 22)
- 2 DEX (max. 16)
+ 1 CON (max. 19)
- 2 INT (max. 16)
SIZ: 1d6+18
MOV: 8m

Vicarious skills: Half-giants often mimic traits of other groups and societies to better blend in. Despite a half-giant’s tendency toward below average wit, he will pick up on and learn things faster when he learns them from association. When a companion of his marks a skill for an Experience check, the half-giant also marks the skill for an Experience check (as long as the associate of his demonstrates the use of the skill in the visible presence of the half-giant). The half-giant may freely spend his EXP rolls on these skills, even if he did not perform them. These vicarious skills are increased by 1d6+1 rather than 1d4+1 (and only those skills). These vicarious skill marks are discarded after the next expenditure of EXP rolls, so make sure to note which skills are marked for vicarious increase or normal increase. If a half-giant is formally trained, the skill(s) he trains in increase by one die step higher than normal (see page 111).
Fire Acclimation: AP 2 vs. fire damage. Half-giants also receive +20% to Endurance rolls made to resist fatigue from extreme heat.

Halfling / Hin (native) / Perian (elf)

+ 2 DEX (max. 20)
+ 1 WIS (max. 19)
- 2 STR (max. 16)
SIZ: 1d3+6
MOV: 5m

Halfling Weapon style: +20% to Combat Style (Halfling) This style includes the spear, javelin, sling, and blowgun.
Bold: Halflings receive a +20% to Willpower checks made avoid effects from fear and mental psionic and sorcery powers.
Fortunate: Halflings receive a bonus luck point.

Human

+ 1 any (max. 18)
SIZ: 2d6+6
MOV: 6m

Versatile: Humans receive +20 additional skill points upon creation, and may increase their starting skill cap by 10.

Mul

+ 2 STR (max. 20)
+ 1 CON (max. 19)
- 2 CHA (max. 16)
SIZ: 2d6+8
MOV: 6m

Tireless: Muls receive +20% to Endurance rolls made to resist fatigue from exertion. A mul is bred to work and fight for much longer than either of his parent races. And as such, a mul can exert himself for up to 12 hours before suffering from fatigue. A mul only needs to sleep every other day, though they may still rest every day to help healing of wounds and illnesses.
Shed Minor Wounding: Muls effectively have an AP 1 when damaged by non-enchanted/powered weapons.

Races

Dark Sun: Grave Burden Psychometron