Difference between revisions of "Ravimarga Character Creation"

From OakthorneWiki
Jump to navigationJump to search
Line 27: Line 27:
 
** ''Rolling:'' Roll 3d6 nine times. For each roll, tally the Ability Score. Once you have done so, assign these Ability scores to your Abilities.
 
** ''Rolling:'' Roll 3d6 nine times. For each roll, tally the Ability Score. Once you have done so, assign these Ability scores to your Abilities.
 
** ''Buying:'' With this method, you start with a 0 in each trait, and you have 10 points to divide among them as positive bonuses. You may also subtract up to 3 points, bringing Ability scores into the negatives, in order to gain up to 3 other Ability points in this way.
 
** ''Buying:'' With this method, you start with a 0 in each trait, and you have 10 points to divide among them as positive bonuses. You may also subtract up to 3 points, bringing Ability scores into the negatives, in order to gain up to 3 other Ability points in this way.
 +
* See also the [[Ravimarga Ability Focuses]] for more information on the kinds of things Abilities are used for.
 +
 
==Step Three: Race==
 
==Step Three: Race==
 
* Choose a race from the [[Ravimarga Races]] page.
 
* Choose a race from the [[Ravimarga Races]] page.

Revision as of 21:56, 26 July 2015

Step One: Character Concept

  • Determine who you want your character to be.
  • Ravimarga is a setting of fantastic space opera, combining elements of fantasy, science fiction, space opera, and the like.
  • There is plenty of room for just about any concept within it; even if nothing in the established Ravimarga setting fits with your idea, it is relatively simple to place some settlement out of the way somewhere in the Four Suns to accommodate it.
  • Inspirations: Dune, Spelljammer, Star Wars, Pirates of Dark Water

Step Two: Abilities

3d6 Roll Ability Score
3 -2
4-5 -1
6-8 +0
9-11 +1
12-14 +2
15-17 +3
18 +4
  • There are nine Abilities: Accuracy • Communication • Constitution • Dexterity • Fighting • Intelligence • Perception • Strength • Willpower
  • You may either roll for your abilities, or buy them.
    • Rolling: Roll 3d6 nine times. For each roll, tally the Ability Score. Once you have done so, assign these Ability scores to your Abilities.
    • Buying: With this method, you start with a 0 in each trait, and you have 10 points to divide among them as positive bonuses. You may also subtract up to 3 points, bringing Ability scores into the negatives, in order to gain up to 3 other Ability points in this way.
  • See also the Ravimarga Ability Focuses for more information on the kinds of things Abilities are used for.

Step Three: Race

  • Choose a race from the Ravimarga Races page.
  • Apply the Ability score adjustments, and note other racial traits to character stats.

Step Four: Backgrounds

Choose a background from the Ravimarga Backgrounds page.

  • A Background grants one Focus appropriate to its theme.
  • Apply the background traits to your character stats.

Step Five: Class

Choose one of the three Fantasy AGE classes. Classes provide four Primary Abilities, starting Health, Weapons Groups and Class Powers.

  • Warrior: Warriors are soldiers, fighters, toughs, and bravos. If their life involves a great deal of physical exertion and violence, your character is probably a warrior.
  • Rogue: Rogues are thieves, assassins, guildsmen, and con artists. If their life involves a great deal of finesse and use of skills, your character is probably a rogue.
  • Mage: Mages are sorcerers, priests, ascetics, and artificers. If their live involves a great deal of magic's use and creation, your character is probably a mage.

Step Six: Equipment

Your class and background determine beginning equipment, as well as starting coin.

Step Seven: Defense

  • Starting Defense is equal to 10 + Dexterity + shield bonus (if applicable)

Step Eight: Name

  • Refer to the Cultures of Ravimarga pages for more information about cultures and their naming practices in the Four Suns.

Step Nine: Finishing Touches

  • Choose Goals
  • Choose Ties