Difference between revisions of "Ravimarga Character Creation"

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==Step Three: Race==
 
==Step Three: Race==
 
* Choose a race from the [[Ravimarga Races]] page.
 
* Choose a race from the [[Ravimarga Races]] page.
 +
* '''Races:''' Human (Rastramal, Kunmarg, Andimaran, Rondilar), Gevana, Amagari, Zungari, Qyrgari, Dragon, Erudael, Dronigmar
 
* Apply the Ability score adjustments, and note other racial traits to character stats.
 
* Apply the Ability score adjustments, and note other racial traits to character stats.
 
==Step Four: Backgrounds==
 
==Step Four: Backgrounds==
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* '''Cultures:''' Four-Sunner, Kanaqar, Tyrranicum Citizen, Imperial, Voidfolk, Citadeler, Frostworlder
 
* '''Cultures:''' Four-Sunner, Kanaqar, Tyrranicum Citizen, Imperial, Voidfolk, Citadeler, Frostworlder
 
* '''Caste:''' Outcaste, Underworlder, Laborer, Wright, Savant, Noble
 
* '''Caste:''' Outcaste, Underworlder, Laborer, Wright, Savant, Noble
 
 
==Step Five: Class==
 
==Step Five: Class==
 
Choose one of the three Fantasy AGE classes. Classes provide four Primary Abilities, starting Health, Weapons Groups and Class Powers.
 
Choose one of the three Fantasy AGE classes. Classes provide four Primary Abilities, starting Health, Weapons Groups and Class Powers.
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* See also [[Ravimarga Talents]] for information on available Talents by class.
 
* See also [[Ravimarga Talents]] for information on available Talents by class.
 
* At 4th Level, each class grants a Specialization; see [[Ravimarga Specializations]] for information on those.
 
* At 4th Level, each class grants a Specialization; see [[Ravimarga Specializations]] for information on those.
 
 
==Step Six: Equipment==
 
==Step Six: Equipment==
 
Your class and background determine beginning equipment, as well as starting coin.
 
Your class and background determine beginning equipment, as well as starting coin.

Revision as of 10:40, 14 August 2015

Step One: Character Concept

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.
  • Races: Human (Rastramal, Kunmarg, Andimaran, Rondilar), Gevana, Amagari, Zungari, Qyrgari, Dragon, Erudael, Dronigmar
  • Apply the Ability score adjustments, and note other racial traits to character stats.

Step Four: Backgrounds

Choose a Culture and a Caste from the Ravimarga Backgrounds page.

  • Cultures: Four-Sunner, Kanaqar, Tyrranicum Citizen, Imperial, Voidfolk, Citadeler, Frostworlder
  • Caste: Outcaste, Underworlder, Laborer, Wright, Savant, Noble

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.
  • See also Ravimarga Talents for information on available Talents by class.
  • At 4th Level, each class grants a Specialization; see Ravimarga Specializations for information on those.

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