Difference between revisions of "Ravimarga Character Creation"

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* 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.
 
* 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
 
* '''Inspirations:''' Dune, Spelljammer, Star Wars, Pirates of Dark Water
 +
* '''Suggestions:'''
 +
** [[Common Traditions of Ravimarga]]
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** [[Craftsman Traditions of Ravimarga]]
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** [[Martial Traditions of Ravimarga]]
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** [[Mystic Traditions of Ravimarga]]
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** [[Noble Traditions of Ravimarga]]
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** [[Scoundrel Traditions of Ravimarga]]
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** [[Sorcerous Traditions of Ravimarga]]
 
==Step Two: Abilities==
 
==Step Two: Abilities==
 
{| align="right" border="0" style="background: white"
 
{| align="right" border="0" style="background: white"

Revision as of 22:52, 26 July 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.
  • 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