Ravimarga Character Creation

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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: This Ability governs the ability to aim ranged weapon, and general hand-eye coordination.
  • Communication: This Ability governs charisma and effectiveness in influencing others.
  • Constitution: This Ability governs health and stamina.
  • Dexterity: This Ability governs bodily quickness and alacrity.
  • Fighting: This Ability governs the ability to engage in hand-to-hand combat.
  • Intelligence: This Ability governs intellect and general cognitive ability.
  • Perception: This Ability governs awareness of one's surroundings.
  • Strength: This Ability governs physical power and lifting capacity.
  • Willpower: This Ability governs mental resistance and ability to avoid being swayed.

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
  • Each Race grants one of the following:
    • A bonus to a single Ability shared by every member of that race.
    • A Speed rating.
    • One or two rolls on a Racial Benefit table, which can grant special abilities, innate Focuses or a bonus to another Ability.

Step Four: Backgrounds

A Background in Ravimarga is made up of two components: a Culture and a Caste.

  • Cultures describe where the character comes from - they they grew up at and who they grew up among. A character's culture can determine much about them: their religion, their appearance, their habits and traditions. Cultures grant the following:
    • Basic cultural language.
    • A Starting Funds base amount.
    • One Ability Focus
    • One or two rolls on the Cultures Benefit chart.
  • Castes describe what strata of society the character comes from - did they grow up among the very wealthy elite of society, among its hard laborers, or did they grow up at the edges of civilization fighting to survive? Castes grant the following:
    • Additional languages.
    • A Starting Funds multiplier.
    • One Ability Focus
    • One or two rolls on the Caste Benefits chart.

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.
  • See also Ravimarga Gifts for information on available Gifts, granted by Talents.
  • 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 Stars
  • Choose Goals
  • Choose Ties