Difference between revisions of "Ravimarga Character Creation"
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− | * There are nine Abilities: Accuracy | + | * 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. | * 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. | ** '''Rolling:''' Roll 3d6 nine times. For each roll, tally the Ability Score. Once you have done so, assign these Ability scores to your Abilities. |
Revision as of 16:37, 14 August 2015
Contents
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
- Suggestions:
- Common Traditions of Ravimarga (incomplete)
- Craftsman Traditions of Ravimarga (incomplete)
- Gifted Traditions of Ravimarga (incomplete)
- Martial Traditions of Ravimarga (incomplete)
- Mystic Traditions of Ravimarga
- Noble Traditions of Ravimarga (incomplete)
- Scoundrel Traditions of Ravimarga (incomplete)
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
- 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.
- You can purchase additional equipment from the Ravimarga Equipment page.
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