Difference between revisions of "Ravimarga Character Creation"

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* There are nine Abilities: Accuracy Communication • Constitution • Dexterity • Fighting • Intelligence • Perception • Strength • Willpower
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* There are nine Abilities:  
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** '''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.
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** '''Dexterity:''' This Ability governs bodily quickness and alacrity.
 +
** '''Fighting:''' This Ability governs the ability to engage in hand-to-hand combat.
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** '''Intelligence:''' This Ability governs intellect and general cognitive ability.
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** '''Perception:''' This Ability governs awareness of one's surroundings.
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** '''Strength:''' This Ability governs physical power and lifting capacity.
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** '''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

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
  • 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