Character Creation (Ruins & Dragons Setting)

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There are two forms of character creation: the first is by following the steps in the Player's Handbook. The second is the Reincarnation Method, where the player must make 4 rolls: 1d2 (or a coin) to define the character's gender, 1d100 to define their race, 1d6 to define their gift and 1d20 + 12 to define their wealth.

Gender Roll[edit]

The first characteristic to be selected is the gender. You must use a coin - "head" for women and "tails" for men - or any die with odd values for women and even for men.

Race Roll[edit]

The second characteristic to be selected for the character is his race. In addition to the choice being random, it also depends on where the adventure takes place. Each region has a proportion of the population of the playable races which is translated by a d100:

General table of races ratio by Region

Região Human Gnomian Elvian Feerian Giant Nephelim Therian Ungulian Scalian Toadian Rodent Uncommon
Palatine Kingoms 1-51 52-59 60-69 70-75 76-81 82 83-84 85-93 94-95 96-97 98-99 100
Teuden Kingdoms 1-51 52-64 65-75 76-81 82-87 88 89-9 1 92-93 94-95 96-97 98-99 100
Visla-vened Kingdoms 1-51 52-58 59-69 70-75 76-81 82 83-90 91-93 94-95 96-97 98-99 100
Dahan 1-51 52-54 55-56 57-59 60-62 63 64-80 81-84 85-95 96-97 98-99 100
Xipan 1-51 52-54 55-56 57-59 60-62 63 64-80 81-84 85-95 96-97 98-99 100
Hajima Ban 1-51 52-54 55-56 57-59 60-62 63 64-80 81-84 85-95 96-97 98-99 100
Kerajan 1-51 52-54 55-56 57-59 60-62 63 64-80 81-84 85-95 96-97 98-99 100
Nagini Sindu 1-51 52-54 55-56 57-59 60-62 63 64-80 81-84 85-95 96-97 98-99 100
Mesagea 1-51 52-55 56-63 64-65 66-68 69 70-80 81-88 89-95 96-97 98-99 100
Ivorya 1-51 52-54 55-56 57-58 59-61 62 63-84 85-93 94-95 96-97 98-99 100
South Emerya 1-51 52-56 57-69 70-73 74-76 77 78-88 89-93 94-95 96-97 98-99 100
North Emerya 1-51 52-54 55-56 57-58 59-61 62 63-84 85-93 94-95 96-97 98-99 100

Racial Modifiers[edit]

Each race has attribute modifiers that occur due to its nature. These modifiers should be accounted for when choosing the class later.

Table of Racial Modifiers.

Race Strength Dexterity Constitution Charism Intelligence Wisdom
Human 0 0 0 0 0 0
Elvian -1 + 1 -1 0 + 1
Gnomian 0 0 +1 -1 0 0
Feerian -2 +2 -2 0 0 +2
Giant +2 -2 +2 0 -2 0
Nephelim +2 -1 +1 -4 0 +2
Ungulian +1 -1 +1 0 -1 0
Therian 0 +1 0 -1 -1 +1
Scalian +1 -2 +1 0 0 0
Rodent -1 +2 -1 0 0 0
Toadian 0 0 0 0 0 0
Uncommon - - - - - -

Note: The sum of all modifiers is equal to zero in all races.

Gift Roll[edit]

Gifts are characteristics that adventurers are born with. In addition to the d2 (currency) to choose the gender and the d100 to choose the race, the player must roll the d6 to choose the gift. Each class has a related gift. The gift with the highest score will guide what your character's class should be (but this does not mean that the character must choose the class related to his gift).

D6 Result Gift
1 Strength
2 Dexterity
3 Constitution
4 Charism
5 Intelligence
6 Wisdom


Gift and Training Points[edit]

The character gains +3 on the attribute the gift was selected on. The player must add the gift points plus the breed modifiers plus +3 training points.

The distribution of training points is free. In the end, the sum of the attribute scores must equal +6

Wealth Roll[edit]

A d20 + 12 determines how many gold coins the character has acquired so far. In addition to gold coins (GC), there are also platinum (PC), silver (SC) and bronze coins (BC).

Currency conversion table (based on BC).

1 PC 10.000 BC
1 GC 1.000 BC
1 SC 100 BC
1 BC 1 BC

Character's Name[edit]

The GM must choose a name according to the origin, race and gender of the character. Modern names should be avoided in order not to compromise the medieval aesthetics of the game, as well as names that do not correspond to the location where the character “was born”. If the player doesn't like their name, he can go to a notary to pay to change it or use a false name.


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