Creating the Pc

This page offers a brief summary of all the components involved in PC creation, along with links for more in-depth information. By clicking on these links, you can delve deeply into each aspect and develop a thorough grasp of the character creation process. In simple terms, answer four questions: Your name, race, history, class, and you’re done.

The initial section describes the various components of the character, while in the second section, you can use one of the tools to craft a character.

In numerous RPG games, the primary emphasis revolves around the character class and its progression. However, in IronGaard, the focus is distributed not only among class traits but also encompasses race and your personal history. We recommend that you approach your character more as an adventurer who possesses the qualities you personally enjoy.

Your Race

Your choice of race provides the initial visual style for your character, along with some traits that, hopefully, align with your preferences.

Your History

Your character’s history contributes more elements of personality, which ideally align with the type of character you enjoy playing.

Your Guild

Your guild doesn’t define everything about your character, it holds equal importance to your race and history. But you should use it to further shape your character to your preferences.

Player Style

Your player style will determine which aspects of the race, history, and class you would prefer to focus on and progress in.

Personality

Your personality goes beyond your class or history; it’s the person you aspire to be, blending and utilizing all abilities to shape yourself into who you want to become.

Interest

Your interests can certainly influence your character’s preferences. Are you the adventurous explorer or the creative tinkerer? Let these inclinations infuse and shape your character.

Game traits

The abilities you acquire during character creation are just the beginning and will evolve as you continue to play. In IronGaard, progression doesn’t hinge on waiting for predetermined milestones. Instead, as you play and engage with the game, your proficiency in the traits offered by the game will naturally improve. While you must adhere to the rules of progression, you’re not limited to solely focusing on your specific class and race; you have the flexibility to explore various aspects of your character’s development.

Personal traits

As you advance, allow the choices of various traits to be shaped by your personality rather than the other way around. You might have chosen to be a Stone Templar for your class and an Orc for your race, but beyond that, you are also an individual with a unique temperament, empathy, and sense of humor. Utilize these qualities to guide the development of your traits, enabling them to expand your character into the person you’d envision yourself to be if this were a real experience.

Name

When choosing a name for your RPG character, consider their background, personality traits, and role in the game. Reflect the character’s origins, traditions, or historical context in their name. Keep the name memorable and easy to pronounce. Consider incorporating their personality traits or class into the name. Choose a unique or symbolic name that stands out and holds meaning. Avoid using real-world references that may break immersion. Collaborate with fellow players to ensure character names complement each other. Experiment with different variations until you find the perfect fit. Taking the time to select a fitting name will enhance your character’s identity and immersion in the RPG world.

Race

(Physical traits)

The IronGaard offers five races: Orc, Human, Dwarf, Elf, and Goblin. You have the flexibility to create your own lore and social structure or refer to the established world of Bellaria on this site. Each race comes with unique physical and skill traits inherent to their nature. These traits will complement the magical traits acquired from your chosen class. If you’re uncertain about your race selection, consider your desired character’s overall effectiveness and synergy with their chosen class, and then revisit your race choice accordingly. >>>


ORC

HUMAN

DWARF

ELF

             GOBLIN

History

(Physical traits & Skill traits)

When choosing a history background for your character, consider the lore, abilities, and skill attributes associated with each race. Explore the unique backgrounds and cultural aspects of Orcs, Humans, Dwarves, Elves, and Goblins. Evaluate how their physical traits align with your preferred history on your character build. Consider how the future class will  associated with each race and history. Reflect on the potential interactions with other NPCs or players based on your choises. Ultimately, choose the History that resonates with you the most and enhances your enjoyment of the game. 

It’s important to note that a portion of your character’s history will also be shaped by their chosen class, as all classes have undergone training in a magic school that carries its own unique history. The magical education your character received will play a significant role in their background and development. The specific school of magic they attended will contribute to their knowledge, abilities, and understanding of the arcane arts. This aspect of your character’s history adds depth and complexity, intertwining their magical journey with their overall background. Consider the impact of their magical schooling on their experiences and how it has influenced their path, motivations, and interactions with others in the game world.

As you choose from Labour, Crafting, Combat, Medical, Adventure, Commers,  Entertainment, Shady, Magic, Nobility, Literature and  Philosophy remember to consult game documentation or seek guidance from experienced players to better understand the nuances of each race before making your decision. >>>


LABOUR

CRAFTING

COMBAT

MEDICAL

ADVENTURE

COMMERS

ENTERTAINER

SHADY

MAGIC

NOBILITY

LITERATURE

      PHILOSOPHY

Guild

(Skill traits & Magic traits)

The guild you choose will have the greatest impact on your character and may bring surprises compared to traditional RPG classes. Firstly, all guilds possess magic and corresponding magical traits. However, they also have the traditional concept of hit points, which remain static after character creation and do not progress. As you progress, spells and defense become crucial in aiding your character’s development. Magic schools are divided into three categories: War Priests, Battle Mages and Combat Centinels. Each school has a starting bonus in different spell categories, but as mentioned on the start page, you have the freedom to choose which combat and spell traits you wish to pursue. >>>

Each school has three Guilds – War priests consists of Stone templar, Storm bringer & Frost guardians. Battle mages consists of Venom reaper, Flame hunter & Spark weaver. Combat centinels consists of Portal bane, Kinetic warden & Mind breaker:


STONE TEMPLAR

STORM BRINGER

FROST GUARDIAN

VENOM REAPER

FLAME HUNTER

SPARK WEAVER

PORTAL BANE

KINETIC WARDEN

MIND BREAKER

Character sheet – Traits & Abilities

At this stage of the creation process, you have accumulated all abilities. The following information will outline the various traits in which you may receive bonuses, as well as your hit points and mana.

To streamline the character creation process, we recommend using a template for your character. Fill in the template by hand or utilize any of the available tools to ensure accuracy and convenience. >>>
This approach will help you organize your character’s traits, abilities, and other essential details, ensuring a cohesive and well-structured character sheet for gameplay. >>>

Up to this point, you have been introduced to all abilities, physical traits, skill traits and magic traits.

As you embraced your race, you inherited a unique set of PHYSICAL TRAITS that accompany it: >>>

In Combat, every character begins at the rookie level for both melee and missile combat skills.. >>>

adding former work and current work


MANA

HIT POINTS

SPEED

STRENGTH

CONSTITUTION

PERCEPTION

MENTAL

MAGIC

MELEE

MELEE

MENTAL INDEX

SIGHT

        HEARING

 

Upon selecting your personal history, you gained not only additional physical traits bonuses but also an extra set of SKILL-BASED attributes: >>>


STEALTH

THIVERY

DECEPTION

INTIMIDATION

CRAFTING

SURVIVING

NATURE

MEDICAL

ATHELETICS

ACROBATICS

AQUATICS

DIPLOMACY

SOCIETY

REFLEX

BLOCK

ARCANA

                            

 The skills you have aqumulated above are the resault from your race and past history as seen in the description the skills may come from one or many occupations that you describe to your character. to define your character a bit futher you gain 5 free points to refect a specific aoccupation , hobby or skill. For example  Monster Hunter, Tracker, Bard or Playwright, you may also make upp a number your self

The third and final category of traits within the legacy is comprised of magical traits. These traits bestow various advantages when harnessing magic, and depending on your chosen class, they may also grant specific advantages related to elemental mastery.>>>

The elements are: 


STONE

METAL

ICE

HEALING

ANIMAL

PLANT

POISON

  ACID

FIRE

ELECTRICITY

WATER

AIR

LIGHT

MENTAL

PORTAL

TELEKINESIS

Among all the abilities, you’ll be able to make progress in some but not all. The abilities that can be improved are highlighted in orange.
Mental index is changed up and down as the game progresses >>>

 

Now you have created your charater. At this point you gear up and start your actions and progress in skill.

GEAR UP >>>

ACTIONS >>>

PROGRESS >>>

Example – Creating a character

Example: Create a PC – Making your four choices

1. Chose a Name – Auric Shadowblade

Strive to choose a name that’s memorable for everyone and ideally captures the essence of the character.

2. Chose a Race – Elf

When selecting your race, consider their physical traits to complement the skills you’ll gain in the history section. While your character may develop in various directions later on, having a strong start for your initial adventure can be advantageous.

3. Chose your History – Nobility

Both your character’s history and race, which each bring their own physical traits, are added together. Consider aligning these traits with your character’s vision when selecting your class.

Your history provides you with a set of skill traits, to be precise, sixteen of them. These will later be combined with the skill traits from your class.

4. Chose your Guild – Venom Reapers

Both your character’s history and class, each of which brings their own skill traits, are added together. This will bring your character to completion.

Summing up Physical Triats

5. Collect your scores

PHYSICAL TRAITS – RACE


MANA

100


HIT POINTS

-10


SPEED

+1


STRENGTH

-2


CONSTITUTION

+2


PERCEPTION

0


MENTAL RESIST.

+2


MENTAL RESIST.

+2


SIGHT

60ft


HEARING

+1

MENTAL INDEX

        0%

 

PHYSICAL TRAITS – HISTORY


MANA


HIT POINTS

-3


SPEED

-1


STRENGTH

+1


CONSTITUTION

0


PERCEPTION

+2


MENTAL RESIST.

-1


MAGIC RESIST.

          +1

 

Mana start at 100, and progress as you use your spells.
Mana is not a trait, but rather a resource that every character acquires. To simplify matters, it is conveniently provided here.
Your advancement is linked to each elemental progress.
Hitpoints start at 100, and subtracting 10 do to race and 3 do to history, you end up with 87.
The hit points are later divided into your body parts and used as your life essence.
Speed begins at 3, and as your race and history factors are balanced, it remains at 3.
This means you move three squars during a turn in combat. Travel speed look at movement >>>

Your strenght starts at 6, subtract 2 and add 1 and  you end up with 5.
Five in strength gives you a hiking weight of 18 kg (39 lbs).  You can dead lift 180 kg (400 lbs). >>>

The following four adds up to respectable to: -2, +4, 0, +4
These are skills that the GM may ask you to make a saving throw for. In these situations, you roll a 1d20 and then add or subtract the necessary modifiers. The GM will inform you of the outcome of your throw. They all progress except constitution.
With melee attack you start as a Rookie.
Melee combat in the game isn’t directly influenced by physical traits, but it is an integral part of the gameplay. Your chances of successfully hitting your opponent depend on their speed, with faster opponents reducing your chances of landing a hit. You’ll have five distinct opportunities to strike, each affected by your target’s swiftness.>>>
You need to get the number or higher on 2d10 (0-99)
With missile attack you start as a Rookie.
This functions similarly to melee combat but with slightly reduced hit chances. It’s essential to take into account that the farther the distance, the lower the likelihood of landing a hit.>>>
Sight are refering to darkvision.
Darkvision is an inherent trait bestowed by one’s racial heritage, and it cannot be enhanced except through external methods In this case 60 feet .>>>
Hearing is a game mechanic that primarily manifests itself through perception rolls.
In this instance, adding a +1 bonus to your perception is the norm. However, if the situation requires it, you can request the Game Master to consider granting additional information if you possess exceptional hearing. >>>
The Mental Index serves as an indicator of your mental condition, potentially bestowing either a bonus or penalty based on how a situation affects you.
In this case you have just started your character so your MX is 0>>>

 

Summing up Skill Triats

6. Collect your scores

SKILL TRAITS – HISTORY

 

STEALTH

0

 

THIVERY

0

 

DECEPTION

+2

 

INTIMIDATION

0

 

CRAFTING

0

 

SURVIVAL

0

 

NATURE

0

 

MEDICAL

0

 

ATHELETICS

0

 

ACROBATICS

0

 

AQUATICS

0

 

DIPLOMACY

+3

 

SOCIETY

+2

 

REFLEX

0

 

BLOCK

0

     

 

     ARCANA

      0

SKILL TRAITS – CLASS

 

STEALTH

0

 

THIVERY

0

 

DECEPTION

0

 

INTIMIDATION

+1

 

CRAFTING

0

 

SURVIVAL

0

 

NATURE

0

 

MEDICAL

0

 

ATHELETICS

+1

 

ACROBATICS

+1

 

AQUATICS

0

 

DIPLOMACY

0

 

SOCIETY

0

 

REFLEX

+2

 

BLOCK

+1

     

 

     ARCANA

      +1

 

 Stealth
When you factor in the historical traits and the skill traits of your character class, the result sums up to zero.
  Atheletics
When you factor in the historical traits and the skill traits of your character class, the result sums up to +1.
  Thivery
When you factor in the historical traits and the skill traits of your character class, the result sums up to zero.
  Acrobatics
When you factor in the historical traits and the skill traits of your character class, the result sums up to +1.
  Deception
When you factor in the historical traits and the skill traits of your character class, the result sums up to +2.
  Aquatics
When you factor in the historical traits and the skill traits of your character class, the result sums up to zero.
  Intimidation
When you factor in the historical traits and the skill traits of your character class, the result sums up to +1.
  Diplomacy
When you factor in the historical traits and the skill traits of your character class, the result sums up to +3.
  Crafting
When you factor in the historical traits and the skill traits of your character class, the result sums up to zero.
  Society
When you factor in the historical traits and the skill traits of your character class, the result sums up to +2.
  Survival
When you factor in the historical traits and the skill traits of your character class, the result sums up to zero.
  Reflex
When you factor in the historical traits and the skill traits of your character class, the result sums up to +2.
  Nature
When you factor in the historical traits and the skill traits of your character class, the result sums up to zero.
  Block
When you factor in the historical traits and the skill traits of your character class, the result sums up to +1.
  Medical
When you factor in the historical traits and the skill traits of your character class, the result sums up to zero.
  Arcana
When you factor in the historical traits and the skill traits of your character class, the result sums up to +1.

 

The skill traits serve as saving throws in precarious situations, as recommended by the Game Master (GM). You roll a 1d20 and add your bonus.

Summing up Magic Triats

7. Collect your scores

MAGIC TRAITS – CLASS
The elements are: 


STONE
+10

METAL
+10

ICE
+10

HEALING
+10

ANIMAL
+10

PLANT
+10

POISON
+9

ACID
+9

FIRE
+8

ELECTRICITY
+10

WATER
+9

AIR
+10

LIGHT
+10

MENTAL
+10

PORTAL
+10

TELEKINESIS
          +10

 

Magic traits provide advantages in specific elements. A +10 signifies a standard 100% mana cost for an element. With a +8, you only expend 80% of the default mana cost for that element. For the Fire Hunter class, bonuses apply to Poison, Acid, Fire, and Water. Your progression can be based on either elements or mana. Refer to the magic traits section for more details.. >>>

Character sheet

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