Rame:Main Page

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Rame[edit]

The Realm[edit]

Map

Nations[edit]

Layden Isles[edit]

Brayon[edit]

Lindora[edit]

Syreen[edit]

Merlands[edit]

History[edit]

  • Witches War

People[edit]

Factions[edit]

Layden Isles[edit]

Brayon[edit]

A Warjack driver from a noble house in Brayon.

Lindora[edit]

Syreen[edit]

A nobleman from the Syreen. He is a skilled horse man, renowned leader, and a rune warrior.

Independents[edit]

Former warjack from from (insert nation), she became a freelance operator at the end of the Witch's War. She is an excellent 'jack driver, and unparalleled in stealing 'jacks.

She suffers from insecurities surrounding her role in Jas losing his hands.

Former warjack driver from (insert nation), he lost both his hands below the elbow when Anymor's father betrayed him. By happenstance, he received a rare gift of two enchanted forearms to replace what he lost. Even though he could no longer driver a 'jack, Jas was able to go back to the smith and now spends his days building and improving standard model 'jacks.

Others[edit]

Magic[edit]

General[edit]

Arcane[edit]

Demonic[edit]

Faith[edit]

Nature[edit]

Technomagic[edit]

Setup[edit]

  • Character Creation
    • Hero Creation Summary

Creating a hero in Rame follows a series of simple steps, using the information presented in the other chapters of this book. You’ll need a copy of the character sheet and some scratch paper to create your character.

  • 1. Hero Concept

Before you get started, consider what sort of hero you want to create. What are the hero’s basic abilities? What are the hero’s powers? What’s the hero’s origin? You may want to take a look at the hero archetypes in this setting for some idea of the different types of heroes you can create. You also can draw inspiration from your favorite characters from comic books, television, or the movies. Take a look through the Magic page and see if any of the powers there inspire a character idea. You may want to jot down a few notes about the sort of hero you’d prefer to play, which will help guide you through the rest of the character creation process.

  • 2. Check with your Gamemaster

Your GM may have particular house rules or restrictions on characters in the game, not allowing certain powers or concepts. Likewise, if your Gamemaster bans mental spells from the campaign, then a mind mage isn’t appropriate. Run your hero concept by your Gamemaster before you start working on it. You might also want to consult with your fellow players so you can create your characters together and ensure they’ll make a good team.

  • 3. Power Level

Your GM sets the starting power level for the series. Generally this is 8th level, but it may range anywhere from around 5th level to 20th level or more. All characters begin play at the same power level, which determines their starting power points and where you can spend them. See Power Level later in this setting for details.

  • 4. Basic Abilities

Choose the ability scores you want your character to have and pay 1 power point for each ability score point over 10. Choose the attack bonus and defense bonus for your character, paying 2 power points per +1 to attack or defense bonus. Choose the saving throw bonuses for your character, paying 1 power point per +1 save bonus. Keep in mind these bonuses are limited by power level. See Chapter 2: Basic Abilities, for details on these abilities and Power Level later in this chapter for more on power level limits.

  • 5. Skills

Choose the skill ranks you want your character to have and pay 1 power point per 4 skill ranks. Keep in mind your character can’t have a rank in any skill greater than the campaign’s power level +5. See Chapter 3: Skills, for details.

  • 6. Advantages

Choose the feats you want your character to have and pay 1 power point per feat or rank in a feat. See Chapter 4: Feats, for details.

  • 7. Powers

Choose the powers you want your character to have and pay the power’s base cost, multiplied by the number of ranks. Power modifiers increase or reduce a power’s capabilities and cost. See Chapter 5: Powers, for details.

  • 8. Complications & Drawbacks

Choose the complications you want your character to have. Choose the drawbacks you want your character to have (if any) and add their value to the power points you have to spend. Keep in mind you’re generally limited to no more points in drawbacks than the campaign’s power level. See Chapter 6, for more detail on complications, drawbacks and their effects.

  • 9. Check Your Math

Go back through and add up the cost of your hero’s ability scores, attack bonus, defense bonus, saving throw bonuses, skills, feats, and powers, and subtract the value of your hero’s drawbacks. You should end up with a figure equal to the starting power points shown on the Starting Power Points Table on page 24. If not, double-check your math and either remove or add traits to your character to reach the starting power point total.

  • 10. Add Up Defenses

Calculate your character’s total saving throw bonuses by adding together your base save bonus and ability modifier for each (Constitution for Toughness and Fortitude saves, Dexterity for Reflex saves, and Wisdom for Will saves).

  • 11. Finishing Details

Look through Chapter 6: Characteristics and figure out details like your hero’s name, appearance, origin, background, and motivation. Choose your hero’s allegiances (if any). If you can, consider creating a sketch or detailed description of your outfit and gear.

  • 12. Gamemaster Approval

Show your new hero to the Gamemaster for approval. The GM should check to make sure your power points are spent and added up correctly, the hero follows the power level guidelines, and is generally complete and suited to the campaign. Once your GM has approved, your new hero is ready for play!

Resources[edit]

External links[edit]