CC-CR1R

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Character Creation

PC (Player character) is the alter ego of the player in SW 2.0. The PC can take various actions according to the player's declaration.
If the player declares the move action to the GM (game master), he or she can move the PC freely.
If the PC wants to talk about something, the player can just say it out loud as the PC's remark. The PC is an adventurer in the Raxia world. The adventurer's place in this world is described in “Part 4 - World”, but you do not have to read it at first. All you have to do is remember what the GM explains.

How To Read Character Sheet

Here we will explain how to read the Character Sheet, which is used to manage PC data. This sheet is used to store PC information, what your PC can do, and which equipment and tools your PC is carrying.
For more information on what is written in the Character Sheet and where, please refer to the explanation corresponding to the numbers on the character sheet in the diagram.

Character Sheet A

Character Sheet A
1. Personal Details
This is where you write the Name, Gender, Age, Race and Background of your PC. Write letters and numbers in each field.
Name: Feel free to pick one. The names of Raxia's Inhabitants are similar to Western-style names of our real world.
Gender: Write down whether the character is male or female.
There is no difference in abilities between males and females.
Age: You can freely decide on an age for your PC, but the exact age of adulthood, life expectancy, and suitable age for an adventurer differ depending on the race. Please decide on an age by referring to the explanation of each race
Race and Background: If you're creating a PC with the Easy Creation Method, these are already decided. If you are creating using the Normal Creation Method, write the chosen race and background here.
2. Ability Scores
This is where you write the Ability Scores of your PC. There are various types of Ability Scores, such as Dexterity, Agility, Strength, Vitality, Intelligence, and Spirit. The higher the number, the better the ability is.
Growth value is increased after a session
3. Ability Modifier
This is where you write your Ability Modifier values. An Ability Modifier is the result of dividing an Ability Score by 6 and rounding down. These are used for Skill Checks
4. Fortitude and Willpower
This is where you write your Fortitude and Willpower.
They are used in Fortitude Checks and Willpower Checks, respectively
5. HP (Hit Points) and MP (Mana Points)
This is where you write your maximum HP and MP value.
HP stands for physical toughness and MP stands for mana capacity.
6. Experience Points
This is where you write how many Experience Points your PC currently has but has not spent yet.
Experience Points increase at the end of a Session and are spent to acquire Classes and improve your Level.
7. Adventurer Level
This is where you write your PC’s Adventurer Level. Adventurer Level is an overall measure of your PC's power.
8. Classes
This is where you write your PC’s acquired Classes and their Levels. The higher the Class’s Level, the more proficient your PC is in that Class.
9. Combat Feats
This is where you write your PC’s Combat Feats.
Combat Feats are special actions and beneficial abilities that a PC can perform in combat.
10. Other Skills
This is where you write which Techniques, Spellsongs, and Stunts that you have learned. There is no information on these skills in this rulebook. “Core Rulebook II” introduces “Techniques” and “Spellsongs”, while “Core Rulebook III” introduces “Stunts”, so remember to write them in this field once you’ve mastered them.
11. Language
This is where you write which Languages your PC can understand and use. When creating a character, all PCs can speak and read Trade Common, as well as speak and read their racial language. For details, refer to Learning Languages.
12. Renowned Items and Reputation
This is where you fill in any Renowned Items and Reputation acquired by the PC. For more information on the use of Reputation, please refer to the “Core Rulebook II”.

Character Sheet B

Character Sheet B

Here, the fields are mainly for writing information related to combat and equipment.

1. Monster Knowledge
This is where you fill in your Monster Knowledge check value. Monster Knowledge is used when a PC tries to remember information on Monsters.
2. Initiative
This is where you fill in your Initiative. Initiative is used for Initiative Checks at the start of combat.
3. Movement
This is where you write your PC’s Movement. Essentially, “Normal Movement” is equal to your Agility value, while “Full Movement” is triple your Agility.
4. Base Accuracy
This is where you write your PC’s Base Accuracy. The Base Accuracy of each weapon is calculated based on this value. This is used when making an Accuracy Check.
Fill in the checkbox if you have Levels in a specific Class and write the number of Levels in the brackets.
5. Extra Damage
This is where you write your PC’s Extra Damage. This is used when calculating Damage. Fill in the checkbox if you have Levels in a specific Class and write the number of Levels in the brackets. Then write the result of adding your Strength modifier to your Extra Damage.
6. Weapons
This is where you write down weapons your PC has equipped. Write the values modified by each weapon, such as Minimum Strength, Power, and Critical Value.
7. Base Evasion
This is where you write your PC’s Base Evasion. Your PC’s Total Evasion is calculated based on this value. Total Evasion is used for Evasion Checks.
Fill in the checkbox if you have Levels in a specific Class and write the number of Levels in the brackets.
8. Armor
This is where you write down armor your PC has equipped.
Write the values modified by Armor and Combat Feats, such as Minimum Strength, Evasion, and Defense. For Armor and Shields, write the sum of each modifier separately.
9. Accessories
This field is for equipment and accessories you’re wearing.
Only one piece of equipment or accessory can be equipped in each slot.
10. HP Field
This is where you write your current HP value when it decreases or recovers. Write the maximum value in the box.
11. MP Field
This is where you write your current MP value when it decreases or recovers. Write the maximum value in the box.
12. Fortitude and Willpower
This is where you write your Fortitude and Willpower. It should be the same value as on Character Sheet A (4).
13. Combat Notes
This field is for notes such as Spells that were effective during combat, frequently-used Combat Feats, etc.
14. Magic
This field is where you fill in Magic that you’ve learned via your acquired Classes along with their Magic Power.
Magic Power is used when making a Spellcasting Check.
15. Money
This is where you write how much money you have on hand plus debts to other characters.
16. Equipment, Items, etc.
This field is for Equipment and Items other than Armor and Weapons.
17. Power Table
This is a table that displays the Power of weapons and spells used by PCs. Power is used in various situations throughout the game.

How To Create a PC

There are two ways to create a PC in SW 2.0: “Easy Creation” and “Normal Creation”.
When using easy creation, you can choose from one of the Sample Characters introduced later and use that as your PC. As the name implies, this lets you create a PC right away.
It takes basically 0 effort to create a character this way, so if you are new to TRPGs or playing SW 2.0 for the first time, you should use this method.
It's also suitable for those who want to start the game immediately.
On the other hand, when using Normal Creation, the player decides on the Race, Ability Scores, Classes, etc., and can create a truly unique PC.
It will take a little longer than Easy Creation, but it results in a PC meant just for you.
The time needed to create a PC via Normal Creation can vary from person to person, but if you’re a player who is already accustomed to TRPGs, you can create one in about 30 minutes.
If you want to discuss the role of each PC with the group and decide on buying accessories, etc. it may take longer.

Easy Creation

Easy Creation is done as follows.

  1. Choose a sample Character
  2. Determine Characters history
  3. PC creation is complete

In this book, we will introduce one of eight sample characters.
Sample characters are of each race. It also includes a guide on how to use the character and guidelines for growth.
First of all, don't think hard, and choose a character that you like the illustration and feeling of.

Human Warrior
Human Feytouched
Elven Priest
Dwarf Paladin
Tabbit Wizard
Runefolk Artificer
Nightmare Magic Fist
Shadow Spy

History Determination

After deciding which of the sample characters to use, the next step is to decide on a history.
History represents the events that character experienced and can be used to create a personality for PC.
Characters' stats such as ability scores will not change depending on your history and background.
History is used as a guide when playing a PC, or when GM introduces a person related to PC history.
History is decided from the tables on the right.
You can choose freely, or you can roll the dice to decide. In that case, roll 3d to decide.
If the first roll is 1-3, use Table A, and if it is 4-6, use Table B.
The second and third rolls will determine PC’s history.
You can choose up to 3 histories. If you don't like the result of the roll, you can re-roll it, or you can choose the one you like.
If you wish, you can consult with GM to create a unique history.

3d Random History

First Roll 1-3 - Chart A
2d Result Personal Experience 2d Result Personal Experience
1-1 There was a great love in your past. 4-1 You were imprisoned.
1-2 Your life was saved by someone. 4-2 You were betrayed by someone close.
1-3 You ran away from home as a child. 4-3 You experienced unforgettable horrors.
1-4 You went broke at some point in the past. 4-4 You grew up with loving parents.
1-5 You committed a crime. 4-5 You rescued someone else.
1-6 There was an adventurer who you admired. 4-6 You have (or had) famous friends.
2-1 You had a near death experience. 5-1 You discovered a large ancient ruin.
2-2 Born to a wealthy family. 5-2 You are still in love with a childhood sweetheart.
2-3 Abandoned by your parents. 5-3 You don't know where your hometown is.
2-4 There is mixed blood in your family. 5-4 There is a hobby you are completely absorbed in.
2-5 You were formerly nobility. 5-5 You were famous for having a certain talent.
2-6 You had your heart broken. 5-6 Was a bully.
3-1 You were badly injured. 6-1 You have (or believe that you have) heard the voice of a God.
3-2 You have a period of lost memory. 6-2 One of your siblings drowned.
3-3 You were told a strange prophecy. 6-3 Had a prophetic dream as a child.
3-4 You were raised as a different gender. 6-4 You have a distinctive tattoo somewhere on your body.
3-5 You have (or had) a fiancee. 6-5 One of your relatives is a widow/er.
3-6 You have had a major setback. 6-6 You have a lot of useless knowledge.
First Roll 4-6 - Chart B
2d Result Personal Experience 2d Result Personal Experience
1-1 Made a huge mistake in your life that people still remember. 4-1 Helped out at a family business.
1-2 You have a mentor you can call on. 4-2 You've had a large quarrel with someone.
1-3 You have friends of different races. 4-3 An artist lives (or lived) in your neighborhood.
1-4 There is an important promise you must keep. 4-4 You have an important commitment you need to keep.
1-5 You have suffered through a severe illness. 4-5 You've either eaten or drank poison before.
1-6 There was once a trustworthy friend. 4-6 Someone you know has died and been resurrected.
2-1 Grew up in a city predominantly run by another race. 5-1 You are (or were) afraid of other races.
2-2 You're haunted by a recurring dream. 5-2 You have defeated a monster before.
2-3 Grew up in the countryside. 5-3 A loved one you lived with has passed on.
2-4 A friend was always there, competing with you. 5-4 You have a unique, but useless, skill.
2-5 You were attacked by a monster. 5-5 You have served a lord in the past.
2-6 You were often absorbed in books. 5-6 There is a secret that you do not wish to be known by anyone.
3-1 Something happened that you needed to confess. 6-1 You have an embarrassing habit.
3-2 Won a tournament involving one of your hobbies. 6-2 There is someone you know that is practically your twin.
3-3 You were one of the smartest children in the neighborhood. 6-3 You saved someone else's life.
3-4 Made something unforgettably delicious. 6-4 There is (or was) a certain race you liked to be around.
3-5 Have (or had) a friend who lived rather far away. 6-5 Tended to stay indoors.
3-6 Your father is (or was) away on a long journey. 6-6 You are (or were) looking for one of the Swords of Creation.

Finalizing a PC made with Easy Creation

Choose which character you want to use from among the Sample Characters and copy the listed data to your own Character Sheet.
After that, decide on a Name, Age, and Personal History and write them all down. With that, Easy Creation of a character is complete.
Now that you have your alter ego; your PC, you’re all set to you play your role in the world of Raxia.
All you have to do now is start a Session with the other players who created characters in the same way.

Example of Character Creation with Easy Creation

Yajime is about to play SW2.0 for the first time, so he’s decided to create a character via Simple Creation.
Out of the eight sample characters, Yajime he has chosen “Human Warrior”.
He thought that the warrior would be easy to handle from the start, but above all, it was because he liked the illustration.
He will receive an explanation of the character’s stats later, but for the time being, he’ll make a copy of the Character Sheet.
He then decides on his background and personality and fills in the blanks.
Yajime looks at the Personal History table and figures it’ll be interesting to use, so he decides to roll the dice to determine his Personal History.
Upon rolling the dice, his rolls are“3”, “4”, and “6”. After checking the history tables - his character “has a famous friend”.
However, Yajime says, “I don't know anyone famous in the world of SW2.0”.
When he speaks to his GM about what to do, Yajime suggests his character should be friends with the master of a large shop for Adventurers.
Thus, Yajime's character comes up with the idea of becoming an Adventurer at the recommendation of his famous friend Yaji. The GM is willing to accept Yajime's proposal.
Yajime decides to use the Personal History table further.
After rolling two more times, the next pieces of history determined are “You went broke at some point in the past” and “An artist lives (or lived) in your neighborhood”.
However, he doesn’t like these two, so he decides to use only “Has a famous friend”, meaning his friend master Yaji.
Yajime asks to add more Personal History, but the GM stops him because Yajime couldn't get enough even if the GM gave him more choices.
Finally, Yajime decides on the character’s Personal Details (the Character's Name and Age, Hometown, etc.). Since Humans are considered to be adults and suitable for Adventurers at 16 years old.
Yajime names his Human Warrior “Wolf”, and decides he’s male, 16 years old. Yajime wants to play a young man who is full of life and never gives up. Yajime's PC, “Wolf”, is now complete.
All he has to do is wait for the Session to start.

Normal Creation

Height Comparison Chart by Race

If you’ve gotten used to Easy Creation and want to craft your own PC as you’d like, you can instead use Normal Creation.
With this method you’ll need to roll dice and choose Classes and equipment to bring your PC to life. You can create a unique character in the world of SW2.0 that’s second to none.
Follow the procedure below for how to create PCs via Normal Creation.

  1. Choose a Race and Background
  2. Determining Ability Scores
  3. Learning Classes
  4. Learning Languages
  5. Determining Adventurer Level
  6. Determining HP & MP
  7. Learning Combat Feats
  8. Purchasing Equipment
  9. PC Creation is Complete

Select Race & Starting Background

When creating a PC via Normal Creation, you must first choose a Race and a Background.
Each race has different characteristics such as appearance, and there are differences in Ability Scores and special features unique to each race.
The races in this book that can be chosen are Human, Elf, Dwarf, Tabbit, Runefolk, Nightmare, and Shadow.
You can choose which Race you like just by the illustration or description, but you can also choose based on Abilitiy Scores and Racial Abilities.
After choosing a Race, you must choose a Background from the “Background Table”. You can pick a Background by rolling the dice or you can choose whichever one you like.
After picking a Background, you will acquire “Starting Classes” at Level 1 .
These classes will have been acquired from your background. If there is an “or” on the table, choose one of the Classes to learn.
If there is an “&” in the table, you learn all of those Classes
Once your background is chosen, you’ll receive your Base Ability Scores (Skill, Body and Mind). These are the basis for your final Ability Scores.
Please write each in the corresponding fields of the Character Sheet.
Write down your Experience Points in the same way.

Human

Humans are the most prevalent race in Raxia. Their appearance is no different from humans in the real world. Because of their many abilities and aptitudes, they are also the most common race among adventurers. They reach adulthood at the age of 15, and their lifespan is approximately 100 years.

Starting Languages: Can read and write local language and Trade Common
Restricted Classes: none

Racial Abilities

[Sword's Salvation/Change Fate]: Once per day on any Skill Check, Damage Calculation, or Loot Determination, you can switch the face on the rolled 2d to the opposite side. A die roll of [1] becomes [6], [2] becomes [5], and [3] becomes [4]. Conversely, this might also switch your result to a lower number, but you cannot choose to switch only one die.
For example, if you roll [1] and [4] on 2d and use [Sword's Salvation/Change Fate], the dice become [6] and [3]. If you have an automatic failure with [1] and [1], you can change this to an automatic success of [6] and [6].

Human Background
2d Background Starting Classes Starting Abilities Experience
2-3 Magitech Artificer 8/4/9 2000
4-5 Magician Sorcerer or Conjurer 7/4/10 2000
6 Agile Warrior Scout & Fencer 10/7/4 2000
7 Normal none 7/7/7 3000
8 Mercenary Fighter or Grappler 7/10/4 2000
9-10 Cleric Priest 4/8/9 2000
11-12 Feytouched Fairy Tamer 6/6/9 2000
Adventurer none 2d/2d/2d 3000

※ This is used when choosing your background, instead of determining it with a dice roll.


Elf

Elves are taller than humans, a race with beautifully elegant appearance, and an affinity for magic. They prefer to live on the shore and in the areas surrounding freshwater lakes and rivers.
While they love nature and calmly enjoying their long lives, Elves who leave on journeys out of a strong sense of curiosity are also not uncommon.
While a little more delicate than humans, they are intelligent, and are well suited to using magic. Skillful and agile, they are also make good Rangers and Fencers. They reach adulthood at the age of 15, and their lifespan is approximately 500 years. They usually become adventurers when they become adults, and their outward appearance ages slowly.

Starting Languages: Can read and write Elvish and Trade Common
Restricted Classes: none

Racial Abilities

[Darkvision]: Can see in the darkness as well as they can during daytime.
[Sword's Salvation/Gentle Water]: Can move as freely underwater as on land. Also while underwater, they can hold their breath for one hour (outside of water their breathing rate is the same as other races). After spending 1 hour submerged, they must spend one minute breathing normally. Elves can also speak normally while underwater.

Elf Background
2d Background Starting Classes Starting Abilities Experience
2-3 Warrior Fencer 12/5/9 2500
4-5 Archer Marksman 13/5/8 2500
6 Feytouched Fairy Tamer 10/4/12 2000
7 Magician Sorcerer 10/3/13 2000
8 Manipulator Conjurer 9/4/13 2000
9-10 Cleric Priest 9/5/12 2000
11-12 Herbalist Sage & Ranger 10/5/11 2000


Dwarf

Shorter than Humans, Dwarves are an able-bodied and strong-muscled race. Many of the men grow thick beards. The women do not grow beards, and as adults they resemble young human girls. Their head and body hair can range in color from blonde to red, and sometimes even more striking colors such as green and pink can be seen. While many of them are overly stubborn, they are also known to heavily cherish their companions. Possessed of self-discipline, and with an inborn potential to develop great strength, they can become excellent warriors. They are also famous for creating superior arms and other crafts. While in many cases they live in cities hewn out from the insides of mountains, they also fight with savage races and intermingle with humans, and there are many of them who become mercenaries and adventurers. They reach adulthood at the age of 15, and their lifespan is approximately 200 years. They usually become adventurers when they become adults, and continue to temper themselves until their death.

Starting Languages: Can read and write Dwarven and Trade Common
Restricted Classes: none

Racial Abilities

[Darkvision]: Can see in the darkness as well as they can during daytime.
[Sword's Salvation/Body of Flame]: Cannot be injured by fire attacks or magic, and receive no damage from fire-based effects or spells. They also cannot be burned or hurt by flames.

Dwarf Background
2d Background Starting Classes Starting Abilities Experience
2-4 Archer Marksman 6/8/6 2500
5-6 Warrior Fighter 4/11/5 2000
7 Brawler Grappler 5/10/5 2000
8-9 Cleric Priest 4/7/9 2000
10-12 Magitech Artificer 6/7/7 2000


Tabbit

Tabbits have the shape of a 1 meter tall rabbit. Their fur can be various colors, and their arms and legs end in paws, but they use tools and wear shoes just like humans. They enjoy collecting information, and the pursuit of knowledge is a driving force in their lives. They demonstrate a superior talent for magic, and have the ability to easily use difficult spells. However, they are for some reason unable to learn holy magic; many tabbits think that "This is because we are descended from those gods who were defeated in the God Wars in ancient times and were cursed" (the true reason is unknown). As a tradeoff for their superior magical talent, because of their shorter arms and legs, their movements are slow and clumsy. They reach adulthood at the age of 10, with an average lifespan of 50 years. They often become adventurers at the age of 6, before becoming adults, and continue until they die.

Starting Languages: Can read Ancient Celestial and read and write Trade Common
Restricted Classes: Priest

Racial Abilities

[Sixth Sense]: The ability to sense danger. You may make Danger Sense checks using your Adventurer Level instead of any Scout or Ranger levels.

Tabbit Background
2d Background Starting Classes Starting Abilities Experience
2-4 Feytouched Fairy Tamer 7/5/10 2000
5-6 Manipulator Conjurer 6/6/10 2000
7 Magician Sorcerer 5/7/10 2000
8-9 Scholar Sage 5/8/9 2500
10-12 Magitech Artificer 8/5/9 2000

Runefolk

The Runefolk were not born naturally, but arose 2000 years ago, a race of constructs that was created by the magitech civilization.
Fundamentally similar in shape to humans, they also must eat and sleep like them as well. The male-types mostly have a large build, while most of the female-types have a small build. They can still be differentiated from humans, however; their necks are always wrapped in a rigid covering, and their ears, parts of their face, legs or arms might also be made of a hardened material (the specifics are left up to the player).
Runefolk excel in terms of physical strength and dexterity, and make excellent warriors and archers. They cannot hear the voices of the Gods, however, nor can they see the Fey, and so they are not very good with magic, but because of their origins it is common to see them become Gunmages.
Their lifespan is measured by their operational time. They can operate stably for about 50 years, but thereafter will suddenly cease to operate (i.e. die). From the time they are born to the time they die their appearance does not change, and there are some who become adventurers immediately after they are born.

Starting Languages: Can read and write Magitech and Trade Common
Restricted Classes: Fairy Tamer, Priest

Racial Abilities

[Darkvision]: Can see in the darkness as well as they can during daytime.
[HP Conversion]: In exchange for reducing your HP a certain number of points, you recover that same number of MP. The conversion requires 10 seconds (1 round), and can only be used once a day.

Runefolk Background
2d Background Starting Classes Starting Abilities Experience
2-4 Scholar Sage 8/10/8 2500
5-6 Archer Marksman 12/8/6 2000
7 Warrior Fighter or Grappler 9/12/5 2000
8-9 Magitech Artificer 12/8/6 2000
10-12 Wizard Sorcerer 9/8/9 2000


Nightmare

Nightmares are born to Human, Elven, or Dwarven parents, a variant race that appears suddenly. In most cases they are born to humans. They have one or two small horns on their head, and birthmarks on their body. They are extremely fair-skinned, but otherwise their appearance is no different from humans.
Their aptitude as adventurers is higher than other races, and many of them are excellent magical warriors. Because of this, they are often welcomed into the adventuring life.
Nightmares reach adulthood at the age of 15 but do not age after that. They do not have a fixed old age, and there is no record of a Nightmare dying from old age. There are many cases of them becoming adventurers before adulthood, and most of them continue to be adventurers until they die.

Starting Languages: Nightmare PCs have the same starting languages as the race they are born to.
Restricted Classes: none

Racial Abilities

[Alternate Form]: As a Minor Action, a Nightmare can instantaneously change to a unique form an unlimited number of times per day. Their horns increase in size and their skin turns pure white, they receive no penalty for using magic while wearing armor (p.126), and can cast spells without using the required verbal and somatic components (implements and others are still required). It takes a Nightmare 10 seconds (1 round) to revert to their humanoid form once transformed.
[Weakness]: Nightmares take +2 extra points of calculated damage from silver weapons and from certain elemental attacks determined by their race of origin:

  • Human: Earth Vulnerability
  • Elf: Water/Ice Vulnerability
  • Dwarf: Fire Vulnerability

[Soulscar]: Nightmares begin play with one soulscar, and ignore the first stage of Soulscar Manifestations.

Nightmare Background
2d Background Starting Classes Starting Abilities Experience
2-4 Wizard Sorcerer 5/13/12 2000
5-6 Warrior Fighter or Grappler 7/15/8 2000
7 Agile Warrior Fencer & Scout 11/13/6 2000
8-9 Cleric Priest 6/14/10 2000
10-12 Magitech Artificer 9/9/12 2000


Shadow

A tribe of secretive humanoids, Shadows have skin close to the shadows they take their name from, greyish-brown and close to black, though it's the third eye in the middle of their foreheads that stands out. Common eye colors are green, gold and blue, and all their eyes have cat-like pupils. Hair color is often silver or white, though there are the rare dark-haired outliers.
Coming from the Northern Continent, Shadow communities are a rarity in Terastia. However, individuals coming to seek fortune and looking to test their limits are becoming more common.
Shadows excel at stealth and spying, and exhibit incredible talent as warriors. They are often highly regarded as mercenaries, adventurers and even assassins due to a strict code of justice, respect for the contract, and never betraying their employers. However, they do fall short when it comes to magical arts, due to their innate magic resistance, so Shadow magicians are incredibly rare even among their people.
They are considered an adult at the age of 15 and has a life span of about 100 years.

Starting Languages: Can read and write Shadow and Trade Common
Restricted Classes: none

Racial Abilities

[Darkvision]: Can see in the darkness as well as they can during daytime.
[Moonlight's Protection]: +4 to Willpower.

Shadow Background
2d Background Starting Classes Starting Abilities Experience
2-4 Hermit Ranger 15/6/6 2500
5-6 Warrior Fencer 17/7/3 2500
7 Spy Scout 16/7/4 2500
8-9 Brawler Grappler 14/8/5 2000
10-12 Soldier Fighter 16/9/3 2000

Determining Ability Scores

After rolling for the Ability Scores A-F according to the table below, each value is added to the core Ability Scores Skill, Body and Mind given in the character's starting Background above.

"1d" means to roll one die, "2d" means to roll two dice and add them together, "2d+6" means to roll dice and add 6 to the total. Write the values into the corresponding column on the character sheet.

Rolling Ability Scores
Human Elf Dwarf Tabbit Runefolk Nightmare Shadow
A 2d 2d 2d+6 1d 2d 2d 1d
B 2d 2d 1d 1d 1d 2d 1d
C 2d 1d 2d 1d 2d 1d 2d
D 2d 2d 2d 2d 2d 1d 2d
E 2d 2d 1d 2d+6 2d 2d 2d
F 2d 2d 2d+6 2d 1d 1d 2d

Below you find the explanation for each ability score and the formula to calculate it.

Dexterity = Skill + A
Manual dexterity, the ability score representing the skillful use of tools. A high value indicates extremely skilled tool usage, as well as a higher accuracy in combat.

Agility = Skill + B
Quickness of motion, the ability score representing nimbleness. High values not only increase travel distance, but also increase the likelihood of avoiding attacks.

Strength = Body + C
The ability score representing the capability of force. High values allow for the use of heavier weapons and armor, as well as increased damage to an opponent with melee attacks.

Vitality = Body + D
Toughness, the ability score representing resilience. High values increase one's resistance to poison and disease, as well as increasing maximum HP.

Intelligence = Mind + E
Levelheadedness, the ability to express a depth of knowledge. Increases knowledge checks, as well as Spellcasting checks.

Spirit = Mind + F
The ability score representing mental toughness. High values increase both magic resistance and maximum MP.

Ability Bonuses

Once ability scores are determined, ability bonuses are easily extrapolated from there. Each ability score is divided by six, with the remainder dropped, to determine that ability score's bonus.

Ability Bonuses
Ability Score Ability Bonus
0 - 5 0
6 - 11 1
12 - 17 2
18 - 23 3
24 - 29 4
30 - 35 5

Rerolling Ability Scores

When you roll dice for ability scores, if you do not like the results, you may choose to ask the GM to allow a reroll (though they may refuse!). If you do so, you must reroll all scores, not just the ones you like. To expedite character creation, this option should rarely be used, as it can take some time to re-create a character. In general, a player shouldn't reroll their ability scores more than three times.

Special Abilities

There are a couple of special ability scores that are derived from a combination of other ability scores as well as class levels. While the text may call them out specifically each time, they'll also be listed here as well as a general reference.

Special Ability Classes Ability Bonus Used
Accuracy Fighter, Grappler, Fencer, Marksman Dexterity
Evasion Fighter, Grappler, Fencer Agility
Magic Power Sorcerer, Conjurer, Priest, Fairy Tamer, Artificer Intelligence
Monster Knowledge Sage Intelligence
Fortitude Adventurer Level Vitality
Willpower Adventurer Level Spirit

Example: Determining Race, Background, and Ability Scores

Saki, an experienced TRPG player who looked sideways at Yajime's Easy Creation, decides to create a character via Normal Creation.
This is because she wants to create her character in full rather than using a Sample Characters.

Saki wants to be a spellcaster, so she looks for a suitable Race. She decides to choose a Tabbit because of how cute the Sample Character illustration looks.
They are a slow and clumsy, but smart and wise race.
She decides to name her character “Pete” after looking at the picture.

Next, Saki begins to choose her Background. She hasn't decided which background to use, so she rolls 2d on the Background table.
Saki likes the results. Pete has the Magician Background, which grants the Sorcerer Class.
Saki copies the numbers 5, 7, and 10 from the “Starting Abilities” column on the table into the Skill, Body, and Mind fields of the blank Character Sheet.
She then adds “Sorcerer 1” into the Class field below it and writes down 2000 Experience Points.
Once Saki decides on her character’s Background, her next step is to determine their Ability Scores.
In the six fields labeled A through F after the Basic Ability Scores (Skill, Body, and Mind), she rolls the corresponding number of dice and writes the results.

The Tabbit’s dice are

Race A B C D E F
Tabbit 1d 1d 1d 2d 2d+6 2d

Saki rolls the specified dice. The rolls are 6, 4, 4, 9, 9, and 2. Although this character’s physical capability is above average, they have low Intelligence and Spirit for a spellcaster.
Saki isn’t convinced by this result, so she checks with her GM to see if it's okay to roll again.
The GM agrees.

Saki happily rolls the dice again six times from the beginning.
Her second set of rolls are 3, 2, 4, 9, 12, 11. Since the result for Spirit is high, Saki is satisfied by the results and writes them in the corresponding field on her Character Sheet to finalize her Ability Scores.
Pete’s final scores are 8 Dexterity, 7 Agility, 11 Strength, 16 Vitality, 22 Intelligence, and 21 Spirit.
His physical capability is rather low, but Pete has perfect Ability Scores for a magic-user.
Finally, Saki calculates her Ability Modifiers. An Ability Modifier is the result of dividing an Ability Score by 6 and rounding down.
She calculates her Ability Modifiers for each of the six Ability Scores.
Pete has a +1 Dexterity modifier, a +1 Agility modifier, a +1 Strength modifier, a +2 Vitality modifier, a +3 Intelligence modifier, and a +3 Spirit modifier.

Learning Classes

Classes can be broken down into three distinct groups; Warrior-type classes (such as the Fighter or Fencer), Wizard-type classes (such as the Conjurer or Fairy Tamer) and Other-type classes (such as the Scout and Sage). A class can be automatically chosen as part of the background, purchased through experience points at character creation, or even learned after years of adventuring.

Experience points are needed to learn a new class, and each class can be found on either the Major or Minor experience tables. In order to learn a new class, refer to the table that the desired class is on, and deduct the appropriate experience points from your total. If you want to learn a new class as a Fencer, for example, you would deduct 500 experience points (as Fencer is a Minor class) and write "Fencer 1" in the appropriate place on your character sheet.

You can also increase the level of a class that has already been learned, by paying additional experience points depending upon the class to be raised. To continue the above example, to raise Fencer an additional level would cost 1500 experience points (500 for the first level, and another 1000 for the second).

Extra experience points carry over between sessions.

Level Major Class Minor Class
1 1000 500
2 1000 1000
3 1500 1000
4 1500 1500
5 2000 1500
6 2500 2000

Warrior-type Classes

Fighter (Major)
A capable man-at-arms, able to master any weapon or armor.

Grappler (Major)
An unarmed fighter, using punches, kicks, holds and throws as his weapons.
When a level in Grappler is taken, the Combat Feats 《Chain Attack》 and 《Throw Attack》 are automatically learned.

Fencer (Minor)
A nimble warrior. With light weapons and armor, dances around combat like a pro.

Marksman (Minor)
Sitting in the back, takes aim with bows and guns.
While Marksmen may deal with firearms, an Artificer is required to imbue bullets for magical shots.

Wizard-type Classes

Sorcerer (Major)
With knowledge of Truespeech magic, becomes a very capable combat mage.
Requires a Magical Implement to use spells, and receives penalties to spellcasting when in armor.

Conjurer (Major)
Using knowledge of Spiritualism magic, aids and assist others. Also manipulates dolls and golems.
Requires a Magical Implement to use spells, and receives penalties to spellcasting when in armor.

Priest (Major)
A user of Divine magic, calling upon the gods and goddesses to heal and recover the wounded.
Requires a Holy Symbol to use spells.

Fairy Tamer (Major)
Summons a variety of fairies to handle different magics. Because of the six types of fairies (Earth, Fire, Wind, Water, Light and Darkness), Fairy magics cover a wider area of uses.
Requires a Gem to create a contract and use spells, and receives penalties to spellcasting when in armor.

Artificer (Major)
With a Magisphere by their side, combines magic and technology into Magitech. Can create a variety of magical bullets and bombs.
Requires a Magisphere to cast spells.

Other-type Classes

Scout (Minor)
A master of stealth, able to open locked doors and disarm traps. In addition, teaches how to heighten one's senses, allowing for faster initiative when starting combat.
Requires Scout's Tools to perform class checks, and receives penalties to Scout class checks when in metal armor.

Ranger (Minor)
Primarily a field hunter, able to run and climb. Also knowledgeable in regards to determining the weather and identifying flora and fauna. In addition, when using any sort of chemical/herb (such as Lifegrass or a Healing Potion), increases the benefits thereof.

Sage (Minor)
A book-loving scholar, each level allows the learning of a new language. Also, greatly increases one's knowledge-based checks.

Quick Guide for Learning Classes

When choosing which classes to level, it is not a bad idea to choose classes you already have. For example, a character with two levels in a class at the end of character creation has a pretty good grasp of that class.

Also, it is never a bad idea to choose a Warrior-type or Wizard-type class, as it is much easier to participate in various combat situations when there are more options available.

While you can create a character using all Other-type classes, it is definitely not recommended for beginner players.

Learning Languages

Language is key in exchanging ideas, and Raxia is no different. Characters who know the same language are able to communicate with one another far more easily than characters who don't. As a PC, you learn how to speak and write the common trade language at character creation.

In addition, most races and magical classes (such as Conjurer or Fairy Tamer) have their own language. However, unlike most other languages, these must be learned by characters of the appropriate race or with the appropriate class. Also, you must learn how to read and write these languages at the same time, and cannot learn one or the other separately.

Sages may learn one additional language each class level, either reading or writing. The tables below show which languages may be chosen.

Racial Languages
Race Language Learned
Human Any regional language (such as Zalts)
Elf Elven
Dwarf Dwarven
Tabbit Ancient Celestial (reading only)
Runefolk Magitech
Nightmare Parents' racial language
Shadow Shadow

※All PCs can read and write Trade Common.

Magic Class Languages
Magical Class Language Learned
Sorcerer Arcana
Conjurer Arcana
Priest None
Fairy Tamer Sylvan (spoken only)
Artificer Magitech
List of Languages
Name Spoken Written Typically Used By
Elven Elves, Mermen
Giantish Giants, Trolls
Trade Common Humanoids in general
Shadow Shadows
Ancient Celestial X Tabbits
Regional Dialect (any) Wide range of people
Dragonic X Lildraken, Dragons
Drakish Drakes, Lamia
Dwarven Dwarves
Barbaric Rank-and-file Barbarous
Demonic X Demons
Magitech Runefolk, Gunmages
Arcana Sorcerers, Conjurers
Sylvan X Fairies, Fairy Tamers
Youma X Goblin, Boggart
Other Various

Description of Languages

  • Elven
Used by Elves and Mermen. It is characterized by eloquent, flowing speech with harsh pronunciation. It is said that other races find it difficult to learn.
  • Giantish
Used by Giants and Trolls. Its concise style is characterized by clear pronunciation.
  • Trade Common
After the collapse of the Magitech Civilization, this language became widespread among the merchants and adventurers who traveled around the world. Over time, this language spread, and took root in many civilizations. It is a simple language, interlaced with direct expressions of concepts.
  • Shadow
An esoteric language, full of homonyms, as well as using many different words to describe the same object. Surprisingly, very little of the language is influenced by outsiders, even as the Shadow race has become more common in Terastier. This language is also used to encrypt messages between other Shadows, as well as for a variety of secret documents.
  • Ancient Celestial
An archaic language, mainly found on old monuments. Surprisingly, Tabbits can read this language, and believe it is the words of the gods themselves.
  • Regional Dialect
Indigenous languages, with each region having its own slight variations.
  • Dragonic
Used by Dragons and Dragonkin. A wholly spoken language, Dragonic does not have a written alphabet. The pronunciation is a combination of forcing air through fangs and growling, so a non-Dragon has a very difficult time learning the language.
  • Drakish
Used by Drakes, Lamia and Ogres. In addition, it was used by much of the ruling class of the Barbarous. It is a rather complex language, with expressive grammar and strong pronunciation.
  • Dwarven
The language of the Dwarves. Characterized by simple phrases and clear pronunciation, though individual words tend to be longer. In addition, speakers tend to talk rather rapidly and often sound angry.
  • Barbaric
A language created to unite the diverse tribes of the Barbarous. Formed from very short words, with very direct meanings such as "kill them", "hungry", etc. Also includes sign language to convey meanings, though intricacies are often lost.
  • Demonic
Solely the language of Demons. Spoken in words similar to a spell or curse, this language is extremely difficult to understand. There is no written component, to boot.
  • Magitech
Widely used by the fallen Al Menas Empire, whose height of power was about 300 years ago. A straightforward language, it also acts as a command language for Magispheres.
  • Arcana
The language of the long-forgotten Durandal Empire, lost to history 3,000 years ago. It is mainly used in the writing and speaking of spells. Normal conversation is incredibly difficult, but not impossible.
  • Sylvan
A spoken language used to communicate with fairies, characterized by a buoyant sound and lilting voice. Vocabulary of the language is rather small, and there is no concept of time, past, present or future.
  • Youma
Goblins, Kobolds and Boggarts use this crude language on a daily basis. It has poor vocabulary and grammar, and is very direct. To a human's ear, it sounds rather annoying, with a menacing undertone.
  • Other
Languages of other various monsters, such as Ogres, Gilmen, Minotaurs, Centaurs, etc.

Determining Adventurer Level

After spending experience on classes, the Adventurer Level is simply the highest class level of all currently known classes. Even far into the campaign, a character's Adventurer Level is the highest class level among classes they have, no matter which class or how high a level.

Adventurer Level is used rarely, though it is important to know when it is used. There are times where the GM may call for an Adventuring check, or maybe a character's Fortitude or Willpower check is required. HP is also affected by Adventurer Level, as seen below.

Determining HP & MP

HP represents a character's toughness and durability. The higher the HP, the more damage that can be sustained by that character.

MP represents the amount of mana the character can use. Higher MP allows for more magic usage.

A character's starting HP and MP are determined as follows:

HP = Vitality + (Adventurer Level x 3)

MP = Spirit + (Total Levels o f all Magical Classes x 3)

Example. Determining Class, Adventure Level and HP/MP

Saki decides to spend Pete’s Experience Points, so he’ll learn more Classes even though he’s already a Sorcerer.
She wants to play as a powerful magic-user, so she continues to choose Classes that correspond to that.

Since she needs 1000 Experience Points to raise the Sorcerer Class from Level 1 to Level 2, she spends 1000 of Pete’s Experience Points and raises his Sorcerer Class to Level 2.
She has 1000 Experience Points left and Saki wants Peter to learn something else.
After looking at the Class list, Saki thinks the Sage Class and its ability to learn new Languages would be nice to have.
To attain a Level in Sage Class, she needs 500 Experience Points. Saki spends another 500 of Pete’s Experience Points to attain her 1st Level in Sage.

Since a Sage can learn a new Language for each Class Level, she decides Pete has learned the Elven Language via conversations with squirrels.
She now has 500 Experience Points left, but she does not take any other Class and will carry those points over until her next advancement.
Saki leaves 500 points in the Experience Point field and adds “Sage 1” in the Class field.

Once her Class Levels are decided, her Adventurer Level is next.
Adventurer Level is equal to the highest Class Level. Since Pete’s Classes are Sorcerer Level 2 and Sage Level 1, Pete’s Adventurer Level is 2.
Saki writes a big number “2” in the Adventurer Level field.

Next is the determination of HP and MP.
HP is “(3 times Adventurer Level) + base Vitality”, so 16 + 6 = 22.
MP is “(3 times the total Levels of all spellcaster Classes) + base Spirit”.
Pete has only 2 Levels in Sorcerer, so his MP is 21 + 6 = 27.

She adds HP and MP into the fields next to Fortitude and Willpower. Both of these are rather high numbers for a freshly-made character.

Learning Combat Feats

Combat Feats are special abilities that characters can learn to diversify their talents in combat. There are a variety of Combat Feats, some of which give bonuses to Actions, others allow a new talent to be used, yet others allow for a complete change in tactics. Two characters with the same classes can fight with two vastly different tactical approaches based on the different set of Combat Feats.

When creating a PC of 1st or 2nd level, you may learn one of the following Combat Feats. At 3rd level and each odd level thereafter, a character may choose another Combat Feat.

Combat Feats include Passive Combat Feats, which do not need to be activated, and Active Combat Feats, of which one may be activated as a Minor Action each turn.

Grappler characters automatically learn the Passive Combat Feat 《Chain Attack》 and the Active Combat Feat 《Throw Attack》 upon taking their first level in Grappler.

Combat Feats may not be taken multiple times in order to stack the effects, unless otherwise noted.


Combat Feats Available at Character Creation

Passive Combat Feats
Name Effect
Precise Shot Can shoot into combat without incident
Aimed Shot Allows for easier critical ranged attacks
Weapon Proficiency/** Deals +1 damage, allows A-Rank weapons
Armor Proficiency/** Adds +1 Defense, allows A-Rank armor
Guided Magic Can cast magic into combat without incident
Dual Wielding Able to attack with two one-handed weapons
Active Combat Feats
Name Effect
Cover Interpose yourself on an attack for another
Aimed Attack Accuracy +1, but Critical Rate -1
Power Strike Deal +4 damage
Taunting Strike Become the target of attacks
Lethal Strike Allows for easier critical melee attacks
Metamagic/Accuracy Enhances magical accuracy
Metamagic/Targets Increases the number of targets for a spell
Metamagic/Distance Extends the range of a spell
Metamagic/Time Lengthens the duration of a spell
Metamagic/Area Increases the radius of an area-of-effect spell
Magic Convergence Focuses a spell onto a single target
Mana Strike Deals extra damage equal to Magic Power
Grappler-only Combat Feats
Name Effect
Chain Attack Allows for an extra attack
Throw Attack Throws the opponent to a prone position

Recommended Combat Feats

If you have trouble choosing a Combat Feat, here is a list of recommended Combat Feats tailored to each class.

Name Intention Combat Feat
Fighter Dealing damage Power Strike
Protecting a comrade Cover
Grappler Want to reliably hit the target Aimed Attack
Want to increase damage Weapon Proficiency/Wrestling
Fencer Aim for a mortal blow Lethal Strike
Want to be a strong warrior-mage Mana Strike
Marksman Shoot into dangerous situations Precise Shot
Shoot with 2 guns Dual Wielding
Sorcerer Reliably cast magic into combat Guided Magic
Conjurer Want to damage every enemy Metamagic/Targets
Priest Want to heal each comrade Metamagic/Targets
Fairy Tamer Reliably cast magic into combat Guided Magic
Artificer Allow for easier gun usage Precise Shot

Purchasing Equipment

Before heading out on an adventure, it would be wise for a PC to purchase the equipment, weapons and armor needed to perform their classes' abilities and actions. Items such as Magical Implements, tools, curative items, and even accessories should be bought to make daily life that much easier. Going without a vital tool, implement or even armor or a weapon is ill-advised, as that would hinder survival. In fact, most veteran adventurers see purchasing equipment as a prerequisite to becoming a full-fledged adventurer.

A new character receives 1,200G (Gamels) in starting money to spend on equipment. It is expected that the character buy necessary items to go out adventuring with this money. It is up to each GM to determine whether or not PCs may share their wealth when buying starting equipment during character creation.

Anything you purchase for your character should be written down in the appropriate spot on the character sheet. If you end up not buying an item due to a lack of money, check the item lists to determine if perhaps a lesser item is available and affordable. A PC may also be able to negotiate with merchants, receiving a particular item or piece of equipment as compensation for services rendered.

Below is an excerpt of class-specific items that enable one ability or another to be used.

Equipment Required for each Class
Class Equipment Price
Sorcerer, Conjurer Magical Implement 100, as weapon 200
Priest Holy Symbol 100
Fairy Tamer Fairy Gem 50 each
Artificer Magisphere (Small) 200
Magisphere (Medium) 500
Magisphere (Large) 1,000
Scout Scout's Tools 100
Ranger ¤Lifegrass 30
¤Magic Herb 100
¤Healing Potion 100
¤Awake Potion 100

¤: Consumable item, one-use only

Equipment and Accessory Slots

Once you've successfully purchased equipment or accessories, write each item in its appropriate place on the character sheet. Each slot may only hold one item, but an accessory may also be equipped to the [Other] slot instead of the slot where it is supposed to go. Weapons and armor do not count towards equipment slots, so a character may wear a ring on the same hand they're wielding a weapon with.

While you may not be able to wear multiple items in an accessory slot, you can store them in a backpack. Do note that it is typically very difficult to retrieve such items quickly in the heat of combat.

Final Touches

Finally, after taking the time to come up with a quick history, name, age and gender, the PC is complete. Now go out and enjoy the adventures to be found in the world of Raxia!

Example of Finishing PC Creation

Saki is about to finish Pete. Next up is learning Combat Feats. She chooses [Guided Magic] as written under Recommended Feats.
This will let her PC make good use of the Sorcerer’s magic attack, [Energy Bolt]. Since Pete has an Adventurer Level of 2, this is the only Combat Feat that Pete can learn.
Saki writes “Guided Magic” in the topmost Combat Feat field.

Next is purchasing equipment.
She needs to purchase suitable equipment from her initial money of 1200 G and write it down in the appropriate Slots on the Character Sheet.

First, she buys a [Magical Implement] for 100G, which is required to use the Sorcerer Class.
The exact form of this item can be decided without restriction, so Saki decides her magic implement is in the form of a thin wand. She places it in Pete’s Right Hand.

Saki doesn't think Pete will need any Weapons because he doesn't have any Warrior-type Classes, but Pete will still need protective Armor.
She decides to purchase Soft Leather, because Pete meets its Minimum Strength requirement.
She writes the Armor’s name, “Soft Leather “, along with its Defense value, 3 in the Armor field, then reduces her total amount of money by 150G.

She still has plenty of money on hand, so she decides to buy a Shield as well.
This is because a Shield can be used without any Warrior-type Classes so long as one hand is free.
She purchases a [Round Shield] for 100G, which raises Defense value by 1, and places it in Pete’s Left Hand.
Now Pete has a total Defense value of 4, and his remaining money is 850G.

For now, Pete cannot wear any more Armor. Next, Saki will purchase tools and other items she’ll need for adventuring.
For the time being, she purchases an [Adventurer Set], which has all the necessary adventure items, for 100G. After that, she purchases a [Healing Potion] which Pete can drink at a moment’s notice.

Saki still has plenty of money available, so she buys some fashionable Accessories.
She has less than 100G remaining, but Saki seems to have enjoyed her shopping. Finally, Saki decides on her character's Name, Sex, Age, and Personal History.
Saki has decided that Pete is a mischievous boy Tabbit, who is only 10 years old.
After rolling the dice, she’s chosen 2 pieces of Personal History: “You grew up with loving parents” and “Have (or had) a friend who lived rather far away.”

Now Saki's character, Pete, is ready to go on an adventure.