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龙腾世纪pc向导第二章原文Character Creation

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拙吾:
Character Creation
To play in a game of Dragon Age, you must first make a character. This is your alter ego in the land of Thedas, the persona you’ll be taking on as you experience ex¬citing and perilous adventures. Since your character is the focus of your play experience, making the right character for you is quite important. If you end up with a character you find unappealing or who isn’t fun to play, your enjoyment of the game will dimin¬ish. So don’t be afraid to take some time and put some thought into creating your character. This chapter explains the whole process and provides examples so you can see how it’s done. When you are finished, you’ll have a character ready to play.
The first time you read this chapter, you will come across rules and terms you don’t understand yet. Don’t panic. You’ll learn everything you need to know as you work your way through the Player’s Guide, and you’ll want to at least skim the whole book before you sit down to make a character. Also remember that there is a glossary at the back of the book. You can look up important terms there at any time.
Before you start making a character, you will need a character sheet. You’ll use this record to keep track of your character’s various abilities and powers. There is a blank character sheet on the back of this book, or you can download a PDF version from www.greenronin.com.

Making a Character in 8 Easy Steps
Making a Dragon Age character is a straightforward process that you can complete in eight easy steps. The steps are listed here, and the rest of the chapter covers each step in order.
1. Createa character concept. This is a rough idea of the sort of character you’d like to play. See the following section.
2. Determineabilities. These are your character’s core physical and mental attributes. See page 19.
3. Choosea background. This represents your culture and upbringing, and also determines your race (dwarf, elf, or human). See page 20.
4. Choosea class. This is your character’s calling in life. You can choose mage, rogue, or warrior. See page 26.

5. Pick equipment. Your character needs gear before the adventures begin. See page 30.
6. CalculateDefenseand Speed. Both are very important in combat. See page 31.
7. Pick a name. Every hero needs a good name! See page 31.
8. Choosegoalsand character ties. They help give your character personality. See page 32.

拙吾:
Character Concept
Before you sit down to make a character, you should learn a little bit about the setting. If you haven’t yet read Chapter 1: Welcome to Ferelden, take a look at that now. If you are already familiar with Ferelden from the Dragon Age: Origins computer game, so much the better.
Now that you know more about the setting, you can start thinking about what kind of character you want to play. You’ll be making the two most important choic¬es—your background and class—in steps 3 of 4 of char¬acter creation, but before you get there it’s a good idea to come up with a basic character concept. This can be quite broad to start; the process of character creation will help you focus it.
When coming up with a character concept, remember that one of the conceits of the game is that your char¬acter begins as an unknown and struggling adventurer. You don’t get to start play as the crown prince or an archmage. You have to earn your honors with deeds, and you can be sure there will be a price. So start think¬ing about who your character is and how he became an adventurer. Here are some example character concepts:
A guttersnipe raised on the streets who’ll do • anything to survive.
A free spirit who fled from an arranged marriage • for a life of adventure.
A naïve farmer who wants to travel farther than 5 • miles from where he was born.
The child of a disgraced knight who wants to • return honor to the family name.
A cynical mercenary who trusts little but coin. •
A seeker of forbidden knowledge who often acts • before thinking.
An artist seeking inspiration in dark and • dangerous places.
A refugee from a village that was sacked and • destroyed.
A child of the forest more comfortable around • animals than people.
The scion of a merchant family who wants more • from life than ledger books.
Example
Kate and her friends are starting a Dragon Age campaign, so she must make a character. Hav¬ing read Chapter 1, she decides to play a char¬acter with a crusading spirit and a keen sense of justice, probably from the lower rungs of soci¬ety. She’s a little light on the details for starters, but these basic ideas will guide her as she cre¬ates her character and you can follow along in examples throughout this chapter.

拙吾:
Abilities
Your character is defined by eight abilities: Commu¬nication, Constitution, Cunning, Dexterity, Magic, Perception, Strength, and Willpower. Taken together these abilities map out your character’s strengths and weaknesses. You determine your abilities random¬ly by rolling dice, giving each one a numeric rating ranging from –2 to 4. A –2 is quite poor while a 4 is outstanding; a 1 is average. The higher the ability, the better. During play your abilities can increase as you gain experience and learn how to better harness your natural aptitudes.
Abilities are a key component of the game and you’ll be using them frequently. You’ll find it useful to un¬derstand the nature of each ability, so descriptions of them follow.
• Communication covers your character’s social skills, personal interactions, and ability to deal with others.
• Constitution is your character’s fortitude and resistance to harm.
• Cunningis a measure of your character’s intelligence, knowledge, and education.
• Dexterity encompasses agility, hand-eye coordination, and quickness.
• Magic determines your character’s innate arcane power.
• Perception covers all the senses and the ability to interpret sensory data.
• Strength is your character’s physical prowess.
• Willpower encompasses mental toughness, discipline, and confidence.


Determining Abilities
You roll dice to determine your starting abilities. You will need three 6-sided dice (3d6). Roll all three and add them together to get a result. If you rolled 3, 4, and 6, for example, your result would be 13 (3 + 4 + 6 = 13).
You need to make eight of these rolls all together, one per ability. On your character sheet, you’ll notice a sec¬tion for abilities that begins with Communication and ends with Willpower. Starting at the top with Commu¬nication, make a dice roll, and consult the Determining Abilities table to determine your starting ability. A roll of 11 on the chart, for example, means the ability’s start¬ing score is 1. Once you’ve recorded Communication, move on to Constitution, and then so on down the list until all eight abilities have starting scores.
When you are done, you may swap any two of the abili¬ties. This gives you a chance to customize your abilities a bit.
Example
Kate must now roll for her character’s starting abilities. She rolls 3d6 and gets a 13. Looking at the chart, Kate sees this gives her character a starting score of 2 on her first ability (Com¬munication). Kate makes seven more dice rolls, getting 5, 16, 8, 11, 6, 11, and 15. Her character’s starting abilities are thus Communication 2, Constitution -1, Cunning 0, Dexterity 3, Magic 1, Perception 0, Strength 1, and Willpower 3. Kate then has the option of switching two of her scores. She decides to swap Perception and Willpower, so she ends up with a Perception 3 and Willpower 0.
Ability Focuses
A focus is an area of expertise within the larger abil¬ity. While Cunning as a whole determines how smart your character is, for example, a Heraldry focus would indicate a special knowledge of coats of arms and royal families. In game system terms, if you have a focus, your ability is effectively 2 higher than normal when work¬ing within that specialty. This is explained in greater detail in Chapter 6: Playingthe Game.
Ability focuses (or focuses for short) are one of the ways to make your character unique. There may be another warrior in your adventuring party, but your focuses can be completely different. You don’t need to worry about choosing focuses now; that happens later in the char¬acter creation process. Your character will get access to focuses through backgrounds, classes, and talents. For more information about ability focuses, see Chapter 3: Focuses and Talents.

Determining Abilities:
3d6 Roll    StartingAbility
3    –2
4    –1
5    –1
6    0
7    0
8    0
9    1
10    1
11    1
12    2
13    2
14    2
15    3
16    3
17    3
18    4

Set 1 includes the following focuses. More can be found in subsequent sets.
Communication • Focuses: Animal Handling, Bargaining, Deception, Disguise, Etiquette, Gambling, Investigation, Leadership, Performance, Persuasion, Seduction.
Constitution • Focuses: Drinking, Rowing, Running, Stamina, Swimming.
Cunning• Focuses: Arcane Lore, Cartography, Cultural Lore, Engineering, Evaluation, Healing, Heraldry, Historical Lore, Military Lore, Musical Lore, Natural Lore, Navigation, Research, Religious Lore, Writing.
Dexterity • Focuses: Acrobatics, Bows, Brawling, Calligraphy, Initiative, Legerdemain, Light Blades, Lock Picking, Riding, Staves, Stealth, Traps.
Magic • Focuses: Arcane Lance, Creation, Entropy, Primal, Spirit.
Perception • Focuses: Empathy, Hearing, Searching, Seeing, Smelling, Tracking.
Strength Focuses: • Axes, Bludgeons, Climbing, Driving, Heavy Blades, Intimidation, Jumping, Might, Spears.
Willpower • Focuses: Courage, Faith, Morale, Self- Discipline.



拙吾:
Backgrounds
Your character did not spring from nothing. Just like real life, culture and upbringing shaped his or her per¬sonality and attributes. In Dragon Age you pick a back¬ground to represent these facets of your character and to determine your race. There are seven backgrounds to choose from: Apostate, Avvarian Hillsman, Circle Mage, City Elf, Dalish Elf, Fereldan Freeman, and Sur¬face Dwarf.
You should read over the following section and then pick the background you find most appealing or suit¬able for your character concept. The descriptions of the backgrounds will also give you a better sense of the setting and help you place your character within it. Choosing a background modifies your character in several ways. These are spelled out in each description, but generally include the following:
An increase to one or more of your abilities. •
One or more ability focuses. •
Determination of your race (dwarf, elf, or human). •
Determination of your class choices. •
The languages you can speak and read. •
Example
Now that Kate has rolled her abilities, it’s time to pick a background. She is drawn to city elf be¬cause of the injustice of elves’ treatment, and this works well with her character concept. She’s al¬ready thinking about how growing up in an alien¬age explains her character’s poor Constitution. The background increases her character’s Dexter¬ity by 1, making it an impressive 4. She can choose one of the two offered focuses, and settles on Perception (Seeing). She notes that she speaks the Trade Tongue, the most common language of Ferelden. She then must choose a class and has the option of playing a warrior or a rogue. With her character’s high Dexterity, she’s leaning toward rogue, but wants to read over the classes before deciding for sure. Lastly, she rolls on the city elf background table twice to get two more benefits. She gets a +1 to her Perception, which brings it up to 4, and gains another focus, Dexterity (Bows).

拙吾:
Apostate
In those nations outside the Tevinter Imperium (includ¬ing Ferelden), only the members of the Circle of Magi may legally practice magic. Those who defy the law are known as apostates. The Circle of Magi is supposed to find humans and elves with magical power and train them before they endanger themselves and others. All those who practice magic risk demonic possession and could turn into abominations, and there is always the risk that any mage might turn to the same forbidden arts practiced by the magisters of the Tevinter Impe¬rium, dangerous blood magic that relies on ritual sac¬rifice and subverts the minds of other men. This is why there are Chantry Templars in every Circle tower, and why Templars hunt down apostates.


Apostate
2d6 Roll    Elf Benefit    Human Benefit
2    +1 Cunning   +1 Constitution
3-4    Speak Elven    Focus: Constitution (Stamina)
5    Focus: Cunning(Cultural Lore)    Focus:Willpower (Self-Discipline)
6    Focus: Willpower (Self-Discipline)    Focus: Cunning(Healing)
7-8    +1 Magic    +1 Magic
9    Focus: Dexterity (Stealth)    Focus: Dexterity (Riding)
10-11    +1 Dexterity    Focus: Communication (Deception)
12    Weapon Group: Bows    +1 Cunning

While the law treats all apostates the same way, the category is a broad one. Some are self-taught mages who discovered how to use magic by trial and error. Some come from magical traditions that pre-date the formation of the Circle of Magi, like hedge wizards and Avvarian shamans. Others are rebels, opposed to the Circle of Magic, the Chantry, or both. They resent the law and choose to go their own way despite the risks.
Note: If you choose to play an apostate, your charac¬ter will have a disadvantage that those of other back¬grounds do not. Namely, your character’s powers must be used carefully lest they draw unwanted attention from the Circle of Magi or the Chantry Templars. The upside is that this conflict can lead to some great sto¬ries, but you should understand that your character will face challenges others do not.
Playing an Apostate
If you choose to play an apostate, modify your charac¬ter as follows:
Add 1 to your Willpower ability. An apostate • needs strength of will to fend off possession.
Pick one of the following ability focuses: • Cunning(Natural Lore) or Willpower (Self-Discipline).
Choose whether your character is a human or an elf. •
You can speak and read the Trade Tongue. •
Take the mage class. •
Roll twice on the table and use the column that matches your chosen race (elf or human) for additional benefits. Roll 2d6 and add the results together. If you get the same result twice, re-roll until you get something different.

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