Character Creation in Ravnica, City of Guilds | World Anvil

Character Creation

Remember: You must complete #Orientation before you'll be able to proceed with Character Creation.

Creating a Character for Ravnica   In order to create a character, you will need to take a few steps, as follows:   All first characters begin at level 1.
  1. Roll your stats
  2. Create a character sheet on Roll20 (see video in sidebar)
  3. Choose your race and class, as usual
  4. Roll for HP/Gold or take average HP and GP/equipment from background
  5. Optionally, choose a guild. If you do so, you will also:
    1. Choose style of membership
    2. Roll for contacts/work with DM to develop contacts
  6. Make a token
  7. Introduce your character into RP

Step 1. Roll your stats!
 
  • In the Character Creation category, you'll enter the #roll-stats channel.
  • Once there, ping the DM role and ask to have someone witness your rolls. Do not roll before pinging.
  • When you've been given the go-ahead, type !randchar until you get:
    • 2 stats 15 or higher, with a minimum total of 65
    • or until you are satisfied with the stat block
    • WHICHEVER IS FIRST
  • (A re-roll voids all previous attempts.)
  • When the requirements are met, your witness will mark your final stats with a ⚖️
  • When you're done, open roll20 and enter !charsheet in the chat box to generate a new character sheet. (If it doesn't work, come back immediately and ping @Kip to fix the script).
  • Please be considerate of other players and refrain from commenting on the rolls of other players. Also be advised that conversation should be taken to #ask-questions to keep the roll channel free of clutter.

    The Guildless The guilds might be considered the heart and soul of Ravnica, but they aren't all that makes up the city. Many citizens choose not to join a guild—some because they can't be bothered, and others because they have philosophical objections to the very idea of guilds. The so-called guildless are especially common in areas that might be considered rural: places farther from the heart of the city and the larger exurban districts. But even in the city's heart, some guildless citizens actively oppose the influence of the guilds, blaming the world's strife and suffering on an elite hierarchy that seeks to take control, consolidate wealth, and fragment a populace against itself. The numbers of the guildless include people engaged in a wide variety of trades and services that aren't managed and regulated by the guilds, from baking to cartography. University professors, guides, traders, and bartenders might be guildless. Criminal gangs set themselves up as rivals to the Orzhov, and even military forces operate independent of guild control, serving as neighborhood police forces or mercenaries for hire. About half of Ravnica's population is guildless. That proportion is higher for some races than others: nearly all elves, for example, belong to the Golgari, Selesnya, or Simic guilds, but a majority of goblins are guildless. Loxodons tend to have a strong sense of community, so they readily join guilds. And when they don't, they join groups of another sort, such as mercenary companies or cults. Simic hybrids are all created within the Simic Combine, so it's rare for them not to be part of it.
    Secondary Characters   Historically, this campaign has only allowed players to create one character, but with the launch of Arc II, we'll be introducing a trial run of offering players a secondary character for the purpose of allowing play when their primary character cannot or would not go on the available quests. This secondary character must remain Guildless in order to maintain the high level of Guild identity we hope to promote among players. We hope this change will relieve some of the stress tied to multi-session quests and alleviate the potential disappointment of missing opportunities to play.
    Starting Contacts   Your character starts the game with three contacts: an ally in their guild, a rival in their guild, and an ally or rival in another guild. (House Dimir is an exception.) Tables in each guild section help you determine who these contacts are—facts that you can build on by working with your DM to add some details. The table entries for contacts are written in the first person, where "I" is your character.   You'll roll twice on the Contacts table for your guild, unless you're in House Dimir (as explained in that guild's section). Your first roll gives you an ally. Your second roll gives you a rival, who might be friendly, jealous, or antagonistic. (It's possible for these to be the same person; a single person might be generally friendly toward you and simultaneously jealous of your success, for example.) Then you'll roll once on the table of contacts from other guilds. That contact could be either an ally or a rival, or you might instead gain a third contact from your own guild.
    Styles of Membership   As you're playing a character associated with one of the guilds, think about your character's relationship with the guild. Guild members can be grouped into four categories, depending on their motivations and priorities: loyalists, opportunists, rebels, and anomalies. Which one of these descriptions best fits your character?   Loyalists join a guild because they firmly believe in the guild's ideals and want to advance its goals. Their membership in the guild is a badge of identity for them. They're typically of the races and classes most strongly associated with the guild, and their personality traits and ideals fall in line with the suggestions in this chapter. An idealistic human or a minotaur paladin in the Boros Legion is an example of a loyalist.   Opportunists join a guild based on what they can gain from becoming members. Every guild offers its members something—whether concrete benefits such as opportunities for wealth or more subtle, intangible rewards such as social status—and getting that something is the primary motivation for this type of character. Opportunists often pay lip service to the ideals and goals of the guild, looking out for themselves first and the guild second (at best). A selfish human fighter who uses membership in the Boros Legion as an excuse to bully and steal from others would be an opportunist.   Rebels love the guilds they're in but don't conform to guild expectations. They might be good-hearted idealists trying to bend a shady guild toward nobler pursuits, or they might be selfish egotists hoping to direct the guild's actions toward promoting their own interests. Most rebels are typical members of the guild in terms of race and class, but they vary from type when it comes to personalities and ideals. A Boros legionnaire with tyrannical tendencies who thinks the Boros should enforce justice with an iron fist would be a rebel.   Anomalies are individuals who join guilds contrary to all expectations. Their race or class (or both) is outside the norm for their guild, but their personalities and ideals fall perfectly in line; that's why they joined. A vedalken paladin in the Boros Legion, or an Ordruun minotaur in the Orzhov Syndicate, would fall into this category.

    Once you've rolled your stats, this video will take you through the steps of making a sheet on Roll20.

     

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