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Wiki+ page: Character Origins

Character Origins is a completely optional part of character creation that helps you to develop a background for your character. This should be seen as a skeleton of sorts to aide you with developing your own background story for your character. It is completely optional however choosing to utilize it may provide interesting benefits and penalties to your character. Due to the way in which character origins can affect your character and your character's creation, it should be the first step in creating your character.



1. How to Use Character Origins

There are four sections in the Character Origins process: Lineage, Childhood, Psychology, and Profession. Each section has a set of charts. You roll for each chart a set of percentile dice and find the range in the chart that your roll matches. You then record any of the listed benefits and penalties for that roll and move on to the next chart. Once you have rolled for all of the charts in that section you move on to the next section until all sections are complete.



For example, you start with Table One: Ancestors in Section One: Lineage. You roll a set of percentile dice, rolling a 23. That fits in the 21-40 roll meaning that your family was pretty wealthy so you get an extra roll to your currency rolls and increase the multiplier roll by 0.5, however you also lose -5 from your Strength. You'd then move on to Table Two: Parental Influence.

Remember that this only provides a basic skeleton to help you create your own character's back story. For that reason it uses vague results such as being a wealthy family. You would use that (or your GM would use that) to help decide just who your family was and fit it with the current campaign setting. Just because the chart says you descend from royalty it might not mean actual royalty but something similar to royalty for the setting that you are playing in. Just like the Kennedy's are considered American Royalty even though the US doesn't have actual royalty, your character's family might be considered with the same status despite the fact that royalty doesn't exist for your story's setting.

Basically this is simply a guide to help you create your own backstory and give you the benefits and penalties that would apply. You still have to use it to come up with a story that fits.

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2. Section One: Lineage

This section deals with your character's family and ancestors and how they might affect your character.

2.1. Table One: Ancestors

Dice Roll Result Benefit Penalty
1 You descend from Royalty or a very important family +3 rolls to currency roll; luck chance to always "have just enough money needed hidden away; +5 to Influence % N/A
2 to 20 You come from a long line of nobles or rich with old money. +2 rolls to currency roll; +5 to Influence % -10 from Strength
21 to 40 Your family was always pretty wealthy +1 rolls to currency roll increase currency multiplier by 0.5 -5 from Strength
41 to 60 Typical Blue Collar +10 to Strength and Fortitude N/A
61 to 80 According to the history books, your family was never special. N/A N/A
81 to 99 Your family has always been poor. +10 to Strength and Fortitude; +5% to Strength and Fortitude Race Max -2 rolls during the currency chapter of character creation
100 Family? What's that? Heck if you know skip to Growing Up section -5 from Luck


2.2. Table Two: Parental Influence

Dice Roll Result may vary depending on Chart One Benefit Penalty
1 Very influential in their current class. King/Queen, Duke, Chancellor, Head Potato farmer, etc. +5 to Influence %, 10% discount on equipment and items acquired during Character Creation N/A
2 to 20 Fairly influential. A noble, a Captain of the guard, Manager at a factory, etc. +3 to Influence %; 15% discount on one piece of equipment acquired during Character creation N/A
21 to 40 Somewhat influential. They walk in the same circles as the above chart. +1 to Influence %; 10% discount on one piece of equipment acquired during Character creation N/A
41 to 60 Not very influential, but they know a guy who knows a guy. 5% discount on one piece of equipment acquired during Character Creation N/A
61 to 80 No influence in the community at all N/A -2 to Influence %
81 to 99 Downtrodden, and dejected. Permanent -1 mod to Influence % -5 to Influence %; -5 to Will
100 Hated. Reviled by the community. Permanent -5 mod to Influence % -5 to Influence %; -5 to Will; prices increased by 20%


2.3. Table Three: Siblings

Dice Roll Results may vary depending on previous rolls. Benefit Penalty
1 Player Choice! Pick the result you would like out of any roll in this chart N/A
2 to 20 Only Child You are spoiled! +3 rolls to currency roll -5 to Strength and EP
21 to 40 One Sibling Spread the wealth! +1 roll during the currency chart N/A
41 to 60 1d3 Siblings The more the merrier! No monetary gain but having more siblings builds character. +1 roll to point pool creation N/A
61 to 80 1d6 +1 Siblings You'd think more kids would mean more character but it also means more stress. +2 rolls to point pool creation -1 roll to currency roll; -2 to Main Stat of Choice
81 to 99 1d10 +2 Siblings The sheer amount of kids in your family causes too much stress on your family. No benefit gained -1 rolls to currency roll; reduce currency roll total by 10%; -2 from every Main Stat
100 You don't know. GM rolls a second time in this chart for you and keeps the number hidden for plot reasons. You have always been alone as far as you know. GM will determine whether this is a benefit or a detriment to your character GM will determine whether this is a benefit or a detriment to your character


2.4. Table Four: Estate

Dice Roll Results may vary depending on the results above. Benefit Penalty
1 For your social class your family has a vast amount of riches and land. This could mean a vast castle, or a Luxurious suite in the slums. +10 to Will and Influence %; + 10% to Will Race Max; +1 roll to Currency Roll; Increase Currency Roll Total by 10% N/A
2 to 20 For your social class your family home is considered extavagant. +5 to Will and Influence %; + 5% to Will Race Max; +1 to Currency Roll N/A
21 to 40 For your social class your home is considered to be spacious +2 to Will and Influence % N/A
41 to 60 For your social class your home is considered to be average N/A N/A
61 to 80 You live in what you would consider "tight conditions" You've learned how to make things fit. You get +10% more storage space in any bag or backpack; +2 to Mental N/A
81 to 99 Your home is considered to be "run down" by your peers. N/A -2 to influence %
100 It could have been due to a recent tragic event or maybe it's just been this way your whole life… but you are homeless. +5 to Fortitude; +5% to Fortitude Race Max -5 to influence %; -5 to Luck; Decrease Currency Roll Total by 10%

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3. Section Two: Growing Up

This section has to deal with your character's childhood and how it might affect your character. If in the Lineage section it was determined that you don't know about your ancestry then your GM can determine that you should not roll in this chart.

3.1. Table One: Parents

Dice Roll   Benefit Penalty
1 to 15 Both your parents are alive! All is well with them + 20 Luck and +10% to Luck Race Max! It's not often in this cruel world that people are so fortunate N/A
16 to 30 Both your parents are alive! But some form of tragedy/pain has driven them apart +1 roll to point pool creation. Tragedy builds character N/A
31 to 45 One of your parents is no longer in this world. The other has moved on in life trying to make the best of things. +1 roll to point pool creation. Tragedy builds character N/A
46 to 60 One of your parents is no longer in this world. The other has been scarred by this loss and has difficulty moving on. +10 Will. You have had to make due on your own. This has strengthened your resolve. -10% Currency per game week used to help care for the grief-stricken parent.
61 to 75 Both of your parents are confirmed/believed to be dead. They died as heroes in a great war, saving someone's life, or in some other great and noble way. Gain 1 Piece of armor or a weapon as an inheritance. GM can determine what you get; +5 to Influence % - it pays to be the child of heroes. N/A
75 to 90 Both of your parents are confirmed/believed to be dead. They died a traitor's death, were banished into exile or suffered some other tragic fate. +5 to Fortitude for having to endure growing up as a child of traitors. -10 to Influence % because it is hard to be influencial when people veiw you as the spawn of traitors.
91 to 100 The fate of your parents is unknown to you. The GM may roll again for you in this chart and may reveal the result later. N/A -2 to Will due to the strain of not knowing the fate of your parents and clinging to any news and rumors of their fate.


3.2. Table Two: Childhood Events

Dice Roll   Benefit Penalty
1 You found a treasure! Consult with the GM to start with a relic. N/A
2 to 20 You gained an inheritance/found a valuable item worth money! Get +2 rolls to currency roll; increase currency roll total by 10% N/A
21 to 40 You saved someone's life! +1 roll Point Pool Creation N/A
41 to 60 You led an uneventful childhood N/A N/A
61 to 80 You suffered a terrible emotional loss +5 to Fortitude -5 to Will; -5% to Will Race Max
81 to 99 You suffered an injury in an accident Roll in chart A below N/A
100 You suffered a major injury in an accident Roll in chart B below N/A


3.2.1. Table Two A: Childhood Events Sub-Chart A

This chart will determine the result from an 81 to 99 roll in the above chart. If your roll in the above chart was 80 or less than you may disregard this chart.

Dice Roll (1d6) Chart A Benefit Penalty
1,2 You lost a toe! N/A Battle and Area movement rates suffer a -1 penalty, -2 to Speed Checks for Agility
3,4 You lost a finger! N/A Can’t Dual Wield
5,6 You lost an eye! N/A -10 to Perception %


3.2.2. Table Two B: Childhood Events Sub-Chart B

This chart will determine the result from a 100 roll in the above chart. If your roll in the above chart was 80 or less than you may disregard this chart.

Dice Roll (1d6) Chart B Benefit Penalty
1,2 You lost a limb! our GM will roll 1d8 to determine what limb you lose. 1-2 right arm. 3-4 left arm. 5-6 left leg. 7-8 right leg. Substitutions may be made if your race has a tail. N/A Leg: Movement Rates decreased by half, 15 to Speed, 5% to Speed Race Max Arms: Can’t Dual Wield, can’t use 2Handed Weapons, Can’t use Lifting 2H stat Tail (if present): Speed – 5; -10 to Speed Check for Agility and Balance Wings (if present): Can’t Fly and loose any benefit of wings
3,4 You became horribly disfigured! N/A Your influence% suffers a -15 penalty. Attempts to use character skills that involve direct visible interaction suffer a -15 penalty as well.
5,6 You suffered a head wound! N/A Your succcess and failure rates suffer a -1 rate permanently. Every in game calendar week you must roll beneath 30% or lose 10% of your stockpiled CP and Skill points. -10 to Mental and -10% to Mental Race Max


3.3. Table Three: Friends & Enemies

Dice Roll Growing Up: Friends and Enemies Benefit Penalty
1 You have a very influential friend Favor: You may call in one favor per game week to your influential friend. The GM will determine if the favor is within reason and may grant your request. N/A
2 to 20 You have a trusted mentor Failure rate gains a permanent +1 N/A
21 to 40 You have a group of loyal friends +5 to Influence. +10 if you are within your home town. N/A
41 to 60 You have one very loyal friend/Business parter/Lover Small favor: Your friend can be called upon for the occasional small favor: a place to stay, loan some money etc. N/A
61 to 80 You have a Rival/Enemy Luck Chance in a life or death situation that your rival might actually intervene to save you. After all, challenging you is what your rival lives for. Occasional Challenge: Your rival/enemy will occasionally appear to get in your way, challenge you to a one on one duel etc.
81 to 99 You made an enemy of a group/gang N/A -5 to influence. -10 if you are within your hometown. Chance of battle encounter in the town the enemy group lives in.
100 You made a very powerful person very angry with you. N/A Called Hit: At some point in the campaign the GM may put a foe in the groups path that specifically has it out for you. This may happen multiple times depending on the plot, until your resolve whatever grudge your enemy has against you.
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4. Section Three: Psychology

This section deals with your character's view points and way of thinking.

4.1. Table One: Personality

Dice Roll Result Benefit Penalty
1 to 10 Quiet/Shy +5 mental -5 Strength
11 to 20 Easy Going +5 luck -5 speed
21 to 30 Adventurous +5 Fortitude -5 will
31 to 40 Obsessive +5 Will -5 mental
41 to 50 Prim and Proper +1 Influence% -1 to Will
51 to 60 Impulsive +5 Strength -5 luck
61 to 70 Aloof +5 Speed -1 to percception%
71 to 80 Paranoid +5 Perception% -5 Fortitude
81 to 90 Short-tempered +5 to Melee & Throw power -5 to will when insulted
91 to 100 Coward +5 Evade% -1 to strength and will


4.2. Table Two: Philosophy on Life

Dice Roll Result Benefit Penalty
1 to 15 Honor is everything +2 Moral Point N/A
16 to 30 Money Money Money Increase Currency Roll total by 25% Will do anything for the right price
31 to 45 Life is fun, then you die - 1 Roll during the starting currency step, +20 to Fortitude% rolls vs alcohol poisoning or getting drunk -5 to Influence %
46 to 60 My weapon is my soul +5 to Melee, Bow, & Throw power; Start with a Weapon Mastery ability of your choice -5 to Magic Power
61 to 75 Power governs all +5 to Magic power -5 to Melee, Bow, and Throw power
76 to 90 Revenge is sweet Double Damage vs one creature type, selected at character creation. When encountering creature type of choice, you are inflicted with Berserk until the creature is dead and will only target said creature.
91 to 100 My word is my bond +10 to Influence% You believe everyone else lives by the same standards and therefore are easily lie to, -5 to Will.


4.3. Table Three: World View

Dice Roll Result Benefit Penalty
1 to 15 Every single person has value/serves a purpose +5 Moral Points N/A
16 to 30 People all have the capacity to do good +2 Moral Point You believe everyone else lives by the same standards and therefore are easily lie to, -5 to Will.
31 to 45 You're born, you live, you die +10 HP -5 to Influence %
46 to 60 Respect is Earned +2 to Influence % N/A
61 to 75 No one in this world tells me what to do +10 Will -5 to Influence %
76 to 90 People are sheep, born to be led -2 Moral Point N/A
91 to 100 People are scum, evil and untrustworthy -5 Moral Points N/A

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5. Section Four: Profession

This section has to deal with any past training your character might have had as well as your character's current profession.

5.1. Table One: Skill-Set

This is the skill-set your character has developed naturally. In other words, this shows your character's natural strengths as they relate to professions.

Dice Roll 1d3 Result Benefit
1-10 Fighter +1 Success points for combat skills
11-20 Magician +1 Success points for magic Spells
21-30 Laborer +1 Success points for Crafting/Trade skills
31-40 Scholar +1 to Success and Failure Rates
41-50 Hunter +10 to Perception % and Aim %, start with Tracking and Hunting abilities
51-60 Blacksmith +1 to Success and Failure rates for crafting skills, start with basic crafting ability
61-70 Guard +1 to success rate for defense skills
71-80 Alchemist +1 to success rate for support skills, potions are 10% more effective
81-90 Bard +1 to success rate for character skills, +10 to Influence %, singing/dancing skills stat cost decreased by 10%
91-100 Jack of All Trades +1 to Skill Mastery for the Skill Point to Skill Mastery conversion rate for all skills


5.2. Table Two: Current Profession

Rolling for this table is optional. You could roll for this table or you would pick a profession that most interest you. Your GM could require that you roll for this table as well. This table will show you some basic benefits concerning your profession, including weekly salary. You will also need to reference the profession in the Professions page in Character Growth, as the profession you choose here will affect how you learn skills and your equipment.

Dice Roll Profession Type Effect
1-10 Merchant 200 shillings/week, +50 skill points
11-15 Mechanic or Smith 100 shillings/week, 100 skill points, +1 Support Action
16-20 Law Enforcement/Guard Company issued equipment, 25 stat points, 100 shillings/week, +1 Defense Action
21-30 Military or Warrior Company or Guild issued equipment, 25 stat points, 100 shillings/week, +1 Attack Action
31-35 Thief 80 shillings/week, 50 skill points, 25 stat points, a fence per city you can sell stolen goods to, +1 Support Action
36-40 Self Employed or Freelance 50 shillings/week, 100 skill points, 25 stat points
41-45 Bureaucrat/Noble 300 shillings/week, +1 Support Action
46-50 Researcher or Alchemist 100 shillings/week, 100 skill points, +1 Support Action
51-60 Farmer / Hunter 50 stat points, 50 skill points, 50 shillings per week, +1 Support Action
65-75 Scholar increase character points reward by x 1.5 but lose 25% of shillings per week. All currency must be converted to shillings by the end of the week.
76-85 Professional Bum Gain 1d% worth of shillings per day while in town from pan-handling
86-100 Magicial +50 SA and +1 Magic Action


5.3. Table Three: Aspirations and Goals

This table deals with your character's life goals. Your GM could allow you to choose one or make you  roll for it.

Dice Roll Life Goal Effect
1-10 Gain a higher rank +1 to Skill Mastery for the Skill Point to Skill Mastery conversion rate for all skills
11-20 Become more skilled Increase initial skill points by x 1.5
21-30 Take on more responsibility +25 stat points to be used after character creation
31-40 Become an adventurer, see the world Start with Translation and Linguistic skills/abilities
41-50 Retire Early automatically decrease your currency by 10% each game week, that 10% goes into a special pool for your character that your character can’t touch except for once a month and that pool increases by 10% each week from interest
51-60 Invest all my money for future generations of my family to enjoy automatically decrease your currency by 10% each game week, that 10% goes into a special pool for your character that your character can’t touch to be given to your next character
61-70 Seek Vengeance Same as “Revenge is Sweet”
71-80 Become Famous + 10 to Influence %, 10 character points gained everytime your character does something remarkable, everyone knows your character
81-90 Become Infamous - 10 Moral Points, + 10 to Influence %, 5 Character Points gained every time your character does something that would be remembered for good or bad.
91-100 Player Choice You set your own goal but gain no rewards for it.

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Wiki+ page: Runic Elements

Following character name the first step to making a character is to determine your character’s runic element. Runic element is basically a birth sign. All creatures born under the Nor’Ovan sun are born under a runic element. Children often have a different element than their parents.

But runic elements are more than just fancy birth signs. Runic elements determine a lot about your character. Runic elements by their very nature give everyone the ability to use magic. Runic elements determine what type of magic a character could use. Runic elements effect certain races such as dragonians, neo-dragons, and saurians. And runic elements effect your magic power against other creatures of different runic elements. Because of how important runic element is, it is important to understand how they work. This section of the character creation process explains into detail about the runic element system, each elemental sign, and its effects on your character.

What are the Runic Elements

There are a total of 8 different runic elements. They are in two rings of influence with the eight elements, space, being the neutral element which binds them all together. The elements are earth, fire, water, air, life, death, time, and space. To determine what your character’s runic element is you may simply choose. Below you will see a diagram showing you each element and which elements they are weak and strong against.



Wiki+ page: Alignments

The next section of your character sheet deals with alignment. Alignment is your character’s moral disposition. Basically alignment identifies how your character acts based on a moral scale by giving your character a label based on society moral standards. Alignment labels such as dark, evil, holy, and light are not necessarily labels by which your character identifies him or herself by, but how society as a whole would view your character based on your character’s actions and reputation.

alignment chart.png

Using the above chart is simple. It is reflective of your character’s total moral points. If your character’s total moral points is 43, your character would be considered holy. If your character’s total moral points is - 18, your character would be considered dark. If your character has - 20 moral points and receives + 25 moral points, your character’s moral points would turn to + 5 and your character’s alignment would change from Dark to Neutral.

When creating a character you cannot pick which alignment you wish your character to be. Your character may consider him or herself holy or evil upon creation, but it may not be how society as a whole sees your character. Since your character has yet started to truly live and interact with society, they have yet to develop a reputation. Thus, your character starts as neutral . As you play your character, your character’s reputation will change upon your actions as your character. This will cause your alignment to change over time. It is important to consider your actions when role-playing because alignment affects more than just how people react around you. It also affects which skills you may learn and use.

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Moral Points

Moral Points is the statistical number which is used to monitor your character’s reputation and alignment. All characters starting out have a moral point score of zero . Moral points are awarded to your character based on the decisions and actions of your character in certain situations. Such actions can include your character’s thoughts and attitude towards the situation. For example, saving a child from a burning building is considered a morally right thing to do and would grant your character positive moral points. However if your character went into the burning building simple to lift some treasure or for an other selfish reason, and saving the child was only done as an after thought or for the possibility of reward your character may not receive any moral points. If your character set the building on fire to begin with and rescued to child to use that act as leverage on the child’s family, that may result in receiving negative moral points. Also if your character went into the building to rescue the child, but was reluctant to do so and complained whether verbally or mentally the entire time, your character may not receive any moral points.

Therefore if your character’s actions are wholly good, your character will receive positive moral points. If your character’s actions are sinister and done with bad intentions your character will receive negative moral points. If your character’s actions were merely self-serving even if the result seemed good, your character may receive no moral points. The distribution of moral points is solely up to the game master and may be reflective of their personal view of the situation. This cannot be helped and in reality is the point of alignment. Just because you feel that your actions were good and with merit doesn’t mean everyone else will.

Use the Alignment Chart on the right to help determine your character’s alignment based on his or her moral points.

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What about Chaotic Evil or Lawful Good?

One of the first things new players may wonder is where are the other alignments, such as the chaotic or the lawful alignments. In systems that use those alignments they distinguish between what type of mentality the character has and whether or not the character is lawful or acts purely on impulse.

Legends of Nor’Ova however does not implement such a system. Alignment in Legends of Nor’Ova is not dependent solely upon the character’s mind-set, but upon the evaluation of their actions by society. When dealing with society, they do not view an action as being chaotic or neutral or lawful. They see it in black or white as good or as evil, and attach that label upon the person committing the action. Case in point, in some game settings something like gambling or abortion might be seen as lawful but morally wrong, thus lawful evil, where as in societies view the majority may simply see it as evil without caring for the reason behind it.

Now some may argue that society doesn’t know of the thoughts of the character when committing an action, so how could saving a boy from a burning building be considered anything less than good and thus rewarding positive moral points despite the fact that they hated doing it or whatever. Well in this the system does give a little leeway and allows the game master to include the character’s mind-set into their actions, however the game master may ignore it completely and just reward based on how they feel society would react. Of course certain actions such as having set the building on fire to begin with and then saving the boy for leverage would eventually become known to society and thus such actions should always result in negative moral points.

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Wiki+ page: Races

Everyone born under the Nor’Ovan sun is born as some form of race. Just as there are various racial divisions in Earth, there are many in Nor’Ova. However, there are far more races in Nor’Ova than in Earth. Some races get along fine with one another, some races hate one another. There are racial tensions, admiration, and variations of culture. The race you pick for your character is entirely up to you, and any race may use any skill. However you will soon find that some races are better suited at using certain skills, such as a xodian being best suited for magic, while some races have a hard time with certain skills, such as an orc taking a longer time to master skill sets.

Here in the next few pages you will be presented with a list showing the many races and providing you with some quick information about each one of them. Following the list you will find pages of information on every single race, detailing their life cycles, their positives and negatives, and more. You should choose carefully the race you want to play based on the skill types and play style you are most interested in. You should study not only their racial stat maximums, but also their positives and negatives to make sure you will enjoy playing that race. You should also take heed into how they react with other races, and if playing in a group try to make sure your race will get along with everyone in the group. Be certain to record all the information that is useful to you; not only their weights and builds, but also their skills and food requirements. It is up to you to know about your race. The GM will be busy with many races and may not remember everything about your particular race.

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Reading the Race Information Charts

At the top of each race information page is a chart describing the basics of the race. Here is a guideline on how to read the chart.
  • Build: This is your character’s body type. Build is used in determining your character’s weight and lifting limits.
  • Race: This is the name of the race. This is what you would write in the Race field on your character sheet.
  • Racial Maximums: This is the maximum stat caps that race allows for. The maximum number should go into the Race Maximum field located with each of the six main stats on your character sheet.
  • Builds: This is where you will find the build ranges for that race. You choose the build that you want from this range and record it in the Build field on your character sheet. S = Small, M = Medium, L-B = Large-Buff, L-F = Large-Fat, D-S = Dwarf-Small, D-M = Dwarf-Medium, O-L = Orc-Large, D-L = Dragon-Large.
  • Weight Ranges: This is where you will find the weight ranges for that race. These ranges are categorized based on the build you had chosen. Once you have determined the weight you wish for your character, record that information in the Description field on your character sheet.
  • Height Ranges: This is where you will find the height ranges for that race. These ranges are categorized based on the gender you want for your character. Once you have determined the height you wish for your character, record that information in the Description field on your character sheet.
  • Life Expectancy: This is how long this race can typically live to be. There is usually a different life expectancy per gender. Choose the life expectancy that fits your gender and record this information in the Life Expectancy field on your character sheet. When choosing your character''s age you should consider the race''s life expectancy and lifespan.
  • Genders: This shows the type of genders available for that race. You would record which gender you want for your character in the Gender field on your character sheet.
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Concerning Half Breeds and Mix Breeds

Some races are able to combine into half-breed races. If you are desiring to play such a half-breed, first check with the GM and if the GM agrees you simply need to take half of each parent race's bonus, ranges, and such and add them together to get your new race stats. When dealing with skills, your mix breed race will likely not carry any of the racial specific skills, unless those skills are used by both races. For other skills, your half-breed race will acquire them at half of their mastery rate.

An example would be a half elf, using cosmopolitan human and silver elf. You would take of each item for each race and add them together. Below is what you would get:
Race Race Maximums

Racial Bonuses
Builds Weight Ranges Height Ranges Life Expectancy Genders

Half Elf
(Cosmopolitan Human + Silver Elf)


Speed: 65

Mental: 65

Strength: 45

Luck: 70

Will: 100

+2 to Influence;

+1 to Fortitude;

+2 Success Rate Modifier;

+1 Failure Rate Modifier;

+1 to Melee Power, Throw Power, and Magic Power;

+3 to Critical Hit % using a Bow


S: 90-120;
M: 121-200

Male: 5'2 – 7'2;
Female:4'10 - 6'5

Male: 300;


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Race List


Wiki+ page: Stats

The next step in the character creation process deals with determining your character’s stats. This is a very crucial and important step as these stats will determine your character’s strengths and weaknesses. While the stats will change throughout the game play, the way you set your stats now will determine how well your character can progress and grow in certain areas. Therefore it is very important that you take your time on this step, make sure you understand the process completely, and know how each stat functions. The game master should be present with you when doing this step to ensure that you are following the procedure correctly and to help answer any questions you may have.

It may be a good idea to keep this section bookmarked, and maybe even print off a copy for your character folder. This section will deal not only with generating stats for character creation, but also provide definitions on the various stats and tables that show percentage stats and other derived stat progressions. This section may be one of the sections of this book that you refer to often.

Most players who play this game will already have experience with other role-playing games. Therefore they may think they understand what the stats are and wish to jump ahead with stat generation and rush through the procedure. This is very unwise and could give them a character that does not work the way they wanted the character to. Please note that while some stats may seem familiar, like HP for example, you should take the time to make sure that the stat functions in the same way you are accustomed to in other games. Also there are many stats here that are not present in other game systems and you will want to understand how they function so that you can make the best use of them for your character.

Before continuing on with this important step in character creation, you need to make sure that you have already completed the following steps:

  • Have you chosen your character's Runic Element yet? If not, you need to do so.

  • Have you recorded the stat bonuses that the chosen Runic Element gives to your character?

  • Have you recorded the effects on magical attack and magical defence provided by your character's Runic Element?

  • Have you chosen a race yet? It is very important to choose a race before completing this step.

  • Have you recorded your chosen race's Race Maximum stat?

  • Have you recorded any and all bonuses given by your character's race, including stat bonuses?

  • Have you recorded your character's build (and all other descriptive information)?

  • Have you recorded your character's racial skills (skills provided by your chosen race)?

If you have complete the above important steps, then you can safely continue on with this step. If you haven't, then you need to do so now. Otherwise your character's stats will be wrong.

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Generating a Point Pool

The very first step you will undertake to create stats for your character is to generate a point pool. The point pool will be used to determine your character's stats. To create a point pool, you will need the following items:

  • A 1d10 (one 10-sided dice).

  • You will need a piece of scrap paper to record your dice rolls on.

  • You may want to have a calculator, as you will be adding up your dice rolls.

  • You should already have a pencil. You never want to complete your character sheet with a pen.

Once you have your supplies ready follow these steps to generate your point pool:

  • Step 1: Roll your 1d10 and record the number shown. You will repeat this step nineteen more times so that you have recorded twenty (20) numbers.

  • Step 2: Once you have completed Step 1, your GM will roll, or let you roll, one ten-sided dice. The number shown on this dice is how many re-rolls you have. If the dice shows a 1, then you can re-roll one of your twenty numbers from Step 1. If the dice shows a 10 or a 0, then you have ten re-rolls that you can use. You do not have to use all of your re-rolls, or any re-rolls. However the number you re-roll for is replaced by the new number. So if you re-rolled for a 15, and got a 3, that 15 is replaced by that 3, despite the 3 being a lower number. You can re-roll a number again if you have enough re-rolls left. Once you are out of re-rolls, or are done using your re-rolls, proceed to Step 3.

  • Step 3: Once you have completed Step 2 you will need to add all of your twenty numbers together. The sum is your point pool.

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Initial Skill Points 

Skill Points are what you will use to acquire skills for your character, as well as to master skills, improve skills, obtain new runic elemental effects, and obtain talents. Therefore, skill points are a very important “stat” for your character. We will go into more depth regarding skill points later on, but for now you simply need to know how you will acquire your character's initial amount of skill points.

 The initial skill points is not decreased when you use points from your point pool, nor does taking your skill points change or decrease from your point pool. The two are separate pools.

Your character's initial skill points, the very amount that you will use to acquire your character's first skills, is one half (1/2) of your total point pool

If, for example, the point pool you created is 100, your character will have 50 skill points to start with. If your point pool is 120, your character will have 60 skill points to start with, or if your point pool is 80, your character will have 40 skill points to start with. You simply take what ever your total point pool is and divide it by 2, that answer is how many skill points you get for character creation.

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Assigning Stats

Now that you have your point pool generated and have your initial skill points, it is time to assign stats to your character.

You have six main stats that you can assign stat points to. These are Fortitude, Speed, Mental, Strength, Luck, and Will. You cannot exceed your character’s race maximum caps when assigning points, meaning if the race maximum for Speed is 100, you can not put more than 100 points into the stat field for Speed. You may already have some points in your stat fields from bonuses given to you from your character’s runic element and race. Those points are free points for that particular stat. Just because there are points there doesn’t mean you can exceed your character’s race maximum for that stat. Therefore if you already have 20 points in Fortitude from your character’s runic element, and your race maximum for Fortitude is 100, you can only add 80 points into that stat. You cannot go over by 20 points.

You should not try to balance your character out. While stats themselves can change, balancing your stats will still provide a weaker character that is more difficult to play and one which will become boring to play. Instead you should strive to make your character reflect how you wish to play him or her by giving more stat points to the stats you feel you will use more. You could go based on the race maximums by giving more stat points to the stats that have the highest race maximums if you plan to play to the strengths of your character's race.

While assigning stat points, you may be confused by some of the fields that are available. Here is a quick run down on those fields.

  • Stat: This is where you will put your stat points into.
  • Race Max: This number shows the limit for that particular stat based on your character’s race. Your stat will never exceed your race maximum.
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Wiki+ page: Currency

The fields for currency can be found at the bottom of page 2 (the equipment sheet) of your character sheet. Currency by definition is anything which may be valued and use for in trade for goods or services. In Nor’Ova there are three main forms of currency, the Crion, the Shilling, and the Durum.

  • Crion is the most valuable form of currency. It is made from and backed by the valuable and precious metal called cryonite. A crion coin doesn't consist completely of cryonite. Cryonite typically makes only half or less than half of the coin, with the other parts made of silver. One crion is worth 50 shillings. Very few nations, if any, would use crion as their principle form of money. However crion is accepted anywhere.
  • Shilling is the standard form of currency in most of the civilized world. It is backed by gold reserves, and itself typically is made mostly of gold, each coin weighing one pound of the precious metal. The Shilling is the currency that the other currencies are based on, and is used as the primary currency by most nations. Some nations may refer to their shilling by a different name, but as long as it is backed by gold and consists primarily by gold it is valued the same as the shilling.
  • Duram is a currency backed largely by bronze and copper. A duram coin will typically be made of a mixture of bronze and copper, and other less valuable metals, weighing no more than half a pound. The duram is the least valuable of the globally accepted currencies, valuing at 1/50th the value of a shilling. While the duram is accepted at most places, many merchants frown and discourage its use. The duram is most popular in poorer societies.

It is simplest to probably think of these all as extensions of the shilling, with the shilling acting much like how the US Dollar acts on earth. However the crion and the duram are not merely denominations of the shilling, they are in their own right full-fledged currencies. It is just that every Nor’Ovan currency uses the shilling as the standard, much like currencies on earth use the US Dollar as the standard. For example 1 Crion is worth 50 Shillings while it takes 50 Duram to make 1 Shilling.

We will be determining how many shillings your character starts with. Some campaign sets may indicate using either crion or duram instead, but most will use shillings. In order to determine your character’s start-up currency, follow these simple steps. You will need a set of percentile dice, a scrap paper to record your rolls, a three-sided dice (or a six-sided dice with 4 = 1, 5 = 2, and 6 = 3), a ten-sided dice, and you may want a calculator.

  • Step 1: Roll 6d% (six percentile dice) and record each number on a piece of scratch paper.
  • Step 2: Your game master may roll a six-sided dice to see how many re rolls you have. Remember, if you choose to re-roll, you must keep the new re-rolled number. However if you have enough re-rolls left you can always re-roll the new number. Also you do not have to take all of your re-rolls.
  • Step 3: Add the numbers together. For example, if you got 90, 18, 50, 24, 12, and 78, your total would be 272.
  • Step 4: Roll a three-sided dice. Again this can be a six-sided dice with 4=1, 5=2, and 6=3. Multiply the number shown on the three-sided dice against the number you got from Step 4. For example, if you roll a 2 in Step 4 and got 272 in Step 3, you would multiply those together to get 544. If you rolled a 1, you would be left with 272. If you rolled a 3, you would get 816. This step is optional, the GM may not allow you to roll a 1d3.

Once you have your answer from Step 4, that is your character’s start-up currency in Shillings. Simply add that information into the Shilling field on the back of your character sheet. And that is it. The currency fields are on the back of your character sheet, underneath the equipment fields.


Wiki+ page: Character Creation

Here is where you will find all the rules concerning character creation. The following chapters will be found here: Runic ElementsRacesAlignmentStats, and Currency.

Don't forget about your campaign!

This section here is the general rules for character creationCampaigns also may have added rules and choices. For example, the Saga of Ablution campaign introduces magical mutations and magical oddities while limiting your choices in races. So if you are playing in a campaign set, you will also want to look there while creating your character.

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"Relax, you've got this! Just take things one step at a time, start from the very beginning with Runic Elements and end with Currency. Before you know it, your first character will be done!"

Legends of Nor'Ova is not like many games out there. Many games out there follow a very simple process but have choices scattered over a huge collection of books. Legends of Nor'Ova though has everything in one nice wiki, but the process is more detailed and there are a lot more choices. For many new to Legends of Nor'Ova, character creation can seem like a daunting and overwhelming process. But if you take it just one step at a time, it isn't so bad. Really, the hardest part about making a character is the choices.

Legends of Nor'Ova is designed with the player in mind. The game system was created by players who enjoy having extremely flexible and customisable characters. We do not like being stuck with having to play an elven ranger, human mage, or orc warrior. We want to be able to make orc wizards and elven barbarians!

With Legends of Nor'Ova, you can really make any type of character you want to play! Sure, some races are better at certain things than others, but still, there is nothing saying that you can't build a troll thief, it just might be hard to do so! Legends of Nor'Ova accomplishes all of this by doing away with the tried and true class systems. Instead, you pick the race you want and the skills you want, and your character will develop based on how you play and build your character over time. This, however, presents the players with a complex character creation process riddled with tons of options. Therefore, it cannot be stressed enough not to skip around until you are very familiar with the process. Just start with Runic Elements and go down the list until the front of your character sheet is complete. If you follow the Character Creation chapter carefully, you can truly make a character that is your own. 

This little guide here will help to explain the pages that follow.

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What You Need To Get Started

You will of course need a few things. The very first thing you already have, this wiki. You should also have a full set of polygon dice, a pencil with a good eraser, a calculator, and some scratch paper. And finally you will need a character sheet. You can download the character sheet and the very helpful spreadsheet from the Downloadable Materials page. Please note, if you are playing in one of the campaigns, like the Saga of Ablution campaign, you may need to use the character sheet provided there. 

Once you have everything you need to get started, then it is time to begin.

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The Steps

Here are the steps that you should take to create your character.

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Step 1

Choose your character's character-creation/runic-elements/4-runic-elements?Itemid=128">Runic Element. Runic Elements are like birth signs, but they do so much more. Your character's element gives you certain stat bonuses, tells you what kind of magic your character can use, and even determines certain attributes for some races such as character-creation/races/36-dragonian?Itemid=128">dragonians. It really should be the first decision you make as it can have a big impact on your character.

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Step 2

Choose a character-creation/races?Itemid=128">race. This is highly up to you, but you should make sure you choose the race that best fits what kind of character you want to play. If you want to play a thief for example, you might not want to be a yeti, though you could if you really wanted to. While on your chosen race's page, make sure you record all the important stuff such as race maximums, bonuses, skills, and abilities. Recording that stuff now will save you time as you create your character.

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Step 3

For step 3 you should just go ahead and list neutral as your character's alignment, unless otherwise instructed by your GM. You can of course read about character-creation/alignments/39-alignments?Itemid=128">alignments if you like.

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Step 4

Step 4 is where you will finally make your character's character-creation/stats/40-stats?Itemid=128">stats. Be sure to fully read and understand the steps to do so!

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Step 5

And finally, it is time to determine your character's starting character-creation/currency/41-starting-currency?Itemid=128">currency

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What To Do Afterwards

After completing step 5 your character is basically complete. All your character lacks now are skills and equipment. You can do those at any order. When picking skills, don't forget to check out talents first as you can only choose talents during character creation

See, that wasn't so bad was it?

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Steps in Character Creation


Wiki+ page: Earth

Magic Type: Geomancy



Element is strong against: Air
Element is weak against: Fire
Stat Bonuses: +2 to Fortitude; increase Fortitude Race Maximum by 10

Information about the element: The runic sign of earth is the first element of the year. Those born under this element are usually steadfast in their ways, even headed, and patient. They often clash with those born under the runic element of fire. Geomancy often involves the use of defensive spells.

About elemental effects: Each character starts with the base elemental effects. In order to acquire the additional effects the character must meet any requirements and pay the allocated skill point costs for that effect. Once done so that effect becomes a permanent attribute to your character. The effects that are like skills could be listed as a runic elemental ability. Elemental effects do not cost any actions unless otherwise specified.

1. Elemental Effects

Effects on Magic Damage: Increase magical damage done against those of the air element by +10. Decrease magical damage done against those of the fire element by -10.

Effects on Magic Defense: 20% chance for immunity to earth and air magic attacks.

Supportive Effects: 20% chance to decrease physical damages by half.


Wiki+ page: Air

Magic Type: Aeromancy



Element is strong against: Water
Element is weak against: Earth
Stat Bonuses:+2 to Speed; increase Speed Race Maximum by 10

Information about the element: The runic sign of air is the second element of the year. Those born under this element are usually quick thinkers, impulsive, and impatient. They often clash with those born under the runic element of earth. Aeromancy often involves the use of movement spells.

1. Elemental Effects

Effects on Magic Damage: Increase magical damage done against those of the water element by +10. Decrease magical damage done to those of the earth element by -10.

Effects on Magic Defense: 20% chance for immunity to air an water magic attacks.

Supportive Effects: Ranges of your projectile or thrown attacks by automatically increased by +5.


Wiki+ page: Water

Magic Type: Aquamancy



Element is strong against: Fire
Element is weak against: Air
Stat Bonuses: +2 to Mental; increase Mental Race Maximum by 10

Information about the element: The runic sign of water is the third element of the year. Those born under this element are usually clear-headed, calm, and resourceful. They often clash with those born under the runic element of air. Aquamancy often involves the use of support spells.

1. Elemental Effects

Effects on Magic Damage: Increase magical damage done against those of the fire element by +10. Decrease magical damage done against those of the air element by -10.

Effects on Magic Defense: 20% chance for immunity to water and fire magic attacks.

Supportive Effects: 20% chance for poison immunity.


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