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Renegade 20 Core Manual

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Starting Packages

A fully adult human with a single level of training would be level 1. Your character is stronger and more developed through your past training, making you far superior to the village guard or local vegetable merchant. This is reflected in your starting package, which reflects 3 levels of advancement instead of just 1. As a result, your character starts out at level 3 (CLM +3) in one of the 5 classes: Combat, Infiltration, Divine, Arcane, or Trade.

Later on, if you wish to learn and add the abilities of another class, you can! Your starting package reflects years of learning and apprenticeship. In order to reflect all the additional training you need to take in your new class, you must attain and add each new level. You will have to earn three or more levels of experience to attain the same prowess that a starting package offers. You only ever receive a single starting package, and that is when you create your character.

The starting packages below reflect the core classes. Do you wish to play a scout? No problem. Determine whether you wish to specialize in infiltration for reconnaissance and stealth, or combat for eliminating opponents. Then, as you progress, take levels of the other classes to fully develop your scout. Your character is fully developed by your skills, powers, and aspects instead of their classes. Your classes only determine which Powers and Aspects you can include in your portfolio in the future.

If you are offered an aspect or power that your racial class already grants you, you may treat that Aspect or Power as a general Aspect or Power, which means you can choose whatever Aspect or Power you qualify for.

If you want to start a game as a peasant or commoner, you could start off by not choosing a starting package and instead choosing a single level of one of these classes. You would receive the benefit of being level 1, which means you get to choose a single Aspect and you also receive a single Skill Advancement.

For the Arcane and Divine spellcasters, you should read the chapter Magic and Spells to fully understand how you gain and advance in your spellcraft. You initially gain training in the power Sphere Knowledge Advancement 2 times, which allows you to advance your knowledge of the various mystic spheres of power for casting spells (a total of 6 advancements in the spheres). However, you will also have an additional power which you could also spend on a Sphere Knowledge Advancement for a total of Training 4 in this power, giving you up to 9total levels of Sphere Knowledge!

In addition as a spellcaster, you will find it very difficult to cast spells across any distance without some sort of arcane or divine implement. Perhaps an Apprentice’s Wand is what your arcane caster needs! While you don’t need an implement to cast spells, you will find them very useful.

Some of the starting packages are racial. Many creatures in this world are naturally powerful. You can start out with a racial package as well if the standard race is a powerful one. This represents that you have been developing your core racial powers, and likely was immersed in your own culture rather than having to develop combat and tactics away from home.

All the races portrayed start off as a racial level 0, for example: Human 0, Barrow 0, Woodland Elf 0. If you take your racial package, you won’t start off with a class, but instead have a racial development: Woodland Elf 3, Silver Elf 3

.

Arcane Package

Starting Package
Powers2 Sphere Knowledge Advancement Powers, +1 Power
AspectsDiscipline: Arcana, Discipline: Literacy
Skills+1 Learning, 1 Skill advancement
Classes+3 Arcane

With a arcane starting package, you receive 3 Trainings in the Power Sphere Knowledge Advancement, the Aspect of Discipline: Arcana and Discipline: Literacy, and you receive a +1 advancement on your Learning Skill, and a skill advancement in a single skill of your choice.

Recommended Attribute: Intellect
Secondary Attributes: Presence, Dexterity
 

You spent your youth as an apprentice dedicated to learning the arcane arts.

Combat Package

Starting Package
Powers+3 Powers
Aspects+1 Presence, -1 Body
Skills+1 Aspect
Classes+3 Combat

With a combat starting package, you may choose 3 Powers (whatever you can qualify for), 1 Aspect (whatever you can qualify for), and you receive a +1 skill advancement in Endurance, and a skill advancement in two skills of your choice.

Recommended Attribute: Body
Secondary Attributes: Presence, Dexterity
 

You spent your young adult life serving in the town guard, in a militia, in the military, or some other service that involved intensive training. Your primary pursuit was excellence at arms.

Divine Package

Starting Package
Powers2 Sphere Knowledge Advancement Powers, +1 Power
AspectsDiscipline: Religion, Discipline: Literacy
Skills+1 Learning, 1 Skill advancement
Classes+3 Divine

With a divine starting package, you receive 3 Trainings in the Power Sphere Knowledge Advancement, the Aspect of Discipline: Religion and Discipline: Literacy, and you receive a +1 advancement on your Learning Skill, and a skill advancement in a single skill of your choice.

Recommended Attribute: Presence
Secondary Attributes: Body, Dexterity
 

You spent much time likely in studies at a holy site as a dedicant. You are becoming a living vessel of your gods power.

Infiltration Package

Starting Package
Powers+2 Powers
Aspects+1 Aspect, Regional Knowledge
Skills+1 Agility, 1 Skill advancement in 2 skills of choice.
Classes+3 Infiltration

With an infiltration starting package, you may choose 2 Powers (whatever you can qualify for), 1 Aspect (whatever you can qualify for), and you receive a +1 skill advancement in Agility, and a skill advancement in two skills of your choice. In addition, you gain the Aspect of Regional Knowledge.

Recommended Attribute: Dexterity
Secondary Attributes: Body, Intellect
 

Your spent your young adult life hunting, scouting, or perhaps even in thievery.

Trade Package

Starting Package
Powers+1 Power
Aspects+2 Aspects, Trade: any
Skills1 Skill advancement in 2 skills of choice, an additional skill advancement.
Classes+3 Trade

With a trade starting package, you receive 3 Aspects of your choice, as well as an Aspect in any Trade. Also, you receive a skill advancement in two different skills of your choosing, as well as a third can be placed in any skill your choose.

Recommended Attribute: Presence
Secondary Attributes: varies
 

Your dedication to learning a trade has taken you far, now you are ready to go into a world and carve out a piece for yourself

Human Package

Starting Package
Powers+2 Powers
Aspects+2 Aspects
Skills1 Skill advancement in 2 skills of choice
Classes+2 Human, +1 of your choice
RestrictionMust be Human Race

With a human starting package, you receive 2 Aspects of your choice, and 2 Powers of your choice. You receive a Skill advancement in two different skills of your choosing.

Recommended Attribute: Presence
Secondary Attributes: varies
 

You have grown up in a human culture and learned a trade or functioned as a village guard.

Dwarf Package

Starting Package
Powers+3 Powers
Aspects+1 Aspect, Dark Vision
Skills1 Skill advancement in 2 skills of choice, +1 Athletics skill.
Classes+3 Dwarf
RestrictionMust be Dwarf Race

With a dwarf starting package, you receive 1 Aspect of your choice, and the Aspect of Dark Vision, 2 powers of your choice, a skill advancement in Athletics, and two additional Skill advancements however you wish to place them.

Recommended Attribute: Body
Secondary Attributes: varies
 

You spent your young adult life immersed in the Dwarf community, working and studying with them.

Woodland Elf Package

Starting Package
Powers+1 Power, Fey Movement
AspectsFey Telepath, Sylvan Speech
Skills1 Skill advancement in 3 skills of choice.
Classes+3 Woodland Elf
RestrictionMust be Woodland Elf Race

You may choose 1 Powers (whatever you can qualify for), 1 Aspect (whatever you can qualify for), and you receive the aspect of Sylvan Speech, the power of Fey Movement, a a skill advancement to three skills of your choosing.

Recommended Attribute: Presence
Secondary Attributes: Body, Dexterity
 

You spent your young adult life immersed in the Woodland Elf community, studying and working with them.

Silver Elf Package

Starting Package
Powers+1 Power, Ancestral Learning
AspectsAncestral Blood, Fey Telepath
Skills+1 Intuition, +1 Reasoning, 1 Skill advancement in a skill of choice.
Classes+3 Silver Elf
RestrictionOnly Silver Elf Race

You may choose 1 Power (whatever you can qualify for), and you receive the aspect of Ancestral Blood, Fey Telepath, the power of Ancestral Learning, a +1 advancement to both your Intuition Skill and Reasoning Skill, and a skill advancement in a single skill of your choosing.

Recommended Attribute: Presence
Secondary Attributes: Intellect, Dexterity
 

You spent your young adult life immersed in the Silver Elf community, studying and working with them.

Fleece Package

Starting Package
Powers+2 Powers
AspectsFey Telepath, Animal Companion
Skills1 Skill advancement in 3 skills of choice.
Classes+3 Fleece
RestrictionOnly Fleece Race

You may choose 2 Powers (whatever you can qualify for), and you receive the aspects of Fey Telepath and Animal Companion, and a skill advancement in any three skills of your choosing.

Recommended Attribute: Presence
Secondary Attributes: Body, Dexterity
 

You spent your young adult life immersed in the Fleece community, studying and working with them.

Pharonic Package

Starting Package
Powers2 Sphere Knowledge Advancements
AspectsDiscipline - Religion, Divine Blood
Skills+1 Intuition, 1 Skill advancement in 2 skills of choice.
Classes+2 Divine, +1 Pharonic
RestrictionOnly Pharonic Race

You receive the aspects of Discipline - Religion and Divine Blood, 2 trainings of the power Sphere Knowledge Advancement, a +1 advancement to your Intuition Skill, and a skill advancement in any two skills of your choosing.

Recommended Attribute: Presence
Secondary Attributes: Body, Dexterity
 

You spent your young adult life immersed in Pharonic Society, studying and working with them.