Character Quick
Start These are all the rules directly relevant to
creating a brand-new character, for those who'd like a reminder or an
easy reference. For creating a replacement character, see
Death.
Step 1: Choose your character's species and starting WGT
(see
Species). Copy the following stats
as listed for your species:
bSTR
bDEX
bCON
bINT
bSPD
WGT
Take note of your Species Traits.
Step 2: Allocate your 6 starting stat points (see
Species). These points can be allocated as
desired between initial
bSTR, bDEX, bCON, bINT, and bSPD, but no more than 4 in any one stat.
If your goal is to enter a certain
Study,
use this time to make sure you meet that Study's stat requirements.
Once done, your total STR, DEX, CON, INT, and SPD
will
be the same as your base stats (bSTR, bDEX, etc.), as you do not yet
have any temporary stat bonuses/penalties.
Step 3: Your depth tier begins at 3. Your
bWILL is equal to your depth tier. You start with a DP Net Worth of 0.
Step 4: Calculate and write down the following factors
for your character. All calculations in
Legends
are rounded down.
Injury Factor: (WGT x bCON) / 5; see
Damage & Injury.
Weight Factor: 7 x STR; see
Encumbrance.
Carry Factor: 4 + (WGT / 2); see
Encumbrance.
Exhaustion Factor: 2 x bCON; see
Exhaustion.
Fatigue Factor: As listed by species, plus 1 for
every starting stat point assigned to bSTR or bSPD; see
Fatigue.
Trauma Factor: 5 + bWILL; see
Trauma.
Step 5: Write down your current and maximum insight, which
are both equal to 3 x bINT.
Step 6: Choose your starting Study and Study Background (see
Studies).
You start with an XP Net Worth of 30; you may allocate at least 25 to
begin with 2 tiers in 1 Study, or split 15 into 2 Studies to
begin at 1st tier in each. For each tier, choose one Study Ability to
obtain. Check your Study Backgrounds to see if they modify anything
gained (such as extra Abilities).
Step 7: You start with 15 LP; subtract the LP cost of the
Study Background you chose, if applicable. Consult the
LP chapter to spend any leftover LP, or ask your GM
if you can hold it for later.
Step 8: Obtain your inventory. Unless modified by your GM,
you will start with 150 coins, in addition to any equipment obtained
for free through your starting Study. These coins can be spent on any
desired equipment before the campaign begins, and you retain any
leftover amount of coin. Remember to write down the weight and carry
slots of your equipment against your Weight and Carry Factors.
Recommended inventory items for nearly all
adventurers include
armor, as well as
melee and/or
ranged
weaponry.
Step 9: Review the
Backstories chapter, and decide how much you need to write down in order to consistently play your character.