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.