Legend Creation

Legendary is a point based system, meaning that everything has a point value, and very few things are left to the roll of the dice. This makes creating a Legend a more controlled process. A Legend is made from three separate point pools:

1. RACE & ARCHETYPE DISTRIBUTION

A Legend's race is the starting point for creation. The player chooses a race package and pays the cost from the main pool.

Next, 30 Archetype Points are distributed as the player desires between the three Archetypes: Warrior, Rogue, and Caster. These values determine many things about a character's abilities, and all 30 points must be spent. The advantages in the table below apply to any Archetype of five or more.

Warrior Gain 2% MeAcc and PrAcc and Evade for every 5 points of Warrior Archetype.
Rogue Can add their Rogue Archetype to certain skills. Can also reduce a called shot penalty by 5 for every 5 points of Rogue (to a minimum of -15) if the target is unaware of the attack. (does not apply to projectile weapons)
Caster Can cast spells. Casters get Word Points equal to the sum of their Caster and Aptitude. They also know a number of Words equal to the average of their Caster and Aptitude.

2. DISADVANTAGES

Most people have things about them that are not positive, as do Legends. Up to 30 points in disadvantages (disads) can be chosen for the Legend. Disads are categorized by type; each one is defined by the player (most disad categories can be bought more than once, each instance having a different definition). Each disad has three levels: mild (2 points), moderate (5 points), or severe (10 points). The total point value of all the disads that have been bought is then added to the main pool.

3. STATISTICS AND SKILLS

Legends have 100 points (plus the value of any disads bought) to adjust their Statistics (stats), and to buy skills and/or a race (if not human; see step one). Stats begin with base values of 15. The stats that can be adjusted are:

The following table lists Stat costs:

VALUE
POINTS
Below Base
(0-14)
1 (credit)
Base to Base +4
(15-19)
1
Base +5 to Base +9
(20-24)
2
Base +10 to Base +14
(25-29)
3
Base +15 and over
(30+)
4

The values in parenthesis show the cost breaks for Stats with a base of 15 (i.e, not adjusted with a race package). Racial adjustments modify not only the base values, but also where the cost breaks (base + values) are.

At the GM's option, players may be penalized for raising their Stats to an absurd level. When a Stat exceeds double the racial base, a 2 point (minor) Disad is assigned. At 2.5 times the base, a 5 point (moderate) disad is applied, and a 10 point (severe) disad for triple the racial base.  The disads are determined by the GM, who should advise the player of what they are in order to force the disads to be played out.

The perception stat is bought up or down as a normal stat, but is also broken down into the five senses: sight, hearing, smell, touch, taste. These five automatically follow the the normal Perception value, and then can be adjusted up or down on a one to one basis, providing that all the senses average out to the base Perception.

The Combat stat is figured according to the Legend's Archetype values. Use the formula below. The Sub-Stats in the Combat table (MeAcc, PrAcc, Evade) may be modified independently of the main Combat stat. For every row on the Combat table a sub-stat is raised, another must be lowered one row.

(Warrior)+(Rogue/2)+(Caster/3)=combat (round up)

The Fame stat begins at 2 and cannot be bought up. Fame measures a Legend's notoriety in the area they live in. Each time Fame Points are awarded, this increases by one (see Legends and improvement).

Stat checks are made against 3d10. If the roll is equal to or less than the Stat, the check succeeds.

Players choose their Legends' skills from the list in the skills chapter. Each point spent on a skill adds the given percent to the skill roll. If a skill has a stat-related base, the stat is added to the skill percentage (for skills based on Perception, the general Perception is used). "Trade" skills are bought up from 0, except one that the player may choose as a background skill; this background skill is bought up from 30. Skills based on Personality Traits begin at the Trait*3. Rogues add their Rogue Archetype (if 5 or more) to skills marked *. Starting Legends may not have skill rolls above 50% (except in Languages). Rogues, however, may exceed 60% on skills marked *, but once the roll is above 60 they may not add more skill points to it.

4. HEALTH POINTS

Health Points (HP) are also figured, using the formula below:

((Warrior*3)+(Rogue*2.5)+(Caster*2)+HP Adj)=HP

Maximum HP does not normally change, and cannot be bought up with character points. There are two ways to increase HP: go on a strenuous physical workout routine to increase Strength and Health, or anything the GM might give out during play, such as:

5. PERSONALITY

Players then construct the basics of their Legend's personality. A personality has five traits: Honesty, Loyalty, Optimism, Temperament, and Willpower. Unlike statistics, a personality is defined on scales ranging from 0 ("evil") to 10 ("good"). Legends begin with 5's (racial packages can adjust this base) in these five traits, which makes them average. 15 points can be spent here (points remaining in the main pool may also be spent here). A player may adjust these traits up or down as they see fit. Each change up or down costs 1 point. Unspent Personality Points are lost.

6. ADVANTAGES

Points unspent (up to 30) from the main pool can be used to buy advantages. Some advantages are opposite to disads; a disad and its opposing advantage cannot be bought together, in any level combination. Advantages have three levels, like disads: mild (2 points), moderate (5 points), and severe (10 points). Points remaining after this must then be spent on Stats or skills.

7. STARTING MONEY

Characters begin with an amount of money as allowed by the GM. A character's Archetype values modifies this. The money multiplier is determined as:

((Warrior*3)+(Rogue*2.5)+(Caster*2))*10 = starting money

A good base maximum amount for an average level campaign is 300g.