In Legends RPG, you create your character by choosing Talents from multiple Talent Trees. You can combine Talents in any way you like to create unique characters, such as a potion-brewing shaman warrior or a god-devoted demon hunter.

Talents are the largest part of your character, but your character also has Attributes, Ancestry, Skills, Saving Throws, and Equipment. These are all recorded on your Character Sheet.

Character = Attributes + Ancestry + Skills + Saving Throws + Talents + Equipment

You also decide who your character is. You choose their appearance, name, personality, and personal history.

Once you have read through this guide, see Filling Out the Character Sheet for a quick summary.

If you need inspiration or help understanding the character creation process, you can follow Building Example Characters step by step.

Steps of Character Creation

You may create your character in any order, but the following sequence is recommended for convenience.

2.1 Character Concept
2.2 Choose an Ancestry
2.3 Determine Attributes
2.4 Build a Background
2.5 Select Talents
2.6 Buy Starting Equipment
2.7 Calculate Stats

Imagine your Character

2.1 Character Concept

Start by thinking about the core concept of your character. What are their main strengths and weaknesses? What kind of environment did they grow up in? What kind of tactics do you want to use during play?

In Legends RPG, it’s usually easier to find rules that support your vision once you have a starting point. That starting point can be as simple as:

  • I want to be a mage in full plate armour.
  • I want to be a holy priest slowly transforming into a vampire.
  • I want to fight using alchemical bombs and potions.

You can also start scrolling through talent trees or talents to find inspiring abilities which could start as your character starting point.

Link to original

Choose an Ancestry

2.2 Choose an Ancestry

Your character’s Ancestry defines their physical traits and lineage. It influences their appearance, lifespan, Creature Size, Speed, and grants access to Ancestry Talents.

Choose Primary Ancestry

Every character must choose a primary Ancestry. This Ancestry represents the character’s dominant heritage and it determines your character’s Creature Size, Walking Speed and lifespan. Options are following:

Primary AncestriesSizeWalking SpeedLifespan
Dwarven AncestryMedium6 metres350 years
Elven AncestryMedium7 metres700 years
Halfling AncestrySmall6 metres70 years
Human AncestryMedium7 metres80 years

Additional Ancestry

You may choose an additional Ancestry to represent a mixed heritage. This Ancestry may be selected from the list below. Some Ancestries can alter your Walking Speed or Creature Size. Characters with two Ancestries have physical features and lifespans that fall somewhere between those of their parent ancestries.

An additional Ancestry allows you to represent lineages such as a Human with Celestial blood or a Dwarf-Giant hybrid. It also makes combinations such as a half-Dwarf, half-Elf character possible.

If you choose not to select an additional Ancestry, you gain 1 additional Legend Point to spend when choosing Talents.

Link to original

Determine Attributes

2.3 Determine Attributes

In Legends RPG, every character is defined by eight Attributes: Strength, Precision, Agility, Constitution, Awareness, Charisma, Intelligence, and Sorcery.

Attribute

Attributes range from −5 to +5, with 0 representing the capabilities of an average humanoid. Player characters possess abilities beyond the ordinary. Higher Attribute scores reflect exceptional talent, training, determination, or supernatural potential, enabling characters to achieve extraordinary feats.


keyword

Link to original

Strength (Str)

Strength

Strength measures raw physical power and muscular force. It is the primary Attribute for characters who rely on might, such as berserkers, heavily armoured knights, and skilled wrestlers.

Characters with high Strength gain the following benefits:

Carrying Capacity

Carrying Capacity = 30 + 5 × Strength kg

Link to original

Link to original

Precision (Pre)

Precision

Precision reflects fine motor control, accuracy, and careful execution. It is the primary Attribute for characters who rely on precise strikes and delicate movements, such as quick-handed burglars, skilled archers, and master artificers.

Characters with high Precision gain the following benefits:

Link to original

Agility (Agi)

Agility

Agility measures reflexes and coordination. It is the primary Attribute for characters who rely on mobility and dodging, such as acrobats, sneaky outlaws, or nimble fighters.

Characters with high Agility gain the following benefits:

Link to original

Constitution (Con)

Constitution

Constitution measures stamina and resilience. Crucial for adventurers enduring attacks and harsh conditions.

Characters with high Constitution gain the following benefits:

Starting Hit Points

Your starting Hit Points equal 10 plus the bonus granted by the Increased Health Talent. You also have one Hit Die, determined by the Talent.

Link to original

Link to original

Awareness (Awa)

Awareness

Awareness measures observation skills, intuition, and perceptiveness. Important for characters who rely on keen senses, such as scouts, sharp-eyed archers, or cautious conspirators.

Characters with high Awareness gain the following benefits:

Link to original

Charisma (Cha)

Charisma

Charisma measures force of personality. Essential for persuasive, deceptive, or strong willed adventurers, like diplomats, bards, or slayers.

Characters with high Charisma gain the following benefits:

Link to original

Intelligence (Int)

Intelligence

Intelligence represents reasoning, memory, and knowledge. Key for characters who rely on intellect, like scholars, spellcasters, investigators, or lore masters.

Characters with high Intelligence gain the following benefits:

Link to original

Sorcery (Sor)

Sorcery

Sorcery measures connection to magical forces and the ability to harness them. Vital for spellcasters.

Characters with high Sorcery gain the following benefits:

Link to original

Point Buy System

Point Buy

You have 40 points to spend on your Attributes. The cost of each Attribute is shown in the Attributes point cost table. For example, a Attribute of +3 costs 8 points. Using this method, the highest Attribute you can start with is +4, and no Attribute can be reduced below −3.

AttributeCost
-30
-21
-12
03
+14
+26
+38
+411
Link to original

Standard Array System

Standard Array

If you prefer a quicker start, choose one of the following standard arrays. These predefined Attribute arrays represent common outcomes from the Point Buy system.

  • Balanced: +3, +3, +2, +2, +1, +0, +0, -1
  • Focused: +3, +3, +3, +1, +0, +0, +0, +0
  • Specialist: +4, +4, +2, +0, +0, +0, +0, -3
Link to original

Increasing Attributes

Attributes can only be increased through Talents. The Increased Attribute Talent is the primary method of raising an Attribute.

Link to original

Build a Background

2.4 Build a Background

Your character’s background describes the life they lived before becoming an adventurer. It determines their culture, education, training and resilience.

Culture

With GM’s help choose the cultural region where your character was raised. Your culture shapes your worldview, customs, and upbringing.

Languages

All characters know Common.

Choose one additional Language associated with your culture or another language your character had reason to learn through travel, work, study, or personal interest.

In addition, each Rank gained in Linguistic grants fluency in one additional Language.

Saving Throws

Your past experiences have taught you resilience. Distribute 4 Ranks among your Saving Throws. Each Rank increases the associated Saving Throw by 1.

General Skills

Distribute 10 Ranks among your General Skills to represent the abilities learned through your background and life experiences. At character creation, a General Skill cannot exceed Rank 4 (out of a maximum Rank of 8).

Expertise

Distribute 4 Ranks among your Expertises to represent specialized knowledge and advanced training. At character creation, an Expertise cannot exceed Rank 2 (out of a maximum Rank of 8).

Inspiration for Background

Your Background represents the life you led before the story begins. It may reflect your upbringing, profession, trade, or other formative experiences. In Legends RPG, it is generally recommended that your character is not already a renowned hero. The journey to becoming a legend is at the core of the game.

If you’re looking for inspiration, consider one of these common backgrounds:

Acolyte, Apothecary, Artisan, Bard, Beast Tamer, Blacksmith, Bounty Hunter, Charlatan, Cook, Courier, Farmer, Feylost, Fisher, Gladiator, Gravekeeper, Hermit, Hunter, Merchant, Miner, Monk, Noble, Pirate, Prisoner, Sailor, Scholar, Scribe, Shepherd, Shipwright, Smuggler, Soldier, Thief, Urchin, Woodsman.

Link to original

Choose Talents

2.5 Select Talents

Each Talent has a cost in a meta currency called Legend Points, or LP for short. When creating a Level 1 character, you have 20 LP. You must spend 5 LP on your Ancestry Talents. You can spend the remaining 15 LP on any Talent for which you meet the requirements.

If you prefer, you may save some of your unspent LP and record them on your Character Sheet. You can spend these points later to unlock Talents.

Here is an example Talent to walk through. This is the Lucky Talent:

Lucky

Lucky

Requirements::
Cost:: 4 LP

You have inexplicable luck that seems to kick in at just the right moment.

You have 3 Luck Points. You regain expended Luck Points at Dawn.

Stroke of Luck. When you make a Check, you may spend 1 Luck Point to roll an additional d20 and use the highest result. You can choose to spend the Luck Point after rolling the die, but before the outcome is determined.

If more than one creature spends a Luck Point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.

Tree:: Luck Talent Tree
Group:: General Talent
Following:: Shared Luck


talent general luck
Talent TalentGeneral Talent
Root Talent

Link to original

Requirements. Any prerequisites that must be met before this Talent can be acquired. These may include other Talents, a minimum Level, a specific Ancestry, or other statistics. Lucky has no prerequisites, so anyone can acquire it.

Cost. The number of LP required to acquire this Talent. talents cost 1 to 4 LP. Lucky is a powerful Talent, so it has a cost of 4 LP.

Flavour Text. A short piece of thematic text that captures the essence of the Talent.

Description. Describes all mechanical benefits, effects, and rules provided by the Talent.

Tree. Indicates the Talent Tree to which this Talent belongs. Lucky belongs to the Luck Talent Tree.

Group. Indicates the Talent Group to which this Talent belongs. Lucky belongs to the General Talent group.

Following. Lists the Talents that become available after acquiring this Talent. Lucky unlocks Shared Luck.

Talent Groups

Talent Group

Talent Groups are broad categories used to organize Talent Trees. They help players quickly find Talent Trees that align with their character’s abilities, playstyle, or theme.

Talent GroupDescription
Ancestry TalentTraits inherited from heritage.
Arcane TalentStudy and manipulation of arcane magic.
Crafting TalentCreation and modification of items.
Divine TalentMiracles and spellcasting granted through faith.
General TalentBroad talents useful to many characters.
Innate TalentPowers and spellcasting originating from the character.
Martial TalentCombat training and physical mastery.
Pact TalentPowers granted by supernatural agreements.
Spellcasting TalentGeneral spellcasting talents.

keyword

Link to original

Root Talents

Root Talent

Root Talents are starting Talents that have no prerequisites. At the beginning of character creation, you may purchase only these Talents and Ancestry Talents. Each Root Talent makes additional Talents available for purchase, as shown in the table below.

Arcane Talent

Crafting Talent

Divine Talent

General Talent

Innate Talent

Martial Talent

Pact Talent

Spiritual Talent

Link to original

Link to original

Buy Equipment

2.6 Buy Starting Equipment

Equipment is an essential part of any adventurer, providing the tools and items needed for exploration, combat, and survival. When starting an adventure, you purchase equipment using the starting fund of 200 gold. Any remaining money can be saved as Coins or Gemstones.

Item Groups

Item Group

You can select any item group to view its contents and purchase items at their listed prices.

Item GroupsDescription
ArmourProtective gear that reduces damage and increases survivability in combat.
Alchemical ItemPotions, elixirs, and other substances with magical or practical effects.
Adventuring ItemGeneral gear needed for exploration, survival, and travel.
ToolKits and implements for crafting, repairing, or specialized tasks (e.g., lockpicking, artisan tools).
WeaponMelee and ranged arms used for combat or hunting.
Link to original

Premade Packs

Pack

Premade Packs are designed for convenience, offering ready-made sets of equipment for characters who prefer not to manage every item individually. You can also purchase a Premade Pack and customize it by adding or swapping items as needed.

PacksWeightPrice
Explorer’s Pack1 Stack1gp
Explorer’s Premium Pack1 Stack1gp
Scholar’s Pack1 Stack1gp
Scout’s Pack1 Stack-

keyword

Link to original

Link to original

Calculate Stats

2.7 Calculate Stats

Here is collection of modifiers and statistics you need to do when creating first level character. After recording these to your character sheet you are ready to play! See Filling Out the Character Sheet for help to find right place for everything.

General Skill Modifier

General Skill Modifier


keyword

Link to original

Expert Skill Modifier

Expert Skill Modifier

Link to original

Starting Hit Points

Starting Hit Points

Your starting Hit Points equal 10 plus the bonus granted by the Increased Health Talent. You also have one Hit Die, determined by the Talent.

Link to original

Long Rest Hit Point Generation

Hit Point Generation

Each time you Long Rest you gain Hit Points equal to Hit Point Maximum / 3 + Constitution.

Link to original

Armour Class

Armour Class

Humanoids have Armour Class of 8. Armour and Shields improve it.


keyword

Link to original

Evasion Class

Evasion Class

Character’s Evasion Class equals 10 + Agility.


keyword

Link to original

Spell Save DC

Spell Save DC

Saving Throw Difficulty Class


keyword

Link to original

Martial Save DC

Martial Save DC

Saving Throw Difficulty Class


keyword

Link to original

Weapon Attack Modifier

Weapon Attack Modifier


keyword

Link to original

Spell Attack Modifier

Spell Attack Modifier

Link to original

Link to original

Character Creation Summary

2.8 Creation Summary

  1. Choose character concept
  2. Choose Primary Ancestry
  3. Choose Additional Ancestry or gain +1 LP
  4. Choose Culture
  5. Choose Languages
  6. Distribute 4 Saving Throw ranks
  7. Distribute 10 General Skill ranks
  8. Distribute 4 Expert Skill ranks
  9. Spend 5 LP on Ancestry Talents
  10. Spend remaining 15 or 15+1 LP
  11. Buy equipment (200 gold)
  12. Calculate HP, AC, EC, Initiative, Attacks, Saves
Link to original