Help:Creating a Character
This page details the basics of creating characters in Legends of Cphera. The article follows along with the Character Sheet, which is a convenient way of recording and referencing your character's statistics.
Talk to your GM
The first thing to do when creating a character is always to talk to your GM. He or she may have special house rules, constraints on the type of characters that are allowed for the current campaign, or any number of other things. Because the GM is the final arbiter, it is absolutely imperative that you work closely with him or her from the beginning.
You may also want to know what characters the other players are planning to have so that you can make a character that fits well with the group. See the page on Adventuring Groups for more information on party cohesion.
Creating a First-Level Character
A first level character is usually in their mid-teens. In most societies, this is when men and women are considered to take their first steps into the world of adulthood, but in the the more civilized parts of the world, children aren't considered adults until much later.
The first thing you do when creating any character is to determine the character's Eight Ability Scores.
To do this, we use a Point-Buy method. All of the Abilities start at 2. To increase these scores, roll 2d4 twice. One of these rolls will serve as the points available for upgrading your character's Physical Abilities (Strength, Endurance, Agility, & Speed), and the other roll will be the available points for upgrading your character's Mental Abilities (Intellect, Willpower, Intuition, & Charisma). The choice of which of the two rolls to apply to the two divisions of the Ability Scores is up to you.
In general, this will mean that a character will have Ability Scores that range in the 2-5 range, with a few exemplary characters reaching a 6 or so. Don't worry if you feel that your Ability Scores are too low, you get to upgrade them every time you level up.
Additionally, it is important that your character strike a decent balance in his or her scores. Sacrificing one's ability to be halfway competent in most areas just to be fantastic in one will lead to a hard to play, or dead, character.
Characters also select one of their Ability Scores to be their Primary Ability, unlocking more powerful Ability Features. Additionally, your character won't be able to use Magic unless he or she has declared a Mental Ability as a Primary Ability.
Primary Abilities are denoted on the Character Sheet by ticking the box next to the Ability's box.
|Ability||Hit Dice Worth|
Your character's Hit Points are determined by your character's Primary Ability. Refer to the table on the right to see what hit die your character has. At first level, a character has maximum HP equal to the maximum value of his Hit Die + 1/2 his Endurance score (rounded down).
The top "Hits" box on the character sheet is for counting down your character's current Hit Points. The bottom "Hits" box is for counting up the amount of Sublethal Damage your character currently has.
|Your character's Pace determines how far he or she can move in a Move Action. Unless your character has declared Speed to be a Primary Ability and has the Rapid Steps Ability Feature, your character will have a Pace of 10 feet.|
The Initiative of your character is primarily determined by your Character's Speed. The only other real variable would be whether or not your character purchases the Improved Initiative feat (see below).
All characters start off at level 1 with a single Combat Thread.
The "1+" on the inside of the "Used" box refers to the fact that a character is always using one of his Combat Threads. Some other actions require the use of multiple Combat Threads. For more information, see the Combat Threads page.
A character has four distinct saves. Each Save's bonus is determined by adding in their root Ability score (notated on the character sheet) and the Save's Base Modifier. This Base Modifier can follow one of two tracks: a Fair Save and a Poor Save. You may determine which track your character's Saves will follow through the following table:
|Fortitude||Strength and Endurance|
|Reflex||Agility and Speed|
|Will||Intellect and Willpower|
|Presage||Intuition and Charisma|
If you have declared a Save's Controlling Ability to be a Primary Ability, that save will follow the "Fair Save" track and gains a +1 Base Modifier at 1st level. Poor saves don't gain any bonus at first level, however, all Save's Base Modifiers go up over time as your character levels up.
At higher levels, it is possible to further increase this base modifier to a "Good Save" track by having both of the Save's Controlling Abilities be declared as Primary Abilities. For more information, see the Character Advancement page.
The number of Action Points a character can spend in a round of combat is determined by his Speed, Endurance, and Agility. Your character is always guaranteed his Speed value in Action Points without penalty. The maximum number of Action Points that your character can spend in a round (unless his Speed is higher) is equal to twice your character's Endurance or Agility, whichever is lower.
Description & Backstory
The next step is to figure out where the character originates from and who he or she is. This is very important to the process, as the story crafted here will help to choose between the minutia of the rules later.
Now especially is the time to figure out with your GM exactly what kind of characters will fit into the party and the GM's world. Don't forget to argue for your case though, just because the rest of the party is made up of the children of nobles doesn't mean your countryman won't fit into the story.
Every character begins able to speak and, unless it is important to his backstory (or there is no written version), read and write their native language. Characters may also buy languages at 1/2 price at first level, with the assumption being that they learned them as a child or as part of their early education.
Every level, characters gain Upgrade Points which can be used to purchase new abilities. At first level, characters have 30 General Upgrade Points, which can be spent on any upgrade, and 4 + 2 times the character's Intellect score in Skill Upgrade Points, which can be spent on improving the character's Skills.
Combat Ability determines how skilled and effective a character is in combat. A single +1 bonus of Combat Ability costs 8 Upgrade Points. If your character is going to focus on combat, it is strongly recommended that you invest in a +2 or maybe even a +3 Combat Ability bonus at first level.
If you want your character to be better at particular aspects of a skill, you can purchase Specialization Modifiers for specific aspects of a skill at a cost of 1 Skill Upgrade Point for a +2 bonus. Specialization Modifiers have no higher ceiling, but the specialization bonus of one aspect of a skill doesn't affect any other facet.
For more information on the Specializations within a skill, refer to that skill's page on the wiki.
There are a wide variety of Novice Feats to choose from. Specifically, characters should be aware of the Proficiency Feats, especially at first level as they cost half as many Upgrade Points. First level is also the only chance for characters to take the General Martial Weapon Proficiency, or the Military Proficiency Package. Level one is the time for players to create a strong foundation for their characters, so that they aren't held back when they want to start specializing later.
If you have Upgrade Points left over, start purchasing feats that will bring your character towards the specialized roles you have defined for yourself from the character's backstory.
If you have declared a Mental Stat as your Primary Ability, you can spend General Upgrade Points and Skill Upgrade Points on Ranks of particular Magic Disciplines. You must talk with your GM and ensure that your backstory and your magical abilities work together.
There are many different Magical Disciplines. Novice characters may purchase Ranks in Disciplines under the Elements, Aspects, and Materia categories.
As stated previously, you cannot purchase Ranks in magic for a particular Mental Ability unless you have declared it a Primary Ability. The default magical ability is Intuition, but there are advantages and disadvantages to using the other Mental Abilities as well. Ranks purchased for use with one ability cannot be mixed with ranks of another. For more information, see the page on Magical Advancement.
Tracks are the ways that characters gain some of their most powerful abilities. Tracks are broken up into different tiers, each with their own prerequisites. If a character has declared a Track and meets the prerequisites for a particular tier, he gains all of the special abilities of that tier.
While it's not required to choose a track at first level (or at all), it provides a good outline for possible character progression. You must talk to your DM to determine which Tracks are open to your character. A number of tracks are tied to particular cultures and organizations and thus won't necessarily be available.
A character can declare only two Tracks at any given time. For more information, see the Tracks page.