Characters in Legend Continuum | World Anvil
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Characters

Overview

A player should use this section of the guide to create their character, either by reading it themself or via the GM. There are two ways to do this: either by modelling the character on themself or inventing a persona - an alter-ego. However, whichever method is chosen, the character should grow and learn as the player does. Depending on the GM's setting, this may impact the character's ability to varying degrees. Additionally, players are in charge of all of their character's actions, and should look to engage in the GM's narrative (for better or worse).

 

As a player, you take control of a character - an explorer - whose job it is to venture out into the new world to investigate it, as well as to acquire the resources needed for survival. Once a citizen of Solaris, you took refuge on The Ship and survived the cataclysmic Time-Crash. Your old life behind you, you must now apply your skills and knowledge in strange new environments - and be prepared to fight for your life.

 
 

Attributes

These are unique stats to characters. They track progression in terms of overall ability and wealth. All values begin at 0 as standard and will increase as you advance through the world, make discoveries, overcome challenges, make trades, fulfil jobs and more!

  • Level (LV) - General measure of a character's ability. For each LV increased, a character may add a point into a NAT or PRAC stat.
  • Experience (XP) - XP increases to a threshold, upon which it resets to zero, and the character's LV is increased by 1. XP threshold = 10 * (current LV + 1)
  • Credits (CR) - Currency used for trading within Sanctuary. It is counted as an integer, with no maximum. Can be gained in return for goods and services.
 
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GM's Notes

As the game progresses the GM should award XP to players for a variety of feats:

  • When a character reaches a they have not previously reached: XP = *10
  • Each time a character advances : XP =
  • Following an encounter that a character has not previously discovered: XP = Encounter *10
  • Following an encounter that does not result in the character recalling to the ship before the encounter ends: XP = Encounter
  • nb: the encounter does not have to involve combat
  • A character may also be awarded XP for other reasons (but not crafting) at the GM's discretion - though this should be done sparingly.

While the XP may be awarded at any time, LV increases and the stat gains that follow should only be done once a character has returned to the ship and rested in their pod.


If creating a character starting at a LV higher than 0, assuming they "existed" before the player took control of them, a the amount of starting CR is given by:
CR = 5 * LV2
For example, a character of LV 7, should begin with 5 * 49 = 245 CR. Of course, this is subject to change at the GM's discretion.

 
 

Natural Stats

Representing your character's capacity to act, they are used as a resource for abilities or spent when taking damage (DMG). They are each written as a fraction in the form 'Remaining / MAXIMUM', where the remaining value is 0 or more. Your character dies if their stamina is 0 and they take any unblocked/unabsorbed DMG. While they are all restored naturally by specific means, they may all be restored by the various effects of abilities, items and environments. Characters begin with 10 NAT points, allocated in any way (min. 1 in each).

  • Spirit / SPR - Spirit is the measure of your psionic capacity - also acting as a sort of "morale", causing it to be temporarily increased/decreased by certain social events. It can be spent to perform elemancy and absorb elemental DMG. Spirit is restored naturally by drinking beverages. SPR (maximum Spirit) denotes the range of most elemancy abilities.
  • Stamina / STM - Stamina represents your health and endurance. It is reduced upon taking unblocked or unabsorbed DMG of any kind. At 0 stamina, you can no longer move or dodge. Stamina can be restored naturally by resting (See Exploration). You can move up to STM (your maximum stamina) metres in a single action - capped at 10.
  • Strength / STR - Strength is the physical capability of your character. It is spent to perform physical abilities and absorb physical damage. Additionally, it is spent when moving heavy entities (1 per 100kg, rounded to nearest 100) and is restored by eating food. You can carry up to STR * 10kg passively, after which, dash distance is reduced by 1 for every extra 10kg (rounded to nearest 10).
 
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GM's Notes

 
 

Practical Stats

The measure of skill in any action is based on your character's practical stats. They are added to dice rolls and compared against external forces in order to succeed. Characters begin with 10 PRAC points, allocated in any way (min. 1 in each).

  • Willpower (WILL) - The measure of your character's non-physical influences, such as presence, elemancy and luck. Instruments, Attacks with traps and defending against undetected attacks also use willpower.
  • Perception (PERC) - A character's ability to detect details or movements, as well as understand complexities and anticipate events. In combat, it is used when making an attack with a ranged or thrown weapon, or when blocking an attack.
  • Dexterity (DEXT) - The technical control of a character's own body in actions requiring finesse or speed. In combat it is used for making any melee attack or attempting to dodge any form of damage.
 
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GM's Notes

 
 

Professions

Professions determine your character's crafting ability - and you may train in all of them. They improve the likeliness of success when crafting and may grant a bonus to the item's stats. Professions come in groups of three, that culminate in an expert profession. The level of the expert profession is equal to the lowest of the three in its group. (See Items for more information on crafting)

  • Herbology - mixing of medicines
  • Cooking - preparation of food
  • Brewing - concoction of beverages
  • Alchemy - chemical development
  • Drugs
  • Poisons
  • Explosives
  • Carpentry - carving wood & bone
  • Smithing - fabricating metal & glass
  • Masonry - sculpting earth & stone
  • Construction - architecture & building
  • Roads
  • Buildings
  • Infrastructure
  • Engineering - creating machine parts
  • Textiles - creating products from fibres
  • Scribe - creating documents & drawings
  • Invention - robotics & automation
  • Vehicles
  • Drones
  • Robots
 
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GM's Notes

 
 

Skills

Skills give your character the chance to discern extra information, perform tasks or avoid negative effects. During challenges (see Interactions), you must use them creatively to help achieve a goal or avoid setbacks. They are grouped into willpower, perception & dexterity as these are the most likely stats to be used in a given situation - but there may be times when other stats are used.

  Willpower
  • Comedy
  • Composure
  • Bartering
  • Gambling
  • Courtship
  • Performance
  • Diplomacy
  • Leadership
  • Counselling
  • Animal Handling
Perception
  • Investigation
  • Navigation
  • Piloting
  • Hacking
  • Mathematics
  • Linguistics
  • History
  • Botany
  • Zoology
  • Geology
Dexterity
  • First Aid
  • Maintenance
  • Instrumentalism
  • Climbing
  • Athletics
  • Acrobatics
  • Martial Arts
  • Dancing
  • Sneaking
  • Sleight-Of-Hand
 
Show spoiler
GM's Notes

 
 

Items

Any object in the possession of the character, for use in trade, crafting or as equipment.  
 

Traits

Your character may gain specialised anatomical changes that provide special abilities and bonuses (and sometimes weaknesses). They come in three types and all of a character's traits must have the same type, but you will start with none.

  • Cybernetic - Technological body augmentations that bolster defence and utility functions.
  • Botanical - Plant biology that often takes advantage of rapid healing benefits or camouflage.
  • Symbiotic - viruses that bestow extraordinary predatory senses and abilities.
 
 

Companions

Additional creatures or characters under your control are known as companions. Their mechanics in turn-based events like combat differ depending on the type of creature that it is. You do not start with any companions as standard.

Familiar (Beast)
  • May take up to three actions per turn
  • Turn occurs at the same time as the player
  • Actions dictated are "free" actions, but may involve a die roll
Guardian (Cryptid)
  • Turn consists one action only
  • Goes immediately before or after Player
  • Is controlled via telepathy, so no physical action is required of the character
Follower (Humanoid)
  • Turn consists of three actions (two of which may involve a die roll)
  • Occurs according to initiative as normal
  • While "under the control of the player", they should be assumed to act independently of the character and do not require commands/orders.
 
 

Notes

Additional information about your character that serve as narrative hooks or prompts for what to do in given situations. If you are modelling your character off yourself, then most of these may describe you, the player, but there may still be variations as the game progresses. If you have created an alter-ego, then these can all be of your own imagining, just remember to be consistent and play the game in the way the character would most likely act. Examples of details you may want to include are:
  • Bonds - friends, family, rivalries etc.
  • Titles - names, aliases, or positions of status
  • Interests - likes, hobbies and fandoms
  • Aversions - dislikes, fears and enemies
  • Appearance - skin colour, build, markings etc.
  • Demeanour - personality and temperament
  • Narrative - backstory, heritage and goals

Guide

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