Lejendary Adventure - Avatar Creation Lejendary Adventure - Avatar Creation

To Create an Avatar:
  1. Divide 100 points to your Base Ratings (This example is for humans; otherwise see Appendix A)

    Base Ratings (Human):
    Health:(40-70)
    Precision:(20-50)
    Speed:(8-12)

  2. Add 1d20, 1d10, and 1d3 half points to Health, Precision, and Speed, respectively

    Base Ratings (Human):
    Health:(40-70)+1d20
    Precision:(20-50)+1d10
    Speed:(8-12)+1d3 half points

  3. Optional: Add a Knack and Quirk to your Avatar (roll 1d100, given by the LM)

    Base Ratings (Human):�ё���
    Health:(40-70)+1d20
    Precision:(20-50)+1d10
    Speed:(8-12)+1d3 half points
    Knack:1d100 -> ����
    Quirk:1d100 -> ����

    Knacks�@(Examples):
    16Commanding - 90% of those undecided on what to do will listen and obey, followers will have a 90% chance to be loyal.
    26Engineering - +10% Mechanics (Alfar reroll).
    45Instinctive Riding - never falls off a mount, +10% speed.
    55Lung Usage - Can voice a loud note for a full minute, or breathe underwater for four, even while active.
    75Quickness - +.5-2 Speed.
    81Responsiveness - -2 (20%) reaction checks.
    91Story-Telling - convince anyone of anything 10%, captivate audience 90%, check every minute.
    94Toxin Immunity - Immune to weak poisons, only poisons that can harm 13 or more affect, at 50%.

    Quirks�@(Examples):
    02Animal Antagonism - 20% encourage or enrage animals to be hostile by antagonizing.
    06Argumentativeness - 90% to argue or make a contradictory remark if there is even a slight opening.
    16Claustrophobia - Abilities are at 50% when in an enclosed space with less than 12' from all walls except the floor.
    21Deafness - 1/2 Hearing
    32Gossiping - 90% likely to reveal secrets when gossiping, giving true or false examples.
    42Impatience - 10% chance to fidget or do something annoying while waiting, etc.
    54Nature Loving - The Avatar puts nature first above everything, will do his best to protect it even at own expense.
    68Poor Vision - 1/2 Vision

  4. Select an Order and then add the Abilities required for your Avatar; or, choose your own Abilities to make an Unordered Avatar; afterwards, add bonuses to your Base Ratings depending on your chosen Abilities

    Base Ratings (Human):Portrait
    Health:(40-70)+1d20+Bonuses
    Precision:(20-50)+1d10+Bonuses
    Speed:(8-12)+1d3 half points+Bonuses
    Knack:1d100 -> Result
    Quirk:1d100 -> Result
    Order:Choose
    Abilities:
    Choose100% Base Ability*
    Choose80% Base Ability*
    Choose60% Base Ability*
    Choose40% Base Ability*
    Weapons
    (Choose if already possessed)
    10
    * If Speed is the Base Ability, use Speed x 4 for your score; For Swashbuckling, use Health + Precision + (Speed x 4) / 3

    Orders given below are from The Lejendary Rules for All Players; for optional Orders, go to Orders Tables.

    Orders�FRequired Abilities (100%, 80%, 60%, 40%, 10)
    Auger (Dark necromancer controlling the dead)Necrourgy, Arcana, Luck, Pantology
    Demonurge (Dark sorcerer controlling demons)Sorcery, Tricks, Arcana, Luck
    Desperado (Thief schooled in stealing)Stealing, Urbane, Evaluation, Scrutiny
    Ecclesiastic (Holy cleric)Theurgy, Scrutiny, Physique, Learning
    Elementalist (Elemental wizard)Geourgy, Arcana, Pantology, Ranging
    Forester (Ranger of the woods)Hunt, Weapons, Archery, Rustic, Ranging/Savagery
    Jongleur (Bard and entertainer)Minstrelsy, Pretence, Physique, Luck
    Mage (General wizard)Enchantment, Arcana, Learning, Metallurgy
    Mariner (Tough waterfarer)Waterfaring, Commerce, Weapons, Archery
    Noble (Noble knight)Chivalry, Weapons, Hunt, Physique
    Outlaw (Ambushing kidnapper, murderer)Waylaying, Ranging, Archery, Weapons
    Rogue (Lawless wanderer)Pretence, Weapons, Stealth, Tricks, Chivalry/Minstrelsy
    Soldier (Warrior and tactician)Weapons, Planning, Ranging, Physique

    Abilities:Initial Base
    Rating Bonuses
    Other bonusesEquipment List
    Alchemy+2 HealthSpecial
    Arcana+½ Speed+1 AEP per 5 ability pointsMagical
    Archery+2 Precision+1 attack and damage for bows or crossbows (each point over 100 adds 1 point damage)Low
    Chivalry+2 Health+1 Weapons ability and all weapon damage for every 5 ability pointsHigh
    Commerce+2 HealthHigh
    Creativity+2 Precision+10% to use Evaluation, Metallurgy, Minstrelsy, Planning, Pretense, Stealing, Tricks, Urbane, WaylayingSpecial
    Divination+½ Speed1 Divination method per 10 pointsSpecial
    Enchantment+½ Speed+1 AEP for every 5 ability points above 100Magical
    Evaluation+2 HealthMiddle
    Geourgy+½ Speed+1 AEP for every 5 ability points above 100Magical
    Hunt+2 Precision+10% score to RangingLow/Middle if 1st Ability
    Learning+2 HealthHigh
    Luck+½ SpeedSpecial
    Mechanics+2 HealthMiddle
    Metallurgy+½ SpeedSpecial
    Minstrelsy+2 Precision+1 Weapons, +1 damage, and +1' range for hand-thrown weapons for every 10 ability points;
    +1 armor with -2 penalty to attack if defending per 10 points Ability score;
    Speed 15+, Minstrelsy 81+ allows double weapons (Speed 13, Minstrelsy 51+ allows a second weapon to parry only)
    Low
    Necrourgy+½ Speed+1 AEP for every 5 ability points above 100Magical
    Nomadic+2 Precision+1 Weapons and Harm per 10 points of Ability score for weaponsLow
    Panprobability+2 HealthSpecial
    Pantology+2 HealthMiddle
    Physique+2 Health+1 to all melee and some missile damage for every 10 ability points;
    +10 pounds carrying capacity, +30 lift/move per 10 points Ability score
    Low
    Planning+2 HealthMilitary
    Pretense+2 HealthLow/Middle if 1st Ability
    Psychogenic+½ Speed+1 AEP for every 5 Ability points above 100Magical
    Ranging+2 Health+10% score to HuntMiddle/Military if 1st Ability
    Rustic+2 Health+1 Health for every 5 Ability pointsLow
    Savagery+½ Speed+1 Weapons and Harm for every 10 ability points for weaponsLow
    Scrutiny+2 PrecisionMiddle
    Shamanism+½ Speed+1 AEP for every 5 ability points above 100Magical*
    Sorcery+½ Speed+1 AEP for every 5 ability points above 100Magical
    Stealing+2 PrecisionLow
    Stealth+2 PrecisionLow
    Swashbuckling+1 Health
    +1 Precision
    +¼ Speed
    +1 Defence for every 10 points,
    -1 parry bonus for every 5 point when not wearing armor
    Middle
    Theurgy+½ Speed+1 AEP for every 5 ability points above 100Magical
    Tricks+2 PrecisionLow
    Unarmed Combat+1 Health
    +1 Precision
    +¼ Speed
    +1 Defence for every 10 points when unarmed,
    +1 Harm bonus for every 5 points when unarmed
    Low
    Urbane+2 PrecisionLow/Bohemian if 1st Ability
    Waterfaring+2 HealthLow
    Waylaying+2 HealthLow
    Weapons+2 Precision+1 damage for every ability point above 100Military
    * Shamanism Activations, general equipment, or memory tablets only; +1 memory tablet for free
    Shamanism requires either Nomadic, Rustic, or Savagery as a prerequisite

  5. Rank�𔻒肵�AExtraordinary Powers��Equipment��I��

    RankAuger
    12NecrourgyCorpse Master: Contact only
    11Necrourgy, ArcanaNecromancer: Guild membership, +2 Weapons
    10Necrourgy, Arcana, LuckJourneyman Necrourge: Gain memory tablet, +2 Weapons
    9Necrourgy, Arcana, Luck, PantologyNecrourge: Gain 1 Power, +2 Necrourgy, Arcana, Luck, Pantology
    8Necrourgy 61-70%Expert Necrourge: +2 Arcana, Luck, Pantology
    7Necrourgy 71-80%Master Necrourge: Gain plaque with one Power, +1 Arcana, Luck, Pantology
    6Necrourgy 81-90%Grand Master Necrourge: Gain plaque with one Power, +1 Arcana, Luck, Pantology
    5Necrourgy 91-100%Warlock: Gain plaque with one Power, +1 Arcana, Luck, Pantology
    4Necrourgy 101-110%Warlock Master: Gain plaque with one Power, +1 Arcana, Luck, Pantology
    3Necrourgy 111-120%Warlock Adept: Add Enchantmnt at 20 (+10 if already possessed)
    2Necrourgy 121-130%Chief Warlock: Add Pretense at 20 (+10 if already possessed)
    1Necrourgy 131%+Abyssal Warlock: Add Chivalry at 20 (+10 if already possessed)

    RankDemonurge
    12SorceryImp Beater: Contact only
    11Sorcery, TricksPetty Summoner: Guild membership, +2 Weapons
    10Sorcery, Tricks, ArcanaSummoner: Gain memory tablet, +2 Weapons
    9Sorcery, Tricks, Arcana, LuckSorcerer: Gain 1 Power, +2 Sorcery, Tricks, Arcana, Luck
    8Sorcery 61-70%Veteran Sorcerer: +2 Tricks, Arcana, Luck
    7Sorcery 71-80%Expert Sorcerer: Gain plaque with one Power, +1 Tricks, Arcana, Luck
    6Sorcery 81-90%Master Sorcerer: Gain plaque with one Power, +1 Tricks, Arcana, Luck
    5Sorcery 91-100%Demonurge: Gain plaque with one Power, +1 Tricks, Arcana, Luck
    4Sorcery 101-110%Grand Demonurge: Gain plaque with one Power, +1 Tricks, Arcana, Luck
    3Sorcery 111-120%Blackest Demonurge: +10 Luck
    2Sorcery 121-130%Demonurge Prince: Add Pretense at 20 (+10 if already possessed)
    1Sorcery 131%+Infernal Demonurge: Add Chivalry at 20 (+10 if already possessed)

    RankDesperado
    12StealingGangster: Contact only
    11Stealing, UrbanePetty Hoodlum: Guild membership, +2 Weapons
    10Stealing, Urbane, EvaluationHoodlum: Gain fine set of criminal tools, +5 Weapons
    9Stealing, Urbane, Evaluation, ScrutinyCrook: +2 Stealing, Urbane, Evaluation, Scrutiny, +5 Weapons
    8Stealing 61-70%Veteran Crook: +2 Urbane, Evaluation, Scrutiny, +5 Weapons
    7Stealing 71-80%Expert Crook: +2 Urbane, Evaluation, Scrutiny, Weapons
    6Stealing 81-90%Master Criminal: +2 Urbane, Evaluation, Scrutiny, Weapons
    5Stealing 91-100%Desperado: +1 Urbane, Evaluation, Scrutiny, Weapons
    4Stealing 101-110%Feared Desperado: +1 Urbane, Evaluation, Scrutiny, Weapons
    3Stealing 111-120%Desperado Chief: Add Planning at 20 (+10 if already possessed)
    2Stealing 121-130%Desperado Prince: Add Pretense at 20 (+10 if already possessed)
    1Stealing 131%+Desperado Overlord: Add Commerce at 20 (+10 if already possessed)

    RankEcclesiastic
    12TheurgyAcolyte: Contact only
    11Theurgy, ScrutinyAspirant: Gain fine fighting staff, temple membership, +5 Weapons
    10Theurgy, Scrutiny, PhysiqueNovice: +4 Physique
    9Theurgy, Scrutiny, Physique, LearningPostulant: Gain two memory tablets, two Rites, four Powers, +1 Theurgy, Scrutiny, Physique, Learning, +5 Weapons
    8Theurgy 61-70%Almoner: +2 Scrutiny, Physique, Learning, +5 Weapons
    7Theurgy 71-80%Under-Priest/Priestess: Gain plaque with one Power, +2 Scrutiny, Physique, Learning, +5 Weapons
    6Theurgy 81-90%Priest/Priestess: Gain a plaque with one Power, +1 Scrutiny, Physique, Learning
    5Theurgy 91-100%Officient Priest/Priestess: Gain a plaque with one Power, +1 Scrutiny, Physique, Learning
    4Theurgy 101-110%Chief Priest/Priestess: Gain a plaque with one Power, +1 Scrutiny, Physique, Learning
    3Theurgy 111-120%High Priest/Priestess: Add Arcana at 20 (+15 if already possessed)
    2Theurgy 121-130%Grand High Priest/Priestess: Add Chivalry at 20 (+15 if already possessed)
    1Theurgy 131%+Desperado Overlord: Add Luck at 20 (+15 if already possessed)

    RankElementalist
    12GeourgyElemental Experimenter: Contact only
    11Geourgy, ArcanaElemental Practitioner: Guild membership, +2 Weapons
    10Geourgy, Arcana, PantologyGeourgist: Gain memory tablet, +3 Weapons
    9Geourgy, Arcana, Pantology, RangingLearned Geourgist: Gain one Power, +1 Geourgy, Arcana, Pantology, Ranging
    8Geourgy 61-70%Veteran Geourgist: +3 Arcana, Pantology, Ranging
    7Geourgy 71-80%Expert Geourgist: Gain plaque with one Power, +1 Arcana, Pantology, Ranging
    6Geourgy 81-90%Master Geourge: Gain a plaque with one Power, +1 Arcana, Pantology, Ranging
    5Geourgy 91-100%Journeyman Elementalist: Gain a plaque with one Power, +1 Arcana, Pantology, Ranging
    4Geourgy 101-110%Elementalist: Gain a plaque with one Power, +1 Arcana, Pantology, Ranging
    3Geourgy 111-120%Senior Elementalist: Add Learning at 20 (+10 if already possessed)
    2Geourgy 121-130%Elementalist Adept: Add Metallurgy at 20 (+10 if already possessed)
    1Geourgy 131%+Elementalist Wizard: Add Enchantment at 20 (+10 if already possessed)

    RankForester
    12HuntHunter: Contact only
    11Hunt, WeaponsSkilled Hunter: Lodge membership, +2 Hunt, Weapons
    10Hunt, Weapons, ArcheryBackwoods Hunter: Gain fine heavy bow/crossbow, +2 Hunt, Weapons, Archery, Rustic
    9Hunt, Weapons, Archery, Rustic, Ranging/SavageryBackwoodsman: +2 Hunt, Weapons, Archery, Rustic, +4 Ranging/Savagery
    8Hunt 61-70%Cunning Woodsman: +2 Weapons, Archery, Rustic, +3 Ranging/Savagery
    7Hunt 71-80%Crafty Woodsman: +2 Weapons, Archery, Rustic, +3 Ranging/Savagery
    6Hunt 81-90%Expert Woodsman: +2 Weapons, Archery, Rustic, + 3 Ranging/Savagery
    5Hunt 91-100%Woodsman Hunter: +2 Weapons, Archery, Rustic, +1 Ranging/Savagery
    4Hunt 101-110%Forester: +3 Weapons, Archery, Rustic, +4 Ranging/Savagery
    3Hunt 111-120%Expert Forester: Add Stealth at 20 (+10 if already possessed)
    2Hunt 121-130%Desperado Prince: Add Ranging/Savagery at 20 (+5 to both if already possessed)
    1Hunt 131%+Desperado Overlord: +10 Ranging, Add Luck at 20 (+10 if already possessed)

    RankJongleur
    12MinstrelsyDrummer: Contact only
    11Minstrelsy, PretensePlayer: Guild membership, +4 Weapons
    10Minstrelsy, Pretense, PhysiquePerformer: Gain fine set of six throwing knives, +6 Weapons
    9Minstrelsy, Pretense, Physique, LuckMinstrel: +2 Minstrelsy, Pretense, Physique, Luck
    8Minstrelsy 61-70%Able Minstrel: +3 Pretense, Physique, Luck
    7Minstrelsy 71-80%Expert Minstrel: +3 Pretense, Physique, Luck
    6Minstrelsy 81-90%Minstrel Bard: +3 Pretense, Physique, Luck
    5Minstrelsy 91-100%Bard: +3 Pretense, Physique, Luck
    4Minstrelsy 101-110%Jongleur: +4 Pretense, Physique, Luck
    3Minstrelsy 111-120%Master Jongleur: Add Scrutiny at 20 (+10 if already possessed)
    2Minstrelsy 121-130%Desperado Prince: Add Planning at 20 (+10 if already possessed)
    1Minstrelsy 131%+Desperado Overlord: Add Commerce at 20 (+10 if already possessed)

    RankMage
    12EnchantmentHedge Magician: Contact only
    11Enchantment, ArcanaMagician: Guild membership, +2 Weapons
    10Enchantment, Arcana, LearningMaster Magician: Gain memory tablet, +3 Weapons
    9Enchantment, Arcana, Learning, MetallurgyThaumaturgist: Gain one Power, +2 Enchantment, Arcana, Learning, Metallurgy
    8Enchantment 61-70%Master Thaumaturgist: +3 Arcana, Learning, Metallurgy
    7Enchantment 71-80%Thaumaturgist Adept: Gain a plaque with one Power, +1 Arcana, Learning, Metallurgy
    6Enchantment 81-90%Mage: Gain a plaque with one Power, +1 Arcana, Learning, Metallurgy
    5Enchantment 91-100%Expert Mage Gain a plaque with one Power, +1 Arcana, Learning, Metallurgy
    4Enchantment 101-110%Master Mage Gain a plaque with one Power, +1 Arcana, Learning, Metallurgy
    3Enchantment 111-120%Mage Adept: Add Geourgy at 20 (+10 if already possessed)
    2Enchantment 121-130%Mage Wizard: Add Chivalry at 20 (+10 if already possessed)
    1Enchantment 131%+Archmage: Add Rustic/Urbane at 20 (+10 to either if already possessed)

    RankMariner
    12WaterfaringSailor: Contact or enlistment as a deckhand only
    11Waterfaring, CommerceSeaman: Guild membership, +2 Waterfaring
    10Waterfaring, Commerce, WeaponsAble Seaman: Gain half metal armor, +3 Waterfaring
    9Waterfaring, Commerce, Weapons, ArcheryMate: Gain small schooner or fishing boat, +2 Waterfaring, Commerce, Weapons, Archery
    8Waterfaring 61-70%First Mate: +3 Pretense, Physique, Luck
    7Waterfaring 71-80%Pilot: Add Urbane at 20 (+10 if already possessed)
    6Waterfaring 81-90%Master Pilot: +2 Commerce, Weapons, Archery
    5Waterfaring 91-100%Lieutenant: Add Mechanics at 20 (+10 if already possessed)
    4Waterfaring 101-110%First Lieutenant: +2 Commerce, Weapons, Archery
    3Waterfaring 111-120%Commander: Add Chivalry at 20 (+10 if already possessed)
    2Waterfaring 121-130%Ship Captain: +2 Commerce, Weapons, Archery
    1Waterfaring 131%+Commodore: Add Planning at 30 (+15 if already possessed)

    RankNoble
    12ChivalryFranklin: Contact only
    11Chivalry, WeaponsGentleman: Gain short thrusting sword, noble court attendance, +1 Chivalry
    10Chivalry, Weapons, HuntArminger: Gain any sword and half metal armor, +1 Chivalry
    9Chivalry, Weapons, Hunt, PhysiqueEsquire: Gain destrier (heavy war horse) and full metal armor, +2 Chivalry, Weapons, Hunt, Physique
    8Chivalry 61-70%Knight: +3 Weapons, Hunt, Physique
    7Chivalry 71-80%Knight Errant: +2 Weapons, Hunt, Physique
    6Chivalry 81-90%Knight Banneret: +2 Weapons, Hunt, Physique
    5Chivalry 91-100%Knight Commander: +2 Weapons, Hunt, Physique
    4Chivalry 101-110%Knight Champion: +2 Weapons, Hunt, Physique
    3Chivalry 111-120%Grand Knight: +10 Physique
    2Chivalry 121-130%Lord: Add Planning at 20 (+10 if already possessed)
    1Chivalry 131%+Baronet: Add Ranging at 20 (+10 if already possessed)

    RankOutlaw
    12WaylayingMugger: Contact only
    11Waylaying, RangingLeast Crewman: Guild membership, +4 Waylaying
    10Waylaying, Ranging, ArcheryRunnigate: Gain heavy bow, +3 Archery
    9Waylaying, Ranging, Archery, WeaponsKillbuck: +2 Waylaying, Ranging, Archery, Weapons
    8Waylaying 61-70%Footpad: +3 Ranging, Archery, Weapons
    7Waylaying 71-80%Highwayman: +2 Ranging, Archery, Weapons
    6Waylaying 81-90%Wanted Highwayman: +2 Ranging, Archery, Weapons
    5Waylaying 91-100%Upright Man: +2 Ranging, Archery, Weapons
    4Waylaying 101-110%Bandit: +2 Ranging, Archery, Weapons
    3Waylaying 111-120%Bandit Captain: Add Stealth at 20 (+10 if already possessed)
    2Waylaying 121-130%Bandit Leader: Add Planning at 20 (+10 if already possessed)
    1Waylaying 131%+Robber Baron: Add Chivalry at 20 (+10 if already possessed)

    RankRogue
    12Pretense, WeaponsKnave: Contact only
    11Pretense, Weapons, StealthMountebank: Guild membership, +4 Pretense
    10Pretense, Weapons, Stealth, TricksPoseur: Gain disguise wardrobe, +2 Pretense, Weapons, Stealth, Tricks
    9Pretense, Weapons, Stealth, Tricks, Chivalry/MinstrelsyImposter: +3 Weapons, Stealth, Tricks, +1 Chivalry/Minstrelsy/both
    8Pretense 61-70%Expert Imposter: +1 Pretense, +2 Weapons, Stealth, Tricks, Chivalry/Minstrelsy
    7Pretense 71-80%Master Imposter: +1 Pretense, Weapons, Stealth, Tricks, Chivalry/Minstrelsy/both
    6Pretense 81-90%Trickster: +1 Pretense, Weapons, Stealth, Tricks, Chivalry/Minstrelsy/both
    5Pretense 91-100%Deceiver: Add Rustic/Urbane at 30 (+15 if already possessed)
    4Pretense 101-110%Rogue: Add Rustic/Urbane at 30 (+15 if already possessed)
    3Pretense 111-120%Rogue Adventurer: Add Nomadic/Savagery at 20 (+10 if already possessed)
    2Pretense 121-130%Master Rogue: Add Nomadic/Savagery at 20 (+10 if already possessed)
    1Pretense 131%+Rogue Prince: Add Psychogenic at 30, choosing one Power (+15 if already possessed, with one new Power)

    RankSoldier
    12WeaponsSoldier: Contact and enlistment in lowest ranks only
    11Weapons, PlanningMan-at-arms: Guild membership, +3 Weapons
    10Weapons, Planning, RangingCorporal: Gain metal half armor, +3 Planning
    9Weapons, Planning, Ranging, PhysiqueSerjeant: Gain courser (medium war horse), +2 Weapons, Planning, Ranging, Physique
    8Weapons 61-70%Grand Serjeant: +3 Planning, Ranging, Physique
    7Weapons 71-80%Cornet: Add Archery at 20 (+10 if already possessed)
    6Weapons 81-90%Lieutenant: +2 Planning, Ranging, Physique
    5Weapons 91-100%Captain: Add Mechanics at 20 (+10 if already possessed)
    4Weapons 101-110%Major: +2 Planning, Ranging, Physique
    3Weapons 111-120%Colonel: Add Chivalry at 20 (+10 if already possessed)
    2Weapons 121-130%General: +2 Planning, Ranging, Physique
    1Weapons 131%+Captain General: Add Luck at 20 (+10 if already possessed)

    RankUnordered
    12No benefits
    11No benefits
    10No benefits
    9No benefits
    8First Ability 61-70%+2 all abilities with same BR as First Ability
    7First Ability 71-80%+3 all abilities with same BR as First Ability
    6First Ability 81-90%+2 all abilities with same BR as First Ability, +5 to any Ability based on your First Ability
    (Health->Precision, Precision->Speed, or Speed->Health)
    5First Ability 91-100%+2 all abilities with same BR as First Ability, +5 to any Ability based on your First Ability
    (Health->Precision, Precision->Speed, or Speed->Health)
    4First Ability 101-110%+4 all abilities with same BR as First Ability
    3First Ability 111-120%+5 all abilities with same BR as First Ability
    2First Ability 121-130%+4 all abilities with same BR as First Ability, +5 to any Ability based on your First Ability
    (Health->Precision, Precision->Speed, or Speed->Health)
    1First Ability 131%++4 all abilities with same BR as First Ability, +5 to any Ability based on your First Ability
    (Health->Speed, Precision->Health, Speed->Precision)

    Equipment can be taken from the Lists associated with the Avatar's Abilities: Humans receive 9, 7, 5, and 3 picks from each of their Abilities, and 1 Special List pick. Alfar receive 5 picks from mandatory abilities and 3 from chosen abilities, with 1 Special List pick; OR, they can choose to pick 9 and 7 picks only from chosen Abilities, with 2 Special List picks.

    Low List (Incomplete)
    $100 in coin of the realm
    axe, belt or cleaver or hatchet
    bow, light
    canteen, water gourd one uart, with leather thong
    clothing, common suit, colorful
    club, spiked
    dagger, long
    dagger, short, with sheath
    fighting staff
    hood, dark
    mandolin
    pan pipes
    poison antidote
    poison, ingestive, 100 dose bottle
    pole-arm, short
    sash, dark
    sausage, two pound
    sling
    shoes
    whip
    donkey, pack/riding

    Middle List (Incomplete)
    $1,000 in coin of the realm
    spear, long
    crossbow, small
    bow, medium
    axe
    shield, large
    armor, leather, half
    belt, leather, broad or narrow, and boots, low, hard or soft-soled
    armor repair tools, kit
    backpack, pouch, belt, pair, and pouch, shoulder, with sling, all leather
    flute and mandolin
    horse, gelding
    mule, riding
    salve, wound healing, 7 application jar
    sword, cutting and thrusting , with scabbard

    Upper List (Incomplete)
    $25,000 in coin of the realm
    crossbow and quarrel box, waist belt, 20 quarrels
    shield, buckler and shield, standard
    armor, steel plate, half
    armor, steel mail, full
    clothing, fine suit, colorful, with boots, low, soft-soled and hat
    sword, cutting, heavy
    sword, thrusting with scabbard and dagger, long with sheath
    horse, stallion, horse, war, courser

    Magical List (Incomplete)
    $1,000 in coin of the realm
    Enchantment, Ability - Activation
    Geourgy, Ability - possessed - command circle materials
    Geourgy, Ability - Activation
    Necrourgy, Ability - possessed - command circle materials
    Necrourgy, Ability - Activation
    Sorcery, Ability - possessed - command circle materials
    Sorcery, Ability - Activation
    Theurgy, Ability - possessed - rite materials
    Theurgy, Ability - Activation
    Psychogenics, Ability - Activation
    protection circle materials
    horse, mare
    memory tablet

    Military List (Incomplete)
    $22,500 in coin of the realm
    shield, large
    shielld, buckler
    armor, steel mail, half
    bow, strong
    bow case, quiver and 12 arrows
    mace
    lance
    military hammer/pick
    spear, long
    sword, cutting, heavy
    cloak, dark, without hood
    salve, wound healing, 7 application jar

    Special List (1d10)
    1Low List
    2Magical List
    3Middle List
    4Military List
    5Upper List
    6-9Choose List
    10Nothing

  6. Decide your background, personality, and looks.

  7. Calculate your Avatar's speed:

    For example, if you have a Speed of 10:
    Speed 10 x 12 = 120 yards per 120 seconds, i.e. 1 yard per second, i.e. 3 feet per second.
    Since one ABC is 3 seconds, that makes 9 feet per ABC. This is your walking speed, your trotting speed is 3x your walking speed, and your running speed is 6 x your walking speed.

  8. Optional Rule: Intellect

    To find your Avatar's Intellect, add Health, Precision, and Speed together, then divide by 5.
    After that, add 2 points to Intellect for each of the following Abilities that your Avatar has:

    Commerce, Enchantment, Evaluation, Geourgy, Learning, Mechanics, Metallurgy, Necrourgy, Pantology, Planning, Ranging, Scrutiny, Sorcery, Stealing, Theurgy, Tricks.

  9. The end!

    Example:

    Base Ratings (Human):Portrait
    Health:58
    Precision:59
    Speed:13
    Knack:Story-Telling
    Quirk:Impatience
    Order:Desperado
    Abilities:
    Stealing55
    Urbane44.4
    Evaluation35.6
    Scrutiny23.2
    Weapons22
    Rank: 9th
    WeaponBase HarmPrecision Bonus
    Cutting/Thrusting Sword4-20+10
    Long Dagger1-20+5
    Fist (unarmed)1-4+20
    Kick (unarmed)1-6+5
    ArmorProtectionHealth
    Leather Half680
    Equipment
    Cash: $10,000 (20 gold coins of $500 each)
    sword, cutting & thrusting (with belt and scabbard)
    dagger, long (with sheath)

  1. Appendix: Other Races

    In Lejendary Adventure, there are many Races from which you can choose from. Each Race has its own Base Ratings and Abilities; here I introduce just a few.

    Base Ratings (Dwarf):Portrait
    Health:(40-70)+3d6+6+Bonuses
    Precision:(20-50)+1d10+Bonuses
    Speed:(7-10)+1d3 half points+Bonuses
    Knack:1d100 -> Result
    Quirk:1d100 -> Result
    Order:Choose
    Abilities:
    (Can not start with Luck, Nomadic, Psychogenics,
    Savagery, or Waterfaring; can never learn Chivalry)
    Choose100% Base Rating*
    Choose80% Base Rating*
    Physique70% Health
    Planning60% Health
    Mechanics50% Precision
    Weapons
    (if already possessed,
    choose another)
    10
    Special Traits:
    2x Health recuperation
    Sight as twilight in total darkness
    5x Scent
    Low hearing range (below C)
    Greedy, gluttonous, avaricious, and covetous
    Contact/Inhaled Poisons ½ harm

    Base Ratings (Gnome):Portrait
    Health:(40-70)+2d6+4+Bonuses
    Precision:(20-50)+1d10+2+Bonuses
    Speed:(6-9)+1d4 half points+Bonuses
    Knack:1d100 -> Result
    Quirk:1d100 -> Result
    Order:Choose
    Abilities:
    (Can not start with Minstrelsy, Nomadic, Psychogenics,
    Savagery, and Waterfaring; can never learn Chivalry)
    Choose100% Base Rating*
    Choose80% Base Rating*
    Commerce70% Health
    Stealth60% Precision
    Mechanics50% Precision
    Weapons
    (If already possessed,
    choose another)
    10
    Special Traits:
    Ground digging
    Sight as twilight in total darkness
    7x Scent
    Low hearing range (below G)
    Hagglers and cheaters
    Human discrimination at 25%

    Base Ratings (Ilf):Portrait
    Health:(40-70)+2d12+2+Bonuses
    Precision:(20-50)+1d10+4+Bonuses
    Speed:(8-12)+1d6 half points+Bonuses
    Knack:1d100 -> Result
    Quirk:1d100 -> Result
    Order:Choose
    Abilities:
    (Can not start with Commerce, Evaluation, Mechanics,
    Metallurgy, Nomadic, Planning, Savagery, or Urbane)
    Choose100% Base Rating*
    Choose80% Base Rating*
    Weapons70% Precision
    Hunt60% Precision
    Stealth50% Precision
    Weapons
    (If already possessed,
    choose another)
    10
    Special Traits:
    Animal control (Speed x4 check)
    Sight as twilight in total darkness
    Chaotic logic, gullible, judgemental, rash
    Good looking

    Base Ratings (Kobold):Portrait
    Health:(40-70)+2d6+2+Bonuses
    Precision:(20-50)+1d12+2+Bonuses
    Speed:(9-14)+1d4 half points+2+Bonuses
    Knack:1d100 -> Result
    Quirk:1d100 -> Result
    Order:Choose
    Abilities:
    (Can not start with Nomadic, Physique, Planning, Pretense,
    or Waterfaring; can never learn Chivalry)
    Choose100% Base Rating*
    Commerce80% Health*
    Evaluation70% Health
    Stealth90% Precision
    Stealth60% Base Rating*
    Weapons
    (If already possessed,
    choose another)
    10
    Special Traits:
    Invisibility at will in 1 ABC
    Basic combat use of 2 attacks/ABC, native Physique bonus 1d4+1
    10% Preternatural armor
    Vision 2x human normal, darkness as twilight
    Feel at 3x Human
    May possess 1 Enchantment/Psychogenic 1x per day of Grade up to Good
    Bonus of 12 AEPs
    Smell 3/4 Human norm
    Rude, abrasive, bad puns, and jokes
    Sly, lazy, arrogant, drunk, shady
    Humans discriminate at 50%
    Hearing at low C

    Base Ratings (Wylf):Portrait
    Health:(40-70)+3d4+2+Bonuses
    Precision:(20-50)+1d8+4+Bonuses
    Speed:(9-14)+1d3+1 half points+Bonuses
    Knack:1d100 -> Result
    Quirk:1d100 -> Result
    Order:Choose
    Abilities:
    (Can not start with Arcana, Chivalry, Commerce, Evaluation,
    Mechanics, Metallurgy, Nomadic, Planning, Urbane, or Waterfaring)
    Choose100% Base Rating*
    Choose80% Base Rating*
    Stealth70% Precision
    Ranging60% Health
    Scrutiny50% Precision
    Weapons
    (If already possessed,
    choose another)
    10
    Special Traits:
    May know 1 Psychogenic ability (Alter Vibrations, Material Sensitivity, Mind over Matter,
    Power Sensing, Premonition, Sixth Sight, or Thought Reading
    Grotto Wylfs: Nictoscopy
    Thicket Wylfs: Twilight as full daylight, darkness and full sunlight as twilight
    Other senses as Sensory Acuity
    Suspicious, xenophobic, irascible, nervous in crouds or urban areas
    Shock Harm of 10+ when Health is 70% or less causes unconciousness

    Base Ratings (Veshoge):Portrait
    Health:(35-65)+1d12+Bonuses
    Precision:(25-55)+1d8+Bonuses
    Speed:(8-10)+1d6 half points+Bonuses
    Knack:1d100 -> Result (2)
    Quirk:1d100 -> Result
    Order:Choose
    Abilities:
    (Can only start with Enchantment, Evaluation, Hunt, Luck,
    Nomadic, Psychogenic, Ranging, Rustic, Savagery, Theurgy, Tricks, and Waylaying)
    Stealth90% Precision
    Commerce80% Health
    Choose70% Base Rating*
    Weapons60% Precision
    Choose50% Base Rating*
    Choose40% Base Rating*
    Special Traits:
    Hearing 2x
    See 90% as Human

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