HERO CREATION

Creating characters in Dawn of Legends is a process with many different possibilities available to a player. This section describes a number of different packages that may be taken by a player when creating his new character.

Racial Packages
A character may choose from a number of racial packages. Some packages cost a few option points to take, others are free and some even give the character points. Note that the maximum points for complications will include points gained from packages. Normally the maximum points in any characteristic a character can have in a Dawn of Legends game is 7. Racial packages modify this. Look at the Characteristic Maxima for the particular racial type you are using.

For your reference, here is a list of abbreviations that will be used in describing the racial packages below:

Stat Abbreviation
Intelligence INT
Willpower WIL
Presence PRE
Technique TEC
Reflex REF
Dexterity DEX
Constitution CON
Strength STR
Body BOD
Move MOV

Human Packages
All human racial packages cost zero points. However, depending on the type of human you wish to play, you may have different Characteristic Maxima. This is the total number of points you may spend on any particular characteristic.

Characteristic Maxima
Type INT WIL PRE TEC REF DEX CON STR BOD MOV Cost
British
8
7
8
8
8
8
9
8
8
8
0
+ Native Language: British (Everyman)

Saxon, Angle, or Jute
8
8
8
8
8
7
8
8
9
8
0
+ Native Language: Saxon -or- English

Pict
7
7
8
8
8
8
9
9
8
8
0
+ Native Language: Pictish

Irish
8
9
8
8
8
8
8
7
8
8
0
+ Native Language: Gaelic


Non-Human Packages
At the GM’s discretion the following races may be available for you to play in a Dawn of Legends campaign. Note that any Complications listed with the race should be noted in the Complications box on the character sheet, and counts toward the maximum number of Complications allowed.

Characteristic Maxima
Type INT WIL PRE TEC REF DEX CON STR BOD MOV Cost
Dwarf
8
8
8
8
8
7
9
9
9
7
+3
+1 CON, STR and BOD. -1 DEX, MOV. +8 Stun Defense - only vs. heat and cold (10), Cat’s Eyes (3), Distinctive Features - short burly humanoid (-10). Total Cost: 18 OPs + one Complication.

Forest Goblin
8
8
6
8
8
9
9
8
8
8
-3
+1 DEX and CON. -2 PRE. Direction Sense (3), Infravision - allows the character to “see” heat sources in the dark (5), Native Language: Goblin (0), Language - British (2), Distinctive Features - You have mottled greenish skin that is easily recognized anywhere and usually gets a very bad reaction (-15). Total Cost: 10 OPs + one Complication.

Half Fey
9
10
9
9
8
9
9
9
8
9
+15
+1 INT, PRE, DEX. +2 WILL. This package requires GM approval. Lightsleeper (3), Longevity or Rapid Healing (3), Magically Gifted or Animal Empathy (3), Beautiful/Handsome (3), Immune to 2 poisons or disease groups -or- +6 Stun Defense only against Heat and Cold (6), Cat’s Eyes (3). Requires -10 points of Geasa devised between the player and GM. Total Cost: 36 OPs (46 OPs -10 points of Geasa).
Note - Half Fey, or Fey for short generally take profession packages similar to the culture they are closest to, or in which they live.

Half Giant
6
6
8
6
7
7
11
11
11
9
0
+3 STR, CON, BOD. +1 MOV. -2 INT, WILL, TECH. -1 REF, DEX. Acute Sense(Smell)(3), Native Language - British (0), Distinctive Features - Large Size and Weight at x1.5 size of normal human (this will cause armor prices to triple for this character) (-10). Total Cost: 12 OPs + one Complication.

Profession Packages
In addition to one racial package, a character may also choose a professional package. A character can have more than one profession in his or her lifetime, but the character may apply only one of the package bonuses. You must pay for all additional skills at the normal cost. In the Skills section of each package, there is a number in parentheses for each skill. This is the actual cost of the Option. Note that any Complications listed with the package should be noted in the Complications box on the character sheet, and counts toward the maximum number of Complications allowed. Complications that might come with the package do not affect the Total Cost listed there, but they do give you a higher Package Bonus, which is already figured in each package. The total cost is rated in Option Points and is abbreviated OPs.

Anglo-Saxon Ceorl (Pronounced KURL, Saxons only)
Skills: Profession (defined at character creation): (3), Spear (2), Melee Evade 3 (1), Armorer (1), Weapon smithing (1).

A Ceorl is a free man fighter but normally has a 15 point Duty to his Thegn (pronounced THANE with a soft “th” sound as in “through”). However, adventurer Ceorls have either been sent on a mission by his Thegn or his Thegn is dead. Therefore, taking the Duty is optional. Discuss this option with your GM to determine if it should be used.
Package Bonus: -3
Total Cost: 5 (with a Duty) OPs

Bandit (any race)
Skills: Concealment (2), Streetwise (2), Local Expert - Home city 4 (2), Professional - Outlaw (2), Clubs (3), Bribery or Shadowing or Tracking or Interrogation (3)
Package Bonus: -1
Total Cost: 13 OPs

Bard* (Irish, Pict, British, or Fey)
Skills: Expert - Religion, druidic (3), Any 1 weapon skill (1), Oratory (1), Expert - Bardic Lore 3 (3), Expert - Poetry (1), History (1), Performance (1), Singing (1), Musician - Harp (1), Membership 2 (2). Sense of Duty (-10).
Package Bonus: -4
Total Cost: 11 OPs

Poet* (Bard package plus:)
Skills: Expert - Poetry +2 (2), History +2 (2), Expert - Druidic Lore 3 (3), Education 3 (3), Teaching 3 (1), First Aid 3 (3), Membership +2 (2).
Total Cost: +16 OPs

Druid/Priestess* (Poet package plus:)
Skills: Expert - Astrology 3 (3), Expert - Wilderness Lore 3 (3), Expert - Riddles 3 (3), Profession - Druid 5 (5), Expert - Celtic Law 3 (3), Membership +2 (2). Always looking for new knowledge (-10)
Total Cost: +19 OPs

*Bards, Poets, Druids, and Priestesses may have any amount of magical training, but it is not necessary to know spells in order to take these profession packages. Magic is generally regarded as merely incidental in the quest for knowledge and not everyone has the talent to cast spells. You may wish to set aside some points for Magically Gifted, magic skills and spells but this is purely your option.

Also note that the Poet builds from the Bard package and the Druid/Priestess package builds yet further on the Poet package. This means you must have purchased the Bard package in order to also purchase the Poet package. You need the Bard and Poet packages in order to purchase the Druid/Priestess package.

British Horse Noble (British or Fey only)
Skills: Profession: Warrior (3), Lance or Spear (2), Tactics (1), Melee Evade 3 (1), Leadership (1), Riding (2), Expert - family genealogy (1), Swords (1), Wealth (6), Status (6), Sense of Duty to fellow Britons (-10).
Note that if the character fails in his duty to aid his fellow Britons, it is most likely that the populace will remember it and the bards spread the word of the failure resulting in a bad reputation. If the wealth represents a sizable yearly income, the GM may require some responsibilities of the character with respect to the wealth. It may be land the character needs to tend to or perhaps a trade of some sort.
Package Bonus: -3
Total Cost: 21 OPs

Commoner Hero (Any)
Skills: Small Blades (2), Choose one of [Staves, Spears, Clubs, or Slings] (3), Contacts -- Locals (6), Choose a few skills from the Fisher, Farmer, Trader, Herder, or Crafter packages with up to six points (6)
Package Bonus: -2
Total Cost: 15 OPs

Crafter (Any)
Skills: Trading (2), Choose one of the following [Blacksmight, Armorer, Weaponsmith, Fletcher, Expert -- brewer, Expert -- Herbalist, Expert -- Leatherworker, Expert -- Potter, Expert -- Weaver, Expert -- Mason] (3), Choose a secondary skill from aforementioned list (2), Professional - [type] (3)
Package Bonus: -1
Total Cost: 9 OPs

Dragonslayer (any race)
Skills: Cryptography (3), Stealth (3), Expert - Dragon Lore (3), Swords (3), Evade (3), Combat Sense +1 (3), Obsessed (-10)
This type of character is obsessed with hunting the most powerful and dangerous of creatures, the dragon. Most folk consider these fellows to be a bit out of their gord, however it is often a way to achieve a great deal of glory -- if the character is successful.
Package Bonus: -4
Total Cost: 14 OPs


Dwarf Culture Package (Dwarves only)
Skills: Tactics (1), Armorer or Blacksmith or Weaponsmith (3), Local Expert - Mountain Stronhold 3 (1), Expert - Mining (2), Language - Dwarven 4 (0), Axes or Hammers (2), Language - Saxon or Celtic tongue (2), Stubborn (-10)
Package Bonus: -3
Total Cost: 8 OPs


Dwarf Warrior (Dwarves only)
Skills: Weaponsmith (3), Axes or Hammers or Crossbows (3), Throwing (2), Melee Evade 3 (1).
Package Bonus: -1
Total Cost: 8 OPs

Ealdorman (Angle, Saxon, or Jute)
Skills: Professional - Warrior (3), Spear (3), Axe or Sword (3), Throwing (2), Melee Evade 3(1), Leadership (2), Expert - Saxon Law (1), Wealth (6), Status (6), Authority (7), Sense of Duty to the King (-5)

Ealdormen make up the highest tier of Anglo-Saxon nobility. This group is made of the sons of saxon kings and the kings’ closest friends and allies. They make up the personal guard of the kings, and often lead warbands or armies of their own.
Package Bonus: -4
Total Cost: 30 OPs

Farmer (Any)
Skills: First Aid (1), Professional -- Farmer (3), Animal handler (2), Expert -- Animal Lore (2), Expert -- Plant Lore (2), Hand to Hand (2), Spear (1)
Package Bonus: -1
Total Cost: 12 OPs

Fisher (Any)
Skills: Navigation (2), Seamanship (3), Expert - Animal Lore (2), Perception 4 (2), Spear (2), Small blades (1)
Package Bonus: -1
Total Cost : 11 OPs

Herder (Any)
Skills: First Aid (1), Animal Handler (3), Expert -- Animal Lore (2), Expert -- Plant Lore (3), Staves (2), Small Blades (2)
Package Bonus: -1
Total Cost: 12 OPs

Missionary (any human race)
Skills: Profession: Priest (3), Expert - Religion (2), Oratory (1), Persuasion 3 (1), Conversation (1), Language: Latin (1), Clubs (1), Melee Evade 3 (1), Must Evangelize - F,S,Major (-10)
Package Bonus: -3
Total Cost: 8 OPs

Pict Warrior (Picts or Fey only)
Skills: Spear (3), Melee Evade 3 (1), Survival (1), Fast Runner: +2 Running, +3 Sprint 5 (5), Local Expert - Favorite area to raid (1), Expert - Pict leadership (1), Tactics (1), Outsider -5 (- 5).

The Picts are ferocious tribesmen of the north who often harry the northern kingdoms of both the British and the Saxons. Their lifestyle in the highlands is different enough from the lifestyles of the cultures to the south to make them feel quite out of place when adventuring there.
Package Bonus: -1
Total Cost: 12 OPs

Priest or Monk (Christian; Celtic or Catholic, any human race)
Skills: Expert - Religion (2), Profession - Priest (3), Persuasion 3 (1), Conversation (1), First Aid (1), Local Expert - People 3 (1), Second Profession - (choose farmer, herder, smith, etc.) (1), Membership 2 (2). Sense of Duty to “flock” (-10)

When purchasing this package, the player might consider purchasing extra Membership depending on how important he wants his character to be within the church. An influential bishop might have membership 6 and the archbishop might have an 8.
Package Bonus: -3
Total Cost: 9 OPs

Prince or Princess (British, Half-Fey, Half-Giant)
Skills: Profession - Warrior (3), Weapon of Choice (3), Tactics (2), Melee Evade 3(1), Leadership (2), Riding (2), Expert - Geneaology (1), Secondary Weapon (2), Wealth 6, Authority 7, Status 6, Sense of Duty to King and Kingdom (-10)

The Princes of Britain tend to make up an important and powerful group. These are the great warriors, sons and daughters of the most powerful and historied nobles. It is this group which must decide the future -- decide who will become King or Queen when the old one dies. They lead the armies and fight battles together like brothers and sisters. But in the end, there can be only one King and one Queen...
Package Bonus: -5
Total Cost: 30 OPs

Ruler (Any. British Kings may not have any Physiological Complications)
Skills: Weapon of Choice (3), Melee Evade 3(1), Riding (2), Hunting (2), Leadership (2), Politics (2), Tactics (2), Expert - Geneaology (1), Secondary Weapon (2), Authority (9), Status (9), Expert - British Law (1), Wealth & Kingdom Wealth is dependent upon the kingdom, and OP cost for this is balanced by the extra responsibilities required to maintain it.

Note that it is not required to take this package in order to be a ruler. The only real requirement is that you must purchase Authority at level 9 and Status at level 9. This package reflects some basic things most warrior kings and queens should know.
Package Bonus: -3
Total Cost: 33 OPs

Saxon Light Horseman (Saxon or Fey)
Skills: Riding (2), Survival (2), Tactics (3), Hand to Hand 3 (1), Spears (3), Swords (3), Melee Evade 3 (1), Wealth 2 (2)
Package Bonus: -2
Total Cost: 15 OPs

Saxon Rune Priest/Priestess* (Any Saxon)
Skills: Expert - Religion (2), First Aid (2), Professional - Priest (2), Persuasion 3(1), Oratory (3), Riding or Survival (3), Expert - Saxon Runes (3), Membership 2 (2), Reputation - Powerful and Fearsome (-10)
Package Bonus: -4
Total Cost: 14 OPs

Saxon Rune Master* (Rune Priest package plus)
Skills: Magically Gifted (3), Runes magic skill (5), Membership +4 (4)
Total Cost: 12 OPs

Like the Bard/Poet/Druid package series, it is not necessary that the priests of Rune Lore be capable of casting magic. If they are, however, they often rapidly move through the ranks to become a Rune Master capable of casting spells and gaining much training. The character might have any number of additional magical skills and points in spells

Scout (Any)
Skills: Slings or Archery (3), Tracking (3), Survival (2), Hunting (2), Shadowing (1), Ranged Evade (2)
Talents: Direction Sense (3)
Package Bonus: -2
Total Cost: 14 OPs

Spearman (Mercenary, any race)
Skills: Spear (3), Throwing (1), Melee Evade 3 (1), Tactics (1), Gaming (1), Hand to Hand 3 (1).
A Spearman is a mercenary package available to any Celtic nationality (Irish, Pict or Briton). A Spearman typically enlists in armies paid for by wealthy Celt or Saxon princes in hopes of finding glory. Every great hero had to start somewhere and a Spearman often works in several different armies in his lifetime!
Package Bonus: -1
Total Cost: 7 OPs

Thegn (pronounced THANE, Saxons or Fey)
Skills: Profession: Warrior (3), Spear (2), Axe (2), Throwing (2) , Melee Evade 3 (1), Leadership (1), Expert - Saxon Law (1), Wealth (4), Status (4), Sense of Duty to Eolderman (-5)

The Thegn package is available only to players of Jute, Angle or Saxon characters. This type of character comprises the elite warriors and personal bodyguards of Saxon lords.
Package Bonus: -3
Total Cost: 17 OPs


Trader (Any)
Skills: Conversation (2), Oratory (1), Language -- choose (2), Trading (3), Persuasion (3), Hand to Hand (1), Small blades (2)
Package Bonus: -1
Total Cost: 13 OPs


Wilderness Runner (any race)
Skills: Expert - Wilderness Lore (3), Spears (2), Slings (2), Survival (1), Tracking (1), Stealth (1), Melee Evade 3 (1), Local Expert - Home Area 3 (1), Outsider (-5)
Package Bonus: -2
Total Cost: 10 OPs