Characters in Age Of Legends use the standard 70 character point / 9 meta-character points covered in the 6d6 RPG Core rulebook. Specific Age Of Legends archetypes and paths are provided on the following pages, and using paths from other settings is not recommended.
One important difference between standard and Age Of Legends characters is that each character must have one, and only one, Champion path. These are the paths associated with the character's patron god.
The Age Of Legends paths and advantages introduce new keywords to the 6d6 RPG.
- Identifies that a path brings with it the sponsorship of a god.
- Deity's Name
- The advantage is closely tied to a specific god.
- A magical power or ability.
- An advantage linked to a god's realm of power and influence.
- A symbol of a god's power. The advantage can be used to call upon characteristics of the symbol.
Creating Characters with Archetypes
Creating a character with archetypes in Age Of Legends uses a slightly different method from the 6d6 RPG Core because of the requirement to pick a Champion path.
Step 1 - Archetype
Examine the list of archetypes for the setting and pick one. Once done, select the variant of the archetype you wish to play. For example: Demagogue / Noble
Step 2 - Character Background
All characters start with a motif or distinguishing feature. Maybe it's a particular weapon they use, how they look or speak, an ethical code or a personality trait such as being pious or affable. This is the starting point for the character and everything flows from this idea.
Each detail added to a character's background is a nugget of role playing opportunities and helps everyone visualise the character. Players are free to choose their character's back-story and narrative details but these choices may have unseen consequences - for example, a character from Athens may not have a friendly reception in Sparta.
Step 3 - Archetype Paths
Each archetype variant is made up of two character paths (purple advantages). Write these down in the first column of the character sheet. Also note down that these advantages are static advantages by writing Static or a large S next to the dice value.
The archetype will identify eight advantages, of which three will be life advantages (green). The remaining five will be blue ability advantages and occasionally equipment (yellow). Write the life advantages in the second column of the character sheet and the ability advantages in the third. Make note of each advantage's name, its keywords and any pertinent details from the advantage's description. If the advantage is static, note this down as well.
Also note down the variant's recommendation for the character's free resist. This will be one of the advantages already added but the name needs to be added to the details section in the top left of the character sheet. This will become important if the character is attacked.
Step 4 - Champion Path
Using the list of Champion paths, choose the character's patron god. Perhaps the most important path, the Champion path will be the character's connection to divine power and politics. Gods select champions which suit their personality and needs so the player's aim is to pick a god which ties into the character's back-story. Add the chosen path to the character sheet.
From the Champion path, select a life advantage (green) and two abilities (blue). Do not pick advantages which are already on the character sheet, and aim to add diversity to the character's abilities.
Hint: It is especially useful to add variety to the character's green life advantages. Before picking one from the third path, look at the keywords on the life advantages already selected. They will be Body, Mind or Soul depending on whether they are physical, mental or metaphysical. Characters with a mix of Body, Mind and Soul keywords are more flexible and can apply themselves to a wider range of actions.
Step 5 - Additional Advantage
Checkpoint: By this step characters will have 14 advantages: three character paths (purple), four life advantages (green) and seven ability advantages (blue).
The player may now pick one more advantage from any of the three paths already selected. Alternatively they may pick a single equipment advantage from the equipment lists. This item will become character equipment, i.e. a defining part of the character. Other, mundane, equipment is chosen in step seven.
Step 6 - Add Dice Values
Each of a character's advantages have a minimum CP of 4 and a dice value of 1d6+0. Pick two advantages and write 1d6+2 as the dice value with a CP value of seven. Then pick four advantages and give them dice values of 1d6+1 and a CP of five. The remaining advantages will be 1d6+0 with a CP of four.
Hint: Advantages which are likely to be used often are good candidates for higher dice values, as is the advantage selected for the Free Resist. The green life advantages represent the character's health, and higher dice values allow them to take more damage.
Step 7 - Mundane Equipment
Players should make a note of any significant mundane equipment they have at the start of the game, checking with the Game Leader that they are acceptable. Obvious things like clothes do not need to be written down as a character is always assumed to have everyday, common sense items.
Step 8 - Finishing Off
On the character sheet there are a few more details to be filled in. These are the same for all characters created using the quick-start process:
- Dynamic Potential: 4
- Static Potential: 2
- Recoup: 2
- MCP: 9
- CP: 70
Players are free to ignore the archetypes and create their own characters by selecting paths and advantages. Archetypes offer a quick way to build balanced heroes but custom characters give the player more freedom. Care is needed in the custom creation process or a hero may become over-specialised or too diverse in their advantages. It is recommended only for experienced players. See the character creation section in the 6d6 RPG Core rulebook for more details and remember each hero must have a single Champion path.