The Legends of Auzu | A free-to-play tabletop roleplaying game

Character Creation

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To create a character, first open the blank character sheet found under the Player menu. If your GM already has a party sheet for the group, select a tab in that sheet (the GM can label these tabs for each player). You can easily copy over one sheet to another by right-clicking a tab and selecting “copy to existing spreadsheet." A character by default begins the game at level 0. To roll for your stats, roll two D10s and add the two values together. For example, a 5 and 10 are rolled for 15. Do this thirteen times total, choosing the nine highest values and add +5 to each. So the 15 rolled would now be 20. If you would like to use a standard array rather than rolling, the values are 7, 10, 13, 16, 19, 20, 23, 24, 25. Assign those numbers to each of the nine roleplaying base stats on your character sheet: Charisma, Courage, Dexterity, Fortitude, Guile, Intelligence, Lore, Perception, and Stealth. These stats are explained in detail in the Characteristics section to help you determine how to allocate them.

The number placed into Lore must be specified into domains and subdomains as described under Lore. All level 0 class spells require at least one point of Lore in a specific domain to learn, and therefore should be considered when allocating Lore. All player characters begin with two languages known to them that do not need to be represented in their Lore: Prevalent (the most common trade language used by Latter Kin) and the character’s native tongue. Generally a native tongue is a regional dialect of a language unique to that species. The character can speak these fluently and may be able to read and write them as determined by the player. A character may begin with other languages so long as they assign at least one subdomain of Lore for each individual language in either Speech to speak it, Script to read and write it, or both.

The level 0 spells Bokaroko Tongues and Plant Tongues may be learned in orientation to learn Key Bokan and Dendrillion respectively without assigning Lore and with some additional useful effects. The languages of Auzu are described in more detail in the wiki to help determine what might be chosen. After a character has been created, other than learning Bokaroko Tongues and Plant Tongues (which each require their own respective Lore to learn), to learn a new language a character must gain a new point of Lore via study points.

Next, pick a species. This will help determine your base battle stats, size, speed, reach, and special feat. The game lore for each species is described in their biography under Latter Kin in the Denizens section. If a player wishes to play a chimerian, they must pick at least one animal (aka Bokaroko) that serves as their parent species with GM approval. This animal will help define their appearance, weight, lifespan, sex, and special feat. Remember that all stats are explained in detail in the Characteristics section if you are not sure what they mean.

Below are the base stat lines for each species. All Latter Kin have a Cognition value of 5. Their Passive Perception modifier baseline is +35, and their Passive Stealth modifier baseline is +25. Anything that adds or subtracts to these values via species are permanent, and are always applied to the modifier before it is added to the character’s current Perception or Stealth respectively. Any modifiers created by a species' size are already included in that species' description.

If you wish to be small for your species, you may choose to be one size value lower than the value listed, which applies the following effects: Marksmanship checks targeting this size receive -1. Gain +5 Passive Stealth. A character’s size also determines the size of a mount that they may ride. Any mount smaller cannot support them, and any mount larger must be ridden as a passenger (the character does not steer or have control of the mount).

Although not recommended on a player’s first play-through of LoA, a player is allowed with GM approval to modify their species’s stat line through a process called respec. This process is described at the bottom of the species list. Please look at the Latter Kin stats under Denizens if you would like to read biographies and a different layout!

Latter Kin Species

Chimerian: Ma11+, S3, D14, A2, Hp40, M1, W3, F3, Sta5, Ag4

  • Size: 2, average 5-6 feet tall, weight varies by species
  • Speed: 40 feet (8” model scale)
  • Lifespan: Varies by species
  • Reach: 5 feet (1” model scale)
  • Modifiers: +5 Passive Perception, +1 Lore in Fauna
  • Special Feat: Hybrid: A chimerian begins with an extra knack at level 1 relevant to the chimerian’s biology with GM approval. This knack may be substituted for a unique feat relevant to the chimerian’s biology with GM approval.
  • Bonus: Darksight: May see up to 120 feet in dim light (range may vary by species)
  • Details: Sex and gender norms vary by species. May ride any mount size 3-4 with adequate Strength if the mount is not a natural prey to one of the chimerian’s parent species. If so, the mount must pass a Courage check otherwise is terrified of the chimerian. Requires one ration of food and water per 12 hours.

Demon: Ma13+, S4, D15, A3, Hp50, M3, W2, F2, Sta4, Ag3

  • Size: 3, average 6-7 feet tall, 315 pounds (enemy Ma checks +1)
  • Speed: 40 feet (8” model scale)
  • Lifespan: Up to 225 years, born as adults
  • Reach: 5 feet (1” model scale)
  • Modifiers: -5 Passive Stealth, +1 Lore in Politics
  • Special Feat: Demonic Aura: A demon may spend 5 Courage to become terrifying as a free action that lasts until the start of the caster’s next turn while in battle or 30 seconds outside of battle. Demonic Aura cannot be stacked or invoked if the demon is already considered terrifying from another effect.
  • Bonus: Resilient to fire
  • Details: Born intersex and sterile. Varied gender identification. All mounts must pass a Courage check otherwise are terrified of the demon. If passed, the demon may ride any mount size 4-5 with adequate Strength. Requires one ration of food and water per 12 hours.

Dragonkin: Ma12+, S4, D15, A2, Hp45, M1, W5, F3, Sta4, Ag3

  • Size: 3, average 6-7 feet tall, 300 pounds (enemy Ma checks +1)
  • Speed: 40 feet (8” model scale)
  • Lifespan: Up to 175 years, adulthood by 40
  • Reach: 5 feet (1” model scale)
  • Modifiers: +5 Passive Perception, -5 Passive Stealth, +1 Lore in Fauna
  • Special Feat: Dragon Blood: A dragonkin may speak to dragons and other dragonkin telepathically while they are in sight.
  • Bonus: Resilient to fire
  • Details: Majority born intersex; minority born male or female with equal odds. Varied gender identification regardless of biological sex. All mounts must pass a Courage check otherwise are terrified of the dragonkin. If passed, the dragonkin may ride any mount size 4-5 with adequate Strength. Requires one ration of food and water per 12 hours.

Dwarf: Ma11+, S3, D15, A2, Hp50, M2, W2, F3, Sta5, Ag3

  • Size: 1, average 4-5 feet tall, 130 pounds (enemy Ma checks -1)
  • Speed: 35 feet (7” model scale)
  • Lifespan: Up to 145 years, adulthood by 30
  • Reach: 5 feet (1” model scale)
  • Modifiers: +5 Passive Stealth, +1 Lore in Crafting
  • Special Feat: Crafter: A dwarf gains advantage on Crafting Lore checks.
  • Bonus: Darksight: May see up to 60 feet in dim light
  • Details: Majority born male or female with higher odds of male; minority born intersex. Gender identification often matches that of biological sex. May ride any mount size 2-3 with adequate Strength. Requires one ration of food and water per 12 hours.

Elf: Ma9+, S3, D14, A2, Hp40, M1, W4, F3, Sta4, Ag5

  • Size: 2, average 5-6 feet tall, 135 pounds
  • Speed: 40 feet (8” model scale)
  • Lifespan: Up to 300 years, adulthood by 55
  • Reach: 5 feet (1” model scale)
  • Modifiers: +10 Passive Perception, +1 Lore in History
  • Special Feat: Elven Eyes: An elf gains +15 on sight-based Perception checks. Once per round in battle may make an active Perception check as a free reaction.
  • Bonus: -1 to allbow Strength requirements
  • Details: Majority born male or female with equal odds; minority born intersex. Varied gender identification regardless of biological sex. May ride any mount size 3-4 with adequate Strength. Requires one ration of food and water per 12 hours.

Giant: Ma13+, S5, D15, A2, Hp55, M3, W2, F2, Sta6, Ag2

  • Size: 4, average 8-9 feet tall, 645 pounds (enemy Ma checks +2)
  • Speed: 45 feet (9” model scale)
  • Lifespan: Up to 80 years, adulthood by 15
  • Reach: 7.5 feet (1.5” model scale)
  • Modifiers: +5 Passive Perception, -10 Passive Stealth
  • Special Feat: Raw Muscle: A giant may throw large objects (that they can physically pick up) with advantage on the Marksmanship check. To be considered large, the object must be roughly two cubic feet or larger. A giant may throw regular objects 20 feet (4” model scale) farther than normal.
  • Bonus: Gains advantage on Strength checks
  • Details: Born male, female or a third sex unique to giants known as tola. Gender identification often matches that of biological sex. May only ride a mount size 5+ with adequate Strength. Requires two rations of food and water per 12 hours.

Gnome: Ma10+, S2, D13, A2, Hp30, M1, W5, F3, Sta3, Ag4

  • Size: 0, average 3-4 feet tall, 60 pounds (enemy Ma checks -2)
  • Speed: 35 feet (7” model scale)
  • Lifespan: Up to 160 years, adulthood by 35
  • Reach: 2.5 feet (.5” model scale)
  • Modifiers: +10 Passive Stealth, +1 Lore in Business
  • Special Feat: Deftly Done: Twice per game session a gnome may gain advantage on a Dexterity check.
  • Details: Majority born male or female with higher odds of female; minority born intersex. Varied gender identification regardless of biological sex. May ride any mount size 1-2 with adequate Strength. Requires half a ration of food and water per 12 hours.

Goblin: Ma10+, S2, D13, A2, Hp30, M1, W4, F3, Sta3, Ag5

  • Size: 0, average 3-4 feet tall, 70 pounds (enemy Ma checks -2)
  • Speed: 35 feet (7” model scale)
  • Lifespan: Up to 135 years, adulthood by 25
  • Reach: 2.5 feet (.5” model scale)
  • Modifiers: +5 Passive Perception, +10 Passive Stealth, +1 Lore in Speech
  • Special Feat: Nimble: A goblin may jump a distance up to double their own height with advantage on the check. They also gain advantage on climbing checks. Performing a complicated climbing action counts as a minor action rather than a standard action for a goblin.
  • Bonus: Darksight: May see up to 100 feet in dim light
  • Details: Majority born male or female with higher odds of male; minority born intersex. Gender identification often matches that of biological sex. May ride any mount size 1-2 with adequate Strength. Requires half a ration of food and water per 12 hours.

Half-Orc: Ma11+, S4, D14, A2, Hp50, M4, W2, F2, Sta6, Ag3

  • Size: 2, average 5-6 feet tall, 185 pounds
  • Speed: 40 feet (8” model scale)
  • Lifespan: Up to 110 years, adulthood by 20
  • Reach: 5 feet (1” model scale)
  • Modifiers: +1 Lore in Martial Arts
  • Special Feat: Focus: Whenever a half-orc makes a check that requires their arms, legs, or torso to physically move, they may spend 1 Stamina to add +1 to a D10 roll, +3 to a D20 roll, or +15 to a D100 roll. Limit once per roll.
  • Details: Majority born intersex; minority born male or female with higher odds of female. Varied gender identification regardless of biological sex. May ride any mount size 3-4 with adequate Strength. Requires one ration of food and water per 12 hours.

Human: Ma10+, S3, D14, A2, Hp40, M1, W3, F3, Sta4, Ag3

  • Size: 2, average 5-6 feet tall, 140 pounds
  • Speed: 40 feet (8” model scale)
  • Lifespan: Up to 100 years, adulthood by 20
  • Reach: 5 feet (1” model scale)
  • Modifiers: +1 Lore of choice
  • Special Feat: Ingenuity: A human only requires two points in a knack to gain proficiency from it.
  • Details: Majority born male or female with equal odds; minority born intersex. Varied gender identification regardless of biological sex. May ride any mount size 3-4 with adequate Strength. Requires one ration of food and water per 12 hours.

Ogre: Ma13+, S4, D16, A2, Hp60, M3, W2, F2, Sta6, Ag2

  • Size: 4, average 7-8 feet tall, 625 pounds (enemy Ma checks +2)
  • Speed: 45 feet (9” model scale)
  • Lifespan: Up to 75 years, adulthood by 15
  • Reach: 7.5 feet (1.5” model scale)
  • Modifiers: +5 Passive Perception, -10 Passive Stealth
  • Special Feat: Doubleheader: When creating an ogre, split the ogre’s total Intelligence into two values, however desired, and assign each to a head. If a head is critically damaged or lost, only the Intelligence attached to that head will be affected and the ogre will survive the injury. A player may choose to roleplay each head as its own personality or identical. An ogre may sleep with one head awake, receiving -20 on their Passive Perception and disadvantage on Perception checks. While recovering with one head awake, an ogre requires twice the amount of time as normal. With this exception, exhaustion rules apply as normal to an ogre.
  • Bonus: Gains advantage on Strength checks
  • Details: Born intersex. Varied gender identification with each head often identifying as the same gender. May only ride a mount size 5+ with adequate Strength. Requires two rations of food and water per 12 hours.

Orc: Ma10+, S3, D14, A2, Hp40, M2, W3, F4, Sta4, Ag4

  • Size: 1, average 4-5 feet tall, 125 pounds (enemy Ma checks -1)
  • Speed: 35 feet (7” model scale)
  • Lifespan: Up to 120 years, adulthood by 20
  • Reach: 5 feet (1” model scale)
  • Modifiers: +5 Passive Perception, +5 Passive Stealth, +1 Lore in Survival
  • Special Feat: Survivor: An orc may spend 5 Fortitude to gain advantage on a Fortitude check.
  • Bonus: Resilient to poison. Darksight: May see up to 100 feet in dim light.
  • Details: Majority born female; minority born either male or intersex. Gender identification often matches that of biological sex. May ride any mount size 2-3 with adequate Strength. Requires one ration of food and water per 12 hours.

Troll: Ma11+, S3, D14, A2, Hp45, M1, W3, F5, Sta5, Ag3

  • Size: 3, average 6-7 feet tall, 230 pounds (enemy Ma checks +1)
  • Speed: 40 feet (8” model scale)
  • Lifespan: Up to 130 years, adulthood by 25
  • Reach: 5 feet (1” model scale)
  • Modifiers: +10 Passive Perception, -5 Passive Stealth, +1 Lore in Religion
  • Special Feat: Attuned: A troll may use the same Twist of Fate method twice in a game session, but are still limited to three total uses per session. A troll may also restore Fate to a willing ally that they are touching by spending their own Fate in equal value.
  • Details: Majority born male or female with equal odds; minority born intersex. Varied gender identification regardless of biological sex. May ride any mount size 4-5 with adequate Strength. Requires one ration of food and water per 12 hours.

Respec: Respec is an optional rule that allows a player to reallocate points in a species’ base stat line with the approval of the GM. The player must have a good reason for doing this, such as a character backstory that warrants the change. To increase a stat, an equivalent or greater value must be lost. The GM will limit how many times the same characteristic can be changed for a character on an individual basis (generally being no more than two). Respec must always be completed before orientation. No stat can be improved by respec beyond the following:

Ma9+, S5, D16, A3, Hp60, M4, W5, F5, Sta6, Ag5

Below are the inherent values of each characteristic. As an example, if a character wishes to gain +1 Attack, they would have to lose a value of 25 in other stats, such as losing a point of Fate and Will.

  • Value of 10: -1 Marksmanship, +5 HP
  • Value of 15: +1 Will, +1 Fate, +1 Stamina, +1 Agility
  • Value of 20: +1 Strength, +1 Defense, +1 Might
  • Value of 25: +1 Attack

Orientation

After rolling your roleplaying stats and choosing your species, the next step in character creation is orientation. Orientation helps further define a character’s knowledge, abilities and personality based on their backstory. First, choose a name and handedness for your character, followed by a height, weight and age that are suitable for your species. If a character wishes to be ambidextrous, they only gain one knack from orientation rather than two.

If you have not created a backstory for your character yet, now is a good time to do so. The character sheet has sections for you to input your character’s background, personality, hopes and dreams, fears and flaws, and religion/spirituality. Finally, before completing orientation remember to look at the Lore requirements for level 0 spells in classes that you are interested in. In order to learn a level 1-5 spell in a class, a level 0 spell is required to be learned. Hero spells, alternatively, do not require any Lore to learn. For orientation, add the following:

  • +3 to any base battle stats, capped at 1 per stat. One point assigned to HP gives +10 HP, one point assigned to Marksmanship gives -1. At level 0, no stat may be improved by orientation beyond the following: Ma8+, S5, D16, A3, Hp60, M5, W6, F6, Sta6, Ag5

Next, add two level 1 knacks on your character sheet; one may be battle-oriented and the other cannot. If your character is ambidextrous, only add one knack. A knack reflects a knowledge or ability that grants bonuses on checks related to that skill. When making a roll for something that a character has a knack in, they gain one free use of advantage they may choose to apply to that roll once per game session. A knack also adds +1 for each level of the knack on a D20 and +5 for each level on a D100. When a knack is improved to level 3, the character gains proficiency in that skill. Knacks are described in more detail in the Characteristics section.

The next step in orientation is spells. For starting spells, you may choose four spells to start with. These spells may be any hero spell, any level 0 class spells (meeting all Lore requirements) and/or one level 1 spell in the same class as one of the level 0 spells. The level 1 spell may be used even while the character is level 0. When inputting spells on your character sheet, you can simply type the name then copy the summary of the spell over for quick reference. This way you need only check the site if a specific detail is needed that your GM does not know.

Finally, the last step in orientation is alignment. A character’s personality and backstory will help create their alignment. A character’s alignment can be used by the player to help determine what choices their character might make in any given situation. Alignment is measured in three categories called axes, which are each divided into three unique leanings. Alignment is described in more detail in the Characteristics section to help you choose your own.

  • Environment Axis: Civic, Seasonal, Natural
  • Motive Axis: Selfish, Neutral, Selfless
  • Belief Axis: Skeptic, Ambivalent, Devoted

And that is it! You are now down with orientation. All that remains is choosing your equipment and inventory for your character as described in the Items section.

Leveling

A level is a numerical value that represents a generalization of a character’s skill and experience. By default, a player character begins at level 0. This is also the default level of a common, noncombative Latter Kin individual, though their stats are based on the base stats of a species without orientation. Sometimes a GM may wish for their players to start at a higher level for a particular campaign, though this is not recommended for a first-time playthrough. If so, simply follow the leveling instructions one level at a time and with GM approval whenever required.

Levels for Bokaroki, Divergent Kin and Summons are listed as their common level. This number can be used by GMs and players to gauge how difficult that creature is to best in battle. A common level of 0 means that the creature has the battle equivalent of an armed level 0 human without orientation, or the rough equivalent of 730 battle points (as defined by respec at the bottom of Latter Kin Species) and 157 roleplaying points (as determined by the standard array). This equivalence may be in matched stats or in abilities that could defeat the human, such as paralysis or poison. Each common level above 0 is the equivalent of another level 0 human without orientation, so a common level of 1 would be the equivalent of two such humans fighting together as a team. Any creature individually weaker than a single level 0 human is listed with a common level of -1. Take these levels with a grain of salt, however, as various circumstances, conditions, and effects can drastically alter a battle in favor of one side or the other despite stat values.

Experience: The GM will award the party experience points throughout the campaign for various accomplishments via milestone rewarding. These accomplishments might include defeating an enemy, progressing the storyline, exploring wilderness, or completing a specific objective. Creatures like Bokaroki are not listed with a set amount of experience to give, instead this is determined by the GM as explained further in the GM guide. Experience can also be given on a scheduled timeline, with a specific amount given after a set amount of sessions. Ultimately this simply depends on the preference of the GM and the players and is determined before the campaign begins.

Experience is always given equally to the party as a whole and not on an individual basis. This means if one character in the party receives 15 experience points, everyone else in the party also receives 15 experience points. This makes it easy to track experience and keeps everyone at the same level in the party. A character requires 50 experience points to increase their level by one for levels 1-5. Levels 6-10 require 75 experience points per level, and levels 11+ require 100 points per level. To be clear, this means a character at level 5 requires 75 points to bump to level 6, and a character at level 10 requires 100 points to bump to level 11.

When a character levels, they first gain HP by dividing their base Fortitude by three to determine how much is added, rounding down on any decimals. A minimum of 3 is added if the value is any less, and a maximum of 10 if the value is any more. This HP is immediately available to the player (such as if they are not fully healed). This HP is also gained before the character may increase their Fortitude. If the character's new level is an even number, they gain 500 practice points in their knacks that may be assigned however they like. If their new level is an odd number, the character gains one new feat. This feat may either be created by the player with GM approval, or chosen from the feat list. Finally, the player may choose two of the following options (the same option may be chosen twice):

  • Add +1 to battle stat. If Marksmanship is chosen, this value is -1 (a lower Marksmanship being better). If HP is chosen, this value is +10. The same stat cannot be chosen again until two levels have passed. For example, a character turning level 1 that adds +1 to their Attack cannot choose Attack again until they are turning level 4. Orientation does not factor into this limit.
  • Add +5 to a roleplaying stat. If Lore is chosen, this simply adds +5 to any Lore subdomain modifier (30 becomes 35, etc.) rather than increasing the character’s known domains or subdomains. This cannot increase the modifier for a general domain check. The same stat cannot be chosen again until two levels have passed.
  • Learn a new spell
  • Optional Rule: Improve a learned spell with GM approval
  • Optional Rule: Create a new spell with GM approval
  • Optional Rule: Improve a learned feat with GM approval

In order to learn a new spell in a class that is level 1-5, at least one level 0 spell is required. To learn a spell that is level 6-7, at least one level 5 spell in that class is required. A character must always be equal to or higher than a spell level in order to learn it. Once a spell is learned, if it has a spell prerequisite to learn, the spell cannot be utilized if the prerequisites are lost.

As a general rule, a player cannot create or improve a spell with an effect that is already available as a written spell. For example, an engineer cannot improve their bombs to be able to fly since there is already a level 6 engineering spell that does this—they must learn that spell to utilize that effect.

When a player chooses to create their own spell either through leveling or some other allowance, the spell is by default not assigned to any class and is equal to the level that the character currently is. If the player wishes for the new spell to be classified as a class spell, they must get approval from the GM, with the spell matching the feel and flavor of that class’s style. This spell does not get added to the class tree and is only known to that specific character. If the GM determines the spell is balanced and worthy to add to the class spell tree, they may choose to add it for others to learn if the player also agrees with this decision.