Making a Legend
The first step to playing is to build a character. You can either use one of the sheets from the quick character creation guide or build your own from scratch.
If you're going to build one yourself, here's what you need to do:
- Take a copy of the character sheet.
- Fill out your identity. (Name, class, and alias)
- Pick your first 3 moves.
- Pick a starting weapon and armor.
After that, you're done!
Character Sheet Anatomy
The Template
You'll want to use a template to build the character sheet from. You can make your own if you want, there's no hard or fast rules about how a sheet looks, but it should have everything in it. The basic template is likely to cover most of your needs.
Identity
Your identity describes what makes your character unique. Who they are, what they do. Take a minute to fill these out.
- Name: Your character's canon name.
- Alias: A name your character might go by to someone familiar, or a nickname they use in public.
- Class Name: Your character's self-professed profession, anything you want!
- Deity: is the person or other-worldly entity you answer to when you die. Either leave it “None”, or see death for more information.
Vitals
The vitals describe the current state of your character. Vitals all start at 0, but you may sacrifice (-1) a single stat to take 3LP.
- LP Assigned: How many Level Points you've used to make yourself stronger.
- LP Available: How many you have left to assign to something.
- Current XP: How many XP (eXperience Points) you have towards your next LP.
- Current GP: How much money (Gold Points) you're carrying around.
- Might/Speed/Charm/Wits: Your basic stats, which influence the outcomes when using Moves.
- Maximum HP: How many HP (Health Points) you start games with, and can have at most.
- Max Items: How many items you can carry around on your person (excluding equipment.)
Career
These are extra statistics for keeping track of how much time you've wasted in Kamisekai. If you're building your sheet, you don't need to change any of this.
- Career Earned XP: How many XP you've earned through games, including XP you've lost.
- Career Earned LP: How many LP you've gained over time, including LP you've lost.
- Games as Player/GM: How many games you've played as a player or GM.
Starting Equipment
Starting Weapon
New players take one weapon to start with. You may it any name and description you'd like, but must keep the basic details the same.
Weapons have the following parts in their descriptions.
- Damage: Determines what you roll when you hit stuff.
- Speed: Determines how fast you swing, relatively.
- Range: Determines how far ranged weapons work.
- Spell Slots: Determines how many spells can be attached to the weapon. (See Magic)
Cool Weapon - (<Damage>/<Speed>/<Range>) - Hits stuff for money!
If you're so inclined, you can read the combat manual for gritty details.
Melee weapons do general-purpose damage at melee range.
- Ugly Knife (1d4/Fast) - Let's just hope the hilt stays attached.
- Ugly Sword (1d5+1/Med) - Almost as ugly as it's wielder.
- Ugly Pike (1d5+2/Slow) - The pointy end goes inside.
Ranged weapons work at any reasonable distance, but will always be interrupted/cancelled by an enemy melee attack.
- Ugly Shortbow (1d6/Med/Near)
- Ugly Longbow (1d5+1/Slow/Long)
Magical weapons provide a boost to skills when using them, and do a limited amount of physical damage. Mages should look at the Magic page.
- Basic Wand (1d4/Med/1S) - I know what I'm doing!
- Basic Staff (1d6/Slow/1S) - It's fun to smash this into the ground and shout stuff.
Starting Armor
Your armor resists incoming damage from enemies, and is described similarly to weapons.
Super Cool Armor (<Armor>/<Weight>/<Durability>) - <Special Notes>
- Armor determines how much incoming damage is resisted.
- Weight determines compatibility with certain moves.
- Durability gives an idea of how easily it can be removed.
Just like weapons, feel free to name or describe them in any other way, as long as the stats stay the same.
- Novice Robes (1/Airy/Low) - On Backfired Spells: Roll 2d6. On 10+, evade consequences.
- Dirty Silks (1/Airy/Low) - +1 when rolling any sexual skill.
- Light Leathers (2/Light/Moderate) - Sturdy, dependable, made of some kind of animal.
- Rusty Scale (3/Med/Low) - Not quite so dependable, but tough looking at least.
Moves
Everyone can use all of the basic moves, and new characters get to take three additional moves for free.
Go to the list and pick out three to assign for yourself!
Spells
Magic, as you can imagine, carries a bit of additional complexity. If you're interested in taking up a magic discipline, see: magic
All players start with the spells from the Shared magic school and can use the basic move: Cast.
Storage and History
Storage
Your storage holds items you don't want to have on you. You can put items or weapons you don't want to bring into a session in there. You can only move items in and out of storage when not in a session.
History
Your history is what you make of it! Consider keeping a journal of your games, interesting events, or major growth milestones.