├── core ├── .gitignore ├── src │ ├── 04-feats │ │ └── 01-chapter-four.mdx │ ├── 03-banes-boons │ │ └── 01-chapter-three.mdx │ ├── 00-introduction │ │ └── 00-introduction.mdx │ ├── 02-actions-attributes │ │ └── 01-chapter-two.mdx │ ├── 06-wealth-equipment │ │ └── 01-chapter-six.mdx │ └── 05-perks-flaws │ │ └── 01-chapter-five.mdx └── README.md ├── CONTRIBUTING.md ├── LICENSE.mdx ├── README.md └── banes └── banes.yml /core/.gitignore: -------------------------------------------------------------------------------- 1 | npm-debug.log 2 | -------------------------------------------------------------------------------- /CONTRIBUTING.md: -------------------------------------------------------------------------------- 1 | ### Thanks for your interest in Open Legend! 2 | 3 | Please note that Github is a place for specific, actionable feedback that focus on solutions to problems. 4 | 5 | In order to reduce the chance of your issue being closed, follow these guidelines: 6 | 7 | * Don't ask rules questions, the [Open Legend community site](http://community.openlegendrpg.com/) serves that purpose 8 | * Don't critique an existing rule without a proposed solution, discuss first on the [Open Legend community site](http://community.openlegendrpg.com/) 9 | * Try to stay on topic and take side conversations to a separate channel 10 | -------------------------------------------------------------------------------- /core/src/04-feats/01-chapter-four.mdx: -------------------------------------------------------------------------------- 1 | --- 2 | slug: "/core-rules/feats" 3 | title: "4: Feats" 4 | index: 4 5 | --- 6 | 7 | import { TableOfContents } from "../../../../mdx-components/TableOfContents.js" 8 | 9 | 10 | 11 | # Chapter 4: Feats 12 | 13 | In this chapter, you'll find complete descriptions of all of the feats available to customize your character in Open Legend. Feats are used to define your character's specializations—the actions, tasks, and abilities they excel at beyond all others. Some feats will enhance your major actions, such as by allowing you to multi-attack with reduced disadvantage, while others will grant you completely new powers, such as the ability to change your shape. 14 | 15 | ## Acquiring Feats 16 | 17 | During your adventurers, the GM will award you Experience Points (or XP) for accomplishing quests and driving the story forward. Every time you gain a point of XP, you also gain one feat point that can be used to purchase new feats just as you did during character creation. You do not have to spend these feat points when you gain them. You can feel free to save any unused feat points to be used at a later time. 18 | 19 | ## Reading a Feat Description 20 | 21 | The full listing of feats is available in a searchable list [here](http://openlegendrpg.com/feats). 22 | 23 | Each feat description includes the following elements. 24 | 25 | **Title.** The name of the feat. Some feats contain multiple tiers, rising in power with each new tier. If a feat contains multiple tiers, these will be indicated in parentheses after the title (e.g., “Alternate Form (I - II)”). 26 | 27 | **Cost.** This is the number of feat points required to purchase the feat. If the feat has multiple tiers, the cost is the same for each tier and must be paid every time the feat is purchased at a new tier _unless otherwise noted in the feat description_. So, to access the Tier 5 ability of a feat, you must pay for the feat 5 times. If a feat does not have a noted exception it can only be purchased once. 28 | 29 | **Prerequisites.** Many feats have specific requirements that must be met before a character can purchase the feat. Prerequisites may take the form of a minimum attribute score, another feat, or a special requirement. If a feat has multiple tiers with different prerequisites, the requirements for each tier are separated by a slash. 30 | 31 | **Description.** This entry simply provides a general idea of what the feat could look like in the story. Because feats generally provide mechanical benefits that aren't tied to specific sources, you can interpret the look and feel of your feat in a way that best fits your character concept and campaign setting. For example, a paladin in a typical fantasy setting might use the _companion_ feat to enlist the assistance of a noble squire, while a technologist in a futuristic campaign might use the same feat to create an automaton combat droid. In both cases, the feat functions the same even though it is described differently. 32 | 33 | **Effect.** This entry indicates the mechanical effects of the feat on the rules of the game. 34 | -------------------------------------------------------------------------------- /core/README.md: -------------------------------------------------------------------------------- 1 | ``` 2 | pandoc --epub-cover-image=`*FILE* 3 | ``` 4 | 5 | Compile the whole thing into HTML with a table of contents 6 | ``` 7 | pandoc -s -S --toc --template=template.html 00-introduction/01-introduction.md 01-character-creation/01-chapter-one.md 02-actions-attributes/01-chapter-two.md -o full.html 8 | ``` 9 | 10 | ### Regenerate the docs individually and output to project as angular separate TOC vs. rules text templates 11 | 12 | ``` 13 | pandoc -s -S --toc --template=toc.html 00-introduction/01-introduction.md -o ../../../client/src/app/core/00-introduction-toc.tpl.html && pandoc -s -S --toc --template=toc.html 01-character-creation/01-chapter-one.md -o ../../../client/src/app/core/01-character-creation-toc.tpl.html && pandoc -s -S --toc --template=toc.html 02-actions-attributes/01-chapter-two.md -o ../../../client/src/app/core/02-actions-attributes-toc.tpl.html && pandoc -s -S --toc --template=toc.html 03-banes-boons/01-chapter-three.md -o ../../../client/src/app/core/03-banes-boons-toc.tpl.html && pandoc -s -S --toc --template=toc.html 04-feats/01-chapter-four.md -o ../../../client/src/app/core/04-feats-toc.tpl.html && pandoc -s -S --toc --template=toc.html 05-perks-flaws/01-chapter-five.md -o ../../../client/src/app/core/05-perks-flaws-toc.tpl.html && pandoc -s -S --toc --template=toc.html 06-wealth-equipment/01-chapter-six.md -o ../../../client/src/app/core/06-wealth-equipment-toc.tpl.html && pandoc -s -S --toc --template=toc.html 07-combat/01-chapter-seven.md -o ../../../client/src/app/core/07-combat-toc.tpl.html && pandoc -s -S --toc --template=toc.html 08-running-the-game/01-chapter-eight.md -o ../../../client/src/app/core/08-running-the-game-toc.tpl.html && pandoc -s -S --toc --template=toc.html 09-special-equipment/01-chapter-nine.md -o ../../../client/src/app/core/09-special-equipment-toc.tpl.html && pandoc -s -S --toc --template=body.html 00-introduction/01-introduction.md -o ../../../client/src/app/core/00-introduction.tpl.html && pandoc -s -S --toc --template=body.html 01-character-creation/01-chapter-one.md -o ../../../client/src/app/core/01-character-creation.tpl.html && pandoc -s -S --toc --template=body.html 02-actions-attributes/01-chapter-two.md -o ../../../client/src/app/core/02-actions-attributes.tpl.html && pandoc -s -S --toc --template=body.html 03-banes-boons/01-chapter-three.md -o ../../../client/src/app/core/03-banes-boons.tpl.html && pandoc -s -S --toc --template=body.html 04-feats/01-chapter-four.md -o ../../../client/src/app/core/04-feats.tpl.html && pandoc -s -S --toc --template=body.html 05-perks-flaws/01-chapter-five.md -o ../../../client/src/app/core/05-perks-flaws.tpl.html && pandoc -s -S --toc --template=body.html 06-wealth-equipment/01-chapter-six.md -o ../../../client/src/app/core/06-wealth-equipment.tpl.html && pandoc -s -S --toc --template=body.html 07-combat/01-chapter-seven.md -o ../../../client/src/app/core/07-combat.tpl.html && pandoc -s -S --toc --template=body.html 08-running-the-game/01-chapter-eight.md -o ../../../client/src/app/core/08-running-the-game.tpl.html && pandoc -s -S --toc --template=body.html 09-special-equipment/01-chapter-nine.md -o ../../../client/src/app/core/09-special-equipment.tpl.html 14 | ``` 15 | 16 | 17 | ### Boss Kill / High PC Attack vs. Low PC Attack Comparison 18 | 19 | | PC Lvl | High PC Attack | high dmg/rd | high rds/kill | Low PC Attack | high dmg/rd | low rds/kill | boss defense | boss HP | Avg Rds / kill | 4 Char Avg Kill Rds | 20 | | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | 21 | | 5 | 2d6 adv 4 (25.45) | 6.95 | 3.8 (75 / 19.58) | 2d6 adv 0 (19.45) | 0.95 | 78.95 ( 75 / 0.95) | 18.5 | 75 | 10.34 | 2.59 | 22 | | 6 | 2d8 adv 5 (29.34) | 9.84 | 8.13 (80 / 9.84) | 2d6 adv 1 (21.6) | 2.1 | 38.1 ( 80 / 2.1) | 19.5 | 80 | 5.78 | 1.45 | 23 | | 7 | 2d10 adv 5 (32.43) | 11.93 | 7.13 ( 85 / 11.93) | 2d8 adv 1 (23.95) | 3.45 | 24.64 ( 85 / 3.45) | 20.5 | 85 | 3.97 | 0.99 | 24 | | 8 | 3d8 adv 6 (37.39) | 15.89 | 5.66 ( 90 / 15.89) | 2d8 adv 1 (23.95) | 2.45 | 36.74 ( 90 / 2.45) | 21.5 | 90 | 5.3 | 1.33 | 25 | | 9 | 3d10 adv 6 (41.96) | 19.46 | 4.88 ( 95 / 19.46) | 2d10 adv 2 (28.45) | 5.95 | 15.97 ( 95 / 5.95) | 22.5 | 95 | 2.6 | 0.65 | 26 | | 10 | 3d10 adv 7 (43.08) | 19.58 | 5.1 (100 / 19.58) | 3d6 adv 2 (27.97) | 4.47 | 22.37 ( 100 / 4.47) | 23.5 | 100 | 3.43 | 0.86 | 27 | | 11 | 4d8 adv 8 (46.47) | 22.97 | 4.35 (100 / 22.97) | 3d8 adv 2 (31.72) | 8.22 | 12.17 ( 100 / 8.22) | 23.5 | 100 | 2.06 | 0.52 | 28 | | 12 | 4d8 adv 9 (47.5) | 23 | 4.56 ( 105 / 23) | 3d8 adv 3 (33.49) | 8.99 | 11.68 ( 105 / 8.99) | 24.5 | 105 | 2.03 | 0.51 | 29 | | 13 | 4d8 adv 10 (48.52) | 24.02 | 4.37 ( 105 / 24.02) | 3d10 adv 3 (37.6) | 13.1 | 8.02 ( 105 / 13.1) | 24.5 | 105 | 2.18 | 0.55 | 30 | | 14 | 4d8 adv 11 (49.46) | 23.96 | 4.59 ( 110 / 23.96) | 3d10 adv 4 (39.26) | 13.76 | 7.99 ( 110 / 13.76) | 25.5 | 110 | 1.57 | 0.39 | 31 | | 15 | 4d8 adv 12 (50.34) | 24.84 | 4.43 ( 110 / 24.84) | 3d10 adv 4 (39.26) | 13.76 | 7.99 ( 110 / 13.76) | 25.5 | 110 | 1.55 | 0.39 | 32 | -------------------------------------------------------------------------------- /LICENSE.mdx: -------------------------------------------------------------------------------- 1 | --- 2 | slug: "/community-license" 3 | title: "Open Legend Community License" 4 | license: true 5 | --- 6 | 7 | # Open Legend Community License 8 | 9 | 1. This is a plain language license for the authorized creation of community content for the Open Legend Roleplaying game. The license is between Seventh Sphere Entertainment and the licensee content creator. The use of this license does not presume or establish any other form of association or endorsement from Seventh Sphere Entertainment to the licensee except as otherwise provided in this license. 10 | 2. Seventh Sphere Entertainment grants to the licensee the non-exclusive, non-assignable license to reference the Open Legend SRD [http://www.openlegendrpg.com/community-license](http://www.openlegendrpg.com/community-license) in their product. The licensee agrees not to reproduce other material by Seventh Sphere Entertainment, including but not limited to text, images, and page design, outside of the Open Legend SRD [http://www.openlegendrpg.com/community-license](http://www.openlegendrpg.com/community-license) without the express written consent of Seventh Sphere Entertainment. 11 | 3. This license authorizes the licensee to publish their product at a price of their choosing, including non-commercially. There is no fee or royalty to be paid by the licensee to Seventh Sphere Entertainment for the use of this license. Seventh Sphere Entertainment makes no claim to the intellectual property rights of the licensed product except where limited by this license. 12 | 4. Products eligible for this license include but are not limited to: adventures, campaigns, settings and locations, artwork, character options (attributes, banes, boons, feats), monsters, NPC statistics, items and equipment, traps, or digital tools and resources. 13 | 5. The licensee shall include the official Open Legend Licensed Content Logo [http://www.openlegendrpg.com/community-license](http://www.openlegendrpg.com/community-license), in a clearly visible size and format, on the front page, cover, or external packaging of their product. 14 | 6. The licensee shall place the following License Notice in a legible format and in a conspicuous location on/in their product: 15 | 16 | ### License Notice 17 | > “This product was created under the Open Legend Community License and contains material that is copyright to Seventh Sphere Entertainment. Such use of Seventh Sphere Entertainment materials in this product is in accordance with the Open Legend Community License and shall not be construed as a challenge to the intellectual property rights reserved by Seventh Sphere Entertainment. Seventh Sphere Entertainment and Open Legend RPG and their respective logos are trademarks of Seventh Sphere Entertainment in the U.S.A. and other countries. 18 | > 19 | > The full-text Open Legend Community License can be found at [http://www.openlegendrpg.com/community-license](http://www.openlegendrpg.com/community-license).” 20 | 21 | 7. Seventh Sphere Entertainment reserves all intellectual property rights to Open Legend RPG, including but not limited to all copyrights, trademarks, publishing, entertainment, licensing, and merchandising rights. 22 | 8. Any subsequent works derived or adapted from products under this license are equally subject to the full terms and limitations contained herein. The failure of subsequent content creators to include this license does not limit its operability upon them and their product. 23 | 9. The licensee agrees that the inclusion of this license in their product functions as a full, explicit, and unqualified acceptance by the licensee to all of the terms contained herein. 24 | 10. The failure of either the licensee or Seventh Sphere Entertainment to exercise or enforce any of the rights or provisions in this license shall not constitute a waiver of any such rights or provisions. Any waiver of these rights will be effective only if in writing and signed by all relevant parties. 25 | 11. This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 26 | 12. If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 27 | 13. **LIMITATION OF LIABILITY** 28 | THE LICENSEE FULLY INDEMNIFIES THE LICENSOR (SEVENTH SPHERE ENTERTAINMENT), OTHER LICENSEES, THEIR OFFICERS, EMPLOYERS, AGENTS, AND ASSIGNS FOR ANY DIRECT, SPECIAL, INDIRECT OR CONSEQUENTIAL DAMAGES, OR OTHER DAMAGES OF ANY KIND AND INCLUDING COSTS, WHETHER IN CONTRACT, TORT, OR OTHERWISE, FOR ANY ACTION RESULTING FROM THE USE OF THIS LICENSE. THE LICENSOR (SEVENTH SPHERE ENTERTAINMENT) SHALL, UNDER NO CIRCUMSTANCES WHATSOEVER, BE LIABLE FOR THE CREATION OF ANY CONTENT BY THE LICENSEE THAT: 29 | A. Constitutes, encourages, or provides instruction for a criminal offense, violates the rights of any party, or that would otherwise create liability or violate any local, state, national, or international law or regulation; 30 | B. Includes content that may infringe any patent, trademark, trade secret, copyright, or other intellectual or proprietary right of any third parties. By creating their product, the licensee represents and warrants that they have the lawful right to use and reproduce such content; 31 | C. Includes content that is unlawful, including libelous, defamatory, fraudulent, obscene, pornographic, abusive, threatening, or defamatory as prescribed by law, or that infringes privacy or publicity rights of third parties; 32 | D. Includes content that impersonates any person or entity or otherwise misrepresents the licensee’s or licensor’s affiliation with a person or entity. 33 | 14. **BASIS OF THE BARGAIN** 34 | THE LICENSEE ACKNOWLEDGES THAT THE LICENSOR (SEVENTH SPHERE ENTERTAINMENT) HAS CONFERRED THIS LICENSE IN RELIANCE UPON THE FULL TERMS AND WARRANTIES SET FORTH HEREIN, THAT THESE DISCLAIMERS AND LIMITATIONS OF LIABILITY REFLECT A REASONABLE AND FAIR ALLOCATION OF RISK BETWEEN THE LICENSEE AND THE LICENSOR, AND THAT THESE DISCLAIMERS AND LIMITATIONS OF LIABILITY FORM AN ESSENTIAL BASIS OF THE BARGAIN BETWEEN THE LICENSEE AND THE LICENSOR. 35 | -------------------------------------------------------------------------------- /core/src/03-banes-boons/01-chapter-three.mdx: -------------------------------------------------------------------------------- 1 | --- 2 | slug: "/core-rules/banes-boons" 3 | title: "3: Banes and Boons" 4 | index: 3 5 | --- 6 | 7 | import { TableOfContents } from "../../../../mdx-components/TableOfContents.js" 8 | 9 | 10 | 11 | # Chapter 3: Banes & Boons 12 | 13 | Banes and boons are a huge part of what makes Open Legend so open. They represent the endless possibilities of effects that your character can have on other characters beyond simply dealing damage. Banes are negative conditions that you inflict upon your foes, such as by stunning them, demoralizing them, or setting them on fire. Boons are the opposite: helpful effects that assist your allies by allowing them to fly, shrug off damage, or move with extraordinary speed. 14 | 15 | Banes and boons are not tied to specific spells, attacks, or items. Any character can invoke any bane or boon as long as the character possesses a prerequisite attribute. Attribute prerequisites are meant to limit the power of banes and boons so that they scale as your character gains power. That is why, for example, your first level necromancer can invoke the _blindsight_ boon with their Entropy attribute of 5, but won't be able to invoke the _insubstantial_ boon for themself or their allies until they gain enough experience to increase their Entropy to 7 16 | 17 | ## Telling Your Story with Banes and Boons 18 | 19 | Because _Open Legend_ focuses on separating the mechanics from the story, when you invoke a bane or boon, you get to decide what it looks like in the narrative. For example, did you _knockdown_ a foe with an agile sweep kick, a herculean shove, or a telekinetic thrust? When you grant your allies _resistance_, do they become coated in armor of ice or are they protected by a swarm of droids that surround them and deflect attacks? 20 | 21 | > ### With Great Power Comes Great Responsibility 22 | > 23 | > When you browse these lists, you will find that your attributes grant access to far more banes and boons than you could typically make use of. Sometimes, attributes can mean different things for different types of characters. For example, imagine using the Alteration attribute to invoke the _shapeshift_ boon - a Druid would do so to turn into a massive bear, while a genetically enhanced military operative might assume the identity of a high profile enemy commander. These examples of using _shapeshift_ make sense and follow our normal expectations from similar stories, but Alteration also grants access to the _invisible_ boon. This can be confusing, because having access to a bane or boon might make you feel that you should use it, but that's not necessarily the case. The best time to use a bane or boon is when it adds to the story and makes the game more fun for everyone. 24 | > 25 | > In Open Legend, we use the rules to make sure the game is fair and that everyone gets equal opportunity to drive the story forward—we don't use the rules to ensure the game is logical. Whether or not a story makes sense or is enjoyable is a matter of personal preference. Open Legend expects that these details will be worked out between the players and the GM during a game. Certain attributes give you access to an incredible toolbox of banes and boons, but it is the responsibility of everyone playing the game to respect each other's wish to tell a story that the group can get excited about. So, while your Druid with Alteration might not have a good excuse to become _invisible_, the rules make it possible just in case, and in the process it also becomes possible to play an alien psychic warrior that uses Alteration to bend waves of light and become _invisible_. 26 | 27 | ## Invoking Banes and Boons 28 | 29 | To invoke a bane, the primary method is to succeed at an appropriate attribute roll using one of your target's defense scores as the Challenge Rating, as indicated in the bane description. An alternate method of invoking a bane is to make a successful damaging attack that exceeds the target's defense by 10 or more. When this happens, you may apply one bane of a power level less than or equal to the attribute you used for the attack. In order to apply a bane, your attack roll must equal or exceed the appropriate defense for that bane. If your attack targeted multiple foes, you may apply the bane to each qualifying target. While targets may be affected by multiple banes, you may not _stack_ banes. That is, a target cannot be inflicted with a bane it is currently suffering from, unless specified in the bane's effect (_e.g._ [fatigued](http://www.openlegendrpg.com/banes/fatigued)). 30 | 31 | To invoke a boon, you must succeed at an appropriate attribute roll with a Challenge Rating determined by the boon's Power Level. The CR equals 10 + 2 x Power Level. If a boon can be invoked at multiple Power Levels, you decide which Power Level to invoke after making your action roll. While targets may be effected by different boons, you may not stack the same boon multiple times; if a second invocation of a boon would affect a character, they choose which boon to keep and which one to negate. 32 | 33 | Additional details about invoking banes and boons, such as attack range and targeting multiple creatures, can be found in Chapter 7: Combat. 34 | 35 | ## Reading a Bane Description 36 | 37 | The full listing of banes are available in a searchable list [here](http://openlegendrpg.com/banes). 38 | 39 | Each bane description includes the following elements. 40 | 41 | **Power Level.** This number indicates the required attribute score needed to inflict the bane. If multiple power levels are listed (such as 2 / 4 / 6), then the bane can be inflicted at multiple tiers of power. The _persistent damage_ bane, for example, deals increased damage as you inflict it at higher power levels. 42 | 43 | **Attack Attributes.** This is a list of the attribute or attributes that can be used to inflict the bane. As long as you possess at least one of the listed attributes at a score greater than or equal to the power level, then you can inflict the bane. 44 | 45 | **Attack.** This list indicates what type of attack roll to make when inflicting the bane. Each entry consists of an attribute that the attacking player should roll and the defense score targeted by the attack. If the attacker's roll equals or exceeds the target's defense score, then the bane is inflicted. 46 | 47 | **Duration.** A bane typically remains in effect until the target resists it by using the _resist banes_ action, hence most banes have a duration of “resist ends”. If a target fails three resist rolls against a bane, the bane can no longer be resisted. It persists for an extended duration indicated in parentheses. 48 | 49 | **Description.** This entry simply provides a general idea of what the bane could look like in the story. 50 | 51 | **Effect.** This entry indicates the mechanical effects of the bane on the rules of the game. 52 | 53 | ## Reading a Boon Description 54 | 55 | The full listing of boons are available in a searchable list [here](http://openlegendrpg.com/boons). 56 | 57 | Each boon description includes the following elements. 58 | 59 | **Power Level.** This number indicates the required attribute score needed to invoke the boon. If multiple power levels are listed (such as 2 / 4 / 6), then the boon can be invoked at multiple tiers of power. The _heal_ boon, for example, heals more damage as you invoke it at higher power levels. The power level of a boon also determines the Challenge Rating of the attribute roll to invoke the boon. The CR equals 10 + 2 x Power Level. 60 | 61 | **Attributes.** This is a list of the attribute or attributes that can be used to invoke the boon. As long as you possess at least one of the listed attributes at a score greater than or equal to the Power Level, then you can invoke the boon. 62 | 63 | **Invocation Time.** The required time that it takes to invoke the boon. Most boons have an invocation time of 1 major action. For boons that have a longer time, you must spend the entire invocation time concentrating on nothing other than invoking the boon. If you are interrupted, you must start the casting over. 64 | 65 | **Duration.** Most boons have a duration of “sustain persists”, which indicates that the invoker must use a sustain action every round in order to keep the boon in effect. If you have a boon in effect and don't sustain it, the boon's effects cease at the end of your turn. Because sustaining a boon is a minor action, which can only be taken once per turn, you can typically sustain only one boon at a time. You do not need to sustain a boon on the round in which it is invoked as long as you are not sustaining any other boons. 66 | 67 | **Description.** This entry simply provides a general idea of what the boon could look like in the story. 68 | 69 | **Effect.** This entry indicates the mechanical effects of the boon on the rules of the game. 70 | -------------------------------------------------------------------------------- /core/src/00-introduction/00-introduction.mdx: -------------------------------------------------------------------------------- 1 | --- 2 | slug: "/core-rules/introduction" 3 | title: "Introduction" 4 | index: 0 5 | --- 6 | 7 | import { TableOfContents } from "../../../../mdx-components/TableOfContents.js" 8 | 9 | 10 | 11 | # Introduction: This is Your Story. Tell it. 12 | 13 | _Deep in the bowels of a long abandoned star freighter, a pair of rogues huddle around a massive stasis pod. A shadowy form drifts through the cloudy liquid, barely discernable through the inch-thick glass. One of the explorers, covered head to toe in cybernetic implants, attempts to make sense of the hidden symbols incribed at the base of the pod, detectable only via the ultraviolet spectrum._ 14 | 15 | _“Hold that UV beam steady!” he mutters to his companion._ 16 | 17 | _But his whispers shatter the perfect silence permeating this vast chamber of the Zeta class cruiser, and soon the echoes are like a siren in the darkness. Pairs of red eyes awaken at the edge of the light, fires of malice that yearn to taste flesh once again. “Zak,” stutters the light bearer as she draws a shining six-shooter, “I don’t think this freighter is abandoned no more.”_ 18 | 19 | --- 20 | 21 | _The death throes of the orcs can be heard two realms over as they fall in waves to the heroes making their last stand upon the Ruins of Ravenwatch. Still, there is no end in sight to the horde that blackens the hills like a swarm of locusts._ 22 | 23 | _“They come for the Stone,” grunts a dwarf, pulling his axe from the skull of another pig-headed orc. “Just give it to them, and maybe we'll get out of this alive.”_ 24 | 25 | _It is an elven maiden, tall and clad in battle worn mail, who replies: “I'll have no bard sing tales of Luthiel the Cowardly, who surrendered to orc scum while still she drew breath.”_ 26 | 27 | _As elf and dwarf bicker, a grey haired man, cloaked in emerald, stands tall atop a boulder at the center of the ruins. His eyes stare distantly, like sharp daggers, at the golden sun landing upon the horizon. With a smirk, he raises his gnarled oaken staff to the sky, where the gathering storm clouds crackle with the fury of nature's electric potential. “Gentleman, lady…” speaks the druid with soft confidence, “I think the winds have turned in our favor.”_ 28 | 29 | --- 30 | 31 | 61 | 62 | Welcome to Open Legend, a tabletop roleplaying game (or RPG) in which the players take the part of mighty heroes and wicked villains in order to tell stories of epic proportion. As in the vignettes above, every game of Open Legend revolves around intrepid characters performing heroic deeds. They will fight mythic beasts, outsmart cunning foes, break ancient curses, crack baffling cases, discover untold treasures, and more. 63 | 64 | If you have never played a roleplaying game before, you can think of it as a movie in which the actors make up the script (and even much of the plot) as the movie is being shot. One player, called the **Game Master** (or GM), acts as producer, director, and writer. The GM establishes the setting, creates the antagonists, and develops enough plot to get the other players started. The GM also acts out the part of the villains and neutral characters in the story. 65 | 66 | The rest of the players take the role of **Player Characters** (or PCs). The PCs are the protagonists of the story. In a high fantasy setting, one PC might be a dwarven warrior with a lust for gems, another an immortal elven wizard whose only desire is knowledge, and still another a half-angelic priest who travels the world in order to inspire others to act justly. In another game of Open Legend, the players might star as a rag tag crew of space pirates living from score to score on their barely functioning merchant class starship. All the common tropes could make an appearance: the reckless pilot, the brash captain with a troubled past, the hired gun, the stowaway, and the engineer who gets along with the ship better than with the crew. 67 | 68 | Whatever the motivation of their characters, the players share a common goal: to take the plot and setting established by the GM and have fun. At some tables, this might look like _Star Wars_ or J.R.R Tolkien's _Lord of the Rings_. In others, it might look more like _Monty Python and the Holy Grail_. Whatever fun looks like at your table, Open Legend will be a part of it. 69 | 70 | This is your story. Tell it. 71 | 72 | ## What Defines Open Legend? 73 | 74 | Open Legend is a game designed for players who want enough rules to make a game fair, but not so many that the rules interfere with the fun or imagination. _Open Legend_ provides a way to make sure that the game is balanced while adjusting the story of character abilities on the fly. The rules should be robust, but their only value is in telling a story. 75 | 76 | For example, Open Legend's streamlined systems for secondary effects (banes) and multi-target attacks mean that all characters use the same mechanics to craft unique attacks. In a fantasy campaign, an elemental mage might blast a fork of lightning to damage and stun his foes. A star trooper in a far future campaign might shoot an energy beam to create the very same effect. The rules for both attacks are the same regardless of the story you are using the mechanics to tell. 77 | 78 | As storytellers, we love intricate plotlines that feature characters of depth and beauty. But as gamers, we also love rolling dice. If all we wanted to do with our friends was tell stories, we would write a novel together or join an improv theater group. What we want to do is game. And that means we need rules. 79 | 80 | Without well-defined rules, the decisions made by players and GMs can seem arbitrary or inconsistent. The GM may feel overburdened by a constant need to recall past rulings that they have made, and the players may feel like their decisions don't actually matter because the GM can interpret them however they want. This is the opposite of how a baseball ref operates. The ref doesn't need to create new rules for every play that they call. The rules of the game are already spelled out. They just need to interpret and apply them. 81 | 82 | Open Legend was designed to provide enough rules so that players have a clear framework to guide their play, but not so many rules that the game gets bogged down by them. You spend your day job worrying about bookkeeping and policies. We don't want the gaming table to feel like that, and we designed Open Legend to focus on the fun rather than the homework. 83 | 84 | For example, you won't have long lists of resources to manage. Any abilities that you can use or spells you can cast in Open Legend can be used at will. Likewise, spellcasters, psions, and techies don't need to worry about poring over page after page of power descriptions in order to make the right choices. Instead, Open Legend uses a system of **banes** and **boons**, or status effects, that any character can apply if they are built to do so. 85 | 86 | Other mechanics that will ensure that you can focus on the story you want to tell include simplified wealth and encumbrance systems. In Open Legend, you'll never need to record a single gold piece on your character sheet or even think about how many pounds your revolver weighs. 87 | 88 | Open Legend straddles the line between storytelling and rules mechanics by giving the best of both worlds. It emphasizes both storytelling and strategy at the same time, placing less restrictions on both. 89 | 90 | We hope that we've built a game for players who love to tell a good story but don't want every decision to be made on a whim. 91 | 92 | We hope that we've built a game for players who love to shake the dice and see them roll but don't want to spend hours min-maxing their characters. Most of all, we hope that we've built a game for players like you. 93 | 94 | ## The Core Mechanic: The Action Roll 95 | 96 | Most meaningful tasks that a character attempts in Open Legend will be determined by the roll of dice. 97 | 98 | To determine the outcome, you roll 1d20 plus any bonus dice granted by your character's attribute that is most relevant to the task. Any dice that roll the maximum possible explode, which means you can roll them again and add the new total to your action roll as well. Continue rerolling dice until none of them explode. 99 | 100 | Add all of the dice together to find your action roll total. If your total is equal to or greater than the action's Challenge Rating, then you succeed. Otherwise, the GM decides that you either succeed with a twist or fail in a way that allows the story to progress. 101 | 102 | | THE ACTION ROLL | 103 | | :-------------------------------------------: | 104 | | Roll 1d20 + attribute dice (all dice explode) | 105 | 106 | | If the action roll... | then the result is... | 107 | | :-------------------------------------- | :---------------------------------------------------------------------------------------------------------------- | 108 | | equals or exceeds the Challenge Rating, | the player succeeds. | 109 | | is less than the Challenge Rating, | the player succeeds with a twist.
- OR -
the player fails but the story progresses. (GM's Choice) | 110 | 111 | > ### Example Action Roll 112 | > 113 | > An adventuring party is traveling through the Darkwood, a forest cursed with malignant energy and cast in shadows at every turn. The party spies a gathering of lights in the distance ahead. At the same time, though, a Shade Demon has crept up behind the heroes. The GM tells Imladril, the elven ranger who is at the back of the marching order, to make a Perception roll against a Challenge Rating of 18. Imladril's Perception score of 5 grants him a 2d6 bonus to Perception action rolls, so he grabs 1d20 + 2d6 and lets them fly. 114 | > 115 | > Imladril rolls a 7 on the d20, and the d6s come up 1 and 6. Since the 6 explodes, the die is rolled again and it comes up a 3, for a grand total of 17 (7+1+6+3), just shy of the required 18. The GM decides to allow Imladril to **succeed with a twist**, so the GM rules that Imladril hears the demon fast enough to alert the party, but the demon is already within melee distance and is able to knock the ranger's bow out of his hands before the combat begins. 116 | > 117 | > Alternatively, the GM could decide that Imladril **fails, but the story progresses**. For example, the GM rules that the demon is able to grab the ranger and drag him silently into the darkness completely unbeknownst to the rest of the party distracted by the lights in the distance. 118 | 119 | ## Greater Treasures Lie Within 120 | 121 | Action rolls and exploding dice are just the start of what makes Open Legend a blast to play. Read on to discover how to build the characters you've always wanted to play, equip them for adventure, explore unknown worlds, and perform epic feats of heroism. 122 | -------------------------------------------------------------------------------- /core/src/02-actions-attributes/01-chapter-two.mdx: -------------------------------------------------------------------------------- 1 | --- 2 | slug: "/core-rules/actions-attributes" 3 | title: "2: Actions and Attributes" 4 | index: 2 5 | --- 6 | 7 | import { TableOfContents } from "../../../../mdx-components/TableOfContents.js" 8 | 9 | 10 | 11 | # Chapter 2: Actions & Attributes 12 | 13 | The Introduction and Chapter 1 provided you with the core mechanic for action resolution as well as a brief overview of what the different attributes are used for. This chapter will delve a little bit deeper, explaining when to make different types of action rolls and how to interpret the results. 14 | 15 | ## When to Roll the Dice 16 | 17 | Open Legend is about creating great stories full of epic moments of heroism, and you will roll dice to determine the outcome of those moments. In short, you only need to make action rolls when the outcome of the intended action plays a significant role in the story. In combat, for example, you'll be making plenty of action rolls to clash blades, sling spells, shoot blasters, and leap over treacherous chasms. But you don't need to make a Persuasion roll every time you go to buy something from the bazaar, and you don't need to roll Logic to remember where you left your multi-pass. 18 | 19 | Open Legend includes a number of extraordinary attributes that can be used to represent futuristic theoretical science, magic, or inherent supernatural capabilities. For all other types of attribute, you can make an action roll with an attribute score of zero, but extraordinary attributes require a minimum score of 1 in order to attempt a roll. 20 | 21 | ## Every Roll Matters 22 | 23 | Another important point in Open Legend is that every action roll should drive the story in a new direction, for better or worse. A failed roll should not let the story stagnate, nor should a failure be easily negated by a successful roll from another character. 24 | 25 | If you look back to the Core Mechanic, you can see that a simple failure is not an option: 26 | 27 |
28 | 29 | | The Action Roll | 30 | | --------------- | 31 | | Roll 1d20 + attribute dice (all dice explode) | 32 | 33 |
34 | 35 | | If the action roll... | then the result is... | 36 | | :-------------------------------------- | :--------------------------------------------------------------------------------------------------------------------------- | 37 | | equals or exceeds the Challenge Rating, | the player succeeds. | 38 | | is less than the Challenge Rating, | the player succeeds with a twist.
**- OR -**
the player fails, but the story progresses.
_(GM's Choice)_ | 39 | 40 | The following example illustrates how to make every roll matter. 41 | 42 | _Pelias Quickenfit, a halfling burglar, is attempting to pick the lock on a door. He makes an Agility roll but gets lower than the challenge rating._ 43 | 44 | Here are two potential outcomes for the roll: 45 | 46 | _If the GM chooses **success with a twist**, they might rule that Pelias is able to open the lock; however, just as he finishes the job, he begins to hear a faint hissing sound from the door. A poison gas trap! The burglar immediately falls unconscious, and the rest of the party must decide what to do before the gas reaches them in a matter of seconds._ 47 | 48 | _If the GM chooses **failure, but the story progresses**, they might rule that although Pelias is unable to get the lock open, he hears footsteps approaching from around the corner accompanied by the familiar jingle of a jailer's keychain. If the party can position themselves quickly enough, they may be able to get the keys without a fight._ 49 | 50 | Notice how both of these options allow Pelias's action to drive the story forward just as much as a successful roll would have. 51 | 52 | ### What NOT To Do 53 | 54 | In the above example, what might often happen at a gaming table is that upon seeing the halfling's failure, another character immediately steps forward, say the barbarian, and attempts to force the door down. In Open Legend, such a reaction is frowned upon because it would mean that the burglar's roll didn't matter. It didn't drive the story at all. Instead, the barbarian should wait for the GM to interpret the result of Pelias's roll. The GM has a right to interpret the results of a failed action roll so that they can ensure that every roll matters. Players should make a special effort to avoid stepping on the GM's toes in this regard. 55 | 56 | > ### Old Habits Die Hard 57 | > 58 | > If you've played other RPGs in the past, you may be tempted to immediately follow another player's failed roll with an action roll of your own. 59 | > 60 | > The following are common situations in which you should be especially vigilant to give the GM time to interpret the results of a failed action roll: 61 | > 62 | > - Perception rolls to find secret doors or other hidden objects 63 | > - Perception rolls to notice when someone is lying 64 | > - Persuasion rolls to convince an NPC of something 65 | > - Learning rolls to recall useful information 66 | 67 | ### Keep It Simple: Every Roll Matters for the GM 68 | 69 | The “every roll matters” rule was designed to make player actions meaningful to the story whether they succeed or fail. It recognizes the fact that static pass / fail rolls aren't particularly fun for players. But “every roll matters” also adds an extra layer of complexity to the game because it requires the GM to make on-the-fly interpretations. 70 | 71 | **So when the GM makes a roll**, a success is a success and a failure is a failure. 72 | 73 | This is for the sake of simplicity and fun. When a player fails a roll, it's not very fun if something doesn't come out of it. When the GM fails a roll, though, there is usually much rejoicing at the table. 74 | 75 | ## Interpreting Action Rolls 76 | 77 | The previous scenario involving Pelias provides just one method in which a GM might interpret the results of an action roll, but there is a little more to it than that. In this section, you'll get some empowering guidelines to help everyone at the table feel comfortable with the amount of improvisation required for Open Legend. 78 | 79 | ### Interpreting Success 80 | 81 | A successful action roll is by far the easiest to interpret: it means that the player gets what they were hoping for. If they were rolling to climb a cliff, then they climb it. If they were trying to pick a pocket, then it's picked. If they were trying to stab an orc, it is stabbed. And so on. 82 | 83 | In some cases, the results of a success are already written into the rules (such as in combat, explained in Chapter 7). Often, though, the GM will need to determine what happens with a successful action roll. 84 | 85 | There are two primary factors to consider when adjudicating a success: 86 | 87 | **Don't roll if there's nothing to succeed at.** For example, if a character wants to search a corridor for secret passages, but the GM knows there aren't any, they don't need to have the character make a Perception roll, because there's nothing to find; the roll doesn't matter. 88 | 89 | **Describe your success.** Whenever the situation allows, the player should show the rest of the table what success looks like. It's their turn in the spotlight, so let them shine. If your rogue successfully disarms a trap, describe how the scything blade just barely nicked your cheek before you finished the job. If your mech knight makes a successful leap attack against an enemy tank, narrate how you use the extra momentum provided by the leap to dig your servo-blades through the tank's hull. Sometimes, of course, the GM has privileged information, so they need to be the one to describe things. Whenever possible, though, the players should describe their own success. 90 | 91 | ### Interpreting Success with a Twist 92 | 93 | When a player fails an action roll, the GM may choose to allow the player's action to succeed with a twist. In this case, the player gets what they wanted originally, but there is some sort of unintended consequence or unexpected cost. The following list is not exhaustive, but it should give you an idea of what qualifies as a twist. 94 | 95 | - **Put a character in danger** 96 | - **Expend a resource** 97 | - **Make an enemy or lose a friend** 98 | - **Overlook an important detail** 99 | - **Waste time** 100 | - **Attract attention** 101 | - **Find something you weren't looking for** 102 | 103 | The important thing to realize is that a success with a twist is still a success. It just comes at some sort of a cost: You find the trail of the hydra you're tracking, but it leads you through a swamp infested with undead. You sense that the merchant is overcharging you, but you fail to realize that he's also distracting you from the thugs sneaking up behind you. You are able to land a shot against the zombie, but it costs you the last bullet in your magazine. 104 | 105 | ### Interpreting Failure, but the Story Progresses 106 | 107 | In Open Legend, a failure is never just a failure. It's always an important element in the story, hence the wording that “the story progresses”. 108 | 109 | Progress, though, can mean a lot of things. When the GM selects this option, the following interpretations should give you some idea of how the story can progress in spite of failure. 110 | 111 | **The player finds an opportunity for success.** Even though your magic fails to dispel the curse afflicting your ally, you discover during later study that a rare herb growing in a nearby forest would give you the power you require. 112 | 113 | **The danger snowballs.** You fail to jump a chasm while fleeing a band of cannibals and fall along the cliffside, taking some damage. When you gather your senses, you realize that you aren't only separated from the rest of your party, but you've also fallen into the nest of a Roc. 114 | 115 | **The information is false.** You think you've got a good read on the mayor during your negotiations. It seems like she's completely in favor of your plan to negotiate an alliance among the neighboring survivor settlements. When you set out the next day, however, it turns out you were wrong, and the guards the mayor sent to ensure your safe passage turn out to be your assassins. 116 | 117 | The GM gets to decide how bad a failed action roll turns out to be, and sometimes, it's really bad. While some of these examples are harsher than others, they all share one common factor: they steer the narrative forward. Failure is never just a failure. 118 | 119 | ## Determining Challenge Rating 120 | 121 | Many actions that you will undertake in _Open Legend_ have a Challenge Rating (CR) that is determined by the rules. Attacks in combat, for example, use one of the target's defense scores as the CR. 122 | 123 | Oftentimes, though, the GM will need to determine the CR for actions that aren't spelled out clearly in the rules. In these cases, the GM can use the Challenge Ratings by Difficulty Table to set an appropriate CR. 124 | 125 |
126 | 127 | | Challenge Ratings by Difficulty | 128 | | - | 129 | 130 |
131 | 132 | | Difficulty | Challenge Rating | Example Actions | 133 | | :---------: | :--------------: | :---------------------------------------------------------------------------------------------------------------------------------- | 134 | | Everyday | 10 | leap a 5' gap, climb a surface with ledges, break down a household door, haggle a simple merchant for a discount | 135 | | Challenging | 15 | climb a rough surface, catch the drift of a text in an unfamiliar language, break down a strong wooden door | 136 | | Heroic | 20 | climb a smooth surface, leap a 15' gap, translate a text in an unfamiliar language, convince a neutral party to take a risk for you | 137 | | Epic | 25 | translate a text in an alien language, break down an iron door | 138 | | Legendary | 30 | leap a 25' chasm, climb a flat surface, befriend an enemy with a vendetta against you | 139 | 140 |
141 | 142 | It's important to note that Challenge Ratings are not typically set to be relative to the party's level. So, breaking down a strong wooden door is CR 15 whether the party is first level or tenth. However, it may be helpful when creating scenarios for GMs to understand the typical capabilities of a character based on their attribute score. The Average Challenge Ratings vs. Attribute Scores Table lists Challenge Ratings that are of average difficulty for a character with specific attribute scores. A character with the listed score can be expected to succeed at the listed Challenge Rating about **50%** of the time. 143 | 144 | 145 |

Average Challenge Ratings vs. Attribute Scores

146 |
147 | 148 |
149 | 150 | | Attribute Score | Average Challenge Rating | 151 | |---------------- | ------------------------ | 152 | | 0 | 10 | 153 | | 1 | 12 | 154 | | 2 | 14 | 155 | | 3 | 16 | 156 | | 4 | 18 | 157 | | 5 | 20 | 158 | | 6 | 22 | 159 | | 7 | 24 | 160 | | 8 | 26 | 161 | | 9 | 28 | 162 | | 10 | 30 | 163 | 164 |
165 | 166 | ### Contested Actions 167 | 168 | Sometimes, two or more characters are directly opposing each other in a test of strength, wits, or charm. For example, a mighty barbarian wrestles with a minotaur to get hold of a magical gem. Or three representatives of different star systems attempt to persuade the warleader of the intergalactic reavers to join their forces. Or a stealthy ninja attempts to sneak unseen past the watch of the monks on guard. These sorts of situations are called **contested actions**. 169 | 170 | To resolve such contests, each character involved makes an action roll using an appropriate attribute. Whoever rolls the highest succeeds at the action. Sometimes, all parties use the same attribute for their action rolls, but often, each character will use a different attribute, as in the case of the rogue attempting to sneak (Agility) past the guard's watch (Perception). 171 | 172 | > #### Example Contested Action 173 | > 174 | > As the Unnamed Necromancer attempts to open a portal to release a shade demon upon the land, Uldric the Protector attempts to exert every ounce of his magical will to close the portal. The GM calls for a contested action between the two. The Necromancer makes an Entropy roll and gets a 25, while Uldric gets a 20 on his Protection roll. Unfortunately for the rest of the world, the demon has been unleashed. 175 | 176 | ### Group Action Rolls 177 | 178 | In certain scenarios, the success of an action relies on the skills of multiple characters, such as a party of treasure hunters attempting to sneak past a pair of guards or two hackers working together to access restricted data. In these cases, all characters who are contributing to the task describe what they are doing and make an action roll using an appropriate attribute. Count the number of successes and failures based on the Challenge Rating of the task. If there are more failures than successes, the task fails. Otherwise, the task succeeds. The GM interprets this success or failure as if it were a single action roll, rather than interpreting each action roll separately. 179 | 180 | The GM always has the final say as to when a group action roll is called for and, if so, which characters may contribute to the task. 181 | 182 | ## Advantage & Disadvantage 183 | 184 | Sometimes, you will attempt an action under circumstances that give you a significant upper hand, such as when attacking an enemy from behind. Other times, you'll be working against exceptional hindrances, such as when trying to climb a rope that an enemy has covered in grease. In these types of cases, instead of adjusting the Challenge Rating of the task, the GM should assign your roll either **advantage** or **disadvantage**. 185 | 186 | Advantage and disadvantage are always expressed with a numeric level, such as “advantage 1” or “disadvantage 3”. Multiple instances of advantage and disadvantage can add together, so if you have advantage 1 on an attack because you are flanking a foe, and you also possess a feat that grants you advantage 1, you have a total of advantage 2. 187 | 188 | If a situation arises in which you are assigned both advantage and disadvantage, find the difference between the two values to determine your final outcome. For example, if you have advantage 1 and disadvantage 1, they negate each other and thus your action roll is normal. If you have advantage 1 and disadvantage 2, your action roll would be made with disadvantage 1. 189 | 190 | ### Effects of Advantage & Disadvantage 191 | 192 | When you have advantage on an action, roll an extra number of attribute dice equal to your advantage level. Then, when adding your dice together, ignore the lowest _X_ attribute dice, in which _X_ is your advantage level. 193 | 194 | > #### Example of Advantage 195 | > 196 | > Vera leaps down upon her foe from a ledge ten feet above. The GM rules that she gains advantage 1 on the attack. Her Might score is 9, granting her 3d10 for attribute dice. The advantage 1 allows her to roll 1 extra d10. So she rolls 1d20 + 4d10. The d20 rolls a 16 and the 4d10 roll 3, 5, 7, and 9. She removes the lowest d10 before calculating her total, leaving her with a final roll of 16 + 5 + 7 + 9 = 37. 197 | 198 | Disadvantage works in a similar manner. When you have disadvantage, you still roll an extra number of attribute dice equal to your disadvantage value. However, instead of ignoring the lowest dice, you ignore the _highest_ dice. 199 | 200 | > #### Example of Disadvantage 201 | > 202 | > Armand attempts to blast his foe with psychokinetic fire. However, he is currently being distracted by a smoke bomb hurled by an enemy soldier, granting him disadvantage 1. Furthermore, he has also been subject to the _fatigued_ bane, adding on an additional disadvantage 1. Armand's Energy score is 5, granting him 2d6 attribute dice. He rolls 1d20 + 4d6. After rolling, but before calculating his total, he removes the two _highest_ rolling d6s. 203 | 204 | ### Advantage & Disadvantage Are Only Applied BEFORE Explosions 205 | 206 | Advantage and Disadvantage only apply to your initial pool of dice for an action roll. They do not apply to subsequent rolls granted by exploding dice. 207 | 208 | > #### Example of Advantage with Exploding Dice 209 | > 210 | > Tommy "Two Guns" unloads his pistols on an enemy gangster. His Agility is 3 and he has advantage 2 on the roll, so he rolls 1d20 + 3d8. Tommy's d20 rolls a 10 and the d8s land 8, 8, and 3. Because of his advantage 2, Tommy ignores the lowest two dice: the 3 and one of the 8s. He re-rolls the remaining 8 because dice explode on their maximum result and gets a 5. His final roll is 23 (10 + 8 + 5). 211 | 212 | ### Advantage & Disadvantage without Attribute Dice 213 | 214 | When making an action roll without attribute dice, advantage and disadvantage affect the d20. For advantage, roll 2d20 and keep the highest. For disadvantage, roll 2d20 and keep the lowest. Additionally, you cannot accrue advantage or disadvantage greater than 1 in such situations. Your character is already so inept at the action that they cannot capitalize on cumulative circumstantial help or hindrances. 215 | 216 | These rules apply to both actions performed with an attribute score of zero, as well as non-action rolls (like the d20 used for a Resist roll). In addition, if you make a roll without attribute dice, you cannot voluntarily incur disadvantage for some beneficial effect. Thus, you cannot multi-target attack if you have an attribute score of zero. 217 | 218 | ### Assigning Advantage & Disadvantage 219 | 220 | Advantage and disadvantage can be assigned by the GM due to situational effects, or they can be assigned by feats, banes, and boons. When assigned situationally, the GM should never apply more than one level of advantage or disadvantage. Feats, banes, and boons—on the other hand—will often provide multiple levels as they rise in tier or power level. The Advantage and Disadvantage Examples Table provides a listing of typical situations in which the GM may assign advantage and disadvantage, though this list is by no means exhaustive. 221 | 222 |

Advantage and Disadvantage Examples

223 |
224 | 225 |
226 | 227 | | Situations Meriting Advantage | Situations Meriting Disadvantage | 228 | | :----------------------------------------------------- | :------------------------------------------------- | 229 | | Attacking a surprised or unaware foe | Attacking while balancing on a beam | 230 | | Attacking a foe during an acrobatic stunt | Attacking in a confined space | 231 | | Attacking a flanked foe | Attacking while prone | 232 | | Negotiating with someone you have leverage over | Negotiating with someone who has leverage over you | 233 | | Expending a valuable arcane focus when casting a spell | Casting a spell in the midst of a heavy storm | 234 | | Conducting research in a well-stocked library | Conducting research while sick | 235 | | Tracking a large group | Tracking a creature smaller than a child | 236 | 237 |
238 | 239 | ## Legend Points 240 | 241 | An additional layer of depth to action resolution comes in the form of legend points, which allow players an opportunity to stack the dice when it comes time to perform a particularly legendary action. 242 | 243 | Characters begin play with zero legend points, and the maximum they may acquire is 10. The GM may reward a PC with a legend point when they use one of their flaws to their own disadvantage or for particularly strong roleplaying. 244 | 245 | > ### Example of Earning a Legend Point 246 | > 247 | > Zaax has the _hot tempered_ flaw, causing him to easily lose control of his anger. In the middle of the party's tense negotiations with the Imperial Guard, Zaax loses his patience with the high commander and shoots one of the guardsmen. This is a clear example of Zaax roleplaying his flaw despite negative consequences, so the GM awards him with a legend point. 248 | 249 | The GM may also feel free to establish other rules for awarding legend points. For example, some GMs like to allow each player to award another PC one legend point each session. Other tables might have a vote for MVP or best roleplayer at the end of each session, with the winner gaining a legend point. 250 | 251 | ### Spending Legend Points 252 | 253 | A PC may spend a maximum number of legend points equal to their level plus one in order to enhance a single action roll. 254 | 255 | Before making an action roll, the PC declares how many legend points they are spending, and gains advantage 1 on the roll for each legend point spent. Additionally, for each legend point spent on the roll a +1 is added to the end result. 256 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | ![Open Legend RPG Logo](http://www.openlegendrpg.com/assets/img/open_legend_lg_logo.png) 2 | 3 | # Open Legend Core Rules 4 | 5 | Included here in [YAML format](https://en.wikipedia.org/wiki/YAML) are the rules which are published to the [www.openlegendrpg.com](http://www.openlegendrpg.com) website. Feel free to open a pull request to propose improvements to any of the rules, add new feats, or otherwise start a discussion pertaining to the rules text. Note that any contribution will require that you preserve the valid YAML syntax, otherwise the website will break as a result of your changes. If you're not sure, use [this site](http://yaml-online-parser.appspot.com/) to validate your YAML outputs valid JSON. 6 | 7 | ## Open Legend Community License 8 | 9 | The game rules content of this repository are released under a special open-source license that offers third party publishers the opportunity to use the game rules as well as designated Open Legend logo royalty-free in their own commercial or non-commercial projects via the [Open Legend Community License](https://github.com/openlegend/core-rules/blob/master/LICENSE.md#open-legend-community-license). 10 | 11 | ## Changelog 12 | 13 | Click [Here](https://github.com/openlegend/core-rules/commits/master) to see changes in more detail. 14 | 15 | #### 2017 / 10 / 06 16 | - `Ferocious Minions` incorrectly stated `Logic` as a prerequisite attribute. However, that was wrong. It should have said `Alteration` and `Energy`. It is now corrected. 17 | 18 | #### 2017 / 08 / 30 19 | - Now while in `Shapeshift` you acquire only the Agility, Fortitude, Might, and Perception attributes of the new form. 20 | 21 | #### 2017 / 08 / 17 22 | - Moved Action & Attributes Examples to GM chapter 23 | - Add `Sustenance` boon 24 | - Removed `Hallucination - Mass` feat. Effects moved to second tier of `Hallucination` feat. 25 | - `Knockdown` effect updated. Now prone targets get +2 to Guard vs ranged and -2 Guard vs melee attacks. 26 | - `Ferocious Minions` now works with the attributes you use to invoke *charmed*, *dominated* or *summon creature*. 27 | - `Destructive Trance` now works with Agility, Energy and Entropy 7. 28 | - `Domination` bane duration is now based on type of domination (Lesser or Greater). 29 | - `Natural Defense` now gives a bonus to both Guard and Toughness defenses. 30 | - `Skill Specialization` now works for rolls that are not for initiative, attacks, invocations, or the defend action. 31 | - `Attribute Subsitution I` now doesn't work for defend actions. 32 | - `Craft Extraordinary Items`: *expendable* items now require only one full 8-hour day. 33 | - `Projectile attacks` are now known as `ranged attacks`. 34 | - `Barrier` obscuring property now works with the barrier's area of effect rather than the hardcoded 10'. 35 | 36 | #### 2017 / 07 / 01 37 | - `Battlefield Reflexes` renamed to `Battlefield Retribution` since the word "reflexes" doesn't imply reciprocal damage 38 | 39 | #### 2017 / 05 / 19 40 | - Standardized all 9-tier feats (`Attack Specialization`, `Defensive Reflexes`, and `Lethal Strike`) in terms of attribute prerequisite and tier grouping. Each is now Tier 1 - 3: Attribute 3, Tier 4 - 6: Attribute 5, Tier 7 - 9: Attribute 7 41 | - `Lightning Reflexes` squash prerequisites, no need to have 5 tier bullet points 42 | 43 | #### 2017 / 05 / 09 44 | - `Scrying` bane renamed to `Spying` for multi-genre friendliness (scrying is inherently magical). 45 | - `Heal` no longer has `Alteration` as a prerequisite attribute. Don't panic, you can still use the `Regeneration` boon, which is more in line with what healing does. `Alteration` allows access to an overly large array of boons. 46 | 47 | #### 2017 / 05 / 04 48 | - `Banes` for weapons now allow the listed banes to be invoked even if the attacking attribute could not normally invoke it. The attacking attribute is used to determine power level. 49 | - `Baneful` property WL modifier is now dynamic and allows the chosen bane to be invoked even if neither the item, nor wielder can invoke it. The attacking attribute is used to determine power level. 50 | 51 | #### 2017 / 04 / 23 52 | - `Animation` boon can now be accessed via `Logic`. Minor edits to boon text for multi-genre 53 | 54 | #### 2017 / 04 / 22 55 | - Expand ranges of boss defenses on Boss NPC table 56 | 57 | #### 2017 / 04 / 20 58 | - Updated the `Artisan` perk to add a cap of wealth level 2 to avoid conflict with `Craft Mundane Item` feat 59 | - `Armor Mastery` feat bonus now specifically an _armor bonus_ rather than directly to Guard (affects `Battle Trance`). 60 | - Clarified that _Reach_ extends range 5'. 61 | 62 | #### 2017 / 04 / 10 63 | - Clarify sustaining a boon applies to all original invocation targets 64 | - Clarify `Attribute Substitution` replaces the attribute itself, not just the score 65 | 66 | #### 2017 / 04 / 01 67 | - `Truesight` boon modified, Power Level 5 reveals extraordinary effects in the area and new Power Level 8 allows for seeing through solid objects. 68 | - Added optional rule for `Boss Finale`, allowing a boss to take immediate triggered actions when reduced to 0 HP. 69 | - Multi-genre perk & flaw friendliness fixes -- `Outlaw` perk becomes `Fugitive`, `Noble` perk becomes `Upper Class`. 70 | - `Marksman` feat renamed to `Longshot` and modified to include Extraordinary attacks as well. 71 | 72 | #### 2017 / 03 / 31 73 | - Removed option to use Legend Points after a given roll 74 | 75 | #### 2017 / 03 / 26 76 | - `Reckless Frenzy` name changed to `Reckless Attack` and clarified that it only allows a single extra attack per round. 77 | - `Phantasm` bane area sizes cleaned up. Previously power level 7 area size was the same as power levels 1 - 6. 78 | - `Provoked` bane can now be invoked via Agility 79 | - Damaging attacks now deal a minimum of 3 damage. This prevents the un-intuitive phenomenon of having an "exact hit" (roll total equals target's defense) being "success with a twist", which is in part failure, but you hit the target CR so, failing feels wrong. 80 | 81 | #### 2017 / 03 / 21 82 | - `Attack Redirection` clarify that you can't redirect the attack to the attacker or yourself 83 | 84 | #### 2017 / 03 / 21 85 | - `Arcane Bloodline` has been generalized to apply to more groups, name changed to `Legendary Bloodline` 86 | - `Barrier` boon clarification - you can't trap a target inside of it 87 | - Tweak `Persistent` extraordinary item trait to prevent abuse. 88 | - `Stunned` bane wording tweak to clarify extra actions don't work 89 | - `Sentinel` feat tweak to require that you first spend a defend action 90 | 91 | #### 2017 / 03 / 21 92 | - New Chapter Structure (Finalized for going to Print, YAY!) 93 | - Introduction 94 | - 1: Character Creation 95 | - 2: Actions & Attributes 96 | - 3: Feats 97 | - 4: Perks & Flaws 98 | - 5: Wealth & Equipment 99 | - 6: Banes & Boons 100 | - 7: Combat 101 | - 8: Running the Game 102 | - 9: Special Equipment 103 | - `Sentinel` (new feat added) - grants an additional action that can be used only for defend actions once per turn 104 | - Clarify that `defend` action can only grant bonus movement once per round 105 | - `Battlefield Sentinel` renamed to `Battlefield Opportunist`, `Battelfield Defender / Reflxes` feat prerequisite dropped, attribute score prerequisite dropped from 5 to 4 106 | - `Battlefield Defender` renamed to `Battlefield Reflexes` now allowed with `Any Extraordinary` attribute, pending GM approval 107 | - `Battlefield Punisher - Knockdown`, `Battlefield Punisher - Slowed`, and `Battlefield Punisher - Stunned` are all combined and slightly modified to become `Battlefield Punisher` which requires 10 damage be dealt and can be any bane, this restriction was made necessary by the addition of the `Sentinel` feat which allows additional defend actions, and allows for many uses of the defend action each turn. 108 | - `Companion` feat fixed to prevent abuse and reduced to 2 feat points. A companion gaining 3 feat points + an extra set of actions for a given turn, means that you spend 3 feat points on a `Companion` and you gain 3 feat points AND a new character. Companions can now buy feats with the character's feat points and get a fraction of the player's attribute points. 109 | - `Companion` feat point expenditures apply as a feat point reduction in any case where another effect would give you feat points, at present, this applies only to `Alternate Form` as far as we can tell. 110 | - `Genesis` boon Power Level 5 added (greater quantity of organic matter created) 111 | - `Genesis` boon invocation times streamlined PL 1 is 10 minutes. 112 | 113 | #### 2017 / 03 / 20 114 | - `Companion` feat fixed to track with the new max attribute limits 115 | - `Nullify` bane at Power Level 6 effect can not be prevented by any other effect 116 | - `Multi-Target Attack Specialist` fixed to remove compounded attack complexity and a loophole that could allow you to negate all mutli-attack penalties and combine it with Haste for 9 attacks with no disadvantage. 117 | 118 | #### 2017 / 03 / 15 119 | - `Genesis` added a new feat for creating short-lived matter that deteriorates / decomposes after 1 hour 120 | - `Marksman` feat modified to confer a single range increment bonus rather than a flat 25'. 121 | - `Hunter's Foe` feat name changed to `Sworn Enemy` for better genre diversity 122 | - `Multi-Target Boon Expert` (reversed change) feat prerequisite is now from Multi-Target Boon Specialist II 123 | - `Attribute Substitution` now requires Tier 2 for the benefit of boon and bane invocation prerequisites. 124 | 125 | #### 2017 / 03 / 12 126 | - `Extraordinary Items` initial release - new chapter `Rewards` for extraordinary items, mounts & vehicles 127 | - `Craft Extraordinary Item` (formerly `Craft Beneficial or Baleful Item`) feat completely overhauled, now works with the Wealth Level system and the new rules found in Chapter 8 128 | - `Craft Extraordinary Item` now has Logic as an optional prerequisite 129 | - `Mounts & Vehicles` section moved from Chapter 4 to Chapter 8 130 | - `Consumable` weapon property renamed to `Expendable` for consistency with new properties in `Extraordinary Items` section 131 | - `Deadly` property moved from Chapter 4 (Weapons) to Chapter 8 (Extraordinary Items) 132 | - Major changes to `Weapons` table via `Extraordinary Items` a number weapons were moved to Extrardinary (`Laser Rifle`, `Rocket Launcher`, `Plasmablade`) 133 | 134 | #### 2017 / 03 / 11 135 | - `Boss NPCs` expanded the table to level 20 (for larger groups of PCs) 136 | - `Boss NPCs` now have `Boss Edge`, giving them advantage on attacks, as well boss actions 137 | - `Boss NPCs` now have immunity to Finishing Blows 138 | - `Phantasm` bane wording changes to clarify that the size effect is limited by power level, but it affects all who see it (though they aren't technically targets) 139 | - `Fatigued` bane levels of fatigue effects for level 2 and level 4 swapped to prevent easy access to the loss of significant defense bonuses 140 | - Updated Open Legend Community License for minor name change to `Seventh Sphere Entertainment` 141 | - `Summon Creature` - added hard limit on max number of summoned creatures (equal to your invoking attribute) 142 | - `Fast Draw` feat cost reduced from 2 to 1 143 | - `Multi-Target Boon Expert` feat prerequisite reduced from Multi-Target Boon Specialist II to Multi-Target Boon Specialist I 144 | 145 | #### 2017 / 03 / 02 146 | - Removed `Tech Level` from mounts & vehicles, unneccessary complexity 147 | - `Craft` feat is renamed to `Craft Mundane Item` 148 | - `Craft Beneficial or Baleful Item` feat is renamed to `Craft Extraordinary Item` 149 | - Added caveat that weapons can have multiple properties, allowing the wielder to choose from among them. For example, allowing `Area (X', Y' Cone)` at the wielders options. They are cumulative for determining Wealth Level. 150 | - Added `Flamethrower` example to the weapons table 151 | 152 | #### 2017 / 02 / 26 153 | - Added genre diversity to the `Wealth Overview` tables and the armor table, removed some armor examples and added others 154 | - `Telepathy` boon, after much confusion because the effect is both "broadcast" AND "receive", (note "broadcast" should use `Influence` while "receive" should use `Prescience`) it seems best for it to be accessible from both attributes since the effect straddles the two 155 | - `Summon Creature` boon no longer has the "when you invoke this, other summoned minions are dispelled" limitation 156 | - `Transmute` boon no longer affects living target's since that domain is covered by `Shapeshift`. Replacing the Power Level 8 and 9 efects, are now the ability to transmute simple items into complex ones 157 | - `Nullify` bane is simplified to cancel only one boon affecting the target, but it now prevents the target from benefitting from or havhing the book invoked upon them for 1 minute 158 | 159 | #### 2017 / 02 / 12 160 | - Clarify `Area` property's Wealth Level impact 161 | - Added `Indomitable Resolve` feat that increases your Resolve defense by 1. 162 | - Clarified that `Forceful` and `Precise` weapons can only be used for bane attacks with that particular attribute 163 | - `Natural Defense` feat now increases both Guard and Toughness defenses 164 | - `Immobile` bane now targets Toughness for most bane attacks 165 | - `Augury` renamed to `Precognition` because augury by definition has ties to the divine. `Precognition` represents 166 | - `Boon Focus III` clarified to allow boon invocation as a free action, meaning that it only persists if you're conscious to spend an action 167 | - `Death Blow` feat's tier 3 is removed, 15 HP death threshold is too powerful, and the tier 2 Silenced effect was overly complex. There are now 2 tiers 168 | - `Ritual Magic` feat is renamed to `Heightened Invocation` to more effectively span non-magically oriented genres 169 | - `Dispel` bane is renamed to `Nullify` to more effectively span non-magically oriented genres 170 | 171 | #### 2017 / 02 / 11 172 | - Removed redundant `Inner Strength` perk (was a duplicate of `Resilient` perk) 173 | - Added `Targeted Weapons` property to manually targeted vehicular weapons 174 | - Modified certain Vehicles to have `Resolve: Immune` to represent mind-influencing banes don't effect them 175 | 176 | #### 2017 / 02 / 05 177 | - Added `Vehicles & Mounts` section at the end of chapter 4 178 | - Added `Tech Level` callout before Weapons section in chapter 4 179 | - Add `Deafened` bane to mirror `Blinded` and `Silenced` 180 | 181 | #### 2017 / 02 / 03 182 | - Added rules for `Waiting to Act` that allow for preparing to react to a given trigger and waiting in general 183 | - Clarify that boons don't stack 184 | - Renamed `Burst` weapon property to `Area` and significantly changed how it works. These weapons always make attacks in their listed size and shape areas, and suffer no penalties for doing so 185 | - Add `Agility` as an optional attribute for invoking `Knockdown` and `Forced Move` banes 186 | - Clarify how hit points are tracked for `Polymorph` bane and `Shapeshift` boon 187 | - `Polymorph` bane is fixed. Previously had variable and overpowered durations as well as being easily abused to transform the target into a form with all attribute scores being 0. 188 | - `Banished` bane is removed. An effect so permanent should be part of the GM's discretion and a story choice rather than automatic and permanent exile from a successful roll (done at-will) 189 | - `Shapeshift` now allows the target to keep their `Alteration` attribute score when they shift. 190 | - `Shapeshift` is changed so that gaining access to the new forms extraordinary attributes happens at power level 7 191 | 192 | #### 2017 / 02 / 02 193 | - `Summon Creature` no longer has a permanent option, creating permanent creatures is reserved as an effect for only the `Animation` boon. 194 | - `Animation` boon now has the additional effect of automatically invoking the `Charmed` bane on a newly created creature. 195 | 196 | #### 2017 / 01 / 18 197 | - `Armory Mastery` feat effect wording changed from Might to Fortitude to match recent armor changes. 198 | - `Natural Defense` feat Fortitude prerequisites reduced for each tier from 2/3/5 to 0/1/2. 199 | - `Two Weapon Defense` feat wording clarifies the armor bonus is for the Guard defense. 200 | - `Defensive` property of weapons now grants a non-stacking +1 armor bonus, regardless of Defensive level. `Defensive Mastery` feat wording clarified for its bonus to stack an addition +1 armor bonus. 201 | - NPCs now have a new feat open to them (GM Only): Bane Resistance, with two tiers (+5 defense and immunity to a specific bane). 202 | - `Sylvan Ally` perk renamed `Nature's Ally`. 203 | - `Shapeshift` boon effect layout clarified for Power Level 2. Also, wording improved for multiple genres. 204 | - `Multi-Target Attack Specialist` wording fixed to refer to **multi-targeting**, not multi-attacks. 205 | 206 | #### 2017 / 01 / 15 207 | - Added Power Level 2 to `Shapeshift` boon 208 | - You can now move your `Phantasm` as a free action on your turn, but it must remain within your invocation range. 209 | - `Defend` action clarified. A single defend action can only be used to defend one target. Movement granted by this action doesn't provoke attack of opportunity, nor does it negate the original attack. 210 | 211 | #### 2017 / 01 / 13 212 | - `Breakfall` now works in two tier. Tier 1 reduces all falling damage if you are not incapacitated. Tier 2 renders you immune to falling damage if you are not incapacitated. Cost increased to 2. 213 | 214 | #### 2017 / 01 / 10 215 | - Recalculated weapon's Wealth Level 216 | 217 | #### 2017 / 01 / 08 218 | - Tweak `Delayed Ready` property to require the ready action before use, so that weapons with `Consumable` property don’t get the free benefit of bypassing the ready action 219 | 220 | #### 2017 / 01 / 06 221 | - Changed armor prerequisites to `Fortitude` instead of `Might`. This addresses a balance concern about `Might` characters having an unfair advantage with their `Guard` defense since armor had a `Might` prerequisite that made it difficult for `Agility` based characters to qualify for. `Fortitude` is useful for ALL characters as it makes you harder to kill with higher `Toughness`, HP, and now armor as well. 222 | - `Battle Trance` feat modified to provide bonus to armor for characters with an armor bonus less than 3. 223 | - Removed `Defensive` property from a few weapons since it would prevent them from getting the two-handed bonus to attacks 224 | - **Unmovable Weapons** are now called `Stationary` since they are ... well ... not unmovable. 225 | - **Deadly Weapons** now require a minimum wealth level of 4, and `Deadly` does not stack with itself. Only the greatest value among items you wield applies. 226 | - **Defensive Weapons** no longer gain advantage on attack rolls for dual wielding or being used two-handed. This property no longer stacks. 227 | - Fix a number of weapon properties and add missing `Longsword` example 228 | - Fix incorrect cost of `Extraordinary Defense` (now 3 feat points) and `Natural Defense` (now 2 feat points) 229 | - **Major Change to Evasion / Resilience Defense** - due to the words `Resilience` and `Toughness` being too similar, `Resilience` (formerly `Evasion`) is now called `Guard` 230 | 231 | #### 2017 / 01 / 02 232 | - **Major Change to Weapons** - Weapons now include multiple examples of each type that shares the same properties and now have a `Category` which determines the various ways it can be used. 233 | - Added a `Building Your Own Weapons` table that shows the process for building a balanced weapon 234 | - **Major Change to Evasion** - the `Evasion` defense score has been changed and renamed to `Resilience` which is calculated as: `Resilience = 10 + Agility + Might + Armor` and bane defense targets have been changed to accommodate the difference 235 | - **Major Change to Armor** - For multi-genre purposes, and coinciding with the change from `Evasion` => `Resilience`, Armor now has three categories: `Light`, `Medium`, and `Heavy` and is simplified in the interest of making it easier to understand where armor that is not accounted for on the table should fall on the spectrum 236 | - `Battle Trance`, `Armor Mastery`, `Natural Defense`, `Two Weapon Defense` are updated to accommodate the new Armor rules 237 | - `Armor Mastery` cost increased to 3. Tier III removed. 238 | - `Defensive Mastery` feat added to accompany shields and new weapons with the `Defensive` property 239 | - Clarify shifting between multiple `Alternate Form`s 240 | 241 | #### 2017 / 01 / 01 242 | - Fix `Invisible` and `Blinded` banes so they don’t violate Open Legend’s "one roll" principle. Also clean up various other issues with both and add a “lesser” Invisible at PL 5. 243 | 244 | #### 2016 / 12 / 31 245 | - Close loophole in `Summon Creature` boon that allowed them to recursively summon others of their type. Also clarified that summoned creatures cannot be revived from zero hit points. 246 | - `Indomitable Endurance` feat was tweaked to allow access via a Will attribute prerequisite, also removed the immunity to natural fatigue since the feat already shields against the first level of fatigue and 2 feat points for such a potent effect is overpowered. 247 | - Rename `Berserker` feat to `Battle Trance`, and associated feat name updates (`Deathless Berserker` => `Deathless Trance`, `Destructive Berserker` => `Destructive Trance`, `Entranced Berserker` => `Impervious Trance`, `Reactionary Berserker` => `Reactionary Trance`) 248 | - `Resilient` was both a feat and a perk, the `Resilient` perk was renamed to `Inner Strength` for clarity 249 | - `Companion` feat now grants access to 1 feat per tier, selected from the "Simple Build" NPC creation list in Chapter 7: Running the Game 250 | - Changed wording around handling “advantage zero”, other non-action rolls, and the ability to say “advantage x” for any type of die roll. You can now apply "advantage 1" to a Resist roll, for example, but a roll without attribute dice can not be modified beyond Advantage 1 or Disadvantage 1 251 | - Tweaked the Power Levels of `Persistent Damage` bane, they are now: 4 (d6) / 6 (d8) / 8 (d10) / 9 (2d6) 252 | 253 | #### 2016 / 12 / 30 254 | - `Lethal Damage` is now part of the `Core Rules` 255 | - `Critical Hits` are now optional 256 | 257 | #### 2016 / 12 / 28 258 | - Removed `Retributive Barrier` in favor of `Barrier` boon 259 | - `Forced Move` now moves the target a distance in feet based on power level 260 | - `Projectile Multi-Targeting` is now `Ranged Multi-Targeting` 261 | - `Attribute Substitution` cost reduced to 2. This feat has now two tiers. Attack rolls with the primary attribute are only available at tier 2. Restrictions about primary and secondary attribute category lifted. 262 | 263 | #### 2016 / 12 / 22 264 | - `Intimidated` bane renamed to `Provoked` and reordered alphabetically. 265 | 266 | #### 2016 / 12 / 21 267 | - `Boon Focus` wording adjusted in numerous areas, changing references from multi-target to non-single target. Extra text was added to tier 1 to address power level restrictions. 268 | - Added Boon: `Summon Creature` ([view](http://www.openlegendrpg.com/boons#summon_creature)) 269 | - Clarified that only _damaging attacks_ qualify for bane application when exceeding target defenses by 10 or more 270 | - Feats reordered alphabetically 271 | 272 | #### 2016 / 12 / 19 273 | - Renamed `Aid` boon to `Bolster` and changed it's duration to `Sustain Persists` to accomodate ongoing augmentations that should last for more than just a short one round burst (formerly `Aid` only lasted 1 round) 274 | - Reorder Character Creation steps so that `Description` comes first 275 | - Add `Free Actions` to combat section and explain how they work 276 | - Clarify that banes do not stack, only one instance of a given bane can be on a target at a given time 277 | - All references to `Supernatural` have been changed to `Extraordinary` to support some genres like far-future and superheroes that sometimes explain the extraordinary with science rather than magic 278 | - Fix Druid example missing Creation 3 279 | - Fix Arcane Protector example missing Movement 3 280 | - Fix Druid example build referencing removed `Master Shifter` feat, replaced with `Boon Focus 2 (Shapeshift)` which accomplishes the same 281 | 282 | #### 2016 / 12 / 12 283 | - Size categories added 284 | 285 | #### 2016 / 12 / 9 286 | - `Ageless` removed as feat, added as perk 287 | - `Elemental Mage` is now called `Battle Mage` 288 | - Clarified Multi-Targeting in Chapter 6, no longer says Multi-Attack when hitting multiple foes with a single attack 289 | - Missing an attack can now cause 3 damage instead of 5 290 | - `Haste` updated, now each power level grants an additional 5' of movement. Attack disadvantage changed to static bonus to target evasion based on power level. Extra major actions are now made with disadvantage, if a roll is required. 291 | 292 | #### 2016 / 12 / 5 293 | - `Well-Rounded` updated, now you gain advantage 1 on action roll outside of combat that are not invocations (bane or boon) for attributes with a score of 2 or less 294 | - XP and level clarified, every XP grants a player 3 attribute points and 1 feat point and every 3 XP results in a level 295 | 296 | #### 2016 / 12 / 3 297 | - `Alternate Form` updated, now you build your alternate form using the normal character creation rules, though attribute and feat points are determined by the tier level of this feat 298 | - Banes are now inflicted for free on `10 over defense` instead of `10+ damage` 299 | 300 | #### 2016 / 11 / 29 301 | - You can't use a supernatural attribute if the score is zero 302 | - Area attacks changed, now disadvantage is based on shapes (Cube, Line and Cone) 303 | 304 | #### 2016 / 11 / 28 305 | - `Mimic` doesn't require `Alternate Form` anymore, it instead requires `Deception 3` 306 | - Can't choose `Alternate Form` when creating the secondary form granted by this feat 307 | 308 | #### 2016 / 11 / 25 309 | - Updated character creation text to reflect new `Toughness = 10 + Fortitude + Will` formula 310 | - Clarified attribute 9 limitation for `Companion` feat 311 | - Removed all prerequisites for `Superior Concentration` to accommodate any boon including those inovoked by non-supernatural attributes 312 | 313 | #### 2016 / 11 / 24 314 | - Added `Two Weapon Brute` feat 315 | - Added rules for dual-wielding weapons with the one-handed property for Advantage 1 316 | - Close infinite damage loophole in `Multi-Attack Specialist` feat by introducing a limit on the maximum number of additional attacks you can take 317 | - Clarify the time increment steps of `Boon Focus`, move OR major actions become minor at tier 2 318 | - Removed all prerequisites from `Energy Resistance` to enable characters with no special training to have bloodline-based resistances 319 | 320 | #### 2016 / 11 / 23 321 | - Modified `Natural Defense` feat to better reward unarmored characters who invest in it (#105) 322 | - Modified `Craft Beneficial or Baleful Item` feat to allow unlimited invocation at tier 2 and 3x longer creation duration for sentient Tier 3 items. (#143) 323 | - `Aid` boon and `Demoralized` bane now mirror each other in Power Level and effect 324 | - Tweaks to `Restoration` boon now allow it to function correctly with `Boon Focus` feat 325 | 326 | #### 2016 / 11 / 15 327 | - Added Aura boon. 328 | 329 | #### 2016 / 11 / 13 330 | - Removed attribute prerequisites for Multi-Target Boon Specialist feat. 331 | - Decreased first power level of Telekinesis boon from 5 to 4. 332 | - Fixed loophole with Boon Access (Shapeshift). Now the Alteration score is limited to character level or 5, whichever is higher. 333 | 334 | #### 2016 / 11 / 12 335 | - Closed loophole in Boon Access. Now if a boon has multiple attribute prerequisite options, you choose one attribute when you take this feat. 336 | 337 | #### 2016 / 11 / 11 338 | - Added Barrier boon. 339 | 340 | #### 2016 / 09 / 07 341 | - Life Drain Bane removed, added to Boons. Heals target for half damage dealt. 342 | - New Feats for movement such as Climbing, Swimming and Flying. 343 | - Feats that can be lost (Animal Companion, Supernatural Focus, etc) now updated with clause that feat points are regained in the event the item or companion is permanently lost. 344 | - Flanking added as an example of Advantage. 345 | - Lucky renamed to Diehard, can now use Fortitude or Presence as prerequisite. 346 | - Defenses updated with new formulas. Weapon attacks now target Evasion, Supernatural attacks target most relevant defense. 347 | - Might has replaced Fortitude as the prerequisite for wearing armours. 348 | - Master Shifter feat removed, Boon Focus and Supernatural Focus made it obsolete. 349 | - Alteration attribute added to healing boon, definition of healing updated. 350 | 351 | ## Contributors 352 | 353 | Ish Stabosz, Barry Dewey-Robertson, Kyle Willey, Mario Lurig, Michael "Hassurunous" Loubier, John Lewis of Demon's Lair RPG 354 | -------------------------------------------------------------------------------- /core/src/06-wealth-equipment/01-chapter-six.mdx: -------------------------------------------------------------------------------- 1 | --- 2 | slug: "/core-rules/wealth-equipment" 3 | title: "6: Wealth and Equipment" 4 | index: 6 5 | --- 6 | 7 | import { TableOfContents } from "../../../../mdx-components/TableOfContents.js" 8 | 9 | 10 | 11 | # Chapter 6: Wealth & Equipment 12 | 13 | No story of heroic deeds is complete without equally heroic gear, weapons and armor. Indiana Jones had his whip, King Arthur had _Excalibur_, and Bilbo had his mithril shirt. In this chapter, you'll learn everything you need to know about how to equip your character at first level and beyond, as well as how to keep track of your wealth as you claim space pirate bounties and dip your hands in the coffers of kings. 14 | 15 | ## Wealth 16 | 17 | Rather than tracking every gold piece, credit, or fine art object acquired over the course of your adventures, Open Legend uses a simplified wealth system. 18 | 19 | Every character has a wealth score, which begins at 2 and can range from 0 to 9, fluctuating up and down as you acquire and spend your riches. Your wealth score provides a general description of how well-off you are and the typical types of goods and services you can acquire. The Wealth Overview table describes the typical lifestyles and available goods for each wealth score. 20 | 21 |

Wealth Overview

22 | 23 |
24 | 25 |
26 | 27 | | Wealth Score | Example Lifestyles | Example Expenditures | 28 | | :----------: | :------------------------------------------ | :----------------------------------------------------------------------------------------- | 29 | | 0 | beggar, street urchin | 3 square meals and a warm bed | 30 | | 1 | unskilled laborer | a night on the town, leather armor, simple weapons | 31 | | 2 | skilled laborer, town guard, 1st level hero | martial weapons, all-terrain vehicle, chainmail armor, a good horse | 32 | | 3 | master artisan, village mayor | armored trench coat, silver bullets, a small boat, a fine horse, a nice car | 33 | | 4 | 4th level hero, noble, city mayor | elven full plate, a light tank, a small ship, a siege engine | 34 | | 5 | lord of a realm, mob boss in a large city | a large cargo ship, a city wall, a heavily armored tank, weapons to outfit a small militia | 35 | | 6 | 7th level hero, Federation Chancellor | a large warship, a groundbreaking prototype, the workforce of a medium-sized business | 36 | | 7 | king, president | a stronghold, a jet fighter, an elite covert task force | 37 | | 8 | intergalactic ruler, 10th level hero | a sprawling estate, a large corporate buyout, an army of 10,000 | 38 | | 9 | supreme emperor | a castle, a space station, an army of 50,000, a fleet of warships | 39 |
40 | 41 | ### Acquiring Goods and Services 42 | 43 | Whether you are trying to buy new equipment, construct a building, or hire a craftsman, your wealth score determines if you are able. Every good or service is assigned a wealth level (either in the rules or by the GM). This level is compared with your wealth score in order to determine the cost of acquiring the item, as follows: 44 | 45 | If the good you want to purchase has a level **lower than** your wealth score, you can acquire the item easily without taxing your time and resources. 46 | 47 | If the item's level is **equal to** your wealth score, you can acquire it, but the expense taxes your resources such that you cannot acquire new goods at that level or higher for two weeks. 48 | 49 | If the object of your purchase is **one level higher than** your wealth score and your wealth score is above 0, you can acquire it, but the cost is so great that your wealth score is reduced by 1. 50 | 51 | You cannot make purchases that are more than one level higher than your wealth score. 52 | 53 | > #### Examples of Acquiring Goods and Services 54 | > 55 | > Thanks to a recently successful salvage run, Shara's wealth score just increased to 4. She's had her eyes set on a new cargo ship for a while now, which the GM has set at wealth level 5. Shara chooses to spend her savings to get the ship. Because it is one level higher than her current wealth score, her wealth is permanently reduced by 1, leaving her again with a wealth score of 3. 56 | > 57 | > --- 58 | > 59 | > Slade, master of the local thieves' guild, has a wealth score of 5. He wants to outfit all of his men with new weapons, which the GM has decided equates to wealth level 5. Slade can complete the purchase, but it is so taxing on his resources that for the next two weeks he can only acquire goods that are below his wealth score. 60 | > 61 | > --- 62 | > 63 | > Crazy Mac has panhandled his way up to a wealth score of 1. From now on, he can afford 3 square meals and a warm bed every night, because they are priced at wealth level 0. 64 | 65 | #### The Rule of Common Sense 66 | 67 | Your wealth score determines which purchases are possible given the proper circumstances. Obviously, if you are in the middle of a desert, you can't buy a keg of water even if you have the wealth of an emperor. Likewise, even though you have enough money to raise an army, the GM may rule that you still require the appropriate amount of time, effort, and charisma to convince the soldiers to follow you. 68 | 69 | ### Gaining Wealth 70 | 71 | As you travel the stars, slay mythic beasts, and win over affluent nobles, your wealth will increase. The GM decides when a character's wealth increases, and the Wealth Overview table provides a few milestones of typical character wealth scores at different levels. 72 | 73 | Typical situations of when the GM would grant you an increase in your wealth score include acquiring a large hoard from a monster's lair, finding a buyer for an item of great power or value, or being rewarded by a great ruler. 74 | 75 | ## Carrying Capacity 76 | 77 | Open Legend is about rolling dice, telling epic stories, and having a good time. So the rules for determining how much you can carry are purposefully simplified so that you and your friends can spend your time on what matters: the game. 78 | 79 | ### Twenty Items Max 80 | 81 | You can carry up to twenty pieces of gear. No more. Only track the items that will actually affect the game. So, no, you don't need to record your pants and shirt on your character sheet. But, your armor does count. 82 | 83 | Multiple items of a similar nature that can be stowed together, such as twenty arrows in a quiver or a belt of healing potions, only count as a single item. The GM can use their own discretion to apply common sense limits if necessary. For example, even though technically 1000 clips of ammo would count as a single item, the GM is free to rule that a PC can't carry them or that they would count as a _bulky_ item (see below). 84 | 85 | ### Maximum Heavy Items Equals Might Score 86 | 87 | Some items have the _heavy_ property. You can carry a number of _heavy_ items equal to your Might score. Once you're carrying your maximum number of _heavy_ items, your speed is cut in half. A character with a zero Might score cannot carry any heavy items. 88 | 89 | ### One (Maybe Two) Bulky Items 90 | 91 | Some items have the _bulky_ property. You can carry one _bulky_ item at no penalty. You can carry a second _bulky_ item, but your speed is reduced to 5'. 92 | 93 | ## Weapons & Implements 94 | 95 | The Weapons & Implements table provides information about a wide variety of gear that you will use in combat. It features examples from a wide variety of genres and settings, and you can easily adapt existing weapons to your campaign simply by changing the name and keeping the mechanical statistics. For example, a flamethrower can just as easily become an alchemical acid spitter. 96 | 97 | **Examples** list one or more weapons or implements that are mechanically equivalent. It is not an exhaustive list by any means, but simply something to get your brain working. Feel free to discuss with your GM about other items that would make sense. 98 | 99 | **Category** is the general group that the weapon falls into. Some weapons may fall into multiple categories. If a weapon falls into multiple categories, for each attack, the wielder must choose the mode being used and the attack gains the benefits of that category. For example, a dagger is both “Close Ranged” and “One-handed Melee”. On each attack, the wielder chooses the mode. 100 | 101 | - **Melee** - weapons in this category are meant for close quarters hand-to-hand combat. 102 | 103 | - **One-handed Melee** - The weapon uses a single hand and allows the other hand to be used for carrying another object, second weapon, or kept free for other actions. When wielding a one-handed weapon in each hand, if neither has the _defensive_ property, you gain advantage 1 to all melee attacks. If both weapons you are wielding have passive benefits such as the _defensive_ property, use the best of the two benefits; they are not added together. 104 | - **Two-Handed Melee** - The weapon requires two hands to wield and cannot be used with a shield or other weapon. Two-handed melee weapons grant advantage 1 to all attacks. 105 | - **Versatile Melee** - The weapon can be wielded either one-handed or two-handed. The wielder can freely switch between the two modes and has all of the benefits and restrictions of whichever mode they are using. 106 | 107 | - **Ranged** - Weapons in this category can be used to make ranged attacks with no penalty up to their range increment (in feet). Attacks made up to twice the normal range suffer disadvantage 1, and attacks made up to three times the normal range suffer disadvantage 2. Attacks at farther distances cannot be made. Note that ammunition for ranged weapons is generally not kept track of, as it is assumed you have brought enough ammo with you. 108 | 109 | - **Range Increments** 110 | 111 | - **Close Ranged** - Range increment of 25'. 112 | - **Short Ranged** - Range increment of 50'. 113 | - **Medium Ranged** - Range increment of 75'. 114 | - **Long Ranged** - Range increment of 125'. 115 | - **Extreme Ranged** - Range increment of 300'. 116 | 117 | - **Close** and **Short** Ranged weapons are built to be compact and effective in close quarters, so they are less bulky. They can be wielded with a single hand, allowing the other hand to be used for carrying a shield, second weapon, or kept free for other actions. 118 | - **Medium**, **Long**, and **Extreme** Ranged weapons have various strengths, but are not built for close quarters combat. As such, they require two hands and cannot be used with any weapon or other item in the wielders off hand. 119 | - **Extreme** Ranged weapons are specially built for distance and cannot be used to attack a target closer than 50'. 120 | 121 | **WL (Wealth Level)** is an indication of how expensive the item is to purchase. See the **Wealth** section earlier in this chapter for an explanation of how that works. 122 | 123 | **Properties** are the descriptors that make each weapon unique from others. These properties translate to specific game mechanics described below. 124 | 125 | **Banes** indicate specific banes that the weapon is particularly effective at inflicting. When an attacker uses the weapon to inflict one of the listed banes, they may treat the power level as reduced by one for purposes of meeting bane invocation attribute prerequisites, which the attacker still must meet. In addition, if you make a bane attack with the weapon, you get advantage 1 on the attack. Some special weapons list banes not normally invoked via Agility or Might. In those cases, the attacking attribute can be used to invoke the bane. 126 | 127 |

Weapons & Implements

128 | 129 |
130 | 131 |
132 | 133 | | Examples | Category | WL | Properties | Banes | 134 | | :-------------------------------------------- | :----------------------------: | :-: | :----------------------------------------------------------------- | :--------------------------------------------- | 135 | | Unarmed Strike | One-handed Melee | 0 | Forceful, Precise, Swift | Stunned, Knockdown | 136 | | Bowie Knife, Shiv, Multi-tool | One-handed Melee | 2 | Precise, Swift | Persistent Damage, Disarmed | 137 | | Scimitar, Shortsword, Machete, Sawblade | One-handed Melee | 2 | Forceful, Precise | Persistent Damage, Disarmed | 138 | | Blow Gun, Dart | Close Ranged | 1 | Precise | Immobile | 139 | | Hatchet, Dagger | Close Ranged, One-handed Melee | 2 | Forceful, Precise, Swift | Persistent Damage, Disarmed | 140 | | Longsword, Katana, Falchion | Versatile Melee | 2 | Forceful, Precise | Persistent Damage, Disarmed | 141 | | Baseball Bat, Club, Improvised Weapon | One-handed Melee | 1 | Forceful | Knockdown, Stunned | 142 | | Mace, Warhammer | One-handed Melee | 2 | Forceful | Knockdown, Stunned, Forced Move | 143 | | Greatsword, No-dachi, Claymore, Bastard Sword | Two-handed Melee | 2 | Forceful, Precise, Heavy | Forced Move, Knockdown | 144 | | Chainsaw | Two-handed Melee | 2 | Forceful, Heavy | Persistent Damage, Demoralized, Provoked, Fear | 145 | | Shortspear | Versatile Melee, Short Ranged | 1 | Forceful, Precise | Persistent Damage, Disarmed, Immobile | 146 | | Sledge Hammer, Maul, Great Axe | Two-handed Melee | 2 | Forceful, Heavy | Knockdown, Forced Move, Stunned | 147 | | Longspear | Two-handed Melee, Close Ranged | 2 | Forceful, Precise, Reach | Persistent Damage, Disarmed, Immobile | 148 | | Pitchfork, Staff | Two-handed Melee | 1 | Forceful | Knockdown, Immobile, Forced Move | 149 | | Glaive, Halberd, Naginata | Two-handed Melee | 2 | Forceful, Reach | Knockdown, Immobile, Forced Move | 150 | | Flamethrower | Two-handed Melee | 3 | Precise, Slow, Area (5' / 10' cone) | Fear, Persistent Damage | 151 | | Laser Pistol, Revolver, Handgun | Short Ranged | 2 | Precise | Persistent Damage, Slowed | 152 | | Grenade, Firebomb Elixir | Close Ranged | 2 | Precise, Expendable, Area (10' cube) | Persistent Damage, Knockdown, Forced Move | 153 | | Light Crossbow | Medium Ranged | 2 | Precise | Persistent Damage, Immobile | 154 | | Sawed-off Shotgun | Short Ranged | 2 | Precise, Slow, Area (10' cone) | Persistent Damage, Stunned, Forced Move | 155 | | Shortbow, Pump Shotgun | Medium Ranged | 2 | Precise | Slowed, Persistent Damage, Knockdown | 156 | | Submachine Gun, M16 | Medium Ranged | 3 | Precise, Area (10' cube) | Persistent Damage, Provoked, Demoralized | 157 | | Heavy Crossbow, Longbow, Rifle | Long Ranged | 2 | Precise | Persistent Damage, Slowed | 158 | | Sniper Rifle, Laser Rifle | Extreme Ranged | 2 | Precise | Persistent Damage, Slowed | 159 | | Cannon | Extreme Ranged | 2 | Precise, Slow, Area (15' square), Delayed Ready, Heavy, Stationary | Persistent Damage, Forced Move, Stunned | 160 | | Small Shield | One-handed Melee | 2 | Forceful, Defensive 1 | Forced Move, Stunned, Knockdown | 161 | | Riot Shield, Tower Shield | One-handed Melee | 3 | Forceful, Defensive 2 | Forced Move, Stunned, Knockdown | 162 |
163 | 164 | > ### Weapons and Game Balance 165 | > 166 | > Open Legend often stresses narrative over balance, and this is especially true when it comes to weapons. Not all weapons will be perfectly balanced (just as they aren't in real life), and so some weapons will often see play more than others. For example, a character would have little reason to use a shortsword over a longsword, mechanically speaking, because they are identical except that a longsword has the versatility of being used in either one or two hands. However, that does not mean that the narrative will never favor or require a shortsword over a longsword. A newly formed thieves guild, for example, might not have the resources to equip everyone with longswords, so their low-level agents might be equipped with shortswords. 167 | 168 | ### Properties 169 | 170 | **Area** - An area weapon always makes multi-target area attacks of the listed size and shape and cannot be used for single-target attacks. If a weapon has multiple area sizes, the attacker chooses from them with each attack. These attacks do not incur any of the disadvantage penalties associated with multi-target attacks. 171 | 172 | **Expendable** - An expendable item can be used once to make an attack. Afterwards, the item is expended and cannot be used again. 173 | 174 | **Defensive** - A defensive weapon grants advantage equal to the listed value when its wielder takes the _defend_ action. Additionally, you gain a +1 armor bonus when wielding a defensive weapon (regardless of the _defensive_ value listed). While wielding an item with the _defensive_ property, you don't gain the advantage 1 to attacks normally associated with Melee One-handed or Two-handed weapons. A weapon cannot have a _defensive_ value greater than 3. 175 | 176 | **Delayed Ready** - This weapon can only be used once per round. In addition, prior to using the weapon, the wielder must spend a move action to ready it. 177 | 178 | **Forceful** - This weapon can make attacks with the Might attribute and invoke banes accessible via Might. 179 | 180 | **Heavy** - The weapon is particularly heavy to carry. You may carry a maximum number of _heavy_ items equal to your Might score. 181 | 182 | **Precise** - This weapon can be used to make attacks with the Agility attribute and invoke banes accessible via Agility. 183 | 184 | **Reach** - This weapon extends the natural melee range of the creature by 5'. 185 | 186 | **Slow** - If you are wielding this weapon at the beginning of combat, you gain disadvantage 2 on your initiative roll. If you are not wielding the weapon but plan to use it on your first turn, this penalty is still applied. If you are wielding multiple weapons, your initiative modifier is equal to the slowest among them (slow, swift, or neither). 187 | 188 | **Stationary** - The bulk and weight of this weapon is enormous. Moving it requires a focus action, which allows it to be moved up to 30 feet. 189 | 190 | **Swift** - If you are wielding this weapon at the beginning of combat, you gain advantage 2 on your initiative roll. If you are not wielding the weapon but plan to use it on your first turn, you still get this bonus. If you are wielding multiple weapons, your initiative modifier is equal to the slowest among them (slow, swift, or neither). 191 | 192 | > #### Tech Levels 193 | > 194 | >
195 | > Tech Levels provide a simplified way of defining the technology available to a given society. Open Legend uses the following four tech levels to broadly categorize the technological advances that a society can make:
196 | >
197 | > TL 0 - Stone Age, Bronze Age, Iron Age, Medieval Age
198 | > TL 1 - Modern Age
199 | > TL 2 - Near Future (mechs, cyborgs, laser weapons)
200 | > TL 3 - Far Future (intergalactic space travel, nanotechnology, quantum-powered technology)
201 | >
202 | > When planning a campaign, the GM can specify which tech level (or levels) the campaign will use. For example, a typical sword and sorcery campaign would be set at tech level 0, while a steampunk campaign would probably use a good mix of tech levels 0 and 1. 203 | >
204 | >
205 | > **Mixing Tech Levels**
206 | > You may encounter situations in which one group has a significant technological advantage over another group, such as an intergalactic empire (tech level 3) waging war upon a primitive civilization (tech level 0). In cases like these, the GM may assign blanket advantage or disadvantage to actions equal to the difference of the opposing tech levels. Using the previous example, the primitive civilization would receive disadvantage 3 on all actions in which the technology disparity plays an important role, while the intergalactic empire would conversely have advantage 3. 207 | 208 |
209 |
210 | 211 | ## Armor 212 | 213 | The armor table details various types of protection that you might equip in order to keep yourself from harm. Like the Weapons and Implements table, it features examples from a variety of genres that can easily be adapted to fit your campaign. Armor provides a bonus to your Guard defense, thus reducing or negating the damage that you would suffer from many types of attacks. 214 | 215 | The Armor table summarizes the following properties of each type of armor: 216 | 217 | **Examples** list several suits of armor that are mechanically equivalent and logically grouped together. 218 | 219 | **Type** indicates whether the armor is light, medium, or heavy. Generally, light armor provides a defense bonus of +1, medium of +2, and heavy of +3. 220 | 221 | **Wealth Level** is an indication of how expensive the armor is to purchase. See the **Wealth** section earlier in this chapter for an explanation of how that works. 222 | 223 | **Required Fortitude** lists the minimum Fortitude attribute score that a character requires in order to wear the armor. Without the requisite Fortitude score, a character cannot benefit from the protection it affords. 224 | 225 | **Defense Bonus** indicates the bonus that your character gains to their Guard defense. 226 | 227 | **Speed Penalty** indicates the reduction in speed that your character suffers due to the bulkiness and weight of the armor. 228 | 229 |

Armor

230 | 231 |
232 | 233 |
234 | 235 | 236 | | Examples | Type | Wealth Level | Required Fortitude | Defense Bonus | Speed Penalty | 237 | | :---------------------------------------- | :----: | :----------: | :----------------: | :-----------: | :-----------: | 238 | | Leather Armor, Steelsilk, Padded Armor | Light | 1 | 0 | 1 | 0 | 239 | | Armored Trench Coat, Electropolymer Armor | Medium | 3 | 2 | 2 | 0 | 240 | | Chainmail, Kevlar Vest, Breastplate | Medium | 2 | 3 | 2 | 0 | 241 | | Yoroi Armor, Plate Mail, Riot Suit | Heavy | 2 | 3 | 3 | 5' | 242 | | Power Armor, Elven Plate Mail | Heavy | 4 | 1 | 3 | 0 | 243 | 244 |
245 | 246 |
247 |
248 | 249 | ### Getting in and out of Your Armor 250 | 251 | Donning and removing armor takes 1 round for light armor, 1 minute for medium armor, and 10 minutes for heavy armor. Sleeping in medium or heavy armor is only possible with special training. Without the Armor Mastery feat, sleeping in armor causes your character to gain one level of the Fatigued bane, which applies disadvantage 1 to all non-attack rolls until they get a proper night's rest. 252 | 253 | ## Building Your Own Weapons 254 | 255 | Previously, we detailed the mechanical benefits of a variety of sample weapons. But you may be interested in customizing your character or campaign setting with new home brewed weapons. To do so, simply follow the four step process explained in this section. Every weapon begins with a default wealth level of 1, and may be increased or decreased at various stages of this process. 256 | 257 | ### Step 1: Choose a Category 258 | 259 | Typically a weapon belongs to one category, however some weapons, such as a dagger or a hybrid sword-gun might fall into two categories. No weapon should fall into more than two categories, but selecting either one or two categories is at the discretion of the player and GM. This step has no impact on the weapon's cost. 260 | 261 | ### Step 2: Choose Properties 262 | 263 | Every weapon must have either the _Forceful_ or _Precise_ property and some weapons have both. Choose one or both. 264 | 265 | Next, choose any additional properties that the weapon possesses. Properties adjust the wealth level according to the following table. 266 | 267 | | Property | WL Modifier | 268 | | :-----------: | :-------------------------------------------------------------------------------------: | 269 | | Area | + disadvantage penalty incurred by the area via multi-targeting (see Chapter 7: Combat) | 270 | | Defensive | + _defensive_ value | 271 | | Delayed Ready | -1 | 272 | | Expendable | -1 | 273 | | Heavy | 0 | 274 | | Reach | +1 | 275 | | Slow | -1 | 276 | | Stationary | -1 | 277 | | Swift | +1 | 278 | 279 | ### Step 3: Choose Banes 280 | 281 | Weapons are distinguished in terms of combat style and effectiveness by the banes associated with them. Banes do not impact wealth level, and a typical weapon will have 2 or 3 associated banes. Weapons with 4 or more associated banes must be approved by the GM. 282 | 283 | ### Step 4: Calculate Wealth Level 284 | 285 | All weapons (with the exception of unarmed strike), begin with a base wealth level of 1. From there, calculate the wealth level of the weapon based on the decisions you made in steps 2 and 3. Then, compare the weapon to others of similar power. If necessary, adjust the wealth level up or down slightly so that it is an accurate representation of the item's overall influence on the story and intended power level compared to other items. 286 | 287 | > #### Weapon Building Example: Kusari-Gama (Chain & Sickle) 288 | > 289 | > The kusaria-gama is an unique weapon from Japanese history. It is a combination of a chain and a kama (traditional farming implement). 290 | > 291 | > **Step 1 (Choose a Category)** 292 | > While the kusari-gama can be used as a short bladed melee weapon, its chain can also be swung long distances. As such, we will give it both the _one-handed melee_ and _close ranged_ categories. 293 | > 294 | > **Step 2 (Choose Properties)** 295 | > Because the kusari-gama can be wielded either with nimble precision or a mighty swing, lets give it both the _precise_ and _forceful_ properties. For extra flavor, we will say that the chain's ability to intercept and deflect attacks merits the _defensive 1_ property, and also the _reach_ property for striking at a distance. Because swinging the weapon is time-consuming, we will also give it the _slow_ property. 296 | > 297 | > **Step 3 (Choose Banes)** 298 | > The kusari-gama can be used to pull, trip, entangle, and threaten enemies in a wide area, as such we will give it the _forced move_, _immobile_, _knockdown_, and _provoked_ banes. 299 | > 300 | > **Step 4 (Calculate Wealth Level)** 301 | > The total wealth level modifier of the properties chosen in step 2 is +1. Added to the base wealth level of 1, we arrive at a final wealth level of 2 for our kusari-gama. 302 | -------------------------------------------------------------------------------- /core/src/05-perks-flaws/01-chapter-five.mdx: -------------------------------------------------------------------------------- 1 | --- 2 | slug: "/core-rules/perks-flaws" 3 | title: "5: Perks and Flaws" 4 | index: 5 5 | --- 6 | 7 | import { TableOfContents } from "../../../../mdx-components/TableOfContents.js" 8 | 9 | 10 | 11 | # Chapter 5: Perks & Flaws 12 | 13 | In this chapter, you'll find detailed descriptions of the perks and flaws that you can use to round out your character's personality, background, strengths, and weaknesses. Additionally, you'll learn how to activate your perks and flaws to enhance your roleplaying and gain mechanical benefits. 14 | 15 | ## Fleshing Out Your Character with Perks and Flaws 16 | 17 | **Perks** are characteristics that describe very specific skills, attitudes, backgrounds, or opportunities that tend to give your character the upper hand in certain situations. For example, maybe you are a noble and thus able to draw favors from powerful political figures, or perhaps you once served as mechanic on a starship and those technical skills still help you out in your adventuring life today. 18 | 19 | **Flaws** are your Achilles' heel. They are weaknesses that your enemies can exploit or character deficits that always seem to hold you back at just the wrong moment. Maybe you are stubborn as a mule and won't accept a compromise under any circumstances. Perhaps your greed tends to get the best of you, and your love of coin will even trump your loyalty to your friends. Your flaws might even be physical in nature: you're blind, missing an arm, or suffer from a wounded knee that slows you down. 20 | 21 | ### Acquiring Perks and Flaws 22 | 23 | At character creation, you may select up to two perks and two flaws, and you do not have to select any. Throughout your adventures, the GM may assign you additional perks and flaws as the natural results of your deeds. For example, if your party spends several months on board a ship, the GM may reward everyone with the _profession: sailor_ perk. Likewise, if you are subjected to horrible chemical burns as part of a laboratory explosion, the GM might assign you the _physical deformity_ flaw to describe your scarred face. 24 | 25 | You too, may decide to adopt new perks or flaws with the GM's approval as your character's personality and background develop through play. Perhaps a series of encounters with powerful forces leads you to take on the _cowardly_ flaw. Or maybe you spend significant downtime between adventures training with the local weaponsmith and would like to gain the _artisan_ perk. The GM is the final arbiter for deciding when and under what circumstances you may choose new perks and flaws, but you should communicate with them your hopes for your character's development. 26 | 27 | ### Designing Your Own Perks and Flaws 28 | 29 | The lists provided in this chapter are by no means comprehensive, and you are encouraged to work with your GM to create the perks and flaws that you need to define your character. 30 | 31 | Flaws are very easy to create, as they simply represent situational triggers that hold your character back. Because the PCs decides when their flaws take effect, there is no need to consider balance when creating new flaws. 32 | 33 | Perks, on the other hand, often grant elaborate benefits and even mechanical bonuses. These require you to work closely with your GM to ensure that your perks are balanced with the other perks available to PCs. The first rule to adhere to is that perks should provide non-combat effects, as feats, banes, and boons are the primary means for PCs to boost their combat expertise. Next, try to make your proposed perk limited to a specific type of task or a relatively rare situation. For example, the _artisan_ perk provides expertise for a single craft, and the _attractive_ perk is only beneficial in social situations that rely on physical attractiveness. If your perk is more generally applicable, then the effect should be more limited than other perks. For example, the _idol_ perk makes you trusted by just about anyone, but it is limited to being used once per game session. 34 | 35 | ## Activating Perks 36 | 37 | Perks provide very specific bonuses or effects in specific situations. Your perk description will explain exactly what your perk does and how often it can be activated. Some perks can be used whenever the situation merits while others are more limited. If the use of a perk relies on a situation being relevant to the sphere of influence of the perk, the GM has the final say as to whether the perk applies or not. For example, the _profession_ perk provides advantage 1 to any non-combat action rolls related to your chosen profession. If a character wants to use their _profession: hunter_ perk to gain advantage on a roll to track an orc, the GM would decide whether or not the PC's experience tracking game was relevant enough to aid in the hunt for a humanoid. 38 | 39 | ## Activating Flaws 40 | 41 | While perks provide specific benefits according to their descriptions, flaws are actively used by players to hinder the actions of their characters. You would do this for two primary reasons: first, to add depth and variety to your character and the story; and, second, to earn legend points, which can be used to enhance your chances of success on a future action (see Chapter 2: Actions and Attributes). In this way, flaws and legend points provide a sort of karmic balance to one another. Your sacrifice in one situation is rewarded in a future situation. 42 | 43 | To activate a flaw, you should intentionally make a disadvantageous choice based on your flaw that creates an interesting or tense moment in the plot. When you do so, let your GM know that you are activating your flaw and describe how it is hindering your efforts or influencing your decisions. If the GM approves that your flaw is creating a significant disadvantage and advancing the story, you receive one legend point. Sometimes, the GM may recognize that you are roleplaying a flaw without you having to overtly activate it. In such cases, the GM may award you with a legend point as well. 44 | 45 | You may not gain a legend point from the same flaw more than once per game session. Furthermore, you are in complete control of how and when your own flaws affect you. For example, you might play a blind samurai (using the _disabled_ flaw) who has such heightened senses of hearing, smell, and touch that they're usually completely unaffected by their blindness. Only under extreme circumstances does the blindness hinder them. 46 | 47 | The type of hindrance caused by activating a flaw should be more than a simple reduced chance of success. Good examples of activating a flaw include putting yourself or an ally in danger, making a bad decision, wasting a resource, and missing out on an opportunity, among others. It's also important to note that a good use of a flaw makes something new and interesting happen in the story rather than ending the narrative. For example, instead of activating a flaw to miss an attack, you might target an ally. Or, rather than activating a flaw to fail to find a secret door, you might make so much noise in your search that you attract unwanted attention. 48 | 49 | > ### Examples of Activating Flaws 50 | > 51 | > Oxnar the Barbarian was never known for his brains, so when the pixie promised him that eating the golden mushroom would make him as strong as a hundred mules, he gobbled it up with no questions and much gusto. A minute later he was dozing in a puddle of his own drool as the imp made off with his coin purse. The GM awards Oxnar with a legend point for effectively roleplaying his _dimwitted_ flaw to his own detriment. 52 | > 53 | > --- 54 | > 55 | > Normally, Celeste's blindness from the _disabled_ flaw doesn't stop her from being one of the best shots in the Badlands. Her keen hearing and extrasensory perception more than make up for her lack of sight. The unearthly wailing of these zombie shriekers, however, have overwhelmed her senses. The player who is role-playing Celeste decides that the situation is dicey enough that she will unintentionally target one of her allies. She lets the GM know that she is specifically activating her _disabled_ flaw, and the GM agrees that the impact is significant enough to merit a legend point for adding a new level of depth and realism to the story the group is telling together. 56 | > 57 | > --- 58 | > 59 | > The psion Madrina has the _ambitious_ flaw. After rescuing a group of mining colony civilians from a catastrophic air lock breach, Madrina is given the chance to ask a reward of the Chancellor. Madrina asks for the hand of the Chancellor's eldest in marriage, rather than a more reasonable request such as a pick from the Chancellor's treasury. The Chancellor becomes infuriated, but the GM awards a legend point for role-playing a flaw in a way that advances the story. 60 | 61 | ## Perk Descriptions 62 | 63 | ### Ageless 64 | 65 | Whether you are an android constructed of space age material that does not erode over time, the loyal servant of a higher power, or the subject of an arcane ritual, you have unlocked the secret to immortality. You are immune to the passage of time and the effects of old age. Your body does not age and you cannot be harmed by extraordinary effects that cause aging. Based on the source of your agelessness, you can decide whether or not your appearance changes over time. 66 | 67 | ### Artisan 68 | 69 | Choose a specific craft, such as gunsmithing, hardware assembly, glass blowing, or brewing. You are a master of a chosen craft, and your reputation goes far and wide. In a time frame decided by the GM, you can craft any mundane item of wealth level 2 or less, if you have access to the right tools. Furthermore, whenever you are performing a task in which your crafting skills would play a role, you gain advantage 1 to any action rolls that you must make. Your reputation means that other students of your craft may actively seek you out as a teacher. Experts in any field that makes use of the items you create will actively recommend that others seek you out. "You want the best overclocked CPU for that supercomputer? You need to talk to Razul, he's the best hardware craftsman this side of the Third Sun." 70 | 71 | ### Ascetic 72 | 73 | You are well-versed in the art of living with less. Whether a cloistered monk, a transcendent psion, or a wizened sage who spent years locked away in a tower of books, you are experienced at going long stretches of time with very little food, water, or company - and as such, these situations tend not to affect you as they do others. You are hardened against physical and mental deprivation and have developed an enviable degree of self-mastery. Whenever your asceticism would play a role in a situation, you gain advantage 1 to any relevant action rolls. 74 | 75 | ### Attractive 76 | 77 | When it comes to physical appearance, you're an absolute knockout. This plays to your favor more than just romantically, and your good looks tend to help you out in all sorts of social situations. Whenever your attractiveness would play a role in a situation, you gain advantage 1 to any relevant action rolls. 78 | 79 | ### Brute 80 | 81 | While others might convince with a silver tongue, you speak the universal language of fear. Once per game session, if you make a show of physical force, you can use your Might attribute for a Persuasion roll. If your Persuasion score is already greater than or equal to your Might score, you get advantage 1 on the roll. 82 | 83 | ### Courageous 84 | 85 | When the odds are stacked against you, you never falter or waiver. Once per game session, as a free action you can cancel all negative effects afflicting you that relate to fear or low morale. 86 | 87 | ### Crowd Favorite 88 | 89 | Whether you are an actor, musician, storyteller, magician, or some other type of performer, the common folk love your work. They adore you for your ability to use your art to transport them to a world beyond their daily drudgery, and you can always find a place to perform and make money at the local tavern or inn. 90 | 91 | ### Disease Immunity 92 | 93 | You are immune to natural disease. This protection does not guard against supernatural curses such as lycanthropy. 94 | 95 | ### Divine Agent 96 | 97 | You serve a higher being and have earned their protection. Once per game session, when you are subject to a _Finishing Blow_ while your hit points are below 1, you automatically heal to a hit point total of 1. 98 | 99 | ### Divine Insight 100 | 101 | You possess a supernatural connection to a deity, demi-god, or other divine being which grants you otherworldly insight. Once per game session, you can choose a topic relevant to the story. The GM shares some information about that topic which might be useful. If you've just failed a _Learning_ attribute roll and use this ability, the GM decides whether to give you information related to that roll or to give you knowledge that is completely unrelated. 102 | 103 | ### Ear of the Emperor 104 | 105 | You have done something in the past to earn the favor of someone in a high place: a senator, the general of an army, a merchant lord, etc. Perhaps you saved their life or spared them from significant monetary loss. Whatever you did, they owe you, and they are willing to help you with minor favors as long as the favors do not subject them to any risk or cost. Once during the campaign, you can call in a large favor that does put your contact in risk or cost them something significant. They will perform the favor, but you immediately lose this trait, as their debt has been repaid. 106 | 107 | ### Extraordinary Presence 108 | 109 | Your inherent extraordinary nature manifests itself in a tangible way of your choosing. For example, your eyes may glow, your skin might emanate an icy chill, or a trail of withering plants could follow you wherever you set foot. Depending on the nature of your extraordinary presence, it might make others more likely to fear, admire, or trust you—or otherwise alter their initial perceptions of you. Whenever your extraordinary presence is relevant in a social situation, you gain advantage 1 on any action rolls you make. 110 | 111 | ### Fugitive 112 | 113 | You are part of a illegal network, whether it be a thieves' guild, an underground network of stolen data brokers, or otherwise. Once per game session, you can call in a favor from a contact within your network to perform a mundane task such as gathering information or arranging safe passage. If the favor puts your contact at risk, they will still perform it but may ask for an equally risky favor from you in return. 114 | 115 | ### Idol 116 | 117 | Your reputation for some outstanding virtue precedes you, and people tend to hold you in high esteem. Once per session, you can call upon your reputation to inspire trust from someone who is skeptical of you, your actions, or your allies. 118 | 119 | ### Innocent 120 | 121 | Whether from a distant fey ancestry or simply an air of naivety, you possess a childlike quality that can melt even the coldest of hearts. Once per game session, you can leverage your innocence to turn an enemy and cause them to take pity on you. The enemy might choose to look the other way when you've done something illegal, forgive a debt you could never pay, or vouch in your favor before the authorities. 122 | 123 | ### Jack of All Trades 124 | 125 | You have a knack for picking up new skills. Once per game session, provided you are not under pressure from an inordinately tight deadline, you can automatically succeed at a non-attack action roll that relates to some craft, trade, skill, or similar work provided its Challenge Rating is less than or equal to 14. 126 | 127 | ### Legendary Bloodline 128 | 129 | Your ancestry can be traced to dragons, Void Templars, an ancient order of Archmagi, an intergalactic dynasty, or a similar powerful group. As such, a sense of awe follows you when met by those who know and respect your heritage. Choose an area of expertise, such as arcana, politics, or warfare. You are assumed to have knowledge and a destiny for greatness in the chosen area of expertise, and others treat you with deference. This influence could guarantee your placement within an Arcane College, grant you access to the Void Templars securely encrypted database, secure a mentorship under a famous Senator, or cause a Lieutenant who does not know you well to take combat orders from you based on your training in an elite task force. 130 | 131 | ### Local Hero 132 | 133 | You are well-known and respected as a protector of the common folk in a small region. The average citizen in this area will look up to you, and will offer you food, shelter, and other necessities. They will even take risks or assume minor costs to aid or protect you, so long as the risk is not death. 134 | 135 | ### Lucky 136 | 137 | Once per game session, in a moment of need, you can call on luck to shine upon you. The GM decides what form this luck takes. For example, an attack that was meant for you might target an ally instead, you may discover a secret passage to escape from a rolling boulder, or a local law enforcement officer decides to overlook your crime because you happen to have grown up on the same street. 138 | 139 | ### Merchant 140 | 141 | You understand the art of economics as well as the best of businessmen. A master of supply and demand, you have a knack for knowing when to buy and when to sell. You cannot be swindled when it comes to bartering, and you always know whether or not you are getting a fair price. Furthermore, you have friends in merchant circles and guilds in your home city, and you can easily gain such connections in new locations given enough time. 142 | 143 | ### Nature's Ally 144 | 145 | The natural world responds to your deep connection with it. Perhaps you are a preservationist, seeking to restore organic life in a shattered post-apocalyptic wasteland, or maybe you are a hermit closely attuned to the animals and plants of the Sylvan woodlands. Whatever your circumstance, people and creatures connected to the land can sense your deep respect for the natural order. Wild animals are more receptive to your desires, primitive tribes give you the benefit of the doubt by assuming you do not have destructive intentions, and you can typically gain an audience with an elusive Druid or Shaman in a given region who shares your goal in defending nature. 146 | 147 | ### Observant 148 | 149 | Your keen senses allow you to notice details that others typically miss. Once per game session, you can use this ability to notice something out of the ordinary. For example, you might spot a hidden passage behind a bookcase, a trace of blood under the fingernails of another character, or a wig that is not quite convincing. If you use this ability after failing a _Perception_ roll, the GM decides whether you notice the initial target of your roll or a different detail. 150 | 151 | ### Profession 152 | 153 | Choose a specific trade, such as sailor, soldier, or miner. You know everything there is to know about the business and are a master of the requisite skills. A sailor, for example, can tie a knot for all occasions, navigate by the stars, and man any station aboard a ship. A soldier is well-versed in a variety of arms, understands military tactics, and knows how to navigate the chain of command with ease. Furthermore, whenever you are performing a task in which your professional skills would play a role, you gain advantage 1 to any non-combat action rolls that you must make. 154 | 155 | ### Pure-hearted 156 | 157 | Any goodly-natured creature you encounter is friendly toward you by default rather than neutral. Circumstances can alter this, but even if rumors or actions you've taken would influence a good creature negatively, it remains one step friendlier than it otherwise would have been. 158 | 159 | ### Resilient 160 | 161 | You are exceptionally difficult to kill or wear down. Once per game session, you can automatically succeed a Fortitude action roll of Challenge Rating less than or equal to 10 + twice your Fortitude score. 162 | 163 | ### Scavenger 164 | 165 | You have lived a life of need, and thus know how to make do when others would go without. Once per game session, you can easily acquire a single mundane item even though it would otherwise take time to get or be completely unattainable. Depending on the circumstances, the GM may decide that your acquisition is only temporary or subject to reasonable conditions. For example, you might use this perk to acquire a rope in the middle of a desert, but the GM may rule that it is so sunbaked and ancient that it will likely snap after a few uses. 166 | 167 | ### Scent 168 | 169 | Your sense of smell is almost feral or otherwise ultra-heightened. As a focus action, you can discern the number and relative location of living creatures within 60'. With an additional focus action you can lock onto a particular scent and maintain its relative location as long as it remains within 60'. Furthermore, you gain advantage 1 on attempts to track a creature if it has left a scent trail. 170 | 171 | ### Scholar 172 | 173 | You have spent years studying a particular discipline, such as physics, herbalism, dragon lore, history, politics, or religion. Once per session, you can re-attempt a failed _Learning_ roll related to your discipline, gaining advantage 2 on the re-roll. Furthermore, you have colleagues and connections within your discipline, and know the proper channels for gaining access to specialty laboratories, libraries, temples, or other collections of lore related to your field of scholarship. 174 | 175 | ### Silver Tongue 176 | 177 | You have practiced the ways of sneaking hidden charms and subliminal messages within everyday conversation. Once per session, when you converse with an intelligent creature for at least five minutes, you will learn one useful secret of the GM's choosing about the creature. 178 | 179 | ### Stone Sense 180 | 181 | While underground you may fail to find what you're looking for, but you can never be truly lost. You can always find your way back to the entrance through which you entered. Furthermore, you have advantage 1 on any action rolls in which a familiarity with underground environments would prove helpful, such as attempts to identify the risk of a cave-in or to find a secret passage within a cavern. 182 | 183 | ### Street Rat 184 | 185 | You were raised on the streets or at least spent a good deal of time crawling about them. As such, you know how to navigate urban areas quickly, make yourself unseen, and find a bite to eat when you're down on your luck. As one of the invisible urchins that crawl the city, you are also quite adept at picking up rumors in taverns and crowded streets. You gain advantage 1 on rolls for situations in which your street rat nature would be helpful. 186 | 187 | ### Upper Class 188 | 189 | Being of high birth, old money, or otherwise given access to resources beyond the common citizen, you are treated as a benefactor by the lower classes. They will trust and help you in the hopes of being rewarded for their efforts. You are also treated as a peer by those of similar or slightly higher social standing and can typically request an audience with them. In addition, representatives of the law generally assume you to be beyond reproach unless they are presented with compelling evidence to the contrary. 190 | 191 | ### Vagabond 192 | 193 | Having spent significant time fending for yourself in the wilderness, you excel at surviving and navigating in the wild. You always know the direction of true north and you can automatically find enough food to feed yourself plus a number of additional people equal to your Learning attribute score. 194 | 195 | ### Warrior's Code 196 | 197 | As a veteran warrior, you command respect even from foes. Once per session, you can use this perk to cause an enemy or group of enemies to extend special concessions or favorable treatment toward you via an unspoken warrior's code. The GM decides what these concessions look like. For example, your enemies might choose to trust you to come quietly and not shackle you, or overlook an insult that would have otherwise have been cause for bloodshed. 198 | 199 | ### Whisperer of the Wild 200 | 201 | Once per game session, you can ask a single “yes” or “no” question of a plant or animal within earshot. The plant or animal automatically trusts you at least enough to answer the question truthfully. You receive the answer by way of an inner sense, and so this ability cannot be used for further two-way communication. 202 | 203 | ## Flaw Descriptions 204 | 205 | ### Absent-minded 206 | 207 | You live with your head in the clouds. You might just be ditzy, or maybe you just spend your time contemplating loftier matters. Whatever the source of your absent-mindedness, you are slow to notice important details and have a tendency to get distracted at exactly the worst possible moment. 208 | 209 | ### Addiction 210 | 211 | The roll of the dice, the smoke of the Black Lotus, or the escape of the virtual reality machine. Whether your addiction is physical, mental, or social, the effect is generally the same: you've got an itch that you need to scratch, and you'll sometimes do reckless or atrocious things to make sure that you can get your fix. You get to decide the nature and severity of your addiction. 212 | 213 | ### Ambitious 214 | 215 | You are willing to do anything to get ahead in life and often that means trampling upon other people on your way to the top. When presented with a situation requiring empathy for those beneath you, it's typical for you to ignore their need. In addition, you may sometimes overreach in your attempts to get ahead, making bold and risky choices that can put you and those close to you in danger. 216 | 217 | ### Bloodlust 218 | 219 | Battle isn't just a way of life, it is _the_ way of life. There isn't a conflict you've encountered that wasn't best solved with steel or lead, and your allies will have a hard time convincing you otherwise. You are prone to starting fights when they aren't necessary and prolonging them even after the enemy has surrendered. 220 | 221 | ### Brash 222 | 223 | You are bold and daring to the point of recklessness. You have no time for plans, calculations, or strategic thinking. A lot of brass and a bit of luck are all you need. Kick in the door and let the details sort themselves out. 224 | 225 | ### Bravado 226 | 227 | You have a flair for the dramatic, and will often undertake bold or daring maneuvers simply for the thrill of it. For example, in combat you might swing from a chandelier even if it offers no tactical advantage. 228 | 229 | ### Cosmetic Deformity 230 | 231 | Something about you makes you less attractive, undesirable to behold, or even just downright abominable. You get to decide the nature and severity of your deformity. Examples include a scarred cheek, vacant white eyes, a burn-covered body, and a missing nose. Whatever form this flaw takes, it is merely cosmetic and thus will generally only affect you in social situations. 232 | 233 | ### Compulsion 234 | 235 | You have an irresistible urge to perform a behavior of your choice. Examples include, grinding your teeth, tapping your foot, biting your fingernails, counting coinage, and washing your hands. Your compulsion can sometimes put you in awkward or embarrassing situations, such as needing to wash your hands immediately after shaking hands with an ambassador. 236 | 237 | ### Cowardly 238 | 239 | You have honed self-preservation into a way of life, and you will do almost anything to avoid danger, pain, and death. Sometimes, the situation at hand and the pumping of adrenaline will lead you to perform acts that appear courageous, but sooner or later your cowardly nature will emerge. You are easy to intimidate and you will almost assuredly crack under interrogation. In combat, you can still choose to fight, but you will attempt to distance yourself as much as possible from harm's way, even if it means leaving an ally in a tough spot. 240 | 241 | ### Dimwitted 242 | 243 | You aren't the sharpest tack in the box. It's not just that you weren't gifted with skill in academia, it's that you pick up on things pretty slowly overall. With the exception of your areas of expertise, you have a hard time learning new skills, following instructions, and maybe even remembering names. 244 | 245 | ### Disabled 246 | 247 | You have some physical deficiency that holds you back in life. You decide the nature and severity of your disability. Some examples of disabilities include blindness, deafness, missing limbs, partial paralysis, bone deficiencies, or allergies. 248 | 249 | ### Greedy 250 | 251 | You can't help it: you just like _things_. Money, gems, items of power - they beckon you at every turn and you'll often take great risks and maybe even betray your allies if the monetary reward is great enough. You're easy to bribe, and you will often push the limits of negotiation or bartering in order to increase your share in the profits, even if it makes you a few enemies. 252 | 253 | ### Honest 254 | 255 | You won't tell a lie or engage in deceitful speech, even to save your own life or the life of another. 256 | 257 | ### Hot Tempered 258 | 259 | Your fuse is short and your explosions are destructive. Sometimes your anger boils slowly over time and other times it erupts completely unexpectedly. But when you do fly off the handle, things rarely go well for you. 260 | 261 | ### Illiterate 262 | 263 | You can't read or write, even in languages that you speak fluently. 264 | 265 | ### Literal Minded 266 | 267 | You struggle with concepts and turns of phrase that are not literally true, such as idioms and metaphors. You might think sorcery is afoot if someone tells you it is “raining cats and dogs”. If a friend exaggerates by saying “I'd kill myself if Melzak were elected Supreme Justice”, you would be genuinely concerned for your friend's life if Melzak did get elected. 268 | 269 | ### Mood Disorder 270 | 271 | You suffer from a psychological condition that directly affects your mood, such as depression or anxiety. You get to determine the nature and severity of your mood disorder. 272 | 273 | ### Naive 274 | 275 | Whether you are innocent, uninformed, or inexperienced, the results are the same: you are pretty gullible. You get to define the scope of your naivety. For example, maybe you're a greenhorn from a big city on the east coast, so you are unlearned in the ways of the Wild West. Or maybe your memory was completely wiped out a few weeks ago and you are relearning the rules of civilization, thus your naivety presents itself much more universally. 276 | 277 | ### Overt 278 | 279 | You have a strong aversion to subterfuge, legerdemain, and smooth talking. After all, the shortest distance between two points is a straight line, so why not follow the straight and narrow path? Your overtness may lead to you mistakenly foil the plans of allies, such as by blurting out a sensitive truth in the midst of a tense negotiation. 280 | 281 | ### Overweight 282 | 283 | You are carrying a few extra pounds, and they tend to get in the way at all the wrong times, such as when climbing a ladder or crossing a decrepit rope bridge. 284 | 285 | ### Pacifist 286 | 287 | You disdain combat and bloodshed of any kind, and will generally do whatever possible to avoid it. You can decide the extent of your pacifism. You might just revert to violence as a last resort, or you may be so averse to combat that you won't lift a weapon even in defense of yourself or others. 288 | 289 | ### Phobia 290 | 291 | You are terrified and incapable of rational thought when you are presented with the object of your fear. It could be spiders, snakes, closed spaces, crowds, or something less common like co-dependence: a fear of being alone that causes you to always seek out companionship, even if that companionship has a negative impact on your life overall. 292 | 293 | ### Proud 294 | 295 | Some call it an inflated ego. Others call it conceit. But you know that you really are just that good. The rabble are inferior, and you're not afraid to let them know. Your pride may be a universal sense of self-worth, or it may only manifest itself within certain spheres or situations. For example, your rank in the Royal Star Force leads you to look down upon anyone trained in less illustrious armed forces. 296 | 297 | ### Psychotic 298 | 299 | You are severely mentally deranged to the extent that you occasionally lose touch with reality. You get to determine the extent and nature of your psychosis, including any potential triggers. For example, you might believe that beings from another dimension are trying to abduct you, or perhaps you relive a nightmarish scene from your past whenever you are in the midst of a gun fight. 300 | 301 | ### Short-winded 302 | 303 | You have poor lung capacity and easily tire. Sprints, long runs, and forced marches are either impossible for you or they tend to leave you completely incapacitated afterwards. 304 | 305 | ### Sick 306 | 307 | You suffer from some sort of chronic illness or condition, such as tuberculosis, cancer, arthritis, or irritable bowel syndrome. Even if you possess the means to treat your disease or control the symptoms, you might still have episodes or flare ups that hinder your adventuring life. 308 | 309 | ### Socially Awkward 310 | 311 | Something about your behavior tends to rub people the wrong way. Perhaps you don't respect the personal space of others, tend to ramble in conversation, or share overly personal details. Whatever the nature of your awkwardness, it makes social situations difficult for you at times. 312 | 313 | ### Stubborn 314 | 315 | It's your way or the highway. Maybe not all of the time, but once you've made your mind up on an important matter, you won't budge. You probably won't even compromise. 316 | 317 | ### Uncoordinated 318 | 319 | Your body just doesn't work well with itself. You have trouble balancing, catching, throwing, and performing similar physical tasks that require dexterity or nimbleness. 320 | 321 | ### Vengeful 322 | 323 | You let no slight go unpunished. While some might be able to shake off an insult from a tavern drunk, you take it as a personal assault that demands satisfaction. The more severe the crime, the greater the vengeance you will mete out. 324 | 325 | ### Zealous 326 | 327 | You stand for a cause—whether it is a religion, a nation, a code, a way of life, or otherwise—and you will push the boundaries of normal behavior to uphold your cause. This might mean that you make yourself a social outcast by attempting to convert others to your cause, or it could mean that you are willing to perform an act you might otherwise consider evil, such as putting innocent lives in danger, if doing so would promote your cause. 328 | -------------------------------------------------------------------------------- /banes/banes.yml: -------------------------------------------------------------------------------- 1 | - ! 2 | name: Blinded 3 | tags: 4 | - Extraordinary 5 | - Physical 6 | power: 7 | - 5 8 | attackAttributes: 9 | - Agility 10 | - Creation 11 | - Energy 12 | - Entropy 13 | attack: 14 | - Agility vs. Guard 15 | - Creation vs. Guard 16 | - Energy vs. Guard 17 | - Entropy vs. Toughness 18 | invocationTime: 1 Major Action 19 | duration: Resist ends (Fail x 3 = 1 minute) 20 | description: | 21 | You blind your foe with anything from a massive explosion, to a handful of sand, to an arctic blast, to a dazzling flash of light. Pirates, snipers, rogues, and necromancers often make use of this bane in combat. 22 | effect: | 23 | The target cannot see as long as the effect persists. The target automatically fails any Perception rolls based solely on normal sight. Attack rolls and Perception rolls based partially on sight that can be supplemented by another sense suffer disadvantage 5. The target's Guard defense is reduced by 3. 24 | - ! 25 | name: Charmed 26 | tags: 27 | - Extraordinary 28 | power: 29 | - 3 30 | - 4 31 | - 6 32 | attackAttributes: 33 | - Influence 34 | attack: 35 | - Influence vs. Resolve 36 | invocationTime: 1 Major Action 37 | duration: Resist ends (special) (Fail x 3 = 24 hours) 38 | description: | 39 | Charms are one of the great banes of legend, wielded by powerful enchantresses like Circe (of Homer's The Odyssey), nymphs, psychics, and other characters who control the will of others, not through total domination, but through a magical spell of love or friendship. 40 | effect: | 41 | The charmed bane can only be inflicted via a bane attack. Damaging attacks that trigger banes cannot trigger this bane. The charmed bane manifests at two levels: minor and major. 42 | Minor Charm - The target is mentally compelled to become more friendly, only changing their attitude toward you moderately. If they are about to strike you, they will restrain themselves - still angry and hostile, but no longer violent. If they want to help you and are leaning toward trusting you, but have some hesitation because you've just met, then that hesitation goes away. 43 | Major Charm - The attacker chooses whether the major charm is platonic or romantic. If platonic, the bane causes the target to consider the attacker their best friend and one of the most trustworthy and noble people they have met in all their lives. Alternatively, the attacker can choose for this trust and admiration to manifest as romantic love. The target is unable to do anything to plot against the one who afflicted them, and will (at the earliest possible opportunity) tell their charmer of any rumored harm or danger coming their way. The afflicted character becomes immediately suspicious of anyone who speaks ill of their attacker. 44 | The target is mentally compelled to like and trust you more, depending on the power level of the bane when invoked. 45 |
    46 |
  • Power Level 3 - You can Minor Charm creatures of animal level intelligence or lower.
  • 47 |
  • Power Level 4 - You can Minor Charm creatures of humanoid intelligence. You can Major Charm creatures of animal level intelligence or lower.
  • 48 |
  • Power Level 6 - You can Major Charm creatures of humanoid intelligence.
  • 49 |
50 | special: | 51 | While most banes last until the target actively attempts to resist it, this bane prevents the target from being aware of their affliction and thus prevents them from actively attempting to break free. However, the target's true mind is magically suppressed but fights to regain control. As such, at the end of each of its turns, the target receives a resist roll as a free action to break free from the effect. When your target succeeds at a resist roll against this bane, they become immune to all subsequent attempts by you to inflict the bane for the next 24 hours. 52 | - ! 53 | name: Deafened 54 | tags: 55 | - Extraordinary 56 | - Physical 57 | power: 58 | - 4 59 | attackAttributes: 60 | - Agility 61 | - Energy 62 | - Entropy 63 | attack: 64 | - Agility vs. Guard 65 | - Energy vs. Toughness 66 | - Entropy vs. Toughness 67 | invocationTime: 1 Major Action 68 | duration: Resist ends (Fail x 3 = 1 minute) 69 | description: | 70 | You deafen your foe with a crash of thunder, a deft strike to their ears, or a dark energy that disables their hearing. This bane is common to storm mages, mad scientists, and assassins. 71 | effect: | 72 | The target cannot hear as long as the effect persists. The target automatically fails any Perception rolls based solely on hearing. Perception rolls based partially on hearing that can be supplemented by another sense suffer disadvantage 3. 73 | - ! 74 | name: Death 75 | tags: 76 | - Extraordinary 77 | - Physical 78 | power: 79 | - 9 80 | attackAttributes: 81 | - Agility 82 | - Entropy 83 | attack: 84 | - Agility vs. Toughness 85 | - Entropy vs. Toughness 86 | invocationTime: 1 Major Action 87 | duration: Resist ends (special) (Fail x 3 = Permanent) 88 | description: | 89 | Utilizing either incredible precision or the power of entropy, you snuff out the target's life force completely. The deadliest assassins and most powerful necromancers are known for such legendary skill at ending life. 90 | effect: | 91 | Upon a successful invocation, the target is immediately rendered immobile, unconscious, and unable to take actions. They have disadvantage 5 on all Perception rolls, and any damaging attacks against them count as finishing blows. 92 | If the target fails three resist rolls to shake off this bane, they die. The death is permanent and can only be reversed if the GM allows a special mission, use of a rare technology, or long-forgotten magic to restore the target to life. 93 | special: | 94 | While most banes last until the target actively attempts to resist it, this bane renders the target incapable of taking actions and thus prevents them from actively attempting to break free. However, the target's body fights to regain consciousness and resist the impending death. As such, at the end of each of its turns, the target receives a resist roll as a free action to break free from the effect. When the target succeeds at a resist roll against this bane, they become immune to all subsequent attempts by you to inflict the bane for the next 24 hours. 95 | - ! 96 | name: Demoralized 97 | tags: 98 | - Physical 99 | - Extraordinary 100 | power: 101 | - 3 102 | - 6 103 | - 8 104 | attackAttributes: 105 | - Agility 106 | - Energy 107 | - Entropy 108 | - Influence 109 | - Might 110 | - Persuasion 111 | - Presence 112 | attack: 113 | - Agility vs. Resolve 114 | - Energy vs. Resolve 115 | - Entropy vs. Resolve 116 | - Influence vs. Resolve 117 | - Might vs. Resolve 118 | - Persuasion vs. Resolve 119 | - Presence vs. Resolve 120 | invocationTime: 1 Major Action 121 | duration: Resist (minor) ends (Fail x 3 = 1 minute) 122 | description: | 123 | Using your quick wit, intimidating presence, or even a strong display of magical power, you cause your enemies to doubt themselves. A berserker might achieve this effect by foaming at the mouth while a swashbuckling space captain might dishearten his foes simply with intimidating words. 124 | effect: | 125 | The affected target has disadvantage on all action rolls. 126 |
    127 |
  • Power Level 3 - Disadvantage 1.
  • 128 |
  • Power Level 6 - Disadvantage 2.
  • 129 |
  • Power Level 8 - Disadvantage 3.
  • 130 |
131 | special: | 132 | Resisting this bane is a minor action. 133 | When inflicting this bane using Agility or Might, you may determine range using the Non-Physical Attack Range table (see Chapter 7: Combat). 134 | - ! 135 | name: Disarmed 136 | tags: 137 | - Extraordinary 138 | - Physical 139 | power: 140 | - 3 141 | - 6 142 | attackAttributes: 143 | - Agility 144 | - Alteration 145 | - Energy 146 | - Entropy 147 | - Influence 148 | - Might 149 | - Movement 150 | attack: 151 | - Agility vs. Guard 152 | - Alteration vs. Guard 153 | - Energy vs. Guard 154 | - Entropy vs. Toughness 155 | - Influence vs. Resolve 156 | - Might vs. Guard 157 | - Movement vs. Guard 158 | invocationTime: 1 Major Action 159 | duration: Instantaneous 160 | description: | 161 | You force an opponent to lose control of an object they are holding, whether through brute force, mental compulsion, a skillful parry, heating the item to unbearable temperatures, shooting it from their hands, or some other means. 162 | effect: | 163 |
    164 |
  • Power Level 3 - The target drops an object they are holding in a space of your choosing within 15' of the target. 165 |
  • 166 |
  • Power Level 6 - As an alternative to moving the item, you can choose to assume control of it. If you do, you are now the wielder. For the wielder to regain control, they can react with a Disarmed bane of their own to counter the effect or make an attribute roll (typically Might) with a Challenge Rating equal to 10 + 2 x the attribute score you used to disarm the item. 167 |
  • 168 |
169 | - ! 170 | name: Dominated 171 | tags: 172 | - Extraordinary 173 | power: 174 | - 3 175 | - 5 176 | - 9 177 | attackAttributes: 178 | - Influence 179 | attack: 180 | - Influence vs. Resolve 181 | invocationTime: 1 Major Action 182 | duration: Special 183 | description: | 184 | Though rare, domination is seen from time to time in legendary tales, often wielded by vampires, and sometimes by the most powerful of sorcerers or mad scientists who command legions of mindless zombies, completely enslaved to their will. 185 | effect: | 186 | The dominated bane manifests at two levels: lesser and greater. 187 | Lesser Domination - The target obeys a one word command until the end of their next turn, at which time the bane immediately ends. 188 | Greater Domination - The target's every action and move is under your control. Unlike the charmed bane, characters under the effect of domination lose control of their actions. Their minds, however, struggle to regain control of their own body. They cannot take actions of any kind (except thought) unless it is ordered by you. Every action which the attacker orders the afflicted character to perform which is in extreme violation of their nature gives the target a resist roll as a free action to end the effect. The attacker does not gain special access to the target's mind and so can only order the character to perform actions that they think the character is capable of. Lastly, each mental order that the attacker gives to the target is a major action. However, the order can be a series of verbal commands, such “Attack enemy X unless someone comes through the door, in which case flee”. The dominated creature will continue to obey the last mental command they were given until you give a new command. Only one such command can be active at a given time. Greater Domination has a duration of Resist ends (Fail x 3 = 1 hour). 189 |
    190 |
  • Power Level 3 - You can target creatures of subhuman intelligence (animals, some elementals, certain undead, etc.) with Lesser Domination.
  • 191 |
  • Power Level 5 - You can target creatures of human intelligence or better with Lesser Domination. You can target creatures of subhuman intelligence (animals, some elementals, etc.) with Greater Domination.
  • 192 |
  • Power Level 9 - You can target creatures of human intelligence or greater with Greater Domination.
  • 193 |
194 | special: | 195 | While most banes last until the target actively attempts to resist it, this bane prevents the target from being aware of their affliction and thus prevents them from actively attempting to break free. However, the target's true mind is suppressed but fights to regain control. As such, at the end of each of its turns, the target receives a resist roll as a free action to break free from the effect. When your target succeeds at a resist roll against this bane, they become immune to all subsequent attempts by you to inflict the bane for the next 24 hours. 196 | - ! 197 | name: Fatigued 198 | tags: 199 | - Extraordinary 200 | power: 201 | - 5 202 | attackAttributes: 203 | - Entropy 204 | attack: 205 | - Entropy vs. Toughness 206 | invocationTime: 1 Major Action 207 | duration: Special 208 | description: | 209 | You cause the target's body to wither and weaken, gradually losing its ability to function until the victim finally succumbs to death. Fatigue may be the result of a necromancer's curse, an assassin's poison, a radiation ray, or similar life sapping effects. 210 | effect: | 211 | This bane has multiple tiers which are applied in succession. Each time this bane is inflicted, if it is already in effect on the target, the severity escalates by one level.
212 |
    213 |
  • Level 1 - The target has disadvantage 1 on all non-attack action rolls.
  • 214 |
  • Level 2 - The target is affected by the slowed bane, reducing its speed by half. This instance of the slowed bane cannot be resisted as normal. It persists until the fatigue is removed.
  • 215 |
  • Level 3 - The target has disadvantage 1 on all attack rolls.
  • 216 |
  • Level 4 - The target loses their attribute bonuses to their defense scores (Agility and Might for Guard, Fortitude and Will for Toughness, Will and Presence for Resolve). They retain any armor, extraordinary, or feat bonuses.
  • 217 |
  • Level 5 - The target loses consciousness and is helpless. Being forced into a state of rest, one level of fatigue will be removed automatically after 24 hours, unless circumstances prevent the target from resting peacefully.
  • 218 |
  • Level 6 - The target dies.
  • 219 |
220 | special: | 221 | Unlike other banes, canceling this bane takes time and rest. Each 24 hour period of rest with little or no exertion removes one level of fatigue. If the restoration boon is successfully invoked to dispel this bane, only one level of fatigue is removed (in addition to that removed by natural rest). If the restoration boon's invoker has an attribute score of 7 or greater, all levels of fatigue are removed instead of just one. A target may only benefit from one invocation of the restoration boon to remove fatigue within a 24 hour period. 222 | - ! 223 | name: Fear 224 | tags: 225 | - Extraordinary 226 | - Physical 227 | power: 228 | - 5 229 | attackAttributes: 230 | - Creation 231 | - Entropy 232 | - Influence 233 | - Might 234 | attack: 235 | - Creation vs. Resolve 236 | - Entropy vs. Resolve 237 | - Influence vs. Resolve 238 | - Might vs. Resolve 239 | invocationTime: 1 Major Action 240 | duration: Special 241 | description: | 242 | Through an overwhelming force of physical might or extraordinary power, you strike terror into the hearts of enemies, causing them to flee from your presence. A warrior might invoke this bane by hurling a boulder while a cyber hacker might achieve the same effect by uploading a hallucinatory virus into an opponent's neuro jack. 243 | effect: | 244 | On its turn, the afflicted target must use its entire turn to get as far away as possible from you. It cannot use its actions to do anything other than retreat, and it cannot willingly move closer to you while the bane persists. 245 | special: | 246 | While most banes last until the target actively attempts to resist them, this bane prevents the target from thinking clearly. However, the target's logical mind fights to regain control. As such, at the end of each of its turns, the target receives a resist roll as a free action to break free from this effect. When your target succeeds at a resist roll against this bane, they become immune to all subsequent attempts by you to inflict the bane for the next hour. 247 | When inflicting this bane using Might, you may determine range using the Non-Physical Attack Range table (see Chapter 7: Combat). 248 | - ! 249 | name: Forced Move 250 | tags: 251 | - Extraordinary 252 | - Physical 253 | power: 254 | - 2 255 | - 4 256 | - 6 257 | - 8 258 | attackAttributes: 259 | - Agility 260 | - Energy 261 | - Might 262 | - Movement 263 | attack: 264 | - Agility vs. Guard 265 | - Energy vs. Guard 266 | - Might vs. Guard 267 | - Movement vs. Guard 268 | invocationTime: 1 Major Action 269 | duration: Instantaneous 270 | description: | 271 | With a forceful blow, magical gust of wind, or telekinetic push, you move your target against its will. This bane is favored among ogres, telekinetisists, wind mages, super soldiers, and other characters built to reshape the battlefield to their advantage. 272 | effect: | 273 | The target is moved a distance against their will, as determined by the bane's power level. The ending location is chosen by the attacker. 274 |
    275 |
  • Power Level 2 - The target is moved 5'.
  • 276 |
  • Power Level 4 - The target is moved 10'.
  • 277 |
  • Power Level 6 - The target is moved 15'.
  • 278 |
  • Power Level 8 - The target is moved 20'.
  • 279 |
280 | - ! 281 | name: Immobile 282 | tags: 283 | - Extraordinary 284 | - Physical 285 | power: 286 | - 1 287 | attackAttributes: 288 | - Agility 289 | - Alteration 290 | - Creation 291 | - Energy 292 | - Entropy 293 | - Influence 294 | - Might 295 | - Movement 296 | attack: 297 | - Agility vs. Guard 298 | - Alteration vs. Guard 299 | - Creation vs. Toughness 300 | - Energy vs. Toughness 301 | - Entropy vs. Toughness 302 | - Influence vs. Resolve 303 | - Might vs. Guard 304 | - Movement vs. Guard 305 | invocationTime: 1 Major Action 306 | duration: Resist ends (special) (Fail x 3 = 1 minute) 307 | description: | 308 | Whether through grappling, a precise nerve strike, entangling vines, mental compulsion, or a bone-numbing blast of cold, you render your foe incapable of movement. This bane is typical among martial artists, special ops agents, enchanters, and wrestlers. 309 | effect: | 310 | Your target cannot move from its current space. If you invoked the bane with a Might roll and are within 5' of the target, then both you and the target are immobile in your current space for the duration of the bane (locked in a grapple). While grappling in this manner, you can attempt to inflict this bane again upon the target. If successful, you can move your speed and take the target with you. If this attack fails, you can only move by first releasing the target and ending the bane. 311 | If you invoked the bane with any attribute other than Might, you can move freely while the target remains affected. 312 | You can choose to release the target as a free action, immediately ending the bane. 313 | special: | 314 | When an affected target succeeds at a resist roll to end this effect, they can move 15' as a free action. 315 | - ! 316 | name: Incapacitated 317 | tags: 318 | - Extraordinary 319 | - Physical 320 | power: 321 | - 5 322 | - 7 323 | - 9 324 | attackAttributes: 325 | - Agility 326 | - Entropy 327 | - Influence 328 | attack: 329 | - Agility vs. Toughness 330 | - Entropy vs. Toughness 331 | - Influence vs. Resolve 332 | invocationTime: 1 Major Action 333 | duration: Resist ends (Fail x 3 = 1 minute) 334 | description: | 335 | Incapacitation is a catch-all bane for a variety of effects, including total paralysis, sleep, petrification, poison, being knocked out, fainting, or similar conditions that render a character completely helpless. Examples of possible causes of this bane include a martial artist's paralyzing strike, an enchanter's magical song of sleep, paralysis by poison, fainting from extreme heat, suffocation, and the gaze of a medusa. 336 | effect: | 337 | The target is immobile (can't move from their current space) and unconscious. They have disadvantage 5 on all perception rolls and are incapable of moving. As a result of being completely incapable of movement, an incapacitated character can be the victim of a finishing blow.
  • Power Level 5 - The effect can be broken by a moderate disruption, such as a firm shove, a kick, glass of water, loud bang, etc.
  • Power Level 7 - The effect can only be broken if the target takes 1 point of damage or more.
  • Power Level 9 - The effect cannot be disrupted by external forces. Only the afflicted character's successful resist roll can end the effect.
338 | special: | 339 | While most banes last until the target actively attempts to resist it, this bane prevents the target from being aware of their affliction and thus prevents them from actively attempting to break free. However, the target's body fights to regain consciousness. As such, at the end of each of its turns, the target receives a resist roll as a free action to break free from the effect. When your target succeeds at a resist roll against this bane, they become immune to all subsequent attempts by you to inflict the bane for the next hour. 340 | - ! 341 | name: Knockdown 342 | tags: 343 | - Extraordinary 344 | - Physical 345 | power: 346 | - 1 347 | attackAttributes: 348 | - Agility 349 | - Energy 350 | - Might 351 | - Movement 352 | attack: 353 | - Agility vs. Guard 354 | - Energy vs. Guard 355 | - Might vs. Guard 356 | - Movement vs. Guard 357 | invocationTime: 1 Major Action 358 | duration: Instantaneous 359 | description: | 360 | Whether via a thunderous blow from a great axe, an earth shattering bolt of supernatural energy, or a well aimed shove in a direction where the enemy's balance is weak, you knock the target off their feet. Knockdown is a favorite of hulking brutes, telekinetisists, martial artists, and earth elementalists. 361 | effect: | 362 | The target falls prone. Prone targets have disadvantage 1 on all attacks they make. Characters that are prone due to the knockdown bane (or any other reason) get +2 to Guard versus Ranged attacks and -2 Guard versus Melee attacks. Standing up from prone requires a move action and costs a character half (round down) of their speed for the round. 363 | - ! 364 | name: Memory Alteration 365 | tags: 366 | - Extraordinary 367 | power: 368 | - 5 369 | - 6 370 | - 8 371 | attackAttributes: 372 | - Influence 373 | attack: 374 | - Influence vs. Resolve 375 | invocationTime: 1 Major Action 376 | duration: Instantaneous 377 | description: | 378 | Warping or controlling the mind is one of the most dreaded powers of enchanters, causing powerful heroes to forget their homes, families, and quests. Memory alteration is often inflicted by mad scientists, necromancers, enchanters, and chronomancers. 379 | effect: | 380 | You alter the target's memories to an extent based on the power level of the bane. 381 |
    382 |
  • Power Level 5 - You temporarily modify a minor aspect of the target's memory. The target automatically regains the lost memory and realizes their confusion 1 hour later.
  • 383 |
  • Power Level 6 - You permanently erase or alter the last 5 minutes of the target's memory. The target does not know what happened during this time outside of the memories you feed them (including having seen you, if they did). Multiple uses of this bane progressively erase consecutive 5 minute increments.
  • 384 |
  • Power Level 8 - Instead of the immediate past, you can erase or alter memories from any time.
  • 385 |
386 | The memory alteration bane can only be inflicted via a bane attack. Damaging attacks that trigger banes cannot trigger this bane. 387 | This bane confers no special ability to know about a target's memory. The invoker must be aware of the memory either from rumor, personal knowledge, prescience, or other means. 388 | special: | 389 | When you target an enemy with this bane and your action roll fails to beat the target's Resolve defense, the target is immune to further invocations of this bane from you for the next 24 hours. 390 | - ! 391 | name: Mind Dredge 392 | tags: 393 | - Extraordinary 394 | power: 395 | - 2 396 | - 4 397 | - 6 398 | - 8 399 | - 9 400 | attackAttributes: 401 | - Prescience 402 | attack: 403 | - Prescience vs. Resolve 404 | invocationTime: 1 Major Action 405 | duration: Resist ends (Fail x 3 = 1 minute) 406 | description: | 407 | You gaze into the mind of another creature and read their thoughts. The most powerful wielders of this bane can even pry into the distant memories of their subjects. Fortune tellers, psychics, and mentalists all use mind dredge to learn the deepest dreams and darkest secrets of others. 408 | effect: | 409 |
    410 |
  • Power Level 2 - This power may only target creatures of animal intelligence or lower. You gain access to the target's current thoughts.
  • 411 |
  • Power Level 4 - This power may target creatures of any intelligence. You gain access to the target's current thoughts.
  • 412 |
  • Power Level 6 - This power may target creatures of any intelligence. You gain access to the target's current thoughts as well as its recent memories. Initially, you may probe 1 day into the past. For every round that the bane persists, you gain access to an additional day's worth of memories.
  • 413 |
  • Power Level 8 - This power may target creatures of any intelligence. You gain access to the target's current thoughts as well as its distant memories. Initially, you may probe 1 year into the past. For every round that the bane persists, you gain access to an additional year's worth of memories. Alternatively, you may choose to access the memories associated with a particular place, object, or event.
  • 414 |
  • Power Level 9 - This power may target creatures of any intelligence. You gain access to the target's current thoughts as well as all of its memories, without limitation by time. Alternatively, you may choose to access the memories associated with a particular place, object, or event.
  • 415 |
416 | special: | 417 | When your target succeeds at a resist roll against this bane, they become immune to all subsequent attempts by you to inflict the bane for the next 24 hours. 418 | - ! 419 | name: Nullify 420 | tags: 421 | - Extraordinary 422 | power: 423 | - 1 424 | - 2 425 | - 3 426 | - 4 427 | - 5 428 | - 6 429 | - 7 430 | - 8 431 | - 9 432 | attackAttributes: 433 | - Protection 434 | attack: 435 | - Protection vs. Resolve 436 | invocationTime: 1 Major Action 437 | duration: Instantaneous 438 | description: | 439 | Through magical power, technological hacking, or similar means, you are able to nullify your enemy's boons. The nullify bane is often used by abjurers, engineers, bards, and similar characters built to neutralize the powers of their enemy. 440 | effect: | 441 | You cancel a single boon currently in effect if it is of this bane's power level or lower. The invoking power level further impacts the effect as follows: 442 |
    443 |
  • Power Level 1 - Cancel a boon of Power Level 1. You can cancel a boon that must be actively invoked. In addition, the target cannot benefit from or have the target boon invoked upon them for 1 minute.
  • 444 |
  • Power Level 2 - Cancel a boon of Power Level 2.
  • 445 |
  • Power Level 3 - Cancel a boon of Power Level 3.
  • 446 |
  • Power Level 4 - Cancel a boon of Power Level 4.
  • 447 |
  • Power Level 5 - Cancel a boon of Power Level 5.
  • 448 |
  • Power Level 6 - Cancel a boon of Power Level 6. You can cancel a boon that is permanent, passive, or inherent to the target (e.g. the invisibility of a Will o' Wisp). Effects that would prevent Nullify from being invoked in this way have no effect. In addition, the target cannot benefit from or have the target boon invoked upon them for 1 minute.
  • 449 |
  • Power Level 7 - Cancel a boon of Power Level 7.
  • 450 |
  • Power Level 8 - Cancel a boon of Power Level 8.
  • 451 |
  • Power Level 9 - Cancel a boon of Power Level 9.
  • 452 |
453 | special: | 454 | If the targeted boon covers a large area, you can cancel all of it by targeting any portion of the effect you can see, or multi-targeting a number of 5' cubes you believe it to be in. If the targeted boon is affecting an area rather than a creature, you roll against the CR of the boon instead of a Resolve defense. The CR is 10 + 2 x the boon's invoked power level. 455 | - ! 456 | name: Persistent Damage 457 | tags: 458 | - Extraordinary 459 | - Physical 460 | power: 461 | - 2 462 | - 4 463 | - 6 464 | - 8 465 | - 9 466 | attackAttributes: 467 | - Agility 468 | - Energy 469 | - Entropy 470 | attack: 471 | - Agility vs. Guard 472 | - Energy vs. Guard 473 | - Entropy vs. Toughness 474 | invocationTime: 1 Major Action 475 | duration: Resist ends (Fail x 3 = 1 minute) 476 | description: | 477 | Whether by setting the target ablaze, covering them in acid, slicing an artery, or cursing them with a wasting disease, you inflict your foe with a lasting and recurring source of damage. Persistent damage is a favorite among assassins, mad scientists, and elementalists. 478 | effect: | 479 | At the beginning of the target's turn, before they take any actions, they suffer damage determined by the power level of the bane. This damage automatically bypasses the afflicted character's defenses but it can be reduced by any resistance to damage of a certain type (see the resistance boon). Like all dice rolls, these dice explode. 480 |
    481 |
  • Power Level 2 - 1d4 damage per round.
  • 482 |
  • Power Level 4 - 1d6 damage per round.
  • 483 |
  • Power Level 6 - 1d8 damage per round.
  • 484 |
  • Power Level 8 - 1d10 damage per round.
  • 485 |
  • Power Level 9 - 2d6 damage per round.
  • 486 |
487 | special: | 488 | Persistent damage comes in a number of different variations: physical damage (bleeding from a vital strike), energy damage (lightning, fire, cold, acid, etc.) and entropic damage (necromantic energy), among others. Each variation has its own cure. When that cure is applied with a major action (either by the afflicted character or another), the target receives a resist roll (as a free action) with advantage 1 to end the effect. The GM has the final word on whether a proposed cure can help a given type of persistent damage, but the following examples can help with arbitration: 489 |
    490 |
  • Bleeding damage is cured with a successful roll using Learning, Logic, or Creation.
  • 491 |
  • Lightning damage is cured by a discharge or grounding of the current.
  • 492 |
  • Cold damage is countered with warmth, heat, or fire.
  • 493 |
  • Acid damage is neutralized with alkalizing agents (powder, milk, etc.).
  • 494 |
  • Fire damage is neutralized with water or smothering.
  • 495 |
  • Entropic damage is neutralized with extraordinary or magical healing.
  • 496 |
497 | This bane may still be resisted in the usual way of using the resist banes action. 498 | - ! 499 | name: Phantasm 500 | tags: 501 | - Extraordinary 502 | power: 503 | - 1 504 | - 2 505 | - 3 506 | - 4 507 | - 5 508 | - 6 509 | - 7 510 | - 8 511 | - 9 512 | attackAttributes: 513 | - Influence 514 | attack: 515 | - Influence vs. Resolve 516 | invocationTime: 1 Major Action 517 | duration: Special 518 | description: | 519 | You create an illusory manifestation to deceive the senses. Some examples include making a meal taste rotten, altering the data on a screen where a user is logging in, creating the sound of a stampede of horses, hiding allies behind a false wall, or creating an illusion of an intergalactic emperor who can converse intelligibly. 520 | effect: | 521 | You create a phantasm of your choosing. The power level at which you invoke the bane determines which senses you can deceive as well as the maximum size of your illusion, as follows: 522 |
    523 |
  • Power Level 1 - Affect Taste. Manifest a 5' x 5' x 5' area phantasm.
  • 524 |
  • Power Level 2 - Affect Smell, Sound, or Touch.
  • 525 |
  • Power Level 3 - Affect Sight.
  • 526 |
  • Power Level 4 - Manifest a 10' x 10' x 10' area phantasm.
  • 527 |
  • Power Level 5 - Manifest a 15' x 15' x 15' area phantasm.
  • 528 |
  • Power Level 6 - Affect All Senses.
  • 529 |
  • Power Level 7 - Manifest a 20' x 20' x 20' area phantasm.
  • 530 |
  • Power Level 8 - Manifest a 30' x 30' x 30' area phantasm.
  • 531 |
  • Power Level 9 - Manifest a 50' x 50' x 50' area phantasm.
  • 532 |
533 | Until reaching power level 6, you can combine sensory illusions by adding the required power levels together (e.g., mimicking both sight and sound requires power level 5). While the phantasm persists, you can make logical changes to it freely. For example, an illusory person can speak naturally as you direct it and could be made to fall in response to an attack. However, substantial changes to the illusion (such as transforming a human into a goblin) require a new invocation of the illusion. 534 | special: | 535 | Unlike other banes, this bane does not work by targeting specific enemies. Instead, your Influence roll for invoking it is compared with the Resolve defense of each character that would perceive the created effect if it were real. If the roll is lower than their Resolve, they perceive none of the phantasm's effects. If the roll is greater than or equal to their Resolve, they perceive the illusory effect you create and react as if it were real. 536 | When mimicking a very specific person, place, or thing that the target is very familiar with, the GM should consider increasing the target's Resolve defense for the purpose of that particular phantasm invocation. 537 | Characters convinced by the phantasm can roll Resist as normal in order to attempt to shake off the bane. If successful, they are no longer deceived by the effect. In addition, you must spend a minor action to sustain the bane during each of your turns. Failing to do so in a given round causes the bane's effects to cease at the end of your turn. 538 | When an affected character succeeds at a resist roll against this bane, they become immune to all subsequent phantasms invoked by you for the next hour. 539 | - ! 540 | name: Polymorph 541 | tags: 542 | - Extraordinary 543 | power: 544 | - 5 545 | - 6 546 | - 8 547 | - 9 548 | attackAttributes: 549 | - Alteration 550 | attack: 551 | - Alteration vs. Toughness 552 | invocationTime: 1 Minute 553 | duration: Resist ends (Fail x 3 = 1 hour) 554 | description: | 555 | You alter the size, shape, and composition of the target by causing them to grow, shrink, or assume a completely new form, like that of a sheep or a newt. Polymorph might be accomplished by a druid's curse, a mad scientist's transmogrification ray, or exposure to alien radiation. 556 | effect: | 557 | Your power level determines the extent to which you can transform your target, as follows. If the target is transformed into a different creature, it uses the Might, Agility, Fortitude, and Perception attribute scores of the new creature. 558 |
    559 |
  • Power Level 5 - Polymorph a creature into another creature of the same size. This new form can reduce the target's attribute scores by up to 2. If the new form would have higher attributes, the target becomes an exceptional version of that creature. For example, transforming a deadly sniper with Agility 5 into a clumsy ogre with Agility 0, would leave the target with an Agility of 3 instead of the 0 typical for the new form.
  • 560 |
  • Power Level 6 - Polymorph a creature into another creature between double and half the size. The new form can reduce the target's attribute scores by up to 3.
  • 561 |
  • Power Level 8 - Polymorph a creature into another creature between quadruple and one-quarter its original size. Alternatively, transform the target into an object of its original size. The new form can reduce the target's attribute scores by up to 5.
  • 562 |
  • Power Level 9 - Polymorph a creature into another creature of any size. Alternatively, transform the target into an object of its original size. The new form can reduce the target's attribute scores by up to 7.
  • 563 |
564 | In order to keep track of hit points, the target should record the total damage they have suffered. When transforming, damage remains with the character even if their maximum hit points change. For example, Agent Walker has a max HP of 20 but is turned into a sheep and has her Fortitude reduced by 2, leaving her at 16 hit points. During combat, she suffers 10 damage. When she later transforms back into Agent Walker, the 10 damage remains and is subtracted from her new maximum, leaving her with 10 out of 20 hit points. Additionally, if the shift would reduce the target's hit points to less than 1, the target's hit point total becomes 1 instead. 565 | - ! 566 | name: Provoked 567 | tags: 568 | - Extraordinary 569 | - Physical 570 | power: 571 | - 4 572 | - 5 573 | - 6 574 | - 7 575 | - 8 576 | - 9 577 | attackAttributes: 578 | - Agility 579 | - Creation 580 | - Deception 581 | - Energy 582 | - Influence 583 | - Might 584 | - Persuasion 585 | - Presence 586 | attack: 587 | - Agility vs. Resolve 588 | - Creation vs. Resolve 589 | - Deception vs. Resolve 590 | - Energy vs. Resolve 591 | - Influence vs. Resolve 592 | - Might vs. Resolve 593 | - Persuasion vs. Resolve 594 | - Presence vs. Resolve 595 | invocationTime: 1 Minor Action 596 | duration: Resist (minor) ends (Fail x 3 = 1 minute) 597 | description: | 598 | Through a display of awe-inspiring force, intimidation, or leadership, you command attention as the greatest threat, causing others to fear attacking your allies. Examples include a brute smashing the skull of a lesser foe, a gunslinger hurling insults, or a space captain diving into the middle of a swirling melee with plasma blades flashing. 599 | effect: | 600 | Any attacks made by the target that do not include you as a target suffer disadvantage. If the same target is affected by this bane from multiple sources, as long as their attack includes one of those who targeted them, they are not affected by the penalty. Unlike other banes, your damaging attack against one target can trigger this bane in a different target, provided your roll is greater than or equal to their Resolve defense (that is, by striking one foe, you can provoke another). 601 |
    602 |
  • Power Level 4 - The target suffers disadvantage 1 on attacks that do not include you.
  • 603 |
  • Power Level 5 - The target suffers disadvantage 2 on attacks that do not include you.
  • 604 |
  • Power Level 6 - The target suffers disadvantage 3 on attacks that do not include you.
  • 605 |
  • Power Level 7 - The target suffers disadvantage 4 on attacks that do not include you.
  • 606 |
  • Power Level 8 - The target suffers disadvantage 5 on attacks that do not include you.
  • 607 |
  • Power Level 9 - The target suffers disadvantage 6 on attacks that do not include you.
  • 608 |
609 | special: | 610 | Resisting this bane is a minor action. 611 | When inflicting this bane using Agility or Might, you may determine range using the Non-Physical Attack Range table (see Chapter 7: Combat). 612 | 613 | - ! 614 | name: Spying 615 | tags: 616 | - Extraordinary 617 | power: 618 | - 5 619 | - 6 620 | - 7 621 | - 9 622 | attackAttributes: 623 | - Prescience 624 | attack: 625 | - Prescience vs. Resolve (special) 626 | invocationTime: 10 Minutes 627 | duration: 10 minutes (special) 628 | description: | 629 | Either through innate extrasensory perception or a special conduit such as a computer terminal, bubbling cauldron, or a crystal ball, you can view the target from a distance. 630 | effect: | 631 | You can spy on a person or area that you are familiar with. The power level of this bane determines the maximum distance between you and the target. If successfully invoked, you can see and hear everything that goes on within a 60' radius of your target. Anyone within the targeted area who has a Resolve defense score higher than your Prescience action roll to invoke this bane becomes aware of an unseen presence in the area (regardless of whether or not you succeed at the roll). Certain creatures may be able to identify your spying if they are familiar with such powers. 632 |
    633 |
  • Power Level 5 - 1 mile or less
  • 634 |
  • Power Level 6 - 100 miles or less
  • 635 |
  • Power Level 7 - More than 100 miles, but on the same dimension or plane of reality
  • 636 |
  • Power Level 9 - Any dimension or plane of reality. (Peering into certain dimensions may expose you to other dangers at the GM's discretion).
  • 637 |
638 | special: | 639 | When you successfully invoke this bane, at the end of its duration, you can make a Prescience roll to attempt to persist the bane. If successful, the bane persists without requiring the invocation time to be repeated. However, you must retest your new roll against the Resolve scores of those in the targeted area to determine whether or not they can sense your presence. 640 | You can attempt to spy the same target any number of times, but if your action roll fails, that target becomes immune to your spying for 24 hours. 641 | - ! 642 | name: Sickened 643 | tags: 644 | - Extraordinary 645 | - Physical 646 | power: 647 | - 5 648 | attackAttributes: 649 | - Entropy 650 | attack: 651 | - Entropy vs. Toughness 652 | invocationTime: 1 Major Action 653 | duration: Resist ends (Fail x 3 = 1 minute) 654 | description: | 655 | Entropic energy overcomes the target, bombarding their system and inducing nausea that makes self-defense and any kind of action difficult. This bane might stem from a witch's curse, chemical warfare, a powerful poison, or exposure to alien toxins. 656 | effect: | 657 | The target has disadvantage 1 on all action rolls and -1 to all defenses. 658 | - ! 659 | name: Silenced 660 | tags: 661 | - Extraordinary 662 | - Physical 663 | power: 664 | - 2 665 | attackAttributes: 666 | - Agility 667 | - Alteration 668 | - Entropy 669 | - Might 670 | attack: 671 | - Agility vs. Toughness 672 | - Alteration vs. Toughness 673 | - Entropy vs. Toughness 674 | - Might vs. Toughness 675 | invocationTime: 1 Major Action 676 | duration: Resist ends (Fail x 3 = 1 minute) 677 | description: | 678 | Silence overcomes the target, whether from the warping of sound around the target, or from a physical effect like strangulation or suffocation. The silence bane is a favorite among assassins, sorcerers, engineers, and mad scientists. 679 | effect: | 680 | If Might, Agility, or Entropy is used to inflict this bane, then the character is suffering strangulation and unable to speak. If the bane is inflicted using Alteration, then all sound within 5' of the target is suppressed through extraordinary means, making their footsteps and the usual clank of belongings they are carrying inaudible. 681 | - ! 682 | name: Slowed 683 | tags: 684 | - Extraordinary 685 | - Physical 686 | power: 687 | - 1 688 | attackAttributes: 689 | - Agility 690 | - Energy 691 | - Entropy 692 | - Might 693 | - Movement 694 | attack: 695 | - Agility vs. Guard 696 | - Energy vs. Guard 697 | - Entropy vs. Toughness 698 | - Might vs. Guard 699 | - Movement vs. Guard 700 | invocationTime: 1 Major Action 701 | duration: Resist ends (Fail x 3 = 1 minute) 702 | description: | 703 | The target's movement is impaired, either by extreme cold, prolonged heat, poison, or injury to one or both legs. This bane is a favored attack among rogues, ice mages, telekinetisists, and gunslingers. 704 | effect: | 705 | The afflicted target's speed is reduced to half its current speed, rounded down to the nearest 5' increment. This applies to all movement that is physical (flight, walking, climbing, etc.). If the target is currently under a magical effect that increases speed, the two effects are canceled for the duration that both affect the target. 706 | - ! 707 | name: Stunned 708 | tags: 709 | - Extraordinary 710 | - Physical 711 | power: 712 | - 4 713 | attackAttributes: 714 | - Agility 715 | - Energy 716 | - Entropy 717 | - Might 718 | attack: 719 | - Agility vs. Toughness 720 | - Energy vs. Toughness 721 | - Entropy vs. Toughness 722 | - Might vs. Toughness 723 | invocationTime: 1 Major Action 724 | duration: Resist ends (Fail x 3 = 1 minute) 725 | description: | 726 | You disorient the target's senses, causing them to act much less efficiently. Stunning an enemy can be caused by attacks such as a pistol whip to the back of the head, a kick in the groin, and a deafening thunderclap. 727 | effect: | 728 | During the target's turn, they are limited to either a single major action, a single move action, or a single minor action. Effects that grant additional actions do not circumvent this unless they grant a free action. Note that a target expending its move action to resist this bane will receive the remainder of their usual actions if the resist roll succeeds. 729 | special: | 730 | This bane has special rules for boss NPCs (See Chapter 8: Running the Game). A boss is only affected by the stunned bane during its normal initiative turn. It may still take all of its boss actions as usual. 731 | - ! 732 | name: Stupefied 733 | tags: 734 | - Extraordinary 735 | power: 736 | - 7 737 | attackAttributes: 738 | - Influence 739 | attack: 740 | - Influence vs. Resolve 741 | invocationTime: 1 Major Action 742 | duration: Resist ends (Fail x 3 = 1 minute) 743 | description: | 744 | The stupefied bane has examples in many stories and legends: a vampire's eyes, a siren's song, and a nymph's beauty are all known to cast a stupor upon weak-willed mortals. Being stupefied causes the target to be lulled into a false sense of security, tranquility, and pacifism. 745 | effect: | 746 | The target is in a state of mental fog, lowering their mental defenses. While stupefied, the target's Resolve defense is reduced to 10. In addition, the target has the approximate intelligence of a child. If attacked, it will defend itself until the attack ceases using its natural weapons, but the target will never employ any kind of complex tactic or ability, such as spellcasting. If the target sees fire, it will run away. If it feels pain, it will flee. 747 | special: | 748 | While most banes last until the target actively attempts to resist it, this bane prevents the target from actively attempting to break free. However, the target's true mind is suppressed but fights to regain control. As such, at the end of each of its turns, the target receives a resist roll as a free action to break free from the effect. Any attack that causes the target mental or physical pain gives the target an additional resist roll to break free from the bane. Also any action that would startle a wild animal (being hit with a rock, slapped on the face, etc.) will also trigger a free resist roll for the target. Unlike other resist rolls, those triggered by damage, fear, and trauma do not count against the target's typically allowed failures of 3, beyond which the duration of the bane would extend. When your target succeeds at a resist roll against this bane, they become immune to all subsequent attempts by you to inflict the bane for the next 24 hours. 749 | - ! 750 | name: Truthfulness 751 | tags: 752 | - Extraordinary 753 | power: 754 | - 5 755 | attackAttributes: 756 | - Influence 757 | attack: 758 | - Influence vs. Resolve 759 | invocationTime: 10 Minutes 760 | duration: 10 minutes (special) 761 | description: | 762 | By controlling the target's mind through compulsion magic, chemical injection, neural probes, or similar means, you render them incapable of lying deliberately. This is a favored bane among enchanters, mad scientists, psychics, and thought police. 763 | effect: | 764 | The target answers any question asked with honesty, to the best of their knowledge. When compelled to reveal something they would not reveal outside of duress, the target makes a Will roll and you make an Influence roll. If the target's roll is higher than yours, then they resist the bane and the effect ends. 765 | special: | 766 | When you successfully invoke this bane, at the end of its duration, you can make another Influence roll to attempt to persist the bane. If successful, the bane persists without requiring the invocation time to be repeated. 767 | When a target wins the contested Will vs. Influence roll, you cannot target them with this bane again for 24 hours. 768 | --------------------------------------------------------------------------------