In the story, your Legend can attempt anything. Of course, not everything you try will blindly succeed. To determine your success you’ll be using Abilities.

When your Legend uses an ability, you make an Ability Roll to see how well he or she does. The higher the result of the Ability Roll, the better. Based on the circumstances, your result must match or beat a particular number for the Roll to be successful. The harder the task, the higher the number you need to roll.

Additionally, the current circumstances can also affect your Ability Roll. A Legend who is free to work without distractions can make a careful attempt and avoid simple mistakes. A Legend who has lots of time can try over and over again, thereby assuring the best outcome. If others help, the Legend may succeed where otherwise he or she would fail.

Abilities are grouped by the Core Stat they are used for.

Ability Scores

Each Legend Sheet has a table for Abilities. Here you write down all the Ability Scores of each Ability for your Legend.

Start with the Legends Past Occupation. This is a summary of skills from the Legends backstory, and it can be used to gain a +3 in 2 Abilities of choice. The Legend has experience with those Abilities from their backstory. You will only gain these once.

Next, take a look at the Core Stats. Each Core Stat that the Legend increase an ability of choice by 1. Keep in mind that you have to pick the Ability that is associated with the Core Stat. For example: If the Legend gains 1 Strength, one of the Strength Abilities (either Athletics, Overpower or Wreck) can get a +1.

Finally, each level up you gain Ability Points (4 on the first level, and 2 on all the other levels). These can be spent on any Ability in the list.

Using an Ability

A Legend may use an Ability at any time to get. This can be in battle (possibly at the cost of Actions) or in a busy tavern. The Storyteller will decide which Ability will be applicable to the specific maneuver you are trying to perform. Roll a d20, add that result to your Legends Ability Score to get your total.

Determining Success

The most common Ability Roll is a Static Ability Roll. Static Ability Rolls always have a difficulty attached to them, determined by the Storyteller.


  • 0: Very Easy - Notice something that is right in plain sight (Observation).
  • 6: Easy - Recall a wellknown historic event (Civilization).
  • 12: Average - Let a drunk fess up a rumor (Negotiation).
  • 18: Tough - Sabotage a wheel from a wagon so it will break when it is used the next time (Wreck).
  • 24: Challenging - Open a quality lock quickly using but a few lockpicks (Trickery).
  • 30: Heroic - Leap across a 6 metre Chasm (Athlectics).
  • 36: Nearly Impossible - Track a squad of orcs across hard ground after 24 hours of rainfall (Cluefinding).

Competition Ability Rolls

Competition Ability Rolls are not using the fixed difficulties, instead, you will compete against another character or legend. Both sides can attempt an Ability Roll specified for their action. The highest total (using Ability Score + d20 roll) wins. On ties, the highest Ability Score wins. If those are also tied, the Storyteller can pick based on the situation.

  • Trickery vs Awareness: Pickpocketing a target.
  • Overpower vs Nimbleness: Grappling a target.
  • Entertainment vs Entertainment: Dance off in the inn.
  • Observation vs Negotiation: Interrogating the target that is concealing a lie.
  • Overpower vs Overpower: Arm-wrestling contest.
  • Nimbleness vs Nimbleness: Catch the wedding bouquet.