As an extension of core stats, abilities are used for more specific expertises. Abilities are mainly used to see if an action is successful or not (for example: finding a specific person in a crowded tavern). Each core stat helps the legend improve in one of three abilities.

Strength abilities

Intelligence abilities

Endurance abilities

Agility abilities

Sensory abilities

Luck abilities

Ability scores

All abilities start on zero and can be increased by using:

Using an ability

A player can act on his/her own. To do something, the storyteller might ask an ability roll from the player. This can come up in any situation, like in battle (possibly at the cost of actions) or in a busy tavern. Depending on the specific action that the player wants to do, the storyteller will decide the appropriate ability. An ability roll consists of rolling a d20 and adding that to the ability score of the specific ability to get a result.

Determining success

Ability rolls can be used in two ways: either the storyteller decides a fixed difficulty for the roll or there will be another ability roll involved, highest wins. Fixed difficulty This list is a general way to view ability difficulties. On a difficulty of 6 the result of the ability roll has to be 6 or higher.

Ability roll vs. ability roll

Competition ability rolls are not using the fixed difficulties, instead, you will compete against another ability roll. 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.

Abilities in battle

Between all the chaos in battle, Legends also have to option to use ability rolls. Abilities can help to tackle an issue in a creative, more role-play fashion. A successful ability roll can give any benefit, this chapter will go over examples where abilities can be used and how players can deal with them. Remember, all of this is free format, meaning it is up to the storyteller to actually allow the use of ability rules in this way. But we think a good storyteller should encourage these actions in combination with conventional actions to keep the battles clear yet interesting.

Athletics

In some situations you and your party might be fighting gigantic monsters and you might want to climb onto the monster to avoid area of effect abilities or get closer to a critical location on the monster. An athletics roll can allow you to move on the monsters tiles. Now in another situation your party is ambushed by archers on the other side of a chasm. There is no nearby bridge and your only weapon is your old greatsword. As part of your move action you can use an athletics rolls to jump across the chasm so you can deal with those pesky attackers.

Overpower

You and your party have wound up in an intense large scale battle and you hear the enemy commander shouting commands to his troops. Even though their commander is out of reach you need to find a way to stop his commands to turn the tide of battle. An overpower roll to overpower his voice with your own battle shout so that the enemy troops can’t hear the commands might lead to confusion among the enemy troops and turn the battle in your favor. Later in that battle you are disarmed by a skilled swordfighter and without weapon you have no means to take him down. An overpower roll to grapple your opponent and hold him down can be the key to winning more time until your allies can help out.

Handicraft

Your army marches up to the enemy fortress and arrows rain down on you and your friends. The gate is closed and all is starting to look bad. A handicraft roll to breach the gate can allow you entrance into the fortress.

Civilization

Wandering through the swamps you are assaulted by a pack of lizardmen. A civilization roll might reveal some of their combat strategies and may give you insight if there are more nearby.

Magic

You and your party have made your way to to the final chamber of the wizard tower to face off against the evil wizard. There is one problem, the whole floor is covered with magical runes. A magic ability roll can help you discover which runes are the most dangerous to step on. After figuring out where you can safely move the wizard starts casting a spell and you are surprised you don’t see anything happening when he finishes his incantation. A magic ability roll might help you uncover the spell effects.

Nature

On your adventure through the swamplands a fierce battle breaks out with a giant snake. The snake manages to bite the fighter of your party and he collapses to the ground. A nature ability roll helps uncover that the venom is deadly but there are nearby herbs that can save his life if you are quick.

Perseverance

In the bitter cold mountains you and your party have accidently walked into a yeti cave and have triggered their aggression. Around you you see skeletons of other human adventurers who entered the cave by accident it fills you with horror and the fear makes it hard to fight the attacking yeti’s. A perseverance ability roll will help you maintain your emotional stability to fight normally in this situation.

Fortitude

coming soon!

Concentration

Sailing on the sea you and your party encounter sirens which try to lure you and your party to your deaths. Their songs distract you from fighting them. A concentration ability roll might help you focus and ignore their songs.

Acrobatics

Battling a large dragon its fiery breath is aimed at you. Since you are in the middle you have no means to dodge to the side. An acrobatics roll might allow you to roll forward underneath the dragonbreath and evade some damage while you close the gap between you and the dragon.

Nimbleness

An evil necromancer is summoning a horde of undead that block the way and your party has trouble to break through. A nimbleness ability roll can help you disappear and sneak around the battle so that you can reach the necromancer unseen and take him out.

Trickery

In battle you are wounded and and fear you will lose your life if you continue to fight much longer. Using a trickery ability roll you can pretend to die after being “hit” to sit out the battle and live or wait for a good moment to strike again.

Clue finding

Your party is exploring a dungeon and suddenly a wall appears closing you and your friends in a small room and endless waves of monsters start spawning. A cluefinding ability roll may help you find a secret door to escape the room before you are overwhelmed.

Empathy

Walking through the forest you and your party encounter a wild boar with her youngs. The boar charges at you and an empathy ability roll can reveal that the boar is only trying to protect her young and will leave you alone if you just go away.

Comfort

Riding on your mounts you and your party travel through the forest. A pack of wolves attacks and your mounts start to panic. A comfort ability roll can help you calm down your mount which might otherwise throw you off.

Entertainment

In a large scale battle you the morale of your army is starting to falter as many soldiers are slain. An entertainment roll to motivate the army with a song or speech might help turn the tides of battle.

Fortune

In a large scale battle your weapon breaks and you are now unarmed. Using a fortune ability roll you might just be lucky enough that a weapon might be within reach.