Late Legends is a tabletop role-playing game system. Late Legends comes with a set of rules. The point of the rules is to bring clarity, balance and structure to the game. It is highly recommended to follow them closely, especially when starting off. However, if your group is experienced, feel free to tweak or ditch a rule or two (to increase the clarity, balance or structure). It’s your story after all.


Level

Labels: level, core stats, abilities

The representation of a legends overall power starts with level. A level is used to gain power in core stats, battle stats, abilities and adds skills to a chosen class. A legend starts on level 1 to a maximum of 8.

Starting level

On level 1, the legend gains the following:

  • Six core stats points - Spent to increase a core stat of choice by 1. The maximum number that is allowed in a single core stat is two above the legend’s level. On level 1, correct distributions would look like:
    • 3 strength, 3 intelligence, 0 endurance, 0 agility, 0 sensory, 0 luck
    • 1 strength, 1 intelligence, 1 endurance, 1 agility, 1 sensory, 1 luck
  • A class - Choose one of many classes, which will be the legend’s class for the remainder of the story. Each class has three skill groups, an ultimate skill and a passive skill. At the starting level, you will get the first skill of all three skill groups and the passive skill.
  • Six ability points - Spent to increase any ability of choice by 1.

Levels 2 - 8

  • Three core stat points - increase one of the six core stats by one.
  • One class skill - Choose a new skill from your chosen Class. Keep in mind that the can only level the skills in a skill tree in order. From level 6 and onward, you may also choose the ultimate skill.

Core stats

Labels: core stats, battle stats, abilities

Core stats are six different stats, called strength, intelligence, endurance, agility, sensory and luck. The core stats start on 0, and are increased by spending core stat points (see level) and directly influence battle stats, abilities and specifics in skills.

Strength (STR) determines the strength of a legend. This is mostly used on overpowering targets, moving targets and just looking insanely strong. Strength is also associated with physical prowess. Strength grants an ability point to increase the abilities score of athletics, overpower or wreck by 1.

Strength increases the battle stats:

  • physical armor (requires 3 points for 1 physical armor)
  • physical block chance (+2% physical block chance per point)
  • critical bonus (requires 2 points for 1 critical bonus)

Intelligence (INT) determines the power of the legend’s mind. This includes problem-solving, learning and memory. Intelligence is also associated with magical prowess. Intelligence grants an ability point to increase the abilities score of civilization, magic or nature by 1.

Intelligence increases the battle stats:

  • magical armor (requires 3 points for 1 magical armor)
  • magical block chance (+2% magical block chance per point)
  • critical chance (+1% critical chance per point)

Endurance (END) determines the survivability of the legend. This includes the legend’s immune system, enduring long days of work and overall Health. Endurance grants an ability point to increase the abilities score of survival, fortitude or concentration by 1.

Endurance increases the battle stats:

  • max health (10 max health per point)
  • block bonus (requires 2 point for 1 block bonus)

Agility (AGI) determines how fast the legend is. This includes moving swiftly and quietly, pickpocketing and other agile movements. Agility will be used to determine who will act first when two or more characters want to do something at the same time. Agility grants an ability point to increase the abilities score of acrobatics, nimbleness or trickery by 1.

Agility increases the battle stats:

  • movement (requires 3 points for 1 movement)
  • dodge chance (+2% dodge chance per point)

Sensory (SEN) determines the legend’s expertise of using their senses. This includes everything that has to do with seeing, hearing, smelling and feeling, even sensing divine. Sensory grants an ability point to increase the abilities score of awareness, cluefinding or observation by 1.

Sensory increases the battle stats:

  • critical bonus (1 critical bonus per point)
  • block bonus (requires 3 points for 1 block bonus)

Luck (LUC) determines how lucky the legend is. This is included specifically for random effects. Luck is also used when it makes no sense to use any other core stat. Luck grants an ability point to increase the abilities score of animal taming, entertainment or negotiation by 1.

Luck increases the battle stats:

  • critical chance (+2% critical chance per point)
  • dodge chance (+1% dodge chance per point)
Note: 0 strength does not mean a legend has no physical strength at all, it just means that no bonuses apply when a core stat roll for strength is performed.

Abilities

Labels: core stats, abilities, ability rolls

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

  • Athletics - complex climbing, jumping or swimming and longer durations of running.
  • Overpower - overpowering another using overt threats, hostile actions, and physical violence.
  • Handicraft - efficiently creating or altering physical objects.

Intelligence abilities

  • Civilization - knowledge of a lands’ history, language, culture, deities and inventions.
  • Magic - knowledge of the inner workings of magical spells, beings and items.
  • Nature - knowledge of all life in flora and fauna and how to preserve it with medicine.

Endurance abilities

  • Perseverance - maintaining a level of competence physically and emotionally in tough environments.
  • Fortitude - determines the harm done by physical hazards like traps, torture, poisons and more.
  • Concentration - determines the harm done by magical hazards like magical traps, mind controlling magic and more.

Agility abilities

  • Acrobatics - complex stunts like dives, rolls, somersaults, and flips.
  • Nimbleness - reaction time and stealthy actions to remain unseen.
  • Trickery - devious actions like lockpicking, stealing, and sleight of hand actions.

Sensory abilities

  • Awareness - passive awareness of your surroundings, used to get an overall picture of a situation.
  • Clue finding - spotting specific details of certain objects or areas.
  • Empathy - increase the understanding of another based on social interaction and body language.

Luck abilities

  • Comfort - communicate pleasantly and gain the benefit of the doubt over strangers.
  • Entertainment - delight an audience with any form of entertainment.
  • Fortune - while it may not be a direct expertise, the hands of fate may just tend to act in your favor.

Ability scores

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

  • Ability points - on level 1, the legend gets six ability points to increase an ability of choice by one.
  • Core stats - each point in a core stat can also be spent on an associated ability of choice. This means that a point in endurance also increases either survival, fortitude or concentration by one.

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.

  • 5: Very easy - Notice something that is right in plain sight (cluefinding).
  • 10: Easy - Let a drunk fess up a rumor (negotiation).
  • 15: Medium - Sabotage a wheel from a wagon so it will break when it is used the next time (wreck).
  • 20: Hard - Open a quality lock quickly using but a few lockpicks (trickery).
  • 25: Very hard - Leap across a 6 metre Chasm (athletics).
  • 30: Nearly Impossible - Track a squad of orcs across hard ground after 48 hours of constant rainfall (cluefinding).

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.

  • Pickpocket (trickery), notice of being pickpocketed (awareness)
  • Grappling someone (overpower), squeezing out of a strangle (nimbleness)
  • Amazing dance-off or sing-off in a crowded tavern (entertainment vs entertainment)
  • Interrogating a target (observation), concealing a lie (negotiation)
  • Arm-wrestling contest (overpower vs overpower)
  • Catch the wedding bouquet (nimbleness vs nimbleness)

Battle stats

Labels: battle, battle stats, core stats

All legends have specific stats for battle called battle stats. These are calculated using level and core stats and can be increased with the choice of equipment.

Each point in level and core stat increase the following battle stats: Level - 1 power, 10 max health Strength - 1/3 physical armor, 2% physical block chance, 1/2 critical bonus Intelligence - 1/3 magical armor, 2% magical block chance, 1% critical chance Endurance - 10 max health, 1/2 block bonus Agility - 1/3 movement, 2% dodge chance Sensory - 1 critical bonus, 1/3 block bonus Luck - 2% critical chance, 1% dodge chance

Note: Late Legends rounds all the decimals down before summing up. This means 2.5 + 2.5 will be 4.

Movement - the amount of tiles a legend can move while using an action to move. A legend starts with 3 movement and it is increased by 1 for per 3 points in agility. Movement = 3 + agility / 3 Range - the amount of steps you may take to select a target for your attacks. This solely determined by your choice of equipment. For example: A sword has 1m range (1 tile), and a bow has 8m range (8 tiles). Critical chance - the chance used for critical rolls. A successful roll is if the result of using 1d100 plus the legend’s critical chance is higher than 100. Each legend starts with 5 critical chance and increases by 2 for each point in luck and increases by 1 for each point in intelligence. Critical chance = 5 + luck * 2 + intelligence Power - used to determine your damage output for attacks (or heals) and is also used in skills. Power is mainly gained by equipment, bit is also increased by one each level. Power = level Critical bonus - each successful critical roll adds critical bonus to the power of the attack or skill. A legend starts with 3 critical bonus and can be increased by spending 1 point on sensory and 2 points in strength. Critical Bonus = 3 + sensory + strength / 2 Dodge chance - determines the chance to succeed a dodge roll. A successful roll is if the result of using 1d100 plus the legend’s dodge chance is higher than 100. A Legend starts with 5 dodge chance and increases by 2 for each point in agility and increases by 1 for each point in luck. Dodge Chance = 5 + agility * 2 + luck Physical block chance - each successful block roll improves the defender’s armor by their block bonus. Physical block chance is used for block rolls against physical attacks. A successful roll is if the result of using 1d100 plus the legend’s physical block chance is higher than 100. Physical block chance is mainly gained by equipment, but it can also be increased by 2 for each point in strength. Physical Block Chance = strength * 2 Magical block chance - each successful block roll improves the defender’s armor by their block bonus. Magical block chance is used for block rolls against magical attacks. A successful roll is if the result of using 1d100 plus the legend’s magical block chance is higher than 100. Magical block chance is mainly gained by equipment, but it can also be increased by 2 for each point in intelligence. Magical Block Chance = intelligence * 2 Physical armor - each physical attack has its power reduced by the defender’s physical armor. Physical armor is mainly gained by equipment, but it can also be increased by 1 per 3 points in strength. Physical armor = strength / 3 Magical armor - each magical attack has its power reduced by the defender’s magical armor. Magical armor is mainly gained by equipment, but it can also be increased by 1 per 3 points in intelligence. Magical armor = intelligence / 3 Block bonus - each successful block roll adds block bonus to the armor of the defender before calculating incoming damage. Block bonus is mainly gained by equipment, A legend starts with 2 block bonus and can be increased by 1 per 2 points in endurance and by 1 per 3 points in sensory. Block bonus = 2 + endurance / 2 + sensory / 3 Bonus heal - all forms of healing are increased by bonus heal. This requires no roll, and will be added every time a healing effect is used. A legend can only increase bonus heal with specific equipment. Max health - determines the maximum amount of health the legend has. A legend start with 50 max health and can be increased by 10 per level and increases by 10 per point in endurance. Max health = 50 + level*10 + endurance * 10


Equipment

Labels: battle, equipment, artifacts, battle stats

All the items a legend uses in battle can be seen as equipment. Late Legends features a rich equipment system to let you bring your legend to life, including their fighting style. All equipment can be grouped in one of five categories: Melee weapons - Weapons with 1 tile of range. Comes in two sizes: big or small and in physical type or magical type. Ranged weapons - Weapons with more than 1 tile of range. Comes in two sizes: big or small and in physical type or magical type. Offhand items - Items to that focus more on defense rather than offense. Comes in small size and have no physical type or magical type. Armors - A full set of armor that focuses on defense. Artifacts - Items worn separately (e.g. special necklace) or additions placed on to items mentioned above (e.g. a fire element on a sword). Artifacts can increase battle stats, or even allow the legend to perform a new skill.

A full set of effective equipment consists of:

  • One small item per hand, or one big item for both hands
  • One armor, which will cover most of the body
  • Up to 5 artifacts

Choosing weapons and offhand items

From the start, each legend can select their set of effective equipment using all equipment, but there is one restriction: class skills will have a required weapon type. So you can choose to wear a big physical battleaxe while playing a class that requires magical weapons (e.g. Conjurer and Pyromancer), but you would not be able to use class skills. Keep this in mind when choosing your equipment.

Mixing two small items

A legend can choose any set of two small items to use at a time, this allows for lots of combinations! Mixing different types and ranges has some drawbacks though, so choose wisely: A perfect match: If you choose two weapons with the same type (physical or magical) and the same range (melee or ranged), you’ll have a perfect fit, and will not have any drawbacks. Offhand items work with any type or range weapon. So a legend using an Axe and Cane gains all their benefits: Axe (small physical, 1 tile range, 11 power, 4 critical chance) Cane (small physical, 1 tile range, 11 power, 1 bonus heal) Total: (Physical attacks, 1 tile range, 22 power, 4 critical chance and 1 bonus heal). A legend using a Morning Star with a Lion Shield gains all their benefits: Morning Star: (small physical, 9 power, 8 critical chance, 4 physical block chance) Lion Shield: (small offhand, 4 power, 24 physical block chance: 24, 4 critical bonus). Total (physical attacks, 13 power, 8 critical chance, 28 physical block chance, 4 critical bonus). Choice of range: A legend can choose a ranged item together with a melee item, but this comes with a choice, either gain the highest range of both weapons, without gaining the power of the other item, or gain all benefits using the lowest range of the two items. So a legend using an Axe with a Javelin can choose: Axe (small physical, 1 tile range, 11 power, 4 critical chance) Javelin (small physical, 4 tile range, 7 power, 8 critical chance, 2 critical bonus) Totals (choosing long range): (physical attacks, 4 tile range, 7 power, 12 critical chance, 2 critical bonus). Totals (choosing short range): (physical attacks, 1 tile range, 22 power, 4 critical chance and 1 bonus heal). The choice of type: It is recommended to choose items of the same type (or together with an offhand item) to fully benefit of the items. If you really want to use a magical item together with a physical weapon, you can, but you may only use the power and type of one weapon at a time, while gaining all the other battle stats as normally. So a legend using Dagger and a Magic Dagger will have to choose: Dagger (small physical, 1 tile range, 9 power, 8 critical chance, 3 dodge chance) Magic Dagger (small magical, 1 tile range, 10 power, 8 critical chance) Totals (choosing physical): (physical attacks, 1 tile range, 9 power, 16 critical chance, 3 dodge chance) Totals (choosing magical): (magical attacks, 1 tile range, 10 power, 16 critical chance, 3 dodge chance) Two offhands: A legend may use two offhand items, but keep in mind that they are essentially typeless and rangeless, meaning you will not be able to use class skills using this combination, but it will give you superior defense. A legend may still attack using this setup, using 1 tile range and choosing a type each time. So a legend using two armguards gains: Armguard (small offhand, 4 power, 18 dodge chance, 8 critical chance) Total: (physical or magical attacks, 1 tile range, 8 power, 36 dodge chance, 16 critical chance, cannot use class skills). Armor A legend can wear any one armor at a time, gaining all bonuses it provides. So a legend with a Thief’s Robe gains all it’s benefits: Thief’s Robe (5 physical armor, 7 magical armor, 12 dodge chance)

Artifacts

The last layer of equipment are artifacts: special items that are worn on the legend and grant special powers. This can be something like a special necklace that allows you to heal an ally once per battle or pure battle stat increases like +1 power. The special effects can also already reside in the other pieces of equipment (like a Sword with a fire affinity attached). Regardless, you count them as an artifact. A legend is able to use up to five artifacts at once.


Battles

Labels: battle, battle stats, actions, attack

Any conflict in Late Legends can be described as a battle. A battle is the moment when all players have to be on edge and ready to fight (or role-play) their Legends out of the battle to stay alive. There are some rules for battles to make the turn order and action order clearer.

At the start of battle

This is the moment all players place their tokens on actions cooldowns and skill cooldowns (the starting numbers are underlined). Late legends uses a hexagonal battle map format. The storyteller will place everyone on that map and might allow minor changes from the players. Legend are ready for battle if the players can confirm the following:

  • A class sheet with both cooldowns readied
  • A legend sheet with filled in core stats, abilities and battle stats
  • Keep in mind that a legend needs at least 1 current health to be conscious. The current health of the legend is higher then 0.
  • A position on the battlemap

Turn order

The turn order per round can be handled in one of two ways, chosen by the storyteller: Grouped turns - the storyteller separates the turns of the players from the rest. This means that if a player gets a turn, all of the players may act. The players still have the freedom to decide the turn order each turn. After all the players have got their turn, the storyteller will change the rounds and give the players another turn when he/she sees fit. Narrated turns - the Storyteller focuses more on narrating the actions of the other characters. After this the storyteller will give an amount of turns to all the players. If the storyteller gives two turns, that means that only two players make take a turn, even if the party consists of eight legends. In this situation it is possible to create more tense moment, where four legends are in danger, but only two get an opportunity to act. The players will have to think a bit more strategically in narrated turns. It can make a battle way more difficult to predict, but it also makes it more of a team effort and a more engaging battle overall. Though it is pretty hard to pull off the first time for the Storyteller, it can be very interesting for a longer story.


Battle Actions

Labels: actions, special, ability roll, skill

As stated in the action cooldowns, a legend gains two actions, one special, one ability roll, one reaction and one dodge attempt each round. A legend can use these to do various things.

Actions are used to perform the majority of a legend’s turn: Attack - by using current equipment in an attempt to damage a target, see attack and defend for the details. Move - on the hexagonal battlefield. The battle stat called movement determines the amount of tiles that can be moved. A legend cannot move through enemy units and has to land on a free tile. Use a skill - from a class or artifact. Also requires skill cooldown of a specific rarity. Interact - with someone or something on the battlefield. This is highly dependent on the situation, but usually involves an ability roll to determine success. Here are some examples: Holding someone in a grappled position (overpower) Quickly trade with and adjacent legend (nimbleness) Aid - self or an adjacent ally by increasing their shield (level +3). Moving attack - to both move and attack in the same action (in any order). The movement for the move is halved (rounded down) and the power for the attack is lowered by 5. The other rules for move and attack still apply. Switch equipment - to change your current loadout. It costs one action to switch either two small items, one big item or an armor.

Specials are small additions in a legend’s turn. Specials can be performed at any moment in a legends turn (before, in between or after the two actions. Specials can be used to: Interact - with someone or something on the battlefield. This is highly dependent on the situation but usually involves an ability roll to determine success. Here are some examples: Pull a rusty switch (handicraft) Use a skill - from a class or artifact. Also requires skill cooldown of a specific rarity. Dash - one tile on the battlefield, basically a move for one tile.

Abilities can also be performed in battle. Each time you attempt this it will require an ability roll. This can be used for things like: Current Health Indication - Get an indication from the storyteller of a specific target’s Health (clue finding). Reaction is used for everything outside of the legends turn. Since these throw the turn order off it is the storytellers decision on when these can be used exactly. Reaction is used to: Use a skill - from a class or artifact. Also requires skill cooldown of a specific rarity. Reactions have a specific situation where they can be used, so read the skill carefully. Use an ability - outside of your turn.

Chat lets the legend freely communicate within and outside of turns. This are mainly used for role-play and discussing tactics. Since a round represents roughly six in-game seconds, it is in everyone’s best interest to keep the communication short and to the point. The storyteller can easily let your legend skip a turn if you stand there chatting idly for too long.


Attack and defend

Labels: battle, battle stats, actions, attack Each normal attack follows these steps:

The attacker (the one that makes the attack) announces a defender (the target for the attack) and also informs what type of weapon is being used. The defender also has to be within the range of the attacker. The defender has an opportunity to fully avoid the attack. This can be done using the resource called dodge. Per dodge used, the defender can roll a d100. If the result plus its dodge chance is higher than 100, the dodge succeeds, the defender must move outside its current tile and the attack will miss completely (meaning you can stop here). If the dodge fails, the defender can try this step again, given that they still have dodge to spend, otherwise move on to the next step. At this point the attack is sure to hit, but the attacker still has a chance to increase the power of the attack by performing a critical roll, which is a d100. If the result plus its critical chance is higher than 100, the critical roll succeeds, meaning that the attacker’s critical bonus will be added to its power for this attack. The defender still has a chance to reduce the incoming damage. This is done by attempting a block roll, the defender can roll a d100. A block roll does not require any resources and can be attempted once per Attack. For attacks using a physical type weapon the defender will add physical block chance to the result, and for attacks using a magical type weapon the defender will add magical block chance to the result. If the result plus the specific block chance is higher than 100, the block roll succeeds, meaning that the armor of the defender will increase by their block bonus. For attacks using physical type weapons the defender uses its physical armor and for attacks using magical type weapons the defender will use its magical armor. The attack will resolve, the attacker states the type (physical or magical) and the power for this attack and the defender reduces the power by the correspondent armor (physical or magical). The remainder is dealt as damage to the defender’s health. An attack cannot deal a negative amount of damage.

Example of an attack The attacker’s required stats The defender’s required stats Range: 1 tile Health: 100 Critical chance: 25% Dodge chance: 22% Power: 20 Physical block chance: 40% Critical bonus: 5 Physical armor: 6

Block bonus: 3

The attacker initiates an attack on a defender within its range using a physical type weapon. The defender spends one dodge attempt makes a dodge roll, the defender rolls 35 and adds their dodge chance to get a total of 57 (35 + 22 = 57), which is not enough to succeed the dodge. The defender does not try again, moving on. The attacker makes a critical roll, the result is 80 + 25 = 105, which is enough for a critical hit! The attacker’s power for this attack will be 20 + 5 = 25. The defender attempts a block roll for free, the result is 73 + 40 = 113, the block roll succeeds. The defender’s physical armor for this attack will be 6 + 3 = 9. The attack is resolved, with a power of 25 and armor of 9, the defender will be dealt 16 damage to its health, leaving it on a current health of 84.

In summary, these are the steps for an attack: Attacker: target -> critical roll -> total power Defender: dodge attempt(s) -> block -> reduce health

True damage There is a third type for attacks next to physical and magical called true. A legend can attack using true type using specific skills or other effects. True type can still be avoided using dodge, but will ignore armors. This means it will skip block and the reduction of armor. A true attack with 10 power cannot be blocked and will not be reduced by physical armor or magical armor, dealing 10 damage to the defender’s health.

True damage can also be dealt using skills, by default this is mostly the same as a True Attack, but the legend cannot make a critical roll, unless specified differently.


Dice rolls

Labels: rolls, advantage, disadvantage

Late Legends features two different types of rolls, a d20 roll and a d100 roll (or 2d10). The rolls are performed by rolling said dice once and adding a specific bonus of the legend to get to a result. Here is how they work: D20 - the d20 rolls have a variable difficulty for all these rolls we rule that ‘Meet it is beat it’, meaning that a difficulty of 16 is succeeded if the legend’s result is 16 or higher. This applies for the following rolls: Saving roll - using a specific core stat plus a d20 in an attempt to reduce or negate an incoming effect from a skill or other event. Ability roll - using an ability score plus a d20 for specific checks. D100 - the d100 rolls have a fixed difficulty, the roll will be succeeded if the total result is higher than 100. This applies for these rolls: Critical roll - Using critical chance plus a d100 roll, on success the power for an attack is increased. Dodge roll - Using dodge chance plus a d100 in an attempt to dodge an attack or skill. Block roll - Using either physical block chance or magical block chance plus a d100 in an attempt to block an incoming attack or skill.

Advantage vs. disadvantage In skills and artifacts, a legend can receive advantage or disadvantage to either improve or reduce the chance of succeeding the roll: Advantage: The roll can be attempted twice, keep the highest result. Disadvantage: The roll must be attempted twice, keep the lowest result.

The effectiveness of advantage and disadvantage can stack, this means the following scenarios are possible: A legend has received advantage on a critical roll twice, it can roll three times and keep the highest roll. A legend has received advantage and disadvantage on a dodge roll, which cancels eachother out. Perform the dodge roll as normal. A legend has received disadvantage on a saving roll twice, it must roll three times and keep the lowest result.


Cooldowns

Labels: cooldowns, battles, skills, actions, special, ability roll, reaction, dodge attempt

Late Legends features a cooldown-based system to determine what a legend can do in battles. There are two different types: action cooldowns and skill cooldowns.

Action cooldowns Actions - used for move, attack, skills or big actions in your turn. A legend gains two actions at the start of their turn. Usable within a legend’s turn. Big action: Opening a treasure box and peek what’s inside. Special - used for skills or small actions. A legend gains one special at the start of each round. Usable within a legend’s turn. Small action: Picking up a weapon in an adjacent tile. Ability roll - used for abilities to get a better understanding of the battlefield. Used each time a legend wants to attempt an ability roll. A legend gains one ability roll at the start of each round. Usable within or outside of a legend’s turn. Reaction - used for skills with a reaction as a cost or reacting to something else in general (like catching a valuable gemstone that has been thrown towards you). A legend gains one reaction at the start of their turn. Usable within or outside of a legend’s turn. Dodge attempts - used to perform a dodge roll. Multiple dodge rolls can be performed in succession. A legend starts on two dodge attempts at the start of battle and will gain one dodge attempt at the start of each turn in the second round and onward.

Skill cooldowns Most skills require a skill cooldown and a round usable to be performed. Skill cooldowns are ready when the specific cooldown is on 0.

There are four different rarities for skill cooldowns: Uncommon - used for skills of uncommon rarity. Moves to 1 when used. Rare - used for skills of uncommon or rare rarity. Moves to 2 when used. Epic - used for skills of uncommon, rare or epic rarity. Moves to 3 when used. Ultimate - used for skills of uncommon, rare, epic or ultimate rarity. Can only be used once per battle.

At the start of each battle, all the skill cooldowns are ready to be used (they are placed on 0). At the start of a legend’s turn, reduce the uncommon, rare and epic rarity by one.

Skill cooldowns are meant for battles only, class skills do not require anything from the skill cooldowns outside of battle.


Health management

Labels: Max health, health, healing, battles

Health is managed by each player for their legend using current health and shield. Max health serves as the maximum health a legend can have. Current health starts on max health and cannot exceed max health. Current health is decreased by damage and increases by healing.

Healing - can only be performed outside of battle, four times per day, accompanied with a bit of rest. A heal can be the recover skill, or any other skill that includes heal. After healing the current health is increased by the amount specified. In this situation the healing itself is be a accompanied with a bit a rest, allowing the body to actually heal and gain current health.

Shielding - in battle, all healing is treated as shielding, written separately from current health. The maximum amount of shield is the missing current health plus one healing skill. This means that shields do not stack when a legend’s current health is equal to max health, only the highest shield remains (a shield of 5 and a shield of 15, will give the legends at full health a shield of 15). In this situation there is no time to actually heal the legend. Using heal will not removed the inflicted wounds, rather the the pain is lessened and the will to keep on fighting is increased.

Let’s take an example of a legend with max health 100: The legend at full health can receive one healing skill of 15, which will grant it a shield of 15 in battle. This means the legend has 100 current health and 15 shield. The first incoming damage is reduced by the shield. 7 damage will only decrease the shield by 7, but 20 damage will remove the shield and deal 5 damage to the health of the legend. After a battle, the legend has around 45 current health, performing the same healing of 15 with some rest will heal the legend for 15, its current health will be 60 after the rest. Resting more will allow the legend to heal back up to 100.

Damage taken is first taken from shields and otherwise from current health. Reaching below zero current health results in unconsciousness, no action can be taken until healing is performed.

There are effects that alter the amount of healing: Fully recovered: healing fully fills out current health. Well-rested: healing is doubled. Encouraged: healing is increased by 10. Poisoned: healing and shielding are limited to a max of 5. Cursed: any healing attempted is instead dealt as damage.


Inventory management

Labels: Inventory, items, equipment

A big part on adventures is what you bring and what you get along the way. Managing all the stuff you find at any given moment is called inventory management. This includes equipment, trinkets and all other items. There is no limit to what a legend can take with him, as long as it is believable in the context of the story (this is at the mercy of the storyteller).

Other systems might include checking stats to figure out how much you can carry. Late Legends ditches this idea because managing this kind of stuff brings the story to a halt and is not fun to do.

While it is not recommended, you still have the option to enforce some kind of inventory management. For this you can use the sheet and the following rules to set up inventory management: Ten slots for bigger items, like weapons ( big items count for 2), armor and more. Five slots for trinkets, you cannot have more then fit on the sheet. The remaining tiles on the inventory sheet can be filled with smaller items, if it does not fit on the sheet, you’ll have to ditch something to bring it with you.

Trinkets

Where artifacts are special skills and stat bonuses for battle, trinkets are special items for role-playing purposes. By default, each legend has five slots for trinkets. Trinkets are really used for customization, so a Storyteller can add and remove any trinket for their own story.


Skills & effects

Labels: skills, classes, artifact, effect, battle stats

Skills can be seen as special moves. They can originate from a class or an artifact. Skills always include: Action cooldown that is required to use it. Skill cooldown that is required to use it. Detailed information what to do in what order.

Skills can include the following: An effect (with a duration) - an additional influence on either the caster or the target of the skill.

Example A: slayer’s Charge explained Charge (1 Action, uncommon) Move half movement and Attack (Power + 2) a target. When you deal damage, attempt (Save: Level + 8 END) to inflict Movement -2 (2 stacks) and Disadvantage.

In this example you can see the skill is called Charge, it requires one action from the action cooldowns and the uncommon skill cooldown. The skill starts with a move, but the movement is lowered for this move, namely half of the legend’s movement (rounded down). After a move the legend is also able to attack. This follows the same rules as a normal attack, except the power for this attack is two higher. After this, there is an attempt to inflict two effects, namely Movement -2 for 2 stacks and disadvantage. The word attempt is an important word here, it means that all or some of it might fail. The effects allow for a save, namely an endurance saving roll, the target has a chance to ignore both effects by attempting a saving roll. The difficulty for the saving roll is also mentioned, which is level of the legend plus eight in this case.

In summary, a level 2 legend with 3 movement and 20 attack can read this skill as: Charge (1 action, uncommon) - Move (1 tile) and attack (22 power) a target. When you deal damage, attempt (Save: 10 Endurance) to inflict Movement -2 (2 stacks) and Disadvantage.

Example B: rune knight’s Runic Attraction explained Runic Attraction (1 action, rare) - Attempt to inflict Attraction (LUC Save: Level + 10) on enemies within 4m. On Save, inflict Soft Attraction instead. ~ Attraction: Move as close as possible to the caster. ~ Soft Attraction: Move 1m towards the caster. In this example you can see the skill is called Runic Attraction, it requires one action from the action cooldowns and the rare skill cooldown. The skill starts with an attempt to inflict a special debuff called attraction. This effect allows for a luck saving roll, if it is higher than level of the legend plus ten, the save is met. This skill targets all enemies within four tiles from the legend, so all enemies have to make a luck saving roll to negate it. In this case, there is another effect that triggers when the save is met, namely soft attraction. This is a lesser effect, but is guaranteed to happen.

In summary, a level 6 legend with 8 luck can read this skill as: Runic Attraction (1 action, rare) - Attempt to inflict Attraction (LUC Save: 18) on enemies within 4m. On Save, inflict Soft Attraction instead. ~ Attraction: Move as close as possible to the caster. ~ Soft Attraction: Move 1m towards the caster. Duration of effects - follow these set of rules: The default duration of any effect is: ‘when it comes up once’. If an effects lasts longer, it will be defined by stacks, meaning it will remain until used multiple times. To simplify the amount of effects on the battlefield, you can use d6 dices per legend. All effects have a caster, and should be managed by the caster.

Stacking of effects - follow these set of rules: Each effect has a source, this is the skill that is used (either from a class or an artifact). Effects from the same source do not stack, they will refresh. Effects from different sources do stack. A target is inflicted with an effect, that grants all attackers +10 critical chance on critical rolls against them. The attacker has a +10 critical chance of his own, meaning he will have +20 critical chance. when attacking the target. All effects on the same stat will be combined

If an effect is not used, it will remain active. (+power remains after missed attack)

Unique forms of effects - an effect can have a unique form.

  • Summon - a special entity brought forth by the caster. This summon will share all battle stats of the caster by default and exceptions will be noted. A summon’s duration is based on stacks. At the end of casters turn, a set amount of stacks of the summon can be used to perform a defined actions. Summon’s stacks are also reduced by one when taking damage. A summon is removed from the battlefield if it reaches 0 stacks.
  • Zone - On the battlefield there is a specific zone in place. The duration of this zone is based on stacks. A zone has a certain condition and will use a stack when the effect is used. The zone is removed on 0 stacks.
  • Aura - Similar to a zone, but the caster is the center of the aura, thus it will move with the caster.

Role-playing

In role-playing games, there are a lot of ways to role-play. For the sake of simplicity, we will split all the different forms into two groups: Active and Passive role-playing.

Active role-playing

Active role-playing is when the story is carried by the Legends, meaning they will drive the story forward on their own. The Storyteller’s role here is to react on the actions of the Legends, rather than create encounters or opportunities for them.

Passive role-playing

Passive role-playing is when the Legends can follow the story along and get encounters or opportunities handed to them. There is still freedom on how to handle each specific situation but it is a bit more linear. In this case, the world is already built around the Legends and is alive and dynamically ran by the Storyteller. This kind of role-playing is heavily depended on the Storyteller’s ability to create and run the worlds.

In practice, it is best to blend both Passive and Active together. The story can start off with passive role-playing and will gradually become more active along the way.

Tips on being a better Player

  • Set the correct goal - The first thing you need to realize is that Late Legends is not a video-game. You’re not really winning by default if you have the most ‘points’ or if you score the most ‘kills’. There is no specific goal here, but you as a Player set your own goal for your Legend. A good goal for a Legend might be: “Travel across the land and tame many exotic creatures in order to impress the love of your life.”. You’ll play the story together with a group, so make sure it is vague enough so it can provide for inspiration for cool moments along the way. This may take some getting used to but it comes to feel very naturally to you after you have played for a while.
  • Pick the quirky character - When starting off, it is easy to make a Legend that closely resembles yourself. This is a great starting point if you’ve never played, but you will soon realise that the best and most fun Legends are created when a Player steps out of his/her comfort zone. The bulk of role-playing comes from playing something you are not. It is about working out how the Legend you are portraying would react to the ever changing situations in-game and other Legends. Role-playing strongly resembles free-style acting, without the benefit of a script or director to tell you what to do. However, if your Legend basically is yourself there won’t be a lot role to play.
  • Get involved in the story - Playing a Legend means actively taking part in a story. You could sit back, relax, and enjoy the show from a distance, but participating will be the most fun. At any point, your actions could give an interesting twist to the story. Try to pay attention and let your Legend act accordingly.
  • Make interesting decisions, NOT the best ones - During the story, your Legend has an opportunity to change and influence the world. The world itself is run by a Storyteller but try to add to the story instead of blindly following it. The interesting decisions are often not the best decisions. Keep in mind, interesting decisions are often not the best decisions. Let’s imagine a crowded tavern where a fight breaks out. You could just make sure you use your most damaging skill on one target over and over and end the fight quickly. But it might be way more wild to jump in the fray and start throwing tables. Even though it seems you’ll be doing less ‘damage per second’, you’ll be making the fight more enganging for everyone else. Engaging actions also give the Storyteller new ideas to work with and make the battle as fun as possible.
  • Play to your Legend’s strengths AND flaws - It might seem nice to try to play an all-around master of all the weapons that is smart cunning and great company but is not very engaging to play with. It is not fun if every single conflict can be resolved using your powers. Instead, try to excel in a couple of things and be really bad at other things. This gives the other party members room to help you, make up for your specific flaw.
  • Narrate your actions - You could tell everyone: ‘I use my special for this buff and I Attack twice’ roll some criticals, tell the total damage and end your turn. This is systematically a good turn, you attacked and dealt damage, you may have even succeeded a critical roll, good for you! But announcing it in this way is rather boring. Instead, try to describe how your Legend is behaving and what it is trying. You can make the more interesting by doing the following:
    • Using Special for a buff: ‘I ready my dual swords. Flames start to emerge around it’.
    • The first attack: ‘I try a direct attack on the goblin’s head.’
    • Second attack (Critical roll successful): ‘After the first hit I slice along the goblin’s legs, trying to cripple it.’

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