Core concepts

Getting started

Late Legends is a tabletop role-playing game system. The players play Legends and the host is the narrator. Late Legends comes with rules to bring clarity, balance, and structure to the game. It is highly recommended to follow them closely, especially when starting off.

This page will give you an overview of the core concepts of Late Legends:

Level is the main statistic of a Legend, it determines the overall powerlevel of the legend, but it does not specifiy in which field.

Core stats are the six important numbers that define the Legend. Core stats are often used as a basis for other stats. Core stats are Strength, Intelligence, Endurance, Agility, Sensory and Luck.

Abilities are a list of specific fields of expertise. Abilities are used most commonly to determine the result of a legend’s action. Each Core stat has three unique abilities with their own benefit.

Battle stats are a set of stats specifically for battle, includes things like movement (amount of tiles that can be moved on the battlemap) and Dodge chance (the chance you can dodge an attack, avoiding incoming damage. Level and Core stats make up the first bulk of battle stats, and can further be increased by equipment.

Classes are unique set of skills for battle. Each legend can learn skills of three different classes.

Battles are where Late Legends shines, all the systems are most useful in hectic situations like a battle with a big monster.

Equipment is a legend’s gear, which increases offensive and defensive battle stats. A set of equipment includes a suit of armor and 2 small or 1 big weapon. There is no requirement on what type equipment a legend can wear, so make the combination you like.

Cooldowns are specific resources for battle. Cooldowns determines what a legend can do at any given time in battle.

Skills are unique moves a legend can perform in battle (once learned). Skills are always part of a class.

Elements are unique types that can be applied to moves. The Elements are Fire, Water, Air, Earth, Light and Dark.

Attack and defend explain in-depth how the attack sequence takes place for the attacker and the defender.

Dice rolls covers all versions of dice rolls that are used to determine the (partly controlled) randomness in the game.

Health management covers how to handle damage that a legend takes, as well as the recovering process.

Inventory management explains what a legend could bring and what limitations the legends (could) have.