Lists & tools

Legend builder

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General info

(Sets the 8 ability points of the race) (Resets elements on change)


Core stats

Level
1
Strength 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.
0
Intelligence Determines the power of the legend’s mind. This includes problem-solving, learning and memory. Intelligence is also associated with magical prowess.
0
Endurance Determines the survivability of the legend. This includes the legend’s immune system, enduring long days of work and overall Health.
0
Agility 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.
0
Sensory 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.
0
Luck 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.
0
Stat points left:

Battle stats

Base
Build 1
Build 2
Max health Max health is the maximum amount of health you can have. (Level * 8 + END * 8)
Movement Movement is the amount of tiles you may move during a 'Move'. (AGI / 3 + 3)
Range Range is the amount of tiles you may be away from a target to select if for attacks or skills. (Based on equipment)
Critical chance Critical chance is used to determine success for critical rolls, 1d100 + critical chance, total of 101+ are succesfull. (LUC * 2 + 10)
Power Power is the amount of force applied to your attacks. (Level + (STR+INT) / 4)
Critical bonus When you crit, add Critical bonus to your power for this attack. (SEN + 10)
Bonus true damage Bonus true damage is the amount you always add to true damage skills. (AGI / 2)
Dodge chance Dodge chance is used to determine success for dodge rolls, 1d100 + dodge chance, total of 101+ are succesfull. (AGI * 3)
Physical block chance Physical block chance is used to determine success for block rolls (physical, 1d100 + physical block chance, total of 101+ are succesfull. (STR * 3)
Magical block chance Magical block chance is used to determine success for block rolls (magical, 1d100 + magical block chance, total of 101+ are succesfull. (INT * 3)
Physical armor Physical armor reduces incoming physical damage. (STR / 2)
Magical armor Magical armor reduces incoming magical damage. (INT / 2)
Block bonus When you block, add Block bonus to your armor (physical or magical) for this attack. (END + 5)
Bonus shield Bonus shield is the amount you always add to shield skills. (SEN / 2)
Save height Save height is the amount a target needs to meet or beat to avoid addional effects of your skills. (Level / 2 + LUC + 10)
Show formulas

Abilities

Points left to spend freely:

Strength

Strength specifc points left:

Athletics Performing physical activities like climbing, long-jumping and swimming upstream.
0
Alteration Efficiently altering physical objects.
0
Overpower Commanding control over others using physical power, either using overt threats or physical violence.
0

Intelligence

Intelligence specifc points left:

Physics A systematic method of understanding and predicting the universe. Usually practiced in a highly specific topic.
0
Sorcery Embraces the unpredictable and sporatic part of the universe in magic, elemental beings and more.
0
Civilization Knowledge of the civilized world and history. This can include language, culture, deities.
0

Endurance

Endurance specifc points left:

Fortitude Determines the harm done by physical hazards like traps, torture, poisons and more.
0
Willpower Determines the harm done by magical hazards like magical traps, mind controlling magic and more.
0
Recovery Determines the speed you are able to recover from wounds, spells or sickness.
0

Agility

Agility specifc points left:

Acrobatics Performing stunts like dives, rolls, somersaults, and flips and retaining your balance in tense situations.
0
Nimbleness Reaction time and stealthy actions to remain unseen.
0
Trickery Devious actions like lockpicking, wearing a convincing disguise and sleight of hand actions.
0

Sensory

Sensory specifc points left:

Awareness Allowing your instincts to act for you, passively keeping track of your surroundings. Impulses from awareness may not yield a direct answer, but will alert you when something is off.
0
Investigation Actively spotting a certain place in search of the odd and peculiar. Useful to find items of interest.
0
Empathy Increase the understanding of another based on social interaction and body language.
0

Luck

Luck specifc points left:

Fortune Accounts for the unpredictable, how likely the hands of fate tend to act in your favor.
0
Comfort Communicate pleasantly in a one to one manner and the ability to delight a big audience with any form of entertainment.
0
Persuasion The expertise to change someones mind, likeliness of making a stranger take action towards your suggestion.
0

Elements


Equipment

Build 1

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Build 2

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Blessings


Classes & skills

Skill points left:







Cooldowns

Log:

Actions:
Skills:
Make a roll for:

Basic actions

Action

Actions are big moves in your turn:

  • Attack - use your current equipment to deal damage to a target within you range. In short, the target of the attack may dodge or block the attack and the attacker may roll for critical, see Attack and defend.
  • Move - use your movement to move that many tiles. Keep in mind that you cannot move through enemies and that you have to land on a free tile.
  • Skill - use a learned action skill from one of your classes, also requires a skill cooldown based on rarity.
  • Aid - Protect another ally within 1m with a Shield (Level + 3).
  • Brace - Grant an advantage to another ally within 1m. Advantage allows for the next dice roll to be attempted twice, keeping the highest result.
  • Switch equipment - use this to switch either your weapon(s) or armor.
  • Interact - use this to do something situation specific. May also be combined with ability to determine its success, like quickly grab a gold coin from the ground (nimbleness).

Special

Specials are small additions in your turn:

  • Skill - use a learned special skill from one of your classes, also requires a skill cooldown based on rarity.
  • Dash - move one tile.
  • Interact - use this to do something small and situation specific. May also be combined with ability to determine its success, like pulling a rusty switch (alteration).

Ability

Ability rolls can also be performed stand-alone, this allows them to be done outside of your turn as well, though the use is often limited to observing related abilities.

  • Current Health Indication - Get an indication from the narrator of a specific target’s Health (empathy).

Reaction

A reaction allows you to act outside of your turn. You may use a reaction 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.
  • Dodge - use two reactions to attempt a dodge roll.
  • Block - use one reaction to attempt a block roll. Only works on physical or magical attacks.
  • Skill - use a learned skill from one of your classes, also requires a skill cooldown based on rarity. Most skills specify exactly when this can be used.