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Reckless Frenzy
name changed toReckless Attack
and clarified that it only allows a single extra attack per round.Phantasm
bane area sizes cleaned up. Previously power level 7 area size was the same as power levels 1 - 6.Provoked
bane can now be invoked via Agility- Damaging attacks now deal a minimum of 3 damage. This prevents the un-intuitive phenomenon of having an "exact hit" (roll total equals target's defense) being "success with a twist", which is in part failure, but you hit the target CR so, failing feels wrong.
Attack Redirection
clarify that you can't redirect the attack to the attacker or yourself
Arcane Bloodline
has been generalized to apply to more groups, name changed toLegendary Bloodline
Barrier
boon clarification - you can't trap a target inside of it- Tweak
Persistent
extraordinary item trait to prevent abuse. Stunned
bane wording tweak to clarify extra actions don't workSentinel
feat tweak to require that you first spend a defend action
- New Chapter Structure (Finalized for going to Print, YAY!)
- Introduction
- 1: Character Creation
- 2: Actions & Attributes
- 3: Feats
- 4: Perks & Flaws
- 5: Wealth & Equipment
- 6: Banes & Boons
- 7: Combat
- 8: Running the Game
- 9: Special Equipment
Sentinel
(new feat added) - grants an additional action that can be used only for defend actions once per turn- Clarify that
defend
action can only grant bonus movement once per round Battlefield Sentinel
renamed toBattlefield Opportunist
,Battelfield Defender / Reflxes
feat prerequisite dropped, attribute score prerequisite dropped from 5 to 4Battlefield Defender
renamed toBattlefield Reflexes
now allowed withAny Extraordinary
attribute, pending GM approvalBattlefield Punisher - Knockdown
,Battlefield Punisher - Slowed
, andBattlefield Punisher - Stunned
are all combined and slightly modified to becomeBattlefield Punisher
which requires 10 damage be dealt and can be any bane, this restriction was made necessary by the addition of theSentinel
feat which allows additional defend actions, and allows for many uses of the defend action each turn.Companion
feat fixed to prevent abuse and reduced to 2 feat points. A companion gaining 3 feat points + an extra set of actions for a given turn, means that you spend 3 feat points on aCompanion
and you gain 3 feat points AND a new character. Companions can now buy feats with the character's feat points and get a fraction of the player's attribute points.Companion
feat point expenditures apply as a feat point reduction in any case where another effect would give you feat points, at present, this applies only toAlternate Form
as far as we can tell.Genesis
boon Power Level 5 added (greater quantity of organic matter created)Genesis
boon invocation times streamlined PL 1 is 10 minutes.
Companion
feat fixed to track with the new max attribute limitsNullify
bane at Power Level 6 effect can not be prevented by any other effectMulti-Target Attack Specialist
fixed to remove compounded attack complexity and a loophole that could allow you to negate all mutli-attack penalties and combine it with Haste for 9 attacks with no disadvantage.
Genesis
added a new feat for creating short-lived matter that deteriorates / decomposes after 1 hourMarksman
feat modified to confer a single range increment bonus rather than a flat 25'.Hunter's Foe
feat name changed toSworn Enemy
for better genre diversityMulti-Target Boon Expert
(reversed change) feat prerequisite is now from Multi-Target Boon Specialist II
Extraordinary Items
initial release - new chapterRewards
for extraordinary items, mounts & vehiclesCraft Extraordinary Item
(formerlyCraft Beneficial or Baleful Item
) feat completely overhauled, now works with the Wealth Level system and the new rules found in Chapter 8Craft Extraordinary Item
now has Logic as an optional prerequisiteMounts & Vehicles
section moved from Chapter 4 to Chapter 8Consumable
weapon property renamed toExpendable
for consistency with new properties inExtraordinary Items
sectionDeadly
property moved from Chapter 4 (Weapons) to Chapter 8 (Extraordinary Items)- Major changes to
Weapons
table viaExtraordinary Items
a number weapons were moved to Extrardinary (Laser Rifle
,Rocket Launcher
,Plasmablade
)
Boss NPCs
expanded the table to level 20 (for larger groups of PCs)Boss NPCs
now haveBoss Edge
, giving them advantage on attacks, as well boss actionsBoss NPCs
now have immunity to Finishing BlowsPhantasm
bane wording changes to clarify that the size effect is limited by power level, but it affects all who see it (though they aren't technically targets)Fatigued
bane levels of fatigue effects for level 2 and level 4 swapped to prevent easy access to the loss of significant defense bonuses- Updated Open Legend Community License for minor name change to
Seventh Sphere Entertainment
Summon Creature
- added hard limit on max number of summoned creatures (equal to your invoking attribute)Fast Draw
feat cost reduced from 2 to 1Multi-Target Boon Expert
feat prerequisite reduced from Multi-Target Boon Specialist II to Multi-Target Boon Specialist I
- Removed
Tech Level
from mounts & vehicles, unneccessary complexity Craft
feat is renamed toCraft Mundane Item
Craft Beneficial or Baleful Item
feat is renamed toCraft Extraordinary Item
- Added caveat that weapons can have multiple properties, allowing the wielder to choose from among them. For example, allowing
Area (X', Y' Cone)
at the wielders options. They are cumulative for determining Wealth Level. - Added
Flamethrower
example to the weapons table
- Added genre diversity to the
Wealth Overview
tables and the armor table, removed some armor examples and added others Telepathy
boon, after much confusion because the effect is both "broadcast" AND "receive", (note "broadcast" should useInfluence
while "receive" should usePrescience
) it seems best for it to be accessible from both attributes since the effect straddles the twoSummon Creature
boon no longer has the "when you invoke this, other summoned minions are dispelled" limitationTransmute
boon no longer affects living target's since that domain is covered byShapeshift
. Replacing the Power Level 8 and 9 efects, are now the ability to transmute simple items into complex onesNullify
bane is simplified to cancel only one boon affecting the target, but it now prevents the target from benefitting from or havhing the book invoked upon them for 1 minute
- Clarify
Area
property's Wealth Level impact - Added
Indomitable Resolve
feat that increases your Resolve defense by 1. - Clarified that
Forceful
andPrecise
weapons can only be used for bane attacks with that particular attribute Natural Defense
feat now increases both Guard and Toughness defensesImmobile
bane now targets Toughness for most bane attacksAugury
renamed toPrecognition
because augury by definition has ties to the divine.Precognition
representsBoon Focus III
clarified to allow boon invocation as a free action, meaning that it only persists if you're conscious to spend an actionDeath Blow
feat's tier 3 is removed, 15 HP death threshold is too powerful, and the tier 2 Silenced effect was overly complex. There are now 2 tiersRitual Magic
feat is renamed toHeightened Invocation
to more effectively span non-magically oriented genresDispel
bane is renamed toNullify
to more effectively span non-magically oriented genres
- Removed redundant
Inner Strength
perk (was a duplicate ofResilient
perk) - Added
Targeted Weapons
property to manually targeted vehicular weapons - Modified certain Vehicles to have
Resolve: Immune
to represent mind-influencing banes don't effect them
- Added
Vehicles & Mounts
section at the end of chapter 4 - Added
Tech Level
callout before Weapons section in chapter 4 - Add
Deafened
bane to mirrorBlinded
andSilenced
- Added rules for
Waiting to Act
that allow for preparing to react to a given trigger and waiting in general - Clarify that boons don't stack
- Renamed
Burst
weapon property toArea
and significantly changed how it works. These weapons always make attacks in their listed size and shape areas, and suffer no penalties for doing so - Add
Agility
as an optional attribute for invokingKnockdown
andForced Move
banes - Clarify how hit points are tracked for
Polymorph
bane andShapeshift
boon Polymorph
bane is fixed. Previously had variable and overpowered durations as well as being easily abused to transform the target into a form with all attribute scores being 0.Banished
bane is removed. An effect so permanent should be part of the GM's discretion and a story choice rather than automatic and permanent exile from a successful roll (done at-will)Shapeshift
now allows the target to keep theirAlteration
attribute score when they shift.Shapeshift
is changed so that gaining access to the new forms extraordinary attributes happens at power level 7
Summon Creature
no longer has a permanent option, creating permanent creatures is reserved as an effect for only theAnimation
boon.Animation
boon now has the additional effect of automatically invoking theCharmed
bane on a newly created creature.
Armory Mastery
feat effect wording changed from Might to Fortitude to match recent armor changes.Natural Defense
feat Fortitude prerequisites reduced for each tier from 2/3/5 to 0/1/2.Two Weapon Defense
feat wording clarifies the armor bonus is for the Guard defense.Defensive
property of weapons now grants a non-stacking +1 armor bonus, regardless of Defensive level.Defensive Mastery
feat wording clarified for its bonus to stack an addition +1 armor bonus.- NPCs now have a new feat open to them (GM Only): Bane Resistance, with two tiers (+5 defense and immunity to a specific bane).
Sylvan Ally
perk renamedNature's Ally
.Shapeshift
boon effect layout clarified for Power Level 2. Also, wording improved for multiple genres.Multi-Target Attack Specialist
wording fixed to refer to multi-targeting, not multi-attacks.
- Added Power Level 2 to
Shapeshift
boon - You can now move your
Phantasm
as a free action on your turn, but it must remain within your invocation range. Defend
action clarified. A single defend action can only be used to defend one target. Movement granted by this action doesn't provoke attack of opportunity, nor does it negate the original attack.
Breakfall
now works in two tier. Tier 1 reduces all falling damage if you are not incapacitated. Tier 2 renders you immune to falling damage if you are not incapacitated. Cost increased to 2.
- Recalculated weapon's Wealth Level
- Tweak
Delayed Ready
property to require the ready action before use, so that weapons withConsumable
property don’t get the free benefit of bypassing the ready action
- Changed armor prerequisites to
Fortitude
instead ofMight
. This addresses a balance concern aboutMight
characters having an unfair advantage with theirGuard
defense since armor had aMight
prerequisite that made it difficult forAgility
based characters to qualify for.Fortitude
is useful for ALL characters as it makes you harder to kill with higherToughness
, HP, and now armor as well. Battle Trance
feat modified to provide bonus to armor for characters with an armor bonus less than 3.- Removed
Defensive
property from a few weapons since it would prevent them from getting the two-handed bonus to attacks - Unmovable Weapons are now called
Stationary
since they are ... well ... not unmovable. - Deadly Weapons now require a minimum wealth level of 4, and
Deadly
does not stack with itself. Only the greatest value among items you wield applies. - Defensive Weapons no longer gain advantage on attack rolls for dual wielding or being used two-handed. This property no longer stacks.
- Fix a number of weapon properties and add missing
Longsword
example - Fix incorrect cost of
Extraordinary Defense
(now 3 feat points) andNatural Defense
(now 2 feat points) - Major Change to Evasion / Resilience Defense - due to the words
Resilience
andToughness
being too similar,Resilience
(formerlyEvasion
) is now calledGuard
- Major Change to Weapons - Weapons now include multiple examples of each type that shares the same properties and now have a
Category
which determines the various ways it can be used. - Added a
Building Your Own Weapons
table that shows the process for building a balanced weapon - Major Change to Evasion - the
Evasion
defense score has been changed and renamed toResilience
which is calculated as:Resilience = 10 + Agility + Might + Armor
and bane defense targets have been changed to accommodate the difference - Major Change to Armor - For multi-genre purposes, and coinciding with the change from
Evasion
=>Resilience
, Armor now has three categories:Light
,Medium
, andHeavy
and is simplified in the interest of making it easier to understand where armor that is not accounted for on the table should fall on the spectrum Battle Trance
,Armor Mastery
,Natural Defense
,Two Weapon Defense
are updated to accommodate the new Armor rulesArmor Mastery
cost increased to 3. Tier III removed.Defensive Mastery
feat added to accompany shields and new weapons with theDefensive
property- Clarify shifting between multiple
Alternate Form
s
- Fix
Invisible
andBlinded
banes so they don’t violate Open Legend’s "one roll" principle. Also clean up various other issues with both and add a “lesser” Invisible at PL 5.
- Close loophole in
Summon Creature
boon that allowed them to recursively summon others of their type. Also clarified that summoned creatures cannot be revived from zero hit points. Indomitable Endurance
feat was tweaked to allow access via a Will attribute prerequisite, also removed the immunity to natural fatigue since the feat already shields against the first level of fatigue and 2 feat points for such a potent effect is overpowered.- Rename
Berserker
feat toBattle Trance
, and associated feat name updates (Deathless Berserker
=>Deathless Trance
,Destructive Berserker
=>Destructive Trance
,Entranced Berserker
=>Impervious Trance
,Reactionary Berserker
=>Reactionary Trance
) Resilient
was both a feat and a perk, theResilient
perk was renamed toInner Strength
for clarityCompanion
feat now grants access to 1 feat per tier, selected from the "Simple Build" NPC creation list in Chapter 7: Running the Game- Changed wording around handling “advantage zero”, other non-action rolls, and the ability to say “advantage x” for any type of die roll. You can now apply "advantage 1" to a Resist roll, for example, but a roll without attribute dice can not be modified beyond Advantage 1 or Disadvantage 1
- Tweaked the Power Levels of
Persistent Damage
bane, they are now: 4 (d6) / 6 (d8) / 8 (d10) / 9 (2d6)
Lethal Damage
is now part of theCore Rules
Critical Hits
are now optional
- Removed
Retributive Barrier
in favor ofBarrier
boon Forced Move
now moves the target a distance in feet based on power levelProjectile Multi-Targeting
is nowRanged Multi-Targeting
Attribute Substitution
cost reduced to 2. This feat has now two tiers. Attack rolls with the primary attribute are only available at tier 2. Restrictions about primary and secondary attribute category lifted.
Intimidated
bane renamed toProvoked
and reordered alphabetically.
Boon Focus
wording adjusted in numerous areas, changing references from multi-target to non-single target. Extra text was added to tier 1 to address power level restrictions.- Added Boon:
Summon Creature
(view) - Clarified that only damaging attacks qualify for bane application when exceeding target defenses by 10 or more
- Feats reordered alphabetically
- Renamed
Aid
boon toBolster
and changed it's duration toSustain Persists
to accomodate ongoing augmentations that should last for more than just a short one round burst (formerlyAid
only lasted 1 round) - Reorder Character Creation steps so that
Description
comes first - Add
Free Actions
to combat section and explain how they work - Clarify that banes do not stack, only one instance of a given bane can be on a target at a given time
- All references to
Supernatural
have been changed toExtraordinary
to support some genres like far-future and superheroes that sometimes explain the extraordinary with science rather than magic - Fix Druid example missing Creation 3
- Fix Arcane Protector example missing Movement 3
- Fix Druid example build referencing removed
Master Shifter
feat, replaced withBoon Focus 2 (Shapeshift)
which accomplishes the same
- Size categories added
Ageless
removed as feat, added as perkElemental Mage
is now calledBattle Mage
- Clarified Multi-Targeting in Chapter 6, no longer says Multi-Attack when hitting multiple foes with a single attack
- Missing an attack can now cause 3 damage instead of 5
Haste
updated, now each power level grants an additional 5' of movement. Attack disadvantage changed to static bonus to target evasion based on power level. Extra major actions are now made with disadvantage, if a roll is required.
Well-Rounded
updated, now you gain advantage 1 on action roll outside of combat that are not invocations (bane or boon) for attributes with a score of 2 or less- XP and level clarified, every XP grants a player 3 attribute points and 1 feat point and every 3 XP results in a level
Alternate Form
updated, now you build your alternate form using the normal character creation rules, though attribute and feat points are determined by the tier level of this feat- Banes are now inflicted for free on
10 over defense
instead of10+ damage
- You can't use a supernatural attribute if the score is zero
- Area attacks changed, now disadvantage is based on shapes (Cube, Line and Cone)
Mimic
doesn't requireAlternate Form
anymore, it instead requiresDeception 3
- Can't choose
Alternate Form
when creating the secondary form granted by this feat
- Updated character creation text to reflect new
Toughness = 10 + Fortitude + Will
formula - Clarified attribute 9 limitation for
Companion
feat - Removed all prerequisites for
Superior Concentration
to accommodate any boon including those inovoked by non-supernatural attributes
- Added
Two Weapon Brute
feat - Added rules for dual-wielding weapons with the one-handed property for Advantage 1
- Close infinite damage loophole in
Multi-Attack Specialist
feat by introducing a limit on the maximum number of additional attacks you can take - Clarify the time increment steps of
Boon Focus
, move OR major actions become minor at tier 2 - Removed all prerequisites from
Energy Resistance
to enable characters with no special training to have bloodline-based resistances
- Modified
Natural Defense
feat to better reward unarmored characters who invest in it (#105) - Modified
Craft Beneficial or Baleful Item
feat to allow unlimited invocation at tier 2 and 3x longer creation duration for sentient Tier 3 items. (#143) Aid
boon andDemoralized
bane now mirror each other in Power Level and effect- Tweaks to
Restoration
boon now allow it to function correctly withBoon Focus
feat
- Added Aura boon.
- Removed attribute prerequisites for Multi-Target Boon Specialist feat.
- Decreased first power level of Telekinesis boon from 5 to 4.
- Fixed loophole with Boon Access (Shapeshift). Now the Alteration score is limited to character level or 5, whichever is higher.
- Closed loophole in Boon Access. Now if a boon has multiple attribute prerequisite options, you choose one attribute when you take this feat.
- Added Barrier boon.
- Life Drain Bane removed, added to Boons. Heals target for half damage dealt.
- New Feats for movement such as Climbing, Swimming and Flying.
- Feats that can be lost (Animal Companion, Supernatural Focus, etc) now updated with clause that feat points are regained in the event the item or companion is permanently lost.
- Flanking added as an example of Advantage.
- Lucky renamed to Diehard, can now use Fortitude or Presence as prerequisite.
- Defenses updated with new formulas. Weapon attacks now target Evasion, Supernatural attacks target most relevant defense.
- Might has replaced Fortitude as the prerequisite for wearing armours.
- Master Shifter feat removed, Boon Focus and Supernatural Focus made it obsolete.
- Alteration attribute added to healing boon, definition of healing updated.
Ish Stabosz, Barry Dewey-Robertson, Kyle Willey, Mario Lurig, Michael "Hassurunous" Loubier, John Lewis of Demon's Lair RPG