Legends - Traits
• Attributes represent the innate advantages in ability that a character possesses above and beyond others of his Circle of Mastery. For example the attribute trait Willpower indicates that the character has strong willpower.
• Skills are learnt abilities and talents of the character. For example Swordsmanship is a skill, as is Farming.
• Magics are spheres of arcane mastery. For example Pyromancy is a magic, as is Kinetomancy. Magic traits are rarer than skills and attributes, and most people (even Legends) do not have magic traits.
• Backgrounds are social advantages.
• An Untrained attribute is rolled at a number of dice equal to your Circle of Mastery. This is the default.
• A Trained attribute is rolled at a number of dice equal to your Circle of Mastery plus one.
• An Expert attribute is rolled at a number of dice equal to your Circle of Mastery plus two.
• An Elite attribute is rolled at a number of dice equal to your Circle of Mastery plus three.
• A Legendary attribute is rolled at a number of dice equal to your Circle of Mastery plus six.
There is no complete and definitive list of attributes, but the following includes some suggestions:
Strength, Resilience, Agility, Dexterity, Precision, Charm, Presence, Manipulation, Composure, Willpower, Intelligence, Cunning, Wits, Courage,
The GM has ultimate veto over what is or is not an acceptable attribute. Any attributes broader in scope than the ones listed above (e.g. “physical prowess”) is likely to be vetoed, as is any that can be represented as a skill.
If you are making a character for the first time, it is sensible to spend between two and five of your traits on attribute traits.
• An Untrained skill has a target value of 6+.
• A Trained skill has a target value of 5+.
• An Expert skill has a target value of 4+.
• An Elite skill has a target value of 3+.
• A Legendary skill has a target value of 1+.
The target value is what you need to get on a D6 to score a success. Multiple rolled successes result in greater degree of success. For example, a 3rd Circle character with a Trained attribute in Manipulation an Expert skill in Seduction would roll four dice, and be looking for 4+ values. Its worth noting that legendary skills really are amazing… you can guarantee that you will score a number of successes equal to your dice pool every time you use that skill.
There is no complete and definitive list of skills, but the following includes some suggestions:
Accounting, Acrobatics, Acting, Administration, Agriculture, Alchemy, Animal empathy, Animal husbandry, Animal training, Appraisal, Archaeology, Archery, Architecture, Armoury, Art, Art appreciation, Astronomy, Athletics, Bellfoundry, Blacksmithy, Blowgunnery, Brassworkery, Brewery/caskery, Calligraphy, Candlery, Carpentry, Cartography, Cartwrighting, Charioteering, Climbing, Clockmaking, Clothier, Cobbling, Command, Conversation, Cookery, Construction, Contortion, Coppersmithing, Criminology, Dancing, Debate, Demagoguery, Diplomacy, Disguise, Ecology, Embroidery, Engravery, Escape artist, Etiquette, Exploration, Falconry, Farming, Fishing, Fletching/bowmaking, Flexible weapon-fighting, Forgery, Gambling, Gemcutting, Glassblowing, Goldsmithing, Hafted weapon-fighting, Hattery, Heraldry, Herbalism, History, Innkeeping, Interrogation, Intimidation, Intrigue, Investigation, Knife-fighting, Law, Leadership, Linguisitcs, Mathematics, Medicine, Meditation, Merchantry, Metallurgy, Mimicry, Mining, Mountaineering, Music, Oratory, Naturalist, Navigation, Nursing, Painting, Performance, Persuasion, Pickpocket, Poisons, Polearm-fighting, Ride, Sculpture, Seamanship, Seduction, Shieldfighting, Sleight of hand, Spearfighting, Sports, Staff-fighting, Stealth, Strategy gaming, Stonemasonry, Swordsmanship, Tactics, Tailoring, Tannery, Theology, Torture, Unarmed combat, Usury, Vetirinarian, Weaving, Wilderness survival, Writing,
The GM has ultimate veto over what is an acceptable skill. Very broad skills (e.g. Weapons) are likely to be disallowed. Bearing in mind that this is a game about epic heroism the GM may allow broader coverage for skills that won’t see much use – for example Farming covers a lot of topics, but isn’t likely to come up that often so would likely be allowed. Some of the skills listed above are quite narrow in focus and not terribly useful to a hero – you will likely want to pass these over as a player character, though there is the potential to make some truly unusual characters by picking these as your legendary skills. Be careful not to let the game descend into farce however – while there may be interesting stories to tell about a legendary master of disguise, its harder to take seriously a legendary innkeeper.
Finally, if you intend to play a Mage then you’ll need to take one Spellcasting Skill. These include Druidism, Necromancy, High Wizardry and Wyld Sorcery. You can only have one Spellcasting Skill, and it cannot be your Legendary trait.
If you are making a character for the first time, you should probably aim for spending at least seven or eight of your traits on skill traits.
• An Untrained magic is equivalent to knowing nothing about magic…
• A Trained magic is equal to the level of Initiate. Initiates have learnt how to perceive their chosen magic, identify its effects at work, shield themselves against the weakest of its effects and make small and subtle adjustments within their sphere.
• An Expert magic is equal to the level of Adept. Adepts are able to influence or enhance their sphere of magic, and are considerably more puissant than Initiates. A mage who is anything less than an Adept is considered a mere dabbler by serious magi.
• An Elite magic is equal to the level of Master. Masters are able to control and summon within their spheres of influence. An ordinary human through a lifetime of magical devotion might reach this level of mastery.
• A Legendary magic is equal to the level of Archmage. Archmagi are able to command their spheres unequivocally and mainifest the sphere in themselves and in sentient avatars. All Archmagi are legendary characters and therefore often formidable even without their magics.
Magic of a higher level will almost invariably overwhelm magic of lower levels with barely any contest.
The following are suggested spheres of magic, though experienced players may wish to create their own:
- Druidism Spheres: Druid of the Green, Druid of the Claw, Druid of the Vermintide, Druid of the Lifestream, Druid of the Storm,
- Necromancy Spheres: Obtenebromancy, Ghost Calling, Sarcomancy, Thanatomancy, Words of Ending,
- High Wizardry Spheres: Glaciomancy, Nomenclomancy, Kinetomancy, Dominion, Stasis,
- Wyld Sorcery Spheres: Pyromancy, Chimeria, Lunomancy, Fortunomancy, Entropia,
You can take more that one Magic trait, but all your magic traits must be associated with the same Spellcasting skill.
The various spheres of magic are covered in more detail in a later chapter.
If you are making a character for the first time, you may want to avoid magic traits altogether. If you do select a magic trait, don’t forget to take a Spellcasting Skill as well, and consider taking attribute traits that enhance your spellcasting.
• An Untrained background is the default – no special social advantages.
• A Trained trait put into backgrounds gives you a Minor Advantage background.
• An Expert trait put into backgrounds gives you a Moderate Advantage background.
• An Elite trait put into backgrounds gives you a Major Advantage background.
• A Legendary trait put into backgrounds gives you a Legendary Advantage background.
There is no complete and definitive list of backgrounds, but the following includes some suggestions:
Lifetime Training, Prestigious Family Name, Fabulous Wealth, Wondrous Artifact,
The various backgrounds are covered in more detail in a later chapter.
Background traits are recommended only for more advanced players who want to explore character creation options more fully. It is perfectly acceptable to create a character without taking any background traits.
This page by Asklepios
REM: Add hyperlinks, formatting needed