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The Lejendary Adventure game rules are Base Ratings signify the Avatar’s mental and
designed to facilitate the creativity of the participants physical qualities. All Avatars have three Base
without shouldering them with a weighty body of Ratings:
rules and restrictions. The rules presented herein are
streamlined and focused to provide you with a Health: the Avatar’s physical body and its operation,
general understanding of the system and how it including the mind and will. Health is the highest of
works. They will allow you to understand the the three Base Ratings, ranging from 40 to upwards
features of the game characters and play the included of 100.
adventure.
Precision: the ability to perform actions that require
WHAT YOU WILL NEED TO PLAY accuracy, whether physical or mental.
You will, of course, need to gather a group of Speed: the Avatar’s physical and mental ability to act,
players, each of whom should be provided with one react and generally move. Speed is the lowest of the
of the game characters included herein. Each of them three Base Ratings, ranging from 6 to 14 at the start.
will need a pair of 10-sided dice (referred to hereafter
as Percentile dice or d%) and a 20-sided die. It will ABILITIES
also be useful to keep on hand a complete set of dice:
a 4-sided, 6-sided 8-sided and a 12-sided die. Abilities are best described as skill bundles. Each
is based on one of the three Base Ratings. They are
THE LEJEND MASTER broad based and cover a wide range of aptitudes. The
degree of breadth varies between the individual
Before play begins, one member of the group Abilities. There is some overlap between them. An
must assume the mantel of Lejend Master, or Game Avatar’s degree of specialization within a particular
Master. This person will serve as storyteller, referee Ability is dependent solely on your conception of that
and arbitrator of the game. He or she will need to be Avatar.
versed in these materials and familiar with the Avatars begin with 5-6 Abilities, ranked in order
adventure. The Lejend Master’s task is to be the of importance and skill. The Ability with the highest
players’ eyes and ears in the game. He or she relates score is ranked as the Avatar’s First Ability.
the imaginary action of the game to the player so
their game characters can react accordingly. OTHER CHARACTERISTICS
Extraordinary Abilities afford the Avatar a certain To use any Activation or Power, the
selection of Powers: spells, charms, conjurations, Avatar must first inscribe it on a Memory Tablet. A
rituals and the like. Employing one successfully Memory Tablet is a small sheaf of vellum or thin
requires, as with all other Abilities, a check against beaten metal (copper), about 4”x5” in size. These
your Avatar’s Ability score. devices form a metaphysical link to the Avatar. This
link can be broken if these tablets come into the
Enchantment: Wizards and Thaumaturgists deal in possession of another individual and handled or
the mystical arts, including the employment of destroyed.
shadow magic and illusion. Enchantment is perhaps A single tablet can support four individual
the most multi-faceted and ever present of the Powers.
Extraordinary Abilities.
POWER GRADES AND COSTS
Theurgy: Priests and their minions are common
throughout the civilized world, and use this Ability to Each Power is listed according to a Power Grade,
the benefit of all. There are two Orders of Theurgy: ranging from Very Minimal to Extreme. These
Marzellinus clings viciously to the hope he will find his brother alive. MOVEMENT
He will not be deterred from this view, despite the cynical beliefs of Walking 10 ft./ABC
Master Dralrof, who he respects as a warrior. Trotting 30 ft./ABC
Run 60 ft./ABC
Marzellinus is tall with dark brown hair worn long. He has broad
shoulders and a boyish face. He is optimistic and determined, EQUIPMENT
headstrong and short of temper. He values his family’s honor above all • Cash: $15,000 (30 gold coins
things. of $500 each)
• war horse, charger
• pack mule
Weapon Base Harm Precision Bonus
Lance 1-20+19/ +0/+10* • saddle, tack, and saddle bags
1-40+19* • sword, cutting & thrusting
Cutting/Thrusting Sword 4-20+19 +10 (with belt and scabbard)
Heavy Cutting Sword 11-20+19 +0 • sword, cutting, heavy (with
scabbard, horse secured)
Long Dagger 1-20+19 +10
• dagger, long (with sheath)
Fist (unarmed) 1-4+3 +20
• food and wine for six days on
Kick (unarmed) 1-6+3 +5
pack mule
*when charging.
• a water skin with a shoulder
sling
Armor Protection Health
Steel Plate Full 12 660
Shield (Standard) 8 (vs. 2 opponents) 80
KNACK
• Instinctive Riding – will never take a tumble from a mount; able
to induce any mount to reach a speed 10% faster than normal.
QUIRK
• Impatience – during times of stillness or
inactivity, the Avatar is likely to do THE NOBLE ORDER
something active to relieve his The nobility, from the great lords to the petty gentry, are found in
impatience, perhaps something annoying. most, although not all, states of the world. They are recognized,
sometimes perforce, by all in such states, and even elsewhere, as
they are the masters of much.
Disrupt Power (Very Minimal) included. For each additional three AEPs expended
Time Cost: 1 sec. Power Cost: 2 AEP by the enchanter at time of activation, two more
“shooting stars” are created in the cloud. Regardless
By activation of the energy of this Power the of the total number engendered, one-half will always
enchanter attempts to cancel the effect of the energy strike the central target subject pointed to by the
of another Power of any Ability that has been placed activator.
upon a subject of animal, mineral, or vegetable nature
by another individual so able. If the energy to be Flame Fan (Minimal)
deactivated is of a Grade higher than Very Minimal, Time Cost: 2 sec. Power Cost: 3 AEP
extra AEPs must be invested at the time of activation
of this Power for it to have any chance of success. If This Power causes a tongue of flame to sprout from
AEPs invested in the disruption equal or exceed those the air in front of the enchanter’s hand and shoot out
of the Power to be effected, chance for successful to up to 20 feet distance, striking an area one foot
activation are normal. However, if more than one height and depth, five feet width; all targets that are
Power is present, the Disrupt Power enchantment within the strike area suffer 1d4+8 points of harm
will have to have energy equal to or in excess of all while any easily inflammable material therein
Powers so active, and it will then only deactivate the (including bristles, light cloth, fur, hair, paper, thin
least potent of the two or more Powers active. Thus, bits of wood, etc.) will catch fire. If the subject is set
this is not an effective means of negating afire thus, an additional 1d3+5 points of harm occurs.
Extraordinary objects. A fire with sufficient fuel started thus will burn for
not less than four minutes realtime, and in burning
Phantom Self (Very Minimal) create thick smoke in a moderate-sized underground
Time Cost: 1 sec. Power Cost: 2 AEP area.
This Power creates a seemingly substantial duplicate Pass Barring Force (Low Moderate)
of the enchanter. This phantom image can sustain Time Cost: 3 sec. Power Cost: 4 AEP
harm equal to 20% of the enchanter’s health before
the energy fades and it is gone; furthermore, it has By means of this Power the enchanter is able to so
what amounts to -16 armor protection as regards attune body and all things normally worn and carried
harm inflicted upon it. The phantom self can, as the so as to pass through some barring Extraordinary
enchanter wills, do one of three things, variation force field. Slipping through thus does not affect the
possible during the time the energy lasts: 1) walk energy otherwise protecting an area. For each
(rather stiffly) away at up to normal speed, 2) stand additional 2 AEPs invested at time of activation, one
relatively motionless and gesture or point, or 3) other living subject of around man-sized (a horse, for
collapse and lay prove without moving. The energy instance is about the size of four men) can also be
of the enchantment lasts for 10 to 20 ABCs of time. attuned to pass through some barring Extraordinary
Until it fades, however, the Phantom Self seems real, force field.
will appear as a corpse if appropriate.
Personal Armor 3 (Low Moderate)
Shooting Stars (Very Minimal) Time Cost: 3 sec. Power Cost: 4 AEP
Time Cost: 1 sec. Power Cost: 2 AEP
This enchantment endures for 1.5 to 2.5 hours.
This Power enables the enchanter to direct a cloud of During this period, the enchanter has low moderate
shimmering sparks of energy five-feet in radius in the armor protection provided by Extraordinary energy.
direction indicated by pointed finger, is within sight 6 points of Harm delivered to the subject so protected
of and up to 240 feet distant. There are 10 such are negated. The enchantment will absorb up to 90
energy sparks in the cloud, and each target within the points of harm thus before it is exhausted. It works
radius indicated will be impacted by one or more of only alone, without other like enchantment or other
them, with the central target being struck by one-half Extraordinary activation, and any similar personal
(five) of these glowing energy missiles. Each bit of protection enchantment placed upon the subject after
energy delivers 1d2 points of harm ignoring any and this is in place cancels its protection. No buckler,
all forms of armor protection, supernatural forms shield, or any Extraordinary item of protection and be
EQUIPMENT
Weapon Base Harm Precision Bonus
• Cash: $5,000 (10 gold coins of
Short Thrusting Sword 2-20+4 +20
$500 each)
Long Dagger 1-20+4 +10
• mule
Fist (unarmed) 1-4+4 +20
• saddle, tack, and saddle bags
Kick (unarmed) 1-6+4 +5
• sword, thrusting, short (with
scabbard and belt)
Armor Protection Health
• dagger, long (with sheath)
Steel Mail Half 8 260
• food for three days in a
shoulder pouch
PATRON DEITY
• a water gourd with a shoulder
• Bragi (Tenoric Pantheon) – The god of poetry, eloquence, and
sling
harp playing. He is the patron of skalds. Bragi is the son of Odin.
• devotional object (harp)
His symbol is the harp and cup.
• devotional symbol (a silver
charm worn on a necklace)
KNACK
• propitiatory materials
• Story-Telling – can spin a yarn that adds 10% to his chance to
• votive materials
convince others of some assertions; 90% likely to be able to
captivate an audience of listeners for as long as he keeps speaking,
• Memory Tablet, 2; with 7
Activations
but each minute requires an avoidance check to see if the listeners’
attention is lost.
QUIRK
• Nature Loving – believes in keeping THE ECCLESIASTIC ORDER
things “the way nature intended;” he puts The priesthood, clergy, and religious society from the humble
ecology ahead of other considerations and monk to the high prelate are found all states of the world,
wishes to protect flora and fauna from although not necessarily in formal hierarchy. They are
harm, even at his own expense. recognized, sometimes perforce, by all in such states as their
deities are honored, and elsewhere, possibly respected or
dishonored, as their pantheon has renown or not.
This is a necessary Invocation of the Supernatural The theurgist employs this agency to discover the
that is enacted prior to any Rite of this Order. focus or lair of any creature of spirit of intense
Without first activating it, no Rite will have any evil/malign sort such as one of the living dead,
meaning, for through the Invocation an energy restless dead or even nether spirits. Upon activation
channel is opened and through it comes the force for it will immediately point the theurgist towards the
the completion of a Rite. After Propitiation and strongest evil within a radius of 70 feet underground
Votive preparations, activation of the Invocation or indoors, 700 feet above ground and outdoors.
requires only the normal 20 seconds time. Thereafter, the theurgist must continue to expend an
additional 2 AEPs per 12 seconds time (one AB) to
Save from Evil Rite (Major) keep the Power active and thus continue to provide
Time Cost: 16 sec. Power Cost: 10 AEP the direction of the evil/malign focus/lair. Upon
coming to a place where the site is in view, and it
This Rite of mass sanctification enables the being no more that 12 feet distant underground or
Theurgist to channel benign force so as to bless all indoors, 120 feet distant above ground and outdoors,
people and creatures before him or her. It confers the theurgist will perceive a dark and sinister
upon all assembled believers, and their animals, an emanation of vapor-like sort arising from that spot.
immunity from attacks by Living Dead or spirit
creatures that affect Health, Precision, Speed, or any Dismiss Influence (Minimal)
Ability through an agency other than direct physical Time Cost: 2 sec. Power Cost: 3 AEP
attack and Harm. The protection lasts for a period of
one week. The cost in Activation Energy Points This Power enables the theurgist to remove any
added at time of activation is one per seven subjects. single evil or malign energy from one subject he or
she touches while activating the Power, or who is
Armor of Faith (Very Minimal) then subsequently touched within the following ABC
Time Cost: 1 sec. Power Cost: 2 AEP time. The energy of this Power dissipates the effect
of any one (the weakest if there are two or more) evil
Through the agency of this Power the theurgist is or malign energy then active on the subject, removing
able to confer to himself or herself and a number of it instantly. Any form of dementia, insanity, lunacy,
assembled others of like faith a preternatural armor madness, etc. induced by sight is removed thus, but
providing -2 protection against all physical Harm, that caused by a Power of any sort requires the
and even Harm caused by evil/malign living dead subject of the Dismiss Influence activated upon him
creatures and spirits seeking to draw some form of or her to subsequently succeed in a check against
Health, Speed, or Precision from the protected current Speed BR x6, failure indicating the mental
individual, up to 44 points total. The armor lasts malady remains undismissed.
until it has absorbed 44 points, then the energy is
dissipated. For each 5 AEPs expended at the time of Heal (Low Moderate)
activation, one additional individual can be so Time Cost: 4 sec. Power Cost: 5 AEP
protected.
The energy conveyed by the activation of this
Confer Health Benison (Moderate) Power returns 4d4 points of Health Base Rating lost
Time Cost: 4 sec. Power Cost: 5 AEP by the subject touched. For each added AEP invested
at time of activation, to a maximum of six AEPs
This Power enables the theurgist to remove any additional (10d4 total healing), the theurgist restores
and all physical Harm to Health inflicted upon or an additional 1-4 points of Health to the subject. The
suffered by another during the previous four Activity points of Health lost can be from any sort of Harm,
Block Counts, up to a maximum of 20 such Harm and restoration is immediate. This Power may be
points, as long as the subject is touched by the used no more than once per day upon the same
theurgist and is not dead. Harm removed includes subject. No Health total above full normal Base
that from acid, cold, disease, electricity, fire, flame, Rating can be gained thus.
heat, poison, toxin, venom, etc.
A friend and mentor to young Marzellinus, he demanded the right to DISASTER AVOIDANCE
accompany the young lord on his journey. Dralrof has advised Speed x2 22
Marzellinus that the chances of finding his brother alive are slim, but Speed x3 33
these words have fallen on deaf ears. Speed x4 44
Standing only 3 1/2 feet tall, though nearly twice as broad, Dralrof’s MOVEMENT
dark leathery skin stands in sharp contrast to his red hair and beard. Walking 10 ft./ABC
His build is barrel shaped. Dralrof is a skilled warrior and veteran of Trotting 30 ft./ABC
many campaigns. He has a cynical mindset and is naturally distrusting. Run 60 ft./ABC
He is nonetheless an excellent judge of character.
EQUIPMENT
Weapon Base Harm Precision Bonus • Cash: $2,500 (5 gold coins of
Battle Axe 7-20+4 +5 $500 each)
Long Dagger 1-20+4 +10 • Horse, stallion
Belt Axe 2-20+4 +10 • saddle, tack, and saddle bags
Fist (unarmed) 1-4+4 +20 • Axe, Battle
Kick (unarmed) 1-6+4 +5 • Dagger, Long (with sheath)
• Axe, belt
Armor Protection Health • food for three days in a
Steel Mail Half 9 260 shoulder pouch
Shield (Buckler) 6 (vs. 1 opponent) 100 • a water gourd with a shoulder
sling
RACIAL CAPACITIES AND HANDICAPS • Wound healing salve, 7-
• Fast Healing – recovers lost Health at a rate of 2 points per day. applications (doubles rate of
• Enhanced Vision – able to see in darkness as if moderate twilight. healing/day)
• Enhanced Scent – olfactory senses are five times that of humans. • Armor repair tools
• Enhanced Hearing – can hear sounds pitched below human
hearing range, but have difficulty hearing high-pitch sounds.
• Toxin Resistance – contact/inhaled poisons inflict only half Harm,
ingested/insinuated poisons always inflict maximum Harm.
• Dwarves have a decided tendency to exhibit
the traits of greed, gluttony, avariciousness
and covetousness.
THE SOLDIER ORDER
The military society is pervasive virtually everywhere for
defense of home, people, country. Soldiers (or at least warriors)
are recognized by all, and as they attain rank are accepted in the
upper class groups to a greater or lesser extent.
“What you seek is near,” a voice behind you says. It If the poachers have been surprised, they are in
is a woman’s voice, deep and wise. the process of field-dressing the stag as the heroes
arrive. If not, they will spring their ambush from the
You turn quickly but find no one -- only the surrounding foliage and rush to attack the Avatars.
deepening shadows of the forest.
Poachers (5)
“The gaunt man is famished.” H 25, P 30, S 10
Possessions: Cloth full armor, long dagger, light bow
Again you twist about. Standing at the center of the (10 arrows), belt axe, $200 (20 silver coins) each.
glen is a cloaked figure. Despite the light, her
features are hidden from you. Weapon Harm Range (ft.) P Bonus
Light Bow 1-20 50/150/300 +5/0/0
“The ritual of blood grows nigh,” she says. Though Long Dagger 1-20 -- +10
you cannot see her face, you have the distinct Belt Axe 2-20/3-20 --/30 +10/--
impression she is smiling. “Once he has taken his fill
he will call the shadows to his command.” Armor Protection Health
Cloth full 6 66
She points to her left. A forest is burning.
The poachers will fight until three of their
You awake with a start! numbers are dead, at which time they will flee into
the forest. The Avatars could attempt to track them
Weapon Harm Range (ft.) P Bonus The trollkin will attack without mercy. Their aim
Lasso* 1 30/3’ -- is to capture as many of the Avatars as possible. If
Weighted 1 10/4’ -- all the Avatars are captured, proceed to the Encounter
Throwing Five and Ritual of Blood. Those who manage to
Net** escape will have to track the trollkin to their lair and
Rock 1-20 25/75/150 -- penetrate it on their own to rescue their companions.
Thrower*** If their numbers are reduced to three or less, the
Belt Axe 2-20/3-20 --/30 +10/-- remaining trollkin will attempt to flee.