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Ferocious Minionsincorrectly statedLogicas a prerequisite attribute. However, that was wrong. It should have saidAlterationandEnergy. It is now corrected.
- Now while in
Shapeshiftyou acquire only the Agility, Fortitude, Might, and Perception attributes of the new form.
- Moved Action & Attributes Examples to GM chapter
- Add
Sustenanceboon - Removed
Hallucination - Massfeat. Effects moved to second tier ofHallucinationfeat. Knockdowneffect updated. Now prone targets get +2 to Guard vs ranged and -2 Guard vs melee attacks.Ferocious Minionsnow works with the attributes you use to invoke charmed, dominated or summon creature.Destructive Trancenow works with Agility, Energy and Entropy 7.Dominationbane duration is now based on type of domination (Lesser or Greater).Natural Defensenow gives a bonus to both Guard and Toughness defenses.Skill Specializationnow works for rolls that are not for initiative, attacks, invocations, or the defend action.Attribute Subsitution Inow doesn't work for defend actions.Craft Extraordinary Items: expendable items now require only one full 8-hour day.Projectile attacksare now known asranged attacks.Barrierobscuring property now works with the barrier's area of effect rather than the hardcoded 10'.
Battlefield Reflexesrenamed toBattlefield Retributionsince the word "reflexes" doesn't imply reciprocal damage
- Standardized all 9-tier feats (
Attack Specialization,Defensive Reflexes, andLethal Strike) in terms of attribute prerequisite and tier grouping. Each is now Tier 1 - 3: Attribute 3, Tier 4 - 6: Attribute 5, Tier 7 - 9: Attribute 7 Lightning Reflexessquash prerequisites, no need to have 5 tier bullet points
Scryingbane renamed toSpyingfor multi-genre friendliness (scrying is inherently magical).Healno longer hasAlterationas a prerequisite attribute. Don't panic, you can still use theRegenerationboon, which is more in line with what healing does.Alterationallows access to an overly large array of boons.
Banesfor weapons now allow the listed banes to be invoked even if the attacking attribute could not normally invoke it. The attacking attribute is used to determine power level.Banefulproperty WL modifier is now dynamic and allows the chosen bane to be invoked even if neither the item, nor wielder can invoke it. The attacking attribute is used to determine power level.
Animationboon can now be accessed viaLogic. Minor edits to boon text for multi-genre
- Expand ranges of boss defenses on Boss NPC table
- Updated the
Artisanperk to add a cap of wealth level 2 to avoid conflict withCraft Mundane Itemfeat Armor Masteryfeat bonus now specifically an armor bonus rather than directly to Guard (affectsBattle Trance).- Clarified that Reach extends range 5'.
- Clarify sustaining a boon applies to all original invocation targets
- Clarify
Attribute Substitutionreplaces the attribute itself, not just the score
Truesightboon modified, Power Level 5 reveals extraordinary effects in the area and new Power Level 8 allows for seeing through solid objects.- Added optional rule for
Boss Finale, allowing a boss to take immediate triggered actions when reduced to 0 HP. - Multi-genre perk & flaw friendliness fixes --
Outlawperk becomesFugitive,Nobleperk becomesUpper Class. Marksmanfeat renamed toLongshotand modified to include Extraordinary attacks as well.
- Removed option to use Legend Points after a given roll
Reckless Frenzyname changed toReckless Attackand clarified that it only allows a single extra attack per round.Phantasmbane area sizes cleaned up. Previously power level 7 area size was the same as power levels 1 - 6.Provokedbane 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 Redirectionclarify that you can't redirect the attack to the attacker or yourself
Arcane Bloodlinehas been generalized to apply to more groups, name changed toLegendary BloodlineBarrierboon clarification - you can't trap a target inside of it- Tweak
Persistentextraordinary item trait to prevent abuse. Stunnedbane wording tweak to clarify extra actions don't workSentinelfeat 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
defendaction can only grant bonus movement once per round Battlefield Sentinelrenamed toBattlefield Opportunist,Battelfield Defender / Reflxesfeat prerequisite dropped, attribute score prerequisite dropped from 5 to 4Battlefield Defenderrenamed toBattlefield Reflexesnow allowed withAny Extraordinaryattribute, pending GM approvalBattlefield Punisher - Knockdown,Battlefield Punisher - Slowed, andBattlefield Punisher - Stunnedare all combined and slightly modified to becomeBattlefield Punisherwhich requires 10 damage be dealt and can be any bane, this restriction was made necessary by the addition of theSentinelfeat which allows additional defend actions, and allows for many uses of the defend action each turn.Companionfeat 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 aCompanionand 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.Companionfeat 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 Formas far as we can tell.Genesisboon Power Level 5 added (greater quantity of organic matter created)Genesisboon invocation times streamlined PL 1 is 10 minutes.
Companionfeat fixed to track with the new max attribute limitsNullifybane at Power Level 6 effect can not be prevented by any other effectMulti-Target Attack Specialistfixed 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.
Genesisadded a new feat for creating short-lived matter that deteriorates / decomposes after 1 hourMarksmanfeat modified to confer a single range increment bonus rather than a flat 25'.Hunter's Foefeat name changed toSworn Enemyfor better genre diversityMulti-Target Boon Expert(reversed change) feat prerequisite is now from Multi-Target Boon Specialist IIAttribute Substitutionnow requires Tier 2 for the benefit of boon and bane invocation prerequisites.
Extraordinary Itemsinitial release - new chapterRewardsfor 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 Itemnow has Logic as an optional prerequisiteMounts & Vehiclessection moved from Chapter 4 to Chapter 8Consumableweapon property renamed toExpendablefor consistency with new properties inExtraordinary ItemssectionDeadlyproperty moved from Chapter 4 (Weapons) to Chapter 8 (Extraordinary Items)- Major changes to
Weaponstable viaExtraordinary Itemsa number weapons were moved to Extrardinary (Laser Rifle,Rocket Launcher,Plasmablade)
Boss NPCsexpanded the table to level 20 (for larger groups of PCs)Boss NPCsnow haveBoss Edge, giving them advantage on attacks, as well boss actionsBoss NPCsnow have immunity to Finishing BlowsPhantasmbane 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)Fatiguedbane 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 Drawfeat cost reduced from 2 to 1Multi-Target Boon Expertfeat prerequisite reduced from Multi-Target Boon Specialist II to Multi-Target Boon Specialist I
- Removed
Tech Levelfrom mounts & vehicles, unneccessary complexity Craftfeat is renamed toCraft Mundane ItemCraft Beneficial or Baleful Itemfeat 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
Flamethrowerexample to the weapons table
- Added genre diversity to the
Wealth Overviewtables and the armor table, removed some armor examples and added others Telepathyboon, after much confusion because the effect is both "broadcast" AND "receive", (note "broadcast" should useInfluencewhile "receive" should usePrescience) it seems best for it to be accessible from both attributes since the effect straddles the twoSummon Creatureboon no longer has the "when you invoke this, other summoned minions are dispelled" limitationTransmuteboon 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 onesNullifybane 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
Areaproperty's Wealth Level impact - Added
Indomitable Resolvefeat that increases your Resolve defense by 1. - Clarified that
ForcefulandPreciseweapons can only be used for bane attacks with that particular attribute Natural Defensefeat now increases both Guard and Toughness defensesImmobilebane now targets Toughness for most bane attacksAuguryrenamed toPrecognitionbecause augury by definition has ties to the divine.PrecognitionrepresentsBoon Focus IIIclarified to allow boon invocation as a free action, meaning that it only persists if you're conscious to spend an actionDeath Blowfeat'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 Magicfeat is renamed toHeightened Invocationto more effectively span non-magically oriented genresDispelbane is renamed toNullifyto more effectively span non-magically oriented genres
- Removed redundant
Inner Strengthperk (was a duplicate ofResilientperk) - Added
Targeted Weaponsproperty to manually targeted vehicular weapons - Modified certain Vehicles to have
Resolve: Immuneto represent mind-influencing banes don't effect them
- Added
Vehicles & Mountssection at the end of chapter 4 - Added
Tech Levelcallout before Weapons section in chapter 4 - Add
Deafenedbane to mirrorBlindedandSilenced
- Added rules for
Waiting to Actthat allow for preparing to react to a given trigger and waiting in general - Clarify that boons don't stack
- Renamed
Burstweapon property toAreaand 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
Agilityas an optional attribute for invokingKnockdownandForced Movebanes - Clarify how hit points are tracked for
Polymorphbane andShapeshiftboon Polymorphbane 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.Banishedbane 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)Shapeshiftnow allows the target to keep theirAlterationattribute score when they shift.Shapeshiftis changed so that gaining access to the new forms extraordinary attributes happens at power level 7
Summon Creatureno longer has a permanent option, creating permanent creatures is reserved as an effect for only theAnimationboon.Animationboon now has the additional effect of automatically invoking theCharmedbane on a newly created creature.
Armory Masteryfeat effect wording changed from Might to Fortitude to match recent armor changes.Natural Defensefeat Fortitude prerequisites reduced for each tier from 2/3/5 to 0/1/2.Two Weapon Defensefeat wording clarifies the armor bonus is for the Guard defense.Defensiveproperty of weapons now grants a non-stacking +1 armor bonus, regardless of Defensive level.Defensive Masteryfeat 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 Allyperk renamedNature's Ally.Shapeshiftboon effect layout clarified for Power Level 2. Also, wording improved for multiple genres.Multi-Target Attack Specialistwording fixed to refer to multi-targeting, not multi-attacks.
- Added Power Level 2 to
Shapeshiftboon - You can now move your
Phantasmas a free action on your turn, but it must remain within your invocation range. Defendaction 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.
Breakfallnow 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 Readyproperty to require the ready action before use, so that weapons withConsumableproperty don’t get the free benefit of bypassing the ready action
- Changed armor prerequisites to
Fortitudeinstead ofMight. This addresses a balance concern aboutMightcharacters having an unfair advantage with theirGuarddefense since armor had aMightprerequisite that made it difficult forAgilitybased characters to qualify for.Fortitudeis useful for ALL characters as it makes you harder to kill with higherToughness, HP, and now armor as well. Battle Trancefeat modified to provide bonus to armor for characters with an armor bonus less than 3.- Removed
Defensiveproperty from a few weapons since it would prevent them from getting the two-handed bonus to attacks - Unmovable Weapons are now called
Stationarysince they are ... well ... not unmovable. - Deadly Weapons now require a minimum wealth level of 4, and
Deadlydoes 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
Longswordexample - 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
ResilienceandToughnessbeing 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
Categorywhich determines the various ways it can be used. - Added a
Building Your Own Weaponstable that shows the process for building a balanced weapon - Major Change to Evasion - the
Evasiondefense score has been changed and renamed toResiliencewhich is calculated as:Resilience = 10 + Agility + Might + Armorand 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, andHeavyand 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 Defenseare updated to accommodate the new Armor rulesArmor Masterycost increased to 3. Tier III removed.Defensive Masteryfeat added to accompany shields and new weapons with theDefensiveproperty- Clarify shifting between multiple
Alternate Forms
- Fix
InvisibleandBlindedbanes 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 Creatureboon that allowed them to recursively summon others of their type. Also clarified that summoned creatures cannot be revived from zero hit points. Indomitable Endurancefeat 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
Berserkerfeat toBattle Trance, and associated feat name updates (Deathless Berserker=>Deathless Trance,Destructive Berserker=>Destructive Trance,Entranced Berserker=>Impervious Trance,Reactionary Berserker=>Reactionary Trance) Resilientwas both a feat and a perk, theResilientperk was renamed toInner Strengthfor clarityCompanionfeat 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 Damagebane, they are now: 4 (d6) / 6 (d8) / 8 (d10) / 9 (2d6)
Lethal Damageis now part of theCore RulesCritical Hitsare now optional
- Removed
Retributive Barrierin favor ofBarrierboon Forced Movenow moves the target a distance in feet based on power levelProjectile Multi-Targetingis nowRanged Multi-TargetingAttribute Substitutioncost 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.
Intimidatedbane renamed toProvokedand reordered alphabetically.
Boon Focuswording 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
Aidboon toBolsterand changed it's duration toSustain Persiststo accomodate ongoing augmentations that should last for more than just a short one round burst (formerlyAidonly lasted 1 round) - Reorder Character Creation steps so that
Descriptioncomes first - Add
Free Actionsto 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
Supernaturalhave been changed toExtraordinaryto 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 Shifterfeat, replaced withBoon Focus 2 (Shapeshift)which accomplishes the same
- Size categories added
Agelessremoved as feat, added as perkElemental Mageis 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
Hasteupdated, 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-Roundedupdated, 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 Formupdated, 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 defenseinstead 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)
Mimicdoesn't requireAlternate Formanymore, it instead requiresDeception 3- Can't choose
Alternate Formwhen creating the secondary form granted by this feat
- Updated character creation text to reflect new
Toughness = 10 + Fortitude + Willformula - Clarified attribute 9 limitation for
Companionfeat - Removed all prerequisites for
Superior Concentrationto accommodate any boon including those inovoked by non-supernatural attributes
- Added
Two Weapon Brutefeat - Added rules for dual-wielding weapons with the one-handed property for Advantage 1
- Close infinite damage loophole in
Multi-Attack Specialistfeat 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 Resistanceto enable characters with no special training to have bloodline-based resistances
- Modified
Natural Defensefeat to better reward unarmored characters who invest in it (#105) - Modified
Craft Beneficial or Baleful Itemfeat to allow unlimited invocation at tier 2 and 3x longer creation duration for sentient Tier 3 items. (#143) Aidboon andDemoralizedbane now mirror each other in Power Level and effect- Tweaks to
Restorationboon now allow it to function correctly withBoon Focusfeat
- 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
