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Magic Attack 03/05
1.2. Trait Lines (Themes) 03/03
1.3. Specialty Traits (Skills) 03/03
MAGIC SOURCE 02/21
Mask Magic 02/08
Ward (Magic Defend Action) 02/08
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3. Magic Actions 02/08
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1. Characters (updated 2009/06/06)

  1.1. Traits    1.2. Trait Lines (Themes)    1.3. Specialty Traits (Skills)    1.4. Items (Equipment)    1.5. Signature Traits    1.6. Legendary Items    game design: No Character Sheets    player tips: Writing Portraits 


In the Legends System, each character has a "Legend" that consists of two parts: a Portrait that describes the character in literary terms, and a list of Traits pulled from the portrait, grouped into themes. Both parts are written in your own words, and all of the game rules are built to work with any character you can imagine, so players seldom need to break character when playing the game. You can see firsthand the flexibility and simplicity of this system by glancing at the Sample Characters.

Portrait

The first step in creating a character is to describe him or her in vivid detail, painting a word picture. Start with a name and an epithet (one-liner) that sums up the general concept, such as "Epon, the tamer of horses". Here is a list of sample character names.

Follow with as many details as you can write down. This could be a series of one-line epithets, outline of important points, backstory, character sketch, or whatever you like. Players who are artistic may want to sketch the character. Write about who your character was and who he or she might become. Try to work quickly and stop when you feel you have enough to introduce the character and start playing--you can always add detail or clean things up in-between games.

Trait Lines / Themes

Each character has a list of Traits pulled from his Portrait. The Traits are organized into themed lists called "Trait Lines". For example, a Trait Line might be: "Alorn -> Soldier -> Swordsman -> Longsword master." Note how each trait along the line adds refinement to that theme.

Choosing Traits

After you have written your legend, identify the three most important key words or phrases that are the highlights or overview of the legend. These key words are called Traits, and are the core of the game. Choosing Traits that are both fun to roleplay and useful in the game is very important. You could mark the the three Traits you choose in some way (highlight, circle, underline, bold, colored pencil, etc.).

Write down your character's name on the top of a piece of paper. Next, write down your three traits below his name, preferably as columns. These three traits are your "Core Traits" and represent what the world knows of you.

Next, write down a supporting trait beneath each of your core traits. At this point your character is extremely simple. Each of your character's three core traits are Rank 1, and his three supporting traits are Rank 2. You will be able to add a new trait after each game, building on your basic character concept. This is discussed in detail in the Trait Lines section, but you don't need to read that now if this is your first game.

Belongings

Characters can start play with a reasonable amount of equipment that matches their Traits. Look for any Traits that describe equipment, weapons, armor, or a trade. For example, a character with the Trait "Swordsman" could start play with a sword, someone with "Horsemanship" would have a horse, and a "Merchant" would have businesslike clothes. The equipment is of reasonable quality, but isn't fancy or magical. Be conservative--too much equipment (especially heavy weapons, shields, or armor) can slow your character down. Also, your GM may decide to limit equipment based on the campaign setting and story arc--if the opening scene of the story is a prison break then the characters wouldn't have any equipment.

Drayandir starts play with a sword, dagger, and some lightweight armor such as studded leather.



1.1. Traits

  Matching Traits    Trios 

Each Legend is composed of Traits, key adjectives taken from the Legend that describe its most important features. Examples of Traits include big, strong, fast, ferocious, swordsman, healer, scholar, etc. Traits are central to the game, so choosing Traits that are both fun to roleplay and useful in the game is very important. Furthermore, all character development takes the form of additions to the character Legend and Traits.



1.2. Trait Lines (Themes) (updated 03/03)

The first half of a character is his Portrait, and the second is a set of themes or "Trait Lines" developed over the course of many stories. This system ensures constant advancement for characters for every story, and allows items to be advanced like Traits. [ more... ]



1.3. Specialty Traits (Skills) (updated 03/03)

A trait Rank 4 or higher must be worded as a specialized skill that refines the core Traits. Examples:

  • a weapon name like "longsword master"
  • a skill like "climbing"
  • a spell name like "fireball"


1.4. Items (Equipment) (updated 2007/02/05)

  Armor    Load and Encumbrance    Miscellaneous Equipment    Shields and Parrying Weapons    Weapons 

When declaring a Trait Trio, characters may declare Traits and items of equipment. Each item can be used as a Trait. For example, a swordsman can use his blade to cleave foes, and a mountain climber literally trusts his rope with his life. Tools are extremely useful because they give you dice like a Trait, but without needing to spend time developing a skill, so they are like free Traits. All items work in this way, such as weapons, armor, shields, coils of rope, lockpicks, spellbooks, etc. [ more... ]



1.5. Signature Traits (updated 2009/08/12)

  AMBIDEXTERITY    ENDURANCE    FAST RECOVERY    MAGIC SOURCE    PURE    SIZE LARGE    SIZE SMALL    i. SPECIAL / UNIQUE    ii. Load-Reduced Signature Traits    iii. Drain-Based Signature Traits   Bookmark iv. Spellcasting Signature Traits    v. Villain Signature Traits    vi. Monster Signature Traits 

Signature Traits are rare, extraordinary abilities possessed only by great heroes and creatures of myth and legend. These abilities are powerful and have a tendency to define a character, becoming his "signature". [ more... ]



1.6. Legendary Items (updated 2009/06/13)

  Enchanted Items    Legendary Item Collections 

Legendary items are special in some way. A sword might be of extraordinary quality, enchanted, or carry a name made famous by the exploits of a bold hero. In fantasy role-playing games they are most often called "magic items", but the concept is more broad and pervasive in Legends.

Characters are likely to acquire legendary items during the course of their adventures, such as recovering a flaming magic sword from a dragon's lair, a grimoire of spells from the tomb of a liche lord, or a shimmering shirt of mithril given as a grateful gift of service. Family heirlooms and custom-crafted gear can also be legendary items.

While a character can carry many items, legendary items are much more strongly associated with the character and deserve to be highlighted in his portrait and legend. A character can add a legendary item to his character legend at no cost, gaining a new core trait with the name of the item, such as "Flametongue" or "Dragonscale Armor"

Legendary items can grow in power along with the character. Like any core trait, the player can add supporting traits to create a trait line, tailoring the item to suit his preferences. Keeping an old sword and growing it with the character is a lot more fun than simply replacing it when a "better" sword comes along. In other games this would be analagous to increasing a +1 sword to +2, and even adding special powers. This is extremely flexible and highly personal, just like character creation. [ more... ]



game design: No Character Sheets

By design, Legends does not have a standard character sheet. [ more... ]



player tips: Writing Portraits

  player tip: Writing a Backstory    player tip: Writing a Character Sketch 

The following is a list of advice for writing various types of character portraits. Also see this list of sample character names.