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- 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.
