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Open Legend RPG Logo

Open Legend Core Rules

Included here in YAML format are the rules which are published to the www.openlegendrpg.com website. Feel free to open a pull request to propose improvements to any of the rules, add new feats, or otherwise start a discussion pertaining to the rules text. Note that any contribution will require that you preserve the valid YAML syntax, otherwise the website will break as a result of your changes. If you're not sure, use this site to validate your YAML outputs valid JSON.

Open Legend Community License

The game rules content of this repository are released under a special open-source license that offers third party publishers the opportunity to use the game rules as well as designated Open Legend logo royalty-free in their own commercial or non-commercial projects via the Open Legend Community License.

Changelog

Click Here to see changes in more detail.

2017 / 01 / 15

  • Added Power Level 2 to Shapeshift boon
  • You can now move your Phantasm as a free action on your turn, but it must remain within your invocation range.
  • Defend action 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.

2017 / 01 / 13

  • Breakfall now 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.

2017 / 01 / 10

  • Recalculated weapon's Wealth Level

2017 / 01 / 08

  • Tweak Delayed Ready property to require the ready action before use, so that weapons with Consumable property don’t get the free benefit of bypassing the ready action

2017 / 01 / 06

  • Changed armor prerequisites to Fortitude instead of Might. This addresses a balance concern about Might characters having an unfair advantage with their Guard defense since armor had a Might prerequisite that made it difficult for Agility based characters to qualify for. Fortitude is useful for ALL characters as it makes you harder to kill with higher Toughness, HP, and now armor as well.
  • Battle Trance feat modified to provide bonus to armor for characters with an armor bonus less than 3.
  • Removed Defensive property from a few weapons since it would prevent them from getting the two-handed bonus to attacks
  • Unmovable Weapons are now called Stationary since they are ... well ... not unmovable.
  • Deadly Weapons now require a minimum wealth level of 4, and Deadly does 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 Longsword example
  • Fix incorrect cost of Extraordinary Defense (now 3 feat points) and Natural Defense (now 2 feat points)
  • Major Change to Evasion / Resilience Defense - due to the words Resilience and Toughness being too similar, Resilience (formerly Evasion) is now called Guard

2017 / 01 / 02

  • Major Change to Weapons - Weapons now include multiple examples of each type that shares the same properties and now have a Category which determines the various ways it can be used.
  • Added a Building Your Own Weapons table that shows the process for building a balanced weapon
  • Major Change to Evasion - the Evasion defense score has been changed and renamed to Resilience which is calculated as: Resilience = 10 + Agility + Might + Armor and 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, and Heavy and 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 Defense are updated to accommodate the new Armor rules
  • Armor Mastery cost increased to 3. Tier III removed.
  • Defensive Mastery feat added to accompany shields and new weapons with the Defensive property
  • Clarify shifting between multiple Alternate Forms

2017 / 01 / 01

  • Fix Invisible and Blinded banes 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.

2016 / 12 / 31

  • Close loophole in Summon Creature boon that allowed them to recursively summon others of their type. Also clarified that summoned creatures cannot be revived from zero hit points.
  • Indomitable Endurance feat 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 Berserker feat to Battle Trance, and associated feat name updates (Deathless Berserker => Deathless Trance, Destructive Berserker => Destructive Trance, Entranced Berserker => Impervious Trance, Reactionary Berserker => Reactionary Trance)
  • Resilient was both a feat and a perk, the Resilient perk was renamed to Inner Strength for clarity
  • Companion feat 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 Damage bane, they are now: 4 (d6) / 6 (d8) / 8 (d10) / 9 (2d6)

2016 / 12 / 30

  • Lethal Damage is now part of the Core Rules
  • Critical Hits are now optional

2016 / 12 / 28

  • Removed Retributive Barrier in favor of Barrier boon
  • Forced Move now moves the target a distance in feet based on power level
  • Projectile Multi-Targeting is now Ranged Multi-Targeting
  • Attribute Substitution cost 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.

2016 / 12 / 22

  • Intimidated bane renamed to Provoked and reordered alphabetically.

2016 / 12 / 21

  • Boon Focus wording 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

2016 / 12 / 19

  • Renamed Aid boon to Bolster and changed it's duration to Sustain Persists to accomodate ongoing augmentations that should last for more than just a short one round burst (formerly Aid only lasted 1 round)
  • Reorder Character Creation steps so that Description comes first
  • Add Free Actions to 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 Supernatural have been changed to Extraordinary to 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 Shifter feat, replaced with Boon Focus 2 (Shapeshift) which accomplishes the same

2016 / 12 / 12

  • Size categories added

2016 / 12 / 9

  • Ageless removed as feat, added as perk
  • Elemental Mage is now called Battle 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
  • Haste updated, 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.

2016 / 12 / 5

  • Well-Rounded updated, 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

2016 / 12 / 3

  • Alternate Form updated, 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 defense instead of 10+ damage

2016 / 11 / 29

  • 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)

2016 / 11 / 28

  • Mimic doesn't require Alternate Form anymore, it instead requires Deception 3
  • Can't choose Alternate Form when creating the secondary form granted by this feat

2016 / 11 / 25

  • Updated character creation text to reflect new Toughness = 10 + Fortitude + Will formula
  • Clarified attribute 9 limitation for Companion feat
  • Removed all prerequisites for Superior Concentration to accommodate any boon including those inovoked by non-supernatural attributes

2016 / 11 / 24

  • Added Two Weapon Brute feat
  • Added rules for dual-wielding weapons with the one-handed property for Advantage 1
  • Close infinite damage loophole in Multi-Attack Specialist feat 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 Resistance to enable characters with no special training to have bloodline-based resistances

2016 / 11 / 23

  • Modified Natural Defense feat to better reward unarmored characters who invest in it (#105)
  • Modified Craft Beneficial or Baleful Item feat to allow unlimited invocation at tier 2 and 3x longer creation duration for sentient Tier 3 items. (#143)
  • Aid boon and Demoralized bane now mirror each other in Power Level and effect
  • Tweaks to Restoration boon now allow it to function correctly with Boon Focus feat

2016 / 11 / 15

  • Added Aura boon.

2016 / 11 / 13

  • 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.

2016 / 11 / 12

  • Closed loophole in Boon Access. Now if a boon has multiple attribute prerequisite options, you choose one attribute when you take this feat.

2016 / 11 / 11

  • Added Barrier boon.

2016 / 09 / 07

  • 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.

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