Things You Need to Know to Play Legends
Here are some things to keep in mind as you play at Legends
Safety: Safety is a primary consideration at all times. No physical contact among players is allowed without consent from each person involved. Combat on stairs or dangerous ground is not allowed either. No open flames can be left unattended. All weapon hits must be light taps. No alcohol or illegal drugs are allowed at any events; violators will be expelled. No one under 18 years of age may play.
Combat Basics: Each weapon hit does one point of damage. A characters ability to withstand damage is measured in vitality points. In general, one hit with a sword takes away one point of vitality. Damage to the head, groin and hands is illegal and does not count.
Armor: Armor prevents the loss of vitality through attacks. There are three basic types: leather, chain, and plate. Each armor point prevents the loss of one vitality. Armor can only absorb its value in damage before it must be repaired (e.g., leather armor can only take one point of damage before it is useless until repaired), by use of the Armor Repair skill.
Wounds: When you are wounded, roleplay it! At least give a yeeouch so your opponent knows youre being hurt.
Final blow & Unconsciousness: When you reach zero vitality you are very weak. At this level, one point of damage to your torso will knock you unconscious. (This includes damage from traps or magic.) This last hit is known as the Final Blow. Unless you receive this last damage, you may remain conscious even if you are further struck on your limbs. If you do fall unconscious this way, unless you are assisted, you will be unconscious for 5 minutes, then awaken, still at zero vitality.
Dying: If you are unconscious (or otherwise incapacitated) anyone may finish you off by holding any sort of weapon (or damage spell) to your torso and stating clearly, Death Strike one, Death Strike two, Death Strike three. At this point you die. Your body will lie still for 5 minutes, and then you become an eidolon (a spirit).
Eidolon: When you become an eidolon you may not communicate or interact at all with anyone but the entity known as Death. This includes talking, fighting, exchanging items, etc. Your clothes and things attached to you stay with you. You will feel drawn to Deaths Door; go directly there.
Deaths Door: When you arrive at Deaths Door you should knock or make your presence known. Wait patiently for Death to give you further instructions. (NOTE: you cannot pass through Deaths Door without being let in by Death or his minion.) You will then be admitted to the Realm of Death. Wait there for further instructions. You cannot effect anyone or take anything there.
Magic: You may not have anything in your hands (True Wizards can hold a Staff) when casting a spell. There are two ways of casting spells: packet-based spells and others. For each non-packet spell you have, you will have a skill stick in your wallet. Casting these spells is explained in the spell description. Packet-based spells are cast by simply stating the name of the spell before you toss the packet at your target. If you hit any legal part of your target (including clothes, weapons, shields, etc.), the spell takes effect (unless the target can resist it; see spell shields below, however).
Spell Shields: If you have the protection of a Spell Shield on you, you may choose to negate one spell which hits you. You must decide whether to do so as soon as you are struck, though. If you choose to nullify the spell, say resist clearly and carry on. Normally only one spell shield can be active on a player at a time.
"Resist" in general: The term "resist" is used as a simple, universal term to show that something is not effecting the speaker. This let's the attacker know that the would-be victim is acknowledging the special attack, but is not effected. For example, if someone has an Ice Shell spell protecting them, and someone strikes them with a poisoned weapon, the victim will state "resist" to show that they know they've been poisoned, but it is not effecting them. Some creatures have a high resistance to various things such as specific spells, all magic, certain types of magic, alchemy, etc.
Casting spells: If you know a packet-based spell, you should bring a bean bag When you cast a packet-based spell you lose the packet. When you cast non-packet spells you should give the skill stick to an NPC. (Try to minimize interrupting the game, though.) In either case you cannot recast the spell without getting a component for it (see below). Spell packets are not in-game items and cant be taken from others. Spell incantations (saying the spell names) are also not in-game. Note: spells cannot be faked!
Spell components: Some spells have physical components that can be found in the game. These components can be converted by an alchemist to allow you to cast the spell, if you know the spell. You can learn about these components only in the game.
Stealth attacks: There are two types of stealth attacks: Subdue and Assassinate; both are explained in the skills section below under the Galesian Weapon Style). With both skills, the blow that produces the effect must be done without the victims awareness that it is coming. It should be a normal, gentle blow to the top center of the back for Subdue and anywhere on the torso for Assassinate.
Free Racial Skills: Each player race receives certain benefits in the form of skills, spells or immunities.
Making a Character: To create a character you will buy skills and/or abilities from the Skills and Spells List. You have 10 Character Points to spend on your character, unless you choose to be of Aknorian descent. Aknorians get 15 starting points. Each skill/ability has a point cost between one and three.
Gaining Skills: Players can gain character points which they can use to buy new skills. All players receive one character point for attending a weekend event. They may receive a second point by writing a letter to Legends after the event. The letter could discuss the following: what you enjoyed, what you didnt enjoy, what your character would like to accomplish on the following event, and any other feedback and suggestions for Legends. Players may also write a character history for a character, for which they gain one point when that is received by Legends.
30 Important Terms
This list of terms contains the terms you need to know in order to play Legends. Each of these terms has a specific meaning which is covered in the Legends Rulebook. Once you are familiar with these terms, all other information can be discovered in-game at Legends events.
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Spell Attacks:
Other Spells:
Weapon Combat:
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Stealth:
Other:
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