Legends

the tabletop RPG

Mechanics

  Mission Statement

I'm trying to keep the same feel of the LARP. Some places I diverge, obviously. The tabletop RPG I'm modeling this after is Ars Magica. A SG is a Storyguide: the point is that, eventually, everyone takes turns running stories, so that instead of only pitting wits against a single GM, everyone gets to play and run their ideas. Since this is just a one-story experiment, some of the stuff written here won't apply.

  Races

As per the LARP ruleset.

  Stats

A LARP doesn't need stats; a tabletop does. They are:

Charisma   Perception
Strength Stamina
Dexterity Quickness
Cool Will

There is no Intelligence or Presence stat. Welcome to roleplaying. :)

Cool reflects how well you "keep your cool". Will is "mental fortitude". Walking into the Dark Tavern and finding out that Drago has crashed your party involves a Cool check to act as if that's normal. When Drago starts to crush your mind, Will dictates how many milliseconds you resist. :)

Stats are -3 to +3 and are bought arithmetically: a -2 stat gives you 3 points, a +3 stat costs 6 points. You have 7 points to buy stats.

Note how skills are paired: the maximum difference a pair of stats is 3. So you cannot be Dex +2 and Qu -2 (+2/-1 is okay).

  Health and Fatigue

Health is done via vitality. You're either conscious or not. Not exactly realistic, but it's what the LARP does.

Fatigue is handled on its own scale. As you get fatigued, you have penalites applied to your die rolls. Sometimes fatigue is short-term; other times, it's long-term. Recovering short-term fatigue gets harder as you get more tired: you always recover the worst fatigue level first. Long-term fatigue can only be recovered by sleeping a minimum of 2 hours.

Level Penalty Time to Recover
Fresh 0 -
Winded 0 2 minutes
Weary -1 10 minutes
Tired -3 30 minutes
Dazed -5 60 minutes
Unconscious Weak 2 hours
You start off at Fresh; "taking a fatigue box" means that you are now Winded, have no penalty, and if you rest, will be back to Fresh in 2 minutes.

  Skills

In a LARP, not having to reset your stats is a big help logistically. But this is a tabletop.

Generally speaking, skills will reset across stories. If a story drags on for a long time, the SG may incrementally reset your skills.

For LARP skills, you just burn the skill. Just as in game, it automatically works, and it resets at the end of the story.

For non-LARP skills, you build up a skill score arithmetically by accumulating XP (1xp = score of 1; (1+2)xp = score of 2; (1+2+3)xp = score of 3, etc). So 6 xp in Awareness gives you an Awareness score of 3; adding 4 more XP would get you a score of 4. To resolve non-LARP skills: roll 3d6, add the appropriate stat (if any), and 3x your skill score. Yes, that's a lot of math, but it gives the kind of bell curve I'm looking for.

Non-LARP skills with a score greater than 1 also have a specialty: in these circumstances, your effective score is 1 higher. So if you have a Long Weapon score of 2 and a specialty of Mace, then when using a mace, you fight with an effective score of 3. Specialties may change only when the score changes value; they can start blank and be filled in after a story. Specialties are subject to SG approval.

Non-LARP skills:

Arcane Skills
Turning Undead
General Skills
Athletics How well you run, etc.
Awareness Noticing the ghoul behind you.
Charm Making friends.
Folk Ken Figuring out what people are feeling. Or if they're lying.
Guile Hoodwinking people.
Concentration Ignoring people when you have to.
Combat Skills
Combat Reflexes How fast you react in combat.
Short Weapon Daggers and shortswords.
Long Weapon
Short Weapon and Shield
Long Weapon and Shield
Two-Handed Weapon
Thrown Weapons Includes spell packets.
Bows
Brawling Includes dodging.
 
Performance Skills
Jongleur Juggling
Play (Instrument)
Sing
Storytelling
Rogue Skills
Forgery
Legerdemain Sleight-of-hand
Pick Locks
Stealth Includes hiding.
Social Skills
Bargain
Carouse The ability to have a good time. Also, the ability to not get drunk.
Etiquette (This skill may be removed.)
Intrigue
Leadership
Wilderness Skills
Hunt Also, tracking, finding paths, etc.
Knowledges
* Lore Almost anything you learn from the Library will contribute towards some sort of Lore (Galenese Law Lore, etc).

For combat skills, you need to first buy the ability to use a weapon (a LARP skill) in order to get good at it (a non-LARP skill).

Weapon scores for off-hand use are at a -1 penalty. No additional penalty for using two weapons.

  Skill Values

Having a skill of 1 means that you know a trivial amount of information about the subject. 3 means that you are skilled; 4 is very skilled; 5 is a master. 7+ is an obscene master.

For instance, a new dreamwalker would spend 12+ events learning about the dream realm, thus accumulating at least 10xp in Dream Realm Lore for a skill of 4. After walking around in the dream realm a bit more, they would have a 5. (Just because you dreamwalk doesn't mean you learn anything.)

Note that for some things, you will need a minimum of a score in order to even attempt anything. So, it might be the case that you need a Dream Realm Lore score of 4 before you can even attempt to test for a cord (this is almost certainly dependent on your teacher's method).

  Virtues and Flaws

Everyone gets 2 virtue points to spend. These are spent as fixed bonuses to skills; the value of the bonus is bought arithmetically. You can also take flaws (also bought arithmetically) to gain more virtue points. Flaws are subject to SG approval. Also, flaws invite karmic retribution. So even if you normally don't sneak around, the one time you do, if you have a -2 flaw, you will almost guaranteed to run into something looking for you.

The maximum value of a virtue or flaw is +/-3.

  XP

(This is totally subject to playtesting.) You get N xp per story, where N is typically 1-3. XPs translate directly into CPs.

XP on non-LARP skills can only be spent if that skill was used in a meaningful way. CPs can be freely spent on LARP skills.

  Combat Resolution

  Character Creation

  Clarifications