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Ferocious Minions
incorrectly stated Logic
as a prerequisite attribute. However, that was wrong. It should have said Alteration
and Energy
. It is now corrected.Shapeshift
you acquire only the Agility, Fortitude, Might, and Perception attributes of the new form.Sustenance
boonHallucination - Mass
feat. Effects moved to second tier of Hallucination
feat.Knockdown
effect updated. Now prone targets get +2 to Guard vs ranged and -2 Guard vs melee attacks.Ferocious Minions
now works with the attributes you use to invoke charmed, dominated or summon creature.Destructive Trance
now works with Agility, Energy and Entropy 7.Domination
bane duration is now based on type of domination (Lesser or Greater).Natural Defense
now gives a bonus to both Guard and Toughness defenses.Skill Specialization
now works for rolls that are not for initiative, attacks, invocations, or the defend action.Attribute Subsitution I
now doesn't work for defend actions.Craft Extraordinary Items
: expendable items now require only one full 8-hour day.Projectile attacks
are now known as ranged attacks
.Barrier
obscuring property now works with the barrier's area of effect rather than the hardcoded 10'.Battlefield Reflexes
renamed to Battlefield Retribution
since the word "reflexes" doesn't imply reciprocal damageAttack Specialization
, Defensive Reflexes
, and Lethal Strike
) in terms of attribute prerequisite and tier grouping. Each is now Tier 1 - 3: Attribute 3, Tier 4 - 6: Attribute 5, Tier 7 - 9: Attribute 7Lightning Reflexes
squash prerequisites, no need to have 5 tier bullet pointsScrying
bane renamed to Spying
for multi-genre friendliness (scrying is inherently magical).Heal
no longer has Alteration
as a prerequisite attribute. Don't panic, you can still use the Regeneration
boon, which is more in line with what healing does. Alteration
allows access to an overly large array of boons.Banes
for weapons now allow the listed banes to be invoked even if the attacking attribute could not normally invoke it. The attacking attribute is used to determine power level.Baneful
property WL modifier is now dynamic and allows the chosen bane to be invoked even if neither the item, nor wielder can invoke it. The attacking attribute is used to determine power level.Animation
boon can now be accessed via Logic
. Minor edits to boon text for multi-genreArtisan
perk to add a cap of wealth level 2 to avoid conflict with Craft Mundane Item
featArmor Mastery
feat bonus now specifically an armor bonus rather than directly to Guard (affects Battle Trance
).Attribute Substitution
replaces the attribute itself, not just the scoreTruesight
boon modified, Power Level 5 reveals extraordinary effects in the area and new Power Level 8 allows for seeing through solid objects.Boss Finale
, allowing a boss to take immediate triggered actions when reduced to 0 HP.Outlaw
perk becomes Fugitive
, Noble
perk becomes Upper Class
.Marksman
feat renamed to Longshot
and modified to include Extraordinary attacks as well.Reckless Frenzy
name changed to Reckless Attack
and clarified that it only allows a single extra attack per round.Phantasm
bane area sizes cleaned up. Previously power level 7 area size was the same as power levels 1 - 6.Provoked
bane can now be invoked via AgilityAttack Redirection
clarify that you can't redirect the attack to the attacker or yourselfArcane Bloodline
has been generalized to apply to more groups, name changed to Legendary Bloodline
Barrier
boon clarification - you can't trap a target inside of itPersistent
extraordinary item trait to prevent abuse.Stunned
bane wording tweak to clarify extra actions don't workSentinel
feat tweak to require that you first spend a defend actionSentinel
(new feat added) - grants an additional action that can be used only for defend actions once per turndefend
action can only grant bonus movement once per roundBattlefield Sentinel
renamed to Battlefield Opportunist
, Battelfield Defender / Reflxes
feat prerequisite dropped, attribute score prerequisite dropped from 5 to 4Battlefield Defender
renamed to Battlefield Reflexes
now allowed with Any Extraordinary
attribute, pending GM approvalBattlefield Punisher - Knockdown
, Battlefield Punisher - Slowed
, and Battlefield Punisher - Stunned
are all combined and slightly modified to become Battlefield Punisher
which requires 10 damage be dealt and can be any bane, this restriction was made necessary by the addition of the Sentinel
feat which allows additional defend actions, and allows for many uses of the defend action each turn.Companion
feat fixed to prevent abuse and reduced to 2 feat points. A companion gaining 3 feat points + an extra set of actions for a given turn, means that you spend 3 feat points on a Companion
and you gain 3 feat points AND a new character. Companions can now buy feats with the character's feat points and get a fraction of the player's attribute points.Companion
feat point expenditures apply as a feat point reduction in any case where another effect would give you feat points, at present, this applies only to Alternate Form
as far as we can tell.Genesis
boon Power Level 5 added (greater quantity of organic matter created)Genesis
boon invocation times streamlined PL 1 is 10 minutes.Companion
feat fixed to track with the new max attribute limitsNullify
bane at Power Level 6 effect can not be prevented by any other effectMulti-Target Attack Specialist
fixed to remove compounded attack complexity and a loophole that could allow you to negate all mutli-attack penalties and combine it with Haste for 9 attacks with no disadvantage.Genesis
added a new feat for creating short-lived matter that deteriorates / decomposes after 1 hourMarksman
feat modified to confer a single range increment bonus rather than a flat 25'.Hunter's Foe
feat name changed to Sworn Enemy
for better genre diversityMulti-Target Boon Expert
(reversed change) feat prerequisite is now from Multi-Target Boon Specialist IIAttribute Substitution
now requires Tier 2 for the benefit of boon and bane invocation prerequisites.Extraordinary Items
initial release - new chapter Rewards
for extraordinary items, mounts & vehiclesCraft Extraordinary Item
(formerly Craft Beneficial or Baleful Item
) feat completely overhauled, now works with the Wealth Level system and the new rules found in Chapter 8Craft Extraordinary Item
now has Logic as an optional prerequisiteMounts & Vehicles
section moved from Chapter 4 to Chapter 8Consumable
weapon property renamed to Expendable
for consistency with new properties in Extraordinary Items
sectionDeadly
property moved from Chapter 4 (Weapons) to Chapter 8 (Extraordinary Items)Weapons
table via Extraordinary Items
a number weapons were moved to Extrardinary (Laser Rifle
, Rocket Launcher
, Plasmablade
)Boss NPCs
expanded the table to level 20 (for larger groups of PCs)Boss NPCs
now have Boss Edge
, giving them advantage on attacks, as well boss actionsBoss NPCs
now have immunity to Finishing BlowsPhantasm
bane wording changes to clarify that the size effect is limited by power level, but it affects all who see it (though they aren't technically targets)Fatigued
bane levels of fatigue effects for level 2 and level 4 swapped to prevent easy access to the loss of significant defense bonusesSeventh Sphere Entertainment
Summon Creature
- added hard limit on max number of summoned creatures (equal to your invoking attribute)Fast Draw
feat cost reduced from 2 to 1Multi-Target Boon Expert
feat prerequisite reduced from Multi-Target Boon Specialist II to Multi-Target Boon Specialist ITech Level
from mounts & vehicles, unneccessary complexityCraft
feat is renamed to Craft Mundane Item
Craft Beneficial or Baleful Item
feat is renamed to Craft Extraordinary Item
Area (X', Y' Cone)
at the wielders options. They are cumulative for determining Wealth Level.Flamethrower
example to the weapons tableWealth Overview
tables and the armor table, removed some armor examples and added othersTelepathy
boon, after much confusion because the effect is both "broadcast" AND "receive", (note "broadcast" should use Influence
while "receive" should use Prescience
) it seems best for it to be accessible from both attributes since the effect straddles the twoSummon Creature
boon no longer has the "when you invoke this, other summoned minions are dispelled" limitationTransmute
boon no longer affects living target's since that domain is covered by Shapeshift
. Replacing the Power Level 8 and 9 efects, are now the ability to transmute simple items into complex onesNullify
bane is simplified to cancel only one boon affecting the target, but it now prevents the target from benefitting from or havhing the book invoked upon them for 1 minuteArea
property's Wealth Level impactIndomitable Resolve
feat that increases your Resolve defense by 1.Forceful
and Precise
weapons can only be used for bane attacks with that particular attributeNatural Defense
feat now increases both Guard and Toughness defensesImmobile
bane now targets Toughness for most bane attacksAugury
renamed to Precognition
because augury by definition has ties to the divine. Precognition
representsBoon Focus III
clarified to allow boon invocation as a free action, meaning that it only persists if you're conscious to spend an actionDeath Blow
feat's tier 3 is removed, 15 HP death threshold is too powerful, and the tier 2 Silenced effect was overly complex. There are now 2 tiersRitual Magic
feat is renamed to Heightened Invocation
to more effectively span non-magically oriented genresDispel
bane is renamed to Nullify
to more effectively span non-magically oriented genresInner Strength
perk (was a duplicate of Resilient
perk)Targeted Weapons
property to manually targeted vehicular weaponsResolve: Immune
to represent mind-influencing banes don't effect themVehicles & Mounts
section at the end of chapter 4Tech Level
callout before Weapons section in chapter 4Deafened
bane to mirror Blinded
and Silenced
Waiting to Act
that allow for preparing to react to a given trigger and waiting in generalBurst
weapon property to Area
and significantly changed how it works. These weapons always make attacks in their listed size and shape areas, and suffer no penalties for doing soAgility
as an optional attribute for invoking Knockdown
and Forced Move
banesPolymorph
bane and Shapeshift
boonPolymorph
bane is fixed. Previously had variable and overpowered durations as well as being easily abused to transform the target into a form with all attribute scores being 0.Banished
bane is removed. An effect so permanent should be part of the GM's discretion and a story choice rather than automatic and permanent exile from a successful roll (done at-will)Shapeshift
now allows the target to keep their Alteration
attribute score when they shift.Shapeshift
is changed so that gaining access to the new forms extraordinary attributes happens at power level 7Summon Creature
no longer has a permanent option, creating permanent creatures is reserved as an effect for only the Animation
boon.Animation
boon now has the additional effect of automatically invoking the Charmed
bane on a newly created creature.Armory Mastery
feat effect wording changed from Might to Fortitude to match recent armor changes.Natural Defense
feat Fortitude prerequisites reduced for each tier from 2/3/5 to 0/1/2.Two Weapon Defense
feat wording clarifies the armor bonus is for the Guard defense.Defensive
property of weapons now grants a non-stacking +1 armor bonus, regardless of Defensive level. Defensive Mastery
feat wording clarified for its bonus to stack an addition +1 armor bonus.Sylvan Ally
perk renamed Nature's Ally
.Shapeshift
boon effect layout clarified for Power Level 2. Also, wording improved for multiple genres.Multi-Target Attack Specialist
wording fixed to refer to multi-targeting, not multi-attacks.Shapeshift
boonPhantasm
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.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.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 actionFortitude
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.Defensive
property from a few weapons since it would prevent them from getting the two-handed bonus to attacksStationary
since they are ... well ... not unmovable.Deadly
does not stack with itself. Only the greatest value among items you wield applies.Longsword
exampleExtraordinary Defense
(now 3 feat points) and Natural Defense
(now 2 feat points)Resilience
and Toughness
being too similar, Resilience
(formerly Evasion
) is now called Guard
Category
which determines the various ways it can be used.Building Your Own Weapons
table that shows the process for building a balanced weaponEvasion
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 differenceEvasion
=> 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 spectrumBattle Trance
, Armor Mastery
, Natural Defense
, Two Weapon Defense
are updated to accommodate the new Armor rulesArmor Mastery
cost increased to 3. Tier III removed.Defensive Mastery
feat added to accompany shields and new weapons with the Defensive
propertyAlternate Form
sInvisible
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.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.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 clarityCompanion
feat now grants access to 1 feat per tier, selected from the "Simple Build" NPC creation list in Chapter 7: Running the GamePersistent Damage
bane, they are now: 4 (d6) / 6 (d8) / 8 (d10) / 9 (2d6)Lethal Damage
is now part of the Core Rules
Critical Hits
are now optionalRetributive Barrier
in favor of Barrier
boonForced Move
now moves the target a distance in feet based on power levelProjectile 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.Intimidated
bane renamed to Provoked
and reordered alphabetically.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.Summon Creature
(view)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)Description
comes firstFree Actions
to combat section and explain how they workSupernatural
have been changed to Extraordinary
to support some genres like far-future and superheroes that sometimes explain the extraordinary with science rather than magicMaster Shifter
feat, replaced with Boon Focus 2 (Shapeshift)
which accomplishes the sameAgeless
removed as feat, added as perkElemental Mage
is now called Battle Mage
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.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 lessAlternate 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 feat10 over defense
instead of 10+ damage
Mimic
doesn't require Alternate Form
anymore, it instead requires Deception 3
Alternate Form
when creating the secondary form granted by this featToughness = 10 + Fortitude + Will
formulaCompanion
featSuperior Concentration
to accommodate any boon including those inovoked by non-supernatural attributesTwo Weapon Brute
featMulti-Attack Specialist
feat by introducing a limit on the maximum number of additional attacks you can takeBoon Focus
, move OR major actions become minor at tier 2Energy Resistance
to enable characters with no special training to have bloodline-based resistancesNatural Defense
feat to better reward unarmored characters who invest in it (#105)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 effectRestoration
boon now allow it to function correctly with Boon Focus
featIsh Stabosz, Barry Dewey-Robertson, Kyle Willey, Mario Lurig, Michael "Hassurunous" Loubier, John Lewis of Demon's Lair RPG