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Introduction This is a PREVIEW of the upcoming change to the Legacies Rules. It is meant only to give some insight into the direction the rules
are going, rather than function as a rulebook itself. Players can use this to start thinking about changes to their current characters or
brainstorm new character ideas, however they should wait until the final, complete rulebook is released before actually makin g those
characters. Current target is to release a final version towards the end of December, 2013, with the January 2014 event being the first
event played under the new set of rules. Those are aspirational rather than fixed dates, and players are encouraged to follo w the
discussion on the Legacies website for more up to date and accurate plans.
Questions, concerns, and suggestions for the upcoming Rules change should be posted on the Legacies Rules Forum:
http://www.legacieslarp.org/forum/viewforum.php?f=2
Prior to posting on the rules forum all players should read the Announcement thread “FEEDBACK GUIDELINES – 2014 Rules Preview
– PLEASE READ”. To maximize clarity and organization of conversations players should adhere to the conventions detailed within
those guidelines. Feedback is greatly desired.
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Chapter 1: Welcome to Legacies To DO
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Chapter 3: Characters To DO
Character Creation Character creation is the process of conceiving an alternate persona to play at Legacies; the Player Character (PC). There are two
distinct stages of creating a Player Character, creating the character card — what the character can do, and deciding on the identity of
the character- who the character is. Creating a character card revolves around making certain limited decisions — which of the Player
Races to play, which skills to initially pick, what starting equipment to buy, and so forth, and is largely the scope of this book. Deciding
on an identity for the character is much less structured and revolves around figuring out who the character is, what they believe, how
they act in certain situations, what sort of personality they have.
There are five basic steps that players typically follow when creating a character card, detailed below. There is no absolute order to
these steps, but rather they are presented in the order that most players tend to choose. Most players find it useful to hav e at least a
broad idea of what type of character they intend to play before choosing a race and skill points, though other players find a race that
they think would be particularly fun to play and use that as inspiration, or find a particular set of skills they think would be fun to have
and build out from there. The order is up to each player.
Step 1 - Create a Character Concept: A Character Concept is an idea of who and what a character is. For example, is the
character a cowardly Goblin thief, imposing Canid warrior, or a Dwarf tavern keeper with a secret pas t? It can be very high
level (Example: Afore mentioned Goblin Thief) or very detailed (Example: A Goblin Thief who grew up in the slums of Dover.
She is very independent minded and used to a self-sufficient lifestyle. While she makes a living as a thief she has become quite
the martial ruffian, having to defend her possession from bigger street kids, so is very versed at combat…); if a player alre ady
has an idea of what sort of character to play, it can be very helpful in determining what Race, Racial Ab ilities, and Skills to
choose for the character.
Step 2 - Pick a Race: There are many different Player Races a player may choose for their character, each conferring special
innate abilities called Racial Abilities, but also impose restrictions in the form of costume requirements necessary to identify
the character as a member of the Race. Players should make sure that they are comfortable with the costume requirements
when choosing a particular race.
Step 3 - Pick Racial Abilities: Each race has a number of Racial Abilities associated with them. After a player has chosen a
Race they then have 15 Racial Points (16 for Mongrel) to buy uses of Racial Abilities.
Step 4 - Buy Skills: Each player chooses certain occupational talents for their character referred to as Skills, which are
purchased with Skill Points. The first character a player makes for Legacies begins with 100 Skill Points to spend, though they
may choose not to spend all of them initially, saving the remainder to buy additional Skills at a la ter date. Each subsequent
character a player makes begins with 50 Skill Points; however a player may spend Bribe to buy additional Skill Points at any
time, including during character creation. Each Skill requires an expenditure of a certain number of Skill Points which are
subtracted from the available pool of unspent Skill Points.
Step 5 – Finalize Character: Tally up Body, Vala, Production
Step 6 - Buy Starting Equipment: to be worked out
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Racial Abilities (Racials) Racial Abilities are innate abilities possessed by the various Races.
Typically Racial Abilities are much more powerful than Skills ,
however, unlike Skills which continue to accrue as a character is
played the character has a set number of Racial Abilities that are
with them for the duration of their time In Game.
Each Race has three Racial Abilities to select from during character
creation with the exception of Human and Mongrel characters.
During the first three Events of playing the character, a player may
change which Racial Abilities they picked, however once a
character has been played more than three Events the only method
to change Racial Abilities is via the Ritual Transmute Spirit.
During character creation the player has 15 Racial Points that can
be used to purchase Racial Abilities for their character (Mongrels
receive 16 Racial Points). Primary Racial Abilities, abilities unique
to each race, cost 3 points per use, while Secondary Racial Abilities
(abilities that multiple races share) cost 2 points per use. Primary
Racial abilities may not be purchased more than 4 times and
Secondary racial abilities may not be purchased more than 5 times.
While Mongrels have access to more than three Secondary Racial
Abilities they may at most buy the use of three.
Some Racial Abilities also contain an added effect that is either in
effect Constantly or Whenever the character chooses to use the
ability. If a player wants to purchase one of these Racial Abilities
for their character they must purchase at least two uses. This will
be noted in the description of the Racial Ability below.
If a character does not spend all of their Racial Points at character
creation they may buy uses of Racial Abilities as play progresses
from Logistics between events , but gain no other benefit for unused
Racial Points. If, after buying Racial Abilities the character has 1
remaining Racial Point, that point is discarded without benefit.
Example Racial Ability Scenarios
Example 1: A player is creating a new character: Thomas Smith
- a dwarf. The player decides that Thomas is a versatile dwarf.
He is tough and heals quickly like many dwarves, but he also
understands people’s motivations well. So the player elects to
use the point buy system and has 15 points to spend. After
electing to purchase the minimum of two uses of Constitution
(Constitution has a continuous use effect - +50 body points, so
it must be purchased twice) which cost 3 points per use for a
total of 6 points the player has 9 Racial Points remaining. The
player wants Thomas to have Recovery and Sense Deception.
Each Secondary costs 2 points, so the player elects to purchase
two uses each of Recovery and Sense Deception, with one
Racial Point remaining that cannot be spent on anything.
During the course of a single event Thomas can use Constitution
(also gaining the +50 body points made available by selecting
the racial), Recovery, and Sense Deception twice each.
Example 2: A player is creating a new character, Jillian The
Black – a Mongrel, patterned after an anthropomorphic crow.
The player decides that Jillian is very good at convincing others
to do her bidding, is hard to beguile and fairly resilient to
attacks. The player elects to use the point buy system and has
16 points to spend (Mongrels are limited to Secondary Racia l
Abilities only, so gain +1 additional point over other Races).
The player wants as many uses of Dragon Rhyming as she can
purchase, a maximum of five (5) uses of a secondary, so spends
10 of her 16 starting points on that Racial Ability. She then
elects to purchase two uses of Mental Clarity and a single use of
Fortitude.
During the course of a single event Jillian the Black can use
Dragon Rhyming five times, Mental Clarity twice and Fortitude
once.
Racial List The Racial Abilities available to each Player Character Race are:
Race Racial Abilities Barbarian {Wrath}, Recovery, Sense Deception
Canid {Pack Sense}, Claws, Sense Deception
Dhampari {Necromancy}, Fortitude, Resistance
Dragoon {Draconic Lineage}, Dragon Rhyming, Mental Clarity
Dwarf {Constitution}, Fortitude, Recovery
Endrani {Fear}, Mental Clarity, Resistance
Felinae {Nine Lives}, Claws, Mental Clarity Gael’Braugh {Healing}, Lethargy, Mental Clarity
Goblin {Fleetness}, Claws, Mayhem
Gypsy {Curse}, Sense Deception, Resistance
Half-Fae {Glamour}, Dragon Rhyming, Mayhem
Human 1 {Adaptable}, {Industrious}
Mongrel2 Claws, Dragon Rhyming, Fortitude, Lethargy, Mayhem, Mental Clarity, Recovery, Resistance, Sense Deception
Ogre or Half-Ogre {Strength}, Fortitude, Recovery
Orc or Half-Orc {Pelt}, Claws, Fortitude
Paleteth {Annulment}, Mental Clarity, Sense Deception
Taelgranis {Shadow Cloak}, Lethargy, Mental Clarity 1. Human Characters have two Primary Racial Abilities instead of one, and may buy up to 5 purchases of each instead of 4.
2. Mongrels receive 16 Racial Points instead of 15. They may not buy more than three different Racial Abilities . Mongrel Characters
must be approved by the Character Ref ([email protected])
{} denote Primary Racial Abilities unique to that PC Race, though NPC races may also have the Racial Ability.
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Racial Descriptions The descriptions are presented in the following format:
Racial Name: The Out of Game name for the Racial Ability.
Description: A general summary of what the Racial Ability does. This is not intended as a description of how or why the
Effect works In Game.
System: The game mechanics for the Racial Ability, describing how the Racial works Out of Game. These are the detailed
rules describing how the ability works within the Legacies rules framework. All Racial Abilities describe an effect that is used
once per Purchase of the Ability, per event. Some Racial Abilities also have an effect that is either Constantly in use or c an be
used Whenever the character desires NOTE: Any piece of information that needs to be specifically called out by the Racial Ability. Only Racial Abilities that have
a detail that requires specific attention will include a note.
Signature Call: The game call used to notify other players that the racial ability is being used. All Signature Calls are
considered Out of Game, excepting those that are italicized and underlined, which are considered In Game. In Game Signature
Calls actually are spoken by the character rather than player, and any Effect In Game that would prevent the character from
speaking would prevent the use of these particular abilities. Racial Cost: The number of Racial Points it Costs to buy a use of the Ability. Primary Racials, abilit ies unique to a particular
race, cost 3 Racial Points per purchase. Secondary Racial Abilities, abilities shared by multiple races, cost 2 Racial Point s.
Maximum Purchases: The maximum number of times a character may purchase a Racial Ability. Primary Racials, abilities
unique to a particular race, may only be purchased up to 4 uses per event. Secondary Racial Abilities, abilities shared by
multiple races, may have 5 purchases.
Duration: How long the Racial Ability has effect once it has been used. Instant duration means that the effects of the ability
resolve the moment they are used. Delivery: The means in which the ability is used on another character, if applicable. Delivery methods are discussed in “Chapter
1”.
Adaptable Description: This Racial Ability grants bonus skill points that may be spent on any Skills the player wishes.
System: This Racial Ability has only a Per Purchase ability. A single purchase of this ability is sufficient to obtain it.
Per Purchase Ability: Each purchase of this Racial grants the character 5 additional Skill Points to spend on their character.
These Skill Points are counted separately from the character’s total Skill Points, and are not included when calculating Blanket
(see “Character Advancement” later in the chapter) or the cost of Skill Points when spending Bribe. This Racial Ability is not
suppressed by Effects that would normally suppress Racial Abilities, unless specified otherwise in the Effect’s description. If a
character loses this Racial Ability then the bonus additional Skill Points must be removed for their Character Card. If the
character does not have sufficient unspent Skill Points available for removal the difference must be made up by removing
purchased skills. If this Racial Ability was removed permanently from the character any skills removed as a result must be
relearned if the character wishes to reacquire them, however if the ability was only temporarily suppressed the skills will return
when the ability does.
Signature Call: N/A
Racial Cost: 3 RP per Purchase Maximum Purchases: 5 Duration: Instant Delivery: N/A
Annulment Description: This Racial Ability grants resistance to magical spells and some magical effects.
System: This Racial Ability has only a Per Purchase ability. A single purchase of this ability is sufficient to obtain it.
Per Purchase Ability: Each purchase of this Racial Ability may be used in one of two ways. First, it may be used as a Resistance
Countermeasure against any Spell targeting the character regardless of source (being cast, from a potion, from a magic item,
etc.) or the Racial Ability Glamor. Alternatively, the character with this Racial Ability touches or throws a packet at a target
character and says the Signature call “Annul <Spell>”. The target character has any existing instance of that Spell currently
active on them negated.
Signature Call: “Resist” or “Annul <Spell>”
Racial Cost: 3 RP per Purchase Maximum Purchases: 4 Duration: Instant Delivery: Packet, Touch
Constitution Description: This Racial Ability makes the character hardier than most, thus able to sustain more damage as well as resist chemical and
biological attacks. System: This Racial Ability has both a Per Purchase ability and a Constant Use Ability. In order to obtain Constitution a player mus t
invest in a minimum of two purchases.
Per Purchase Ability: Each purchase of this Racial Ability can be used as a Resistance Countermeasure against one instance of
an Alchemical compound targeting the character, or being targeted by the Monster Racial Abilities Infection and Pathogen.
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Constant Use Ability: The character’s maximum Body Total is increased by 50. It can be further increased by purchasing
Stalwart Skills.
Signature Call: “Resist”
Racial Cost: 3 RP per Purchase Maximum Purchases: 4 Duration: Instant Delivery: N/A
Curse Description: This Racial Ability delivers a terrible curse upon other characters, preventing the target from benefiting from most Healing
and Life Effects. System: This Racial Ability has only a Per Purchase ability. A single purchase of this ability is sufficient to obtain it.
Per Purchase Ability: Once per purchase the character with this Racial Ability touches or throws a packet at a target character
and says the Signature call “Curse upon you”. If hit, the target cursed character is immune to all Spell and Alchemical Healing
and Life Effects and will reap no effect if targeted by those abilities for five minutes. They may benefit only from healing effects
derived from Racial Abilities and Physician Skills. Additionally, for five minutes, all damage done to the character is done
straight To Body, bypassing both physical armor and Resilience as if they were not present.
Signature Call: “Curse upon you”.
Racial Cost: 3 RP per Purchase Maximum Purchases: 4 Duration: 5 Minutes Delivery: Packet, Touch
Claws Description: This Racial Ability allows a character to fight with claws or other natural weaponry rath er than weapons made by Smiths.
System: This Racial Ability has both a Per Purchase ability and a Constant Use Ability. In order to obtain Claws a player must invest in
a minimum of two purchases.
Constant Use Ability: The ability allows the character to fight with a claw in each hand. Claws are Physically Represented by
a boffer weapon striking surface no greater than 24” in length, and deal 10 base damage. A character may further increase the
damage done with claws with any Skill, Spell, or Effect that would increase weapon damage . The Assassin Skill will Envenom
both Claws simultaneously if used, allowing a character an envenomed attack with each claw using one Alchemy or Potion . If
a Claw is destroyed by the Skills Break , or Destroy, or the Spell Shatter, it may be restored by any Effect that restores a limb. A
character may choose to fight with a Claw in one hand and either a One Handed Weapon in the other, provided they have the
appropriate Weapon Skill, without needing the Two Weapon Skill.
Per Purchase Ability: Once per event per purchase of this Racial ability the character may use a three counted action to “Sharpen”
their claws. For 5 minutes the characters deals an additional +5 Damage with their claws. NOTE: While the Phys Reps used are intended to provide a safe striking surface for use of this Racial Ability. For Touch Delivered
Abilities and other effects that specifically require the use of the hands (the Skills Juggling, Spell Blocking) the character must actually
use their hands rather than the Phys Reps.
Signature Call: “<Damage Call> Claw” or “Sharpening One, Sharpening Two, Sharpening Three”
Racial Cost: 2 RP per Purchase Maximum Purchases: 5 Duration: 5 Minutes Delivery: N/A
Draconic Lineage Description: This Racial Ability grants a character additional innate Vala and allows them to assume the form of any other PC race.
System: This Racial Ability has both a Per Purchase ability and a Whenever Use Ability. In order to obtain Draconic Lineage a player
must invest in a minimum of two purchases.
Per Purchase Ability: Each purchase of this Racial Ability raises the character’s Vala total by 15.
Whenever Use Ability: Chameleon: the character also has the ability to shift their appearance and scent. There is no limit to the
number of times a character may use the shape changing ability of the Chameleon Racial Ability. When used, the player ch anges
the costuming of their character to meet the costuming requirements of any PC Race of their choice. While in that form they
give all physical indication to other characters that they are the PC Race whose form they are assuming, including toward
characters that use the Pack Sense Racial on them. Players may assume different forms of the same PC Race, complete with
unique scents with regard to Pack Sense, provided that there is a significant difference in costuming that makes them actually
appear like different individuals. Characters may revert to their native form freely, and will also revert to their native form the
moment they go to Spirit. They will also Resurrect in their native form. This ability may be used in conjunction with the Skill
Disguise, but unlike disguise may be used any number of times during an event. Each change requires as much time as it takes
to fully change costuming and makeup.
NOTE: If using Chameleon to assume the form of a Mongrel or Half-Fae race the player must get the approval of either the Head of Plot
or a Characters Referee prior to coming into play in that form.
Signature Call: N/A
Racial Cost: 3 RP per Purchase Maximum Purchases: 4 Duration: Instant Delivery: N/A
Dragon Rhyming Description: This Racial Ability compels the actions of another character through verbal command.
System: This Racial Ability has only a Per Purchase ability. A single purchase of this ability is sufficient to obtain it.
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Per Purchase Ability: Once per purchase After a minute or more of conversation with the target, the character speaks a verbal
command, ten words or less, to the target, which the target must obey for five minutes or until the command has been completed,
whichever is sooner. The Signature call "Dragon Rhyming" should be appended to the end of the command and is considered
Out of Game, though the command itself is In Game. Usage of this ability may not be directly detected though the target may
infer the use of some Mind Altering Effect if they resist the effects. The Spell Detect Control will identify an individual under
compulsion. This is considered a Mind Altering Effect.
Signature Call: “<up to a ten word command> Dragon Rhyming”
Racial Cost: 2 RP per Purchase Maximum Purchases: 5 Duration: 5 Minutes Delivery: Conversation
Fleetness Description: This Racial Ability grants an almost preternatural skill at dodging weapon attacks.
System: This Racial Ability has only a Per Purchase ability. A single purchase of this ability is sufficient to obtain it.
Per Purchase Ability: Once per purchase this Racial Ability acts as an Avoidance Countermeasure against Melee and Missile
Weapon Delivered Attacks. Additionally, when Fleetness is used the character turns invisible for 10 seconds and may run or
move about. Physically interacting with objects and other characters (including using Skills, Spells, and other Abilities) breaks
the invisibility. To designate this invisibility to other players the character must hold their hand in front of their face with their
index and middle fingers held up in the shape of a V. Once the invisibility has lapsed the player should cease making the hand
sign to designate the invisibility.
Signature Call: “Fleetness”
Racial Cost: 3 RP per Purchase Maximum Purchases: 4 Duration: 10 Seconds Delivery: N/A
Fear Description: This Racial Ability inspires uncontrollable terror in a target.
System: This Racial Ability has only a Per Purchase ability. A single purchase of this ability is sufficient to obtain it.
Per Purchase Ability: Once per purchase the character with this Racial Ability touches or throws a packet at a target character
and says the Signature call “Know the Fear”. For five minutes the target is consumed by terror and must run from least 30 yards
(30 large strides) from the character delivering Fear. The target must maintain a distance of at least 30 yards from the character
using this ability for the duration of the ability. If they are unable to flee the area they must hide, and failing the ability to hide,
must cower where they are. For the duration of this ability. The target is unable to attack other characters with weapons or use
Skill based Avoidance and Redirection Countermeasures, though they may use Resistance and Immunity Countermeasures, and
actually block or dodge attacks. They may not throw Alchemical compounds at other characters, though they may use
Compounds on themself. Additionally they are unable to cast Spells, though may still use Spells stored via the Proxy and
Program abilities from the Savant Skill or stored in a Magic Item via the Ritual Create Magic Item and consume Potions. While
affected by Fear the target must role play extreme terror of the character that delivered this Racial Ability both in and out side
the presence of that character. If the distance between the target and source of the fear is reduced to less than 30 yards, all
limitations per the start of this effect return, until they are more than 30 yards apart again, regardless of which character is
moving.
Signature Call: “Know the Fear”
Racial Cost: 3 RP per Purchase Maximum Purchases: 4 Duration: 5 Minutes Delivery: Packet, Touch
Fortitude Description: This Racial Ability grants resistance to skill based specialty strikes that target the character.
System: This Racial Ability has only a Per Purchase ability. A single purchase of this ability is sufficient to obtain it.
Per Purchase Ability: Each purchase of this Racial Ability acts as a Resistance Countermeasure against Skill Based 1x per
Purchase weapon attacks such as Wounding Blow, Lethal Blow, Cripple or Waylay. Fortitude has no effect on Racial or Ritual
Special attacks such as Poison Strike, Crush Damage from the Racial Ability Strength or Spell Strike. Fortitude cannot be used
to resist normal attacks that do not expend a 1x per Purchase ability.
Signature Call: “Resist”
Racial Cost: 2 RP per Purchase Maximum Purchases: 5 Duration: Instant Delivery: N/A
Glamour Description: This Racial Ability deprives a target character of the use of magic for a short period.
System: This Racial Ability has only a Per Purchase ability. A single purchase of this ability is sufficient to obtain it.
Per Purchase Ability: Once per purchase the character with this Racial Ability touches or throws a packet at a target character
and says the Signature call “Glamour”. The target loses access to their Vala and Enchantment Slots for five minutes, and any
Spells that are active on the target when hit are dispelled, similar to the spell Fading Magic. This prevents the character from
gaining the benefit of any Ritual Enchantments on their person or item that they are using and denies them the benefits of a
Grimault. Additionally they are unable to use any ability that consumes Vala unless they convert their Body to Vala to fuel the
ability (See Magic Chapter). They may not be given Vala by a character with the Skill Catalyst while affected by Glamour. The
target may be affected by Spells cast on them by others during the duration of this ability and may use Spell Scrolls and Potions .
This Racial can only be resisted by Annulment.
Signature Call: “Glamour”
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Racial Cost: 3 RP per Purchase Maximum Purchases: 4 Duration: 5 Minutes Delivery: Packet, Touch
Healing Description: This Racial Ability allows characters to perform miraculous healing of their self or other characters.
System: This Racial Ability has only a Per Purchase ability. A single purchase of this ability is sufficient to obtain it.
Per Purchase Ability: Once per purchase the character with this Racial Ability touches or throws a packet at a target character
and says the Signature call “Healing”. If successfully hit the target will be restored to full Body Points and have all crippled or
destroyed body parts restored, regardless of whether the target is alive or dead when this ability is u sed on them. This Racial
Ability is capable of returning a Spirit to its body, bringing the target back to full health in lieu of a Resurrection. Characters
brought back to life in this manner react as if they pulled a white stone from a Chance Bag. The target is unaffected if their torso
has been destroyed. Additionally this ability will not affect unwilling targets who are Spirits, however, if used on a livin g target
it does not require consent. For more information see “Chapter 3: Life and Death”. This is considered both a Healing and a
Life Effect.
Signature Call: “Healing”
Racial Cost: 3 RP per Purchase Maximum Purchases: 4 Duration: 5 Minutes Delivery: Packet, Touch
Industrious Description: This Racial Ability grants bonus Production Points that the character may spend each event to produce various mundane
and magical items. System: This Racial Ability has only a Per Purchase ability. A single purchase of this ability is sufficient to obtain it.
Per Purchase Ability: Each purchase of this Racial grants the character 15 generic Production Points. These Production Points
can be used as Alchemist Production Points, Smith Production Points, or Vala for Scrolls, Potions, or Ritual Scrolls. The
character must still have one or more Skills associated with Production in order to make use of this ability, and cannot spend
these Production Points for items they don’t have the Skills to make. Characters with multiple types of Production Skill can
decide how to allocate the Production Points granted by this Ability each event.
Signature Call: N/A
Racial Cost: 3 RP per Purchase Maximum Purchases: 5 Duration: Instant Delivery: N/A
Lethargy Description: This Racial Ability allows the character to sap the strength of other characters.
System: This Racial Ability has only a Per Purchase ability. A single purchase of this ability is sufficient to obtain it.
Per Purchase Ability: Once per purchase the character with this Racial Ability touches or throws a packet at a target charact er
and says the Signature call “Lethargy”. The target character is Fatigued and must rest for 5 Minutes — during this time they
must sit, kneel, or lay in one place, may not target themselves or other characters with abilities or attacks, and may not us e
Avoidance or Redirection Countermeasures. The character is not considered prone with respect to Counted Actions during this
time and may use Resistance and Immunity Countermeasures. A Healing Effect that restores the character to Full Body points
revives the character and removes these restrictions. If the Fatigued character is uninjured, any healing effect will revive the
character and remove these restrictions.
Signature Call: “Lethargy”
Racial Cost: 2 RP per Purchase Maximum Purchases: 5 Duration: 5 Minutes Delivery: Packet, Touch
Mayhem Description: This Racial Ability enables the character to sow chaos in their enemies’ ranks.
System: This Racial Ability has only a Per Purchase ability. A single purchase of this ability is sufficient to obtain it.
Per Purchase Ability: Once per purchase the character with this Racial Ability touches or throws a packet at a target character
and says the Signature call “Mayhem”. The target character must immediately attack the character nearest them until one or the
other of them is dead regardless of who kills them, or five minutes have passed. If there is ambiguity over which character may
be considered closest the target should default first to the character that is an ally, and if that is not sufficient to clea r up the
ambiguity, the character that seems subjectively most important to one side or the other of the broader conflict. If the target o f
this ability is killed (Dead or Spirit rather than Bleeding to Death) regardless of whether it was by the character they were
attacking or not, they are cured of this ability. If the character the target was attacking falls as if they are dead, the targ et must
perform a Coup de Gras per the Skill, or should they lack that Skill, continue attacking the fallen character until they have called
at least 100 points of damage. If the character the target is attacking stops being a legal target for attack (for example, uses the
Racial Ability Shadow Cloak or the Spell Protection), the target must select the next nearest character and begin to attack them
until one of the criteria necessary to stop this ability is met. If this ability is suppressed temporarily by the Spell Moment of
Clarity the character will continue to attack the same target after Moment of Clarity expires, if Mayhem would expire after
Moment of Clarity.
Characters actively using the Skill Last Stand must attack all characters that are within weapon reach until one dies or Mayhem
expires, but are not required to move.
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This Ability is considered a Mind Altering Effect.
Signature Call: “Mayhem”
Racial Cost: 2 RP per Purchase Maximum Purchases: 5 Duration: 5 Minutes Delivery: Packet, Touch
Mental Clarity Description: This Racial Ability grants resistance to mental compulsions.
System: This Racial Ability has only a Per Purchase ability. A single purchase of this ability is sufficient to obtain it.
Per Purchase Ability: Each use of this Racial Ability acts as a Resistance Countermeasure against a Mind Altering Effect.
Signature Call: “Resist”
Racial Cost: 2 RP per Purchase Maximum Purchases: 5 Duration: Instant Delivery: N/A
Necromancy Description: This Racial Ability grants the ability to raise the dead as Zombie minions and banish existing Zombies and similar undead.
System: This Racial Ability has only a Per Purchase ability. A single purchase of this ability is sufficient to obtain it.
Per Purchase Ability: Once per purchase the character may shout the signature calls “Rise My Minions” or “Rest My Minions”.
If they say “Rise My Minions” all characters that are Dead or Bleeding to Death and hear the command rise as Zombies. The
Zombies have twice the number of Maximum Body Points as the character that is being animated. They gain all Continuous or
Whenever use PC Racial Abilities, but do not have use of any Per Purchase Racial Ability uses . They additionally gain the
Monster Racial Abilities Undead and Mindless. They may use any weapon or fight with the Unarmed Skill and swing for the
same amount of damage as they would when alive, however cannot use any other Skills or Abilities. The Zombies will obey all
commands from the character that used Necromancy, to the best of their ability. The Undead target will perform simple tasks
to the letter of the given instruction, but are not capable of complex tasks that require any significant cognitive ability (Example :
the caster may not command the Undead to follow the commands of other characters). Once the character stops being a Zombie,
either because the time expired or because they were cut down, the character resumes their Bleeding to Death or Dead count
where it was paused prior to being raised. Characters may be raised as Zombies or Revenants multiple times before becoming
a Spirit.
Alternatively if the character says “Rest My Minions” all characters that have both the Monster Racial Abilities Undead and
Mindless that hear the command immediately die regardless of the means that animated them.
Signature Call: “Rise My Minions” or “Rest My Minions”
Racial Cost: 3 RP per Purchase Maximum Purchases: 4 Duration: 5 Minutes/Instant Delivery: Conversation
Nine Lives Description: This Racial Ability grants characters preternatural ability to avoid death by the skin of their teeth.
System: This Racial Ability has only a Per Purchase ability. A single purchase of this ability is sufficient to obtain it.
Per Purchase Ability: Each use of this ability allows the character to avoid the results of one effect or situation that would
normally send them to Spirit (being dead for five minutes, the Monster Racial Abilities Kiss and Soul Taint, The Alchemical
Compound Wyvern Poison, etc.) After using this ability the character loses all active effects on their character that would
normally cease after being Resurrected, including Alchemical and Magical effects currently affecting them. They return to
consciousness with 25 body remaining and 0 armor and resilience. The character is Fatigued after his/her brush with death and
must rest for 5 Minutes — during this time they must sit, kneel, or lay in one place, may not target themselves or other characters
with abilities or attacks, and may not use Avoidance or Redirection Countermeasures. The character is not considered prone
with respect to Counted Actions during this time and may use Resistance and Immunity Countermeasures. A Healing Effect
that restores the character to Full Body points revives the character and removes these restrictions.
Characters may not use this ability to avoid going to Spirit as a result of their body being fully destroyed.
Signature Call: “Nine Lives”
Racial Cost: 3 RP per Purchase Maximum Purchases: 4 Duration: Instant Delivery: N/A
Pack Sense Description: This Racial Ability temporarily improves the combat prowess of the character and their packmates. It also grants an
exceptional sense of smell that allows characters to identify who is and is not a member of their pack by their scent alone.
System: This Racial Ability has both a Per Purchase ability and two Whenever Use Abilities. In order to obtain Pack Sense a player must
invest in a minimum of two purchases.
Per Purchase Ability: Call of the Wild: Once per purchase the character performs a Signature Call of a Howl (which is In Game),
followed by “Call of the Wild” (out of Game), and touches up to five characters in the 10 seconds following the use of the
ability. For the next five minutes the character using the ability and up to five characters touched by the character gain t he
following benefits:
o +5 base damage to all weapon,unarmed, and claw attacks. Additionally, if the character has the Racial Ability Claws
or the Skill Unarmed, the character may use the damage suffix “Magic” in conjunction with the claws (See “Chapter
4: Warrior”).
o +50 Resilience, that stacks with other sources of Resilience
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Multiple uses of Call of the Wild at once on the same character do not provide any additional benefits.
Whenever Use Ability: Scenting: With Scenting, the character performs a Three Count Counted Action, “Scenting One, Scenting
Two, Scenting Three” within 6 feet of another Character and while pantomiming sniffing in the direction of the other character.
If they complete the counted action without the character moving away, the other character must disclose their character Race
unless they are currently using the Racial Abilities Chameleon or Shape Shifting, in which instance they should disclose the race
of the form they currently have assumed. Additionally if the Scenting character has encountered the target previously, or in the
case of Chameleon or Shape Shifting that assumed form previously, the target must disclose this to the character. They may do
so via their name if that is known to the scenting character, or some other designator if the name is not known. Scenting ca n see
through the skill Disguise. NOTE: This ability is used to affect the area that the target is in rather than the target them self, so it
is not necessary for the target to be considered willing per the rules of Counted Action.
Whenever Use Ability: Tracking: For Tracking the character performs a repeated Three Count Counted Action, “Tracking One,
Tracking Two, Tracking Three” while pantomiming sniffing the ground in order to follow the scent of a character. This is
typically used during a Plot module and the Plot ref will lead the character along the path. If the s cent path is broken (for
example, by a creek), the character may continue to use tracking to try and find where the scent picks back up. It may also be
used to track characters that have used a Racial Abilities Fleetness or Invisibility, but cannot find a character currently using
Shadow Cloak. The character with Pack Sense must either see the target go invisible or be informed of the presence of the target
by another character that witnessed the target go invisible. The character may repeatedly perform the Tracking Three Count to
follow the invisible character around though they may not otherwise interact with the invisible character. Tracking does not
target another character specifically, but rather the scent trail left by the character, so it is not necessary for the target to be
considered willing per the rules of Counted Action.
Signature Call: “<Howl> Call of the Wild”, “Scenting One, Scenting Two, Scenting Three” , “Tracking One, Tracking Two, Tracking
Three” Racial Cost: 3 RP per Purchase Maximum Purchases: 4 Duration: 5 Minutes Delivery: Conversation
Pelt Description: This Racial Ability grants character a very thick hide, absorbing some damage done to them.
System: This Racial Ability has both a Per Purchase ability and a Constant Use Ability. In order to obtain Pelt a player must invest in a
minimum of two purchases.
Constant Use Ability: The character has Tolerance 5, per the Monster Racial Ability. Characters with this Ability subtract a
specified amount of damage (In this case, 5) off of every Damage Dealing Effect that affects them. If this reduces the damage
to 0 or below, then the attack has no effect, this ability acts as an Immunity Countermeasure, and the character should recite the
signature call “No Effect.”
Per Purchase Ability: Once per purchase the Character can increase their Pelt to Tolerance 10, per the Monster Racial Ability,
for five minutes, by reciting the signature call “Pelt”.
Signature Call: “Pelt” or “No Effect”(see Tolerance)
Racial Cost: 3 RP per Purchase Maximum Purchases: 4 Duration: 5 Minutes Delivery: N/A
Recovery Description: This Racial Ability enables characters to shake off damage done to them and return to full health.
System: This Racial Ability has only a Per Purchase ability. A single purchase of this ability is sufficient to obtain it.
Per Purchase Ability: Once per Purchase, while the character is alive, Unconscious, Fatigued, or while Bleeding to Death (at -1
Body Points) a character may perform a Sixty Count Counted Action while engaged in total rest — standing, sitting, or laying
in one spot. At the end of the Sixty Count they must say the Signature Call “Recovery”, at which point their Body Points are
fully restored, as are all crippled or destroyed limbs. If the character aborts the Sixty Count it is not considered a use of the
Racial Ability. If used while Bleeding to Death the character stops the Bleeding to Death Sixty Count, however if they abort
the use of Recovery they immediately become Dead regardless of where they were in the Sixty Count for Bleeding to Death. If
used while Unconscious the character awakes after successfully using Recovery. This is considered a Healing Effect.
Signature Call: “<Sixty Count Counted Action> Recovery”
Racial Cost: 2 RP per Purchase Maximum Purchases: 5 Duration: Instant Delivery: N/A
Resistance Description: This Racial Ability grants resistance to the Racial Abilities Curse, Fear, and Lethargy.
System: This Racial Ability has only a Per Purchase ability. A single purchase of this ability is sufficient to obtain it.
Per Purchase Ability: Each use of this Racial Ability acts as a Resistance Countermeasure against the Racial Ability Curse,
Fear, or Lethargy.
Signature Call: “Resist”
Racial Cost: 2 RP per Purchase Maximum Purchases: 5 Duration: Instant Delivery: N/A
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Sense Deception Description: This Racial Ability enables a character to detect when they are being misled by another character and to what extent.
System: This Racial Ability has only a Per Purchase ability. A single purchase of this ability is sufficient to obtain it.
Per Purchase Ability: For each purchase of this Racial Ability when a character with this ability believes someone is lying, they
may say the Signature Call “Sense Deception” and the target must tell them if they were lying, telling a half-truth, or telling the
complete truth. When specifying the degree of falsehood the exchange should be considered Out of Game with regard to other
observers, however, the player using Sense Deception is aware of the information In Game.
Signature Call: “Sense Deception”
Racial Cost: 2 RP per Purchase Maximum Purchases: 5 Duration: Instant Delivery: Conversation
Shadow Cloak Description: This Racial Ability is a limited and temporary form of invisibility in which the character cannot be perceived with any sense.
System: This Racial Ability has only a Per Purchase ability. A single purchase of this ability is sufficient to obtain it.
Per Purchase Ability: With each use of this Racial Ability the character recites the Signature Call and for 5 minutes may disappear
from view. While the character remains completely stationary and silent they are imperceptible to other characters, not just as
if they were invisible but as if they were completely gone. Once the character moves or makes noise other characters can
perceive them and act accordingly, but as soon as the character ceases movement and noise they disappear again. This will
repeat for five minutes or until they character ceases the use of Shadow Cloak. Characters may attack, cast spells, and perform
other actions while using Shadow Cloak, however if in doing so they move or make sound other characters are free to respond
while the character does so. If a counter attack starts while the character is visible it may still strike the character after they stop
moving.
To designate the use of Shadow Cloak the character holds a hand, fingers spread apart, in front of their fact to notify other
players that they are currently under the effects of the Racial Ability. The player must keep th eir hand in front of their face the
entire time Shadow Cloak is active. Other players should ignore the player, as if the player’s character is not there.
Signature Call: “Shadow Cloak”
Racial Cost: 3 RP per Purchase Maximum Purchases: 4 Duration: 5 Minutes Delivery: N/A
Strength Description: This Racial Ability makes a character incredibly strong and allows them perform significant feats of strength.
System: This Racial Ability has both a Per Purchase ability and a Constant Use Ability. In order to obtain Strength a player must invest
in a minimum of two purchases.
Constant Use Ability: The character gains +5 Damage with all Weapon Attacks (or attacks with the Racial Ability Claws and
the Skill Unarmed)
Per Purchase Ability: Once per Purchase the character may perform a Feat of Strength or append Crush to a weapon attack:
o By reciting the Signature Call “Feat of Strength” the character may rip free of Spells from the Confinement Spell
School, the Monster Racial Entangle or physical bindings such as rope or manacles. If a character is simultaneously
under multiple applicable Effects, one use of Feat of Strength will negate all of them
o Alternatively a character may add a Crush effect to an existing damage call in order to also cripple a limb. This can be
used in conjunction with any specialty strike skill or can be added to a strike that only deals base damage. For Example:
A character that would normally swing for “10” could optionally use a use of Strength to swing for "10 Crush". If used
in conjunction with Wounding Blow they would swing for "Wounding Blow 60 Crush".
Signature Call: “Feat of Strength” or “<Weapon Attack> Crush”
Racial Cost: 3 RP per Purchase Maximum Purchases: 4 Duration: Instant Delivery: Weapon
Wrath Description: This Racial Ability puts a character in a controlled rage and grants immunity to most Effects that do not deal damage.
System: This Racial Ability has only a Per Purchase ability. A single purchase of this ability is sufficient to obtain it.
Per Purchase Ability: The character may use a purchase of this Racial Ability and recite the Signature Call “Wrath” to enter a
state of Rage for 5 minutes, during which time they reap the following benefits:
o All Active Effects from Spells and Alchemy currently affecting the character are removed, both helpful and adverse.
o The character receives an additional 100 Resilience while in Wrath. Once the character is no longer under the effects
of Wrath they lose these temporary Resilience Points.
o The character is only affected by Racial Abilities, Rituals, and Damage Dealing Effects.
The player must constantly display the enraged state of their character. If they stop portraying their Wrath, which they may
choose to do, the Wrath ends. When the Wrath ends, by duration or by choice, th e character is Fatigued and must rest for 5
Minutes — during this time they must sit, kneel, or lay in one place, may not target themselves or other characters with abilities
or attacks, and may not use Avoidance or Redirection Countermeasures. The character is not considered prone with respect to
Counted Actions during this time and may use Resistance and Immunity Countermeasures. A Healing Effect that restores the
character to Full Body points revives the character and removes these restrictions. If the Fatigued character is uninjured, any
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healing effect will revive the character and remove these restrictions. A character may use an additional use of Wrath to cease
being Fatigued, though once that use expires they will again be Fatigued.
This Racial Ability may be used as an Avoidance Countermeasure to the Racial Ability Fear. Using it in this way still sends the
character into Wrath. They must utilize one use of this Racial Ability for each instance of Fear that the player wishes to a void;
for example, if they are struck by Fear once they are already in Wrath the player must utilize another one of their uses of Wrath
if they wish to avoid the effects of Fear.
Signature Call: “Wrath” or “No Effect” while in Wrath
Racial Cost: 3 RP per Purchase Maximum Purchases: 4 Duration: 5 Minutes Delivery: N/A
Skills Skills are the occupational knowledge of a character. They are abilities that a character is able to learn and accrue over the course of
events as the character is played, rather than abilities that are innate, such as Racial Abilities, or granted by items, such as Spells and
Alchemy. Players begin with a certain number of Skill Points to buy Skills for their character as discussed at the beginning of this
chapter, and will accrue more Skill Points for their character each time they play the character (discussed later in this chapter in the
section “Character Advancement”).
Skill List The Skill List contains the names of each Skill, as well as the associated Skill Point Cost in order to buy a s kill for a character and add
it to the character card. It also contains a list of Prerequisite skills that need to be purchased prior to buying a skill, and the number of
Production Points, if any, the Skill grants. After Character Creation Skills still need to be learned In Game before a character is able to
expend Skill Points to purchase them (see the Skill Teaching below for details on teaching and learning skills).
Skill Skill Point Cost Skill Prerequisites
Weapon Familiarity Thrown Weapon 1 One Handed Weapon 4
Two Handed Weapon 6
Launched Weapon 5
Siege Weapon 5
Shield 3
Buckler 2
Two Weapon Fighting 3 One Handed Weapon
Martial Artist Unarmed 5
Martial Artist 10 Unarmed
Soldier
Soldier 20 Any Weapon Familiarity Skill or Unarmed or Weapon Master or the Racial Ability Claws
Veteran Soldier 20 Soldier
Weapon Master Wounding Blow 3 Any Weapon Familiarity Skill or Unarmed or Weapon Master or the Racial Ability Claws Vicious blow 4 Wounding Blow (cumulative)
Weapon Master 15
Lethal blow 6 Weapon Master, Vicious blow (cumulative)
Elite Weapon Master 20 Weapon Master, Lethal blow x4
Fatal Blow 6 Elite Weapon Master, Lethal blow x2 (cumulative)
Duelist Mortal Parry 5 Any Weapon Familiarity Skill or Unarmed or Weapon Master or the Racial Ability Claws
Disarm 3 Mortal Parry
Break 3 Mortal Parry
Duelist 10 Mortal Parry, Break x 3 or Disarm x3
Armor Breach 4 Duelist, Break (cumulative)
Riposte 6 Duelist , Disarm x2 (cumulative), Mortal Parry x2 (cumulative)
Grand Master Duelist 20 Duelist, Mortal Parry x5, Riposte x2 or Armor Breach x4
Destroy 8 Grand Master Duelist, Armor Breach x 3 (cumulative)
Dastardly Deed 8 Grand Master Duelist, Riposte x2 (cumulative)
Stalwart Toughness 3
Shield Expertise 3 Shield
Stalwart 10 Toughness x10
Iron Grip 3 Stalwart, Shield Expertise
Hardened Stalwart 20 Stalwart, Mortal Parry x5
Aegis 3 Hardened Stalwart, Iron Grip (cumulative)
Last Stand 10 Hardened Stalwart, Mortal Parry x 5 (cumulative)
Skirmisher Mortal Dodge 5
Heroic Act 5 Mortal Dodge x2 (cumulative)
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Juggling 5 Mortal Dodge, Mortal Parry Footwork 2 Mortal Dodge
Skirmisher 10 Mortal Dodge, Footwork x5
Agility 3 Skirmisher, Footwork x3 (cumulative), Mortal Dodge (cumulative)
Veteran Skirmisher 20 Skirmisher, Footwork x10, Mortal Dodge x5
Evasion 4 Veteran Skirmisher, Footwork x5 (cumulative), Mortal Dodge (cumulative)
Scoundrel
Scoundrel 20 Any Weapon Familiarity Skill or Unarmed or Weapon Master or the Racial Ability Claws
Seasoned Scoundrel 20 Scoundrel
Assassin Coup De Gras 4 Any Weapon Familiarity Skill or Unarmed or Weapon Master or the Racial Ability Claws
Staggering Blow 3 Coup De Gras
Waylay 3 Staggering Blow (Cumulative)
Cripple 3 Coup De Gras
Assassin 20 Waylay x 3 or Cripple x4
Daylight Assassin 3 Assassin Poisoner 2 Assassin
Master Assassin 20 Assassin, Daylight Assassin x3 or Poisoner x3
Death Strike 7 Master Assassin, Waylay x3 (cumulative) or Cripple x4 (cumulative)
Catalyst Innate Talent 1
Reserve 3 Innate Talent
Grimault 5 Reserve x5
Identify 3 Reserve
Catalyst 5 Reserve x5, Identify
Savant Read Magic 1 Read/Write
<Spell School> 3 Innate Talent
Instiller 3 <Spell School>
Savant 10 <Spell School> x2, Reserve x15 <Spell School Specialization > 7 Savant, <Spell School>, must block two other schools (cumulative)
Reflect 7 Savant, Mortal Dodge x2(cumulative), Reserve x5 (cumulative)
Spell Blocking 4 Savant
Grand Savant 20 Savant, <Spell School Specialization>, Reserve x25
Incanter Illuminator 10 Reserve x10
Incanter 10 Reserve x25
Archon Incanter 20 Incanter, Reserve x50
Warder
Warder 10 Reserve x5
Adept Warder 5 Warder
O racle Divination 5 Reserve x5
O racle 10 Divination
Augury 3 Oracle Omens 2 Augury (Cumulative)
Theurge Medium 2
Resurrection 5 Medium, Innate Talent
Theurge 10 Resurrection, Reserve x5
Physician First Aid 1
Bone Setter 5 First Aid
Physician 10 Bone Setter
Loremaster Read/Write 1
Teaching 1
Lore <specific> 2 None1
Loremaster 10 Lore x15
Cartographer 5 Loremaster, Read/Write Scribe 10 Loremaster, Read/Write, Teaching
Thief Escapology 3
Lock picking 3
Disguise 2
Metallurgist Armorer 3
Smith 3 Armorer
Master Smith 15 Smith x20
Field Armorer 5 Master Smith
Metallurgist 15 Master Smith, Smith x40
Philosopher Identify Alchemy 1
Alchemist 3 Identify Alchemy
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Master Alchemist 15 Alchemist x20
Philosopher 15 Master Alchemist, Alchemist x40 1 Usually Lore has no associated prerequisite skills; however lores that expand on other Skills do require the other Skill as a prerequisite.
See the Skill Description of Lore below.
Skill Descriptions The descriptions are categorized by Skill Category (Example: Defensive Skills, Magic Skills, etcetera) and presented in the following
format:
Skill Name: The Out of Game name for the Skill.
Description: A general summary of what the Skill does. This is not intended as a description of how or why the Effect works
In Game. System: The game mechanics for the Skill, describing how the Skill works Out of Game. These are the detailed rules describing
how the Skill works within the Legacies rules framework. Uses: The number of times per an Event that the Skill may be used. 1x per Purchase means that the character may use the
ability once over the course of an Event for each time they buy the skill. Constantly means the Skill is always in use, possibly
excepting certain conditions as stated in the System section of pertinent Skills. Whenever means the character may use the skill
as many times as they wish, but need to specify when they are using it. X <Pool> per Purchase means that for each purchase
that pool of Points (Body Points, Vala, Smith Production Points, Alchemist Production Points) increase by X. There are other
Skills that also increase these pools, but those Skills may only be purchased once and are usually designated as Cons tantly. NOTE: Any piece of information that needs to be specifically called out by the skill. Only Skills that have a detail that requires
specific attention will include a note.
Un-Enchantable: Certain skills cannot be enchanted into magic items and will be noted as such with Un-Enchatable. See the
description for the magic Ritual “Create Magic Item” for more information. Signature Call: The game call used to notify other players that the Skill is being used. All Signature Calls are considered Out
of Game, excepting those that are italicized and underlined, which are considered In Game. In Game Signature Calls actually
are said by the character rather than player, and any Effect In Game that would prevent the character from speaking would
prevent the use of these particular abilities.
Prerequisites: Any Skills that must be purchased prior to purchasing the given Skill. If (Cumulative) appears in this section
then the prerequisites must be met additionally for each subsequent purchase of the Skill (Example: Mortal Dodge has a
prerequisite of “Rush x3 (Cumulative)”. For two purchases of Mortal Dodge a character would need six purchases of Rush,
nine purchase per three Mortal Dodges, and so forth). Some Skills have multiple prerequisites. When the prerequisites are
joined with a coma then all of the prerequisites must be met; if they are joined with an “or” then one or the other prerequisite
must be met, but not both. If two skills have the same prerequisites, the same skill purchase may be used to fulfill both
prerequisites. Skill Cost: The number of Skill Points necessary to buy a single purchase of the Skill.
One Time Purchase: Characters do not gain additional benefit from having more than one purchase of any skill One Time
Purchase. For example, a character that has Soldier more than once only gets the bonus damage once regardless of the number
of purchases. This also holds true if they have both purchased the Skill and have a magic item that grants the Skill.
Weapon Familiarity Weapon Familiarity allows characters to wield various classes of melee and missile weapons in combat. Weapon Familiarity
skills are not explicit to the point of specifying distinct weapons, but rather categorize weapons by the amount of Base Damage
(damage unmodified by other Skills or Abilities) they do, and generally how much effort needs to go into wielding them (can it be easily
held in one hand, requires two hands, etcetera). The Physical Representation requirements for each Weapon Skill are discusse d in
“Chapter 7: Smith”.
Thrown Weapon Description: This skill allows a character to throw weapons and Artificer items in combat (provided that the Phys Reps have been
verified as safe for thrown combat), as well as Packet Delivered Alchemical Compounds. System: Weapons and Artificer Items thrown with this Skill deal a base damage according to what type of weapon they are, modified
as appropriate by other abilities. This skill is necessary to uses packet delivered Alchemical Compounds . Thrown artificer items deal 5
points of damage. Thrown Weapons deal damage according to what type of weapon they are (One handed, Two Handed). NOTE: Thrown Phys Reps have specific safety requirements more stringent than most weapon Phys Reps. All Phys Reps intended to
be used as a thrown weapon MUST be checked by the Head of Safety every month they are used.
Signature Call: “<Weapon Damage> + <Any Additional Damage Modifiers>”
Uses: Constantly Skill Cost: 1 SP Prerequisites: None
One Time Purchase
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One Handed Weapon Description: This Skill allows the character to wield weapons easily
held in one hand, such as a footman’s mace, hammer, short or long
sword, dagger, or Morningstar. System: One Handed (1H) weapons have a base damage of 5 and
require only one hand to use. This skill may still be used if one arm
is disabled or bound.
Signature Call: “5 + <Any Additional Damage Modifiers>”
Uses: Constantly Skill Cost: 4 SP Prerequisites: None
One Time Purchase
Two Handed Weapon Description: This Skill allows the character to wield larger weapons
that generally require two hands to use, such as a Zweihander sword,
long spear, maul or staff. System: Two Handed (2H) weapons have a base damage of 10 and
require both hands free to attack with, though both hands do not need
to be on the weapon constantly when attacking. If one arm is disabled
or bound, the player may not use this skill.
Signature Call: “10 + <Any Additional Damage Modifiers>”
Uses: Constantly Skill Cost: 6 SP Prerequisites: None
One Time Purchase
Launched Weapon Description: This Skill allows the character to wield bows,
crossbows, and other weapons that launch a projectile and require
some form of ammunition. System: Launched weapons have a base damage of 20. Depending on
the Phys Rep the weapon may or may not require both hands free to
attack with (example: Bows require both hands, hand crossbows can
easily be fired with a single hand). For Phys Reps that require two
hands to use, if one arm is disabled or bound, the player may not use
this skill with that Phys Rep until they regain the use of both arms. NOTE: Launched ammunition Phys Reps (bolts, arrows) have
specific safety requirements more stringent than most weapon Phys
Reps. All Phys Reps intended to be used as launched weapon
ammunition MUST be checked by the Head of Safety every month
they are used.
Signature Call: “20 + <Any Additional Damage Modifiers>”
Uses: Constantly Skill Cost: 5 SP Prerequisites: None
One Time Purchase
Determining Damage with a Weapon
Each time character attacks with a weapon they call a
certain amount of numeric damage (ex. “10” or “30”),
which is how much damage the target takes if successfully
struck by the weapon.
There are several components that go into the calculation of
damage. The first is the basic amount of damage each type
of weapon does. For example, a One Handed Weapon deals
5 damage, while a Two Handed Weapon deals 10.
On top of that a number of additional damage modifiers can
be applied to increase the damage. Certain Skills such as
Soldier and Veteran Duelist add an additional 5 damage to
the attack. Some Racial Abilities, Spells, and Special or
Magic Weapons can also all add additional damage. Unless
specifically stated in the description of the ability, all of
these modifiers stack with each other, simultaneously
increasing the amount of damage done.
As an example, a character that uses a sword wielded with
one hand (the One Handed Weapon Skill) they would call
“5” for damage. If they also had the skills Soldier and
Veteran Soldier, both of those Skills each add an additional
5 damage, so the character would call “15” for damage
instead. If the sword they were wielding was magically
enchanted to deal additional damage they would call “20”
when using that sword. Finally if they were under the
effects of the Spell Prowess, that also adds +5 Damage for a
limited Duration, and the character would call “25” while
the Prowess was in effect and they were using their magic
sword.
Certain Skills such as Wounding Blow add large amounts of
damage for a single attack. These large bonuses can only be
applied for one attack per purchase of the associated skill,
and during the attack the character should prepend the name
of the Skill in the Signature Call (Example: The above
character could call “Wounding Blow 75” each time they
used the Wounding Blow Skill)
Siege Weapon Description: This skill allows a character to use massive launched weapons such as ballista, catapults, and trebuchet.
System: Siege Weapons have a base damage of 30 and require both hands free to attack with, though both hands do not need to be on
the weapon constantly when attacking. If one arm is disabled or bound, the player may not use this skill. NOTE: Siege Weapon ammunition Phys Reps have specific safety requirements more stringent than most weapon Phys Reps. All Phys
Reps intended to be used as siege weapon ammunition MUST be checked by the Head of Safety every month they are used.
Signature Call: “30 + <Any Additional Damage Modifiers>”
Uses: Constantly
One Time Purchase
Skill Cost: 5 SP Prerequisites: None
Shield Description: This skill allows a character to wield a shield.
System: Shields negate any normal weapon delivered attack that strikes them (except for Spell Strike); however, Effects that target items
(Example: the skills Break , Destroy) will still affect shields. Additionally all other Effects, such as Magic, Alchemy, and Racial Abilities
still affect the character if blocked with a shield. Shields are larger than 18” in diameter, are able to be disarmed, and monopolize the
arm wielding the shield. Weapons that require both hands to wield may not be used with a shield.
Signature Call: N/A
Uses: Constantly
One Time Purchase
Skill Cost: 3 SP Prerequisites: None
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Buckler Description: This skill allows a character to wield a buckler.
System: Bucklers negate any normal weapon delivered attack that strikes them (except for Spell Strike); however, Effects that target
items (Example: the skills Break , Destroy) will still affect bucklers. Additionally all other Effects, such as Magic, Alchemy, and Racial
Abilities still affect the character if blocked with a buckler. Bucklers are shield-like barriers that are less than 18” in diameter and may
be strapped to the arm, preventing them from being disarmed by the Skill Disarm. Any weapon may be wielded by the same arm that
the buckler is attached to. Weapons that require both hands to wield may not be used with a shield, but may be used with a buckler.
Signature Call: N/A
Uses: Constantly
One Time Purchase
Skill Cost: 2 SP Prerequisites: None
Two Weapon Fighting Description: This skill is necessary for characters that wish to wield two weapons at once. It allows the character to wield any one
handed weapon in their off hand. System: The character may simultaneous wield two weapons, one in each hand, provided that each weapon only requires one hand to
wield. Characters may not fight with two weapons at once without this skill, even in instances where the second weapon is us ed
exclusively for blocking. When used in conjunction with the Buckler skill, the character may have a buckler strapped to each arm.
Signature Call: N/A
Uses: Constantly
One Time Purchase
Skill Cost: 3 SP Prerequisites: One Handed Weapon
Unarmed Fighting Unarmed fighting represents characters that are skilled at fisticuffs and other martial means of defeating an opponent. At
Legacies unarmed combat is represented with small boffer Phys Reps wielded in the hands .
Unarmed Description: This skill allows a character to fight with their hands (NOTE: Phys Reps are used to simulate this. Players may not strike
other Players with their hands or feet in combat) System: Unarmed attacks have a base damage of 0. To simulate unarmed combat the Player may use a Phys Rep with a striking surface
between 8” and 12” long in each hand to represent the character’s hands. The Phys Rep should be roughly the color of the character’s
skin (flesh colored for humans, white for Taelgranis, black for Endrani, red for Ogres, etc.). Like the Racial Ability Claws , the Hand
Phys Reps used for the Unarmed Skill can be destroyed by the Skills Break or Destroy, or the Spell Shatter. They also may not be used
with the Envenom Skill. Optionally a player may fight with an Unarmed Phys Rep in one hand and a One Handed weapon in the other.
The skill Two Weapon Fighting is not required if one or both weapons wielded are Unarmed Phys Reps. If a character has the Ritual
Enchantment Empowered Auroa or the Spell Empower active on their person they may optionally call “Magic” damage when attacking
with this Skill. If unarmed Hand Phys Reps are destroyed the ability to use the skill is lost until they are repaired by a Restoration sp ell. NOTE: While the Phys Reps used are intended to provide a safe striking surface for use of this Skill. For Touch Delivered Abilities
and other effects that specifically require the use of the hands (the Skills Juggling, Spell Blocking) the character must actually use their
hands rather than the Phys Reps.
Signature Call: “<Damage>”
Uses: Constantly
One Time Purchase
Skill Cost: 5 SP Prerequisites: None
Martial Artist Description: Characters with this skill are more able to deal damage with their unarmed attacks.
System: The character deals +5 damage with unarmed attacks. This damage is applies to all scenarios in which the character is fighting
unarmed, including damage “to Body”.
Signature Call: “<Damage>”
Uses: Constantly
One Time Purchase
Skill Cost: 10 SP Prerequisites: Unarmed
Soldier Soldier skills allow a character to consistently increase the amount of damage they deal with every attack.
Soldier Description: The character is versed in the basics of fighting and is able to consistently deal more damage in combat.
System: The character deals an additional +5 damage with all attacks, except for attacks done “to Body” (See Scoundrel or Assassin
Skills for details).
Signature Call: “<Weapon Damage> + 5 + <Any Additional Damage Modifiers>”
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Uses: Constantly
One Time Purchase
Skill Cost: 20 SP Prerequisites: Any Weapon Familiarity Skill or Unarmed or Weapon Master or the
Racial Ability Claws
Veteran Soldier Description: The character is more experienced at fighting and able to consistently deal further damage with each attack.
System: The character deals an additional +5 damage with all attacks, except for attacks done “ to Body” (See Scoundrel or Assassin
Skills for details). Additionally, if the character is wearing at least 100 Armor Points worth of Armor they gain an additional 25 Armor
Points.
Un-Enchantable: This Skill may not be enchanted in a Magic Item (see <CHAPTER ON RITUALS>)
Signature Call: “<Weapon Damage> + 5 + <Any Additional Damage Modifiers>”
Uses: Constantly
One Time Purchase
Skill Cost: 20 SP Prerequisites: Soldier
Weapon Master Weapon Masters Skills allow characters to deal significantly increased amount of damage in single brutal attacks using all
manner of weapons.
Wounding Blow Description: This skill allows a character to deal a moderate amount of damage with a single successful attack.
System: +50 damage for one strike. May not be used in conjunction with damage from other one time strikes (Ex. Vicious Blow) or
damage “to Body”, but may be used in conjunction with damage bonuses to all attacks (Ex. Grand Master, Veteran Duelist).
Signature Call: “Wounding Blow (50 + <Weapon Damage> + <Any Additional Damage Modifiers>)”
Uses: 1x per Purchase Skill Cost: 3 SP Prerequisites: Any Weapon Familiarity Skill or Unarmed or Weapon Master or the
Racial Ability Claws
Vicious Blow Description: This skill allows a character to deal an increased amount of damage with a single successful attack.
System: +100 damage for one strike. May not be used in conjunction with damage from other one time strikes (Ex. Wounding Blow)
or damage “to Body”, but may be used in conjunction with damage bonuses to all attacks (Ex. Soldier, Grand Master Duelist).
Signature Call: “Vicious Blow (100 + <Weapon Damage> + <Any Additional Damage Modifiers>)”
Uses: 1x per Purchase Skill Cost: 4 SP Prerequisites: Wounding Blow (cumulative)
Weapon Master Description: The character is skilled in fighting with different weapons.
System: The character gains the ability to use all Weapon Familiarity Skills (See the section “Weapon Familiarity” Above). If the player
had previously purchased any Weapon Familiarity Skills those Skills are removed from the Character Card and the Skill Points used to
buy those Skills may be used elsewhere
Signature Call: “<Weapon Damage> + <Any Additional Damage Modifiers>”
Uses: Constantly
One Time Purchase
Skill Cost: 15 SP Prerequisites: None
Lethal Blow Description: This skill allows a character to deal an overwhelming amount of damage with a single successful attack.
System: +200 damage for one strike. May not be used in conjunction with damage from other one time strikes (Ex. Vicious Blow) or
damage “to Body”, but may be used in conjunction with damage bonuses to all attacks (Ex. Soldier, Grand Master Duelist).
Signature Call: “Lethal Blow (200 + <Weapon Damage> + <Any Additional Damage Modifiers>)”
Uses: 1x per Purchase Skill Cost: 6 SP Prerequisites: Weapon Master, Vicious blow (cumulative)
Elite Weapon Master Description: The character is so well versed in fighting with different weapons that they are able to consistently deal more damage in
combat. System: The character deals an additional +5 damage with all attacks, except for attacks done “to Body” (See Scoundrel or Assassin
Skills for details).
Un-Enchantable: This Skill may not be enchanted in a Magic Item (see <CHAPTER ON RITUALS>)
Signature Call: “<Weapon Damage> + 5 + <Any Additional Damage Modifiers>”
Uses: Constantly
One Time Purchase
Skill Cost: 20 SP Prerequisites: Weapon Master, Lethal blow x4
Fatal Blow Description: This skill allows a character to deal a devastating amount of damage with a single successful attack.
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System: +500 damage for one strike. May not be used in conjunction with damage from other one time strikes (Ex. Vicious Blow) or
damage “to Body”, but may be used in conjunction with damage bonuses to all attacks (Ex. Soldier, Grand Master Duelist).
Signature Call: “Fatal Blow (500 + <Weapon Damage> + <Any Additional Damage Modifiers>)”
Uses: 1x per Purchase Skill Cost: 6 SP Prerequisites: Elite Weapon Master, Lethal blow x2 (cumulative)
Duelist Duelist Skills provide characters with techniques to control the flow of combat around them, avoiding and redirecting attacks,
disarming opponents, and breaking weapons and other items.
Mortal Parry Description: This skill allows a character to miraculously block one Melee Weapon attack that would have otherwise hit them or another
character nearby. System: This skill is an Avoidance Countermeasure against melee Weapon Delivered Attacks that are delivered within weapon’s reach
of the character using this ability. Any one attack delivered with a melee weapon (swords, maces, etc.), the Unarmed Skill, or the Claws
Racial Ability can be negated using this skill. The attack does not need to be targeting the character using this skill but does need to be
within weapon’s reach of that character. The player does not need to physically parry the attack to use this skill but rather this skill is
typically used to negate attacks that the player was unable to actually block themselves. In order to use this ability the defending
character must have a weapon, shield, or artificer item at least 8” in length, or a Phys Rep for a Claw or Fist, in their hand at the time of
the attack. They also must have the skill or ability corresponding to the use of that Phys Rep, and if applicable the item t ag corresponding
to the Phys Rep.
Signature Call: “Parry”
Uses: 1x per Purchase Skill Cost: 5 SP Prerequisites: Any Weapon Familiarity Skill or Unarmed or Weapon Master or the
Racial Ability Claws
Disarm Description: This skill allows a character to disarm an opponent
System: This strike must be successfully delivered to an object being held by an opponent, such as a weapon or shield, rather than
against the person of the opponent. When struck, the opponent must drop the object at least 6 feet away, in a direction of their choosing.
The opponent affected by Disarm may not go out of their way to choose a direction obviously in their favor. If the target is holding
several small items in one hand, for example multiple alchemy vials, and the hand is struck, all objects are disarmed. Only an applicable
Avoidance (Example: the skill Mortal Parry) or Redirection Countermeasure (Example: the Skill Riposte) or an Effect that binds the
object to the opponent’s hand may be used to counter this skill. Bucklers are immune to this strike.
Signature Call: “Disarm”
Uses: 1x per Purchase Skill Cost: 3 SP Prerequisites: Mortal Parry
Break Description: This skill allows a character to break a non-Master Crafted item with a successful strike.
System: This strike must be successfully delivered to a target object, s uch as a weapon, spell scroll, or
alchemical compound. The target item is destroyed, unless it is an item is considered Master Crafted.
Master Crafted items can only be destroyed by the skill Destroy.
If Break is successfully delivered to a non-Master Crafted item, the Item Tag corresponding to the item
should be ripped up by the owner and the Phys rep that was struck should not be used again until a new
item tag is procured. Master Crafted Items act as an Immunity Countermeasure to Break and the player
owning the targeted item should say “No Effect” when the item is struck to signify the lack of impact.
A player may defend non-Master Crafted Items with Avoidance (Example: the skill Mortal Parry) or
Redirection Countermeasures (Example: the Skill Riposte). Resistance Countermeasures cannot be
used to protect the item.
Signature Call: “Break”
Uses: 1x per Purchase Skill Cost: 3 SP Prerequisites: Mortal Parry
What are Master Crafted
Items?
Master Crafted Items are
items that can only be
produced with the Master
Smith or Metallurgist
Skills, or the Illuminator
Skill. For example: A
Ritual Scroll, which can
only be produced once a
character has Illuminator
or a Master Crafted
sword, which can only be
produced once a
character has Master
Smith
Duelist Description: This skill causes a character to become even more skilled when defending themselves, able to disarm or break the attacking
weapon in the process of avoiding a Melee Attack. System: When using the Skill Mortal Parry the character may now simultaneously apply either a use of the Skill Disarm or Break . The
character spends both a use of Mortal Parry and Disarm/Break from his card and calls “Finesse Disarm” or “Finesse Break” (as
appropriate) in place of the Sig Call for Mortal Parry. The duelist gains the benefit of the Mortal Parry avoidance countermeasure
against the attack, and the attacker is targeted with either a Disarm or a Break on the weapon use to attack the Duelist. The target of
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Finesse Disarm/Break may counter the effects of either the Break or Disarm as described in each skill description, but the duelist still
avoids the original attack that sparked the use of Finesse Disarm or Finesse Break.
Signature Call: “Finesse Disarm” or “Finesse Break”
Uses: Constantly
One Time Purchase
Skill Cost: 10 SP Prerequisites: Mortal Parry, Break x 3 or Disarm x3
Armor Breach Description: This skill allows a character, with a single strike, to completely damage the target’s armor.
System: To successfully use this skill the character must strike the target. The target has all of their Armor Points reduced to 0 but their
Resilience and Body Points remain unaffected. This may only be countered by Avoidance and Redirection Countermeasures.
Signature Call: “Armor Breach”
Uses: 1x per Purchase Skill Cost: 4 SP Prerequisites: Break (cumulative)
Riposte Description: The character is able to turn an enemy’s melee attack back upon them with this Skill.
System: This skill is a Redirection Countermeasure against a melee Weapon Delivered Attack . Any one attack delivered with a melee
weapon (swords, maces, etc.), the Unarmed Skill, or the Claws Racial Ability can be redirected back at the attacking character with this
Skill. When used, the original attacking character becomes the target of the effects o f the attack they attempted to deliver to the character
using this ability. The new target may use any applicable Countermeasure except for Redirection Countermeasures to counter the Effect.
In order to use this ability the defending character must have a weapon or artificer item at least 8” in length, or a Phys Rep for a Claw
or Fist in their hand at the time of the attack. They also must have the skill or ability corresponding to the use of that Phys Rep, and if
applicable the item tag corresponding to the Phys Rep.
Signature Call: “Riposte”
Uses: 1x per Purchase Skill Cost: 6 SP Prerequisites: Duelist, Disarm x2 (cumulative), Mortal Parry x2 (cumulative)
Grand Master Duelist Description: The character has become a master at facing down others in combat and is able to consistently deal more damage.
System: The character deals an additional +5 damage with all attacks, except for attacks done “ to Body” (See Scoundrel or Assassin
Skills for details). Un-Enchantable: This Skill may not be enchanted in a Magic Item (see <CHAPTER ON RITUALS>)
Signature Call: “<Weapon Damage> + 5 + <Any Additional Damage Modifiers>”
Uses: Constantly
One Time Purchase
Skill Cost: 20 SP Prerequisites: Duelist, Mortal Parry x5, Riposte x2 or Armor Breach x4
Dastardly Deed Description: This skill allows a character to redirect any one non-Ritual Effect that targets them onto another character.
System: When the character, or an item on the character’s person, is hit by any targeted Effect, with the exception of Rituals, they may
redirect the effect to another character. To do so they point with their weapon at any other legal target, including the character that
originally targeted them with the Effect, that is within weapon’s reach and recite the Signature Call and the name of th e Effect that hit
them. The target they designated now takes the effects of the redirected Effect instead of the original character. This is considered a
Redirection Countermeasure. This does not change the source of the Effect. The new target may use any applicable Countermeasure
except for Redirection Countermeasures to counter the Effect. In order to use this ability the defending character must have a weapon
or artificer item at least 8” in length, or a Phys Rep for a Claw or Fist in their hand at the time of the attack. They also must have the
skill or ability corresponding to the use of that Phys Rep, and if applicable the item tag corresponding to the Phys Rep.
This ability may not redirect the side effects of using another ability. For example, a character coming out of Last Stand may not use
Dastardly Deed to prevent going to Spirit. It may also not be used to redirect self-inflicted Effects such as drinking a Potion or
intentionally stabbing ones’ self.
Signature Call: “Dastardly Deed <Effect Name>”
Uses: 1x per Purchase Skill Cost: 8 SP Prerequisites: Grand Master Duelist, Riposte x2 (cumulative)
Destroy Description: This skill allows a character to break any item regardless of its durability with a successful strike.
System: This skill functions in the same manner as the skill Break except that it also destroys Master Crafted Items, including Ritually
Enchanted Magic Items. This strike must be successfully delivered to a target object, such as a weapon, spell scroll, or alchemical
compound. The target item is destroyed.
If Destroy is successfully delivered to an item, the Item Tag corresponding to the item should be ripped up by the owner and the Phys
rep that was struck should not be used again until a new item tag is procured. A player may defend against this strike with Avoidance
(Example: the skill Mortal Parry) or Redirection Countermeasures (Example: the Skill Riposte). Resistance Countermeasures cannot
be used to protect the item.
Signature Call: “Destroy”
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Uses: 1x per Purchase Skill Cost: 10 SP Prerequisites: Grand Master Duelist, Armor Breach x3 (cumulative)
Stalwart The Stalwart Skills grant characters the endurance and resolution to continue fighting through injury and stand firm against
enemies.
Toughness Description: With each purchase of this Skill the character is able to take more
damage without succumbing to wounds. System: For each purchase of Toughness the character’s maximum Body
Points are increased by 5.
Signature Call: N/A
Uses: 5 Body per Purchase Skill Cost: 3 SP Prerequisites: None
Shield Expertise Description: The character gains additional protection while using a shield.
System: While the character has a shield in hand they gain an additional 25
Armor points. If they set the shield down, the character is disarmed, or
otherwise no longer has the shield in hand they no longer gain the benefit of
25 Armor points and their current Armor Point total is appropriately lowered;
they may not fall below 0 Armor points.
Signature Call: N/A
Uses: Whenever
One Time Purchase
Skill Cost: 3 SP Prerequisites: Shield
Stalwart Description: The character is able to endure a significant amount of injury and
continue to stand. System: The character’s maximum Body Points are increased by 25 Body
Points.
Signature Call: N/A
Uses: Constantly
One Time Purchase
Skill Cost: 10 SP Prerequisites: Toughness x10
Maximum Body Point
All Player Characters (PCs) start with a 50
maximum Body Points, though it is common for
many Non Player Characters (NPCs) to have
fewer maximum Body Points. The maximum
Body Points represent the limit of damage they
can sustain without healing before they die.
This total is increased by 5 for each purchase of
the Skill Toughness the character has. A
character with 5 purchases of Toughness would
have 75 Body Points (the starting 50, plus an
additional 5 for each purchase of Toughness).
The Skills Stalwart and Veteran Stalwart further
increase the maximum Body Points by 25 and 50
respectively, though unlike Toughness characters
may not purchase these Skills multiple times for
further benefit. The afore mentioned character
with 75 Body would have 100 Maximum Body
Points after purchasing Stalwart, and the total
would increase further to 150 after purchasing
Veteran Stalwart. The maximum Body Points can
continue to increase with each additional purchase
of Toughness. Finally, certain Racial Abilities
also increase maximum Body Points.
Iron Grip Description: The character has an uncanny grip on their shield
System: When this Skill is used the character has an Immunity Countermeasure to attempts to disarm their shield for five minutes.
Each time their shield is hit with the Skill Disarm the player should say “No Effect”. The character is still able to voluntarily set down
their shield or shift their grip while this Skill is active, and may use this Skill before they have equipped their shield.
Signature Call: “Iron Grip”, “No Effect”
Uses: 1x per Purchase Skill Cost: 3 SP Prerequisites: Stalwart and Shield Expertise
Hardened Stalwart Description: The character has mastered the ability to endure injury while continuing to function. They are also able to recover from
injury quicker. System: The character’s maximum Body Points are increased by an additional 50 Body Points. They no longer suffe r any negatives
to the amount of damage they deal or the amount of Resilience they gain from footwork after having a limb set with the Bone Setter
Skill. Finally, the character heals an additional 25 Body Points every time they are successfully targeted with an Effect that restores
injured Body Points. Un-Enchantable: This Skill may not be enchanted in a Magic Item (see <CHAPTER ON RITUALS>)
Signature Call: N/A
Uses: Constantly
One Time Purchase
Skill Cost: 20 SP Prerequisites: Stalwart and Mortal Parry x5
Aegis Description: This character is able to absorb Spells that strike their shield.
System: When a Spell strikes the character’s shield they may use a purchase of this Skill as a Resistance Countermeasure against the
Spell, however when they do so they take 15 damage to body instead of taking the effects of the Spell. This damage cannot be mitigated
with Countermeasures, though it may be healed after affecting the character.
Signature Call: “Resist”
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Uses: 1x per Purchase Skill Cost: 3 SP Prerequisites: Hardened Stalwart, Iron Grip (cumulative)
Last Stand Description: This skill allows a character to perform a heroic effort to defend a spot of land, but with great cost to their self.
System: To use Last Stand the character must recite the Signature Call and plant a foot to signify the location that they are defending.
They additionally must roleplay a sense of being resolute. All Spells and Alchemy currently affecting the character are dispelled. While
they remain in Last Stand they are immune to Spells and Alchemy and have unlimited uses of the skill Mortal Parry. They are
additionally immune to Fatigue incurred from other abilities, and may use this ability while Fatigued to counteract the effec ts. Racial
Abilities will still affect the character, and the character may still use any of their own skills and abilities.
If the character ceases to act resolute or intentionally lifts their planted foot they cease to be in Last Stand. However they do not break
Last Stand if their foot moves because they were jostled, knocked down, or otherwise disturbed by play. At the moment the character
ceases to be in Last Stand they immediately die and go to Spirit (see “Chapter 3: Life and Death”).
Signature Call: “Last Stand”
Uses: 1x per Purchase Skill Cost: 10 SP Prerequisites: Hardened Stalwart, Mortal Parry x5 (cumulative)
Skirmisher Skirmishers Skills enable characters to use their own movement to avoid the brunt of some attacks and completely dodge
others.
Mortal Dodge Description: This skill allows the character to miraculously dodge one Spell, Alchemy, or Missile Weapon attack (example: Arrow,
thrown knife) that would otherwise hit them. System: This skill is an Avoidance Countermeasure that can be used to negate any one Packet or Touch Delivered Spell, including Spells
activated from Magic Items or the Monster Racial Ability Spell Effect. Additionally it can avoid Spells that target the character as a
result of the Skill Reflect. Alternatively Mortal Dodge may be used to avoid one Alchemy, or any one missile weapon attack.
A character must be fully cognizant and have full use of both of their legs to use Mortal Dodge. All Effects that inhibit the use of one’s
legs prevent the use of Mortal Dodge including the Spells Pin and Paralyze, having one or both legs physically bound, or having one or
both legs crippled by an In Game Effect. Mortal Dodge may still be used in abilities that require a character plant their foot, such as the
Skill Last Stand and Spells Blizzard and Lay of Hands.
Signature Call: “Dodge”
Uses: 1x per Purchase Skill Cost: 5 SP Prerequisites: None
Heroic Act Description: With this skill the character may redirect any one Effect that targeted another character onto themselves.
System: This ability is a Redirection Countermeasure that enables a character to redirect any Targeted Affect that has targeted another
character onto themselves at the time that it is delivered. The character using this skill must be within weapon's reach of the character
that originated the Effect or the original target of the Effect. The character using Heroic Act will take the full brunt of the Effect that
they have redirected, however, they may use Resistance and Immunity Countermeasures to neutralize the effects. The character may
redirect any targeted Effect except for Rituals.
This ability may not redirect the repercussions of other Effect use. For example, a character may not use Heroic Act to save another
character coming out of Last Stand from going to Spirit.
Signature Call: “Heroic Act”
Uses: 1x per Purchase Skill Cost: 5 SP Prerequisites: Mortal Dodge x2 (cumulative)
Juggling Description: This skill allows the character to swat Packet Delivered Alchemy or Missile Weapons harmlessly away with the palm of
their hand. System: This ability is an Avoidance Countermeasure to Packet Delivered Alchemy, and Missile Weapons. In Order to use this ability
the character blocks a Packet Delivered Alchemical Compound, or a thrown or launched Missile Weapon with the open palm of one
hand and states the Signature Call. Alternatively the character may catch the packet or weapon instead of blocking or deflecting it and
similarly avoid the effects when reciting the Signature Call, however they may only throw the caught item back if the item is a thrown
weapon and they have the appropriate skill.
Signature Call: “Block”
Uses: Constantly
One Time Purchase
Skill Cost: 5 SP Prerequisites: Mortal Dodge, Mortal Parry
Footwork Description: The character is adept at moving through combat and is able to avoid the brunt of most attacks.
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System: When the character activates this ability they gain 100 Resilience against attacks. In order to retain the Resilience gained from
this ability the character must constantly move about. If the character stands still, sits , lies down, or otherwise stops moving about they
lose any remaining Resilience gained from this ability. Additionally, incurring damage will deplete this Resilience.
After using Footwork the character must rest for a period of at least 30 seconds befo re they are able to utilize Footwork again. While
resting the character may only use Resistance and Immunity Countermeasure abilities. Actively using any other ability negates the
period of rest and the character will need to restart their period of rest before using Footwork again.
Characters may not use Footwork if they are wearing more than one layer of Soft Armor, or one layer of Light Chain or Mixed Armor
(See Chapter X for more information on Light Armor). Wearing multiple layers of any armor type, or a layer of Rigid armor prevents
the use of Footwork. Additionally all Effects that inhibit the use of one’s legs prevent the use of Footwork including the Spells Pin and
Paralyze, having one or both legs physically bound, or having one or both legs crippled by an In Game Effect.
Signature Call: “Footwork”
Uses: 1x per Purchase Skill Cost: 2 SP Prerequisites: Mortal Dodge
Skirmisher Description: The character is more practiced at sidestepping attacks and gains additional benefit from Footwork.
System: Every time the character uses the Skill Footwork they gain an additional +25 Resilience.
Signature Call: N/A
Uses: Constantly
One Time Purchase
Skill Cost: 10 SP Prerequisites: Mortal Dodge, Footwork x5
Agility Description: While using Footwork the character has a moment of agility that further allows them to avoid injury.
System: While the character is actively using Footwork they may use Agility to gain an additional +100 Resilience. This additional
Resilience remains until depleted by attacks or until the character has ceased that use of Footwork. Characters may only use one use of
Agility per use of footwork.
Signature Call: N/A
Uses: 1x per Purchase Skill Cost: 3 SP Prerequisites: Footwork x3 (cumulative), Mortal dodge (cumulative), Skirmisher
Veteran Skirmisher Description: The character is now a master at moving through battle while stepping around attacks.
System: Every time the character uses the Skill Footwork they gain an additional +25 Resilience. Additionally, they only need to rest
10 Seconds between uses of Footwork instead of 30. The character may also now wear a layer of Light Rigid Armor without being
inhibited from using Footwork however is still restricted to only a single layer of armor (See Chapter X for more information on Light
Armor). Un-Enchantable: This Skill may not be enchanted in a Magic Item (see <CHAPTER ON RITUALS>)
Signature Call: N/A
Uses: Constantly
One Time Purchase
Skill Cost: 20 SP Prerequisites: Skirmisher, Footwork x 10, Mortal Dodge x5
Evasion Description: The character gains an almost preternatural skill at dodging weapon attacks.
System: Each use of this ability acts as an Avoidance Countermeasure to any Weapon Delivered Attack , whether melee or missile
weapon. The character must have free use of both legs to use this ability. Having a leg crippled by an Effect, or bound by Spells in the
Confinement School or by physical restraint (Manacles, Rope, etc) prevent the use of this Skill.
Signature Call: “Evade”
Uses: 1x per Purchase Skill Cost: 4 SP Prerequisites: Veteran Skirmisher, Footwork x5 (cumulative), Mortal dodge
(cumulative)
Scoundrel Scoundrel Skills enable characters who have gotten the jump on their opponent to inflict damage that bypasses the victims
Resilience and Armor to directly injure the victim’s Body. To utilize the Scoundrel Skills the character must be attacking
from behind their target and the strike must hit the back of the target. For the purpose of determining what constitutes “be hind” the
attacker must have their torso past the target’s shoulders. Attacks while standing entirely behind the target or above the target while
they are lying face down would count, but reaching over the target’s shoulder from the front to hit the target in the back would not.
Scoundrel Description: The character has learned how to fight dirty, and is able to consistently deal more damage that bypasses armor when
attacking an opponent from behind.
System: The character deals an additional +5 damage “to Body”.
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NOTE: Some Skills that enhance damage, such as the Skill Soldier, do not enhance damage done “to Body” and should not be added
into the damage total when attacking a character “To Body”.
Signature Call: “<Weapon Damage> + 5 + <Any Additional Damage Modifiers> Body”
Uses: Constantly
One Time Purchase
Skill Cost: 20 SP Prerequisites: Any Weapon Familiarity Skill or Unarmed or Weapon Master or the
Racial Ability Claws
Seasoned Scoundrel Description: The character has further mastered the fine art of fighting dirty, and is able to cons istently deal more damage that bypasses
armor when attacking an opponent from behind.
System: The character deals an additional +5 damage “to Body”. Additionally the character may add damage “to Body” to any Assassin
Skills that they use, such as Cripple, Waylay, and Death Strike. For example, a character that normally would deal “15 to Body” would
be able to call “Staggering Blow 15 to Body” whenever they used the Skill Staggering Blow, allowing them to deal additional injury on
top of the normal effect of the Skill. Un-Enchantable: This Skill may not be enchanted in a Magic Item (see <CHAPTER ON RITUALS>)
NOTE: Some Skills that enhance damage, such as the Skill Soldier, do not enhance damage done “to Body” and should not be added
into the damage total when attacking a character “To Body”.
Signature Call: “<Weapon Damage> + 5 + <Any Additional Damage Modifiers> Body”
Uses: Constantly
One Time Purchase
Skill Cost: 20 SP Prerequisites: Scoundrel
Assassin Assassin Skills grant the character complex techniques that enable them to quickly render a victim helpless or outright dead.
Some Assassin Skills allow characters to leverage Alchemical poisons and some Potions to poison their weapons . To utilize
Assassin Skills the character must be attacking from behind their target and the strike must hit the back of the target. For the purpose
of determining what constitutes “behind” the attacker must have their torso past the target’s shoulders. Attacks while stand ing entirely
behind the target or above the target while they are lying face down would count, but reaching over the target’s shoulder from the front
to hit the target in the back would not.
Coup De Gras Description: This skill allows a character to delivering a finishing blow to an immobilized or incapacitated target.
System: A character may perform a Three Count Counted Action on another character to kill them using the Signature Call “Coup De
Gras One, Coup De Gras Two, Coup De Gras Three”. As with any Counted Action the target must either be willing or be incapacitated
or immobilized. Receiving a Coup De Gras will bring a character to the Dead stage, bypassing Bleeding to Death (see “Chapter 3: Life
and Death”). The character performing the Coup De Gras must pantomime finishing the target off, for example by pantomiming slitting
the target’s throat or stabbing them in the heart with a Boffer Weapon. This is an Instant Death Effect.
Instead of killing the target, a character may use this skill to cut off one of the target’s arms or legs with a Three Count Counted Action.
The target must similarly be incapacitated and the character using this skill must pantomime cutting off the limb. For more information
see “Destroying Body Parts” in “Chapter 3: Life and Death”.
Coup De Gras may not be used on parts of the body covered by an item with a corresponding Item Tag. For example, if the target has
a chain armor sleeve or a rigid Gorget protecting their neck the character with Coup De Gras may not cut off the arm or slit the target’s
throat without first removing or destroying the item.
Signature Call: “Coup De Gras One, Coup De Gras Two, Coup De Gras Three” or “Cutting Off Limb 1, Cutting Off Limb 2, Cutting
Off Limb 3”
Uses: Whenever
One Time Purchase
Skill Cost: 4 SP Prerequisites: Any Weapon Familiarity Skill or Unarmed or Weapon Master or the
Racial Ability Claws
Staggering Blow Description: The character is able to deliver a strike from behind that temporarily renders a target un able to fight back.
System: Staggering Blow is delivered by striking the target from behind with a weapon and reciting the Signature Call. When struck,
for one minute the target is unable to attack other characters with weapons or use Skill based Avoidance and Redirection
Countermeasures, though they may use Resistance and Immunity Countermeasures, the Skill Footwork , and actually block or dodge
attacks. They may not throw Alchemical compounds at other characters, though they may use Compounds on themself. They
additionally are unable to cast Spells, though may still use Spells stored via the Proxy and Program abilities from the Savant Skill or
stored in a Magic Item via the Ritual Create Magic Item and consume Potions. Any effect that restores Body cures the character of
Staggering Blow. Alternatively the effects of Staggering Blow wear off one minute after being struck.
Signature Call: “Stagger”
Uses: 1x per Purchase Skill Cost: 3 SP Prerequisites: Coup De Gras
Waylay Description: The character is able to deliver a strike from behind that renders the target unconscious.
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System: Waylay is delivered by striking the target from behind with a weapon and reciting the Signature Call. When struck, the target
is rendered Unconscious (see “Chapter 3: Life and Death” for specifics on Unconsciousness) however the character is not lowered to 0
Body Points. A character may be restored to consciousness by any of the criteria discussed in the description of Unconscious ness in
Chapter 3.
Signature Call: “Waylay”
Uses: 1x per Purchase Skill Cost: 3 SP Prerequisites: Staggering Blow (Cumulative)
Cripple Description: The character is able to deliver a strike from behind that cripples an arm or leg of a target.
System: When using this skill the character must successfully strike the target from behind. If the attack strikes a limb, that specific
limb is crippled. If the strikes hits the target’s torso, the target may choose which limb is crippled, though they must cho ose a healthy,
undamaged limb if they have one. The crippled limb may not be used until healed by an Effect that specifically restores limbs. A
character struck in the leg by this strike may only limp, hop or crawl. If both legs are crippled they may only crawl. If a character is
struck in the arm they may not use the arm.
Signature Call: “Cripple”
Uses: 1x per Purchase Skill Cost: 3 SP Prerequisites: Coup De Gras
Assassin Description: The character has learned how to exploit a distracted target, and is able to consistently deal more damage that bypasses
armor when attacking an opponent from behind. They are also able to poison a target when attacking. System: The character deals an additional +5 damage “to Body”. Additionally the character may now envenom their weapons to deliver
the effects of an Alchemy from the Poison Discipline or Potion from the Spell Schools Confinement, Corruption, or Tempest with their
next attack “To Body”. To envenom a weapon the character needs to have the Item Tag for the compound they wish to use as a p oison,
a Phys Rep for the compound in their hand (typically a red Packet or plastic chemistry vial) and perform a 10 Count Counted Action
(“applying one, applying two… applying ten – envenom”) to apply the compound to the weapon. Once applied the player should
destroy the compound’s Item Tag as it is considered consumed. On the next attack “To Body” with the envenomed weapon the cha racter
appends the Venom Suffix and Compound name to the Signature Call (see “Chapter 4: Warrior” for details), for example “10 Body
Venom Death Potion”. If the attack is successful and no Countermeasure is used to stop it, the target suffers the effects of both the
attack and the Compound. The target may use Resistance or Immunity Countermeasures to counteract the Compound if they are not
able to stop the attack. Players may optionally omit the numeric damage and simply call “Venom <Compound Name> however must
still either be attacking from behind or using the ability Daylight for the attack to be successful.
Typically when using envenom, one compound Item Tag may only be used to envenom a single weapon, however for Launched and
Siege Weapons one compound Item Tag may be used to envenom 3 pieces of ammunition at once allowing for three envenomed attacks
with a single compound rather than one. The character may envenom the weapons of other characters, though the other character s must
be able to deliver an attack “To Body” to reap the benefit.
There are limitations on which Alchemy and Potion compounds may be used to envenom a weapon; refer to the description of Venom
in “Chapter 4: Warrior” for details. A weapon may only be envenomed with one compound at a time; applying an additional compound
negates the previous compound and becomes active. NOTE: Some Skills that enhance damage, such as the Skill Soldier, do not enhance damage done “to Body” and should not be added
into the damage total when attacking a character “To Body”.
Signature Call: “<Weapon Damage> + 5 + <Any Additional Damage Modifiers> Body” or
“<Damage> to Body Venom <Compound Name>” Uses: Constantly
One Time Purchase
Skill Cost: 20 SP Prerequisites: Waylay x 3 or Cripple x4
Daylight Assassin Description: This skill allows the character to use one use of one Assassin Skill from any position rather than from behind the target.
System: Regardless of where the character is standing in relation to the target they may use an Assassin skill in conjunction with th is
skill against the target. This includes special attacks such as Cripple or Death Strike as well as normal attacks “To Body” and envenomed
attacks. The term Daylight is prepended to the Signature Call to designate to the target that the attack is effective even though it is not
being delivered from behind. For Example, “Daylight Death Strike” or “Daylight 10 to Body Venom Death Potion”.
Signature Call: “Daylight <Assassin Attack>”
Uses: 1x per Purchase Skill Cost: 3 SP Prerequisites: Assassin
Poisoner Description: This skill allows the character to determine which attack with an envenomed weapon delivers the poison.
System: When applying a compound with the Envenom ability of the Assassin Skill, the character expends a use of Poisoner. They can
now choose which attack “to Body” consumes the compound, rather than the compound being expended on the next attack “To Body”.
This allows a character to wear down the target’s defenses before delivering the poisoned attack or to reserve the attack for a specific
opponent rather than the next opponent they attack. Additionally, when using Poisoner the character may envenom the weapon instantly
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instead of with a 10 Count Counted Action, though they must still have the Item Tag for a Compound and must still have the Phys Rep
for the Compound in Hand.
Signature Call: “Poisoner” (when envenoming a weapon)
Uses: 1x per Purchase Skill Cost: 2 SP Prerequisites: Assassin
Master Assassin Description: The character is now a master at killing distracted targets, able to deal additional consistent damage when a ttacking a target
from behind. System: The character deals an additional +5 damage “Body”.
Un-Enchantable: This Skill may not be enchanted in a Magic Item (see <CHAPTER ON RITUALS>)
NOTE: Some Skills that enhance damage, such as the Skill Soldier, do not enhance damage done “to Body” and should not be added
into the damage total when attacking a character “To Body”.
Signature Call: “<Weapon Damage> + 5 + <Any Additional Damage Modifiers> Body”
Uses: Constantly
One Time Purchase
Skill Cost: 20 SP Prerequisites: Assassin, Daylight Assassin x3 or Poisoner x5
Death Strike Description: The character is able to deliver a strike from behind that instantly kills a target.
System: The character strikes the target from behind and says the Signature Call “Death Strike” to instantly kill the target. The target is
Dead and begins their count to become a Spirit, bypassing the Bleeding to Death stage (See “Chapter 3: Life and Death”). This is an
Instant Death Effect.
Signature Call: “Death Strike”
Uses: 1x per Purchase Skill Cost: 7 SP Prerequisites: Master Assassin, Waylay x3 (cumulative) or Cripple x4 (cumulative)
Catalyst Catalyst Skills grant characters Vala, a source that fuels supernatural abilities such as spell casting, resurrecting, divining, an d
performing rituals. Additionally the Catalyst Skills enable a character to sense Vala in other characters and enchanted into
items, transfer Vala to other characters, and utilize Grimault items to focus their Vala more effectively. The Skill Categories Savant,
Incanter, Warder, Oracle, and Theurge below further detail how Vala may be used.
Innate Talent Description: The character has inborn talent with Vala.
System: The character has an initial pool of 10 Vala to power various abilities, though this pool may be increased with other Skills and
Racial Abilities.
Signature Call: N/A
Uses: Constantly
One Time Purchase
Skill Cost: 1 SP Prerequisites: None
Reserve Description: The character has a larger reserve of Vala to draw on in order to fuel their mystic abilities.
System: For each purchase of this Skill the character’s pool of Vala are increased by 5.
Signature Call: N/A
Uses: 5 Vala per Purchase Skill Cost: 3 SP Prerequisites: Innate Talent
Grimault Description: The character is able to focus their Vala through a physical object attuned to their character in order to perform certain
tasks more efficiently.
System: A Grimault can be any hand held Master Crafted Item (See <Smith Section>) at least 8” in length (Example: Wizard Staff,
wand, tome, sword, religious figurine, etc.), that has been attuned to the character for use as a Grimault. The specific s of attuning an
item to a character as a Grimault is detailed in <Magic Section>. New characters with the Grimault skill may designate one of their
items as a Grimault during character creation.
While the character has their Grimault in hand they gain the following benefits:
When casting a Spell using Vala the character does not need to say the preamble as part of their Spell Call (See <Magic
Section>. For details on Spell Preambles). Spells cast from Spell Scrolls always require the preamble that is written on the
scroll Phys Rep regardless of whether the character using the scroll is also using a Grimault.
A character with the Savant Skill may Proxy a Spell into their Grimault for use later, effectively increasing the number of
Spells they may proxy on themselves from one to two utilizing a Grimault. They may not release the Spell stored in the
Grimault with Proxy during periods when they are not holding the Grimault. They may not use Proxy to store Spells in the
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Grimaults of other characters, nor may other characters make use of a stored Spell in the Savant’s Grimault. If the Savant d ies
and is Resurrected, the Spell stored in the Grimault is still available for use. See Savant later in this Chapter for more
information.
A character with the Incanter Skill expends 10% less Vala (rounding up) when holding their Grimault while performing a
Ritual. If other characters involved in the Ritual are als o contributing Vala to fuel the Ritual they do not get this discount
unless they too are using a Grimault. See <Ritual Section> for more details.
A character with the Incanter Skill, while participating in a Ritual may use their Grimault as a substitute for one of the
participants in the ritual provided they are holding their Grimault at the time. If they do so, and a Black Stone is drawn from
the Chance Bag for the Ritual, they suffer double the magnitude of ill effects. No more than one participant per Ritual may be
substituted in this fashion regardless of how many Incanters with Grimaults are involved in the Ritual. A character must
specific that they are using their Grimault in this fashion prior to the Chance Bag draw.
A character with the Warder Skill may expend 10 Vala retroactively to sustain a Ward around a Ritual that has been broken
either by an object crossing the Ward or physically breaking the circle of the Ward. See the Skill Warder and <Ritual Section>
for more details.
A character may only have one item attuned as a Grimault at a time. Attuning a new item will cause the old one to cease to function as
a Grimault.
Signature Call: N/A
Uses: Whenever
One Time Purchase
Skill Cost: 5 SP Prerequisites: Reserve x5
Identify Description: This skill allows a character to identify Magical and Ritual Effects on characters, places, and items.
System: The character must touch a character, building, or item and performs a Three Count Counted Action. When used on another
character at the end of the Counted Action, the player of the other character must tell the player using Identify what Spells and Ritual
Enchantments are currently active on them, as well as Spells stored on the character using the Program or Proxy abilities of the Savant
Skill. As a counted action, the Target Character must either be willing or immobilized otherwise they do not need to provide the
information. When used on an item, the player using Identify may examine the Item Tag for the item to see what Ritual Enchan tments
are currently on the item. When used on a building the character using the ability is aware In Game of what Ritual Enchantments are
on a building, as denoted by visible Out of Game symbols or notes.
Signature Call: “Identify 1, Identify 2, Identify 3”
Uses: Whenever
One Time Purchase
Skill Cost: 3 SP Prerequisites: Innate Talent or Read Magic
Catalyst Description: This skill allows a character to sense the magical potential of others, as well as transfer their own Vala into other charact ers.
System: With a Three Count Counted Action on a target character (“Sense Vala 1, Sense Vala 2, Sense Vala 3”), the Catalyst can
determine a rough proportion of Vala the target character has expended. The target character should respond with what fractio n of their
Vala, in increments of ¼, is remaining — full, ¾, ½. ¼, or less than ¼. If the character has no capability to access Vala at all, they
should respond with “no potential”. As a counted action, the Target Character must either be willing or immobilized otherwis e they do
not need to provide the information.
With an alternate Three Count Counted Action the character may transfer their own Vala to the target character (“Gift Vala 1, Gift Vala
2, Gift Vala 3”). The Vala is exchanged at the rate of 10 Vala from the Catalyst for every 5 Vala granted to the target. The Catalyst can
expend as many increments of 10 Vala as they would like in order to grant larger amounts of Vala to the target in a single transfer. As
a counted action, the Target Character must either be willing or immobilized in order to receive the Vala. If they are not, no transfer
occurs and the Catalyst does not expend their own Vala. A Catalyst may not be compelled by a Mind Altering Effect to transfer their
Vala unwillingly to other characters and should say “No Effect” should another character attempt to compel them in such a manner.
Characters may not have their Vala raised above their natural maximum Vala (their Vala total printed on their character card prior to
the expenditure of Vala to power abilities).
Signature Call: “Sense Vala 1, Sense Vala 2, Sense Vala 3” or “Gift Vala 1, Gift Vala 2, Gift Vala 3”
Uses: Constantly
One Time Purchase
Skill Cost: 5 SP Prerequisites: Reserve x5, Identify
Savant Savant Skills grant characters the ability to cast Magical Spells , create Magic Scrolls and Potions, and to augment their Spell
Casting with additional magical abilities . “Chapter X: Vala” detail Magic in the Legacies game world in greater depth, as well
as listing the Spells available.
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Read Magic Description: This Skill allows a character to cast Spells directly from Spell Scrolls.
System: The mechanics for casting and using Spell Scrolls is detailed in “Chapter X: Vala”.
Signature Call: “<Spell Scroll Incant>”
Uses: Whenever
One Time Purchase
Skill Cost: 1 SP Prerequisites: Read/Write
<Spell School> Description: Each purchase of this Skill grants the character familiarity with one of the seven schools of magic, as well as minor Spell
Casting ability.
System: For each purchase of this Skill the player specifies one of the seven schools of Magic. The schools are: Arcana, Confinement,
Corruption, Necromancy, Tempest, Valor, and Vitality. This is noted as, for example, Spell School: Corruption or Spell School: Valor.
See “Chapter x: Vala” for the list of Spells in each school, as well as details on how to cast spells . That character is now able to cast
Spells from that Spell School, provided that they have the appropriate amount of Vala available to power the Spells .
A character requires Vala (see the Skills Innate Ability and Vala above) in order to fuel the spells they cast from one of the Schools they
know, The costs range from 2 Vala to cast a Cantrip to 15 Vala to cast a Wyrd. For more information on the Vala costs and lev els of
spells available, see “Chapter X: Vala.”
Signature Call: N/A
Uses: Constantly Skill Cost: 3 SP Prerequisites: Innate Talent
Instiller Description: The character is able to expend Vala to create Spell Scrolls and Spell Potions.
System: Between events the player must use the character update form on the website (<link>) to notify Logistics of which Spell Scrolls
and Potions they would like to make. They may produce Scrolls and Potions for any Spell from a Spell School that they have access to
cast Spells from, and provided they have sufficient Vala. Each Spell Scroll or Potion that the character produces expends the same
amount of Vala as it would take for that character to cast the Spell. Characters that have <Spell School Specialization> will get the
same Vala discount making Scrolls and Potions from that School as they do casting Spells from that school. At the next event the play er
will receive Item Tags for each Potion and Scroll. They will also have expended the Vala used to make the Scrolls and Potion s for that
event, so will have less Vala to use for Spellcasting during the event. The player must play any character that produced Scrolls or
Potions for at least 8 hours during the event that they received the Item Tags for the Scrolls and Potions.
Signature Call: N/A
Uses: Whenever
One Time Purchase
Skill Cost: 3 SP Prerequisites: <Spell School>
Savant Description: The character is more versed at Spell Casting and is able to put one Spell on multiple targets at once in certain conditions,
or store a Spell for use later.
System: With this Skill the character is now able to:
Perform a Spell Sonnet. Two to six characters form a ring around the caster with their hands joined. The caster then sings or
recites a minimum of two lines that ends in a rhyme with the Spell’s Signature Call as the last phrase and touches one of the
characters in the circle. All of the characters in the circle (excluding the caster) receive the effects of the Spell. The spell
consumes twice as much Vala as it normally would to cas t regardless of how many people are involved. Targets of the Spell
Sonnet may attempt to resist the Spell as normal if they find themselves in a situation where they would want to .
Program a Spell. The Caster performs their Spell Call and appends “Program” to the end in order to cast a Programmed Spell
on a Target. When Cast the caster specifies a Spell as well as a specific condition, designated by a phrase up to 10 words in
length. When the condition is met, the target is affected by the designated Spell as if it were just Cast upon them at that
moment. When the conditions for Program are met the target should say the Sig Call “Program <Spell Name>” to signal the
Spell being triggered. Program consumes 8 Vala in additional to the Vala necessary to cast the Spell that was Programmed.
Proxy a Spell. A character may cast a Spell from a School they know in conjunction with Proxy by saying the Signature Call
“<Spell Call> Proxy” on themselves or on another character. Rather than the Spell taking immediate effect as it would
normally, the spell is stored on the target character for use at some point in the future. To use a stored Spell, the target character
says the Signature Call “Activate <Spell Name>” and may deliver the Spell via Packet or Touch as if they had just cast the
spell. When the Spell is activated it may not be interrupted as Spells cast normally are, however the process of storing the
spell on a character can be interrupted.
A character may have only one spell stored on them via Proxy at a time, though if the caster has a Grimault they may Proxy a
Spell in the Grimault as well (see Grimault above). If an attempt is made to store a second spell on them, the second spell is
stored and the first is lost. If a Character goes to Spirit with a spell stored on them via Proxy, the spell is lost. Proxy consumes
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4 Vala in additional to the Vala necessary to cast the Spell that was Proxied In the specific case of a caster casting Proxy into
their Grimault the Proxy ability consumes 8 Vala instead of 4.
All Spells used for Spell Sonnet, Proxy, and Program must be cast from Vala rather than from Spell Scrolls or Potions. NOTE: Characters may not have access to both Incanter and Savant Skills (or the Archon Incanter/Grand Savant equivalents) wheth er
they gain the Skills from their character card or stored in a Magic Item. Whichever Skill occurs first on the character card is the Skill
that functions while the other will not under any condition. Characters unable to use Savant are also unable to leverage any Skill that
requires Savant as a prerequisite.
Signature Call: “<Spell in a sonnet, song, or rhyme>” or “<Spell Call> Program” or “<Spell Call> Proxy”
Uses: Whenever
One Time Purchase
Skill Cost: 10 SP Prerequisites: <Spell School> x2, Reserve x15
<Spell School Specialization> Description: This Skill enables the character to be more proficient at casting Spells from a specific Spell School, at the expense of
ability in other Spell Schools.
System: For each purchase of this Skill the player specifies one of the seven schools of Magic that they have already purchased (ex.
Spell School: Corruption, Spell School: Valor) to become more proficient in. When casting Spells from this Spell School the character
pays a discounted Vala cost, listed in “Chapter x: Magic”, with the degree of discount increasing with the potency of the Spell.
When buying a Spell School Specialization the player must specify two other Schools that they cannot cast Spells out of using Vala.
The character may still access Spells in these schools via other means such as Potions and Scrolls, or Spells stored in Magic Items, but
they cannot cast the Spells using their own Vala. Spell School Specialization may be taken twice, with the second time requiring two
additional schools (for a total of four) from which the character is unable to cast. Characters may select Spell Schools that they have
not purchased as schools from which they are unable to cast.
Signature Call: N/A
Uses: Constantly Skill Cost: 7 SP Prerequisites: <Spell School> (cumulative), must also pick two spells schools they
can’t cast from (cumulative), Savant
Reflect Description: The character is able to turn an enemy’s Spell back upon them with this Skill.
System: This skill is a Redirection Countermeasure against any Spell successfully hitting the character. When used, the character that
Cast the Spell from either Spell Slots or a Spell Scroll, or who activated the Spell via the Proxy Ability (See the Skill Savant) or from a
Magic Item becomes the target of the Spell. The new target may use any applicable Countermeasure except for Redirection
Countermeasures to counter the Effect.
Signature Call: “Reflect”
Uses: 1x per Purchase Skill Cost: 7 SP Prerequisites: Savant, Mortal Dodge x2 (cumulative), Reserve x5 (Cumualtive)
Spell Blocking Description: This Skill allows a character to block Spells with the palm of their hand.
System: This ability is an Avoidance Countermeasure to Packet Delivered Spell. In Order to use this ability the character blocks a Packet
Delivered Spell with the open palm of one hand and states the Signature Call. Alternatively the character may catch the packet and
similarly avoid the effects when reciting the Signature Call.
Signature Call: “Block”
Uses: Whenever
One Time Purchase
Skill Cost: 4 SP Prerequisites: Savant
Grand Savant Description: The character is an expert at casting certain Spell Schools, able to perform additional feats with minimal Vala expenditure.
System: This skill dramatically enhances the cost efficiency of using Savant abilities with Spells from Schools in which the character
has <Spell School Specialization>, and also conveys the ability to cast such spells in an uninterruptable way. For purposes o f the
following mechanics, the term “School-Specialized Spells” is used to indicate Spells from Schools in which the character has <Spell
School Specialization>.
When performing a Spell Sonnet to cast School-Specialized Spells, the character pays only the unaltered cost of the spell,
instead of double. Additionally, the character may use Spell Sonnet to Proxy or Program a School-Specialized Spell onto the
characters involved in the Spell Sonnet for the additional Vala cost of a single use of either ability .
To Program a School-Specialized Spell consumes 4 Vala in addition to the Vala necessary to cast the Spell that was
Programmed, rather than 8 Vala.
To Proxy a School-Specialized Spell consumes 2 Vala in addition to the Vala necessary to cast the Spell that was Proxied
rather than 4 Vala. If the Caster wishes to Proxy a School-Specialized Spell into their Grimault it now consumes 4 Vala
instead of 8.
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The Character may now Focus School-Specialized Spells by appending “Focus” to the end of the Spell Call. Doing so signifies
that the Spell being cast at that moment is immune to the rules of “Interrupting Spell Casting” (See <Magic Chapter>). Each
time the character focuses a Spell 5 Vala is consumed in additional to the Vala necessary to cast the Spell that was focused.
Un-Enchantable: This Skill may not be enchanted in a Magic Item (see <CHAPTER ON RITUALS>)
NOTE: Characters may not have access to both Incanter and Savant Skills (or the Archon Incanter/Grand Savant equivalents) whether
they gain the Skills from their character card or stored in a Magic Item. Whichever Skill occurs first on the character card is the Skill
that functions while the other will not under any condition.
Signature Call: “<Spell Call> Focus”
Uses: Whenever
One Time Purchase
Skill Cost: 20 SP Prerequisites: Savant, <Spell School Specialty>, Reserve x25
Incanter Incanter Skills grant characters the ability to perform high magic rituals that allow for either impressive instant effect or
sustained magical enchantments on a person, place, or item. The skills also allow characte rs to copy Ritual Scrolls, the
necessary component that in addition to Vala powers the high magic rituals.
Illuminator Description: The character is able to expend Vala to create Ritual Scrolls.
System: Between events the player must use the character update form on the website (<link>) to notify Logistics of which Ritual Scrolls
they would like to make. In order to produce a specific Ritual Scroll the character must have an existing copy of the Ritual Scroll to
copy from (though it may be borrowed from another character) and sufficient Vala to produce the Scroll. Each Scroll requires a different
amount of Vala to produce, with the values listed in <Ritual Section>. Characters cannot split the Vala expenditure between multiple
events to produce a Ritual Scroll, however multiple characters with this Skill may collaborate and jointly contribute the necessary Vala
to produce the Scroll in one event. Vala expended in this manner may not be used for other purposes and players must play an y character
that contributed Vala to produce a Ritual Scroll for at least 8 hours during the event that the Ritual Scroll is issued.
Signature Call: N/A
Uses: Whenever
One Time Purchase
Skill Cost: 10 SP Prerequisites: Reserve x15
Incanter Description: This Skill enables a character to perform basic high magic Rituals such as Scry and Spirit Link.
System: The character can perform Incanter Rituals as detailed in <Ritual Chapter>. Each Ritual requires a certain amount of Vala to
perform and with this Skill the character can provide that Vala from any willing participant in the Ritual, including themselves. NOTE: Characters may not have access to both Incanter and Savant Skills (or the Archon Incanter/Grand Savant equivalents) whether
they gain the Skills from their character card or stored in a Magic Item. Whichever Skill occurs first on the character card is the Skill
that functions while the other will not under any condition.
Signature Call: “<Ritual Incant>”
Uses: Whenever
One Time Purchase
Skill Cost: 10 SP Prerequisites: Reserve x25
Archon Incanter Description: This Skill enables a character to perform advanced high magic Rituals such as Sunder and Reincarnate. They are also able
to perform several rituals without resting. System: The character can perform Archon Rituals as detailed in <Ritual Chapter>. The character is now able to provide the Vala to
power the ritual from any living character within the Ritual Ward (see Warder below), regardless of whether they are willing or not.
They may also buy down Cool Down black stones that get added to the Chance Bag when doing more than one Ritual within a half hour
time frame. Each Cool Down black stone costs 10 Vala to negate. As with the Vala to power the ritual the cost can be split between
any participant or character within the Ritual Ward. Black stones incurred for other reasons may not be converted back to blue stones
in this manner. Un-Enchantable: This Skill may not be enchanted in a Magic Item (see <CHAPTER ON RITUALS>)
NOTE: Characters may not have access to both Incanter and Savant Skills (or the Archon Incanter/Grand Savant equivalents) whether
they gain the Skills from their character card or stored in a Magic Item. Whichever Skill occurs first on the character card is the Skill
that functions while the other will not under any condition.
Signature Call: “<Ritual Incant>”
Uses: Whenever
One Time Purchase
Skill Cost: 20 SP Prerequisites: Incanter, Reserve x50
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Warder Warding Skills enable a character to use Vala to magically protect the contents of containers and buildings, and to shield others
from high magic Rituals that have gone awry.
Warder Description: This Skill allows a character to perform each of the three wards.
System: The character is able to perform the following:
Ward Container: With a Thirty Count and an expenditure of 2 Vala the character is able to seal a container (Pouch, chest,
bottle.) so that it only opens when a unlock phrase designated by the Warder is spoken. The container must have a note placed
on it designating that it is under the effects of Ward Container, and the reverse side of the note should contain the unlock
phrase. Only one Ward Container may be placed on an item at a time – additional wards have no effect. The Warder may opt
to remove the ward at any point. The container may still be destroyed normally, and any effect that removes a confinement
spell will break the Ward.
Sanctuary a building. The character plants their foot within three feet of a doorway, expends 10 Vala, and chants repeatedly
"By my will and voice united, portals held and entrance barred. None may breach the sanctuary while I resolutely guard".
While they are maintaining the chant and position no character (including Spirits) may enter or leave the building or room that
the character has barred. If the character is standing at either one side or the other of an interior doorway then all entrance to
the room accessed by that doorway is prevented. If the character is standing at either one side or the other of an exterio r
doorway than all entrance to that building is prevented. The only means to negate a Sanctuary are the character dropping the
chant, moving their planted foot, or being under the effects of the Racial Ability Glamour. However they do not break the
Sanctuary if their foot moves because they were jostled, knocked down, or otherwise disturbed by play.
Perform a Ritual Ward. The specific details of a Ritual Ward can be found in the <CHAPTER ON RITUALS>. In addition
to phys rep requirements, Ritual Wards require the expenditure of 5 Vala to ward an Incanter Ritual, and 10 Vala to ward an
Archon Ritual. The Ritual Ward goes into effect and Vala is expended once the character says the signature call “Activate
Ritual Ward”. Once active, the Ward is unaffected if the Warder is the target of the Racial Ability Glamour but may be broken
via any of the conditions detailed in <CHAPTER ON RITUALS>. The character sustaining the Ritual Ward may not be a
participant in the Ritual being performed and must be outside of the Ward.
Signature Call: “Ward Container 1, 2 … 30 – Ward Container”, "By my will and voice united, portals held and entrance barred.
None may breach the sanctuary while I resolutely guard", “Activate Ritual Ward” Uses: Whenever
One Time Purchase
Skill Cost: 10 SP Prerequisites: Reserve x5
Adept Warder Description: The character is more versed in Warding.
System: The character may buy down Cool Down black stones that get added to the Chance Bag when doing more than one Ritual Ward
within a half hour time frame. Each Cool Down black stone costs 5 Vala to negate. Black stones incurred for other reasons may not be
converted back to blue stones in this manner.
Additionally, in conjunction with a Grimault, the character may sustain a Ritual Ward that has been broken. See Grimault above and
<CHAPTER ON RITUALS> for more details.
Un-Enchantable: This Skill may not be enchanted in a Magic Item (see <CHAPTER ON RITUALS>)
Signature Call: N/A
Uses: Whenever
One Time Purchase
Skill Cost: 5 SP Prerequisites: Warder
Oracle With the Oracle abilities the character is able to intuit events that have not yet occurred. These glimpses of the future are not
certain to happen, instead providing the most likely of many possibilities. Events further in the future or deeper into the Goblin
Wastes (or other chaotic areas) become increasingly less certain. These Skills may not be used to ask future tense questions in order to
gain insight into events of the past or present.
Divination Description: This Skill enables a character to get a brief glimpse of possible future events.
System: In order to use this ability the player must first get a Plot Ref as a witness and to adjudicate the use of the Skill. They then
roleplay a method of divination, with the appropriate Phys Reps as necessary (crystal ball, tarot cards, runes, etc.), expend 10 Vala, and
when done they inform the Plot ref of a future scene or setting that they are attempting to divine upon as well as the intent behind their
choice. For example, a player might tell the Plot Ref “I am trying to see the road between Fortnight and Port Blackwater over the next
week. My intent is to find when and where the highwayman will strike next”.
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The player will then draw from a Chance Bag. If the player has made no effort to represent the Divination performed (no roleplay or
Physical representation for the Divination) two blue stones will be replaced with black stones, and if they did represent the Divination
but put forth the minimum effort, one blue stone will be replaced with a black ston e. Players that do an exceptional job of representing
the Divination, either by great use of props to set the scene or copious research on their chosen Divination method Out of Ga me so that
their character really gives the illusion of divining may be rewarded at the Plot Ref’s discretion, either by having black stone replaced
with a blue stone if applicable or with more detailed results. Similarly if a Player has a Lore Skill appropriate to what they are divining
on and expends a use, or has some sort of material item pertinent to the subject they are divining on (for example, the dagger of the
highwayman in the above example), the Plot Ref may reward the player appropriately.
If the player pulls a white or blue stone from the bag the Plot ref will answer the spirit of the question asked, typically with symbolism
appropriate for the divination method. The player will likely need to interpret the symbolism, however, if they pull the white stone the
Plot Ref may either be much more straightforward with the answer or provide many more details. A black stone will result in double
the Vala expenditure as well as an additional negative effect, subject to the discretion of the Plot Ref and with a severity determined by
the number of black stones. The Plot ref will never answer the question if the player pulled a black stone, whether to provide erroneous
information or otherwise.
If the player attempts to divine on a future scene that is dependent on the answer to the Divination to occur, or similar paradox, the Plot
ref will ask the player to divine on another scene. Similarly, if the player attempts to divine on a future event that is en tirely dependent
on a truly random factor, for example what the results of a pull from a Chance Bag will be, the Plot ref will ask the player to divine on
another scene. The answers that the Plot Ref provides are only possible future events, and the actions of players may cause them to not
come to pass.
Each use of Divination expends 10 Vala.
Signature Call: N/A
Uses: Whenever
One Time Purchase
Skill Cost: 5 SP Prerequisites: Vala x5
Oracle Description: This Skill enables the character to be more adept at divining multiple times in a short period of time.
System: The character may buy down Cool Down black stones that get added to the Chance Bag when doing more than one Divination
within a half hour time frame. Each Cool Down black stone costs 5 Vala to negate. Black stones incurred for other reasons may not
be converted back to blue stones in this manner. Un-Enchantable: This Skill may not be enchanted in a Magic Item (see <CHAPTER ON RITUALS>)
Signature Call: N/A
Uses: Whenever
One Time Purchase
Skill Cost: 10 SP Prerequisites: Divination
Augury Description: The character is able to intuit more information out of a Divination.
System: Immediately after receiving information from the Plot Referee for a Divination the player may ask an additional question to
clarify or expand on the information that they were given. The Plot Ref may respond with additional symbolic detail, but in doing so
should expand on the information the player was initially given. Players may use this ability multiple times in conjunction with a single
Divination, but each use consumes a purchase of this ability.
Signature Call: N/A
Uses: 1x per Purchase Skill Cost: 3 SP Prerequisites: Oracle
Omen Description: The character is able to see portends for the future in the everyday occurrences around them.
System: The character is able to see three Omens per purchase of this ability. To use an Omen the player goes to plot an relates
something they saw, heard, or smelled during the event that seemed noteworthy, for example two crows chasing a hawk through t he sky
or the sudden scent of lavender in the middle of winter. Plot will describe an event in the short term future (something within the next
3 months) to coincide with the noteworthy observation. The event can take place locally or distantly, and Plot may be as cry ptic or
specific as they feel is appropriate.
Optionally, Plot may put out Omen cards at various points throughout the environment. Omen cards are orange cards that say Omen
across the center, and optionally some identifier so that Plot knows which card the player found. When a Player with at leas t one use
of Omens finds the card they may take it to Plot and get a specific Omen. Plot will describe the event observed as well as its prophetic
implications. Only players that have at least one use of Omens available may take the card to plot, and as the cards are Out of Game,
other players should not direct a character with Omens to a card they had observed.
As with Divination, Omens are future events with varying degrees of likelihood. They may be altered or changed based on the actions
of the Players.
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Signature Call: N/A
Uses: 3 Omens per
Purchase
Skill Cost: 2 SP Prerequisites: Augury (Cumulative)
Theurge The Theurge Skills allow a character to see and hear Spirits, help reunite Spirits with their mortal bodies and restore them to
life, and at the most advanced skill form entirely new bodies for Spirits that have had their mortal body destroyed.
Medium Description: The character is able to see and hear Spirits.
System: By default characters cannot see or hear the Spirits of the dead around them. With Medium the character is the exception and
is able to see and hear Spirits as if they were living characters.
Signature Call: N/A
Uses: Constantly
One Time Purchase
Skill Cost: 2 SP Prerequisites: None
Resurrection Description: This Skill allows a character to Resurrect Spirits.
System: The system to Resurrect characters is detailed in <Section on life and death>. At the end of the Resurrection the character
using this ability to restore a Spirit to life expends 2 Vala (4 Vala if a black stone was drawn from the Chance Bag). This Skill does
not allow characters to perform a Splintered Resurrection (see <Section on life and death>).
Signature Call: N/A
Uses: Whenever
One Time Purchase
Skill Cost: 5 SP Prerequisites: Medium, Innate Talent
Theurge Description: This Skill empowers the character to be more skilled at performing Resurrections.
System: With Theurge a character can:
Perform a Splintered Resurrection. The system for Splintered Resurrection is detailed in <Section on life and death>. At the
end of a Spintered Resurrection the character using this ability to restore a Spirit to life expends 5 Vala (10 Vala if a black
stone was drawn from the Chance Bag).
Create a Resurrection Stone. Resurrection Stones are a necessary focus for all characters resurrecting a Spirit (see <Section
on life and death>). Between events the player must use the character update form on the website (<link>) to notify Logistics
that they wish to make one or more Resurrection Stones. Each Resurrection Stone expends 15 Vala to produce. Characters
cannot split the Vala expenditure between multiple events to produce a Resurrection Stone, however multiple characters with
this Skill may collaborate and jointly contribute the necessary Vala to produce the Stone in one event. Vala exp ended in this
manner may not be used for other purposes and players must play any character that contributed Vala to produce a Resurrection
Stone for at least 8 hours during the event that the Stone is issued.
The character may buy down Cool Down black stones that get added to the Chance Bag when doing more than one Resurrection
within a half hour time frame. Each Cool Down black stone costs 5 Vala to negate. Black stones incurred for other reasons
may not be converted back to blue stones in this manner.
The character is able to convey Second Sight to other characters. Second Sight allows other characters to see and hear Spirits
as if they have the Skill Medium. To convey Second Sight the Theurge has two options. First they can place their hand on the
recipient, say the Signature Call “Second Sight” and maintain hand contact, during the duration the character receives the
ability without the Theurge expending Vala. Alternately the Theurge may simply touch the recipient, say the signature call
“Sustained Second Sight”, and expend 2 Vala and the recipient gains the ability for 5 minutes regardless of hand contact. Un-Enchantable: This Skill may not be enchanted in a Magic Item (see <CHAPTER ON RITUALS>)
Signature Call: “Second Sight” or “Sustained Second Sight”
Uses: Whenever
One Time Purchase
Skill Cost: 10 SP Prerequisites: Resurrection, Reserve x5
Physician The Physician Skills enables a character to assess the health and wellbeing of other characters, performing emergency first
aid, set broken bones, and partially heal severe injuries.
First Aid Description: This Skill allows a character to assess the health of another character and stabilize the most severe trauma.
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System: With a Three Count Counted Action a character may determine if a character is uninjured, injured, Unconscious, Bleeding to
Death, or Dead. If the target character is injured they should respond with what fraction of their Body Points, in increments of ¼, are
remaining — ¾, ½. ¼ or less than ¼. A Sixty Count Counted Action may be used to bring an Unconscious character back to
consciousness or a character Bleeding to Death (-1 Body Point) to Unconscious (0 Body Points). Finally it may be used to wake up a
character knocked out by the Skill Waylay with a Sixty Count.
More details on the various states of injury can be found in “Chapter 3: Life and Death”.
Signature Call: “First Aid (Three Count or Sixty Count Counted Action)”
Uses: Whenever
One Time Purchase
Skill Cost: 1 SP Prerequisites: None
Bone Setter Description: This Skill enables a character to partially heal another character’s injured limbs.
System: With a Sixty Count Counted Action a character may heal an injured or crippled limb of another character. While performing
the Sixty Count the player must physically represent splinting the limb, though the specific physical representation is left to the player’s
discretion provided that it is obvious that the limb has been splinted. The limb is not considered restored until the splint phys rep is
applied, even if that takes longer than the Sixty Count. If the splinted limb is an arm, the injured character deals 5 less damage with
every weapon attack delivered by that arm. If the splinted limb is a leg the injured character gets 10 less resilience every time they use
the Skill Footwork. Additionally, the player of the injured character should walk with a limp. Whether arm or leg, the inju red character
is considered healed by the beginning of the next event and no longer suffers the penalties and no longer requires the splint. Additionally,
the penalties and need for splint are negated if the injured limb is healed fully through other means (for example, the Spell Restoration
or if the character is Resurrected)
If the Phys Rep for the splint falls off or is removed before the limb is healed the character loses the use of the limb until a character
with Bone Setter re-splints the injured limb or it is otherwise restored. If the limb is impacted by an effect that cripples the limb after it
has been splinted the limb is again useless and must be re-splinted or otherwise restored in order to be used again.
Limbs destroyed by Skills such as Cripple or the Spell Maim may be mitigated with this Skill. Additionally, if the character fights with
the Racial Ability Claws or the Skill Unarmed and had claws or fists destroy with an Effect, the use of this ability allows them to fight
with that claw or fist again. In this case the splint should be applied to the limb that was holding the destroyed claw or f ist. Limbs
completely cut off with the Skill Coup de Gras may not be mitigated with this Skill. NOTE: Players should take care when applying their splint Phys Rep. The Phys Rep should not be so loose so as to be at risk of fly ing
off in combat nor should it be so tight as to cut off circulation in the affected limb.
Signature Call: “Bone Setter (Sixty Count Counted Action)”
Uses: Whenever
One Time Purchase
Skill Cost: 5 SP Prerequisites: First Aid
Physician Description: This Skill allows a character to partially heal another character.
System: With a Sixty Count Counted Action a character may restore some Body Points to a severely injured character. Rather than
restoring a fixed amount of Body Points, this Skill heals a character that is injured to a current body total of 25. For example, if an
injured character only has 10 remaining Body Points, this skill will restore 15 Body Points so that they now have 25, while a character
with 20 remaining Body Points would receive only 5 Body Points from this Skill. This Skill may be used on characters that are at 0
Body Points and Unconscious or -1 Body Points and Bleeding to Death ( More details on the various states of injury can be found in
“Chapter 3: Life and Death”) and will restore them to consciousness when it heals them. A character must be below 25 Body for this
Skill to have an effect on them.
While performing the Sixty Count to heal the injured character the Physician should apply bandages or otherwise physically represent
binding wounds. The injured character is not healed until the Physical Representations are applied even if the Physician has finished
their Sixty Count. The character must keep the bandages on until they are fully healed with other abilities, or until the next event. If
the bandages fall off after being applied but before the character is fully healed, the character must reaffix them.
Injured characters with the Hardened Stalwart Skill do receive their bonus 25 Body Points granted by that Skill after Physician has been
used on them, bringing their healed maximum to 50 instead of 25, however they must still be below 25 Body Points initially for Physician
to heal them.
Signature Call: “Physician (Sixty Count Counted Action)”
Uses: Whenever
One Time Purchase
Skill Cost: 10 SP Prerequisites: Bone Setter
Loremaster The Loremaster Skills represent the knowledge a character has, enables them to teach Skills to others, and record knowledge
in books for use by anyone who can read.
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Read/Write Description: This Skill allows a character to read and write.
System: By default, characters are considered illiterate and are unable to read or write In Game. This skill allows the character to read
and write any language that the player can read or write Out of Game.
Signature Call: N/A
Uses: Constantly
One Time Purchase
Skill Cost: 1 SP Prerequisites: None
Teaching Description: This Skill allows a character to teach any skill on their character card to another character.
System: In order for a character to learn a new skill they must be taught it by a character that already has that skill. The character that
is doing the teaching must have the skill that they are teaching and the character learning the skill must have been taught t he prerequisite
skills necessary to purchase the taught skill prior to learning the new skill, however, they do not need to have purchased the prerequisite
Skills with Skill Points yet. They must roleplay trying to teach the skill to the other character(s), however, they may decide what that
entails. Some players are satisfied with a couple hours of roleplay while others mandate that the character learning the skill apprentice
to them and learn over the course of several months. When the teacher has decided that the other character has sufficiently learned a
skill they sign a 3x5” note card asserting that they have taught the other character the skill. The other character turns that note card in
to Logistics at the end of event and may then purchase the Skill with Skill Points at any point in the future (for more in formation see
the section “Character Advancement” below).
Players that wish their character to learn a skill without having it taught to them by another character may work out an arra ngement with
Plot.
Signature Call: N/A
Uses: Whenever
One Time Purchase
Skill Cost: 1 SP Prerequisites: None
Lore Description: This Skill allows a character to represent in depth knowledge on a particular subject matter.
System: For each purchase of the Lore Skill the player specifies a specific subject that the part icular purchase grants knowledge about.
Each purchase of Lore allows the player to ask three questions of Plot pertaining to the associated subject. The subject can be very
general, which allows for more situations where the Lore can be used, however, th e answers Plot provides will also be very general.
The subject can also be very specific, which restricts the number of situations the Lore is useful; however, the answers Plot provides
will be more detailed and specific as well. Players can choose any s ubject that they want; however, they must first get permission from
both Plot and the World/Character Referee prior to buying the Lore on that subject. Multiple purchases of Lore on the same subject
allow multiple questions on the same subject. Additionally, a character may use multiple purchases of Lore skills on related subjects in
unison to fine tune the specificity of the answer they get from Plot, expending a use of multiple Lores in a single effort. NOTE: Typically no prerequisite Skill is necessary for a Lore but a lore than expands or encompasses another Skill requires the character
to have the other Skill. For example, if a character wished to have “Lore: Alchemical Theory” they would first need to have the Skill
Master Alchemist as it would not make a great deal of sense for a character to be versed in theoretical alchemical applications without
first mastering current alchemical practices. Logistics will confirm whether a prerequisite Skill is necessary before a character purchases
a specific Lore.
Signature Call: N/A
Uses: 3x per Purchase Skill Cost: 2 SP Prerequisites: Usually None, see note for details
Lore Master Description: With this Skill the character is even more knowledgeable about each subject that they have a Lore for.
System: The player may now ask Plot five questions for each purchase of Lore that their character has, rather than three.
Un-Enchantable: This Skill may not be enchanted in a Magic Item (see <CHAPTER ON RITUALS>)
Signature Call: N/A
Uses: Constantly
One Time Purchase
Skill Cost: 10 SP Prerequisites: Lore x15
Cartographer Description: The character is able to make maps.
System: With each purchase of this Skill the character is able to make one map per event. Characters may either copy an existing map
that they have access to, or may work with Plot to explore and map a specific area In Game that their character has visited. To make a
map between events the player must use the character update form on the website (<link>) to notify Logistics. By default a new item
tag for a Standard Crafted map is issued however if a player wishes, they can provide a master crafted item tag (parchment, s ea chest,
etc) to draw the map on. Players must play any character that produced a map for at least 8 hours during the even t that the map is
issued.
Signature Call: N/A
Uses: 1x per Purchase Skill Cost: 5 SP Prerequisites: Loremaster, Read/Write
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Scribe Description: With this Skill the character is able to record their knowledge in books.
System: With each purchase of this Skill the character is able to make one Lore Book per event. Each Lore Book a character has allows
them to ask a Lore question based on the Lore recorded in the book. Lore Books can only be used once per event independent o f who
possesses it, but may be used by any character that possesses the book and the Skill Read/Write. To make a Lore Book between events
the player must use the character update form on the website (<link>) to notify Logistics of which of their Lores they wish to scribe
into a book. By default a new item tag for a Standard Crafted Lore Book is issued. If a player wishes, they can either provide a Master
Crafted Book Item Tag or an existing Lore Book item tag and have the Lore added to that tag. Players must play any characte r that
produced a Lore Book for at least 8 hours during the event that the Lore Book is issued.
In order to use a Lore Book there must be a Phys Rep (book, set of scrolls – something that historically was used to record information
for others) with some writings or drawings that are thematically appropriate to the Lore (for example, a book of Faery Tales to represent
a Lore on Faeries). The Characters Ref ([email protected]) can help give suggestions for thematically appropriate books if
a player wishes to purchase a premade book. Players are also free to write and assemble their own books.
Signature Call: N/A
Uses: 1x per Purchase Skill Cost: 10 SP Prerequisites: Loremaster, Read/Write, Teaching
Thief The Thief Skills allow a character to perform a variety of useful tricks that aid in a less than legal lifestyle, from gainin g entry
to locked buildings, to escaping from bonds once captured. Characters with a more traditional sense of property righ ts may also find
the Skills useful.
Lockpicking Description: This Skill enables a character to attempt to pick In Game locks.
System: A character with this skill and a set of Lock Picks (Physically Represented by a continuity tester) may attempt to pic k an IG
Lock. Locks are Physically Represented by a series of bends in a wire with a washer around the wire — to pick them the character
attempts to get the washer from one end of the wire to the other using the continuity tester. If the continuity teste r goes off, then the
attempt fails and the character must start over if they wish to continue trying. Locks and lock picks are discussed in detail in “Chapter
7: Smith”. Locks without appropriate Phys Reps may be picked with a Sixty Count.
Signature Call: N/A
Uses: Whenever
One Time Purchase
Skill Cost: 3 SP Prerequisites: None
Escapology Description: This Skill enables a character to slip various mundane bonds.
System: With a Sixty Count Counted Action the character may escape from bindings such as rope, manacles (in conjunction with the
skill Lock Picking, see the description of manacles in “Chapter 7: Smith”), Portcullis, and the Monster Racial Ability Entangle. Without
this skill a character may not free themselves from these bindings. This Skill has no effect on Spells or Alchemical Compounds that
restrict the movement of a character. This Skill may also be used to help other characters that lack this Skill escape, but simultaneous
uses of this Skill on the same character has no additional effect. NOTE: Players may not physically actually bind the movement of other players. Rope should only be loosely be wrapped around a
player’s wrists to signify tying them up, for example, and the player should be able to escape easily, even if their chara cter cannot.
Signature Call: “Sixty Count Counted Action”
Uses: Whenever
One Time Purchase
Skill Cost: 3 SP Prerequisites: None
Disguise Description: This skill allows a character to use makeup and prosthetics to disguise their self.
System: Once per purchase the player suitably changes the garb and appearance of their character to appear as a completely different
individual, and must further act as if they are another individual. The burden is on the player using disguise to convince o ther players
that they are a different character.
Characters must wear appropriate racial makeup for the race they are impersonating.
Characters must make a completely obvious change in garb (cloak, clothing, and accessories).
Characters must act out a personality to fit the new appearance.
Characters must disguise themselves as a different race, unless they have the makeup and/or prosthetics to (even Out of Game)
make themselves appear to be a different person of the same race.
After a character has disguised themselves as a particular race, all future disguises as that race will look like the persona used
the first time (unless the above criteria is also met).
The character must apply any disguise over his or her original racial requirements for their character. NOTE: A p layer does not have to
wear one color of make-up over another, but all exposed skin must be appropriately colored for the race the player is disguising as. A
Canid will have a very difficult time disguising their self as an Endrani.
Signature Call: N/A
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Uses: 1x per Purchase Skill Cost: 2 SP Prerequisites: None
Metallurgist The Metallurgist Skills allow a character to Smith and assemble a variety of items for use In Game. Smithed items include
Weapons, Armor, Artificer items ranging from chests to clothing, and Fine Mechanics such as locks and portcullis. These
Skills also allow a character to repair armor that was damaged in combat.
Armorer Description: The character is able to repair armor that is damage in combat.
System: With a Sixty Count the character is able to restore 50 Armor Points of damaged armor on themselves or on another character.
At the end of the Sixty Count the character should state how many Armor Points were restored. When restoring damaged Armor i t does
not matter whether the damaged armor is Standard or Master Crafted.
Signature Call: “Sixty Count Counted Action <Number of Armor Points Restored>”
Uses: Whenever
One Time Purchase
Skill Cost: 3 SP Prerequisites: None
Smith Description: The character is able to make Standard Crafted Smithed Items, such as Armor, Weapons, and Artificer Items.
System: With this Skill the character gains the ability to make any Standard Crafted Smithed Item, a list of which can be found in <Smith
Section>. Each purchase of this Skill grants 5 Smith Production Points that can be used towards making any quality Smithed item that
the character is capable of making. Between events the player must use the character update form on the website (<link>) to notify
Logistics of which items they would like to make. Each smithed item has a different production point cost that can be found in <Smith
Section>. Characters may split their production point expenditure between multiple events to produce a Smithed Item that they do not
have sufficient Production Points to complete in a single event, and multiple characters with Smith Production Points may collaborate
and jointly contribute the necessary Production to produce the item quicker. Players must play any character that contribute d Production
Points for at least 8 hours during the event that they contributed Production for.
Additionally, if the character has five or more purchases of Smith they are able to repair 100 Armor points each time they use the
Armorer Skill.
Signature Call: N/A
Uses: 5 Smith Points per
Purchase
Skill Cost: 3 SP Prerequisites: Armorer
Master Smith Description: The character is able to make Master Crafted Smithed items.
System: The character is able to spend Smith Production Points to make Master Crafted Items in addition to Standard Crafted Items.
Master Crafted Items can only be destroyed with the Duelist Skill Destroy. Additionally, when the character purchases this Skill they
gain an additional 50 Smith Production Points to use to produce Smithed goods. Finally, each time they use the Armorer Skill to reset
armor they are now able to repair 150 Armor Points.
Signature Call: N/A
Uses: Constantly
One Time Purchase
Skill Cost: 15 SP Prerequisites: Smith x20
Field Armorer Description: The character is able to more efficiently repair Armor with the Armorer Skill.
System: The character is able to repair armor with the Armorer Skill using a Thirty Count Counted Action instead of a Sixty Count
Counted Action.
Signature Call: “Thirty Count Counted Action <Number of Armor Points Restored>”
Uses: Whenever
One Time Purchase
Skill Cost: 3 SP Prerequisites: Master Smith
Metallurgist Description: The character is able to make Master Crafted Smithed items out of both Special Metals and Exotic Materials.
System: When purchased the character gains the ability to spend Smith Production Points to make Master Crafted Items out of Special
Metals (Silver, Iron, etc.) or out of Exotic Materials (Mithril, Adamantine, etc.) in addition to normal Master and Standard Crafted
Items. Items made out of Special Metals are able to injure monsters that are immune to normal weapons such as Werewolves who only
are vulnerable to Silver and Fae that are vulnerable to Iron. Items made out of Exotic Materials may also have properties in jure such
monsters. Weapons made out of Exotic Materials additionally gain +5 Damage with each attack and Armor made out of Exotic Materials
either gain extra armor points (Reinforced Armor), or the ability to be worn while using the Footwork Skill (Light Armor). Items made
out of Exotic Materials may not be Enchanted with Rituals. To make an item out of a Special Metal the character pays a modest flat
rate increase in production points over the normal Master Crafted Item Cost regardless of the type of item, and a steeper fla t rate cost
for Exotic Materials.
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Additionally, when the character purchases this Skill they gain an additional 50 Smith Production Points to use to produce Smithed
goods. Finally, each time they use the Armorer Skill to reset armor they are now able to repair 200 Armor Points. Un-Enchantable: This Skill may not be enchanted in a Magic Item (see <CHAPTER ON RITUALS>)
Signature Call: N/A
Uses: Constantly
One Time Purchase
Skill Cost: 15 SP Prerequisites: Master Smith, Smith x40
Philosopher Philosopher Skills enable characters to make a variety of fantastical Alchemical Compounds for use In Game. Alchemy is
broken up into three disciplines – Poisons, Reactives, and Medicinals – with a variety of compounds in each discipline. In
order to use Alchemy In Game a character needs the Identify Alchemy Skill, and for compounds that are delivered via Packet they
Thrown Weapon Skill is also necessary.
Identify Alchemy Description: This Skill grants the ability to identify and use Alchemical compounds.
System: The character can identify Alchemical Compounds with a Three Count Counted Action. Without this ability characters may
not differentiate between different Alchemy Item Tags. This skill further allows a character to perform a Three Count on ano ther
character or item and identify any Active Effects from Alchemy.
Signature Call: “Identify Alchemy 1, Identify Alchemy 2, Identify Alchemy 3”
Uses: Whenever
One Time Purchase
Skill Cost: 1 SP Prerequisites: None
Alchemist Description: The character is able to produce Alchemical Compounds.
System: With this Skill the character gains the ability to make any Alchemical Compound, a list of which can be found in <Alchemy
Section>. Each purchase of this Skill grants 5 Alchemy Production Points that can be used towards making any compound. Between
events the player must use the character update form on the website (<link>) to notify Logistics of which Compounds they would like
to make. Each Alchemical Compound item has a different production point cost that can be found in <Alchemy Section>. Characters
may split their production point expenditure between multiple events to produce an Alchemical Compound that they do not have
sufficient Production Points to complete in a single event, and multiple characters with Alchemical Production Points may collaborate
and jointly contribute the necessary Production to produce the compounds quicker. Players must play any character that contributed
Production Points for at least 8 hours during the event that they contributed Production for.
Signature Call: N/A
Uses: 5 Alchemy Points
per Purchase
Skill Cost: 3 SP Prerequisites: Identify Alchemy
Master Alchemist Description: The character is more proficient at producing Alchemy.
System: When the character purchases this Skill they gain an additional 50 Alchemical Production Points to use to produce Alchemical
Compounds.
Signature Call: N/A
Uses: Constantly
One Time Purchase
Skill Cost: 15 SP Prerequisites: Alchemist x20
Philosopher Description: The character is exceptionally skilled at producing Alchemy.
System: When the character purchases this Skill they gain an additional 50 Alchemical Production Points to use to produce Alchemical
Compounds. Additionally they are able to produce Alchemical Compounds in batches. For every 20 instances of a specific Alch emical
Compound the character produces in a single event, without assistance, they receive 25. For compounds that have variable effect
depending on how much production the character uses to make them (Aqua Vita, Krecian Fire), all 20 must be exactly the same. Un-Enchantable: This Skill may not be enchanted in a Magic Item (see <CHAPTER ON RITUALS>)
Signature Call: N/A
Uses: Constantly
One Time Purchase
Skill Cost: 15 SP Prerequisites: Master Alchemist, Alchemist x40
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Chapter 4: Life and Death To DO
Taking Damage There are a variety of offensive Abilities that may affect a character, from Spells and Alchemical Compounds to weapon attacks.
However the majority of these Abilities are meant to deliver specific short term Effects that do not actually damage the targe t, but rather
confer advantage to the attacker. For example, the Spell Pin is one of the most commonly used offensive Spells, yet rather than directly
hurting the target the Spell sticks one of the target’s feet in place preventing them from moving around. The actual Effects that leave
lasting harm on a character can be broken down into three simple categories: Effects that deal a numeric quantity of damage that is
subtracted from the character’s health, Effects that cripple or destroy an arm or leg and prevent the character from using th at limb, and
Effects that directly incapacitate or kill the character immediately.
Nuts and bolts:
Body and damage to body are the same as the current system.
Armor and damage to armor are the same. There is no longer a concept of lightly or heavily armored. All s trikes have an equal chance
of harming you if they hit you (Crippling and Mortal). Resetting armor is changed per the armorer skill description. Armor values are
simplified so are layering rules.
Resilience: Resilience is a new category for all effects (conveniently all are temporary) that enable you to soak more damage but is not
either body points or armor points (things like spell buffs or the +100 from wrath, +50 from pack sense etc). Resilience sta cks from all
different sources, but not from a same or like source. So you could use footwork (+50), wrath (+100) and an ally canid could use pack
sense on you (+50). While the duration of each effect is active you gain those points (+200 in the examples). If a conditio n prevents
you from using one of the sources of resilience (a maim spell breaks your legs and you loose your foot work bonus – not in a wrath but
just go with it) you that effect has ended so you loose those points. They come from a cumulative pool, so if you’d taken 100 points of
damage before you lost your foot work bonus you’d still have 50 points remaining from the remaining cumulative effects of wrath and
packsense.
Countermeasures:
Avoidance, Immunity, Resistance all as they are today. New type of countermeasure to cover several s kills that change the target
of an effect, the new type is called Redirect or Redirection. Skills that are redirect countermeasures are Heroic Act, Dastardly
Deed, Riposte and Reflect.
Option 1: Only one redirect cm can be used on any one effect.
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Chapter 6: Vala
When Vala is Exhausted Normally when a character has exhausted their Vala they are unable to fuel any abilities that require the expenditure of Vala , however
they have two options still available for them. First, another character with the Skill Catalyst may transfer their own Vala to the
exhausted character. For details, see the skill description of Catalyst in chapter x. If the character does not want to explore that option
or there are no characters with the Catalyst Skill, spare Vala, and a streak of generosity towards the exhausted character around, there is
a more costly option. A character may choose to burn their own vitality to regain Vala. For every 10 body they lower their Maximum
Body Total for the event they gain 5 Vala, effectively lowering the amount of damage the character can sustain that event. This sacrificed
body cannot be healed in any way during an event, but will be fully restored for the next event. Characters may not lower th emselves
below 10 Maximum Body, and a character cannot be compelled to expend Maximum Body in this fashion via any mechanism, including
Mind Altering Effects. Characters may not raise their Vala above their natural maximum Vala (their Vala total printed on their charact er
card prior to the expenditure of Vala to power abilities).
Specifically for Rituals, an Incanter can power the Ritual with Vala from any of the willing participants in the Ritual, and so can continue
to perform Rituals even if they have exhausted their own Vala. An Archon Incanter can also power a Ritual from any unwilling
participant that happens to be within the Ritual Ward. Willing or not, participants other than the Incanter providing Vala must have the
Vala available, and while they can voluntarily convert Body to Vala cannot be forced to do so.
Bonding a Grimault A Grimault is an object of specific significance to a character, something personal to which the character has been attuned both by
sentiment and by the application and investment of Vala. A Grimault begins as a Master Crafted item greater than 8” in at least one rigid
dimension. It may be a wand, a staff, a book, anything that is deeply meaningful and significant to the character and in some way
representative of their approach to magic.
The process of Attuning a Grimault is usually undertaken by the character attempting to forge the bond with the assistance of one or
more tutors, instructors, or colleagues who are familiar with the process. The characters involved in the Attunement may approach the
process in any number of ways entirely unique to their own ethos and worldview, and so rather that detail a specific series o f ritualized
behaviors which much be followed to the letter, there are simply guidelines for the roleplay involved.
The technical aspect of the Attunement is that 20 of Vala must be infused into the item in question by physically contacting it and
expending Vala off of one or more character cards. At least half of this Vala cost must be supplied by the person for whom the Grimault
is being attuned. The Vala does not all need to be Infused over the course of a single event and can be tracked over an exten ded period
of time. When Vala is infused into the item, participants should write the sum, current total inv ested, player and character names, and
approximate time on a 3x5 card, to be given to Logistics at the end of event. When the process is complete, Logistics will is sue a new
tag for the item identifying it as a Grimault and to whom it is Attuned.
The roleplaying aspect of Attunement is intended to focus on gaining particular insight and understanding of how magic works according
to the character involved. Working with peers or tutors, many different conceptualizations may come to light in this process. Some
might insist upon carrying the object at all times, day and night, during the Attunement, others might prefer to have it unde rgo some
kind of purification in a secret place and leave it there. Some versions of attunement may involve extensive meditations , others might
think it’s best to wash the object in goats blood and bury it in the breastbone of a fallen foe. These suggestions exist only to illustrate
that the process of Attuning a Grimault is a completely singular experience and one that will provide opportunity to gain insight into the
characters of each player involved.
Once complete, the Grimault provides a suite of unique benefits to the wielder, as described in detail in [Chapter 3: Skills]. While the
Grimault is held, a character may cast spells without using a preamble. A Savant with a Grimault may store a spell in it as a second
Proxy. An Incanter with a Grimault gets a Vala discount when performing Rituals and may substitute the Grimault for a Ritual
Participant. A Warder with a Grimault is able to sustsain a Ward that otherwise would be broken. Each of these is a potent advantage,
and the Grimault should be guarded carefully and kept close at hand at all times.
Attuning a new Grimault, for a character who already has one, will supplant the existing bond. During the attunement process, which
may happen over an extended period of time, the old Grimault continues to function normally. It is not until the final investment of Vala
that the old bond is severed and the new Grimault takes over.
During Character Creation if a character has the Grimault Skill they may specify one of the master crafted items that they are entering
play with as their Grimault. It is assumed that the character attuned their Grimault earlier in their history, and players s hould include
details of the attunement in their character histories.
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Spells The vala cost to cast
Spell Level
Vala Cost without <School Specialization>
Vala Cost with <School Specialization>
Cantrip 2 Vala 2 Vala
Charm 4 Vala 3 Vala
Weave 6 Vala 5 Vala
Wyld 10 Vala 8 Vala
Wyrd 15 Vala 10 Vala
Spell List The Seven Spell schools and their corresponding spells are:
Spell Level
Spell Name Spell Name Spell Name Spell Name
Arcana School Confinement School Corruption School Necromancy School
Cantrip Detect Control Pin Sickness Zombie
Charm Nullify Bind Shatter Spirit Tether
Weave Release Silence Maim Turning of the Dead
Wyld Fading Magic Paralyze Leech Dead’s Commandment
Wyrd Protection Suffocate Death Revenant
Spell Level
Spell Name Spell Name Spell Name
Tempest School Valor School Vitality School
Cantrip Frost Bolt Buffer Moment of Clarity
Charm Fireball Barrier Heal
Weave Blight Empower Restoration
Wyld Inferno Bastion Lay of Hands
Wyrd Blizzard Prowess Life
Spell Descriptions The descriptions are categorized by Spell Level and presented in the following format:
Spell name: The In Game name for the Spell.
Description: A general summary of what the Spell does.
System: The game mechanics for the Spell, describing how the Spell works Out of Game. These are the detailed rules
describing how the Spell works within the Legacies rules framework.
NOTE: Any piece of information that needs to be specifically called out by the Spell. Only Spells that have a detail that
requires specific attention will include a note. Spell Call: The game call used to Cast the Spell. The convention of using Italicized and Underline text is used to denote that
Spell Calls are considered In Game by the character. Details on Spell Calls can be found above. Spell Level: How Strong the Spell is. The Spell Level (Cantrip, Charm, Weave, Wyld, Wyrd) determines how much Vala is
consumed each time the character casts the Spell. The Vala Costs for each level are available at the beginning of this chapt er.
Duration: How long the Spell has effect once it has been Cast. Instant duration means that the effects of the ability resolve
the moment they are used. Signature Call: Certain Spells, once Cast, have a Signature call to designate when the Spell is activated or used. All Signature
Calls are considered Out of Game, excepting those that are italicized and underlined, which are considered In Game. In Game
Signature Calls actually are said by the character rather than player, and any Effect In Game that would prevent the characte r
from speaking would prevent the use of these particular abilities.
Arcana School Spells within the Arcana School deal with the protection from, detection, and manipulation of Magic.
Detect Control Description: This Spell detects whether the target is under the compulsion of a Mind Altering Effect.
System: When affected by this Spell the target must tell the caster whether they are under the effects of a Mind Altering Effect, as well as
which specific Mind Altering Effect they are under.
Spell Call: “<Preamble>, I Call Forth the Detect Control”
Spell Level: Cantrip Duration: Instant Signature Call: None
Nullify Description: This Spell makes the target temporarily resistant to other spells.
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System: The target may use this Spell as a Resistance Countermeasure against one other Spell that targets them, of their choosing, with
the exception of the Spell Fading Magic. This Spell only protects the target, not the target's possessions so it will not stop the Spell
Shatter or other Spells of that nature. It may be used to prevent Spells that affect the target’s claws should they have them, as claws are
considered part of their person (See the Racial Ability Claws). Nullify works against Spells regardless of their source, whether they be
cast from Vala, from a Spell Scroll, triggered by a Potion, or stored in a Magic Item.
Spell Call: “<Preamble>, I Call Forth the Nullify”
Spell Level: Charm Duration: Until Used Signature Call: “Resist”
Release Description: This Spell releases the target from all mundane and magical bindings.
System: The target is freed from the effects of the any Spell in the Confinement School (Pin, Bind, Silence, Paralyze, and Suffocate), the
Alchemical Compound Adhesion, and the Monster Racial Ability Entangle, as well as physical bindings such as rope or manacles.
NOTE: Players may not physically actually bind the movement of other players. Rope should only be loosely be wrapped around a
player’s wrists to signify tying them up, for example, and the player should be able to escape easily, even if their characte r cannot.
Spell Call: “<Preamble>, I Call Forth the Release”
Spell Level: Weave Duration: Instant Signature Call: None
Fading Magic Description: This Spell dispels all other magical spells on the target character or item.
System: All active Spells on the target are immediately cancelled. Barrier cannot be used to resist this Spell; however all other pertinent
Countermeasures such as Reflect (redirection), Annulment (resistance), or Mortal Dodge (avoidance) can be used to negate its impact.
Spell Call: “<Preamble>, I Call Forth the Fading Magic”
Spell Level: Wyld Duration: Instant Signature Call: None
Protection Description: This Spell grants the target protection that allows them to leave a hazardous situation.
System: The target of this Spell cannot be targeted by any Weapon Attack, Spell, Alchemy, or Skill for 5 Minutes , though they may be
targeted by Racial Abilities and Rituals. In order to reap the benefit of this Spell the target player must clasp their hands behind their
back to signify to other players that they are under Protection, however they are able to perform this action even if their arms are broken
or missing. The target must walk a minimum of 30 yards away from hostile situations; however they may pass through a hostile situation
if it is the only path that will allow them exit from the area. To stay in Protection, the target must keep their hands clasped behind their
back and they must keep moving continuously. The target may not move at any speed faster than a walk while under the effects of this
spell and if they are under the effects of a Pin or Paralyze spell, or are in some other way immobilized in one position this spell has no
effect. Characters may use Resistance and Immunity Countermeasures in Protection, however using Avoidance or Redirection
Countermeasures will drop them out of Protection as will performing any action that targets a character, including themselves.
Spell Call: “<Preamble>, I Call Forth the Protection”
Spell Level: Wyrd Duration: 5 Minutes Signature Call: None
Confinement School Spells in the Confinement School restrict the target’s ability to move and speak.
Pin Description: This Spell pins the target in place.
System: Pin will stick one of the target's feet to the ground (target's choice) for one minute, during which time t he specified foot cannot
move from that patch of ground. The target may still pivot, but may not otherwise move their foot. Both feet may not be pin ned at one
time by this spell. Characters may not use the Skills Footwork or Mortal Dodge while Pinned by this Spell.
Spell Call: “<Preamble>, I Call Forth the Pin”
Spell Level: Cantrip Duration: 1 Minute Signature Call: None
Bind Description: This Spell binds the target’s arms to their side.
System: The target must keep their arms and hands pressed agains t their side for one minute and may not use their arms or hands for any
action, including casting Spells, attacking or blocking with weapons, or using Packet Delivered Racial abilities.
Spell Call: “<Preamble>, I Call Forth the Bind”
Spell Level: Charm Duration: 1 Minute Signature Call: None
Silence Description: This Spell strips the target of the ability to speak.
System: The target of this Spell may not make any type of In Game vocal noise for 5 Minutes. The target is unable to speak, Cast Spells,
or use any ability whose Signature Call is In Game, as denoted by Italicized and Underline text. They may still use any ability whose
Signature call is Out of Game, such as attacking with weapons.
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Spell Call: “<Preamble>, I Call Forth the Silence”
Spell Level: Weave Duration: 5 Minutes Signature Call: None
Paralyze Description: This Spell immobilizes the target from the neck down.
System: The target may not move their limbs or torso for five minutes, though they may still move their head and speak. They a re
considered immobilized for the purpose of Counted Actions and may not perform any action that requires movement, including us ing
Avoidance and Redirection Countermeasures, Spell Casting, or gaining the benefit of the Skill Footwork .
Spell Call: “<Preamble>, I Call Forth the Paralyze”
Spell Level: Wyld Duration: 5 Minutes Signature Call: None
Suffocate Description: This Spell completely immobilizes the target and will eventually kill them.
System: The character may not move their limbs or torso, nor may they speak, for 5 minutes. As with the Spell Pin they are adhered to a
point on the ground and may not be moved. At the end of 5 minutes they die from complications to breathing, bypassing Bleeding to
Death (See <Section on character death>). Monsters that are Undead or Abiotic and do not breath are still restrained by this ability but
are freed rather than die at the expiration of this Spell. If this Spell is cancelled by some means before the 5 minutes exp ire (the Spells
Fading Magic or Release, the caster cancelling the Spell, etc.) the target does not die from this Spell.
Spell Call: “<Preamble>, I Call Forth the Suffocate”
Spell Level: Wyrd Duration: 5 Minutes Signature Call: None
Corruption School Spells in the Corruption School taint other characters and their items to harm them.
Sickness Description: This Spell makes the targeted temporarily too sick to attack other characters.
System: For one minute after being targeted by this spell the target is unable to attack other characters with weapons or use Skill based
Avoidance and Redirection Countermeasures, though they may use Resistance and Immunity Countermeasures, the Skill Footwork , and
actually block or dodge attacks. They may not throw Alchemical compounds at other characters, though th ey may use Compounds on
themself. They additionally are unable to cast Spells, though may still use Spells stored via the Proxy and Program abilities from the
Savant Skill or stored in a Magic Item via the Ritual Create Magic Item and consume Potions. Any effect that restores Body cures the
character of Sickness. Alternatively the effects of Sickness wear off one minute after being targeted.
Spell Call: “<Preamble>, I Call Forth the Sickness”
Spell Level: Cantrip Duration: 1 Minute Signature Call: None
Shatter Description: This Spell breaks an item.
System: A target Standard Crafted item is broken. Its Phys Rep may not be used and its Item Tag must be destroyed. Master Crafted
items are unaffected by this spell. If used against another character, the caster must specify an item on the character to be destroyed in
the Spell Call. NOTE: This Spell may not be stored in a Potion
Spell Call: “<Preamble>, I Call Forth the Shatter <Item>”
Spell Level: Charm Duration: Instant Signature Call: None
Maim Description: This Spell cripples two of the target’s limbs.
System: The target will have two limbs of their choice rendered unusable, however the target player has limbs already crippled, or sp linted
with the Bone Setter Skill they must give preference to crippling their healthy limbs. This Spell can be used multiple times to cripple all
of a target’s limbs. Targets with one or both of their legs crippled may not use the Skills Footwork or Mortal Dodge.
Spell Call: “<Preamble>, I Call Forth the Maim”
Spell Level: Weave Duration: Instant Signature Call: None
Leech Description: This Spell injures the target and heals the caster.
System: The target of this Spell takes 50 damage to body, bypassing Armor and Resilience. Regardless of whether this Spell succ essfully
hits a target, the caster heals 50 Body. This is considered a Damage Dealing Effect for the target and a Healing Effect for the Caster.
This Spell can be put in a Potion, but as the person drinking it is considered both the caster and target it will cancel itself out unless the
target is either immune to either Damage Dealing or Healing effects.
Spell Call: “<Preamble>, I Call Forth the Leech”
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Spell Level: Wyld Duration: Instant Signature Call: None
Death Description: This Spell immediately kills the target.
System: The target of this Spell immediately becomes Dead, bypassing Bleeding to Death (see “Chapter 3: Life and Death”). This is an
Instant Death Effect.
Spell Call: “<Preamble>, I Call Forth the Death”
Spell Level: Wyrd Duration: Instant Signature Call: None
Necromancy School Spells in the Necromancy School master the power of death to deliver effect. All effects in this school are considered
Necromantic Effects.
Zombie Description: This Spell raises a dead character as a Zombie.
System: When cast on the body of a character that is either Bleeding to Death or Dead (see “Chapter 3: Life and Death”) they rise as a
Zombie for 1 minute. The Zombie has 100 Body and attacks characters for 10 Damage an attack. The target is able to wield any weapon,
as well as fight with the Unarmed Skill and the Racial Ability Claws. They gain the Racial Abilities Undead and Mindless and will obey
all commands from the caster to the best of their ability. The Undead target will perform simple tasks to t he letter of the given instruction,
but are not capable of complex tasks that require any significant cognitive ability (Example: the caster may not command the Undead to
follow the commands of other characters). Once the character stops being a Zombie, e ither because the time expired or because they
were cut down, the character resumes their Bleeding to Death or Dead count where it was paused prior to being raised. Charac ters may
be raised as Zombies or Revenants multiple times before becoming a Spirit.
Spell Call: “<Preamble>, I Call Forth the Zombie”
Spell Level: Cantrip Duration: 1 Minute Signature Call: None
Spirit Tether Description: This Spell extends the time a character may be Dead before they become a Spirit.
System: Once affected by this spell, should the target become Dead (see “Chapter 3: Life and Death”) they will remain that way for ten
minutes prior to becoming a Spirit, rather than five. This Spell is considered used the moment the character becomes Dead, e ven if they
receive a Life Effect rather than becoming a Spirit. If put on a character that is already Dead the Spell will still extend the time the
character has before becoming a Spirit and is considered expended immediately.
Spell Call: “<Preamble>, I Call Forth the Spirit Tether”
Spell Level: Charm Duration: Until Used Signature Call: None
Turning of the Dead Description: This Spell allows the character to hold undead at bay.
System: The target character of this Spell must plant their foot (they may choose which one) and extend their arm, palm forward, toward
any one target Undead creature (a creature with the Monster Racial Ability Undead). So long as their palm is extended thus, that Undead
may neither approach nor target the affected character with Effects other than rituals, though they may attack targets near the affected
character. The affected character may move their palm to target a new Undead at any point, but they may only have one target Undead
at a time. When the affected character switches targets they must say the Signature Call “Turning of the Dead”. The affected character
may not Cast Spells while using this Spell, though they may cancel the Spell at any time by raising their planted foot.
This Spell expires either after five minutes or the character moves their planted foot under their own volition, whichever is first. However
they do not break this Spell if their foot moves because they were jostled, knocked down, or otherwise disturbed by play. The target is
able to raise and lower their hand without breaking the effect.
Spell Call: “<Preamble>, I Call Forth the Turning of the Dead”
Spell Level: Weave Duration: 5 Minutes Signature Call: “Turning of the Dead”
Deads’ Commandment Description: This Spell allows the caster to control the actions of an Undead.
System: This Spell has two different effects depending on whether it is used on a Mindless Undead like zombies or on a Sentient Undea d
like vampires.
With Mindless Undead, for five minutes the target Undead, who must have the Monster Racial Abilities Mindless and Undead,
must obey all of the commands of the caster that they are capable of. The Undead target will perform simple tasks to the let ter
of the given instruction, but are not capable of complex tasks that require any significant cognitive abilit y (Example: the caster
may not command the Undead to follow the commands of other characters).
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With Sentient Undead, for five minutes or until the command has been is completed, whichever is first, the target Undead will
obey the first command up to ten words that they are given, provided that they are able to. Sentient Undead are capable of
complex tasks, and will even obey commands that put them in direct danger.
This is considered a Mind Altering Effect.
Spell Call: “<Preamble>, I Call Forth the Deads’ Commandment”
Spell Level: Wyld Duration: 5 Minutes Signature Call: None
Revenant Description: This Spell raises a dead character as a Revenant.
System: When cast on the body of a character that is either Bleeding to Death or Dead (see “Chapter 3: Life and Death”) they rise as a
Revenant for 5 minutes. The Revenant has 300 Body and attacks characters for 30 Damage an attack. The target is able to wield any
weapon, as well as fight with the Unarmed Skill and the Racial Ability Claws. They gain the Racial Abilities Undead and Mindless and
will obey all commands from the caster to the best of their ability. The Undead target will perform simple tasks to the lett er of the given
instruction, but are not capable of complex tasks that require any significant cognitive ability (Example: the caster may not command the
Undead to follow the commands of other characters). Once the character stops being a Revenant, either because the time expire d or
because they were cut down, the character resumes their Bleeding to Death or Dead count where it was paused prior to being raised.
Characters may be raised as Zombies or Revenants multiple times before becoming a Spirit.
Spell Call: “<Preamble>, I Call Forth the Revenant”
Spell Level: Wyrd Duration: 5 Minutes Signature Call: None
Tempest School Spells in the Tempest School harness the power of the natural elements to deal damage to targets.
Frost Bolt Description: This Spell launches a bolt of ice at the target to injure them.
System: The target takes 20 Damage to Body, bypassing Armor and Resilience. This is considered ice damage for the purposes of certain
Monster Racial Abilities such as Regeneration. This is considered a Damage Dealing Effect.
Spell Call: “<Preamble>, I Call Forth the Frost Bolt”
Spell Level: Cantrip Duration: Instant Signature Call: None
Fireball Description: This Spell launches a ball of fire at the target to injure them.
System: The target takes 50 Damage. This is considered fire damage for the purposes of certain Monster Racial Abilities such as
Regeneration. This is considered a Damage Dealing Effect.
Spell Call: “<Preamble>, I Call Forth the Fireball”
Spell Level: Charm Duration: Instant Signature Call: None
Blight Description: This Spell launches a lance of ice at the target to injure them.
System: The target takes 50 Damage to Body, bypassing Armor and Resilience. This is considered ice damage for the purposes of certain
Monster Racial Abilities such as Regeneration. This is considered a Damage Dealing Effect.
Spell Call: “<Preamble>, I Call Forth the Blight”
Spell Level: Weave Duration: Instant Signature Call: None
Inferno Description: This Spell launches a blast of fire at the target to injure them.
System: The target takes 200 Damage. This is considered fire damage for the purposes of certain Monster Racial Abilities such as
Regeneration. This is considered a Damage Dealing Effect.
Spell Call: “<Preamble>, I Call Forth the Inferno”
Spell Level: Wyld Duration: Instant Signature Call: None
Blizzard Description: This Spell launches a volley of ice at one or more targets to injure them.
System: The target plants their foot. While their foot remains planted they are able to throw up to 3 Blights at the targets of their choosing,
simply by saying the signature call “Blight” and either throwing a packet or touching a target . This Spell expires either after the third use
of Blight or the character moves their planted foot under their own volition. However they do not break this Spell if their foot moves
because they were jostled, knocked down, or otherwise disturbed by play
Spell Call: “<Preamble>, I Call Forth the Blizzard”
Spell Level: Wyrd Duration: Until Used Signature Call: “Blight”
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Valor School Spells in the Valor School strengthen characters in weapon combat, allowing them to deal and absorb more damage.
Buffer Description: This Spell makes the character more resistant to damage.
System: The character gains 50 Resilience that persists until it is consumed by damage. Repeated use of this Spell cannot raise the
Resilience gained by this Spell above 50, but it will raise any partially depleted Resilience from a previous Buffer Spell back up to 50.
Spell Call: “<Preamble>, I Call Forth the Buffer”
Spell Level: Cantrip Duration: Until Used Signature Call: None
Barrier Description: This Spell makes the target temporarily resistant to one weapon attack.
System: The target may use this Spell as a Resistance Countermeasure against one Weapon Delivered Attack of their choosing. This
Spell only protects the target, not the target's possessions so it will not stop Break , Disarm, Armor Breach or other attacks of that nature.
It may be used to prevent attacks against the target’s claws from the Racial Ability Claws or fists from the Skill Unarmed should they
have them, as claws and fists are considered part of their person.
Spell Call: “<Preamble>, I Call Forth the Barrier”
Spell Level: Charm Duration: Until Used Signature Call: “Resist”
Empower Description: This Spell allows the character to attack as if they are using a magic weapon.
System: All weapon delivered attacks (including attacks with the Racial Ability Claws or the Skill Unarmed) delivered by the target deal
Magic Damage for five minutes. This allows a target to injure monsters that are not otherwise injured by normal attacks. This Spell
affects a target character, not their weapons, so will persist even if the character switches weapons after initially being a ffected by this
Spell.
Spell Call: “<Preamble>, I Call Forth the Empower”
Spell Level: Weave Duration: 5 Minutes Signature Call: None
Bastion Description: This Spell makes the character resistant to multiple weapon delivered attacks.
System: The target character plants their foot in one place. While their foot remains planted in roughly in place they ma y resist up to
three weapon delivered attacks against their person of their choosing, as per the Spell Barrier. They may use this ability in addition to
the Barrier Spell. This Spell expires either after the third attack is resisted or the character moves their planted foot under their own
volition. However they do not break this Spell if their foot moves because they were jostled, knocked down, or otherwise dis turbed by
play.
Spell Call: “<Preamble>, I Call Forth the Bastion”
Spell Level: Wyld Duration: Until Used Signature Call: “Resist”
Prowess Description: This Spell causes the target to deal more damage in weapon combat.
System: The character gains +5 Damage with all weapons for Five minutes. This can be used to deal increased damage when attacking
from behind with the Assassin and Scoundrel Skills as well.
Spell Call: “<Preamble>, I Call Forth the Prowess”
Spell Level: Wyrd Duration: 5 Minutes Signature Call: None
Vitality School Spells in the Vitality School mend injured characters, and under the right circumstances can bring dead characters back to life.
Moment of Clarity Description: This Spell makes a character lucid temporarily.
System: All Mind Altering Effects on the target are suppressed for one minute, having no effect during that time. If an Effect would
normally expire during that time, it still expires. Any new Mind Altering Effects that target the character while under the effects of this
Spell take effect normally. Roleplay psychological and emotional maladies are also temporarily cured for the duration of this Spell, but
will resume once the duration expires.
Spell Call: “<Preamble>, I Call Forth the Moment of Clarity”
Spell Level: Cantrip Duration: 1 Minute Signature Call: None
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Heal Description: This Spell heals the target of moderate wounds.
System: The target heals 50 Body Points. This is considered a Healing Effect.
Spell Call: “<Preamble>, I Call Forth the Heal”
Spell Level: Charm Duration: Instant Signature Call: None
Restoration Description: This Spell heals damaged limbs.
System: The target has all damaged, missing, or crippled limbs restored to full function, though this Spell does not restore Body Points.
If a character with the Racial Ability Claws had their claws broken or a character with the Skill Unarmed had their fists broken this Spell
will also restore those.
Spell Call: “<Preamble>, I Call Forth the Restoration”
Spell Level: Weave Duration: Instant Signature Call: None
Lay of Hands Description: This spell empowers a character to deliver a series of potent healing effects.
System: The target plants their foot. While their foot remains planted they are able to heal 100 Body three times at the target(s) o f their
choosing, simply by saying the signature call “100 Body” and either throwing a packet or tou ching a target. This Spell expires either after
the third use of the healing magic or the character moves their planted foot under their own volition. However they do not b reak this
Spell if their foot moves because they were jostled, knocked down, or otherwise disturbed by play
Spell Call: “<Preamble>, I Call Forth the Lay of Hands”
Spell Level: Wyld Duration: Until Used Signature Call: “100 Body”
Life Description: This Spell completely heals the target, so long as they are not a Spirit.
System: The target is brought back to full health, with all Body Points healed and all crippled or destroyed limbs restored, even if the
target is Dead (see “Chapter 3: Life and Death”). This Spell has no effect if the target has already become a Spirit. This is considered
both a Life Effect and a Healing Effect.
Spell Call: “<Preamble>, I Call Forth the Life”
Spell Level: Wyrd Duration: Instant Signature Call: None
Rituals The general mechanics for rituals remain the same, with the following exceptions:
Rituals now require Vala to perform, which can be paid by any combination of participant in the ritual, and in the case of a
ritual performed by a character with the Archon Incanter Skill, can also be paid by unwilling parties that are within the Rit ual
Ward (Anchor Head)
We now call out necessary requirements for a ritual: The scroll, necessary vala, and some rituals have further requirements
defined in their description that MUST be met
If a requirement is not met, the ritual cannot succeed. Instead the two additional blue stones are converted to black, over and
above any other circumstances that turn blue stones black. If the character pulls a white stone no vala is expended and they
keep the scroll but nothing else happens, with a blue the ritual fails and vala and scroll are expended, and black is still really
bad for you
For white stones, instead of cooldown being negated vala is not expended. This is for ALL chance bag pulls, not just rituals ,
but given the incompleteness of there wasn’t a better place to call this out at the moment
For all chance bags, a black stone now also doubles the vala expenditure. If you don’t have the vala than maximum body is
burned to pay the price. Characters will go to spirit when reduced below the 10 body limit.
The specifics are still being worked out, but Safe Haven and Hallowed Ground will be allowed on outside areas that are
delineated with some boundary (like a cemetery)
Anchorhead has been renamed Ritual Ward. There are some tweaks to it, and it needs to be done by someone not participating in the
ritual, but largely remains similar to the previous incarnation in the current rules system.
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Ritual List The Rituals available to be performed are detailed below, as well as both the Vala cost to produce a Ritual Scroll using the Illuminator
Skill and the Vala Cost to perform the Ritual. The Rituals are split in two categories: Rituals that can be performed with the Incanter
Skill and Rituals that require the Archon Incanter Skill.
Ritual Name Vala to Perform Vala to Produce Scroll Ritual Name Vala to Perform Vala to Produce Scroll
Incanter Rituals Archon Incanter Rituals Arcane Mark 45 75 Break Ritual 65 175
Cloak vs. Spell 35 60 Create Greater Cursed item 60 200
Create Cursed item 50 100 Create Greater Magic Item 60 200
Create Magic Item 50 100 Deathly Incarnation 100 250 Empowered Aura 10 35 Imbue Wyld 60 170
Imbue Cantrip 15 50 Imbue Wyrd 85 230
Imbue Charm 25 80 Hallowed Ground 80 150
Imbue Weave 40 120 Permanence 80 200
Scry 10 35 Reincarnate 150 250
Spirit Link 35 100 Safe Haven 60 120
Summon 100 250
Sunder 150 350
Transmute Spirit 50 150
Ritual Descriptions The descriptions are categorized by Ritual Level and presented in the following format:
Ritual Name: The In Game name for the Ritual.
Description: A general summary of what the Ritual does.
System: The game mechanics for the Ritual, describing how the Ritual works Out of Game. These are the detailed rules
describing how the Ritual works within the Legacies rules framework. Required: Any required item or condition that must be met for the Ritual to succeed. Only Rituals that have some conditional
requirement include this section. NOTE: Any piece of information that needs to be specifically called out by the Ritual. Only Rituals that have a det ail that
requires specific attention will include a note.
Signature Call: Certain Rituals, once Cast, have a Signature call to designate when the Ritual is activated or used. All Signature
Calls are considered Out of Game, excepting those that are italicized and underlined, which are considered In Game. In Game
Signature Calls actually are said by the character rather than player, and any Effect In Game that would prevent the characte r
from speaking would prevent the use of these particular abilities. Enchantment: Whether the Ritual is considered an Enchantment for the purposes of the Ritual Permanence and whether it
consumes an Enchantment Slot (see above). Enchantments will be listed as whether they affect an item (the item must be
Master Crafted), a Place, a Person, or N/A to designate that it is not an Enchantment. Duration: How long the Ritual has effect once it has been performed. Instant duration means that the effects of the ability
resolve the moment they are used.
Vala to Perfom: The amount of Vala that must be expended from the combined participants of the Ritual in order to power it.
Vala to Make: The amount of Vala a character must expend when producing a new copy of the Ritual Scroll with the Skill
Illuminator.
Incanter Rituals Incanter Rituals are lower effect but still very potent Ritual Effects that are performed with the Incanter Skill.
Arcane Mark Description: This Ritual adds an additional Enchantment Slot to the target character.
System: When performed the Incanter specifies the target character as well as a specified tattoo on the character. The tattoo must be at
least 4 Sq. inches in area, with neither width nor height narrower than ½” and must be present on the target character using the Alchemical
Compound Indelible Ink prior to the Ritual being performed. A separate tattoo is necessary per instance of the Arcane Mark Ritual active
on the character. Each Arcane Mark increases the number of Enchantment Slots on the character by one, and a character may have no
more than two Arcane Marks.
Required: The target character must have a Tattoo created with the Alchemical Compound Indelible Ink meeting the criteria in the
description above. NOTE: While this ritual is considered an Enchantment for the purpose of the Rituals Permanence and Break Ritual it does not occupy
an Enchantment Slot itself. Signature Call: N/A
Duration: 6 Months Enchantment: Character Vala to Perform: 45 Vala to Produce Scroll: 75
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Cloak vs. Spell Description: This Ritual makes a target immune to a specified Spell.
System: When performed, the Incanter specifies the target character and a specific Spell. Until the Ritual expires, this Ritual acts as an
Immunity Countermeasure against the specified Spell for the target. Each time the target is hit by the specified Spell they should say “No
Effect” to signify that they are immune to the effects of the Spell. Characters may have multiple instances of Cloak versus Spell cast on
them to gain the benefits of immunity to multiple spells; however each instance of this ritual consumes an Enchantment Slot. Required: One of the participants in the Ritual must have the Spell School for the given Spell involved in the Ritual as one of their
purchased Skills on their character card. Signature Call: “No Effect”
Duration: 6 Months Enchantment: Character Vala to Perform: 35 Vala to Produce Scroll: 60
Create Cursed Item Description: This Ritual places a curse on the target item, enchanting it with a deleterious Effect .
System: This Ritual Enchantment curses a Master Crafted item with one of the negative effects listed below, chosen by the Incanter.
Only one curse may be imbued into the item each time this Ritual is performed, however this ritual may be performed multiple times on
the same item. Weaken Attacks – while a character possess the item they deal -5 damage with all attacks with Weapons, the Racial Ability
Claws, and the Skill Unarmed. Characters deal a minimum of 0 damage. This effect cannot be placed on an item multiple
times, but if a character has multiple items with this curse they suffer the cumulative effects.
Spell Susceptibility - The item prevents a character from defending against the designated spell in any way. They may not use
any Resistance or Immunity Countermeasures against the Spell, however they may use an Avoidance or Redirection
Countermeasure to avoid being hit by the Spell. The designated spell is specified by the Incanter and must be from the
Confinement, Corruption, or Tempest schools. One item may have multiple Spell Susceptibilities .
Required: A legal target item for enchanted must be present. For Spell Susceptibility, one of the participants in the Ritual must have the
Spell School for the given Spell involved in the Ritual as one of their purchased Skills on their character card. NOTE: While this ritual is considered an Enchantment for the purpose of the Rituals Permanence and Break Ritual it does not occupy
an Enchantment Slot itself.
Signature Call: N/A
Duration: 6 Months Enchantment: Item Vala to Perform: 50 Vala to Produce Scroll: 100
Create Magic Item Description: This Ritual creates a magic item, invested with power.
System: This Ritual Enchantment imbues a Master Crafted item with one of the Effects listed below, chosen by the Incanter. Items made
of Exotic Materials may not be Enchanted. Only one Effect may be imbued into the item each time this Ritual is performed however this
Ritual may be performed multiple times on the same item.
Ammunition for launched missile weapons, for example arrows, bolts, or siege engine ammunition may not be enchanted; instead the
enchantment goes on the launcher (bow, crossbow, siege weapon, etc.) and is conveyed to the projectile. Add Weapon Damage – The target weapon does an additional +5 damage. This enchantment benefits only the weapon it is cast
on; if a character is wielding a second weapon the benefit is not conveyed to both weapons. This enchantment can only be cas t
on weapons, and may only be placed on a given weapon once.
Add Skill Store - The item grants the user the ability to use the Skill stored in it. Each prerequisite for that Skill (as listed in
the skill cost chart in “Chapter 2: Character") must be imbued into the item first. A character involved in the Ritual (not
necessarily the Incanter) must have the Skill being imbued into the item. Some advanced Skills may not be enchanted into the
item and are marked with “Un-Enchantable” in their Skill Description. Required: A legal target item for enchanted must be present. If enchanting “Add Skill Store” one of the characters involved in the Ritual
must have the Skill being enchanted on their character card.
Signature Call: N/A
Duration: 6 Months Enchantment: Item Vala to Perform: 50 Vala to Produce Scroll: 100
Empowered Aura Description: This Ritual empowers a character to attack monsters as if their weapons, claws, or fists were enchanted magical weapon.
System: A character enchanted with this Ritual may append the damage suffix “Magic” to all attacks done by them with any weapons
they wield, as well as the Racial Ability Claws or the Skill Unarmed. This allows the character to injure monsters that would be otherwise
immune to their attacks. For more information see <Chapter on fighting>.
Signature Call: N/A
Duration: 6 Months Enchantment: Character Vala to Perform: 10 Vala to Produce Scroll: 35
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Imbue Cantrip Description: This Ritual empowers a magic item with a specified Cantrip Spell.
System: This Ritual Enchantment imbues a Master Crafted item with one of two Cantrip Spell Effects listed below, chosen by the Incanter.
Items made of Exotic Materials may not be Enchanted. Only one Effect may be imbued into the item each time this Ritual is performed
however this Ritual may be performed multiple times on the same item.
Ammunition for launched missile weapons, for example arrows, bolts, or siege engine ammunition may not be enchanted; instead the
enchantment goes on the launcher (bow, crossbow, siege weapon, etc.) and is conveyed to the projectile. Add Cantrip Spell Strike – Two times an event the target weapon may be used to convey the effects of the designated Cantrip
to a target, per the rules for Spell Strike in “Chapter 4: Warrior”. This enchantment can only be cast on weapons.
Add Cantrip Spell Effect - The item allows the wielder to use a designated Cantrip three times an event. To use the Cantrip
the wielder simply says "Activate <Spell name>". The designated Spell is chosen by the Incanter at the time the Ritual is ca st.
Required: A legal target item for enchanted must be present. One of the participants in the Ritual must have the Spell School for the
given Spell involved in the Ritual as one of their purchased Skills on their character card.
Signature Call: “Activate <Spell name>” or “<Weapon Attack> Spell Strike <Spell name>”
Duration: 6 Months Enchantment: Item Vala to Perform: 15 Vala to Produce Scroll: 50
Imbue Charm Description: This Ritual empowers a magic item with a specified Charm Spell.
System: This Ritual Enchantment imbues a Master Crafted item with one of two Charm Spell Effects listed below, chosen by the Incanter.
Items made of Exotic Materials may not be Enchanted. Only one Effect may be imbued into the item each time this Ritual is performed
however this Ritual may be performed multiple times on the same item.
Ammunition for launched missile weapons, for example arrows, bolts, or siege engine ammunition may not be enchanted; instead the
enchantment goes on the launcher (bow, crossbow, siege weapon, etc.) and is conveyed to the projectile. Add Charm Spell Strike – Two times an event the target weapon may be used to convey the effects of the designated Charm to
a target, per the rules for Spell Strike in “Chapter 4: Warrior”. This enchantment can only be cast on weapons.
Add Charm Spell Effect - The item allows the wielder to use a designated Charm three times an event. To use the Charm the
wielder simply says "Activate <Spell name>". The designated Spell is chosen by the Incanter at the time the Ritual is cast. Required: A legal target item for enchanted must be present. One of the participants in the Ritual must have the Spell School for the
given Spell involved in the Ritual as one of their purchased Skills on their character card.
Signature Call: “Activate <Spell name>” or “<Weapon Attack> Spell Strike <Spell name>”
Duration: 6 Months Enchantment: Item Vala to Perform: 25 Vala to Produce Scroll: 80
Imbue Weave Description: This Ritual empowers a magic item with a specified Weave Spell.
System: This Ritual Enchantment imbues a Master Crafted item with one of two Weave Spell Effects listed below, chosen by the Incanter.
Items made of Exotic Materials may not be Enchanted. Only one Effect may be imbued into the item each time this Ritual is performed
however this Ritual may be performed multiple times on the same item.
Ammunition for launched missile weapons, for example arrows, bolts, or siege engine ammunition may not be enchanted; instead the
enchantment goes on the launcher (bow, crossbow, siege weapon, etc.) and is conveyed to the projectile. Add Weave Spell Strike – Two times an event the target weapon may be used to convey the effects of the designated Weave to
a target, per the rules for Spell Strike in “Chapter 4: Warrior”. This enchantment can only be cast on weapons.
Add Weave Spell Effect - The item allows the wielder to use a designated Weave three times an event. To use the Weave the
wielder simply says "Activate <Spell name>". The designated Spell is chosen by the Incanter at the time the Ritual is cast. Required: A legal target item for enchanted must be present. One of the participants in the Ritual must have the Spell School for the
given Spell involved in the Ritual as one of their purchased Skills on their character card.
Signature Call: “Activate <Spell name>” or “<Weapon Attack> Spell Strike <Spell name>”
Duration: 6 Months Enchantment: Item Vala to Perform: 40 Vala to Produce Scroll: 120
Scry Description: This Ritual allows the Incanter to magically perceive information concerning a given subject or event.
System: Use of this Ritual allows the Incanter to ask three related questions of Plot, on a topic of the Incanter’s choice. Each question
may be about any topic from any time period, past, present, or future, with the provision that the three questions have a thr ead of
commonality shared between them. If Plot does not know or cannot obtain the answer to the Scry, the Incanter does not receive an answer
to the question; however at the Plot Ref’s prerogative they may allow the Incanter to substitute a different question. Plot has the
prerogative to question other players and receive truthful answers from them to determine the answer to a Scry. Questions ab out future
events will always receive only a possible answer, as the events are not predetermined. Questions concerning future events dependent
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on a truly random occurrence, for example a draw from a Chance Bag, do not need to be answered by the Plot Referee, though should
they choose they may enumerate some of the possible outcomes. Questions about topics in the far distant pa st, or geographically far into
chaotic lands such as the Goblin Wastes may receive fuzzy or incomplete answers, with the degree dependent on the distance.
Once the Ritual has been performed and the Incanter is asking questions of the Plot Ref other play ers may not provide input into which
questions to ask though they may discuss questions with the Incanter prior to the ritual being performed. Scry is the only Ritual in which
the Incanter may not see the color stone they draw from the Chance Bag. They s hould draw the stone and hand it to the Plot Ref without
looking at it.
Signature Call: N/A
Duration: Instant Enchantment: N/A Vala to Perform: 10 Vala to Produce Scroll: 35
Spirit Link Description: This Ritual binds an item to a character.
System: When performed, this Ritual will form a link between a specified Master Crafted Item and the first character to touch the item
with bare skin; items so bound cannot be further than 6 feet from the character it is bound to. If the item moves outside of 6 fee t it moves
towards the bound character until it is within the appropriate distance, unimpeded by barriers or walls. In order to fulfill this mechanic
the player of the bound character should either move the item or ask nearby players Out of Game to move it for them. If another player
currently has the item on their person they can either opt for their character to be pulled towards the bound character or th ey may gently
and safely toss the bound item Out of Game towards the character bound to the item. The item does not need to be passed directly to the
bound character but instead it can be put within the character’s physical vicinity so as to satisfy the distance requirements . Thrown
weapons or ammunition for launched weapons may not be targeted by this Ritual. Effects that knock items away from the character such
as the Skill Disarm remove the item to the maximum distance the item can freely travel under the effects of this Ritual.
Should the character bound to the item become a Spirit (see “Chapter 3: Life and Death”) the item will travel with the Spirit rather than
remain bound to the body of the character. When the character becomes a Spirit the item takes on the same ethereal propertie s as a Spirit,
unable to interact with, or be affected by the physical world, and remains in Spirit form until the character is Resurrected or Sunders.
Spirits may not wield a bound weapon against physical targets.
No other character using the item may reap the benefits of other Ritual Enchantments on the item, and must pass the item back to the
bound character should they stray more than 6 feet from the bound character. If the bound character Sunders the Spirit Link will then
bind the item to the next person who touches it with bare skin. The Spirit Link, cu rrent character bound to the item, and expiration date
will be noted on the Item Tag.
Required: A legal target item for enchanted must be present.
NOTE: While this ritual is considered an Enchantment for the purpose of the Rituals Permanence and Break Ritual it does not occupy
an Enchantment Slot itself.
Signature Call: N/A
Duration: 6 Months Enchantment: Item Vala to Perform: 35 Vala to Produce Scroll: 100
Archon Incanter Rituals Archon Incanter Rituals are the most potent effects in the game and are performed with the Archon Incanter Skill.
Break Ritual Description: This Ritual cancels an existing Ritual Enchantment.
System: When performed the Incanter specifies a character, item, or place, which must be in the same location as the Ritual being
performed (within the Ritual Ward if one is used), and a specific Ritual Enchantment on that character, item, or place. If successfully
performed, Break Ritual will nullify the specified Ritual Enchantment, removing it from the character, item, or place . If the desired
Enchantment is affected by the Ritual Permanence, a separate Break Ritual must be performed on the Permanence prior to the desired
Enchantment being broken.
Signature Call: N/A
Duration: Instant Enchantment: N/A Vala to Perform: 65 Vala to Produce Scroll: 175
Create Greater Cursed Item Description: This Ritual places a curse on the target item, enchanting it with a significant deleterious Effect.
System: This Ritual Enchantment curses a Master Crafted item with one of the negative effects listed below, chosen by the Incanter.
Only one curse may be imbued into the item each time this Ritual is performed, however this ritual may be performed multiple times on
the same item.
Weaken Attacks – while a character possesses the item they deal -10 damage with all attacks with Weapons, the Racial Ability
Claws, and the Skill Unarmed. Characters deal a minimum of 0 damage. This effect cannot be placed on an item multiple
times, but if a character has multiple items with this curse they suffer the cumulative effects.
Suppress Racial Ability - The item prevents a character from using any uses of one of their Racial Abilities, the character’s
choice. One item may have multiple instances of this curse to suppress multiple Racial Abilities. Once the suppressed Racial
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Ability has been selected, the character may not change which Racial is being suppressed unless they undergo a Transmute Spirit
Ritual.
Restricted Vala – A character in possession of one or more items with Restricted Vala expend twice the Vala any time an ability
consumes Vala, including Vala consumed as a participant in a Ritual. Having more than one item with Restricted Vala conveys
no additional penalty.
Damage Susceptibility – A character in possession of one or more items with Damage Susceptibility sustains double damage
every time they are affected by a Spell, Alchemy, or Attack that causes numeric damage (Example: The Spell Inferno would
deal 400 Damage instead of 200, an attack for 20 with a weapon would deal 40). Having more than one item with Damage
Susceptibility conveys no additional penalty.
NOTE: A legal target item for enchanted must be present. While this ritual is considered an Enchantment for the purpose of the Rituals
Permanence and Break Ritual it does not occupy an Enchantment Slot itself.
Signature Call: N/A
Duration: 6 Months Enchantment: Item Vala to Perform: 60 Vala to Produce Scroll: 200
Create Greater Magic Item Description: This Ritual creates a magic item, invested with significant power.
System: This Ritual Enchantment imbues a Master Crafted item with one of the Effects listed below, chosen by the Incanter. Items made
of Exotic Materials may not be Enchanted. Only one Effect may be imbued into the item each time this Ritual is performed however this
Ritual may be performed multiple times on the same item.
Ammunition for launched missile weapons, for example arrows, bolts, or siege engine ammunition may not be enchanted; instead the
enchantment goes on the launcher (bow, crossbow, siege weapon, etc.) and is conveyed to the projectile. Add Armor – The target piece of armor gains +50 Armor Points. This enchantment can only be cast on armor, and may only be
placed on a given piece of armor once. The piece of armor must be a full sleeve or larger.
Add Greater Skill Store - The item grants the user the ability to use two Skills stored in it. Two uses of the same Skill or two
different Skills may be added to the item. One Skill may be a prerequisite for the other, however ultimately both Skills need
their prerequisites in the item. A character involved in the Ritual (not necessarily the Incanter) must have the Skill being imbued
into the item. Some advanced Skills may not be enchanted into the item and are marked with “Un-Enchantable” in their Skill
Description.
Required: A legal target item for enchanted must be present. If enchanting “Add Greater Skill Store” one of the characters involved in
the Ritual must have the Skill being enchanted on their character card.
Signature Call: N/A
Duration: 6 Months Enchantment: Item Vala to Perform: 60 Vala to Produce Scroll: 200
Deathly Incarnation Description: This Ritual starts a character’s transformation into Undead.
System: The target character begins transformation into an Undead following the same progress ion as the Monster Racial Ability
Infection. The actual progression into an Undead and which Undead the character may turn into (Vampire, Lich, etc.) are only available
to characters with appropriate Lore Skills. If the Incanter has an appropriate Lore they may specify which Undead the target is turned
into, otherwise the Plot Referee will decide. While the progression mimics Infection the character does not actually have an Undead
Infection and may not be cured as if they did. Instead the only means to halt the transformation is a use of the Ritual Transmute Spirit
prior to the character fully becoming Undead.
Signature Call: N/A
Duration: Instant Enchantment: N/A Vala to Perform: 100 Vala to Produce Scroll: 250
Imbue Wyld Description: This Ritual empowers a magic item with a specified Wyld Spell.
System: This Ritual Enchantment imbues a Master Crafted item with one of two Wyld Spell Effects listed below, chosen by the Incanter.
Items made of Exotic Materials may not be Enchanted. Only one Effect may be imbued into the item each time this Ritual is performed
however this Ritual may be performed multiple times on the same item.
Ammunition for launched missile weapons, for example arrows, bolts, or siege engine ammunition may not be enchanted; instead the
enchantment goes on the launcher (bow, crossbow, siege weapon, etc.) and is conveyed to the projectile. Add Wyld Spell Strike – Two times an event the target weapon may be used to convey the effects of the designated Wyld to a
target, per the rules for Spell Strike in “Chapter 4: Warrior”. This enchantment can only be cast on weapons.
Add Wyld Spell Effect - The item allows the wielder to use a designated Wyld three times an event. To use the Wyld the
wielder simply says "Activate <Spell name>". The designated Spell is chosen by the Incanter at the time the Ritual is cast.
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Required: A legal target item for enchanted must be present. One of the participants in the Ritual must have the Spell School for the
given Spell involved in the Ritual as one of their purchased Skills on their character card.
Signature Call: “Activate <Spell name>” or “<Weapon Attack> Spell Strike <Spell name>”
Duration: 6 Months Enchantment: Item Vala to Perform: 60 Vala to Produce Scroll: 170
Imbue Wyrd Description: This Ritual empowers a magic item with a specified Wyrd Spell.
System: This Ritual Enchantment imbues a Master Crafted item with one of two Wyrd Spell Effects listed below, chosen by the Incanter.
Items made of Exotic Materials may not be Enchanted. Only one Effect may be imbued into the item each time this Ritual is performed
however this Ritual may be performed multiple times on the same item.
Ammunition for launched missile weapons, for example arrows, bolts, or siege engine ammunition may not be enchant ed; instead the
enchantment goes on the launcher (bow, crossbow, siege weapon, etc.) and is conveyed to the projectile. Add Wyrd Spell Strike – Two times an event the target weapon may be used to convey the effects of the designated Wyrd to a
target, per the rules for Spell Strike in “Chapter 4: Warrior”. This enchantment can only be cast on weapons.
Add Wyrd Spell Effect - The item allows the wielder to use a designated Wyrd three times an event. To use the Wyrd the
wielder simply says "Activate <Spell name>". The designated Spell is chosen by the Incanter at the time the Ritual is cast. Required: A legal target item for enchanted must be present. One of the participants in the Ritual must have the Spell School for the
given Spell involved in the Ritual as one of their purchased Skills on their character card.
Signature Call: “Activate <Spell name>” or “<Weapon Attack> Spell Strike <Spell name>”
Duration: 6 Months Enchantment: Item Vala to Perform: 85 Vala to Produce Scroll: 230
Hallowed Ground Description: This Ritual protects a specific place from either Undead or Spirits and Intangible Creatures.
System: This Ritual must be performed within the place that is going to be protected by it, with the place meeting the requirements in the
section “Enchanting Places” above (note, in the preview this section doesn’t yet exist). There are two variations of this Ritual: a version
to protect a place against Undead and a version to protect a place against spirits and intangible creatures. A place may have both versions
of this Ritual active at a time, however both must be performed separately and one instance does not extend the duration of t he other.
Additionally each instance requires separate uses of the ritual Permanence to extend.
Each variation of the Ritual has the following effects:
In the variation that protects against Undead this Ritual suppresses all Necromantic Effects within the affected room; none o f
the Abilities designated Necromantic Effects may be used within the room and all active Nec romantic Effects on characters
entering the room are cancelled when the character enters. Additionally no character with the Monster Racial Ability Undead
may enter the room. Undead who approach the edge of the room feel an uncontrollable compulsion not to enter the area. No
effect in game can override this compulsion. Undead may still swing a melee weapon into the area as well as use missile weapo ns,
Spells, Racial Abilities, and other abilities from outside of the area to target individuals within the roo m affected by this Ritual,
provided that none of the Abilities are Necromantic Effects.
In the variation that protects against Spirits and Intangible creatures no character with the Monster Racial Ability Intangible or
who are currently in Spirit form (see “Chapter3: Life and Death”) may enter the room. Affected characters who approach the
edge of the room feel an uncontrollable compulsion not to enter the area. No effect In Game can override this compulsion.
Affected characters may still swing a melee weapon into the area as well as use missile weapons, Spells, Racial Abilities, and
other abilities from outside of the area to target individuals within the room affected by this Ritual.
Once this Ritual is performed Logistics will issue an Enchantment Card to mark the place it is on to track duration and notify other
characters of the effects.
Signature Call: N/A
Duration: 6 Months Enchantment: Place Vala to Perform: 80 Vala to Produce Scroll: 150
Permanence Description: This Ritual extends the duration of a Ritual Enchantment indefinitely.
System: This ritual alters a Ritual Enchantment with a normally temporary duration into one with a permanent duration. The target of
the original Ritual in question (whether character, place or item) must be present when Permanence is cast and inside the Ritual Ward if
one is used. Upon successful completion of the Ritual the Plot Referee should note that the Ritual has been made permanent, either on
the Item Tag in the case of Enchantments on Items or on the Character Card for Enchantments on Characters or Location. The player
should show the note to the Head of Logistics at Sign Out at the end of Event so that either a new Item Tag denoting the permanent
duration can be issued or, in the case of Enchantments on a character, a note placed on the Character Card of the target.
One Permanence Ritual will affect all Ritual Enchantments currently on a single item at once however no additional Ritual Effects may
be added after an item is affected by Permanence. Conversely a separate Permanence Ritual must be used for every Enchantment on a
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character or place, however additional enchantments may still be placed on the character or place after Permanence is cast on them. These
new Rituals must have a separate Permanence performed on them if the player wishes to make the new rituals permanent.
While this ritual is considered an Enchantment for the purpose of the Ritual Break Ritual it does not occupy an Enchantment Slot itself.
That does not mean that the rituals that were made permanent by this ritual do not, themselves, take up an Enchantment Slot.
Signature Call: N/A
Duration: Permanent Enchantment: Character,
Place, Item
Vala to Perform: 80 Vala to Produce Scroll: 200
Reincarnate Description: This Ritual will bring a character that has Sundered (see “Chapter 3: Life and Death”) back to life.
System: This Ritual must be performed within one year, to the month (rather than day), of a character Sundering and leaving play.
Successfully performing the Ritual will bring the character back to life; however it removes two Permanent Resurrections from the
Reincarnated character. If this brings the character below zero Permanent Resurrections, they instantly Sunder again. In all other ways,
the character is returned to perfect health. Signature Call: N/A
Duration: Instant Enchantment: N/A Vala to Perform: 150 Vala to Produce Scroll: 250
Safe Haven Description: This Ritual protects a room from magical eavesdropping.
System: This Ritual must be performed within the place that is going to be protected by it, with the place meeting the requirements in the
section “Enchanting Places” above (note, in the preview this section doesn’t yet exist). No attempt to use the Ritual Scry or the Skill
Divination to gain insight into a topic within the place protected by Safe Haven can succeed, and the character making the attempt will
pull from a Failure Chance Bag instead of a normal Chance Bag. Events that transpired prior to the Ritual being applied may still be
determined via Scry without penalty.
Once this Ritual is performed Logistics will issue an Enchantment Card to mark the place it is on to track duration and notify other
characters of the effects.
Signature Call: N/A
Duration: 6 Months Enchantment: Place Vala to Perform: 60 Vala to Produce Scroll: 120
Summon Description: This Ritual can transport a specific being, such as a Fae or Demon directly to the Incanter.
System: This ritual is capable of calling on otherworldly or deeply exotic beings for whom normal methods of c orrespondence are
insufficient. Plot must be made aware of the intention to perform this ritual in advance. In order to determine the appropria te or “most
auspicious” time when this Ritual should be performed, an information gathering process must be enact ed in cooperation with Plot, who
can specify additional specifics or constraints. At their discretion, Plot may as a courtesy indicate that the Summon could n ot succeed
and should not be attempted. However, Plot is not necessarily obliged to reveal that information to the Incanter.
Objects and items may not be the target of this Ritual, but sympathetic items – those related to the proposed Target – may be involved in
the process. A positive outcome of this Ritual is not absolutely guaranteed to provide the precise entity requested.
If a Ritual Ward is used, the summoned being may not cross the Ward until it is broken, however they may return to otherworld ly place
from whence they were summoned. Required: Determination of the most auspicious (correct) time via Plot interaction.
NOTE: Ordinary mortal beings cannot be transported by means of the Summon Ritual and it cannot be used for general transportation
purposes. Signature Call: N/A
Duration: Instant Enchantment: N/A Vala to Perform: 100 Vala to Produce Scroll: 250
Sunder Description: This Ritual Sunders the target character.
System: The target character is Sundered (see “Chapter 3: Life and Death”), permanently killing the character unless they are then targeted
by the Ritual Reincarnation.
Required: If a Ritual Ward is used the target must be within the Ward. If a Ward is not used the target must be within line of site of the
Incanter when the ritual is finished.
Signature Call: N/A
Duration: Instant Enchantment: N/A Vala to Perform: 150 Vala to Produce Scroll: 350
Transmute Spirit Description: This Ritual transforms the target character into the specified PC Race permanently.
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System: When performed the Incanter specifies the target character and a specific PC Race, transforming the charac ter into that PC Race.
The target must assume the costuming requirements for that PC Race, and choose which Racial Abilities applicable to that Race that they
want. Should the target be transformed into their existing Race they may opt to change which Racial Abilities they currently have. The
Plot Ref will note the change on the Character Card corresponding to the affected character; during sign out at the end of th e event
Logistics will copy this change into the database so that it is reflected on future character cards for the player.
If changing into a half breed race (Paleteth, Half-Fae, Half Orc, etc.) the target may choose the mix of parents provided that the mix is a
valid combination of PC races. In the case of Half-Fae Plot must approve the target’s Fae parent race. Any race specific material
components used in the ritual may be from any member of the half breed race, regardless of mix of parents. For mongrel races the
Incanter must specify the type of mongrel for the target to transform into , and the race specific material components of the ritual can be
from any type of mongrel. Plot must also approve the type of mongrel.
Required: Either a member of the race, or a body part (tooth, claw, finger, ear, etc.) belonging to the race the target is being transformed
into must be present during the Ritual.
Signature Call: N/A
Duration: Instant Enchantment: N/A Vala to Perform: 50 Vala to Produce Scroll: 150
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Chapter 7: Alchemy
Alchemy In order to produce Alchemy a character must have at least the Skill Alchemist. Any character may use Alchemy, however the character
will not know what Alchemical Compound they are using is unless they have the Skill Identify Alchemy, or unless another character
with the appropriate Skill tells them what compound a specific Phys Rep (red packet or vial) represents.
Alchemy List The list of Alchemical Compounds and their associated cost in Apothecary Production Points is below.
Compound Name Production Cost Compound Name Production Cost Compound Name Production Cost
Poisons Reactives Medicinals Black Solaris 8 PP Adhesion 4 PP Aqua Vitae 25 body per 2 PP
1
Brimstone 15 PP Cremation 30 PP Argentum 30 PP
Corpus Terra 25 PP Erasure 30 PP Inoculation 15 PP
Holy Water 25 PP Indelible Ink 30 PP Panacea 10 PP
Hypnos 12 PP Krecian Fire 25 damage per 2 PP1 Serum 8 PP
Pixie Dust 2 PP Regulus 25 PP Terra Corpus 25 PP
Quicksilver 25 PP
Vitriol 10 PP
Wyvern Poison 40 PP 1These items can be made with as many Production Points as the Apothecary desires. For every 2 Production Points used the compound
becomes more powerful.
Alchemy Descriptions Alchemical compounds are separated into three disciplines, Poisons, Reactives, and Medicinals, which broadly describe the intent of
the Alchemy. These disciplines are merely a convenient way to categorize the various Alchemy for reference and do not convey any
specific game mechanic themselves. The descriptions of each Alchemical Compound are categorized by discipline and presented in the
following format:
Alchemy Name: The In Game name for the Alchemy.
Description: A general summary of what the Alchemy does.
System: The game mechanics for the Alchemy, describing how the Alchemy works Out of Game. These are the detailed rules
describing how the Alchemy works within the Legacies rules framework.
Signature Call: The Signature Call to use the Alchemy. All Signature Calls are considered Out of Game, excepting those that
are italicized and underlined, which are considered In Game. In Game Signature Calls actually are said by the character rather
than player, and any Effect In Game that would prevent the character from speaking would prevent the use of these particular
abilities. When using an Applied or Ingested Alchemy the player does not say a specific Signature Call for that compound.
Rather they should describe the action their character is taking: for example with Ingested compounds the player may say
“Drinking 1, Drinking 2, Drinking 3<Compound Name>” or similar Three Count Counted Action to signify that the character
is consuming the compound, accompanied by an appropriate pantomimed action. If, in the description of an Applied or Ingested
compound below, a Signature Call is listed that signifies a Signature Call to say while the compound is active. Cost: The amount of production points necessary to craft the compound.
Duration: How long the effects of the Alchemy last. Instant duration means that the effects of the ability resolve the moment
they are used. Delivery: How long the player delivers the Effects of the Alchemy to the target — typically Ingested, Applied, or Packet.
Poisons Alchemies in the Poison Discipline cause sickness, debilitation, and sometimes death in characters. All compounds in this
discipline can be used in conjunction with the Envenom Ability of the Assassin Skill.
Black Solaris Description: This Alchemy severely weakens the attacks of the target.
System: When struck by this Alchemy the target character does not gain the benefit of any Skill that adds damage to their Weapon attacks
for five minutes, including Skills that add large amounts of damage one time per purchase (example: Wounding Blow, Lethal Blow).
They still gain benefit from Spells, Ritual Enchantments, and Racial Abilities that increase weapon damage, as well as the base damage
of the weapon they are wielding.
Signature Call: “Alchemy Black Solaris”
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Cost: 8 PP Duration: 5 Minutes Delivery Method: Packet
Brimstone Description: This Alchemy enervates a character’s body, slowly killing the target.
System: The target is reduced to 5 Body Points and must roleplay significant weakness; a general sapping of their strength, slowness of
movement, and so forth. They may not us any Abilities or Effects on other characters, includin g attacking other characters with weapons.
Moreover they may not use Avoidance or Redirection Countermeasures or the Skill Footwork . The target may still use Resistance and
Immunity Countermeasures, feebly try to block weapon attacks, and use Racial Abilities, Spells, Potions and Alchemy on themselves.
Characters affected by Brimstone may not move faster than a walk.
For the duration of the Alchemy the target has an Immunity Countermeasure to all Healing Effects with the exception of Healing effects
that are also Life Effects. Life Effects will remove the effects of Brimstone and restore the target to full Body Points. If the character
does not receive a Life Effect within five minutes of being affected by this compound they become Dead. Similarly, if the character is
killed through other means they will bypass the Bleeding to Death stage and immediately be Dead.
Signature Call: “Alchemy Brimstone”
Cost: 15 PP Duration: 5 Minutes Delivery Method: Packet
Corpus Terra Description: This Alchemy turns the target to stone, eventually killing them.
System: When hit the target turns to stone for 5 Minutes. They are completely immobilized and unable to speak, ingest substances, or
act in any way. At the end of the 5 minutes the stone crumbles into dust and the target becomes a Spirit just as they would if their body
was destroyed in any other manner. This can be prevented and the character may be returned to flesh via the Alchemical Compo und
Terra Corpus which returns the character to the same state that they were in prior to becoming stone. Only the character is made stone,
not the items on their person, so those items are not destroyed at the end of the duration
Signature Call: “Alchemy Corpus Terra”
Cost: 25 PP Duration: 5 Minutes Delivery Method: Packet
Holy Water Description: This Alchemy does tremendous damage to Undead, but will cure characters transforming into an Undeath as a result of an
Infection.
System: This Alchemy has two uses. If targeting any character with the Monster Racial Ability Undead on their character card, this
Alchemy decreases their Maximum Body by 100 until the end of event, adjusting their current body total accordingly . If struck multiple
times and dropped to 0 or fewer body points the Undead is dead or Sunders, depending on the Undead.
Alternatively, if ingested (but not when delivered by the Assassin Ability Envenom) by a character that is becoming Undead as a result
of the Monster Racial Ability Infection but has not fully transitioned they are cured and the transformation is reversed.
Signature Call: “Alchemy Holy Water”
Cost: 25 PP Duration: Instant Delivery Method: Packet, Ingested
Hypnos Description: This Alchemy sends the target into an immediate and deep slumber.
System: Upon being affected by this Alchemy the target must immediately lay down and roleplay as if they were in a deep coma-like
slumber for 5 minutes. The only thingsthat will prematurely wake the character from the slumber is the Alchemical Compounds Panacea.
Signature Call: “Alchemy Hypnos”
Cost: 12 PP Duration: 5 Minutes Delivery Method: Packet
Pixie Dust Description: This Alchemy temporarily befuddles the target.
System: For one minute the target of this Alchemy must stare off into space and is unable to move or use any Abilities other than
Resistance or Immunity Countermeasures. This Alchemy effect is broken if the target is then affected by any Ability (Example: an
Alchemy, a Spell, Weapon Strike, or Racial Ability), but only after the target has been hit by the Ability. The effect is also broken if
another character begins any Counted Action on the target — the target is freed from this Alchemy as soon as the Counted Action begins,
rather than when it completes. This is a Mind Altering Effect.
Signature Call: “Alchemy Pixie Dust”
Cost: 2 PP Duration: 1 Minute Delivery Method: Packet
Quicksilver Description: This Alchemy does tremendous damage to Lycanthropes and other Were-creatures as well as Demons, but will cure
characters transforming into any Were-creature as a result of an Infection. System: This Alchemy has two uses. If targeting any character designated by Plot as a Lycanthrope or other Were-Creature, or a Demon,
as noted on their character card, this Alchemy decreases their Maximum Body by 100 until the end of event, adjusting their current body
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total accordingly. If struck multiple times and dropped to 0 or fewer body points the Lycanthrope is Dead or Sunders depending on
monster.
Alternatively, if ingested (but not when delivered by the Assassin Ability Envenom) by a character that is becoming any form of Were-
creature as a result of the Monster Racial Ability Infection but has not fully transitioned they are cured and the transformation is reversed.
Signature Call: “Alchemy Quicksilver”
Cost: 25 PP Duration: Instant Delivery Method: Packet
Vitriol Description: This Alchemy causes the target to convulse, becoming wracked by horrible pain and unable to form any vocalization.
System: The target does not sustain any physical damage from this compound, however they are rendered incapable of making any sound
and are wracked by excruciating pain and should act accordingly. The target must physically fall down, and while they can roll about in
pain they may not crawl or move about in a directed motion. They may not attack or defend themselves ; however they are not considered
immobilized with regard to Counted Actions. The target may not speak, scream, or make any other vocalizations.
Signature Call: “Alchemy Vitriol”
Cost: 10 PP Duration: 5 Minutes Delivery Method: Packet
Wyvern Poison Description: This Alchemy instantly kills a character and causes them to become a Spirit.
System: The target of this Alchemy will instantly fall over dead and become a Spirit, bypassing both Bleeding to Death and Dead,
assuming that they have at least one remaining Resurrection. If they do not have any remaining Resurrections they Sunder. This is an
Instant Spirit Effect. For more information see “Chapter 3: Life and Death”.
Signature Call: “Alchemy Wyvern Poison”
Cost: 40 PP Duration: Instant Delivery Method: Ingested
Reactives Compounds in the Reactive Discipline while inert in the vial react powerful once used, often causing remarkable changes of
state
Adhesion Description: This Alchemy is an incredibly adhesive liquid that can be applied to make a surface very sticky.
System: This Alchemy may be applied to an area on a surface up to one square foot. Any other surface that comes in contact with the
affected area is immediately stuck to it for 5 minutes, including parts of characters that come in contact with the area. Surfaces may only
be unstuck with the Spell Release, using the Skill Escapology, or a use of the Racial Ability Strength. Items coated with this compound
and then held may not be dropped even if the character holding the item is affected by an Effect that would normally force th em to drop
the item (Example: the Skill Disarm); this compound acts as an Immunity Countermeasure to such effects. However if the item is
destroyed while the character is stuck to it, the character is stuck to the useless remains until the duration of this Alchemy ends. If applied
to an unattended surface a 3” by 5” card should be left denoting the presence of the compound and the time that it was applie d.
Signature Call: “Applying one, Applying two, Applying three… Alchemy Adhesion”
Cost: 4 PP Duration: 5 Minutes Delivery Method: Applied
Cremation Description: This Alchemy destroys a corpse.
System: This Alchemy may only be applied to the body of a character that is either Dead or a Spirit, and instantly destroys their body,
including their torso. See “Chapter 3: Life and Death” for further details.
Signature Call: “Applying one, Applying two, Applying three… Alchemy Cremation”
Cost: 30 PP Duration: Instant Delivery Method: Applied
Erasure Description: This Alchemy removes designs created by the Alchemy Indelible Ink.
System: When applied to a design or mark made by Indelible Ink, this Alchemy nullifies Indelible Ink and removes the design. If the
Indelible Ink has been enchanted with the Ritual Arcane Mark this has no effect.
Signature Call: “Applying one, Applying two, Applying three… Alchemy Erasure”
Cost: 30 PP Duration: Instant Delivery Method: Applied
Indelible Ink Description: This Alchemy is used to paint a permanent design on an object or tattoo on a person .
System: When applied, this Alchemy will inscribe a symbol or symbols into the target; the appearance of the design is at the discretion
of the person applying the Alchemy however it may cover an area no larger than 15 square inches . If a larger area is desired multiple
uses of Indelible Ink may be used. The ink cannot be removed by any means other than the Alchemy Erasure; when used on a person it
marks their Spirit as well as their body and will remain on the character even if they are put in a new body via a Splintered Resurrection.
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If the design is on a limb that is cut free, it will disappear from the separated limb but reappear if the dismembered character has a new
limb magically restored.
Signature Call: “Applying one, Applying two, Applying three… Alchemy Indelible Ink”
Cost: 30 PP Duration: Instant Delivery Method: Applied
Krecian Fire Description: This Alchemy explodes upon striking a surface.
System: When creating this compound the character must determine the strength of the charge. Krecian Fire does 25 Damage for every
2 Production Points used in their making, the specific amount of damage will be noted on the Item Tag. When the character uses the
compound they must include the amount of damage it does in the Signature call; for example, “Krecian Fire 50”. When struck, a target
character suffers the amount of damage specified in the Signature Call.
This is considered fire damage for the purposes of certain Monster Racial Abilities such as Regeneration and is also considered a Damage
Dealing Effect. While this compound cannot be resis ted with Serum it can be resisted with the Barrier Spell as well as the Racial Ability
Constitution.
Signature Call: “Alchemy Krecian Fire <Damage>”
Cost: 25 Damage per Y PP Duration: Instant Delivery Method: Packet
Regulus Description: This Alchemy makes it difficult to investigate the actions of a character under its effects.
System: Once this Alchemy is applied target's actions and whereabouts during the duration of the Alchemy are obfuscated to the Ritual
Scry and the Skill Divination. If a protected character’s actions while under the effects of Regulus are investigated by either the Ritual
Scry or the Skill Divination the character performing the Scry or Divination has 5 blue stones replaced with 5 black stones for their
Chance Bag associated with either the Scry or Divination.
In addition, if applied to a character rather than item, they do not have any scent at all with regard to the Racial Ability Pack Sense, for
the duration of this Alchemy. When applied to a character, all items on the character’s person are considered similarly affected by this
Alchemy. If applicable, a Plot Ref should note that a character was under the effects of this Alchemy while burglarizing a cabin.
Characters would be well advised to report usage of this alchemy to Plot whenever possible, particularly if engaged in nefarious activity
which may later prompt investigation.
Signature Call: “Applying one, Applying two, Applying three… Alchemy Regulus”
Cost: 25 PP Duration: 5 Minutes Delivery Method: Applied
Medicinals Compounds in the Medicinal Discipline offer a variety of curative effects to aid characters.
Aqua Vitae Description: This Alchemy heals a character’s wounds.
System: When creating an Aqua Vitae, the Apothecary must determine the strength of the compound. Aqua Vitae heals 25 Body Points
for every 2 Production Point used in their making, the specific amount of healing will be noted on the Item Tag. When the character
drinks a Healing Draught they have a number of Body Points equal to the noted value on the Item Tag restored, up to their maximum
number of Body Points. This is considered a Healing Effect.
Signature Call: “Alchemy Aqua Vitae <Body>”
Cost: 25 Body per 2 PP Duration: Instant Delivery Method: Ingested
Argentum Description: This Alchemy cures the target of all Mind Altering Effects current affecting them.
System: When consumed, all active Mind Altering Effects on the character are immediately nullified and the character is freed from their
influence. This Alchemy has no effect on roleplay generated mental illnesses or impairments.
Signature Call: “Alchemy Argentum”
Cost: 30 PP Duration: Instant Delivery Method: Ingested
Inoculation Description: This Alchemy grants the target immunity to a specific Alchemy for a limited amount of time.
System: When a character spends production to make this Alchemy they must specify an Alchemical Compound in either the Poisons or
Medicinals Discipline. When this Alchemy is consumed, the target receives an Immunity Countermeasure to the specified compound for
the duration of the Alchemy, and will be unaffected if they are targeted with the compound.
Signature Call: “Alchemy Inoculation <Compound Name>”
Cost: 15 PP Duration: 5 Minutes Delivery Method: Ingested
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Panacea Description: This Alchemy will cure a character suffering from an Alchemical Poison, or many instances of the Monster Racial Abilities
Infection and Pathogen. System: When this the compound is consumed by a character all active Alchemical Compounds in the Discipline Poison are cancelled
and are cured of most poisons and diseases, as well as most instances of the Racial Ability Pathogen and some instances of the Monster
Racial Ability Infection. Plot may, with approval from the Owners, create a Pathogen unaffected by Panacea. Characters affected by
Corpus Terra are stone and cannot consume substances, so cannot be cured by this compound.
Alternatively when added to food or drink it will nullify any Alchemy in the discipline Poison as well as any Potion, which have also
been added to the food or drink, regardless of whether it was added before or after this compound. Panacea can nullify a Poison created
by Plot. Additionally, if mixed into a Potion or Alchemy that has not yet been used it destroys the Alchemy or Potion, and the Ite m Tags
should be ripped and discarded.
Signature Call: “Alchemy Panacea”
Cost: 10 PP Duration: Instant Delivery Method: Ingested
Serum Description: This Alchemy provides protection against other Alchemical Compounds.
System: Once ingested this compound acts as a Resistance Countermeasure against any one instance of an Alchemy from the Poisons or
Medicinals Disciplines that successfully targets them. Used in this way the character may choose when to use this compound and which
Alchemy they wish to resist. Once used to resist an Effect this Alchemy is expended and another must be consumed if the character
wishes further protection.
Signature Call: “Alchemy Serum”, “Resist”
Cost: 8 PP Duration: Instant Delivery Method: Packet
Terra Corpus Description: This Alchemy will restore a character that has been turned to stone back into flesh.
System: If applied to a character that has been turned to stone by the Monster Racial Ability Petrify or the Alchemy Corpus Terra it will
return the character back to flesh, cancelling the effects of the Racial Ability or Alchemy. The character will be in the exact state that
they were in prior to being petrified — if they were injured or dead prior to becoming stone they will still be injured or dead once they
are returned to flesh.
Signature Call: “Applying one, Applying two, Applying three… Alchemy Terra Corpus”
Cost: 25 PP Duration: Instant Delivery Method: Applied
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Chapter 8: Smithing
Item Quality Characters with the Metallurgist Skills can make items in a variety of different qualities. As the character acquires more advanced skills
in the Metallurgist group they advance the quality of item they are able to make. As the item qualities advance they confer additional
benefits, though the benefits do not have universal utility for every sort of item that can be made with the Metallurgy Skills.
Standard Crafted Standard Crafted items can be made with the first purchase of the Smith Skill, and represent the first level of Item Quality that a character
can make. Standard Crafted items provide no special benefit, but as a result are the most economical quality of item to make. They
may not be enchanted with Ritual Enchantments.
Master Crafted Master Crafted items can be made once a character has purchased the Master Smith Skill, though the character is still free to make items
Standard Crafted if they wish. The biggest benefit of Master Crafted items is that they can only be destroyed with the Skill Destroy.
Destroy requires significant and focused Skill Point expenditure to acquire, so is relatively rare, making Master Crafted items much less
likely to come to harm than Standard Crafted items. Furthermore, Master Crafted items may be enchanted with Ritual Enchantme nts,
allowing them to become powerful magic items. Master Crafted items do cost 5 times the Production Points to produce over Standard
Crafted Items, so are much less economical.
Master Crafted Special Metals Master Crafted Special Metal items are Master Crafted items that are made out of either Silver or Iron. As with normal Master Crafted
items, items made out of Special Metals can be enchanted with Ritual Enchantments and can only be destroyed with the Skill Destroy.
Additionally, there are many monsters that are either only susceptible to Silver (Werewolves for example) or Iron (many types of Fae),
or have increased sensitivity to Silver or Iron. Items made out of these materials cannot be used by those monsters, and weapons made
out of the Special Metals either deal increased damage or are the only form of weapon to harm these creatures. When attacking creatures
with Silver or Iron weapons the suffix “Silver” or “Iron” should be appended to the damage call, for example “10 Silver” or “ Wounding
Blow 60 Iron”.
Special Metal items cost 50 additional Production Points over normal Master Crafted items to produce, with the exception of Launch
and Siege Weapon ammunition that cost 15 additional Production Points. A character must have the Metallurgist Skill to make items
of Special Metals.
Master Crafted Exotic Materials Master Crafted Exotic Material items are Master crafted items made out of some special substance native only to the Goblin Wa stes and
areas very near the Goblin Wastes. The two Exotic Materials allowed without prior approval by the Owners are Mithril and Adamantine.
The Phys Rep for a Mithril item must be silver or light grey in color, while the Phys Rep for Adamantine must be black or dark grey in
color. Items made of Mithril are also considered to have the properties of Silver items (see Special Metals above) while items made of
Adamantine are considered to have properties of Iron items. Other exotic materials (example: Drake Hide, Orichalcum, Churrick Chitin ,
etc.) may be allowed, however both the substance and the specific Phys Rep requirements must be approved by the owners prior to the
item being produced. The Phys Rep must be distinct and representational of the material being represented, and there must be sound
logic for why the Exotic Material would have superior properties to traditional materials. Finally, unlike Mithril and Adamantine, other
exotic materials do not receive the same benefits as Silver or Iron Special Metal items.
As with normal Master Crafted items, items made out of Exotic Materials can only be destroyed with the Skill Destroy, however they
may not be enchanted with Ritual Enchantments as normal Master Crafted Items may , though may be made into Grimaults . Instead
they gain additional properties. Exotic Material weapons do 5 additional damage over th eir traditional Standard or Master Crafted
Counterparts. Exotic Material Armor can be made to either be Light or Reinforced. Light Exotic Material Chain or Mixed Armor may
be worn by a character with the Skill Skirmisher and still allow the character to use the Skill Footwork . Light Exotic Material Rigid
Armor may be worn by a character with the Skill Veteran Skirmisher while still allowing the use of Footwork. Reinforced Exot ic
Material armor provides increased armor points over traditional Standard or Master Crafted Armor. While characters may wear multiple
layers of armor (see “Layering Armor” below), only one layer may contain Reinforced Exotic Material pieces.
Exotic Material items cost 200 additional Production Points over normal Master Crafted items to produce, with the exception of Launch
and Siege Weapon ammunition that cost 50 additional Production Points. A character must have the Metallurgist Skill to make items
of Materials.
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Armor
Armor List The list of various pieces of armor and their associated cost in Smith Production Points is below, as is the amount of Armor Points
granted by each piece. Details each of the Item Qualities (Standard, Master Crafted, etc.) can be found above. The armor is categorized
by type: Soft/Studded, Mixed/Chain, and Rigid. Armor is categorized by the area of the body it covers, rather than by specific name of
the piece (Spaulder, Pauldron, etc.). All armor pieces listed are for a single instance of that piece of armor. If a character wishes to use
two Vambraces they need to have an item tag for each, for example.
Armor Piece Production Point Cost Armor Point Value
Standard
Crafted
Master
Crafted
Master Crafted
Special Metal
Master Crafted
Exotic Material
Standard, Master, Special
Metal, Exotic Material (light)
Exotic
Material (Reinforced)
Soft/Studded Armor Torso 20 100 - 300 20 40
Half Torso (front/back, or Top/Bottom) 10 50 - 150 10 20
Full Limb 10 50 - 150 10 20
Half Limb 5 25 - 75 5 10 Hand/Foot - - - - - -
Head 10 50 - 150 10 20
Neck 5 25 - 75 5 10
Chain/Mixed Torso 40 200 250 400 40 60
Half Torso (front/back, or Top/Bottom) 20 100 150 200 20 30
Full Limb 20 100 150 200 20 30
Half Limb 10 50 100 100 10 15
Hand/Foot 5 25 75 50 5 10
Head 20 100 150 200 20 30
Neck 10 50 100 100 10 15
Rigid Torso 60 300 350 500 60 80
Half Torso (front/back, or Top/Bottom) 30 150 200 250 30 40 Full Limb 30 150 200 250 30 40
Half Limb 15 75 125 125 15 20
Hand/Foot 5 50 100 100 5 10
Head 30 150 200 250 30 40
Neck 15 75 125 125 15 20
Barriers Buckler
1 10 50 100 250 N/A 10
Shield1
20 100 150 300 N/A 10 1 Shields and bucklers do not normally have Armor Points, but are instead negate attacks successfully blocked with the item. However
if made of a Reinforced Exotic Material they do provide 10 armor points in addition to their ability to negate successfully
blocked attacks. This is in addition to any Armor Points provided by the Skill Shield Expertise.
Physically Representing Armor
Armor Types
Soft Armor This type of armor comprises padded armor or light leather of the type typically worn under harder armor to absorb blows. Some
examples include padded or suede gambesons, arming caps, or under-bracers. Acceptable materials include light leather (8-9 ounce or
less, not cuirboulli) or other light treated hide, faux leather or pleather so long as it is not overly shiny, thick suede or faux suede, non -
shiny vinyl, and quilted fabric. The Phys Rep must look like armor — a suede doublet is clearly a garment and would not constitute
leather armor.
Studded Armor
This type of armor is Soft Armor with the addition of studs or rings attached throughout the armor, no more than 1” apart. T he studs
and rings should be made out of a hard materiel, preferably a metal of some form though rigid plastics are acce ptable, while the soft
portion should conform to the Phys Rep requirements for Soft Armor.
Mixed Armor
This type of armor is comprised of equal parts Rigid and Soft Armor. Typically smaller plates of metal or heavy leather will either be
attached on top of light leather or sandwiched between two layers of light leather. Larger striking surfaces are well covered with metal
but much of the armor is only light leather. The plates may not be smaller than 1” by 1”, and must be within 1.25” of each o ther.
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Examples include coat of plates and splint mail. The leather portion may be made out of any material acceptable for Soft Armor, while
the Plate portion may be made out of any material acceptable for Rigid Armor.
Chain
Chain, or chainmaille, armor is made out of interconnected links of metal, creating a chain mesh. The links may be no more than 1” in
diameter. Any material acceptable for Rigid armor may be used for chainmaille.
Rigid
This type of armor is made of rigid material such as metal. Examples include standard plate armor (typically associated with western
European knights), metal lamellar and lorica segmentata, and scale maille. Preferably the Phys Reps would be made of some fo rm of
metal (stainless steel, mild steel, aluminum, etcetera, heavy weight leather (9-10 ounce or greater0, or cuirboulli (boiled or waxed
leather), however fiberglass, carbon fiber, or heavy plastic (ABS plastic, thick molded polyurethane, etcetera) is also acceptable.
Armor Pieces
Torso blah
Half Torso (front/back, or Top/Bottom)
blah
Full Limb
blah
Half Limb
blah
Hand/Foot
blah
Head
blah
Neck
Blah
Buckler
blah
Shield
blah
Layering Armor Armor may be stacked upon other pieces of armor up to 3 layers to provide more protection, provided that it would be realistic to do so
if the armor was made of the appropriate traditional material. Players may wear more than 3 layers, but each layer beyond 3 would be
for costuming purposes only and the player will not receive armor points for any layer past the 3rd. They may choose which 3 layers
they receive armor points for if wearing more than 3 layers.
Characters wishing to use footwork may only wear a single layer of armor. That layer may only be comprised of Soft or Studded Armor,
with the exception of Light Exotic Material Chain/Mixed or Rigid armor as detailed in the Exotic Materials section above the Skill
Descriptions for Skirmisher and Veteran Skirmisher.
The armor must be realistically stacked. It may technically be possible to wear two breastplates if they are made of thin enough plastic,
but it certainly would not be if both were made of steel, so they may not be stacked. By the same vein, it was entirely realistic for a
knight to dress themselves first in a padded under layer, then chain, and then plate, creating multiple layers of protection, so characters
may follow in the same vein.
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A character may only gain additional Armor Point value for a single layer of armor made “Reinforced”. Multiple layers of reinforced
armor may be worn, but additional armor points are not gained for the additional layers.
Weapons
Weapon Production Point Cost Base Weapon Damage
Standard Crafted
Master Crafted
Master Crafted Special Metal
Master Crafted Exotic Material
Standard Crafted, Master Crafted, Master Crafted Special Metal
Master Crafted Exotic Material
Melee Weapons One Handed Weapon
1 10 50 100 250 5 10
Two Handed Weapon1 20 100 150 300 10 15
Missile Weapons Launched Weapon 40 200 250 400 20 25
Launched Ammo3
1 5 20 55 - +5 Siege Weapon
2 60 300 350 500 30 35
Siege Ammo3
2 10 25 60 - +5 1 Any weapon Phys Rep that meats the Phys Rep requirements for Thrown Missile Weapons (see next section) may also be used as a
Thrown Weapon, dealing base damage 5 regardless of the normal damage when wielded as a melee weapon 2Siege weapons have more stringent Phys Rep requirements as detailed below 3Ammunition made out of Exotic Materials increases the damage of the launcher by 5. Both the Launcher and ammunition may be
made of Exotic Materials, increasing the damage by a total of 10 over Standard and Master Crafted launchers.
Physically Representing Weapons Weapon Example Length Examples
One Handed Weapon3 12” – 40” Dagger, Long sword, Hand Axe, Short Spear, Hammer, Mace, Flail, Jo
Two Handed Weapon3 40” – 72” Zweihander, Naginata, Spear, Claymore,
Maul, Staff, Long Mace
Launched Weapon Varies Bow, Crossbow, Sling Launched Ammo Varies Arrow, Bolt, Sling Bullet
Siege Weapon2
Varies Ballista, Catapult, Trebuchet
Siege Ammo Varies Ballista Bolt, Catapult rock
Artificer List Below is a list of the production costs of various Artificer Items. Each Artificer Item costs 3 Copper Pieces per Production Point to
produce; for example, Master Crafted Boots costs 60 Production Points so would also cost 180 Copper Pieces (60 PP * 3 Cop per Pieces
per PP). Artificer Item made out of alternate materials, for example silver instead of steel (or eel hide instead of leather in the example
of boots), costs 6 Copper per Production Point rather than 3. Details on alternate materials can be fou nd at the end of the chapter.
Item Production Point Cost
Standard Crafted Master Crafted
Containers Backpack 10 50
Barrel 12 60
Bottle 2 10
Case (map case, scroll case, etc.) 4 20
Chest or large box 12 60
Flask 4 20
Pouch 4 20
Sheath 6 30
Small box (jewelry box, etc.) 4 20
Garments, Jewelry, and Textiles Apparel Accessories (Headband, belt , hat, etc.) 2 10
Boots (pair) 6 30
Bracelet 20 100
Broach or Pin 20 100
Cloak or long jacket 10 50
Common Apparel (Shirt , pants, doublet, etc.) 4 20
Gloves (pair) 6 30
Necklace 20 100
Ribbon 2 10
Ring 10 50
Gems and Stones Common Mineral (lead weight, iron ore, etc.) 6 30
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Precious Gem (diamond, ruby, sapphire, etc.) 30 150 Precious Metal (Gold Nugget, Silver Nugget, etc.) 20 100
Semi-Precious Stone (Onyx, Jet, Moonstone, etc.) 15 75
Lighting and Illumination Candle 2 10
Candle Holder 4 20
Chandelier/Candelabra 8 40
Lantern/Lamp 10 50
Torch 1 5
Tools Anvil 15 75
Chain (per foot) 4 20
Fling and Steel 1 5
Hand Tools (Hammer, Saw, Tongs, etc.) 4 20
Large Tools (Shovel, Pick, Scythe, etc.) 6 30
Rope (per foot) 1 5 String/Twine (per 10 feet) 1 5
Whetstone 1 5
Miscellaneous Altar 15 75
Bell 5 25
Book 15 75
Chalk 2 10
Dishes (plate, bowl, cup, pitcher, etc.) 2 10
Dish Set (Tea set, Sake Set, etc.) 6 30
Fountain 20 100
Hourglass 15 75
Ink Pen 1 5
Mirror 12 60
Musical Instrument 10 50 Parchment (per sheet) 1 5
Spyglass 20 100
Utensils (fork, knife, spoon, etc.) 1 5
Phys Reps Artificer items do not have strict Phys Rep requirements unless the player wishes to wield them as ad hoc weapons using the Skill Small
Weapon. In that instance the Artificer Item must conform to the Phys Rep requirements used by any other weapon. Outside of that
specific instance, the only real requirement is that the Phys Rep appear periodesque — by that what is meant is that the Phys Rep should
look appropriate within the High Fantasy setting of Legacies. For example, a flash light won’t pass for a lantern but an LED light
installed inside of a lantern in place of an actual flame would be fine as it provides a reasonable illusion of an item that fits in the In
Game setting of Legacies.
Fine Mechanics Fine Mechanics represent locks and lock related mechanisms. The locks of the Legacies world are by no means the equivalent of modern
padlocks. They are much more primitive tumbler based designs with reasonably simple keys. Rather than use a modern Phys Rep ,
there are special guidelines for developing Lock Phys reps that allow a simulated form of Lock Picking.
Fine Mechanics Lists Below is a list of the production costs of various Fine Mechanics. Each Fine Mechanic costs 3 Copper Pieces per Production Point to
produce; for example, a Standard Crafted Lock costs 10 Production Points so would also cost 30 Co pper Pieces (10 PP * 3 Copper
Pieces per PP). Fine Mechanics made out of alternate materials, for example silver instead of steel, cost 6 Copper per Production Point
rather than 3. Details on alternate materials can be found at the end of the chapter. Locks have two potential upgrades, which are
mutually exclusive — “Additional Level of Difficulty” and “Double Keyed” both discussed in further detail below. A Lock may have
one but not both of these upgrades. When making the lock the player may specify that they wish to add one of the upgrades and it will
be added to the production cost that they must pay.
Item Production Point Cost
Standard Crafted Master Crafted
Fine Mechanics Key 4 40
Lock 15 150
Double Keyed1 N/A 20
Lock picks 15 150
Manacles or Leg Irons 15 150
Double Keyed1 N/A 20
Music Box 40 400
Portcullis 25 250