Rating | Damage Modifier | Maximum Lift | Rating | Damage Modifier | Maximum Lift | |
1 | -1.2 | 0 | 21 | +1 | 73 | |
2 | -1.1 | 1 | 22 | +2 | 77 | |
3 | -1 | 2 | 23 | +3 | 82 | |
4 | -.9 | 4 | 24 | +4 | 86 | |
5 | -.8 | 6 | 25 | +5 | 90 | |
6 | -.7 | 8 | 26 | +6 | 95 | |
7 | -.6 | 10 | 27 | +7 | 100 | |
8 | -.5 | 14 | 28 | +8 | 105 | |
9 | -.4 | 18 | 29 | +9 | 110 | |
10 | -.3 | 23 | 30 | +10 | 115 | |
11 | -.2 | 27 | 31 | +11 | 120 | |
12 | -.1 | 32 | 32 | +12 | 125 | |
13 | 0 | 36 | 33 | +14 | 130 | |
14 | 0 | 40 | 34 | +16 | 135 | |
15 | 0 | 45 | 35 | +18 | 140 | |
16 | 0 | 50 | 36 | +20 | 150 | |
17 | 0 | 54 | 37 | +22 | 160 | |
18 | 0 | 59 | 38 | +24 | 170 | |
19 | 0 | 64 | 39 | +26 | 180 | |
20 | 0 | 68 | 40 | +28 | 200 |
Damage Modifier is how Strength affects how much damage the Legend can dole out in melee. Negative values are applied to the damage multiplier. Such damage cannot be reduced to less than 1. Positive values are added to the final damage result.
Maximum Lift is the maximum amount the Legend can deadlift in kilograms. The amount of weight the Legend can carry at full movement is 40% of this. For each additional 10%, subtract 1 from the Legend's movement rate.
Rating | Melee Modifier | Projectile Modifier | Evade Modifier | Rating | Melee Modifier | Projectile Modifier | Evade Modifier | |
1 | -35 | -40 | -22 | 21 | 0 | 0 | 0 | |
2 | -30 | -35 | -18 | 22 | 0 | 0 | 0 | |
3 | -26 | -30 | -14 | 23 | +1 | 0 | 0 | |
4 | -22 | -26 | -10 | 24 | +2 | 0 | +1 | |
5 | -18 | -22 | -7 | 25 | +3 | +1 | +1 | |
6 | -14 | -18 | -4 | 26 | +4 | +2 | +2 | |
7 | -10 | -14 | -2 | 27 | +5 | +3 | +3 | |
8 | -7 | -10 | -1 | 28 | +6 | +4 | +4 | |
9 | -4 | -7 | 0 | 29 | +7 | +5 | +6 | |
10 | -2 | -4 | 0 | 30 | +8 | +6 | +8 | |
11 | -1 | -2 | 0 | 31 | +9 | +7 | +10 | |
12 | 0 | -1 | 0 | 32 | +10 | +8 | +12 | |
13 | 0 | 0 | 0 | 33 | +11 | +9 | +14 | |
14 | 0 | 0 | 0 | 34 | +12 | +10 | +16 | |
15 | 0 | 0 | 0 | 35 | +13 | +11 | +18 | |
16 | 0 | 0 | 0 | 36 | +14 | +12 | +20 | |
17 | 0 | 0 | 0 | 37 | +15 | +13 | +22 | |
18 | 0 | 0 | 0 | 38 | +16 | +14 | +24 | |
19 | 0 | 0 | 0 | 39 | +17 | +15 | +26 | |
20 | 0 | 0 | 0 | 40 | +18 | +16 | +28 |
Modifiers on this table are all applied before rolling.
Rating | Melee Accuracy (MeAcc) | Projectile Accuracy (PrAcc) | Evade | Rating | Melee Accuracy (MeAcc) | Projectile Accuracy (PrAcc) | Evade | |
1 | 0 | 0 | 0 | 21 | 42 | 38 | 44 | |
2 | 0 | 0 | 0 | 22 | 44 | 40 | 46 | |
3 | 5 | 2 | 8 | 23 | 46 | 42 | 48 | |
4 | 7 | 4 | 10 | 24 | 48 | 44 | 50 | |
5 | 10 | 6 | 12 | 25 | 50 | 46 | 52 | |
6 | 12 | 8 | 14 | 26 | 52 | 48 | 54 | |
7 | 14 | 10 | 16 | 27 | 54 | 50 | 56 | |
8 | 16 | 12 | 18 | 28 | 56 | 52 | 58 | |
9 | 18 | 14 | 20 | 29 | 58 | 54 | 60 | |
10 | 20 | 16 | 22 | 30 | 60 | 56 | 62 | |
11 | 22 | 18 | 24 | 31 | 62 | 58 | 64 | |
12 | 24 | 20 | 26 | 32 | 64 | 60 | 66 | |
13 | 26 | 22 | 28 | 33 | 66 | 62 | 68 | |
14 | 28 | 24 | 30 | 34 | 68 | 64 | 70 | |
15 | 30 | 26 | 32 | 35 | 70 | 66 | 72 | |
16 | 32 | 28 | 34 | 36 | 72 | 68 | 74 | |
17 | 34 | 30 | 36 | 37 | 74 | 70 | 76 | |
18 | 36 | 32 | 38 | 38 | 76 | 72 | 78 | |
19 | 38 | 34 | 40 | 39 | 78 | 74 | 80 | |
20 | 40 | 36 | 42 | 40 | 80 | 76 | 82 |
Melee Accuracy is the chance a Legend can hit something with a melee weapon (sword, axe, etc.) at 1 point of skill. Add 5% per skill point above one. If the Legend has no skill with a weapon, subtract 20% (halve this if skill with a related weapon is possessed). Polearms, other than spears, impose an additional 20% penalty.
Projectile Accuracy is the chance a Legend can hit an immobile target at medium range with a projectile weapon (bow, thrown rock, etc.) at 1 point of skill. Skill modifiers for Melee Accuracy apply as well. For range, subtract 30% for extra long range or 15% for long range. Add 25% for short range or 50% for point blank range. Additional penalties apply against moving targets: subtract (1.5*movement)% for the penalty. If the Legend has no projectile weapon skill (normal thrown objects such a rocks require no skill), the movement penalty is doubled.
Evade is the chance an unarmored Legend can duck a melee weapon being swung at him. This chance is halved against visible projectiles (that have a successful PrAcc) and negated against unexpected attack. Armor affects this chance.
Rating | Fatigue | HP Modifier | Rating | Fatigue | HP Modifier | |
1 | 96 | -22 | 21 | 40 | 0 | |
2 | 94 | -20 | 22 | 38 | +1 | |
3 | 92 | -18 | 23 | 36 | +2 | |
4 | 90 | -16 | 24 | 34 | +4 | |
5 | 87 | -14 | 25 | 32 | +6 | |
6 | 84 | -12 | 26 | 30 | +8 | |
7 | 81 | -10 | 27 | 28 | +10 | |
8 | 78 | -8 | 28 | 26 | +12 | |
9 | 75 | -6 | 29 | 24 | +14 | |
10 | 72 | -4 | 30 | 22 | +16 | |
11 | 69 | -2 | 31 | 20 | +18 | |
12 | 66 | -1 | 32 | 18 | +20 | |
13 | 63 | 0 | 33 | 16 | +22 | |
14 | 60 | 0 | 34 | 15 | +24 | |
15 | 57 | 0 | 35 | 14 | +26 | |
16 | 54 | 0 | 36 | 13 | +28 | |
17 | 51 | 0 | 37 | 12 | +30 | |
18 | 48 | 0 | 38 | 11 | +32 | |
19 | 45 | 0 | 39 | 10 | +34 | |
20 | 42 | 0 | 40 | 9 | +36 |
Fatigue is the chance a Legend has of losing consciousness due to massive damage or magic handling. This roll is forced whenever a Legend takes half their Health Points in damage in a single second (not necessarily from one attack). If the roll is made, there is no effect. If it is failed, the Legend falls unconscious for a number of seconds equal to 1/5 of how many percent the roll was failed by.
This roll is also made if the Legend drops TO 0 HP: if the roll fails, the Legend dies. If the roll is made, the Legend is on the verge of death and has a number of actions equal to their Health to get healed, otherwise they die. If the Legend is hit again while in this state, they die. Note that this roll is allowed only when the Legend is at 0 HP. Damage that reduces the Legend to negative HP automatically kills them.
Health Point Adjustment is added to the Legend's HP base.
Rating | Skill % mod | Rating | Skill % mod | |
1 | -2 | 21 | +1 | |
2 | -2 | 22 | +1 | |
3 | -2 | 23 | +1 | |
4 | -2 | 24 | +1 | |
5 | -2 | 25 | +1 | |
6 | -1 | 26 | +1 | |
7 | -1 | 27 | +2 | |
8 | -1 | 28 | +2 | |
9 | -1 | 29 | +2 | |
10 | -1 | 30 | +2 | |
11 | -1 | 31 | +2 | |
12 | 0 | 32 | +2 | |
13 | 0 | 33 | +2 | |
14 | 0 | 34 | +2 | |
15 | 0 | 35 | +2 | |
16 | 0 | 36 | +2 | |
17 | 0 | 37 | +2 | |
18 | 0 | 38 | +2 | |
19 | 0 | 39 | +2 | |
20 | +1 | 40 | +2 |
Bonus Skill Points are usable only on skills based on Aptitude, or the Legend's Background Skill.
Rating | Influence Adjustment | Rating | Influence Adjustment | |
1 | -7 | 21 | 0 | |
2 | -6 | 22 | 0 | |
3 | -5 | 23 | +1 | |
4 | -4 | 24 | +1 | |
5 | -4 | 25 | +2 | |
6 | -3 | 26 | +2 | |
7 | -3 | 27 | +3 | |
8 | -2 | 28 | +3 | |
9 | -2 | 29 | +4 | |
10 | -1 | 30 | +4 | |
11 | -1 | 31 | +5 | |
12 | 0 | 32 | +5 | |
13 | 0 | 33 | +6 | |
14 | 0 | 34 | +6 | |
15 | 0 | 35 | +7 | |
16 | 0 | 36 | +7 | |
17 | 0 | 37 | +8 | |
18 | 0 | 38 | +8 | |
19 | 0 | 39 | +9 | |
20 | 0 | 40 | +9 |
Influence Adjustment is applied against the Aptitude roll of the Legend being influenced by another Legend.
Statistics in Legendary are open ended, which means the tables given here are inherently incomplete. As such, the sub-stats are open ended. Extend the sub-stats as follows, adding the value given for every +1 of Statistic increase above 40. The last column defines what "type" of number the Sub-stat modifies, Percentage (1-100), Statistic (1-30), Personality(0-10), or Other (such as damage), which are not on a defined scale.
Strength: |
Damage Modifier |
+2 |
Other | |
Maximum Lift |
+20 |
Other | ||
Agility: |
Melee Modifier |
+1 |
Percentage | |
Projectile Modifier |
+1 |
Percentage | ||
Evade Modifier |
+2 |
Percentage | ||
Combat: |
MeAcc |
+2 |
Percentage | |
PrAcc |
+2 |
Percentage | ||
Evade |
+2 |
Percentage | ||
Health: |
Fatigue |
-1 |
Minimum 3 |
Percentage |
HP Modifier |
+2 |
Other | ||
Aptitude: |
Skill % mod |
0 |
Other | |
Appearance: |
Influence Adjustment |
+ ½ |
Maximum 15 |
Statistic |
The number "types" can be converted one to another as follows:
Percentage to Statistic |
Divide by 3 |
Statistic to Percentage |
Multiple by 3 |
Personality to Statistic |
Multiply by 3 |
Statistic to Personality |
Divide by 3 |
Personality to Percentage |
Multiply by 10 |
Percentage to Personality |
Divide by 10 |
"Other" values cannot be converted.