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What would you do with a second chance at life?

In the world of Ghostlight, no deities are more strict than the Sisters of Death, who guard the threshold between the mortal realms and the afterlife. Their mortal agents stalk the realms in search of those who would violate the sanctity of the grave, and only the most extraordinary people have found a way to escape their inevitable fate...

...Which is why you’re understandably surprised when you wake up, alive and whole, after a brush with the great beyond.

Welcome back to the world of the living! Let’s hope you can stick around this time.

Game Info

This is an alpha playtest for The Stuff of Legends; a modular roleplaying system of superheroic fantasy.

Your GM for this game will be srps (AKA HWHC), one of the developers for this system.

This is an Alpha Release, so everything is still subject to change as the dev team tinkers and refines things. The game’s chronological sequence may also be disrupted to test a specific thing, but the GM will do his best to keep everything working in the context of the campaign. Do keep in mind that everything from the system to the setting is a work in progress. Don’t be surprised if we run into a few bumps!

If this has piqued your interest, the full version is here :

Games and Recruiting / MMX-ish PVP thing interest check
« on: January 10, 2015, 01:33:00 AM »

So the link there says it neat and with rectangles instead of words.

Mega-man-X-ish thing with 2~4 PCs, 1~3 maverick hunters and 1 Maverick. NPCs, and stage mooks are the GM. Stage design is the GM and the Maverick if they want to collaborate on their fortress.

I always thought it was super neat (and totally hax) in Dark Souls how there was one boss who was player-controlled; and Mavericks are supposed to be a cut about regular bad guys. So lets make them bad-guy PCs!

If I get enough interest, I'll kick this off as a 'whenever' thing. Lots of details are still in flux, like when, who, what system, irc/skype/etc, but those are easy to fill in if people besides me think this is a neat idea.

PS: I don't check forums except to post something - use the link at the top to denote interest! It's editable!

Announcements / Legend 1.1 Official Release Announcement
« on: May 19, 2014, 09:43:00 PM »
The Legend Dev Team would like the announce the Legend Gaming System 1.1 [Official Release].

Some of you have seen this already - this has been floating around on the IRC channel in a pre-release state.

This is also not the leatherbound edition - while 1.1 has quite a few fixes and edits, it's only the first pass. 1.2 is coming, which fixes quite a few more remaining issues. With as many new fixes already in the works for 1.2, it would be irresponsible (and a waste of good leather) to not include these fixes for the leatherbound release.

In the not-too-[Distant] meantime, have some links:

Legend 1.1 PDF:
Legend 1.0 -> 1.1 Changelog:
Legend 1.1 Interactive Character Sheet:

(OP disclaimer - I am not a dev, please direct any developer questions to the Legend Dev Team.)

Let the discussion commence!

Games and Recruiting / Eberron e6 - looking for players
« on: April 04, 2014, 12:53:52 PM »
Hey folks! I'm looking to start an Eberron game, using the e6 variant of d20.

The full blurb is here:

It'll be after may 3rd, and I'm serious about the five maximum - I've had too many games ruined in the past by getting too large.

If you're interested, please fill this out:

Once it's filled in enough I can get a maximum group of five, for a good timeslot, further details will be hashed out.

And yes, this is the Legend forums, but you guys are cool, and so is e6 - I'm not going near the PF boards or such with this, those guys are scary. =p

PS: I'm terrible at forum-fu, I'm not going to be watchign the thread more than every other day or so - thats why the linked documents are commentable or editable.

So games full, old post, but can't remove/delete it.

[Flying], generally, is an abstraction in Legend. The opposite of this is 3.5's per-feet measurement, which required algebra to figure exact distances reliably.

Legend itself handles somewhere between crunchy and abstract, so neither extreme feels right.

For those how feel [Flying] as a simple binary state is _too_ abstract, I present some ideas for relevant houserules.


[Flying] exists between [soaring] and ground-pounding. That won't change. However...

Flying is no longer a binary state - there would now be multiple levels of elevation abstraction, dubbed _Elevation_. Under this, not flying would be Elevation 0. Going up once would be Elevation 1, going up more would put you at Elevation 2, etc.

Rather than this being speeds - these are abstract measures of distance. How high up you are. Elevation 4 is abstractedly higher than Elevation 1.

To move between Elevations, a creature capable of [Flying] can go up or down one Elevation category per move. If they have two sources of [Flying] due to track overlap, instead of gaining +10 extra speed (or in addition to), they can instead increment two Elevation categories at a time. Alternatively, a character with one source of [Flying] who has the ability to take multiple move actions per turn can increment as many times as they have moves. (That bit is really playing hell with comparing action costs, so leave it as a theoretical to tackle for later?)

Actual flying speeds and movement rates are not factored in - if they are, then it becomes less abstract, and becomes an exercise in algebra again.

As far as AoEs, Melee attacks, and ranged attacks, how far they can affect differing Elevations would depend on their range.

Melee Attacks would only be able to affect the same Elevation.
[Close] range abilties would be able to affect +1/-1 Elevation. (For ex, a ground pounder could hit someone at Elevation 1.)
[Medium] range abilites would be able to affect +2/-2 Elevation.
[Long] range abilites would be able to affect +3/-3 Elevation.
[Extreme] range abilites would be able to affect +4/-4 Elevation.

The alternate, less swingy ranges are: Melee +/- 0, Close +/- 1, Medium +/- 3, Long +/- 9, Distant +/- 27.

The other alternate is the linear table - but cap Elevation at 4, so even at maximum abstract Elevation, you can't out-range Distant.

For effects that do not specifically have a range category (such as AoE size or non-standard progeression of some abilties) listed, their +/- range would be derived by taking the actual distance and comparing it to their personal range categories by level, matching the highest it can meet. (For ex, if you can get a 40 foot AoE, it would be considered a [close] range)

AoEs in this would affect one 'slice' of elevation unless the derived range of the effect allows it to hit other layers as per the above categories.

A 50 ft cones fired Up from elevation 0 would be treated as a circle going up up to the highest Elevation it could hit, and reversed, a Flyer firing Down with that same cone could hit a large circle on the ground.

This has several benefits - it makes the air-game more tactical, ranges matter more, and lastly, _this still works on a 2d map_ just like the original binary version of [Flight]. For a very minor increase in complexity.
It also adds more granularity for things like flying indoors in a high ceiling cathedral. A particularly high ceiling might go up to Elevation 2, but a tiny shack might stay at Elevation 0 even if your [flying], by hovering in place.

On the flip side - this could just as well work for [Burrow], too, or [Swimming].

Thoughts on this optional houserule?

Particularly, the range categories and how far the +/- works, or how 'better at flying' should be reflected are completely open - my above suggestions are just that, default suggestions.

Should there be a maximum Elevation range before you get to [Soaring]? I'm inclined to say no, as the different Elevation rating are things that can be traversed in mere Rounds, while Soaring takes _minutes_, but a good case can be made either way?

(Also, I'm not doing the rules legalese - if you want to I'll edit or paste it in, though.)

edits: Re-termed to Elevation, typos, AoE thoughts, Soaring, Faster Fly downgraded to theoretical

Gaming Discussion / Game over IRC, recruiting
« on: November 07, 2013, 10:26:13 AM »
Yo, all. I'm not a heavy forumite, and most of the info is here :

Basically I'm looking to start a game on monday or thursday, and seeing who's interested, and if theres any favor for any particular system.

If you are interested drop an entry at

I'm not picky at all about system or setting, I'm mainly in a GMing mood, and seeing what people are interested in. If I get enough I'll kick this off.

Legend Homebrew / Final Fantasy homebrew exceperts
« on: September 08, 2013, 04:23:42 AM »
So, I was playing Final Fantasy 4, and had a thought - between the spell levels and the classes of the characters, the various characters within should easily be represented in Legend.
And for the most part, that's true - except until you get to all the different types of magic. Black and White, Time magic, summons, to name a few.
This is a thread where I'll be putting the various spell tracks I come up with, as well as other specific things.

The planned projects so far are Black Magic, White Magic, a Black Mage and White Mage custom track, and the Red Mage feat. If more gets done, I'll work on character builds for the various cast, and also tackle Time Magic and Summons.

I am completely open to suggestions, help, ideas, balance criticisms, and other positive contributions.

Legend Mechanics & Balance / Vigor 5 and multiple sources of life-on-hit
« on: September 07, 2013, 06:46:52 AM »
Vigor rank 5 says that whenever you would be healed by an effect, add +5 to it.

Dragon C3 says your claws leech back up to your level on hit.
Drinking, the 2pt Enchantment, says you can leech back 1/2 your level on hit.
Skeleton King has a 2-round-length ability that lets you heal your level on any successful hit.

... so, with three separate sources of life-on-hit, that comes to level*2.5. (1+1+.5)
Now, does Vigor's Rank 5 count for each of those separate abilities? ie; level+5, level+5, 1/2 level +5?
Or does it only count once, level*2.5+5?

This is an undead/dragon/smiting build, and this effect triggers every single hit. So I'm baseline healing back 1.5*level per hit, and if I bump that up to 2.5*level, with the Vigor Rank 5 bonuses, I'm healing more than I damage.

Thoughts? Clarifications? Meltdowns?

Games and Recruiting / IRC Game, have GM, players wanted
« on: August 15, 2013, 11:28:10 PM »
So a bit of background here - I've got ~3 months on an alternate schedule that's forced me to hiatus all my normal gaming, and the itch to run or play is getting pretty strong. I also want to get a better feel for Legend more.

I'm pretty flexible on systems, genres, and settings - I can run old converted AD&D mods, I can run homebrew sci-fi, pirate fantasy ship scuttling.

I'm not absolutely dedicated to Legend, but it is the default option here.

The parts that aren't flexible - my options for running are Wednesdays, Thursdays, and Sunday, I'll take 1~5 players, I'm not running Star Wars, and once the ~3months is up and my schedule returns to normal, this is probably ending.
This would be ran on IRC, since I'm not an actual person, just an internet-communicating mass of consonants. I'm also pretty good a the tech support, so I can totally help an IRC noob past the technical hurdles.

So, with all that out - what kind of game would you like to see? Any specific mods, genres, game systems to try out? I'm a big fan of collaborative world-building (especially for something thrown together quickly), so the first meet will be chargen/finalizing, and hashing out the world this'd be in.

If I get any committed, even if it's just one, I'll launch. Make sure you say what days you can make it!


Legend Mechanics & Balance / Optional Rule - Gritty Mode
« on: August 08, 2013, 03:58:12 PM »
'Gritty' optional rules. The intent is to provide a way to GMs who like to have a method of resource attrition to provide a way to reflect wearing down by multiple encounters without adding a buttload of rules. This, when finished, can fit nicely in an optional sidebar.

Two parts:

1:4 damage also [Hp Reducts] - all damage is longer lasting, without specifcially messing with the free healing out of combat
If an ability would normally [HP Reduct], the higher amount of [HP Reduct] - not both - takes effect.

Low HP Penalties:
At 3/4 HP (round down), take -1 to d20 rolls.
At 1/2 HP (round down), take -3 to d20 rolls.
At 1/4 HP (round down), take -5 to d20 rolls.
At 0 HP, you don't need to worry about it, because you're dead!

With both of those in place - damage builds up, and quickly, and makes taking lots of damage during encoutners, despite the free healing in between then, still something to be wanted to be avoided, while not altering the core mechanics.

Furthermore - the more HP Reduct you build up, the faster you’re going into penalty zones.

Recovery is nominally at level*2 for [HP Reduction] recovered from per day/night.

The points in flux:
* Should effects that currently mitigate [Hp Reduct] (like rank 15 Vigor) come into play, given the intent of this optional rule?
* Or should it be re-tagged to be mechanically independent of [HP Reduct], to, say, [Attrition Damage]?
* If so, should [Atttrition Damage] and [HP Reduction] stack?
* Is the recovery rate - 2*level/day - about right?
* Are the penalties for the HP zones too high? Too low?
* Should it be moved to 20% markers instead of 25%?
* Lastly, one more variation as a significant part - a variation of the ‘massive damage’ rule. I tentatively feel it’s a bad idea, but tie it to current max hp, taking over 1/2 damage in a single hit for insta-KOs?

I also have a more 'living' version of this on Google Docs, that is viewable and commentable :

I'm not a big forum guy, so I'll defeinitely respond quicker to the google drive doc comments.

All I ask is that you keep it constructive, and in line with the intent of what I'm trying to make here.
Edit - tweak: Changing the penalty to just d20's from all dice.

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