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No Spellbooks - No Limits!

A major benefit of Open Legend RPG over others is the way magical effects are constructed. There are no spellbooks! While I love reading RPG books, I dislike reading and comprehending spell listings. Open Legend gives easy tools to simplify this. The concept of a 'spell' in Open Legend can be one of a few things, generally referred to as 'Favored Actions' in the example Archetypes given in the rules. They can be damaging attacks, just like you would make with a sword or bow, Banes - which are harmful effects, generally placed on enemies, or Boons - helpful effects placed on oneself or an ally. These effects are also not limited by levels of power or slots, so you can use each of them as many times per day/game as you like! Most require a simple action to use, the same as an attack in combat. One of the most fun and creative things to do in Open Legend is take these general, mechanical game effects and transform them into unique actions that describe your character...

Archetype: Golden Body

The Golden Body is a martial artist with a focus on enhancing the physical body with extraordinary abilities. They are able to move faster, take more damage and deliver stronger strikes than a normal person. STRATEGY The Golden Body is focused on physical perfection, so in combat its range is immediate. There is nothing extraordinary that they can do beyond the length of their arm or leg. For best effect, the Golden Body engages directly with a foe or uses their exceptional abilities to affect the environment: knocking down a pillar to create a barrier, punching the ground so hard the floor breaks, kicking a car at an opponent to force them to move back. Attributes: Agility 4, Fortitude 3, Will 3, Energy 5, Movement 2 HP:22 Guard: 19 Toughness: 16 Resolve: 13 Speed: 30' Feats: Attribute Substitution (Energy -> Might) II, Lightning Reflexes II Favored Actions: Fist of Gold (damaging attack): Energy v. Guard Golden Stance (defense): Energy v. relevant defense Push...

Archetype: Spirit Speaker

Gifted with the ability to speak with the dead, the Spirit Speaker walks a delicate balance. Communicating with the dead strengthens its senses and allows it access to information lost to others, but the expectations of the dead hold the Spirit Speaker accountable. Causing death or telling lies would tarnish the delicate reputation the Spirit Speaker has made for itself. The Spirit Speaker is not fast or physically trained but its connection with the spirits allows it to act quickly in response to danger (through Attribute Substitution). STRATEGY The Spirit Speaker excels in social situations and investigation due to its ability to speak with the dead. In combat it is a hesitant combatant, willing to disable or disrupt an opponent but not cause death. It has a Companion spirit that follows it to do its bidding, protecting and defending. The Spirit Speaker can also summon further spirits to do its bidding by using its Summon Shade action. Attributes: Perception 2, Will 2, Persuasio...

Archetype: Geomancer

The Geomancer makes the earth do its bidding. Its magic focuses on shaping and commanding the earth, breaking rocks, causing earthquakes and opening fissures.The Geomancer can also easily move around obstacles by riding waves or earth or traveling beneath the earth itself,only to reappear elsewhere. STRATEGY The Geomancer is a battlefield controller. Its focus is on baneful attacks that slow and disable opponents, which should also allow allies to take advantage of the situation. The Geomancer is also capable of moving around the battlefield quickly through its Boons of Haste and Teleport. As a character type, the Geomancer needs to stay on the ground! Without a connection to the land, its attacks become meaningless. Attributes: Fortitude 3, Might 3, Will 2, Energy 5, Movement 4 HP: 20 Guard: 15 Toughness: 15 Resolve: 12 Speed: 30' Feats: Master Tracker (from reading the impressions in the earth or feeling vibrations), Multi-Target Attack Specialist (Area) II, Area Mani...

Archetype: Binder

The Binder is a magician its power that focuses on controlling others. As part of a team, the Binder's particular charm makes it useful in social situations. There's nothing simpler for a Binder than gathering information or negotiating a favor. In combat, the Binder's powers turn enemies into allies. STRATEGY The Binder enters combat hesitantly. The Binder always prefers when a situation can be diffused using words and charm. In combat, it uses its Potent Dominate Bane to control its enemies. Ideally, before combat even starts the Binder has Dominated others to do the fighting for it. When direct fighting is necessary, the Binder's magic can crush the minds of its opponents, leaving them psychically drained. Attributes: Agility 2, Logic 2, Will 4, Persuasion 2, Presence 3, Influence 5 HP: 24 Guard: 12 Toughness: 14 Resolve: 17 Speed: 30' Feats: Potent Bane(Dominate), Ferocious Minions II Favored Actions: Binding Word (invoke Dominate ): Influence v. ...

Archetype: Keeper

The Keeper uses their expertise in Monster Lore to aid a Monster Slayer in their fight. Their training focuses on learning the secrets of Monsters and how to overcome them, but also teaches them mental strength that allows them to face the extraordinary abilities of Monsteres without being subdued. STRATEGY Physical attack is the last resort of a Keeper. They focus on using their extraordinary abilities to protect and support others, particularly the Monster Slayer. When their foes close in, the Keeper uses its mystical learning to break their defenses and leave them open to the attacks of others. Attributes: Agility 2, Learning 3, Will 4, Influence 3, Protection 5 HP: 18 Guard: 12 Toughness: 14 Resolve: 16 Speed: 30' Feats: Hospitaler, Indomitable Resolve II, Knowledge (Monster Lore) I Notable Equipment: Scimitar, Medium Crossbow Favored Actions: Restoring Word (invoke Restoration ): Protection v. CR (varies), advantage 1 Healing Word(invoke Heal ): Protection v....

Archetype: Monster Slayer

Monster Slayers use their abilities to keep the world safe from magical threats. Slayers tend to have a focus, a particular type of monster that they fight against. Their powers lend them exceptional strength and can protect them from some exceptional forms of attack. STRATEGY A Monster Slayer focuses on its foe above all else. Many monsters have exceptional defenses such as Aura, Barrier or Resistance. A Slayer uses its Cancelling Strike ability to destroy these defenses and leave its target vulnerable. Closing in for the kill, the Monster Slayer keeps its target from recovering, using powerful strikes and draining attacks. If the monster tries to flee, the Slayer can use its Exploit Weakness attack to deal a Lethal blow, making it easier to follow up in the future. The life of a Monster Slayer is difficult and often short; they tend to act quickly without thinking about the consequences. ***EDITED 6/13/17*** After watching this Archetype played in an Open Legend game, the foc...

The Polluted Dragon

Every city has sewers and storm drains. This dirty water drains out, leaving the city behind. In ancient times, people in China thought of dragons as the spirits of rivers. One of these mighty water spirits is Blackwater, the Polluted Dragon. It's hard to imagine the motivations of this powerful being that uses its abilities to remove pollution and waste. For some, this is absolutely a benevolent act; Blackwater intends to safeguard mundane society despite the fact that most mundanes fear and hate it. For others, this is a nefarious scheme. Blackwater must be receiving some benefit from his work. Blackwater is not explaining its goals and motivations. When magical or mundane forces interfere with its operations, Blackwater has a variety of techniques that it uses to protect its interests. Like all dragons, Blackwater can easily change its shape and appearance, taking the form of any humanoid or creature. Using the concentrated filth and corruption found in waste waters, Bla...

Heal the Divide

The words 'Heal the Divide' have appeared all over the world, especially in cities and places of high mundane population. It has been shortened to #Heal in many media. The Heal movement advocates bringing magic and the mundane world back in balance. It is one of the most popular social movements of the time, with many casual supporters but a large number of strong advocates that regularly appear on television, post to social media, form marches and walks and generally spread the message. Heal the Divide is a tenet of the World Tree spiritual movement. World Tree states that we are all part of the world, magical and mundane, like different branches on the same tree. World Tree is not a religion per se, but an awareness of the diversity of the world and the need for all beings to live together in balance. World Tree followers say that although the races/species diverge and separate, they all have a common need for a world to live upon and space to grow.

Burn It Down

A dangerous and libelous pamphlet, Burn It Down is a radical guide for magicals and their mundane supporters in current-day society. Most people don't see physical copies of Burn It Down , although certain people have made a habit of printing copies out to be posted on public buildings, handed out in subversive meetings, etc. It is most commonly posted on Internet forums, circulated in email lists and social media. For those who have not read it, Burn It Down advocates a complete restructure of contemporary society in favor of giving rights to magical creatures and recognizing the existence of magic. It also insists that the mundane world needs to cede a portion of its governmental controls to the magical beings that have equal right to the world. It is condemned by every major government and religion as inflammatory and impossible. It is also routinely cited by magical firebrands and change idealists.

Gnomes - Bright and Shining

The diminutive gnomes are known for their positivity and energy. Other races may be more magical, more impressive, but the gnomes are known for being inquisitive and driven. Of the magical races, the gnomes have learned the most about the mundane world, because they are the most interested. They explore all aspects of the mundane. Just like a mundane person, they know the shows on TV, the popular apps, they text, they play video games. At the same time, they understand the magical world and have an innate connection to the magical peoples. Elves and tieflings rarely have the patience to deal with gnomes. For humans, their great curiosity can be overpowering.

Tieflings - Feared and Admired

The demonic appearance of tieflings has always informed other races' opinions of them. The mundane world fears tieflings and has always thought them kin to mythical demons. The truth of tieflings is that they are a magical race as old as elves and dragons. In days long past, their magical power was unparalleled. The dragons saw them as a true threat; as a race, the tieflings were considered vicious and cruel; their focus was the perseverance of their own race above all others. Their diet consisted of magic and the flesh of other humanoid races. A great sundering of magic was worked upon the tieflings, separating their magical auras from their mortal bodies. It was not a complete separation; there is still great power in tieflings. Their separated power is far greater though, and moves independently, giving rise to stories of demons, monsters, shades and so much more. Tieflings have binary genders but unhindered concepts of gender and sexuality. Their relationships vary and tiefli...

Dragonborn - Immutable Souls

The children of dragons are born without fixed forms. Dragons themselves are powerful, immortal beings that change shapes effortlessly. Their children inherit a portion of this magical power but even that portion is significant. Dragonborn tend to adopt humanoid forms around other races. These are often human-like versions of classican dragon features with bright, shining scales and reptilian eyes. They may have human-like faces or snouts like lizards. Because their form changes so effortlessly, dragonborn may change appearances frequently. The strongest magical affinity for dragonborn is alteration. Many dragonborn adapt to their environment effortlessly, their bodies changing as needed. If they move through the water they grow webbing between their fingers and toes, gills opening along their necks. As they take to the air, wings form from their backs, bearing them aloft. To be a dragonborn is to be a child of magic. Being mercurial and fluid in form, dragonborn are excellent at u...

Elves - Ageless and Unchanging

These creatures are born of ancient fae magics, timeless and noble. An average elf is human-like in appearance, with slender, supple builds and elongated ears that come to points. Only at a distance is an elf mistaken for a human. Up close they have a distinct presence that makes them seem foreign and otherworldly. Elves are effectively eternal. While they can fall into ill health or die from violence, most elves live hundreds of years before their demise. While there is a certain allure to this, most elves are at a disadvantage in dealing with human society. They truly do not understand the difference between the human culture of five hundred years ago and that of today. With the withdrawal of magic, elves had an understanding of human society. Upon their return to the world, they have been flummoxed by how much has changed. The response has been confusion and a reliance on the younger, more mortal and adaptable magical races in order to bridge the gap in understanding. The other r...

Campaign Example: Seal Cove

A great way to start a low-level (Level 1) game is to begin with a small setting and expand as needed. With magic in the world, urban landscapes can feel like four-color comic books, decorated with amazing happenings and fantastic beings. But in a rural, small-town setting, the feeling can be very different. You could have a bright, uplifting location that encourages the best in players, pitting their characters against old rivals, like Smallville. If you want something darker, more insular, you could have a setting like Seal Cove. Seal Cove is a small fishing village in the Pacific Northwest. At one time it was a company town where everyone who lived here relied on the Marion Family Fishing Company. The Marion Family is still prominent in the area but they sold their fishing boats and cannery long ago, which led to massive unemployment. Seal Cove shrank to a fraction of its size; the people who stayed behind were those who supported the town. These were the grocers, the mechanics, ...

What's Legendary Life Like?

Some places have drawn more attention than others. Big cities like New York, London, Seattle, Los Angeles, all are popular with the magical. especially those that want to learn about or benefit from the mundane world. Similarly, some wild places are very popular. The Amazon. The Rocky Mountains. The Pacific Northwest. There are greater concentrations of magical beasts there than elsewhere. Los Angeles You take the bus to work. Everyone in LA has a car, except you. As a college student, you just can't afford a car and rent. The bus is always full of magical people; most of them can't get a driver's license. Today there's an Orc dressed in a pretty traditional tribal getup. They might be attending a rally or protest; they may even be doing a television interview or acting in a movie as an extra. Orcs are always extras. There's a Halfling sitting in one of the seats at the front of the bus. If they weren't at ninety degrees to you, you wouldn't even see t...

Character Creation: Perks, Flaws, Feats

New Perks Magic Resistant : You are exceptionally difficult to charm or affect with magic. Once per game session when someone targets you with an Extraordinary bane they have Disadvantage 1 on their roll. New Flaws Antiquated: You have trouble keeping up with the world of today. Things change so quickly, you  find yourself out of date. Doubting: You actively disbelieve in magic. The presence of magical creatures hasn’t made the world better; you would rather they all just went away. Mundane : You don’t feel the presence of magic in the world. Being without the spark that allows one to learn magic yourself, you find it difficult to comprehend. Magic passes you by without notice. Technically Impaired: You have difficulty working with technological devices. The more complicated things are, the harder they are for you to use. New Feats Minor Seeming Cost: 1 point Prerequisites  1 in any Extraordinary Attribute Description You have a minor ...

Atlantis: magical city

In ancient times, Atlantis was the most beautiful of cities. Across the Earth is was known for being a safe haven, a place where humans and magical people could interact and live in peace. Atlantis was the city of magic, art and beauty. The Fall of Atlantis When human civilization began to swell and grow, aggressively rolling across the world, Atlantis became a target. Being a center of learning and understanding, it cultivated an inclusive and liberal attitude among its people that encouraged peace and shared understanding. This was so contrary to the human views of the time that they sought to destroy it. Atlantis came under heavy attack from all sides. An island kingdom, it was attacked from the seas in every direction. Many people from Atlantis fled, hiding throughout the world and infiltrating the civilizations that feared it so. The Fall of Atlantis was near. This was the catalyst for the forming of the Veil. As the Veil was woven, the magical people plucked the city of...

The AstralNet

The AstralNet is a Dwarven creation that parallels the Internet. Using it magicals can communicate without crossing over mundane channels. There are a variety of apps and websites that link to the AstralNet for easy access. The AstralNet doesn't have the same information resources as the Internet but it does support a number of chat and messaging programs, bulletin boards and other information sharing resources. Magic spellbooks and reference guides have been scanned and shared online as well as guides to many beneficial and dangerous magical beasts. The AstralNet is also a source of jobs and tasks for entrepreneurs. These range from legal jobs that require magical skill to illegal black or wet ops. AstralNet servers are large, heavily enchanted computers. They are kept safely and securely deep within the Earth where only Dwarves go. 

Threats

Threats are everywhere. Legends of Today need Threats to face. Governments While it's simple enough to imagine that governments fear the magical, it's really specific segments of the government that may deal with magical threats. Department of Immigration The natural choice to control magical beings in the country, Immigration has suddenly become faced with beings it has no chance of controlling. Some magicals work with Immigration, especially Trolls who don't think of national politics as such. Bureau of Investigation The BI is in charage of threats to the nation. The sudden return of magic definitely qualifies. Some of its senior members may be magical, or advised by the magical, so this may be more of a targeted witch hunt or vendetta instead. Department of Defense/military Weaponizing magic and the magical would be an incredible coup. Scarier to contemplate is that this government is not the first to bring magic to the battlefield. Corporations Corpora...