Legendary Realms
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Legendary Realms is a role playing game of cinematic adventure, where you can play a character from any novel, movie, or dream.

people have viewed this page since 09/02/97.

Table of Contents

Credits
Game World
Traits
Using Traits
Difficulty
Level Of Success or Failure
Karma points
Time
Distance
Stars & Extras
Extras
Stars
Character Creation
Traits
Gifts
EXAMPLE GIFTS
Faults
EXAMPLE FAULTS
Powers
EXAMPLE POWERS
Power and Gift Difficulty and Mana Cost
Difficulty
Aura Drain
Mana Cost
TIME
DURATION
RANGE
TARGETS/SIZE
EFFECT
Damage
Mental
Healing
Defense
Miscellaneous
Resources and Loot
Awards and Advancement
Combat
Attacking and Determining Damage
WOUND LEVEL CHART
RECORDING WOUNDS
KO CONDITIONS
OPTIONS
Death & Dying
Healing & Recovery
Equipment
Armor
Martial Arts Weapons
Marksmanship Weapons
Miscelaneous

Credits

The game uses a modified version of the D6 system from West End Games. They deserve the credit for the core of the rules and have a copyright on it. Robert Stehwien, however, has done a great deal of modifications. Inspiration for this game came from: Myth Adventures, Everway, Nexus, Gatecrasher, Torg, among others.

Game World

The game takes place in various Legendary Realms. Each realm embodies some story, dream, or nightmare told by sentences. There are fantasy worlds, high science worlds, and worlds where horrors lurk under every rock. The people and physical laws vary wildly from place to place. The only constant in all the worlds is the ability for Legends to be born and high action to reign. The players are awakened to this greater reality and are able to carry their own rules along with them.
Realms have gates to other realms.
A gate links one Realm to another specific realm.
A gate can be temporary or permanent.
Every world has at least one gate.
Gates can be hidden, require a specific task to open, only open at certain times, etc.
More than 3 gates is very rare
There is a world called Gateway, where uncountable gates to other worlds are located. The world is a vast sprawling city (with forests, mountains, and lakes contained within it's environs) that relies on interworld travel for it's prosperity.
Gateway is a world of magic and weird science with very little government. Gateway is a happy anarchy run by various guilds (the merchant guilds are the most powerful).
Most of powerful guilds have signed a treaty that formed the Gateway Police Force (GP). This group maintains some semblance of order in the city and protects it from various weird attacks. As you can imagine there is a good deal of corruption in the force. Most cops supplement their salary with various incentives (money, housing, cars, sex, etc.) that many people offer to insure they are protected better than everyone else.
The large numbers of gates have made the world's physical laws very fluid. Only the efforts of Magicians and Technomancers can keep any equipment above the simplest of mechanical devices working. Some devices may have trouble working in various areas of Gateway.
The city's magicians and technomancers have placed a field over the city and it's environs that allows any item or power from anywhere to work. This suppresses the Realms natural tendency to break items.
The best estimate is that at any given time there are around 1000 open gates in, or near downtown gateway. Most of the gates are permanent and always open, while others are temporary or only open at specific times etc.
Gateway lives on interworld trade (although some of it's trading partners are unaware of the true nature of Gateway). There are very few farms or factories on Gateway.
Technology and magic used by the awakened seems to work just fine most places, but if left behind it can often quit working or change if it does not belong.
Any world or character imagined exists in the Realms
When you travel through a gate it "attunes" you to the world as best it can.
You can live in the environment you arrive in.
Gates may cause items to change or vanish (unless you buy them with character/experience points)
Gate travel always imparts knowledge of the most common language in the destination area (written is also learned, if you can normally read).
Gate travel will also modify your knowledge of science and magic so it works as best as possible.
Magic and technology are possible on all worlds, it can be easier or harder and most worlds develop one or the other (and rarely develop neither). Realms can also make some tasks easier or harder.
Some realms can give a penalty to magic, technology, or some other action. Any appropriate actions are at -1D6. Most realms don't give any penalties
Some realms can give a bonus to magic, technology, or some other action. Any appropriate actions are at +1D6. Most realms don't give any bonuses.
For Example: The Realm of Karsa is a dark, paranoid world of cyber-technology and deceit. It's bonuses and penalties are: -1D6 Magic, +1D6 To any Deceitful action
// TODO Describe the awakened and make more clear

// TODO reorganize the format to be like this: Game World, Concept Intro., Character Creation, Trait Use, Combat, etc.

The game uses a modified version of the D6 system from West End Games.

Traits

Your Trait determines how many D6 you roll. Traits range from 1D6 to 10D6 or more.
The actual die progression is: +1, +2, 1D6, 1D6+1, 1D6+2, 2D6, etc. Each D6 can be divided up into 3 pips (a pip is worth +1).
The default trait value for player characters (and stars) is 3D6 if anyone can try it; 0D6 if you need special training or a gift to use it.
The default for extras is 2D6 if anyone can try; 0D6 if you need special training or a gift.
Max. starting value is 8D6
Min. starting value is 1D6 (unless the default is lower)

Value

Description
Example
0
Non-Existent and you can't even try
A dead person
+1 or +2
Totally incompetent
Fred the couch potato
1D6
Below average
Willie the wimp
2D6
Untrained average
Joe A. Verage
3D6
Average level of training
Average Guard
4D6
Professional level of training
Stormtroopers
5D6
Above average Professional
Elite Stormtroopers
6D6
One of the best in a city or area (about 1 in 100,000 people have this level in a trait)
Bilbo Baggens
7D6
Among the best in a realm (1 in 10,000,000)
Luke Skywalker, Inago Montoya
8D6
One of the best in several realms (1 in 100,000,000)
Wesley (Dread Pirate Roberts)
9D6
One of the best known (1 in a billion)
Aragorn
10D6
One of the best ever
Conan
13D6 +
The stuff that legends are made of
Hercules, Gandalf

Using Traits

Roll a number of D6 equal to your trait (add any bonuses as necessary). Total the roll.
Wild Die - one of the dice you roll needs to be a different color (or shape/size). If this die rolls a 1 or a 6 do the following:
If the die rolls a 6, roll again and add. Keep re-rolling 6's and adding.
If the die rolls a 1, roll again and subtract. Keep re-rolling 6's and subtracting.
Unopposed rolls are made against a GM set difficulty. The GM may tell you the level of difficulty but not the actual total required.
Opposed rolls are made by having two characters roll on their trait and then compare the results. The one with the highest result wins. Attackers always win ties. The GM may set a minimum difficulty for success.
Unfamiliar or out of character penalty is -1D6 to -3D6. Characters should not attempt actions that are completely out of character. If characters are insistent about acting completely out of character the GM can force them to spend one or more karma points (and give a penalty)
If doing something could derail the plot, the difficulty will be increased (sometimes it will be impossible). For Example: If finding the evil mastermind's secret lair too early would ruin the game, the hideout cannot be found (the characters will probably find someone else's hideout).
If failing at something could derail the plot, the difficulty will be lowered. For Example: Often times when looking for clues, the character with the highest roll will find the clue (it doesn't matter how low that roll is, the clue must be found or the game will come to a halt).

Difficulty

Difficulty
Description
Example
0
To easy to bother rolling for
walking, breathing, watching TV
1 - 5
Very Easy
personal grooming, cleaning a gun, making cookies
6 - 10
Easy
ducking a falling object, sneaking up on average person, punching alert average person
11 - 15
Moderate
picking basic lock, repairing a computer, trailing wary individual
16 - 20
Difficult
picking sophisticated lock, sneaking up on trained guard, outrunning attack dog
21 - 25
Very Difficult
hiding in brightly-lit area, safely leaping from speeding car, intimidating undead monster
26 - 30
Heroic
deflecting bullets with sword, leaping 15 feet straight up, defusing a missile while riding it
31 +
Nigh Impossible
walking along a trail of bullets to a foe, punching right through one foe to hit another
Note: Some of the above actions could be opposed rolls.

Level Of Success or Failure

The level of success is the amount by which you made your roll. The GM can have better effects based on the level of success.
The level of failure is the amount by which you failed your roll. If you fail by more than 20 or have a 0 or less total, it is a critical failure.

Karma points

Karma points are meta-game gifts that may be used to buy "luck" during a game - they let the players fudge a game result. These are "metagame" gifts because they operate at the player-GM level, not character-character level.

The GM sets the starting number of Karma points. The recommended range is from one to five. Unused Karma points are saved up for the next gaming session. Each player may get an additional number each Act and may gain some each session by performing "game contributions". (This is also set by the GM, and may or may not equal the starting level.)

Player contributions such as character backgrounds, diary entries, stories, session logs, artwork, and adventure ideas; can gain the player extra Karma points for each contribution.

  1. A player may spend one Karma point to double the number of dice they roll and the pip bonus. You must declare this before you roll. You only get to roll one wild die. Subtract any penalties (such as wounds and attacking multiple extras) after you double the number of dice rolled. This option can only be done once per roll.
  2. A player may spend one Karma point to add 1 wild die to their roll (cannot lower the result, a one is just a one) . You can add this die after the roll has been made. Multiple Karma points can be spent in this manner.
  3. A Karma point can be spent to reduce the wound level taken by 1 level. Multiple Karma points can be spent in this manner.
  4. A Karma point can be spent to automatically succeed at a KO check.
  5. A player may spend one Karma point to declare that wounds aren't as bad as they first looked. This allows the player to heal one extra wound level at the end of a scene.
  6. A Karma point can be used to cancel a Karma point that was spent to directly effect you (such as a Karma point spent to hit you in combat).
  7. One or more Karma points may be spent to alter a story element or ensure favorable coincidence. You could know someone, be in the right place at the right time, have the right bit of equipment, etc. For example, if the PCs are in a maximum security prison, perhaps one of the guards turns out to be the cousin of one of the PCs - and lets them escape! Or the captain of the fishing boat rescuing the PCs turns out to be someone who owes a favor to one of them, and is willing to take them out of his way to help them out . . . And so on. This option can cost a bunch of Karma points based on how bizarre or unlikely the event is.
  8. One (or more) Karma points can be spent to do something unusual with a power or trait (that could not normally be done).
A GM may have a pool of Karma points for the player's opponents (including extras) to use in an encounter. Individual stars may have their own Karma points.
// TODO decide if the players can contribute Karma to a group pool of points. Players would only be able to use these points if they contribute at least one point at the beginning of an adventure. Maybe every 2 points contributed is 3 points in the pool.

Time

This game will be using "story" time instead of the standard seconds, minutes, hours, etc. Story time is derived from RPG, novel, movie, and play time elements. The usual times used are:
Shot - A quick frame of film or panel in a comic book. This is used as the smallest element of time. Several shots make up a sequence and each can be from a second to about a minute. Used mostly for combat.
Sequence - Several shots put together like a page in a comic book. Lasts anywhere from 10 seconds to a few minutes. Used mostly for combat.
Scene - One shooting location.
Act - A plot segment that consists of one or more scenes.
Adventure - An entire adventure.
Life - The life of a character. (if the character will never grow old and die Life is really Forever)
Forever - that's a mighty long time
There are two special story elements:
Session - One game session from 1+ hours long. This can be anywhere from a Sequence to an Adventure long.
Interlude - A break in the adventure time. Usually used for travel or when waiting for something to happen.

Distance

Instead of using feet and meters to measure distance, this game will use "Areas", these are the number of hexes, squares, or inches used on a combat map. If you are not using a map, an Area is anywhere from one to 10 meters.

Stars & Extras

Just like in movies, beings in Legendary Realms are divided up into Stars and Extras. The player characters and some powerful NPC's are Stars and everything else is an Extra.

Extras

Extras are basically background or thugs (mooks) used to give the game some depth and harry the players. The GM is not expected to keep a bunch of information about them or track their damage or life carefully.
An extras default is 2D6 for any untrained trait.
Extras are taken out (killed or KO'ed) if you hit them by 10 or more or do their (Soak X 4) or more points of damage (don't roll to soak).
Normal "human" extras can have at most a trait of 8D6. Strength and Health are usually no more than 5D6.
When recording an extra that may be used in combat list:
Passive Defense - The difficulty to hit the extra. Don't bother making active defense rolls for an extra.
Defense TO (Take-out) value - The difficulty to just take out the extra. This is their passive defense + 10.
Soak TO value - The amount of damage that must be done to take out an extra that was not hit by their Defense TO value.
Move
Initiative
Weapon Damage and Skill
Any important traits
Everything else is 2D6

Stars

Stars are always more powerful and colorful than extras and consist of the players and a few other GM characters. The GM should flesh these characters out more.
A stars default is 3D6 for any untrained trait.
Stars take damage using the full damage rules
Stars can have Karma points
Stars have no trait limits.
You should fill out a complete character sheet for any star. Use the character creation rules if you desire, or just fill them out.

Character Creation

  1. Think of a character concept. Discuss it with the GM and if approved write it down.
  2. Build your character
    You have 20D6 to build your character
    You can get an extra 5D6, if you write up a character background (yes this is a bunch of points, but it should be easy to get).
    You start with 4 Karma Points
    Traits start at 3D6
    1D6 can be split into 3 pips. Each pip can buy:
    +1 pip to a trait (the progression is +1, +2, + 1D6, +1D6+1, etc.)
    +1D6 with a trait Specialization
    1 Power Talent
    1 Karma Point
    Traits can be sold back for 1D6 per D6 sold back.
    The maximum trait level is 8D6, and you can only start with one trait at 8D6
    The minimum trait level is 1D6, and you can only start with one traits at 1D6
    You can only start with 4 traits at 7D6
    You can only start with 4 traits at 2D6
    Gifts cost 1D6 or more
    Faults give back 1D6 or more
    Powers are a broad group of abilities and are a combination of a Gift, Trait, and Power Talents.
    Any unspent D6 can be converted into Karma or Experience points: 1D6 = 3 Karma points = 1 Experience point
  3. Get your equipment. Just write down what would make sense for your character Have the GM look over your equipment list and make sure it is reasonable (using your Resources trait and concept as a guide).
  4. Write down a little description of you character.
  5. Figure out your derived traits.
    Passive Defense [number] - The difficulty (number) to hit you when you are not actively defending. This is: (your best defensive combat trait's # D6 + 5). Your best defensive combat trait can be: Martial Arts, Marksmanship, Athletics, and some Powers.
    Active Defense [D6] - What you get to roll when you actively defend yourself. The number rolled replaces your passive defense as the number necessary to hit you. This is your best defensive combat trait and can be: Martial Arts, Marksmanship, Athletics, and some powers.
    Soak [D6] - What you roll to soak up physical damage. This is your Health + Armor Value
    Initiative [number] - How fast you act in combat, you roll 1D6 (no wild dice) and add it to this number to determine how many shots you have in a combat sequence. = Number of Speed D6
    Move [number] - Your combat movement. Based on the best of your Speed or Athletics. You can move your Move in areas (squares or hexes on the map) while you perform another action and can run (3 X your Move) for an action (3 shots).
    Weapon Damage [D6] - figure out and write down the damage for any of your weapons
    Mana [number] - Power that supplies some reality altering powers (like magic and psionics). = Number of Aura D6
[D6] - This is just like a regular trait and consists of a number of D6 (maybe with a bonus) that you roll.

[number] - just a number and not a number of D6. You don't roll on these derived attributes.

// TODO explain mana

Traits

Specialization in a trait gives a +1D6 when performing actions within that specialization.
Artistry - arts and crafts
Example Specializations - drawing, painting, sculpture, rug weaving
Athletics - sports and full body movement
Example Specializations - football, acrobatics, climbing, swimming, running, horseback riding
Aura - Strength of your aura, this is used to power some mystical or reality altering abilities
Example Specializations - Magic powers, Technology powers, Martial Arts powers
Awareness - perception of your environment
Example Specializations - Sight, hearing, smell, Guard, light sleeper
Deduction - figuring out stuff (clues, riddles, etc.)
Example Specializations - Crimes, riddles
Empathy - knowing and dealing with people and animals on an emotional level
Example Specializations - Determine persons emotion, Animal communication, Detect Lies
Engineering - applied science and engineering
Example Specializations - Demolitions, traps, auto repair
Etiquette - knowing what to do in social situations
Example Specializations - high society, streetwise, Mafia
Health - physical health and endurance
Example Specializations - Endurance, resistance to disease, tough skin
Intrusion - getting into places you are not wanted
Example Specializations - lock picking, security systems, guards
Lore - knowledge about stuff. If you don't have the appropriate specialization the GM may lower your skill, increase the difficulty, give you less detailed knowledge, or no knowledge at all.
Example Specializations - science, occult, plants, animals, trivial pursuit, world gates (how they operate, where they are is covered by the Realms trait)
Luck - how lucky are you
Example Specializations - gambling
Marksmanship - hitting something at range (bows, thrown, firearms, etc.)
Example Specializations - throwing dagger, longbow, machine gun
Martial Arts - hitting someone in close combat (weapons and unarmed)
Example Specializations - Blocking, Akido, Wrestling, Swords
Medicine - how to heal
Example Specializations - Herbalism, surgery, first aid
Obfuscate - The art of not being seen (hiding yourself and things and stealth)
Example Specializations - Sneaking, Hide in Shadows, Camouflage
Performance - singing, dancing, acting, etc.
Example Specializations - Singing, Lyre, Acting
Persuasion - getting people to do stuff
Example Specializations - Seduction, torture, intimidation, leadership
Pilot - driving and piloting vehicles
Example Specializations - boats, cars, racing
Prestidigitation - Sleight of hand and general eye-hand coordination
Example Specializations - Pick pocket, video games
Realms - Knowledge about different worlds and their gates
Example Specializations - Specific Worlds, World Gate Locations, Criminal Connections (other specific types of connections are possible)
Resources - what sort of stuff you have access to
Example Specializations - Money, cars, land, weapons
Speed - how fast are you (movement and reaction time)
Example Specializations -Running, combat reflexes
Strength - physical strength
Example Specializations - lifting, causing damage, arm wrestling, carrying capacity
Survival - surviving in hostile environments
Example Specializations - mountains, forest, desert, space, urban, uncle Ted's house
Tactics - strategy tactics and organization
Example Specializations - Air Tactics, Sea Tactics, Infantry, Chess
Trickery - fooling people through lies and deceit
Example Specializations - Fast talk, con
Willpower - strength and resiliency of mind
Example Specializations - Resistance to persuasion, resistance to magic
<misc. skill> - Specify a misc. trait that is not covered above, is a sub-trait of one of the above traits, or is a new trait that may be covered by several different traits above. Trivial traits or sub-traits cost 1 or 2 pips per D6 (1 normal D6 = 3 Pips). The cost and default value (usually 0 or 3D6) is at the GM's discretion.

Gifts

Something that helps a character
The base cost is 1D6 modified as follows:
-1D6 if it frequently effects play
-1D6 if it is versatile
-1D6(or more) if it has a major effect on the characters ability
Normal gifts can give
+1D6 for a broad group of specilizations, traits, or concept (GM's discretion)
+2D6 for a narrow group (or specialty)
something equivalent
Major gifts can give
+2D6 for a broad group of specilizations, traits, or concept (GM's discretion)
+3D6 for a narrow group (or specialty)
something equivalent
For some gifts the GM will have it cost Mana
The GM may modify the suggested dice bonuses based on the effect.
// TODO describe Frequent, Major, and Versatile

EXAMPLE GIFTS

Absolute Time Sense (-1D6) - Always know what time it is
Ambidexterity (-1D6) - Can use both hands equally well
Never Lost (-1D6) - Always know where you are.
Combat Reflexes (-2D6; frequent)- +3 to initiative
Danger Sense (-2D6; frequent)- Get a premonition of danger on an awareness roll
Eidetic Memory (-2D6; frequent) - You remember everything and are reminded by the GM on an Awareness roll
Immunity to Iocane Powder (-1D6) - Immune to that nasty poison
Immunity to Poison (-2D6; versatile) - Immune to all poisons
Lucky (-3D6; frequent, major) - gain 1 Karma point each session.
Invisibility (-3D6; frequent, major)- turn invisible and move about. Costs an action to activate and has a cost of 1 Mana per sequence.
Unlimited Ammo (-2D6; frequent) - always has some ammo
Lightning Reload (-2D6; frequent) - never need to spend time reloading
Snake Strike (-2D6; frequent) - only costs 2 shots to attack an extra with Martial Arts
Lightning Strike (-3D6; major, frequent) - only costs 1 shot to attack an extra with Martial Arts
Fists of Steel (-3D6; major, frequent) - +3D6 to damage with fists only.
Fast Healing (-2D6; frequent) - lower one extra wound per scene
Regeneration (-3D6; major, frequent) - lower one wound per sequence
Sexy (-1D6) - +2D6 to seduction attempts with the opposite sex (if they would find you attractive)
Nobility (-1D6) - a noble on one world (not Gateway)
Personal Realm (-4D6; twice major, versatile) - Complete political control over one realm (not gateway). Twice major because you can get just about anything, including an army. The Realm should be relatively small or could be the area around the only gate(s) in the realm. The GM can regulate the amount/size of equipment or armies you can get by making the gate only allow so much stuff out at one time (or something like that).
Werecat (-4D6; frequent, twice major) - turn into a large cat that takes 2 less wounds from anything but silver and have claws and bites for Str + 2D6. Twice major because you are take less damage and can do some serious damage.
Speak to Dead (-2D6; major) - can talk to the dead
Unaging (-1D6) - will never grow old
Unkillable (-4D6; frequent, twice major) - cannot be killed by any means, but you can take wounds and still grow old
Create Flame (-4D6; frequent, major, versatile) - create flame at will (cost X mana); can do +1D6 damage w/ melee attacks and 3D6 damage at range.
Heroic Reputation (-3D6; frequent, versatile) - many people know you and love you, get a +2D6 to appropriate interactions
High Pain threshold (-2D6; frequent) - Lower the wound penalty by one.
Signature Weapon (-2D6; frequent) - +1D6 to a specific weapon. This is a specific weapon not a class of weapons. For example: Jacko's signature weapon is the L'antern Saber, not just any saber. It is a saber that has been in his family for generations. Signature weapons will never be permanently destroyed and cannot be lost unless it is part of the plot.
Major Signature Weapon (-3D6; frequent, major) - +2D6 to a specific weapon.
// TODO organize the gifts into Martial Arts, Marksmanship, Body, Mind, Social, and Misc.

Faults

Something that hurts a character
You gain back a base of 1D6 modified as follows:
+1D6 if it frequently effects play
+1D6 if it is broad in scope
+1D6 (or more) if it has a major effect on the characters ability
Normal faults can give
-1D6 for a broad group of specilizations, traits, or concept (GM's discretion)
-2D6 for a narrow group (or specialty)
something equivalent
Major faults give
-2D6 for a broad group
-3D6 for a narrow group (or specialty)
something equivalent
// TODO describe frequent, broad, and major

EXAMPLE FAULTS

One Eye (+2D6; frequent) - missing an eye. have a blind side and -1D6 to sight Awareness rolls and you are easy to identify. This fault doesn't really have any effect on combat because it never does in the movies.
Overconfidence (+1D6) - have an overly high opinion of your own abilities and will take unnecessary risks
Weirdness Magnet (+2D6; frequent) - weird things happen to you all the time but are usually not dangerous
Enemy (+4D6; frequent, broad, major) - Wants to kill you and is hunting you full time. There are lesser versions of enemies.
Nuisance (+1D6) - This is a minor enemy that only occasionally comes by and annoys you.
Unable to Walk (+4D6; frequent, major, broad) - you are paralyzed (if you can fly or something the value may be lowered or this may not be allowed)
Curse of the Werewolf (+2D6; major) - you turn into a uncontrollable werewolf every full moon and will kill anything you find
Berserk (+3D6; frequent, major) - Go into a killing frenzy at the sight of blood or violence. You will first try to kill your enemies, then any innocents, and finally your friends. A willpower roll is made to resist going berserk and to come out of it (roll once per sequence vs. a GM set difficulty). This does not give you any bonuses in combat. If you want to go berserk like the legendary warriors did, you could increase your combat ability for each decrease in defense and decrease the wound penalties. This type of berserk is really a gift because those warriors could control it.

Powers

A powers is a combination of a Gift, Special Trait, and Power Talents that combine to create a broad special ability group.

Steps to buying a power

  1. Think about what the power would do and discuss it with the GM
  2. Buy a gift for that power. The more powerful the power the more this will cost. Add 1D6 to the cost of each gift for the ability to do spontaneous Power Talents.
  3. Buy a new Trait (starts at 0D6) to control that power.
  4. Buy various Power Talents that you already know how to do costs 1 creation point for every 3 Power Talents. These are the Power Talents you know how to do, if you wish to do any spontaneous effects you must buy the gift with "spontaneous" and spend a karma point each time you want to use an unknown power talent.
  5. Figure out the difficulty and mana cost for Power Talents with the GM.
Can use any known Power Talents by rolling the trait against a specific difficulty
Can pull a new Power Talent out of you hat by spending a Karma point and temporarily lowering your trait by one.
You can not have a specialization in the new trait

EXAMPLE POWERS

Necromancy (-5D6; frequent, versatile, major, spontaneous) - can summon spirits, speak with the dead, get spirits to do stuff for you and animate the dead.
A new trait Necromancy must be bought and it has a default of 0
Power Talents could be: Animate Dead, Summon Spirit, Bind Spirit, Drain Life,
Costs mana to use
Roll on necromancy to cast spells
Enchantment (-6D6; frequent, versatile, 2 X major, spontaneous) - can create magic items that do pretty much anything
twice major because items can do anything
A new trait Enchantment must be bought and it has a default of 0
Power Talents could be: Ring of Invisibility, Sword of Flame, Identify Magic Item, Detect Enchantment
Causes a permanent Aura drain to create permanent magic items
Causes a temporary Aura drain to create temporary or one shot magic items
Takes time to create (less than weird science)
Roll on Enchantment to create or identify magic items
You can start the game with magic items you are willing to pay the price for (either temporary or permanent Aura drain)
Weird Science (-6D6; frequent, versatile, 2 X major, spontaneous) - can create weird science devices
twice major because items can do anything
A new trait Weird Science must be bought and it has a default of 0
Power Talents could be: Rocket Pack, X-ray goggles, Teleportation Booth, analyze gadget, Jury-rig gadget
Takes time to create (longer than enchantment)
Roll 2D6 once per scene, item breaks if a 4 or less is rolled (could make up a malfunction chart). The device could be fixed, but it takes time.
Roll on Weird Science to create or analyze gadgets
You can only start with a few gadgets
Cannot do spontaneous effects. You must design a Power Talent and then buy it.
Technomancy (-6D6; frequent, versatile, 2 X major, spontaneous) - Much like Enchantment except that it uses magic and science. Technomagic items are usually the cheapest to buy (because using a little science and magic is sometimes easier than all one or the other) and are quicker than Weird Science devices and less Aura expensive than enchantment, but they take the worst penalty from magic or technology.
twice major because items can do anything
A new trait Technomancy must be bought and it has a default of 0
Power Talents could be: Infinite Ammo Clip, Flying Ship, Fix It (magically make an technological item work)
Causes a permanent Aura drain to create permanent magic items, but this drain is less than the same item using Enchantment (because you must have some sort of technology to work on)
Causes a temporary Aura drain to create temporary or one shot magic items , but this drain is less than the same item using Enchantment (because you must have some sort of technology to work on)
Takes time to create, the time is more than enchantment but less than weird science
Roll on Technomancy to create or identify technomagic items
You can start the game with magic items you are willing to pay the price for (either temporary or permanent Aura drain)
Telekinesis (-5D6; frequent, versatile, major, spontaneous) - can move matter around with a thought
A new trait Telekinesis must be bought and it has a default of 0
Power Talents could be: Move Object, Telekinetic Hand, Telekinetic Shield
Costs mana to use
Roll on Telekinesis to use telepathy
// TODO need to define how much can be lifted
Telepathy (-7D6; frequent, versatile, 3 X major, spontaneous) - read and control minds
3X major because it can really disrupt the game and I don't like telepathy. If you just wanted to read surface thoughts and the like, just take a gift to do so.
A new trait Telepathy must be bought and it has a default of 0
Power Talents could be: Read Surface Thoughts, Suggestion
Costs mana to use
Roll on Telepathy to use telepathy
Controlling minds and reading minds when it will ruin the plot will be very difficult and mana expensive, or simply impossible.
World Walking (-4D6; frequent, major, spontaneous) - can move from one Legendary realm to another
A new trait World Walking must be bought and it has a default of 0
Power Talents could be: Open gate to a <Specific World>, Find World Gate
Takes time
Roll on World Walking to move between worlds
Sorcery (-8D6; frequent, versatile, 4 X major, spontaneous) - full spellcasting, can do pretty much any sort of spell like effect with chanting, gestures, and sometimes material components.
4 X major because you can do anything except enchantment
A new trait Sorcery must be bought and it has a default of 0
Power Talents could be: Magic Missile, Fireball, etc.
Costs mana to use
Roll on Sorcery to cast spells
The GM may make some spells more difficult, limit what spells you can cast, or charge you more than one Karma point to cast spontaneous spells, if there is another player that has a more specific magic or power. Other players should not be made to feel bad for not spending more points. This should not make you all powerful.
Wizardry (-9D6; frequent, versatile, 5 X major, spontaneous) - full spellcasting (as sorcery) but with enchantment too, can do pretty much any sort of spell like effect or enchantment with chanting, gestures, and sometimes material components.
4 X major because you can do anything including enchantment
A new trait Wizardry must be bought and it has a default of 0
Power Talents could be: Magic Missile, Fireball, Belt of Invisibility, etc.,
Costs mana to use, and Temp/Permanent Aura for enchantments
Roll on Wizardry to cast spells
The GM may make some spells more difficult, limit what spells you can cast, or charge you more than one Karma point to cast spontaneous spells, if there is another player that has a more specific magic or power. Other players should not be made to feel bad for not spending more points. This should not make you all powerful.
Shapeshifting (-6D6; frequent, versatile, 2 X major, spontaneous) - full freeform shapeshifting. can even gain some of the powers of what you change into
2 X major because you can turn into very useful things
A new trait Shapeshifting must be bought and it has a default of 0
Power Talents could be: Specific Form, Disguise, Combat Shapeshifting
Costs mana to change form and the mana used to change is unavailable until you change back
Powers, gifts, and size changes gained through power expenditure
Sample difficulties are as follows:
Normal Medium to small animals - Easy to Moderate
Normal Large or dangerous predators - Difficult
Flying animals - Very Difficult
Supernatural animals - Heroic or more
Roll on Shapeshifting to change form

Power and Gift Difficulty and Mana Cost

Passive Powers - Powers that are just always on. This is normally used for defenses and movement. These powers don't normally require rolls to activate, they just work when needed.
Active Powers - Powers that must be activated. Normally attacks and such. These powers usually require a trait roll of some sort to use.
Powers/Gifts - Powers are just an advanced form of gift that requires a special trait to use.
Mana - The energy that drives some mystic powers
Powers can be mystic or natural. A GM decides if a power is mystic or natural.
Natural powers are usually innate, based on race, and/or have some obvious physical manifestation. Natural powers normally have no mana cost, but must be at least vaguely realistic.
Mystic powers - Magic, psionics, and other weird powers. These powers are not constrained by realistic guidelines but require mana to power them.
The following may be listed in the description for a gift/power
Name - The name of the power
Cost - how much mana does it cost.
Difficulty - A difficulty number
Time - The time it takes to do it.
Duration - How long one use of the power lasts
Range - How far away it can reach.
Targets/Size - Who or how much is effected including how many.
Effect - What happens when it is used. This includes damage effects, limitations, and the like.
Can always choose to have a lesser effect

Difficulty

Hitting someone with a damaging attack power has a base difficulty of their Defense. The difficulty may be increased based on the complexity of the power and its intended result.
Effecting someone in a mystic or mental way has a base difficulty of their Willpower. The difficulty may be increased based on the complexity of the power and its intended result.
Sometimes a power my target a persons Health, Luck, or best ability. Really nasty powers like transformations or banishings should always use the best ability as the difficulty. Most of the time they would get a "free" active defense.
For mental effects the defender rolls Willpower and gets a bonus to their roll based on how extreme the mental effect (+5 for Mind control to do something you would not mind doing)
If not effecting a character, the normal difficulty guidelines should be used. Here are some examples:
// TODO need examples

Aura Drain

Permanent mystic power use costs the basic mana cost plus it permanently drains one D6 level of Aura (an Aura of 4D6 becomes 3D6).
Technomancy drains 1 point from Aura (an Aura of 4D6 becomes 3D6+2)
Stored mystic powers (like potions or magic item charges) temporarily drain one D6 of Aura per charge.
Technomancy drains 1 point from Aura per D6 per "charge" (an Aura of 4D6 becomes 3D6+2)

Mana Cost

All mystic powers/gifts require the expenditure of mana to use. The basic mana cost is one modified by the following factors:

TIME

How long does it take you to use the gift/power.

Time

Mana Cost
1 Shot (only against Extras)
+4
2 Shots (only against Extras)
+2
3 Shots
0
1 Sequence
-1
2 Sequences
-2
3 Sequences
-4 (most powers/gifts should not take longer than this)
Scene / Interlude
-8
Act / Session
-16
Adventure
-32
Life / Forever
NA - you could never finish

DURATION

How long does your gift/power last per use

Duration

Mana Cost
1 Shot
0
2 Shots
+1
3 Shots
+2
1 Sequence
+3
2 Sequences
+4
3 Sequences
+5
Scene / Interlude
+1

* Temporary drain of 1 level of aura

Act / Session
+2

* Temporary drain of 1 level of aura

Adventure
+4

* Temporary drain of 1 level of aura

Life / Forever
+8

* Permanent drain of 1 level of aura

There may be special durations like "until kissed by a prince", etc. The GM should decide the cost for these using the above guidelines. Usually these will at least temporarily drain a level of Aura.
Note that damage usually lasts until healed.

RANGE

How far away from you the power can effect.

Range

Mana Cost
Self
-3
Touch - must make a Martial Arts check to touch
-2
Close - within reach, but don't have to actually touch
-1
Near - A stones throw away
0
Far - Most ranged weapons
+1
Sight - I see you
+2
Special ranges are also possible. Like "been there before", "have something from there", etc. The GM should decide on a cost and may modify the difficulty too.

TARGETS/SIZE

How big of an area or how many people can be effected at once.

Targets/Size

Mana Cost
Small (bread box)
-1
One - (one person)
0
Few (2-4 people, a closet sized space)
+1
Several (5 - 10 people, a whole room)
+2
Many (a small crowd, a small building)
+4
Great (large crowd, a large building)
+8
More can be effected at an increased cost.
Effecting multiple targets should not be selective; it affects everyone in the area. If you wish to selectively target people or things in an area, the difficulty or mana cost will be increased.
Can attack multiple extras using a single person mystic power using the normal rules.

EFFECT

Damage

Damage starts at 2D6
+2D6 damage (max. damage is your power trait): +1 mana
-1D6 Damage: -1 mana
Stun Damage only: -2 mana
Ignores Mundane (physical) Armor: +2 Mana
Mental Attack (uses Willpower instead of Health for soak and ignores mundane armor): +3 Mana
Bonus to other damage +1D6 (max. bonus damage is 1/3 your power trait RD): +2 mana
// TODO decide if damage should start at Trait/2 and cost 1 mana per +1D6. Adding damage

Mental

// TODO work on the cost

Healing

Drop All Wounds By
Mana Cost
1 Level
+0
2 Levels
+1
3 Levels
+2
4 Levels
+4
5 Levels
+8
Raise Dead (still mortally wounded)
+16
Only one mystic healing per scene

Defense

+1D6 Armor: +1 mana
Mystic/Mental Armor: -1 mana
+1 Passive Defense And +1D6 Active Defense: +2 mana

Miscellaneous

The mana cost for miscellaneous effects is 1/2 [RD] the difficulty plus any special modifiers.
Each level of health sacrificed (does not have to be designed into power): - 2 mana
Each point of Karma (does not have to be designed into spell): -3 mana
+1D6 to Power Trait (only if designed into power): +2 mana
-1D6 to power Trait (only if designed into power): -2 mana
Using appropriate props: -1 or more mana
Backlash - failure causes damage to user (or something similar): -2 mana
Wild Power - any roll of a 1 on the Wild die causes damage to user (or something similar): -3 mana
Concentration; can't do anything else except move 1*Move per sequence, lower defense by -2D6 (only for effects that take 1 sequence or longer): -2 Mana
Total Concentration; can't even move, lower defense to 0 (only for effects that take 1 sequence or longer): -4 Mana
Misc. limit: -1 or more mana or a difficulty mod
Not doing a required limitation (like gestures or incantations for spellcasters): double the mana cost
Note: Some limits are required for various powers and don't decrease the mana cost. Most spellcasting requires gestures and incantations.

Resources and Loot

The Resources trait determines what sort of stuff you can afford
Items will have a resource level, make a roll to buy stuff.
When you get treasures and such the GM will reduce it to a Loot value. Players can divide the Loot however they want.
Loot points are a generalized concept to cover the bootie you gain in adventures. This can be treasure or miscellaneous stuff.
Loot points are temporarily spent to increase your resource level by one or more D6. Each level of increase costs the number of levels you are increasing it by to increase. The first level of increase costs 1, the second level costs another 2 (for a total of 3), the third level costs 3 (for a total of 6), etc.
Loot awards are from 1 to 10 or more. Keep in mind that in the multi-realm game of ROL paper money is only valuable in the realm it comes from. Resources and Loot is a measure of stuff. For example if the players get a chest of jewels and gold you could say that has a value of 8 loot points. A bunch of cash on the other hand is not very valuable, although they may be able to buy something with a loot value before they leave the world.

Awards and Advancement

The GM will award from 1-3 Karma points at the end of each act and an additional 1-3 at the end of the adventure.
1-3 Experience points will be awarded at the end of the adventure. These points can be used to increase traits and buy gifts.
Game contributions such as diaries, adventure ideas, realms, detailed NPC's, organizations, pictures, and stories, each give 1 Karma point per session (what you create may not be used in it's original form). There is a maximum of 3 Karma points per session from this and the luck gift.
When you get treasure and other such bootie the GM will award you Loot points.
3 Karma points can be traded in for 1 Experience point.
1 Experience point can be traded for 3 Karma points
Specializations cost 1 experience point.
Gifts cost 3 X the character creation cost
Faults can be bought off for 3 X their creation cost
Traits cost your current number of dice to increase 1 point. It would cost 3 experience points to increase a 3D6 trait to 3D6 +1. Another 3 experience points would increase the trait to 3D6+2, and 3 more would increase it to 4D6.
Improving powers costs the same as improving traits.
Buying new powers costs the same as buying a Gift and the Trait.
The resources trait can be increased with experience or Loot. It costs 5 Loot times the current level to increase it one point.

Combat

At the beginning of each sequence roll 1d6 (no Wild Die) and add it to your Initiative. This is the number of Shots you have for the sequence.
The GM will begin counting down from the highest shot. If it is your shot value you can take an action.
Most actions (including attacking) cost 3 shots
The difficulty to hit you is your defensive value.
An active defense may be declared when you are attacked (even if it is not your initiative) and costs 1 shot. When actively defending roll your defense and substitute it for the difficulty to hit you. An active defense lasts for the entire shot it is taken.
If totally unaware or prepared for attack Defense is 0, you are only unprepared if you have no idea that combat is coming to you (just being unaware of one attacker in a melee is not enough to warrant this penalty).
If you are performing a continuous action, increase the shot cost by 1.
// TODO describe shot use better and give an example of combat.

Attacking and Determining Damage

To figure out if you hit and how much damage you do:
  1. Roll your Attack using your opponents Defense as the difficulty. You hit your opponent if you equal or exceed their defense.
  2. Each 6 you roll in your attack adds 1D6 to your damage.
  3. The amount of damage you do is: Weapon Damage + To Hit Bonus
To figure out how much damage you take:
Extras (a.k.a. mooks or thugs) - Extras are taken out (either stunned or killed, the GM or players choice) ) if you hit them by 10 or more or do their (Soak X 4) or more points of damage (don't roll for soak).
  1. The attacker rolls their damage dice, and the defender rolls their soak dice.
  2. The amount of damage done is Damage Roll - Soak Roll
  3. The amount of damage taken determines the wound level. Check the Wound Level Chart below to see what wound level is taken.
    If your Soak roll is higher than the Damage, you don't take a wound.
    If your opponents attack roll only equaled your Defense, the highest wound you can take is a Scratch.
  4. If there is a KO chance for the wound level taken, roll immediately on your Health or Willpower against the KO chance to remain conscious.

WOUND LEVEL CHART

Damage
Wound
Taken
Result
Levels
Penalty
KO
1 - 5
Scratch
OOOOO
0
--
6 - 10
Light
OOOO
-1D6
--
11 - 15
Medium
OOO
-2D6
5
16 - 20
Heavy
OO
-3D6
10
21+
Mortal
O
-4D6
15*
* Mortally wounded characters must roll the KO chance every sequence and the difficulty increases by 5 each sequence. i.e. The difficulty is 15 the first sequence, 20 the second, 25 the third, etc. Roll at the end of the second and later sequences.

Damage Taken - The amount of damage done to you minus your Soak roll.

Wound Result - The wound you take.

Wound Levels - How many wounds of this type you can take.

Wound Penalty - The penalty for all actions. Take the penalty for the highest wound you have.

Wound KO - The difficulty of the KO roll. If you fail the roll you are unconscious or incapacitated in some fashion.

Note: You may notice that their is no "Dead" rating on the wound level. This is to stop accidental PC death. Sometimes death may be Automatic (like being caught in a Nuclear bomb or having your head cut off while you sleep).

RECORDING WOUNDS

Total damage points taken are compared to the above chart and result in a given wound. If all of the boxes in a wound level are filled and you take another wound at the same level, you take one wound of the next higher level. You can only take a wound of two levels higher. If all of the boxes in the current and next two wound categories are filled the wound is ignored. (ex. A scratch can only give you a Medium wound at most)

KO CONDITIONS

Whenever you take a wound that has a KO chance, roll Heath or Willpower versus the KO difficulty. If you fail, you pass-out.
Characters that are Mortally wounded must make a KO check every sequence and the KO difficulty increases by 5 each sequence. i.e. The difficulty is 15 the first sequence, 20 the second, 25 the third, etc. Roll at the end of the second and later sequences
KO'ed characters are not necessarily unconscious (they could be writhing around in pain), but they are incapacitated an incapable of action.

OPTIONS

Weapons do 2 types of damage Stun and Lethal.
Lethal - no modification needed; this is the norm for weapons and bare-handed attacks with special training (martial arts). Mark lethal wounds with an X.
Stun - Take damage as normal, but the damage is completely healed at the end of the scene. Mark stun wounds with a /.
Strike to Stun - Do stun damage as above.
Pulling Punches - -1D6 to skill (sometimes not hurting someone is difficult). Can set maximum wound level and if you will knock them out or not. They must make a KO roll using the real wound level.
Thugs (a.k.a. mooks or extras) - many of the things players will fight are not worth heavy book-keeping so they are taken out (either stunned or killed, the GM or players choice) ) if you hit them by 10 or more or do their (Soak X 4) or more points of damage (don't roll to soak).
Somethings cannot be KO'ed or take wound penalties. These are things you have to hack apart to stop (like zombies). These things "die" when all of their wound boxes are filled up. Thugs like this could have to be "taken out" a few times before they "die". They could just get up the next sequence after being "taken out".
One on Many - Attacking multiple targets gives you a -1D6 for each extra opponent (over 1) you are attacking (only make one roll for the attack versus the highest defense). Only stars can use this on extras. Stars attacking stars must be handled one at a time. You can attack as many extras as you want in an action, you just take the penalty and either hit them all or none of them. Increase the extras soak by one for each extra opponent attacked.
Many on One - Multiple extras can attack a star and gain a bonus of +1D6 for every two full attackers up to a maximum of +4D6. Only make one roll for the attack using the lowest attack trait.
Mass Extra Combat - If multiple extras are attacking each other, have each side make a roll on their worst attack trait and add one for each extra on that side. Compare the rolls for each side. Remove one extra on the other side for each 6 rolled, remove one of your own for each 1 rolled. The loosing side looses one extra for every 5 (or fraction thereof) the winners side exceeded their roll.
You are encouraged to perform cinematic actions and describe your actions. You can gain a +1D6 for a good description. A cinematic martial arts attack on 3 goons could go like this: "I'll slide down the banister and kick the first goon, then I'll slash the rope holding the chandler; which will fall down on the other two goons." This action will give you a -2D6 penalty for attacking 3 extras, but nothing more.
Range: Near (0), Far(-1D6), Extreme(-2D6)
Automatic Fire - Firing a weapon on full auto (or burst) gives a +1D6 to attack and +1D6 to damage.

Death & Dying

When a character is Near Death, make a death check using the best of their Health, Will, or Luck either at the end of the scene or after they receive medical/magical attention (whichever comes first). Get a +1D6 for medical attention and +1D6 for magical healing. A result of 10 or more means the character lives.

Healing & Recovery

Everything is healed between adventures
KO
Characters regain consciousness at the end of the scene
Characters can be awoken with a successful Medicine roll (vs. the highest damage point value for their highest wound) or some powers/gifts.
Wounds
All wounds are recovered during long interludes between acts (if not much time passes between an act heal per scene as below)
Stun wounds heal completely at the end of the scene.
All wounds drop down 1 level per scene
Successful Medicine roll (vs. the highest damage point value for their highest wound) drops all wounds 1 level. Can only get 1 medicine roll per scene.
Mystic powers can heal too
Temporary Trait Loss
Regain 1D6 in all temporarily drained traits each act
Mana - recover all Mana at the end of each sequence
Karma Points - only gain new Karma when awarded

Equipment

// TODO make an equipment list with costs (a Resource difficulty value)

Armor

Add to Soak (partially covering yourself with armor gives you 1D6 less protection, like chain mail bikinis)

Armor

Value
Example
Light
+1D6
leather, padded
Medium
+2D6
chain, bullet proof vest
Heavy
+3D6
plate, full body armor (-1D6 defense)
Extra Heavy
+4D6
powered armor (-1D6 defense)
Shield - +1 Passive Defense, +1D6 Active Defense

Martial Arts Weapons

Weapon
Damage
Example
Most Unarmed
Str
punches, headbuts, grappling, etc.
Kicks
Str+1

Small
Str+2
blackjack, knife, brass knuckles, thick boots
Medium one-handed weapons
Str+1D6
billy club, machete, shortsword, epee, hatchet, etc.
Large one-handed weapons
Str+1D6+1
broadsword, ax, large club, etc.
Light two-handed weapons
Str+1D6+2
spear, staff, etc.
Most two-handed weapons
Str+2D6
polearm, two-handed sword, battleaxe, etc.

Marksmanship Weapons

Weapon
Damage
Examples
Thrown Weapon
Same as melee damage
throwing knife, suriken
Sling
Str+2
a sling
Bow
Str+1D6
most bows
Big Bow
Str+1D6+2
longbows
Light Crossbow
3D6
light crossbows
Crossbow
3D6+2
most crossbows
Small Gun
3D6
most handguns
Medium Gun
4D6
some (small) rifles, big handguns, SMG
Large Gun
5D6
most rifles, hunting shotguns and rare huge handguns
BFG
6D6
combat shotguns, battle or sniper rifles
Grenade
5D6
Loose the highest die each 5 areas
The damage listed is for near modern weapons (around 1990). High tech or magical weapons can get +1D6 or more (rarely more than +3D6). Primitive weapons would get -1D6. For example: A blaster pistol could do 5D6 and a wheel-lock pistol would be 3D6 instead of the normal 4D6 for a big handgun.

Miscelaneous

Amulet of Disguise (can be found as any form of jewelry or clothing) - This item allows you to disguise yourself as a local citizen of any Realm. You first have to find a local to emulate (the more locals you observe, the less you look like a specific one). These items are commonly sold in Gateway. They can be made using technology, magic, or technomancy.
Babble Ring (can be found as any form of jewelry or clothing) - This item allows you to speak any language. These items are commonly sold in Gateway. They can be made using technology, magic, or technomancy.