Howdy, y’all! This little box of homebrew is a bit different in formatting and content. I’m experimenting a bit with the format and I appreciate any feedback or opinions you might have. I truly mean that, please criticize my work! Also, I apparently reached the word limit so the actual encounters will be in a comment while all the content is in the post.
1. A more civilized age
Mechanic: Debate
A debate in Open Legend is much like a combat encounter. A debate starts by rolling initiative using Presence instead of Agility. Then each participant chooses a thesis to defend. A thesis is an idea or opinion which people in arguments try to support, like the benefits of invading a neighboring kingdom, the superiority of a particular economic model or the fact that your philosophy is the most moral.
On your turn you may spend a major action to take the “Argue” action. When you do, you roll Persuasion, Presence, Learning or Logic. In response, someone can choose to attempt to strike down the argument as a free action outside of their turn by rolling higher than you with the same attribute. If no one opposes you or if you roll higher than the person opposing you, you give a Pathos or Logos point to your thesis. You give a Pathos point if you used Persuasion or Presence and a Logos point if you used Learning or Logic.
You may spend a minor action to change which thesis you defend.
If more than one person defends the same thesis they all have disadvantage equal to how many they are when they take the argue action. This is called the underdog bonus.
At the end of the debate you multiply the theses logos and pathos points together to get your debate score. If you have a zero in either of them, you multiply with 1/2 instead of by 0. Add up all the debate scores of every thesis present in the debate in order to get the convincing CR. Everyone who observed this debate who’s Resolve is lower than the convincing CR gets their mind changed. Alternatively, for some more important NPC’s, they have to beat the convincing CR with a Will roll or get their mind changed. When someone gets their mind changed they will start to believe in the thesis with the highest debate score.
Dishonesty in debates
When you take the argue action or when you oppose another person’s argue action you may use Deception or Influence as the attribute instead of what you were supposed to roll. You still choose one of the four regular attributes so that it is clear which attribute will be used if someone opposes you. However, if someone rolls 10 or more above your result when you’re using influence or deception they call your bluff and you will get a Liars mark for the rest of the debate. You have disadvantage equal to how many Liars marks you have whenever you take the argue action or when you oppose someones argue action. Additionally, for every Liars mark you have, the amount someone has to roll to call your bluff reduces by 5.
Alternative rule: Realistic mind changing
If you want a more realistic way to handle who managed to change who’s mind to what then you may use this optional rule.
Take the debate score of a thesis, divide it by the convincing CR, multiply it with 100 and then round to the closest whole number. Record this number and then repeat this process with every thesis. Now you have the probability, in percentage, that someone believes each thesis if they get their mind changed. If someone gets their mind changed you organize the probabilities into ranges or into a table and roll a d100 to see which thesis in the debate they believe.
Side note: Ethos
For those of you who know these terms, you might have noticed that Ethos was not included in the original debate rules. That is because I had a hard time implementing it in a way that felt good. I have tried multiple drafts and they’ve all felt unbalanced, wonky or like they’re against the core principles of open legend. I urge anyone who has an idea to throw their hat into the ring but I’m not gonna do that.
2. Bourgoisie Bootlicking
Mechanic: Duel
A duel is a Special type of one-on-one combat that typically ends when one of the participants has been hit by the other. It is typically fought with rapiers or pistols. In Open Legend one round of a duel typically functions as described below but, depending on the context, there may be some other rules that will not be mentioned (like what the win conditions are and if there are any weapon restrictions).
- The participants roll Initiative. This is done at the beginning of every round of the duel if there are multiple rounds. If the participants get the same result they both repeat this step.
- The participants each take their turn of combat, starting with the participant with the highest initiative. The round ends immediately when a participant achieves a win condition, even if it happens before the other player has a chance to act. If the result isn’t considered satisfactory there may be other rounds of a duel, in which case you simply repeat step 1 and 2.
Alternative rule: Speed vs Accuracy
A participant may choose to give themself advantage to the Initiative roll equal to or lower than their Agility score at the cost of getting an equal amount of disadvantage to any roll on their turn. The same applies the other way as well, they may choose to give themself advantage to the roll on their turn equal to or lower than their Agility score at the cost of getting an equal amount of disadvantage to their initiative roll.
For example, Gabriel chooses to get disadvantage 3 on his initiative roll. This means that when his turn comes he will get advantage 3 on one roll of his choice, which in this case means his attack roll.
3. Dust, Degenerates and Death
Stat block: Diamondback Rattlesnake (level <1)
Description: A poisonous snake of the wild west.
Attributes: Agility 4 (1d10), Fortitude 2 (1d6)
Defenses: Guard 20, Toughness 10, Resolve 10
HP: 4
Size: Smaller than Small
Speed: 35’
Favored Actions:
- Bite (Damaging attack) - Agility (d20+2d6 w/adv 2) vs. Guard, triggers Persistent Damage (poison) bane on hit
Feats: Superior Bane Focus (Persistent Damage)
Strategy: Bite if it feels threatened, otherwise run away.
Stat block: Bandit (level 1)
Description: The pirates of the desert.
Attributes: Agility 3 (1d8), Might 1 (1d4), Deception 4 (1d10), Persuasion 3 (1d8)
Defenses: Guard 14, Toughness 13, Resolve 10
HP: 15
Size: Medium
Speed: 30’
Favored Actions:
- Revolver (Damaging attack) - Attribute (d20+1d8) vs. Guard
Feats: Evasive Footwork
Equipment: Revolver
Strategy: Highly emotional. Will run if frightened, will charge if angry, will help if happy, etc.
4. The High Seas
Stat block: Pirate (level 1)
Description: The bandits of the seven seas.
Attributes: Might 2 (1d6), Agility 3 (1d8), Perception 3 (1d8), Presence 2 (1d6)
Defenses: Guard 13, Toughness 15, Resolve 11
HP: 16
Size: Medium
Speed: 30’
Favored Actions:
- Cutlass (Damaging attack) - Agility (d20+1d8) vs. Guard
- Pistol (Damaging attack) - Agility (d20+1d8 w/adv 1) vs. Guard
Feats: Attack Specialization I (Pistol)
Equipment: Cutlass, Pistol, Bottle a’ rum
Strategy: Scare rather than fight. Take names first, kick ass second. Being a pirate is all about style and reputation.
5. Dawn of our Time
Stat block: Home Sapien (level 1)
Description: Ah, yes. The final result of billions of years of evolution. They were so powerful and so wise that they conquered the planet, got bored and started fighting each other.
Attributes: Agility 4 (1d10), Fortitude 3 (1d8), Might 3 (1d8), Logic 1 (1d4), Perception 2 (1d6), Presence 2 (1d6)
Defenses: Guard 12, Toughness 13, Resolve 13
HP: 16
Size: Medium
Speed: 30’
Favored Actions:
- Spear (damaging attack) - Agility (1d10) vs Guard
Feat: Master tracker
Equipment: Spear
Strategy: Sneak up and attack with numbers.
Stat block: Mammoth (level 5)
Description: Often seen as a primitive version of ourselves, however, homo neanderthalensis was actually a lot stronger, faster, more resistant and even smarter than us in many ways.
Attributes: Fortitude 6 (2d8), Might 5 (2d6)
Defenses: Guard 16, Toughness 18, Resolve 11
HP: 30
Size: Larger than large (15’ by 15’)
Speed: 30’
Favored Actions:
- Hooves (Damaging attack) - Might (d20+2d6) vs. Guard
Equipment: Spear
Strategy: Idk
Stat block: Neanderthal (level 2)
Description: Often seen as a primitive version of ourselves, however, homo neanderthalensis was actually a lot stronger, faster, more resistant and even smarter than us in many ways.
Attributes: Agility 3 (1d8), Fortitude 5 (2d6), Might 4 (1d10), Logic 2 (1d6), Perception 2 (1d6)
Defenses: Guard 14, Toughness 15, Resolve 13
HP: 18
Size: Medium
Speed: 30’
Favored Actions:
- Unarmed combat (Damaging attack) - Might (2d6) vs Guard.
- Spear (damaging attack) - Might (1d10 w/disadv 1) vs Guard
Feats: Martial Focus (Unarmed combat), Master tracker
Equipment: Spear
Strategy: Sneak up and attack with brute force.
6. Informal Inflitration
Item: Silencer
WL: 2
Can be attached to or detached from any firearm type weapon (like handguns or rifles, GM decides what is appropriate) as a Move Action. If you make an attack roll with a weapon with an attached silencer the attack is silent and you can choose to silence any enemy reduced to zero hit points by an attack from you.
Stat block: Militsiya officer (level 1)
Description: The proud soviet police force.
Attributes: Agility 3 (1d8), Might 1 (1d4), Deception 4 (1d10)
Defenses: Guard 13, Toughness 12, Resolve 14
HP: 16
Size: Medium
Speed: 30’
Favored Actions:
- Handgun (Damaging attack) - Agility (d20+1d8) vs. Guard, triggers knockdown on 5 damage or more
Feats: Bane Focus (knockdown)
Equipment: Handgun, handcuffs
Strategy: Idk, I’m tired. They’re communist cops.
Stat block: Spy (level 3)
Description: Manners maketh man. The spy is a sneaky, charming and deadly bastard.
Attributes: Agility 5 (2d6), Fortitude 4 (1d10), Might 2 (1d6), Learning 2 (1d6), Logic 3 (1d8), Perception 3 (1d8), Will 4 (1d10), Deception 5 (2d6), Persuasion 2 (1d6)
Defenses: Guard 16, Toughness 16, Resolve 16
HP: 20
Size: Medium
Speed: 30’
Favored Actions:
- Handgun w/Silencer (Damaging attack) - Agility (d20+2d6 w/ Adv 2) vs. Guard
Feats: Attack Specialization II (Handgun), Lethal strike II, Silencing Strike
Equipment: Handgun, Silencer
Strategy: Professionals have standards. Be polite. Be efficient. Have a plan to kill everyone you meet.
Vehicle: Car
WL | Speed | Properties | Attributes | Feats | HP | DT | Defenses |
---|---|---|---|---|---|---|---|
3 | 120’ | Might 5 | 15 | 4 | Guard: 15, Toughness: 15, Resolve: Immune |
7. District S-84
Stat block: Law Enforcer Mk 1312 (level 5)
Description: Massive, metallic man mountains of the law.
Attributes: Fortitude 5 (2d6), Might 5 (2d6), Learning 3 (1d8), Perception 4 (1d10), Energy 4 (1d10), Movement 5 (2d6), Prescience 4 (1d10), Protection 3 (1d8)
Defenses: Guard 20, Toughness 17, Resolve 13
HP: 30
Size: Large
Speed: 25’
Favored Actions:
- Rocket powered slam (Damaging attack) - Might (d20+2d6 w/ adv 2) vs. Guard, may push target 5ft
- Machine gun Turret (Damaging attack) - Energy (d20+1d10 w/ adv 1) vs. Guard
- Rocket flight (Invoke Flight) - Movement (d20+2d6) vs 20 (PL5)
- Energy field (Invoke Barrier) - Protection (d20+2d6) vs 16 (PL 3)
- Scan malicious intent (Invoke Mind Dredge) - Prescience (d20+1d10) vs 18 (PL 4)
Feats: Attack Specialization II (Unarmed strike), Attack Specialization I (Fire), Brutal Intimidation, Resilient, Sworn Enemy II (Criminals)
Strategy: The not so advanced AI is programmed to neutralize the closest target. If they run away, they will be hunted. If two targets are equally close then the AI prefers to keep attacking the target it attacked most recently.
Vehicle: Speed Saucer
WL | Speed | Properties | Attributes | Feats | HP | DT | Defenses |
---|---|---|---|---|---|---|---|
3 | 150’ flying | Agility 5 | Evasive Footwork | 20 | 2 | Guard: 14, Toughness: 14, Resolve: Immune |
8. The After
Stat block: Screamer (level 3)
Description: Mutated? Cursed? Aliens? Doesn’t matter much now. All that matters is that they’re gaunt, they’re fast, they’re strong and they’re hungry for your flesh.
Attributes: Agility 6 (2d8), Might 4 (1d10), Will 2 (1d6), Energy 2 (1d6)
Defenses: Guard 20, Toughness 14, Resolve 10
HP: 10
Size: Medium
Speed: 40’
Favored Actions:
- Claw slam (Damagin Attack) - Agility (d20+2d8 w/adv 1) vs Guard
- Acid spit (Damagin attack) - Energy (d20+1d6) vs. Guard
Feats: Attack Specialization I (Unarmed combat), Climbing, Indomitable Endurance II, Multi-Attack Specialist II
Strategy: Mindlessly and tirelessly attack on sight. Will attack other screamers if they’re hungry, angry or bored enough but are always hostile to humans and other animals.
9. Sea Savages
Stat Block: Viking (Level 2)
Description: Big and strong. Fierce and brave. Fast and deadly. These are just a few words that were used to describe these men and women (yes, it is highly possible that viking women were quite common. I did my research) who struck fear into the hearts of Europeans during the middle ages.
Attributes: Agility 3 (1d8), Fortitude 5 (2d6), Might 5 (2d6), Perception 2 (1d6), Will 3 (1d8), Presence 1 (1d4)
Defenses: Guard 13, Toughness 15, Resolve 13
HP: 18
Size: Medium
Speed: 30’
Favored Actions:
- Spear pierce - Might (d20+2d6) vs. Guard, may push target 5ft on a hit
- Shield Bash - Might (d20+2d6) vs. Guard, may push target 5ft on a hit
Feats: Overpowering strike
Equipment: Small Shield, Short Spear, Dagger, Padded armor (This is some “basic” viking’s equipment but many other weapons have been used by vikings. To add some variety, consider replacing these weapons and armour. My suggestions for things that still make historical sense are Great Axe, Hatchet, Shortbow, Longspear, Chainmail, Shortsword and Halberd)
Strategy: Hit and run (or sail, perhaps). Wedge formation and Shield barricades could be used.
Stat block: Viking Berserker (Level 8)
Description: Big and strong. Fierce and brave. Fast and deadly. These are just a few words that were used to describe these men and women (yes, it is highly possible that viking women were quite common. I did my research) who struck fear into the hearts of Europeans during the middle ages.
Attributes: Agility 2 (1d6), Fortitude 6 (2d8), Might 7 (2d10), Will 5 (2d6), Presence 4 (1d10)
Defenses: Guard 16 (18 during Battle Trance), Toughness 21 (24 during Battle Trance), Resolve 18 (21 during Battle Trance)
HP: 28
Size: Medium
Speed: 35’
Favored Actions:
- Spear pierce - Might (d20+2d10 w/adv 1 during battle trance) vs. Guard, may push target 5ft and apply the knockdown bane on a hit
- Shield Bash - Might (d20+2d10 w/adv 1 during battle trance) vs. Guard, may push target 5ft and apply the knockdown bane on a hit
- Reckless attack - deal 5 damage to self during battle trance in order to attack as a minor action
Feats: Battle Trance, Reckless Attack, Overpowering strike, Crushing Blow, Viscous Strike
Equipment: Small Shield, Short Spear, Dagger, Padded armor (This is some “basic” viking’s equipment but many other weapons have been used by vikings. To add some variety, consider replacing these weapons and armour. My suggestions for things that still make historical sense are Great Axe, Hatchet, Shortbow, Longspear, Chainmail, Shortsword and Halberd)
Strategy: Hit and run (or sail, perhaps). Wedge formation and Shield barricades could be used.
Vehicle: Longship
WL | Speed | Properties | Attributes | Feats | HP | DT | Defenses |
---|---|---|---|---|---|---|---|
4 | 75’ swimming | 30 | 3 | Guard: 17, Toughness: 15, Resolve: Immune |
10. Black Death
Mechanic: Disease
Diseases are something a character can be affected by with these components:
- Transmission. Ways to catch a disease. Every mode of transmission will consist of a condition and a CR. If you meet the condition you have to beat the CR or become infected.
- Symptoms. A symptom is the effect the disease has on your character if it becomes infected. Every symptom has a description, an incubation time (amount of time from becoming infected to the symptom showing) and an effect (often a bane). Some symptoms have an Avoidance which is a way to avoid the effects of the symptom. Incubation time is determined as soon as you become infected. You roll to avoid when the Incubation time is up. Duration is rolled for and counted from when the effect kicks in. It is advised that the GM rolls for Incubation time and duration and keep the results a secret.
Disease: Bubonic Plague
Transmission:
Condition | CR |
---|---|
Being within 10 feet of someone who is coughing | CR 10 Fortitude |
Touching someone who has buboes | CR 15 Fortitude |
Lice, Resting in the same room as someone who’s infected | CR 20 Fortitude |
Symptoms:
Symptom | Incubation Time | Avoidance | Effect | Duration |
---|---|---|---|---|
Coughing | 1d4+1 Days | CR 13 Fortitude | Shown in Transmission | 1d8+1 days |
Buboes | 1d4+1 Days | - | Shown in Transmission | 1d8+4 days |
Fever | 1d4+1 Days | - | Sickened Bane | 1d6+2 days |
Headache | 1d4+1 Days | CR 13 Fortitude | Demoralized Bane PL 3 | 1d6+2 days |
Acral Necrosis | 1d4+1 Days | CR 15 Fortitude | Visible + Disadvantage 2 when using hands. | 2d6+8 days |
Death | 1d6+4 Days | CR 20 Fortitude | Death Bane | Permanent |
Feat: Improved Immune system
Cost: 1 Feat point
Prerequisites
- Tier 1:
- Fortitude 2
- Tier 2:
- Fortitude 4
Description
Disease simply doesn’t have much or any effect on you.
Effect
- Tier 1 - You have advantage 3 to any avoiding rolls or transmission rolls against disease.
- Tier 2 - You are immune to disease.
Item: Antibiotics
WL: 2
Consumable item that grants advantage 5 on any avoiding rolls or transmission rolls against diseases caused by bacteria rolled in the next 24 hours.
11. The Before
Stat block: Alamosaurus (level 16)
Description: Humongous, four legged herbivores with long necks and tails.
Attributes: Fortitude, 7 (2d10), Might 7 (2d10),
Defenses: Guard 20, Toughness 20, Resolve 13
HP: 100
Size: Larger than large (40’ by 40’)
Speed: 30’
Favored Actions:
- Stomp (Damaging Attack) - Might (d20+2d10) vs. Guard, triggers Immbile on 5 damage or more
Strategy: Stomp if threatened, then run away.
Feats: Bane Focus (Immobile)
Stat block: Tyrannosaurus Rex (Level 25)
Description: One of the most terrifying predators to have ever roamed this earth. I don’t know what kind of rock you’d had to have lived under your whole life to not know what a T-rex is.
Attributes: Fortitude 6 (2d8), Might 10 (4d8), Perception 2 (1d6), Will 3 (1d8)
Defenses: Guard 26, Toughness 30, Resolve 16
HP: 75
Size: Larger than large (20’ by 20’)
Speed: 40’
Favored Actions:
- Bite - Attribute (d20+4d8 w/ Adv 6) vs. Guard, triggers Immobile on hit
Feats: Attack Specialization VI (Unarmed Combat), Superior Bane Focus (Immobile)
Strategy: Not really. The T-rex is one of the most ferocious predators that has ever lived. It probably did sneak or whatever but, let’s be honest, does the wielder of around 10000 lbs (5000 kgs) of bite force, the most powerful of any animal ever discovered, really need a battle plan?
12. No Man’s Land
Extraordinary item: Machine Gun
WL: 4
Properties: Deadly 2, Weapon (Special)
Special: The Machine gun is a long ranged, Precise, Heavy, Slow and Stationary weapon with the Persistent Damage and Slowed banes.
Stat block: Soldier
Description: Joined the conflict willing to fight for his country. It’s gonna be a quick war, right? RIGHT!?
Attributes: Agility 4 (1d10), Fortitude 3 (1d8), Might 2 (1d6), Perception 2 (1d6), Will 3 (1d8)
Defenses: Guard 13, Toughness 15, Resolve 15
HP: 12
Size: Medium
Speed: 30’
Favored Actions:
- Rifle shot - Agility (d20+1d10) vs. Guard
- Dagger - Might (d20+1d6) vs. Guard
Equipment: Light armor, Rifle, Dagger
Strategy: Follow your orders, follow your training.
Alternative rule: Time Travel Disorientation
Time Traveling can put a strain on your physical and mental being. If you wish to simulate this you can have your players roll this table 1d6-5 (a negative result is deemed a zero) times each to see how they’re affected by it.
D6 | Bane |
---|---|
1 | Knockdown |
2 | Ad Hoc damage severity level 4 |
3 | Stunned |
4 | Sickened |
5 | Incapacitated PL 5 |
6 | Fatigued 1 level |