Legacy of Orphans
Legacies and Legends 2
Legacies & Legends
PROFICIENCIES are a group of techniques devised for a certain group of weapons.
- Players spread their proficiency points from the priority table among any number of proficiencies.
- Priority A limits the maximum beginning proficiency at 8.
- Priorities B-F limit maximum beginning proficiency at 7.
- Because some weapons resemble each other in use and form, ability in one weapon group may grant free points in another. This is called “defaulting” and is elaborated in the Proficiency Appendix.
- Characters may also use their proficiency points to invest in martial schools or guilds. This grants bonuses to certain fighting styles. Schools are described in Martial School Appendix.
Lugh has 39 proficiency points (priority C). Matt chooses the following proficiencies for Lugh: Wrestling 7, Brawling 7, Escrima 7, Pole-Arms 7, Small Blades 6, and Open Hand 5. Matt would like to put more into Wrestling or Brawling, but priority C limits him to 7 to start with. Still, with REF 4, Lugh will have a Combat Pool of 11 for his top four proficiencies, which isn’t too bad.
VAGARIES refer to proficiency in the three vagrant arts. Sarrumiza players divide their proficiency points between weapon proficiencies and vagaries. See Magic & Mysteries for more information on vagaries.
Gifts & Flaws
GIFTS & FLAWS are special abilities and problems that each person possesses.
- These unique quirks come into two varieties – major and minor.
- When choosing gifts and flaws, one major gift or flaw is equal to two minor ones.
- Gifts and flaws should reflect the kind of character the player wishes to bring to life.
- Gifts and flaws are detailed in the Gifts & Flaw Appendix.
Matt, Lugh’s player, must decide on a Major Flaw and a Minor Gift since he chose priority E for this aspect of the character. He chooses Major Flaw: Debt because he thinks that might be an interesting story to play out. Matt also chooses Minor Gift: Large because he wants Lugh’s size to be noticeable mechanically as well as narratively. The extra reach will really help Lugh when he’s trying to grapple armed foes.
Living the Legend
As a character’s story progresses, so too does the character. Both the narrative and mechanic aspect of this are represented by spiritual attributes.
Spiritual attributes are increased through taking actions and making decisions loyal to the concept of the character and his spiritual attributes. See Flesh & Bone: Spiritual Attributes for a description of how to improve each spiritual attribute.
Spiritual attribute values may also decrease. As a character’s passion, drive, and conscience are tested, he may make decisions which violate the spiritual traits he thought were all-important. This kind of intense drama is encouraged, and it is reflected in the dynamic nature of spiritual attributes.
When a character makes a choice which works against a spiritual attribute, the storyteller has three options.
- During play a point may be taken from a spiritual attribute and converted into a Drama point.
- After the session is over a point may be deducted from one spiritual attribute and added to another.
- After a story has reached a milestone the player may decide the spiritual attribute is no longer applicable. In this case he will need to spend all his SAs and choose a new spiritual attribute at 0.
Players can only raise temporal and mental attributes between stories. Likewise skills cannot be improved during a session. The following tables list the cost for improving attributes and skill rankings by one.
|New Attribute Rank||Cost||New Skill Rating||Cost|
|3||2 SAs||9||1 SA|
|4||4 SAs||8||2 SAs|
|5||7 SAs||7||3 SAs|
|6||10 SAs||6||4 SAs|
|7||13 SAs||5||5 SAs|
|8||16 SAs||4||6 SAs|
|9||19 SAs||New Specialization||2 SAs|
Proficiencies are cheaper to improve but require the character to train – an hour or two a day – or to have used the proficiency frequently during the previous story.
- Improving an existing proficiency costs a number of SAs equal to the current ranking. So to improve from 4 to 5 costs 4 SAs.
- Acquiring a new proficiency requires a teacher of at least proficiency level 5 to train the character, and costs 1 SA point to buy the first level of the proficiency, or more if the proficiency is coming from a default.
- If the character has joined a martial school or guild, the base investments are improved in a similar way, but the cost is the current level plus 1.5 rounding up, thus from 6 to 7 costs 9 SAs points.
- New maneuvers may be learned (or created) between story sessions at no SA cost. Characters must have the appropriate level of proficiency to use the maneuver.
- Improving vagaries is discussed in Magic & Mysteries.
After playing through a few stories, Matt decides it is time that Lugh’s progress in the story should be reflected on the character sheet. He spends 7 SAs to increase Wrestling proficiency to 8, and an additional 2 SAs to buy Athletics: Intimidation since Lugh’s smooth talking was not as useful as his brawn recently.
Gifts and Flaws are also affected by SA expenditure during play.
|10 SAs||20 SAs|
INSIGHT represents objectively how far a player’s character has developed. Whenever a character spends spiritual attribute points to advance, the number of points spent is added to the character’s Insight tally. If the character dies, the current Insight level denotes bonus priority picks for the player’s next character.
|126-150||A, A, C|
|151-200||A, A, B|
|201||A, A, A|
- A player decide on traits which help to define their character and the choices he makes.
- A player then chooses which mechanical aspects are most important to the story he wants to play.
- A character gains access to certain skills and gifts through his Lifepath.
- The most important part of a character is his spiritual attributes which are used to accomplish impossible tasks and improve a character over the course of his story.
- Spending SAs on character advancement earns Insight.