Legend Statistics

Table 1: Strength

Rating Damage Modifier Maximum Lift Rating Damage Modifier Maximum Lift
1 -1.2 0 21 +1 73
2 -1.1 1 22 +2 77
3 -1 2 23 +3 82
4 -.9 4 24 +4 86
5 -.8 6 25 +5 90
6 -.7 8 26 +6 95
7 -.6 10 27 +7 100
8 -.5 14 28 +8 105
9 -.4 18 29 +9 110
10 -.3 23 30 +10 115
11 -.2 27 31 +11 120
12 -.1 32 32 +12 125
13 0 36 33 +14 130
14 0 40 34 +16 135
15 0 45 35 +18 140
16 0 50 36 +20 150
17 0 54 37 +22 160
18 0 59 38 +24 170
19 0 64 39 +26 180
20 0 68 40 +28 200

Damage Modifier is how Strength affects how much damage the Legend can dole out in melee. Negative values are applied to the damage multiplier. Such damage cannot be reduced to less than 1. Positive values are added to the final damage result.

Maximum Lift is the maximum amount the Legend can deadlift in kilograms. The amount of weight the Legend can carry at full movement is 40% of this. For each additional 10%, subtract 1 from the Legend's movement rate.


Table 2: Agility

Rating Melee Modifier Projectile Modifier Evade Modifier Rating Melee Modifier Projectile Modifier Evade Modifier
1 -35 -40 -22 21 0 0 0
2 -30 -35 -18 22 0 0 0
3 -26 -30 -14 23 +1 0 0
4 -22 -26 -10 24 +2 0 +1
5 -18 -22 -7 25 +3 +1 +1
6 -14 -18 -4 26 +4 +2 +2
7 -10 -14 -2 27 +5 +3 +3
8 -7 -10 -1 28 +6 +4 +4
9 -4 -7 0 29 +7 +5 +6
10 -2 -4 0 30 +8 +6 +8
11 -1 -2 0 31 +9 +7 +10
12 0 -1 0 32 +10 +8 +12
13 0 0 0 33 +11 +9 +14
14 0 0 0 34 +12 +10 +16
15 0 0 0 35 +13 +11 +18
16 0 0 0 36 +14 +12 +20
17 0 0 0 37 +15 +13 +22
18 0 0 0 38 +16 +14 +24
19 0 0 0 39 +17 +15 +26
20 0 0 0 40 +18 +16 +28

Modifiers on this table are all applied before rolling.


Table 3: Combat

Rating Melee Accuracy (MeAcc) Projectile Accuracy (PrAcc) Evade Rating Melee Accuracy (MeAcc) Projectile Accuracy (PrAcc) Evade
1 0 0 0 21 42 38 44
2 0 0 0 22 44 40 46
3 5 2 8 23 46 42 48
4 7 4 10 24 48 44 50
5 10 6 12 25 50 46 52
6 12 8 14 26 52 48 54
7 14 10 16 27 54 50 56
8 16 12 18 28 56 52 58
9 18 14 20 29 58 54 60
10 20 16 22 30 60 56 62
11 22 18 24 31 62 58 64
12 24 20 26 32 64 60 66
13 26 22 28 33 66 62 68
14 28 24 30 34 68 64 70
15 30 26 32 35 70 66 72
16 32 28 34 36 72 68 74
17 34 30 36 37 74 70 76
18 36 32 38 38 76 72 78
19 38 34 40 39 78 74 80
20 40 36 42 40 80 76 82

Melee Accuracy is the chance a Legend can hit something with a melee weapon (sword, axe, etc.) at 1 point of skill. Add 5% per skill point above one. If the Legend has no skill with a weapon, subtract 20% (halve this if skill with a related weapon is possessed). Polearms, other than spears, impose an additional 20% penalty.

Projectile Accuracy is the chance a Legend can hit an immobile target at medium range with a projectile weapon (bow, thrown rock, etc.) at 1 point of skill. Skill modifiers for Melee Accuracy apply as well. For range, subtract 30% for extra long range or 15% for long range. Add 25% for short range or 50% for point blank range. Additional penalties apply against moving targets: subtract (1.5*movement)% for the penalty. If the Legend has no projectile weapon skill (normal thrown objects such a rocks require no skill), the movement penalty is doubled.

Evade is the chance an unarmored Legend can duck a melee weapon being swung at him. This chance is halved against visible projectiles (that have a successful PrAcc) and negated against unexpected attack. Armor affects this chance.


Table 4: Health

Rating Fatigue HP Modifier Rating Fatigue HP Modifier
1 96 -22 21 40 0
2 94 -20 22 38 +1
3 92 -18 23 36 +2
4 90 -16 24 34 +4
5 87 -14 25 32 +6
6 84 -12 26 30 +8
7 81 -10 27 28 +10
8 78 -8 28 26 +12
9 75 -6 29 24 +14
10 72 -4 30 22 +16
11 69 -2 31 20 +18
12 66 -1 32 18 +20
13 63 0 33 16 +22
14 60 0 34 15 +24
15 57 0 35 14 +26
16 54 0 36 13 +28
17 51 0 37 12 +30
18 48 0 38 11 +32
19 45 0 39 10 +34
20 42 0 40 9 +36

Fatigue is the chance a Legend has of losing consciousness due to massive damage or magic handling. This roll is forced whenever a Legend takes half their Health Points in damage in a single second (not necessarily from one attack). If the roll is made, there is no effect. If it is failed, the Legend falls unconscious for a number of seconds equal to 1/5 of how many percent the roll was failed by.

This roll is also made if the Legend drops TO 0 HP: if the roll fails, the Legend dies. If the roll is made, the Legend is on the verge of death and has a number of actions equal to their Health to get healed, otherwise they die. If the Legend is hit again while in this state, they die. Note that this roll is allowed only when the Legend is at 0 HP. Damage that reduces the Legend to negative HP automatically kills them.

Health Point Adjustment is added to the Legend's HP base.


Table 5: Aptitude

Rating Skill % mod Rating Skill % mod
1 -2 21 +1
2 -2 22 +1
3 -2 23 +1
4 -2 24 +1
5 -2 25 +1
6 -1 26 +1
7 -1 27 +2
8 -1 28 +2
9 -1 29 +2
10 -1 30 +2
11 -1 31 +2
12 0 32 +2
13 0 33 +2
14 0 34 +2
15 0 35 +2
16 0 36 +2
17 0 37 +2
18 0 38 +2
19 0 39 +2
20 +1 40 +2

Bonus Skill Points are usable only on skills based on Aptitude, or the Legend's Background Skill.


Table 6. Appearance

Rating Influence Adjustment   Rating Influence Adjustment
1 -7   21 0
2 -6   22 0
3 -5   23 +1
4 -4   24 +1
5 -4   25 +2
6 -3   26 +2
7 -3   27 +3
8 -2   28 +3
9 -2   29 +4
10 -1   30 +4
11 -1   31 +5
12 0   32 +5
13 0   33 +6
14 0   34 +6
15 0   35 +7
16 0   36 +7
17 0   37 +8
18 0   38 +8
19 0   39 +9
20 0   40 +9

Influence Adjustment is applied against the Aptitude roll of the Legend being influenced by another Legend.


Notes on Statistic Tables

Statistics in Legendary are open ended, which means the tables given here are inherently incomplete. As such, the sub-stats are open ended. Extend the sub-stats as follows, adding the value given for every +1 of Statistic increase above 40. The last column defines what "type" of number the Sub-stat modifies, Percentage (1-100), Statistic (1-30), Personality(0-10), or Other (such as damage), which are not on a defined scale.

Strength:
Damage Modifier
+2
Other
Maximum Lift
+20
Other
Agility:
Melee Modifier
+1
Percentage
Projectile Modifier
+1
Percentage
Evade Modifier
+2
Percentage
Combat:
MeAcc
+2
Percentage
PrAcc
+2
Percentage
Evade
+2
Percentage
Health:
Fatigue
-1
Minimum 3
Percentage
HP Modifier
+2
Other
Aptitude:
Skill % mod
0
Other
Appearance:
Influence Adjustment
+ ½
Maximum 15
Statistic

The number "types" can be converted one to another as follows:

Percentage to Statistic
Divide by 3
Statistic to Percentage
Multiple by 3
Personality to Statistic
Multiply by 3
Statistic to Personality
Divide by 3
Personality to Percentage
Multiply by 10
Percentage to Personality
Divide by 10

"Other" values cannot be converted.