Rules

I. Creating Your Character

Character creation in the program version of the game will be as simple as a few clicks to determine how your character will progress in-game. However for the benefit of the build, the steps involved in building your character will be discussed here, along with what those selections will mean to your characters development and advancement in the game.


Races

Each race in Legacy has a preset set of statistics, individual to that race. These statistics will be the foundation that all other advancements are based off of. In addition to these statistical bonuses, each race also has unique racial abilities. Make sure to look over these statistics and abilities carefully when considering which race to choose from.

Keep in mind the roleplay ramifications of a particular race as well. Within each racial description is a guideline of the race’s characteristics, mannerisms and the general reception the rest of the world has toward that individual race. This can be important when selecting a race that may be generally disliked or even hunted by others.


Backgrounds

After selecting a race, the player will need to select a background for their character. This will determine their upbringing and general statistical advancement as they level up. It is very important to give thought to the type of character you wish to play when selecting a background, as it will pave the way for that characters path of advancement and can not be changed once selected.

Backgrounds are also important from a roleplay standpoint. Many backgrounds tie characters to in game storylines and historical events that can have an impact on the world at large. So make sure to read the details of the background you select for your character.


Specialties

A character’s specialty will determine the advancement of their abilities. It is assumed that the character is working to specialize themselves in a certain form of combat. Unlike race and background, the specialty a character chooses can be changed at the completion of each level and a character can refocus their training in a different direction if they so choose.


Jobs

Jobs are an optional choice that a character can pick up at any time. Choosing a profession for your character will give them the ability to make a weekly stipend of money to use. Professions also have the ability to be ranked up if players follow the requirements necessary to do so. This will allow a player to have access to larger sums of money and deep discounts in the profession of their choosing, but also have some specific roleplay requirements at the higher ranks



II. Character Attributes and Add-ons

Hit Roll (HR)

The Hit Roll is a characters attempt at hitting a different character in an attempt to harm them. The Hit Roll itself is always a 1d100 (percentile) roll that is opposed to a targets static Hit Save (HS). The HR itself is generally modified by weapon statistics, racial modifiers, Background bonuses and many times Specialty abilities. A HR that beats a targets HS results in a successful hit.


Hit Save (HS)

The Hit Save (HS) of a character is a static number. Upon character creation, your choice of race decides your base HS number that an opponent must meet or exceed in order to hit the character. Your background advancements add on to your Base HS number as you level up. In addition, certain items like armor and abilities may raise your total HS number. Certain abilities ignore these superficial HS gains though, and target only base HS, so it’s important to know both your base HS and modified HS.


Damage Roll (DAM)

A Damage Roll is the roll made to calculate how many Life Points an opponent will lose when they are successfully hit by an attack. The Damage Roll is set by the attack itself, and is dictated by the ability or attack used. In the case of weapons, the weapon itself specifies the DAM roll.


Damage Reduction (DR)

Damage Reduction is the amount subtracted off any damage done to a character. Characters do not generally have a natural DR, but instead gain so through the use of abilities or enchantments on items. DR is subtracted off of each source of damage for a particular turn, so if a character was attacked 4 times in one turn, but had a DR of 2, they would take 2 less damage each hit that landed.


Life Points

Life Points indicate to a player how much longer their character can live in a fight. If a character takes enough damage for their character to fall to 0 or less Life Points, the character is considered dead. A character’s life points are specified by their base racial choice and increased by their background as they level up. Some enchanted items can also give an artificial boost to LP.

A character that dies has a chance at resurrection. There are a few different ways for a character to go on living, such as being transformed into a different state of being by their God, being brought back as one of the walking dead as a Skeleton, or for those with the resources and connections to get in touch with one of the few in the world who can do a resurrection proper, the ritual may be able to restore the character to their former state. This isn’t without it’s own risks though, and those seeking to have an ally resurrected should make sure to ask about the risks to such attempts.


Speed Dice (SD)

Speed Dice are specified by your choice of race and sometimes modified by your background as your character advances in level. In addition, items can impact your SD rolls as well, and enchantments as well as abilities also often affect this statistic. This statistic is primarily used to flee from combat or catch a fleeing enemy, but is also occasionally called on in other situations as well.


Gold and Economy.

As mentioned above with the section regarding Jobs, money plays an important part in the game. Characters who have professions will get a weekly allotment of gold in the game. Those without jobs will need to earn the money through roleplay means with other characters.

Money can be used for many things. The purchase of items of course, travel, the purchase of land to own, secure housing to sleep in and store items as well as used for all sorts of things in story driven quests. It is assumed that the more mundane things a character covers using smaller bits of coin that isn’t tracked (for things like food and drink). However the movement of gold pieces and above are heavily tracked.


Equipment and Items.

A character has the ability to equip items to use in combat. We call the areas that can be equipped “slots”. Characters have up to 4 armor slots available, which are: Body, Feet, Hands, Head. In addition to these items, players may also equip up to 2 weapon slots (one for each hand). For extra defense, a player may opt to use a shield in their off hand as well. Lastly, players can also equip up to three accessory items of an enchanted nature.

All of this equipment will affect a characters statistics in positive and potentially negative ways. So it is important to weigh the benefits and drawbacks of equipping any item.



III. Character Advancement

Character Level (CL)

The CL of a character is based on how many TOTAL class levels the character has accumulated. Immediately after character creation you will find your character at CL 1, however as your character levels up their class(es), the level will increase with the addition of each Specialty Level, regardless of what Specialty Level an individual specialty is at. The CL is the total sum of a characters SL. So if a character is a level 3 Berserker and a level 5 Necromancer, they would be a CL of 8. As a character gains Character Levels, their overall statistics will improve based on their Background selection at character creation.


Specialty Level (SL)

The SL of a character is specific to an individual Specialty. Specialties can be leveled up interchangeably. Meaning that you can spend a few levels on one Specialty, then switch to a different Specialty to pick up some levels there. This allows for unlimited multiclassing for players and the continued growth of characters as they learn new combat abilities. Specialties grant the activated combat abilities a character will use while on the offensive or defensive, so it is important to plot how you would like to level your character based on these abilities. Upon character creation you are automatically granted the first level of your starting Specialty.


Experience (EXP)

Experience is gained through various methods while playing the game. Experience is put toward your Specialty Level that you are currently working to advance. Each Specialty Level gained counts toward one Character Level as well. Below is a chart of how much EXP is required per Specialty Level.

Specialty Level EXP Required to Reach
Level 1 600 EXP
Level 2 650 EXP
Level 3 700 EXP
Level 4 750 EXP
Level 5 800 EXP
Level 6 875 EXP
Level 7 950 EXP
Level 8 1,025 EXP
Level 9 1,100 EXP
Level 10 1,175 EXP
Level 11 1,275 EXP
Level 12 1,400 EXP
Level 13 ELDER 1,600 EXP



IV. Rolaplaying 101

We are all trying to tell the story of our character, while interacting in this community of like minded people. It is important to understand a few basic rules when it comes to roleplaying in this community to make sure that we are all on the same page and following the same rules.

Cross Roleplay isn’t tolerated here. Cross roleplay is the use of Out of Character information in-game. In addition, taking personal OOC or Real Life issues and bringing them into the game is not allowed either. We are all here to have a good time and enjoy one another in our creativity.

Be consistent with your roleplay. Make sure to differentiate actions and speech while typing your posts, and always make sure to roleplay out your character’s actions in an understandable manner.

Rules

Legacy Roleplaying Build LegacyDesign