All conflicts in a Late Legends Story can be described as a Battle. This is the moment where all the players have to be on edge and ready to fight (or role-play) their Legends out of the battle to stay alive.

At the start of a Battle

This is the moment each Players gets their Cooldowns on their Cooldown Sheet and readies for Battle. Place tokens on all the underlined numbers and you are good to go! To determine places on the Battlefield, we use a hexagonial battle map. The storyteller is in charge of the battlemap and may ask the Players where their Legend starts.

Battle is handled in rounds. In a Battle Round, each participating character (normally) gets a turn to act. Each Battle Round could be seen as roughly in-game seconds, but can vary based on Storytelling preference.

To participate in a battle, each player needs to follow the following rules:

  • Their Legend has more than 0 Health, otherwise it is consider Unconscious: the legend cannot act (anymore), but is still alive.
  • If the Legend reaches -30 Health, announce this to the Storyteller. The storyteller will be the judge on what happens next. It might be that the legend is considered Dead: the legend does not live anymore and cannot be healed.

Turn order

The battles might be structured in Rounds, but can be vastly different in turn order. Late Legends features two ways of handling turn order.

Basic: Grouped Mode

The Storyteller will give the whole party their turn and controll all the other characters. The party still has the freedom to decide the turn order each turn, so plan accordingly! Note: A legend may not use more than 1 turn each round.

Advanced: Narration Mode

In Narration Mode, the Storyteller narrates and places all the other characters and after that, gives the spotlight to the party by saying: you guys get X turns. If the Storyteller gives 4 turns to a party of 4, this would still work the same way as Grouped Mode. But, if the storyteller only gives 1 or 2 turns when clearly 3 Legends will be attacked after that, the situation changes. The group of players will have to think more strategic. Ofcourse, this example makes it way more difficult for the party to react, but also makes the battle a team effort and more engaging. This is pretty hard to pull off the first time for the Storyteller, but can be very intersting for a longer story. Note: Just like Grouped Mode, a Legend may not gain 2 turns in 1 round.


The turn of a Legend

At the start of the turn:

  • Gain 2 Action, 1 Special, 1 Focus, 1 Reaction, 1 Dodge and reduce the Class Cooldowns Uncommon, Rare and Epic by 1.

Next, spend Round Usables and Class Cooldowns in any order as you see fit. On Skills, be clear on the details (what type, range and save) so the target(s) can react using Dodge, Block, or Saving rolls. Roll Critical(s) if needed and tell the totals and effects the legend does. To make the turn more engaging, try to narrate your turn, how do you perform the skill, how does it look, what happens, etc.

Using Actions

Each Legend has two Actions each turn. A player decides what the Legend will perform. The actions a typically used to perform the most in a round. Broadly speaking a Legend can do five things with Actions:

  • Attack - A Legend will use the current weapons to attack a target for the Legend’s Attack Value. This will allow a Dodge and a Critical in most circumstances. For more information on For a detailed calculation on Attack see Stats.
  • Move - Each Legend has a secondary stat called Movement. With a Move the Legend can move that amount of tiles.
  • Use a Skill - A Legend learns Skills on each Level Up. Each Skill requires a Cooldown Rarity and all differ in effect. For all the Skills see Classes and for more info on Level Up see Stats.
  • Interact - A Legend can always attempt to do something else depending on the situation. Moving a rock, pulling a rusty lever, a quick trade with a Legend nearby, trying to block the way using boxes can all be considered as things that would require at least one Action.
  • Moving Attack - A Legend can use one Action to both Move and Attack. In order for this, a Legend can only Move half their Movement and the Power for the attack is lowered by 3. Moving Attacks are meant to position a Legend while also dealing damage.
  • Switching Equipment - A Legend can switch weapons and offhand items by using an Action, provided that the Legend has the items in its inventory. In addition, switching up to one hand of equipment allows the Legend to Move their movement as well, if they swap two hands of equipment they may move half Movement. Finally, Armor takes a lot longer to switch, so it is not possible to swap this in a battle.
  • Recover - For 1 Action, Heal (Level + 3) a target in 1m range.

Using a Special

Some specific Skills in Late Legends can be performed on the fly. Such an action can be performed once per turn and are called Special. Specials can be done before, in between or after the Actions. Usually these are smaller effects that do not require a Action. To perform a second special action the player need to compensate using 1 Action. Specials are also used to do small things. Picking up an item, pressing a switch or throwing a small object to an ally are all considered to be doable in a Special. The Storyteller can rule for each situation if a specific action requires a Action or a Special.

Critical Rolls

When a Legend uses an Attack or a Skill that includes Attack, the Player may roll a Critical to increase it’s potency. Skills can also include Critical Rolls. To Roll a Critical, the player rolls a d100 and combines that result with the current Critical Chance of the Legend. If the total is higher than 100, the critical is succeeded. By default, a succeeded Critical adds the Critical Bonus of the Legend to the specific Attack or Skill. Since each skill can be different, check the skill description to check what happens. Note: If you are using 2d10 a 0 and 00 are ruled as 100.

Using a Focus

During all the Legend’s actions there can be a specific focus for the Legend. This means the Legend specifically paying attention to something while doing performing all actions. A Focus can be used by Skills or by something else the Legend wants to focus on. Keep in mind that you can only use Focus once per round. A Legend can always use its Focus for:

  • Current Health Indication - Get an indication from the Storyteller of a specific target’s Health. The target must be in 8m range and the Storyteller will give an indication based on a Sensory Check.
  • Spot a Weakness - Get a specific Weakness from a target. The target must be in 8m range and the success is determined by the Storyteller based on a Sensory Check.
  • Spot a Resistance - Get a specific Resistance from a target. The target must be in 8m range and the success is determined by the Storyteller based on a Sensory Check. A Focus can be used outside of the Legend’s turn using a Reaction.

Using a Reaction

Everything a Legend wants to do outside of their turn is considered a Reaction. There are Skills that use Reaction, but also using a Focus outside of the Legend’s turn requires a Reaction. A Reaction can also be used before attacks, keep in mind that a player must announce the Reaction before any rolls are made for the attack. Reactions can be used once per round.

Reactions are also used to react to other things. If another Legend used a Special to throw a small item to the Legend, it can catch it using a Reaction.

Chatting

Players can freely communicate in a battle. This can be done for in-game tactics with other players or through their Legend in role-play. Usually a round consists of 6 seconds, so try to keep it short and get on with the Battle.


Defending against Attacks and Skills

To defend your Legend against incoming attacks or skills you can do the following in order:

  • If the attack allows a Dodge, you may spend Dodge attempts to do so, a succeeded Dodge avoids the attack (see Dodging below).
  • If you did not Dodge you are going to be hit, but you can still attempt a Block if you have Physical Block Chance when attacked with a Physical Attack or Magical Block Chance when attacked with a Magical Attack (see Blocking below).
  • If the attack allows a Save, roll a d20 + the specific stat to lower or avoid effects of the attacker (see Saving below). There are 3 main defensive options to avoid or reduce incoming damage or effects.

Dodging

When being attacked in Late Legends there are some things you can do to prevent damage. The first thing a Legend can attempt is Dodging. Dodge means you jump away just in time to evade the attack completely. If an attack allows Dodge you can attempt to Dodge. To even attempt a dodge you need a Dodge attempt and a free tile to move to. To Dodge, roll a d100 and add your Dodge Chance to it. If the total is above 100 it is a successful Dodge. To complete the dodge you must move 1 tile to dodge the attack. Dodge attempts start at their maximum (2) at the start of a battle. You gain 1 dodge attempt at the start of each following round in battle.

Example: Marth is attacked. The attack allows a dodge. Marth will attempt a dodge by spending a Dodge Attempt. Marth rolls a d100, resulting in 83. With his Dodge chance of 20, he has a total of 103. This is enough and Marth chooses a nearby tile which does not damage him. Marth has successfully dodged the attack and does not take any damage from the attack. Note: If you are using 2d10 a 0 and 00 are ruled as 100.

Blocking

If the Dodge attempts were unsuccessful you can try to Block. (Provided that you have Block Chance) Block means that you use your gear to negate a portion of incoming damage. There are 2 types of Block stats: Physical Block Chance and Magical Block Chance. You can attempt a block if you have at least 1% of Block Chance for the type of the attack. True Damage cannot be blocked. To block roll 1d100 and add it to your Block chance. If the total is above 100 it is a successful Block. The amount of damage that will be reduced is based on you Block Bonus.

Example: Frederick is attacked by a physical attack. He already failed to dodge this attack so his last chance of defense is blocking. With his mighty Physical shield, he attempts to block this attack. Frederick rolls 1d100, resulting in 73. Frederick’s shield has 30 P Block chance, resulting in a 103. Frederick successfully blocked the attack and still takes damage, but the damage done was reduced by his Block Bonus. Note: If you are using 2d10 a 0 and 00 are ruled as 100.

Saving

After Dodge and Block attempt, there might still be a chance to withstand an attack. This is highly dependent on the specific attack. Some attacks have a Save to either negate or reduce something of the specified attack. An attack with a save always has one of the Core Stats that will be used for saving. If an attack allows Save there will be a Save Height that you must meet to succeed. To Save simply roll a d20 + your stat number of the specific stat needed. You can attempt a save for free each attack. If you meet the Save Height, you beat it.

Example: Hector is struck with an attack. The attack also stuns, but this effect allows an END Save, Save DC of 16. Hector attempts this save by rolling a d20, resulting in 6. With Hector’s END stat of 16, he has an END of 8. His final save is 14. This is not enough and Hector is stunned so he will lose 1 action next turn.