Forgotten Legends RPG is a tabletop adventure game designed for crafting and exploring a shared mythology with friends.
Several players will take on the roll of adventurers in an imaginary world while one player will control the game world and all it’s other inhabitants as the referee.
In this guide you’ll learn how to create and control a character. For details on running the game as the referee please refer to the Referee’s Handbook (coming soon).
You will need: One 20 sided die (d20), Two six sided dice (d6), a pencil, some scrap paper, and a printed character sheet.
Your character has 4 attributes. MIGHT, DEFTNESS, INTELLECT, and CHARISMA.
Roll a d20 and check the table below to see their starting values.
MIG | DEF | INT | CHA | |
---|---|---|---|---|
01 | 1 | 1 | 0 | 0 |
02 | 1 | 0 | 1 | 0 |
03 | 1 | 0 | 0 | 1 |
04 | 0 | 1 | 1 | 0 |
05 | 0 | 1 | 0 | 1 |
06 | 0 | 0 | 1 | 1 |
07 | 0 | 0 | 0 | 2 |
08 | 0 | 0 | 2 | 0 |
09 | 0 | 2 | 0 | 0 |
10 | 0 | 0 | 0 | 2 |
11 | 1 | 1 | 1 | 0 |
12 | 1 | 1 | 0 | 1 |
13 | 1 | 0 | 1 | 1 |
14 | 0 | 1 | 1 | 1 |
15 | 2 | 1 | 0 | 0 |
16 | 1 | 2 | 0 | 0 |
17 | 0 | 2 | 1 | 0 |
18 | 0 | 1 | 2 | 0 |
19 | 0 | 0 | 2 | 1 |
20 | 0 | 0 | 1 | 2 |
You start out with a number of Health Points (HP) equal to your MIGHT + 10.
Choose your character’s name and gender then fill out the Appearance & Motivations section of your character sheet. If you get stuck or just want a more randomized character roll a d20 and check the lists below to roll for each option.
Physique | Face | Hair | Skin |
---|---|---|---|
01. Athletic | 01. Blunt | 01. Bald | 01. Almond |
02. Brawny | 02. Bony | 02. Braided | 02. Dark |
03. Chubby | 03. Chiseled | 03. Bristly | 03. Freckled |
04. Delicate | 04. Craggy | 04. Bushy | 04. Leathery |
05. Gaunt | 05. Delicate | 05. Cropped | 05. Oily |
06. Hulking | 06. Dimpled | 06. Curly | 06. Olive |
07. Lanky | 07. Elongated | 07. Delicate | 07. Pale |
08. Petite | 08. Pinched | 08. Disheveled | 08. Perfect |
09. Ripped | 09. Handsome | 09. Frizzy | 09. Pierced |
10. Rugged | 10. Hawkish | 10. Greased | 10. Pockmarked |
11. Short | 11. Impish | 11. Limp | 11. Porcelain |
12. Sinewy | 12. Narrow | 12. Long | 12. Rosy |
13. Slender | 13. Round | 13. Luxurious | 13. Rough |
14. Slim | 14. Sharp | 14. Mohawk | 14. Ruddy |
15. Stocky | 15. Soft | 15. Oily | 15. Sallow |
16. Statuesque | 16. Square | 16. Ponytail | 16. Scarred |
17. Stout | 17. Thin | 17. Silky | 17. Tanned |
18. Towering | 18. Weather-beaten | 18. Straw-like | 18. Tawny |
19. Willowy | 19. Wide | 19. Wavy | 19. Tattooed |
20. Wiry | 20. Wolfish | 20. Wispy | 20. Weathered |
Clothing | Virtue | Vice |
---|---|---|
01. Antique | 01. Cautious | 01. Aggressive |
02. Baggy | 02. Courageous | 02. Arrogant |
03. Ceremonial | 03. Courteous | 03. Bitter |
04. Eccentric | 04. Curious | 04. Cowardly |
05. Elegant | 05. Disciplined | 05. Cruel |
06. Fashionable | 06. Driven | 06. Childish |
07. Filthy | 07. Focused | 07. Deceitful |
08. Flamboyant | 08. Generous | 08. Flippant |
09. Formal | 09. Gregarious | 09. Gluttonous |
10. Frilly | 10. Honest | 10. Greedy |
11. Gaudy | 11. Honorable | 11. Impulsive |
12. Hand-Sewn | 12. Humble | 12. Irascible |
13. Livery | 13. Idealistic | 13. Lazy |
14. Patched | 14. Just | 14. Nervous |
15. Riding | 15. Loyal | 15. Reckless |
16. Stained | 16. Merciful | 16. Rude |
17. Tailored | 17. Righteous | 17. Suspicious |
18. Threadbare | 18. Serene | 18. Vain |
19. Torn | 19. Stoic | 19. Vengeful |
20. Travel | 20. Tolerant | 20. Wasteful |
Add two days of rations to your inventory then roll the d20 and check the list below to determine your character’s background and starting equipment.
Background | Starting Items | |
---|---|---|
01. | Actor | face paint, masquerade mask, 5 gold pieces |
02. | Fisherman | fishing net, twine (300ft), 10 gold pieces |
03. | Gravedigger | shovel, candle, 5 gold pieces |
04. | Guide | compass, small mirror, 10 gold pieces |
05. | Prison Guard | shackles, signal horn, 10 gold pieces |
06. | Herbalist | mortar and pestle, pouch of sneezing powder, 10 gold pieces |
07. | Hermit | walking staff, book of obscure prayers, 5 gold pieces |
08. | Hunter | bear trap, hunting knife, 10 gold pieces |
09. | Knave | lock pick, bag of marbels, 5 gold pieces |
10. | Mason | trowel, brick, 10 gold pieces |
11. | Merchant | set of fine clothes, scale, 20 gold pieces |
12. | Monk | holy symbol, chalk, 5 gold pieces |
13. | Miner | lantern, pickaxe, 10 gold pieces |
14. | Night Watchman | shield, spyglass, 10 gold pieces |
15. | Physician | healer’s kit, soap, 15 gold pieces |
16. | Sailor | needle and thread, 50 ft rope, 10 gold pieces |
17. | Scholar | parchment, quill and ink, 10 gold pieces |
18. | Smith | mallet, chisel, 10 gold pieces |
19. | Smuggler | hooded Lantern, 2 flasks of oil, 10 gold pieces |
20. | Soldier | chain mail, extra weapon, 10 gold pieces |
You start with 10 inventory slots. All of the starting items only take up 1 inventory slot except chain mail which takes up 2. If you start out with chain mail your armor bonus is 2. If you just have a shield your armor bonus is 1. Otherwise your armor bonus is 0.
Choose a weapon to suit your needs. Some weapons require 2 hands to wield and thus can’t be used with a shield. Bigger weapons take up 2 inventory slots but give you a better bonus to attacks.
Weapon | Range | Hands | Bonus | Slots |
---|---|---|---|---|
Bow | F | 2 | +1 | 1 |
Club | R | 1 | +1 | 1 |
Spear | C | 2 | +2 | 1 |
Sword | R | 1 | +2 | 1 |
Warhammer | R | 2 | +3 | 2 |
Range is broken up into four categories.
Roll the d20 and check the list below to see what special trait your ancestors passed to you in the fight to survive.
01. Antivenemous: You are resistant to venom.
02. Carrion Constitution: You can eat raw and spoiled meat without getting sick.
03. Crinotoxic: When pierced, the pores in your skin release a mild poison that tastes terrible and may induce vomiting.
04. Danger Sense: Your party has advantage on surprise rolls.
05. Fool’s Luck: Once per game session you may re-roll one die roll of your choice.
06. Gills: You have gills on either side of your neck which allow you to breathe while moving underwater.
07. Hawk Eyes: You can see small details even at a distance.
08. Inner Compass: You always know which way is north and have a natural sense of direction.
09. Light Foot: You take half damage from falls and your footsteps make no sound.
10. Longwinded: You can hold your breath for twice as long as a regular person and can breath normally at higher altitudes.
11. Nictitating Membranes: You have a second set of transparent eyelids.
12. Night Eyes: You have slitted pupils and can see normally in dim light.
13. Plaugeborn: You are resistant to disease.
14. Prehensile Feet: Your feet can grasp objects like hands.
15. Spring Heeled: You have an extra tendon in your heel that acts as a spring. You can use this to run for much longer than the average person before getting tired.
16. Superior Balance: You have a natural grace and sense of balance.
17. Unihemispheric Sleeper: Instead of sleeping you can go into a semiconcious meditative state that will allow you to remain partially alert.
18. Verdant: Your hair is made green leafy vines. You can soak up 2 hours of direct sunlight instead of eating a meal.
19. Vocal Mimicry: You have a talent for mimicing simple sounds you have heard before.
20. Webbed Digits: You’re a natural swimmer.
Roll a d6 and add your INTELLECT to the result. If the final number is a 5 or higher then add one starting spell to your character sheet.
Roll a twenty sided die and check the list below to see which spell you’ve memorized. Write it down as it appears. We’ll go over spellcasting in How to Play.
01. Cornucopia (DS10, C): Enough food appears to feed a number of people equal to your level. It is delicious and suited to each person’s taste.
02. Detect Owner (DS10, C): Letters appear above an object you point to and spell out the name of the last person to touch it.
03. Effigy (DS10, C): When cast on a creature it will appear as if it were made of stone until it moves or is touched.
04. Enshrouded Entrance (DS10, R): You draw your fingertips around a doorway and a thin veil of impenetrable darkness appears to cover the opening. It last for a number of hours equal to your level.
05. Glow (DS10, R): A small object you are holding gives off the equivalent of torch light for a number of hours equal to your level.
06. Gust (DS10, N): A gust of air 5 feet wide and as long as the spell’s range blasts from you in a direction you choose for 1 turn. It will disperse any gas or vapor and push any creature in it’s path that is the size of a human or smaller 10 feet away.
07. Living Glyph (DS 10, R): You become two dimensional for a number of rounds equal to your level. You can pass through narrow places and cannot be seen when viewed from the side.
08. Lock (DS10, R): A door that you touch seals itself shut and cannot be opened.
09. Mage’s Knot (DS10, R): Tie a knot while casting this spell. It will untie itself on your command.
10. Pet Rocks (DS10, C): A number of fist sized rocks equal to your level gain the ability to roll on their own at walking speed and will obey simple commands.
11. Pilfer (DS10, C): A number of small objects equal to your level are teleported into one of your pockets.
12. Portable Hole (DS10, R): Draw a circle as big as your head on a flat surface. It becomes a hole with a number of inventory slots equal to twice your level that lasts for a number of days equal to your level. If the spell ends before the items inside are removed they are forcibly ejected from the hole before it disappears.
13. Smuggler’s Rune (DS10, R): You draw a small red rune in the center of a written message. If the rune is seen by anyone other than the message’s intended recipient the paper will burn up before it can be read.
14. Summon Weapon (DS10, N): An unwielded weapon you choose leaps into the air and soars into your open hands.
15. Super Sponge (DS10, R): A small piece of absorbent material you are holding gains the ability to store up to 10 days worth of drinkable water for one person when completely soaked.
16. Spectral Eye (DS10, F): A floating spectral eye appears just above your head. It can float to any point in the spells range at will. You see what it sees.
17. Spring (DS10, N): A creature leaps up to the spell’s range.
18. Tackify (DS10, R): This spell can be applied to any object small enough to be held in one hand. The next creature to pick this object up after you set it down will be unable to let go of it for a number of hours equal to your level.
19. Wall Walk (DS10, R): You gain the ability to walk on walls and ceilings for a number of minutes equal to your level.
20. Water Walk (DS10, R): You can walk on water as if it were land for a number of minutes equal to your level.
A referee controls and describes the game world to players. The players describe their characters’ actions in that world. Then the referee describes the results of those actions.
Your character has 4 attributes that apply in different circumstances.
MIGHT represents their physical prowess and heartiness. It’s good for melee attacks, feats of strength, and resisting the effects of disease or poison.
DEFTNESS represents their speed and fine motor skills. It’s good for making ranged attacks, acrobatics, and stealth.
INTELLECT represents their powers of recall and perception. It’s good for spellcasting and noticing things others miss.
CHARISMA represents their persuasiveness. It’s good for making deals and talking your way out of bad situations.
If a player attempts an action that requires skill or luck they must make an action roll.
Roll a d20, add a relevant attribute to the result, then add any bonuses you would receive from items. If the total is equal to or greater than the action’s Difficulty Score (DS) it is successful.
Which attribute is relevant is up to the referee’s discretion.
DS Guidelines
Easy: 10, Moderate: 14, Difficult: 18
If an action has a risk of danger, the difference between the roll and Difficulty Score is the amount of HP that character loses.
Example:
A player character attacks an enemy warrior with a DS of 16. They roll a d20 and add 2 from their MIGHT and 1 from their sword. The total is 18. The difference between 18 and 16 is 2, so the enemy takes 2 damage. A non player character’s DS is also their HP, so now the warrior’s DS is 14. If the roll had been a 14 then the Player Character would have lost 2 HP.
Shields and armor add to your armor bonus.
Whenever a character would lose HP subtract their armor bonus from the total damage.
Shields add 1 to your armor bonus and take up 1 inventory slot. Armor can vary.
Armor | Bonus | Slots |
---|---|---|
Leather | 1 | 1 |
Chain | 2 | 2 |
Plate | 3 | 2 |
Wooden Shield | 1 | 1 |
Metal Shield | 2 | 2 |
If an action’s success is uncertain but likely due to advantageous circumstances the referee may ask you to make a roll with advantage. Make two action rolls and keep the highest result.
When attempting an action in unfavorable circumstances the referee may ask you to roll with disadvantage. Make two action rolls and keep the lowest result.
In order to reward creative play or good roleplaying the referee might give a player an inspiration point. This point can be used to reroll one action roll of their choice. Inspiration points must be used by the end of the game session or they are lost.
Your inventory score represents how many items you can carry comfortably. For each item that exceeds your inventory score subtract 1 from any MIGHT or DEFTNESS Rolls.
When a character’s HP reaches zero they must roll a d6. They remain alive but in critical condition for that many rounds. If they don’t recieve medical attention before then they will die.
If a character has medical supplies such as those in a healer’s kit they may attempt to stabilize a fallen comrade in critical condition by making an INTELLECT roll (DS14). If the attempt fails their patient dies even if they had rounds left from their death roll.
Level up after completing a quest. Raise an attribute of your choice by 1 and raise either MAX HP or inventory score by 1. Repeat this process until you reach level 6 where you will choose a vocation.
After eating a meal and getting at least 8 hours of sleep roll 2d6, add your MIGHT to the result, and regain that much HP.
Spells can be found on scrolls or as pages in spell books. Holding a spell scroll or page and reading it aloud will cast the spell without the need to make an action roll but after the spell ends it will crumble into dust.
You may memorize a number of spells equal to your level. The process takes at least 8 hours per spell. Any scroll that’s memorized is destroyed as if read aloud.
Spells are listed like this:
Spell Name (DS, Range): Description of effects
Whenever you cast a spell from memory make an INTELLECT roll against that spell’s Difficulty Score (DS). On a success the spell works as intended. On a failure the spell fizzles out and can’t be cast again for one day.
Spells have ranges similar to weapons.
If you roll a 1 when casting a spell it will backfire. Roll a d6 and check the list below.
1 | All of the magical energy in your body is expended in a rush leaving you drained. Make all rolls at disadvantage until you have a full nights rest. |
2-4 | After a bang and a flash of light you go blind and deaf for a number of rounds equal to the spell’s difficulty score. |
5-6 | Misdirected magical energy surges through your body briefly like an electric shock. You are stunned for 1 round. |
Before combat begins the referee will determine if anyone is surprised and then call for an initiative roll.
Combat is broken into rounds. Each round is meant to roughly 5 seconds of game time.
During each round every player character and group of enemies can either move somewhere close and take one action or sprint anywhere near and take no actions.
If a group may be surprised at the beginning of combat roll a d6. If the result is a 1-3 they are surprised.
Players roll at disadvantage during the first round if they are surprised and likewise with advantage if the enemies are surprised.
At the beginning of each round the referee and one player each roll a d6. If the player rolls the higher number they go first; if not the enemies do. The players decide the order in which their actions occur.
Attacking an enemy combatant requires an action roll. Roll a d20, add points from a relevant attribute, and then bonuses from relevant items. MIGHT is used to make melee attacks and DEFTNESS is used to make ranged attacks.
Attacks at close range are considered a dangerous action and may result in the attacker taking damage from a counterattack.