LEJENDARY ADVENTURETM RPG FAQs

V1.01 11/28/99 By Gary Gygax

Regarding Initial Abilities
Regarding The 5th (or higher) “Default” Ability

Regarding Orders and Ranks

Regarding Creating New Orders

Regarding Memory Tablets

Regarding Equipment Picks

Regarding VT (Poison)

Regarding Racial Mixture

Regarding Activations

Regarding Powers of Creatures

Regarding Initial Abilities:

Q: When choosing Abilities, if you Alchemia as the fist one for your Avatar, your character’s Health increases by 2, right? Then you pick Commerce, and this causes Health to increase by 2 again, correct?  Do you Recalculate your Alchemia score to reflect this increase in Health Base Rating?

A: As the book says, choose all Abilities, then find the final Base Rating scores for each, and thereafter figure out which of the Abilities will have what percentile score attached to it, and only then calculate the Ability scores.  Only after all Abilities are selected should they be put into an order of 1st through whatever, and the scores for each found as per the rules—with a human race Avatar that will be 100%, 80%, 60%, and 40%.

Q: If I choose to play an Alfar Avatar, or a Veshoge, does that mean that one of my two or three picks if Abilities will be my “1st Ability”?

A: Maybe yes, maybe no.

Note that the text of the rules is misleading in that it states “First Ability” for “Chosen Abilities.”  This is not necessarily the same as the “1st Ability” in regards what Ability is listed before all others.  The first chosen Ability for a non-human Avatar might not be the one that is the greatest percentage, so thus will not be listed first, the “1st Ability” per se.

  The “1st Ability” of any Avatar is that one of all the initial Abilities for that character that has the highest percentile rating applicable to a Base Rating (or four times Speed Base Rating, of course) in order to find its score.  For human Avatars, that means the Ability chosen at 100% of a BR is the “1st Ability.  Below are the non-human Avatar Ability “1st Ability” slots as found in the LEJENDARY RULES for all players:

Dwarf: 100% (player’s choice)

Gnome: 100% (player’s choice)

Ilf: 100% (player’s choice)

Kobold: 100% (player’s choice)

Oaf, Major: 80% Physique

Oaf, Typical: 80% Ranging

Orc: 80% Physique

Orc, Greater: 100% Physique

Orc, lesser: Stealing 80%

Trollkin: Minstrelsy 80%

Veshoge: Commerce 80%

Wylf (Grotto or Thicket): 100% (player’s choice)

Q: Does an Avatar get 9th Rank benefits even if his score in the first

required Ability places him at 8th Rank, but not lower Rank (higher numerically, such as 10th and 11th Rank) ones? And does an Avatar have to be in an Order if his Abilities are the correct ones for that?

A: If an Avatar joins an Order at 9th Rank, no higher (numerically) Rank

benefits are given, the exception is an Avatar who joins at 8th Rank, he or she getting 9th Rank (initiation) benefits. Also, an Avatar need never join an Order, even if all the Abilities are correct for an Order. The Avatar would get no benefits from the Order, but would receive Unordered Avatar ones. As soon as a qualified Avatar does join an Order, then that character is thereafter "Ordered". Theoretically, the Avatar could then neglect the Order, not pay dues, and get no benefits from it, or from being then essentially Unordered, but getting no benefits from that either.

Regarding The 5th (or higher) “Default” Ability:

Q: If an Avatar has a high Precision Base Rating, must the player choose Weapons at 10 if this Ability is not one already selected?  Couldn't they forego this 5th pick, or pick something else, and simply use their Precision value for attack?

A: Nice try.  NACs and creatures use the Precision BR for attacking so as to save the Lejend Master extra work.  Avatars have mandatory Weapons Ability.  So, as the rule book says, if Weapons is not one of the four chosen Abilities for the human Avatar, then it is perforce the 5th, default, one at 10 score.

Look on this as a benison from the Kindly Creator of the game.  It allows the more aggressive Avatar to have a logical fifth Ability to add to his repertoire, gives the other sort a chance to attack and defend…  Without the default Weapons, the Avatar would be virtually defenseless, as Abilities are required for Avatars to perform meaningfully in the various areas of skill and/or knowledge they cover.

Anyway, at the default score of 10, there is a fair base of capacity there, but the Avatar seems to have spent the majority of his time concentrating on other fields, shall we say.

Regarding Orders and Ranks:

Q: Say my Avatar is a Forester Order, has Hunt Ability at 61 score.  Does he start at 8th Rank and pick up all the benefits from the lower Ranks too?

A: No, but...  Whatever Rank the Avatar begins at in an Order is the one at which he entered the Order.  This means that all intermediate steps have been skipped, save one.  Think of it as entering a new employment position.  If you weren’t there before July, you would not be handed a Christmas bonus from the year before, would you?

However, some “company benefits” do come with the deal.  The 9th Rank Order additions do apply to the Avatar rising so as to otherwise skip them.  As the rules state, this is in acknowledgement of the Avatar being a “full-fledged” member.

Q: Say my Avatar that will be of the Demonurge Order, has a starting Speed Base Rating of 16, and picks Sorcery as his first Ability—

A: Hold it right there!

Go back a step.

A (continued): In arriving at the Base Ratings of Health, Precision, and Speed, the player selects Abilities for the Avatar but does not place them in any order.  Then he adds points accordingly.  Thus, all of the chosen Abilities must be selected before Ability scores are determinable.  To have a 16 Speed BR means that you did in fact select all Abilities, right?  The highest Speed BR possible before Ability additions is 15…

Q (continued): This gives a 64 for Sorcery score right?

A (continued): Correct is that is then placed as 1st Ability. 4 x 16 Speed Base Rating = 64....and 64 AEPs also. Very substantial.

Q (continued): Now if I then select Tricks, Arcana, and Luck, does this start him at 8th rank since his Sorcery ability score is above 61?

A (continued): That is correct.  The three additional Abilities are those of the Demonurge Order as set forth in the rules.  Any other combination of Abilities is not a "Demonurge Order" Avatar.

Q (continued): If my Avatar starts out and instead picks Sorcery, Enchantment,
Tricks, and Arcana he is a Demonurge of 10th Rank, right?

A (continued): That is correct. The player's Avatar will have to subsequently pick Luck ability to gain a higher ranking in the Order.  Although the Enchantment Ability is of greater percentage than the Order-required Tricks and Arcana, this does not affect the relative relationship.  When Tricks Ability is acquired by the Avatar, he will then become at least an 8th Rank Demonurge because Sorcery Ability score is 64.

Note that is in the interim before gaining Luck Ability, the Avatar achieves a score of 71 or greater in Sorcery Ability, 8th Rank will be skipped, no benefits for that step will accrue to the Avatar, so picking up Luck Ability quickly is of importance.

Q (continued): Then later on in the campaign let’s say he gains the Luck Ability.  Does this then move him from 10th Rank directly to 8th Rank since he already has a sorcery skill of 61+, but not 71 or more?  And if so, is there any way he can choose not to skip a Rank so he still gains the benefits of 9th rank?

A (continued): Yes, it moves the Avatar from 10th to 8th Rank.  No, he can't skip the rise.  As the rules state:  "Find the Rank of the Avatar using the information provided in the Order description.  Note that the Avatar gains the Rank indicated, with all the benefits listed for it.  The Avatar does not get any benefits from lower (numerically higher) Ranks that are bypassed in the process, save as noted immediately hereafter: the."

Avatar does get the benefit of 9th Rank benefits, as detailed for each Order, if he or she is of 8th or higher Rank.  These additions are in “recognition” of being a full-fledged member of the Order."

Q: If an avatar begins as Ordered, say up to 11th or so as to receive the benefits of being a Guild Member, is he then at all bound by the restrictions of Order?  For example, if take the first two Abilities the Elementalist Order (elemental stuff is my personal favorite!), Geourgy and Arcana, and then later takes Ranging and then Pantology (out of order for the Order), would my Avatar be Unordered or an 11th Rank Elementalist or does it make a hoot of difference?

A: That’s a lot of questions!

First, “restrictions” apply in the negative, not the positive.  That is, having other Abilities does not preclude the Avatar from being a member of the Order.  The Avatar must have Geourgy as a 1st Ability to qualify as an Elementalist, and that’s the way your Avatar has chosen his Abilities.

Second, your Avatar would be an Elementalist of the 11th Rank, an Elemental Practitioner, not an Unordered Avatar. 

Third, it does make a difference, all right, that your Avatar has the two required Abilities in order, because you can later get the remainder of the Abilities, increase them in score so as to be the third and fourth highest in rating score, and move up in Rank.  This subsumes the “fact” that the Guild has tests that it uses to rate its members.

Q: the answer above is most interesting!  So, it is possible to regain Ordered status by increasing scores into the proper order?  Makes perfect sense.

A: Thanks!  In order to become a “full-fledged” member of an Order the Avatar needs to have four specific Abilities in the order noted.  In regards to the Elementalist example above, that means Geourgy, Arcana, Pantology and Ranging.  It is important to note that once one becomes a full-fledged member of an Order, the restriction of gradation of score, first Ability to fourth Ability, does not apply any longer!

Here’s an example: Assume the Avatar has achieved 9th Rank, is a Learned Geourgist.  The player then decides he wants to have a most fortunate Avatar, uses all the Merits he can to acquire and increase Luck Ability.  At some point the Avatar’s Luck score will rise above that Ranging, then Pantology, then Arcana, then even that of Geourgy.  The Avatar is still of the Elementalist Order, still 9th (or possibly higher) Rank.  The Avatar might have the following Abilities and scores:

Luck 63

Geourgy 62

Weapons 50

Arcana 48

Ranging 40

Scrutiny 38

Pantology 27

Divination 15

As is evident, once you are a full-fledged member of an Order, you don’t have to worry about what Ability is where in the order.

Q: Are the Orders just for human Avatars or are they open for the Alfar races as well?

A: Only human Avatars are the only ones that are initially able to become full-fledged members, so Orders are basically for humans—they are human constructs if you will.  However, this does not preclude all non-human Avatars from entering them, being “of” the Order.

Those Alfar allowed a first pick at 100% of a Base Rating that have chosen for them an Ability that is the initial one for an Order are thus empowered.  Through later picks, and added Abilities, if properly selected according to the Order's four Abilities, the Avatar can become “full-fledged”.  Also, a Lesser Orc Avatar has as its highest mandatory Ability Stealing, the initial one for a Desperado Order Avatar, so that qualifies such a character for immediate association.  Through proper Ability selection and acquisition thereafter, a rise in Rank is possible.  A trollkin can enter the Jongleur Order, as Minstrelsy is such an Alfar Avatar’s 1st Ability.

Finally, the Lejend Master may opt to create other Orders.  For example, a Merchant Order with Commerce as its initial qualifying Ability is logical, would make Veshoge Avatars eligible.  Other added Orders might be “Scout” with Ranging Ability prime, thus qualifying Typical Oaf Avatars for association; and a “Guard”  one with Physique being its initial Ability requirement, so that Major Oafs, Orcs, and Greater Orcs qualify in it.

Regarding Creating New Orders:

Q: What should the Lejend Master do when considering adding a new Order?

A: First, check the LEJEND MASTER’S LORE book for guidance.  Then determine if the new Order is logical.  If it is, should it be a “universal” (world-wide) one? or a regional one?  For instance, a Mandarin Order addition would clearly be one that was regional, although it might be broadened to include the whole world by making it a Scholar Order instead.

Similarly, existing Orders can be altered so as to have special, classes within them.  One of our contributors suggests the following:

One thing to consider is that there is room for flexibility in the Avatar  Orders, rather than just the castings list.  For instance, Ecclesiastical Order sects for a deity: one that is the “Sagacious Illuminated” would have Learning Ability coming before Scrutiny and Physique.  One that was protective in its purpose would use completely different Abilities after Theurgy—say those of the Noble or Soldier Order.  A sect of ascetic mystics might have the four requisite Abilities of Theurgy, Learning, Psychogenic, and Scrutiny.

Regarding Memory Tablets:

Q: I have a query regarding Memory Tablets.  How often, if at all, does an Avatar need to refer to a tablet? Can they leave them at home while they participate in a long adventure?

A: Assume that the Avatar has no need for any regular reference to his Memory Tablets, although the Lejend Master should likely require a periodic re-reading to refresh the activator’s mind and recall of the information thereon.  I believe in the latter regard that once a month should be sufficient for even the most demanding of LMs.

Q: If a Memory Tablet is destroyed, lost, or stolen does the Avatar to whom it belongs immediately loose the ability to activate the powers inscribed on it?

A: Oh yes indeed the Avatar does lose the material contained thereon, the capacity to use it!  The Memory Tablet is a harmonic key, shall we say, that enables the opening to the place from whence the Power comes, the AEPs being the force needed to "turn" that key.  So when the frequency to which the Avatar is attuned is destroyed, or changed (by loss of any sort), there goes the capacity to use the activations that are recorded on it.  Think of it as a sort of radio that the Avatar is able to tune mentally so as to get in the desired “station”—the Power or other activation written on the Memory Tablet.  A broken “radio” can not be tuned in at all.  One that you can no longer mentally find can’t be operated either.

Contrarily, if the Memory Tablet is gained by a character able to use the Extraordinary Ability information inscribed thereon, that individual is then empowered to utilize it as if it were his own.

Regarding Equipment Picks:

Q: When you are making a pick on the Magical Equipment List, and you decide to take a Memory Tablet as one of my picks, does this entitle you to four more power picks?

A: Typical chiseling player!  Of course it does not.  The choice says “Memory Tablet”, not a “Memory Tablet with four activations”. The book does include the informational “list of any four Extraordinary things/activations,” but there is no “with a” preceding that.  So the tablet is there, and further picks enable the Avatar to record up to four chosen Powers, Spells, Rites, and the like thereon.

Q: If you have Enchantment Ability selected as your Avatar’s 1st ability, you get nine picks from Magical Table, but each Memory Tablet can only hold four things.  Does this mean that in order to have seven Powers, you need to take two Memory Tablets to hold them?

A: Yes.  Four Enchantments would be recorded on one tablet, three on the other.

Regarding VT (Poison):

Q: As to poison: It seems that poison should be something that stays in a victim’s system for a while.  However, it seems that in the rules poison is simply a harm bonus, in that it adds say 9-12 to other harm inflicted.  Is it up to the Lejend Master to specify the type of poison?  Say the poison causes 1-4 harm for 5 Activity Block Counts after the person is cut?  Or do all poisons simply lump damage in one hit?

A: A very good question!  VT, poison, can be weak stuff that does only 1 point of harm, or it can be very potent stuff causing 36-50 harm.  It can be a one-shot thing, or it can be continuing harm such as 3-5 points per AB for the next 20 ABs time.  Harm amount is variable, harm delivery is likewise variable.  A poison might cause 1 harm per day that is unnoticeable to the victim until 50% harm to Health is attained; and then, and only then, does the VT speed up effect, the rate of Health loss thereafter being increased to 1 point per hour, minute, or even ABC.

The VT harm levels for poison, and those creatures with the capacity to inflict it, is stated in general terms as immediate for ease of game management.  However, as you suggest, the Lejend Master is fully empowered to apply such harm in small or large increments over time, short or long.

Regarding Racial Mixture:

Q: Is it possible to be a “mixed race” Avatar?  For example, could my character be half-human, half wylf?  Or maybe half-gnome, half-kobold?

A: Aargh!  What a nightmare for the Overwrought Author and the Harried LM alike, such schemes by players seeking undue advantages for their Avatars.  To the point, yes….at the discretion of the Lejend Master only, however.  This will not be covered in the players rules.

Buried within the LM’s book there is a table that shows the viability of racial cross-breeding.  There is also material directing the development of the characteristics of such hybrid Avatars.  Basically, the strongest genes (the predominant percentage of race) will direct the nature of the Avatar’s capacities.  In case of a tie, the wily LM will select the most unfavorable factors in regards to Initial Base Rating Guidelines, Random Increase Dice, Excluded and Restricted Abilities, Mandatory and Chosen Abilities, and Racial Capacities and Handicaps.

Regarding Activations:

Q: Can a beginning Avatar with Enchantment Ability really take the Powers of high grade?  Even the Extreme ones?

A: Sure!  But don’t be hasty in selecting Powers.  Note that time and cost are very important considerations.  The higher the Grade of a Power, the more AEPs it costs and the longer in seconds of time it takes to see if activation succeeds by checking against the activator’s Ability score.  Experienced players tend to choose manly the lower Grade Powers for this reason.

Q: my Avatar is attempting an activation, and he is attacked, does this affect anything?

A: If an attack hits the would-be activator, it interrupts the activation; and that is regardless of any actual harm that may or may not accrue to the Avatar from the attack.  However, an attack that does not succeed does not interrupt the process.

Q: Let’s say my Enchanter Avatar is in the process of activating a Power that takes 12 seconds realtime.  Can he do anything else while waiting for it to “go off”?

A: No.  From the time beginning with the choice of Power to activate until the time comes for success of activation to be checked by rolling against Enchantment Ability score, as might be modified—12 seconds, or 4 ABCs in the example you use—the activator is fully engaged in the process and can do nothing else but stand and concentrate.

Q: In relation to Ecclesiastics, Elementalists, Sorcerers, and Warlocks, must a
Command and Protection Circle be drawn to use any of the Powers? or just the
Summonings?

A: I believe you have the idea and are just making sure you are correct.  Only the non-Power sorts of activations, such as Rites and Summonings, need the Command and Protection Circles.

Regarding Powers of Creatures:

Q: I noticed that quite a few of the monsters have Powers, but that there is no AEP cost listed for their use.  Is this up to the Lejend Master to determine?

A: The AEPs cost for Power use are not listed for a simple reason.  In most confrontations, the creature in question will not come anywhere near using up his Extraordinary energies.  I assumed 1 point per use.  Put another way, the LM can assume that the Powers are at no measurable cost to the creature in question, as a 1 AEP cost per Power use is virtually no cost.  Combat will not last long enough to make a meaningful drain of AEPs to such creatures.

The Lejend Master has full discretion, of course, to assign AEP cost to any Power.  High AEP cost, say from 5 to 10 points per use, would indicate a monster of less potency than presented in the BEASTS OF LEJEND book, of course.  That is a good way to enable less-powerful Avatars to face such a creature.

 

 

Home ]