Dice:
First, let's talk about dice. We use normal 6-sided dice, but also 4-sided, 8-sided, 10-sided, 12-sided, and 20-sided dice for this game. To abbreviate this, we often write like this: 1d4 (for one 4-sided die), 5d6 (five 6-sided dice), and so on. 1d100 is a percentage roll; you can do this by rolling two 10-sided dice and combining the digits (00 is 100), or you can actually go and buy a 100-sided die (for about $5). We also sometimes have 1d3 or 1d5; use 6-sided and 10-sided dice and then divide the result. Occasionally, 30-sided dice (d30) are also used; these are a little harder to obtain.
Base Ratings:
In terms of statistics, everyone has what are called Base Ratings:
Health - this is the Avatar's health, concentration, strength, and will.
Precision - this is aiming, or doing anything else requiring precision.
Speed - this is the ability to do anything that requires physical or mental speed.
Intellect - this is an optional score that is rarely used, only when gauging use
of intellect that is unrelated to the Player.
AEPs (Activation Energy Points) - this is the amount of energy the Avatar has, used for magic and other Powers. An Avatar has a number of AEPs equal to his Speed x 4.
Checking Actions:
Basically, to check that you hit someone with a weapon, or that any other ability succeeded, you have to roll dice. In general, a 1d100 is rolled against an Ability score; if there is no Ability, it is rolled against your a Base Rating. All rolls lower or equal to the score succeed; however, a 00 is an automatic failure, while a 01 means that you have done the task absolutely perfectly. Based on the circumstances of your Avatar using the ability, you may receive bonuses or penalties to your die roll. (Checks against Speed use Speed x 2 to Speed x 4, depending on the action.)
Thus, to see if you hit with a weapon, you roll a 1d100 against your Weapons Ability score - if you get your score or less, you hit! To see if you succeed to cast an Enchantment Power, you roll a 1d100 against your Enchantment Ability score, if you get your score or less, the Power activation succeeds!
So, in general, all actions require a 1d100 roll; weapon damage is a 1d20 roll; finally, initiative is a 1d10, but that's talked about below.
Extraordinary Abilities and Powers:
The Powers of Enchantment, Theurgy, Geourgy, Necrourgy, and Sorcery must be inscribed on Memory Tablets first - these are small sheets of vellum or copper about 4" x 5" in size. These tablets can each hold four Powers.
Powers come in different levels of power, and this affects casting time as follows:
| Power Grades and Costs Table: | ||
| Grade | Time Cost | Power Cost |
| Very Minimal, I | 1 second | 2 |
| Minimal, II | 2 seconds | 3 |
| Low Moderate, III | 3 seconds | 4 |
| Moderate, IV | 4 seconds | 5 |
| Good, V | 5 second | 6 |
| Very Good, VI | 7 seconds | 7 |
| Strong, VII | 9 seconds | 8 |
| Very Strong, VIII | 12 seconds | 9 |
| Major, IX | 16 seconds | 10 |
| Extreme, X | 20 seconds | 12 |
Combat:
Combat is separating in ABs, or Activity Blocks, or 12 seconds. These are divided into four Counts (ABCs). First, Initiative is rolled every ABC by rolling 1d10 + Speed; the higher score wins.
Rolling attacks is just checking your Weapons ability - if you roll 10% or less than your Ability, your hit ignores armor; if you roll a 01, your hit does full damage! When rolling for harm, a natural roll of 20 lets you roll a half-die for extra damage; i.e. d10, d5, etc.
Merits:
In Lejendary Adventure, instead of experience, Avatars receive Merits, i.e. about 200-300 merits per gaming session, with specific Merits given to particular abilities as well (25 or so). These merits can be used to "buy" Ability points, new Abilities, or even Base Rating points. Merits are also awarded for achieving certain actions, or achieving something in the best possible way—these merits may be either general or specific merits.
| Using Merits Table: | |
| 200 Merits | Increase an Ability at 19 or less |
| 250 Merits | Increase an Ability at 20-50 |
| 300 Merits | Increase an Ability at 51-75 |
| 350 Merits | Increase an Ability at 76-100 |
| 400 Merits | Increase an Ability at 101+ |
| 1000 Merits | Increase Health |
| 1500 Merits | Increase Precision |
| 2500 Merits | New Ability (at 20%) |
| 3000 Merits | Increase Speed or gain new Psychogenic Power |
Thus, in general, it will take around 10 sessions to raise a Rank in an Order,
and 15 sessions or so to gain a new Ability or Psychogenic Power.