Over 50 years ago, Dungeons and Dragons was created from the tabletop wargame, Chainmail and changed the gaming world forever. Chainmail itself being a more modern adaptation of traditional wargaming with rules for fantasy setting. Wargaming has a long history, but up to that point it hardly touched medieval gaming. When Dungeons and Dragons was created, it took the large-scale combat of Chainmail and made it possible to play as a single character rather than control armies. Adding in magic inspired by popular novels and media of the era, led to a change in fantasy for the next 50 years.
Unbound Legends seeks to build upon that long and rich history of gaming, not just of Tabletop Role Playing Games, but of Wargaming as well. Wargaming was about combat, pure and simple, and used rules to facilitate that. Unbound Legends seeks to reach back to those roots and build upon that foundation of a combat system. That is not to say that the role playing aspects are removed, far from it. They are just separated from the primary combat elements so that combat and role playing can be developed in tandem and given the attention that both need to be developed into something fun for each player.
Unbound Legends is presented as a medieval fantasy with swords and sorcery, bows and arrows, dragons and monsters, but it was designed to work in any setting, whether that is pistols and horses, cults and horrors, or blasters and spaceships. Each additional setting or genre only requires small adjustments to the rules or renaming of skills and abilities, and adding in setting appropriate equipment and enemies. How you play the game should be your decision, and not be limited by the ruleset.
In Unbound Legends, we seek to make the game easy to understand. The rules are available online for anyone to use and build from with guides to make your own version of weapons, armor, equipment, monsters, spells, and class and job archetypes available to all players. Many terms have been simplified, as much as they can, for easier understanding. Easier-to-understand rules with pre-built campaigns are also available to purchase as well where the game runs itself without the need for a Narrator called Infinite Legends.
To play the game, a Narrator (sometimes referred to as a Game Master or GM) tells the story. This can be pre-built and purchased, or the Narrator might design it from scratch. Other players will have their own characters that they play as through the adventure. These characters can be pre-built as part of a pre-designed campaign, provided by the Narrator, or the players can create them for that game.
Remember, the game is not about winning or losing, but rather it is a shared adventure for all players involved. When one adventure, quest, or campaign comes to an end, you can take those same characters on a new adventure, or even come up with all new characters to start a new adventure with. You might even want to take a chance at Narrating a game for other players using a pre-built module, or come up with your own story, world, and adventures.
The many worlds of the Unbound Legends game are places of magic and monsters, of brave warriors and spectacular adventures. The game assumes a foundation of a medieval fantasy world, but that doesn’t have to be the case, you can base your game on an alternate version of Earth, in any time period, add magic in many forms, or leave it out entirely, or launch your character into space and the distance cosmos.
The rules here use a setting referred to as Aithea, a world of magic and fantasy where the continents of the planet have been ripped from the earth and placed in the sky. Where those who were left below now live on a world of one giant ocean or have sought refuge deep under the earth. A world where gods and monsters exist and try to influence mortals to do their whim.
Though some ideas might seem familiar, this is a world with new and unique people with their own culture such as the tribal bird-like Ingonyi who travel the highest reaches of the sky, or the Tuatha, a plant people who fiercely protect the forest, the Nasekostvo, an insect-like people who have recently broken free from the hive mind that once dominated their wills, or the Remade who are a collection of bones brought to life mysteriously after the world was sundered and the gods no longer interact directly with mortals.
Your Narrator might set the campaign in this world or in a completely different one that has been carefully created. Because there is so much diversity among the worlds of Unbound Legends, you should check with your Narrator about any house rules that will affect your play or the game. Ultimately, the Narrator is the authority on the campaign and its setting.
1. The Narrator describes the environment.
The Narrator tells the players where their adventurers are and what’s around them, presenting the basic scope of options that present themselves (how many doors lead out of a room, what’s on a table, who’s in the tavern, and so on).
2. The players describe what they want to do.
Sometimes one player speaks for the whole party, saying, “We’ll take the east door,” for example. Other times, different adventurers do different things: one adventurer might search a treasure chest while a second examines an esoteric symbol engraved on a wall and a third keeps watch for monsters. The players don’t need to take turns, but the Narrator listens to every player and decides how to resolve those actions.
Sometimes, resolving a task is easy. If an adventurer wants to walk across a room and open a door, the Narrator might just say that the door opens and describe what lies beyond. But the door might be locked, the floor might hide a deadly trap, or some other circumstance might make it challenging for an adventurer to complete a task. In those cases, the Narrator decides what happens, often relying on the roll of a die to determine the results of an action.
3. The Narrator tells the results of the adventurers’ actions.
Describing the results often leads to another decision point, which brings the flow of the game right back to step 1.
This pattern holds whether the adventurers are cautiously exploring a ruin, talking to a devious prince, or locked in mortal combat against a mighty dragon.
In certain situations, particularly combat, the action is more structured and the players (and the Narrator) take turns choosing and resolving actions. But most of the time, play is fluid and flexible, adapting to the circumstances of the adventure.
Often the action of an adventure takes place in the imagination of the players and Narrator, relying on the Narrator’s verbal descriptions to set the scene. Some Narrators like to use music, art, or recorded sound effects to help set the mood, and many players and Narrators alike adopt different voices for the various adventurers, monsters, and other characters they play in the game. Sometimes, a Narrator might lay out a map and use tokens or miniature figures to represent each creature involved in a scene to help the players keep track of where everyone is.
The game uses polyhedral dice with different numbers of sides. You can find dice like these in game store, online, or you can even use an app on your phone. In these rules, the different dice are referred to by the letter d followed by the number of sides - d4, d6, d8, d10, d12, and d20. For instance, a d6 is a six-sided die.
Percentile dice, or d100, work a little differently. You generate a number between 1 and 100 by rolling two different ten-sided dice numbered from 0 to 9. One die (designated before you roll) gives the tens digit, and the other gives the ones digit. If you roll a 7 and a 1, for example, the number rolled is 71. Two 0s represent 100. Some ten-sided dice are numbered in tens (00, 10, 20, and so on), making it easier to distinguish the tens digit from the ones digit. In this case, a roll of 70 and 1 is 71, and 00 and 0 is 100.
You may find it easier to use a dice rolling app for rolls like percentile dice, or if a dice roll calls for large number of dice to be rolled. This can help to speed up the flow of the game for many players, especially new players.
When you need to roll dice, the rules tell you how many dice to roll of a certain type, as well as what modifiers to add. For example, “3d8 + 5” means you roll three eight-sided dice, add them together, and add 5 to the total.
The Noble D20
For most of the game, you will be using a d20. This dice has triangle faces and looks the most like a sphere. You will be using this dice more than any other. The other dice will mostly be used just to roll damage for various weapons and spells while the d20 is used for skill rolls, the most common roll in the game. Every character and monster in the game has capabilities defined by eight attributes. The attributes are typically range from -2 to 4 for most adventurers. (Monsters might have attributes as low as -5 or as high as 10.) These attributes are the basis for almost every d20 roll that a player makes.
Attribute rolls, skill rolls, attack rolls, and defense rolls are the main kinds of d20 rolls, forming the core of the rules of the game. All follow these simple steps.
1. Roll the die and add a modifier. Roll a d20 and add the relevant modifier. This is typically one of the eight attributes, and it generally includes a skill bonus to reflect a character’s particular skill.
2. Apply circumstantial bonuses and penalties. A class feature, a spell, a particular circumstance, or some other effect might give a bonus or penalty to the check.
3. Compare the total to a target number. If the total equals or exceeds the target number, it is a success, otherwise, it’s a failure. The Narrator is usually the one who determines target numbers and tells players whether their attack, defense, or skill rolls succeed or fail.
Attributes and Skills provides more detailed rules for using the d20 in the game.
The following are concepts that affect all aspects of the game and may be unfamiliar to newer players.
Advantage and Disadvantage
Sometimes an ability check, attack roll, or saving throw is modified by special situations called advantage and disadvantage. Advantage reflects the positive circumstances surrounding a d20 roll, while disadvantage reflects the opposite. When you have either advantage or disadvantage, you roll a second d20 when you make the roll. Use the higher of the two rolls if you have advantage, and use the lower roll if you have disadvantage.
If multiple situations affect a roll and each one grants advantage or imposes disadvantage on it, you don’t roll more than one additional d20. If two favorable situations grant advantage, for example, you still roll only one additional d20.
If circumstances cause a roll to have both advantage and disadvantage, you are considered to have neither of them, and you roll one d20. This is true even if multiple circumstances impose disadvantage and only one grants advantage or vice versa. In such a situation, you have neither advantage nor disadvantage.
When you have advantage or disadvantage and something in the game lets you reroll or replace the d20, you can reroll or replace only one of the dice. You choose which one.
You usually gain advantage or disadvantage through the use of special abilities, actions, or spells. The Narrator can also decide that circumstances influence a roll in one direction or the other and grant advantage or impose disadvantage as a result.
Unleash
Some abilities and effects can be increased by unleashing them. This will remove the effect or ability temporarily for an increased effect. For effects like weapon effects this is either done when you hit, or affects the next time you hit and the general effect must be applied again as unleashing consumes the lesser effect. For some abilities this unleashed effect lasts for a small amount of time and the lesser effect resumes after a short recharge period.
Each ability or effect will give more details of the effect when used.
Life
Unbound Legends uses two separate pools of "hit points", Health and Vitality. Health is your physical status and damage to Health represents the damage done to your physical body. Players will only have a small pool of Health, even at higher levels of the game. Vitality is your ability to keep trudging on and damage to Vitality represents near misses or nicks and cuts. When you take damage, you take damage to your Vitality first, then Health.
Sometimes the game might have a spell or ability to target either your Health or Vitality, but generally it just targets the players. Both of these pools together is called your Life.
Vigor
Through the game, your may be able to receive temporary Health or Vitality, and when taking damage, these temporary "hit points" are drained first. A few spells and abilities give you temporary pools to draw from that apply to neither Health nor Vitality. This pool is called Vigor and whether you take damage to Health or Vitality, the damage is pulled from this pool first. Think of this as a protective field that absorbs damage.
There are a few general rules to follow when dealing with number values weather that is multiplying or dividing.
Round Down
Whenever you divide a number in the game, round down if you end up with a fraction, even if the fraction is one-half or greater. Sometime a rule will tell you to round up, but this will be the exception rather than the rule.
Negative Numbers
Sometimes a rule has you multiply a number with an attribute value then add it to something. If that number is negative, you do not multiply your attribute, but use the value as it, just subtracting the value rather than adding it.
Unbound Legends consists of a group of characters embarking on an adventure that the Narrator presents to them. Each character brings particular capabilities to the adventure in the form of ability scores and skills, class features, ancestry traits, equipment, and magic items. Every character is different, with various strengths and weaknesses, so the best party of adventurers is one in which the characters complement each other and cover the weaknesses of their companions. The adventurers must cooperate to successfully complete the adventure.
The adventure is the heart of the game, a story with a beginning, a middle, and an end. An adventure might be created by the Narrator or purchased, tweaked, and modified to suit the Narrator’s needs and desires. In either case, an adventure features a fantastic setting, whether it’s an underground dungeon, a crumbling castle, a stretch of wilderness, or a bustling city. It features a rich cast of characters: the adventurers created and played by the other players at the table, as well as nonplayer characters (NPCs). Those characters might be patrons, allies, enemies, hirelings, or just background extras in an adventure. Often, one of the NPCs is a villain whose agenda drives much of an adventure’s action.
Over the course of their adventures, the characters are confronted by a variety of creatures, objects, and situations that they must deal with in some way. Sometimes the adventurers and other creatures do their best to kill or capture each other in combat. At other times, the adventurers talk to another creature (or even a magical object) with a goal in mind. And often, the adventurers spend time trying to solve a puzzle, bypass an obstacle, find something hidden, or unravel the current situation. Meanwhile, the adventurers explore the world, making decisions about which way to travel and what they’ll try to do next.
Adventures vary in length and complexity. A short adventure might present only a few challenges, and it might take no more than a single game session to complete. A long adventure can involve hundreds of combats, interactions, and other challenges, and take dozens of sessions to play through, stretching over weeks or months of real time. Usually, the end of an adventure is marked by the adventurers heading back to civilization to rest and enjoy the spoils of their labors.
But that’s not the end of the story. You can think of an adventure as a single episode of a TV series, made up of multiple exciting scenes. A campaign is the whole series — a string of adventures joined together, with a consistent group of adventurers following the narrative from start to finish.
The game of Unbound Legends is divided into three aspects: Combat, Exploration, and Social Interaction. These help define the different ways that your character might interact with the world. All these elements together combine into a fully fleshed out Adventure.
Unbound Legends, being a game that has its roots in Wargaming, is a game about Combat. Your character class, levels, equipment, spells, etc. are there to support that idea. Combat will most often take the largest portion of time when you are playing the game while conversely, it will be the smallest part of your character's lives from the in-game time perspective. For this reason, the majority of the rules will apply to combat.
Just because Unbound Legends is a game about combat at its core, doesn't mean that non-combat elements of Interaction are ignored in any way. If anything we try to give these elements their own set of rules and mechanics to give them a chance to stand out more and be more separate from Combat. To facilitate this, all non-combat elements have been stripped from the Combat Classes and moved to a unique class called a Job Class. Your skills and features that are designed to be used out of combat will be developed in your Job Class the way that combat is developed in the Combat Class.
Your Job Classes form the backbone of Exploration and Social Interaction. Certain classes will focus more on Exploration elements while others will focus more on Social Interaction. That is not to say that elements of your Job won't be useful in combat, nor does it mean that your spells and abilities from your Combat Class can't be used outside of combat, in fact, there are rules just for those scenarios. Some of the Jobs are designed to support adventuring by helping you be better prepared for combat, others help you avoid combat or talk your way out of difficult situations, while others simply help you get from point A to point B better.
You can view Exploration and Social Interaction as two sides of the same coin. If you are trying to get into a city and guards are stopping you, you can use either Exploration or Social Interaction to resolve the problem. Do you try to talk with the guards to let you through, or maybe intimidate them to let you go? You could sneak past them or climb over the city walls. Either choice could work, but your Job will provide tools to make one method better than the other, but the choice and method will be up to you.
No matter what Class and Job you choose, you will find that you can contribute and be useful both in and out of combat.
Few Unbound Legends adventures end without something magical happening. Whether helpful or harmful, magic appears frequently in the life of an adventurer, and it is the focus of Spellcasting and Spells.
In the worlds of Unbound Legends, practitioners of magic are rare, set apart from the masses of people by their extraordinary talent. Common folk might see evidence of magic on a regular basis, but it’s usually minor—a fantastic monster, a visibly answered prayer, a wizard walking through the streets with an animated shield guardian as a bodyguard.
For adventurers, though, magic is key to their survival. Without the healing magic of priests and other divine casters, adventurers would quickly succumb to their wounds. Without the uplifting magical support of a synergist or a druid, warriors might be overwhelmed by powerful foes. Without the sheer magical power and versatility of wizards and mages, every threat would be magnified tenfold.
Magic is also a favored tool of villains. Many adventures are driven by the machinations of spellcasters who are hellbent on using magic for some ill end. A cult leader seeks to awaken a god who slumbers beneath the sea, a hag kidnaps youths to magically drain them of their vigor, a mad wizard labors to invest an army of automatons with a facsimile of life, a dragon begins a mystical ritual to rise up as a god of destruction—these are just a few of the magical threats that adventurers might face. With magic of their own, in the form of spells and magic items, the adventurers might prevail!
Your first step in playing an adventurer in the Unbound Legends game is to imagine and create a character of your own. Your character is a combination of various statistics, roleplaying hooks, and your imagination. You choose your Origins, Combat Class, Job Class, Talents, and choose any additional Equipment. Once completed, your character serves as your representative in the game, your avatar in the Unbound Legends worlds.
Before you create your character think about who your character is. Each section is just a part of who your character is and weaves the tapestry that makes your character unique. These options will serve as guides as you find your character in the world, as the choices you make as you play your character might shape them as much as your initial character concept. Your Ancestry and Lineage, are mostly a collection of physical traits and mannerisms, while your Heritage and Background is how and where you grew up. Your job represents how you interact with the world outside of combat, and your class being how you deal with the dangers you encounter as you adventure through the world.
Once you have a character in mind, build your character in whatever order makes the most sense to you, the order doesn't much matter. Some players start with a combat class in mind, figuring out their role in combat first, then building from there. Others might start with their attributes and their origin, building their character up from birth until they started on an adventure, neither is right or wrong.
Your Character's Attributes
Much of what your character does in the game depends on eight attributes: Strength, Endurance, Dexterity, Agility, Intelligence, Cunning, Acuity, and Will. Each attribute has a value, which you record on your character sheet. The attributes below provides a quick reference for what qualities are measured by each attribute and what character might consider particularly important.
The number 0 represents the average, but adventurers and many monsters are a cut above average in most abilities. The number 5 is the highest that a person usually reaches, with most NPCs never going higher than 2. Adventurers can potentially have numbers as high as 6, with monsters and supernatural beings having numbers as high as 10. Attributes in the negative exist and represent someone who is less than the average in that area.
You can generate your character’s eight attribute scores randomly. Roll a 6-sided dice subtract 3 and record the total on a piece of scratch paper. Do this seven more times, so that you have eight numbers. If you want to save time or don’t like the idea of randomly determining ability scores, you can use the following scores instead: -2, -1, 0, 1, 1, 2, 2, 3. You will want to take these eight numbers and write each number beside one of your character’s eight attributes to assign values to Strength, Endurance, Dexterity, Agility, Intelligence, Cunning, Acuity, and Will.
Body
Strength
Measures: Natural athleticism, bodily power, Health
Important for: Berserkers, physical damage, Blocking
A character with high Strength usually corresponds with a burly or athletic body, while a character with low Strength might be scrawny or sickly.
Mobility
Dexterity
Measures: Reflexes, coordination
Important for: Assassins, monks, melee fighting
A character with high Dexterity probably has toned muscles, while a character with low Dexterity might be awkward or thick-fingered.
Mental
Intelligence
Measures: Mental acuity, information recall, analytical skill
Important for: Wizards, Hunters
A character with high Intelligence might be highly inquisitive and studious, while a character with low Intelligence might speak simply or easily forget details.
Spirit
Acuity
Measures: Awareness, intuition, insight
Important for: Hunters, ranged weapons
A character with high Acuity has good judgment and a general awareness of what’s going on. A character with low Acuity might be absent-minded or oblivious.
Endurance
Measures: Stamina, Vitality
Important for: Everyone, primal casters
A character with high Endurance usually looks healthy, with bright eyes and abundant energy. A character with low Endurance might be overweight or frail.
Agility
Measures: Balance, poise, Movement
Important for: Everyone, Dodging
A character with high Agility is probably lithe and slim, while a character with low Agility might be either gangly or heavy.
Cunning
Measures: Confidence, quick thinking, leadership
Important for: Social Interactions, arcane casters
A character with high Cunning exudes confidence. A character with a low Cunning might come across as abrasive and inarticulate.
Will
Measures: Presence, magical strength
Important for: Arcane casters
A character with high Will has a graceful or intimidating presence. A character with a low Will might come across as timid.
Variant: Customizing Attributes
At your Narrator’s option, you can use this variant to determine your Attributes. The method described here allows you to build a character with a set of Attributes you choose individually.
You have 27 points to spend on your Attributes. The cost of each score is shown on the Attributes Point Cost Cost table.
As your character goes on adventures and overcomes challenges, your character gains experience or levels. A large part of playing Unbound Legends is gaining levels, and play often begins at 1st level where your character would be most inexperienced about the greater world and its dangers, but not always. Depending on how you are playing the game, you might start at a higher level, or join a campaign already in progress. Your character's level has the most effect on your class and the features gain each level.
As you play the game, your Narrator will inform you when your character gains a level. This might be done to all players at once, or on an individual basis. Your character might gain levels when you reach a milestone in the game, after completing and gaining some powerful relic, trained with a master, or killed enough powerful enemies. However this is done is decided between you and your Narrator.
Your class will have a table listed with all the features and abilities your character gains as their level goes up, as well as information on gaining Health, Vitality, Talents and combat skills. Each time you gain a level in a combat class, you gain 1 additional Vitality Die. Roll that Vitality Die, add your Endurance to the roll, and add the total (minimum of 1) to your vitality maximum. Alternatively, you can use the fixed value shown in your class entry, which is the average result of the die roll (rounded up). If your Endurance increases by 1, your vitality maximum increases by 1 for each level you have attained. If you increase your Strength by 1, your health increases accordingly.
In addition, your character's skill rank maximum can increase at certain levels. When a skill is untrained, it has no bonus, with trained, or rank 1, representing +2, proficient is a +4, expert is +6, and master, at rank 4, is +8. You can have a skill boost in certain skills and sub-skills, but only ever one skill boost per sub-skill. Certain class and job features let you have a second skill boost per sub-skill.
The Character Advancement table shows your progression from level 1 through level 20, specifically your Action Point dice and the maximum skill rank you can have. Consult the information in your character’s class and job descriptions to see what other improvements you gain at each level.