Copy of Legacy 2e Characters
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NameNameNameNameNameName
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ELDERENVOYFIREBRANDSCAVENGERSENTINELSURVIVOR
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FamilyFamilyFamilyFamilyFamilyFamily
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LookLookLookLookLookLook
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Force0Harm0/5Force0Harm0/5Force0Harm0/5Force0Harm0/5Force0Harm0/5Force0Harm0/5
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Lore0h1TremblingLore0h1CosmeticLore0h1WindedLore0h1SprainedLore0h1BruisedLore0h1Bruised
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Steel0h2FearfulSteel0h2AngrySteel0h2FearfulSteel0h2WindedSteel0h2AngrySteel0h2Stressed
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Sway0h3Lose CompSway0h3
Shell-Shock: -1ST
Sway0h3Feverish: -1SWSway0h3Blinded: -1STSway0h3DrainedSway0h3Bleeding
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h4Lose Comp. h4Bleeding: -1F h4Bleeding: -1F h4
Bone Break: -1F
h4Crippled: -1F h4Crippled: -1F
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XP0/5h5DeadXP0/5h5DeadXP0/5h5DeadXP0/5h5DeadXP0/5h5DeadXP0/5h5Dead
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Moves...Moves...Moves...Moves...Moves...Moves...
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LOYAL STAFF (Base)Choose MoveChoose MoveChoose MoveChoose MoveChoose Move
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Everywhere you go, your trusted and skilled agents go with you. Pick two:
A Bodyguard: Get +1 Force when they fight at your command.
A Scholar: Get +1 Lore when you listen to their advice.
A Courtier: Get +1 Sway when they sweet-talk your target.
A Guide: Get +1 to Steel when you send them ahead to scout for danger.
ENVOYFIREBRANDSCAVENGERSENTINELSURVIVOR
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Choose MoveChoose MoveChoose MoveChoose MoveChoose MoveChoose Move
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ELDERENVOYFIREBRANDSCAVENGERSENTINELSURVIVOR
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BackstoryBackstoryBackstoryBackstoryBackstoryBackstory
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_________ would make a good match for one of my followers. _________ showed me their family's secrets in confidence. I respect ___________’s concern for others. _________ has much to learn about life in the wasteland. I have sworn to protect _________. _________ reminds me of someone lost long ago.
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_________ and I sat in council before, and I taught them wisdom. _________ will make a good bodyguard. _________ has grown fat on the backs of other’s labour. _________ is why I come back to civilisation. _________ and I stood watch together against the chaos. _________ will need my help to survive.
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I know how ________’s parents truly died. I wonder if they would welcome the truth... I suspect _________ is stealing my secrets for their family. _________ can teach me to understand this new world. _________ shares my lust for discovery. _________ helped me get out of a siege alive. I saved _________ from certain death.
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Leader: Mark when you take overt control of your Family. They'll bring concerns to you before opposing you.Leader: Mark when you promise your Family luxuries if they do what you say. You say how you’ve improved their lot already, GM says what they now expect from you.Leader: Mark when your Family rises up against an oppressor. Say where your forces are waiting in ambush.Leader: Mark when you’re put in charge of a group’s supplies and provisions. So long as you put food on the table, they’ll follow your orders.Leader: Mark when you seek sanctuary for your Family. Say where they’ll be safe, GM says what’s in your way.Leader: Mark when the thing you survived threatens your Family. Say how they’ll need to change to survive it.
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Agent: Mark when you become another leader's advisor. Say a topic they're humble in, GM says a topic they're over-confident in.Agent: Mark when you’re sent to bring peace between two groups. Say what grudge is keeping them apart.Agent: Mark when you infiltrate a group to bring it down. Say someone who trusts you; GM says one who suspects.Agent: Mark when a group’s relying on you to find a crucial component. Say who else is looking for it.Agent: Mark and hold 1 when you guard an expedition. Spend the hold to reveal a shelter your Family prepared on an earlier expedition.Agent: Mark when you swear to keep someone safe. Say what about them reminds you of your past.
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Rebel: Mark when you learn something that shakes up your view of the world. Say who you’re hoping will give you answers.Rebel: Mark when you seek allies to bring down a corrupt leader. Say who’s suffering under them, GM says who they're favouring.Rebel: MMark when your actions cause suffering to a group you have no quarrel with. Say one group you need to make amends with.Rebel: Mark when someone convinces you that your Family’s hoarding resources. Say one group whose suffering they could alleviate.Rebel: Mark when you fight against a threat that poses no harm to your Family. Say which Faction’s helping you.Rebel: Mark when your Family acts like the thing you survived. Say how you’re hoping to set them to rights.
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Outsider: Mark when you reveal your membership in a secret Faction. Say which other groups they’ve infiltrated.Outsider: Mark when you disclaim Family ties to build a greater alliance. Say why the larger threat needs everyone to band together to fight it.Outsider: Mark when your family betrays your creed. Name a principle; those who break it this age risk ruin.Outsider: Mark when your hoard starts whispering to you. The GM says what it wants you to do.Outsider: Mark when you protect one of your Family's enemies from them. Reveal the secret backstory that led to this.Outsider: Mark when it’s time to move on. Say what was missing in the Family; GM says where you might find it.
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Gear and NotesGear and NotesGear and NotesGear and NotesGear and NotesGear and Notes
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Characters
Family
Basic Moves
Family Moves
NPCs and Locations
FamilyPBMoves
World Building
PB_Characters
DATA