Lesser Legendary Abilities

We've been using the equivalent of Legendary Abilities in RQ for about 20 years. We just called them "Special Abilities", "HeroQuest Abilities" or "Magical Abilities".

Normally, PCs would get them from HeroQuesting, as gifts from deities or as side-products of powerful magic items. Most of these were not skill based but gave a special ability to the PC under certain circumstances.

So, I have no objection to Legendary Abilities as such.

I'm not too keen on just getting them once you have reached a certain level. That might be suitable for some abilities, but certainly wouldn't be suitable for all of them.

For Legendary Abilities that are simply extensions of a normal skill, I'd say that anyone who has passed the requirements can learn the Legendary Ability after a period of study (GM determined).

So, an archer with DEX 15 and 90% Bow can do some further trainng and get the Dead Eye Legendary Ability. Someone with Rapier 90% can train and get the Duellist ability. But, someone with CON 15 and Resilience 75% couldn't just take Poison Immunity as a Legendary Ability as that should be something gained via HeroQuest/Gift/Blessing or whatever.

What I'd do is to split the Legendary Abilities into several groups. Obviously, there would be some overlap. A Humakti might gain Decapitating Blow on a HeroQuest and a Rathori Bear Cultist might be able to take Skin of the Bear as a cult ability, for example.

I've included the Legendary Abilities on this page and also the ones in Ronin Arts' "A Dozen Free Legendary Abilities" and Legendary Heroes.

Mundane Abilities (Available through training at a certain level)
Accuracy of the Gods
Bloodhound
Born Leader
Born to the Saddle
Charmtongue
Cleave
Dead Eye
Decapitating Swing
Doppelganger
Duellist
Forgemaster
Gadgeteer
Golden Voice
Hail of Woe
Lord of the Mount
Loremaster
Maelstrom
Minotaur’s Blow
One with Magic
One With the Wild
Perfect Blow
Pinpoint Aim
Prestidigitation
Promote Wilderness Stealth
Quick Draw
Rapid Reload
Runeseer
Runestrike
Siren's Voice
Smite
Song of Pan
Soothsay
Spider's Climb
Spirit of the Mer
Storm of 1,000 Blows
Sudden Strike
Sundering Stroke
Tireless
Trackless Step
Two Weapon Fighting
Vanish
Voiced Power
Wall Leaping
Wind Walker
Woodland Stride

Special Abilities (Gained magically or through other means)
Ambidexterity
Battle Fury (Can also be gained through a Berserker Cult)
Disease Immunity
Heart of the Bear
Juggernaut
Poison Immunity
Quick
Quick Recoverer
Skin of the Bear (Can also be gained through a Bear Cult)
Slaying Touch
Titan's Heft
True Sight
Unequaled Strength
Unlocking a Past Life
Youthful Vigour

HeroQuest/Cult Abilities (Gained through HeroQuesting or as a Gift from a Cult)
Black Waltz
Champion of the Bear
Destiny Map
Divinetouched
Empathic Wound
Heroic Aura
Lifegiver
Linguist
Rune Adept
Troll’s Blood
Two arrows at once
Vengeful Soul

I'd also allow the Traits from the Monsters Book to be taken as Legendary Abilities, under certain circumstances. So, Breathe Fire could be gained as a Legendary Ability by a Dragon Cultist or as a reward on a HeroQuest or as a side-effect of a magical item, but Formidable Natural Weapons might be taken by a Martial Artist with sufficiently high unarmed combat skills.
 
I have to agree with soltakss here - Legendary Abilities do have a place in Glorantha - the lore is full of heroes with wild abilities.

The way it is presented in the rules indeed did make the hair on the back of my neck raise as my Feat Sense (Hero Points: 8, Requires Lore(RPG) 75+ and Perception 75+) started tingling. Part of the reason is that they have a cost in HP that is a new concept, it seems like collect HP as you gain experience and buy Feats.

In the Defense of the rules they do say that these are meant to be truly legendary, and should require more than just spending HP - such as a major quest or having to seek out some esoteric teacher. The only difference is that MRQ has a HP mechanic and soltakss method was entirely at GM's discretion.

Legendary Abilities are still entirely at GM's discretion. If you HATE them (*cough, Trif, cough*) don't use them (or even HP for that matter). If you love them create more and make them available early and often. Or use them sparingly, as the reward for great deeds and sucessful Hero Quests.
 
I like the legendary stuff. Here's the thing:

A: They are optional. RQ runs just fine without them. If you use them, thats cool too. Try removing feats from D&D and see how much you have to rewrite.

B: Most characters are likely to get 1, maybe 2 abilities. After lots of battle and struggle. Not exactly a crazy escalation, IMO
 
I'd lose things like cleave. The rationale is totally out of whack, and if such a thing is possible, it should be possible to any fighter who is strong enough. Just let that lie in the pile of bad D&D ideas.

Ambidexterity, high pain threshold, and such advantages are useful and cool in other systems also. I quite recommend advantages and disadvantages.

Try to keep them realistic and balanced though, since you write about running a realistic no-magic game.

Good gaming,
 
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