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  Artwork: Minor Brothers; Design: George Dew; Design Team: Scott Chisholm, Darryl Cook, Grayson 
  Dew, Brian & Chris Hudgins, Jerry Meyer Jr., David O. Miller, Rick Nichols, Robert Purnell, Robert W. 
  Purnell, Bret Winters and Kirk Woller.  Thanks to Grayson Dew for the inspiration, Steve Jackson for 
  his genius, and of course Gary Gygax.  Copyright� 2013 Dark City Games Inc.
  
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  RULES 
  In Legends, each player plays the part of one or 
  more characters who go adventuring.  You can 
  play solitaire, or with other of players.  In group 
  play, one player is the game master (GM).  The 
  GM reads the instructions aloud and carefully 
  logs the party's progress and game time. 
  CHARACTERS 
  Each character possesses three attributes: 
  Strength, Dexterity and Intelligence. 
  Strength (ST) 
  Strong characters inflict and survive more 
  damage. 
  Dexterity (DX) 
  Agile characters strike and dodge with greater 
  success. 
  Intelligence (IQ) 
  Intelligent characters are better at applying 
  skills. 
  New Characters 
  Unless the adventure specifies otherwise, new 
  characters start with ST8, DX8, IQ8, and eight 
  discretionary points (32 total).  Characters begin 
  with four points of skills, two of which can be 
  combat skills. 
  DOING THINGS 
  Passing a Check 
  A character hits a foe by passing a three-die DX 
  check (3/DX).  The player rolls three six-sided 
  dice (3d6) and totals the results.  If the total is the 
  character's DX or less, he hits.  If not, he misses.  
  If he hits, roll for damage (see Damage). 
  Example 
  Ajax (DX11) rolls a one, three and six for a total 
  of 10.  This is his DX or less, so he hits his target. 
  Checking ST or IQ 
  A character may check 3/ST to accomplish a 
  physical feat, or 3/IQ for a mental one.  A four-die 
  check is abbreviated 4/ST, 4/DX, or 4/IQ. 
  Winning a Check 
  First, the attacker decides how many dice he will 
  roll.  Then the defender decides.  Both roll their 
  dice, and the higher total wins--unless it exceeds 
  their character's attribute(+skill).  If both go over, 
  both fail.  On a tie, the higher attribute wins. 
  Example 
  Ajax, ST12, decides to roll three dice.  Hector, 
  ST11, elects to roll three.  Ajax rolls a 13 and 
  Hector rolls a 9.  Ajax's total is higher, but 13 
  exceeds Ajax's ST12.  Hector wins ST. 
  PLAYING THE GAME 
  Initiative 
  Players roll a single die.  The player with the 
  highest roll takes the first turn.  Re-roll ties. 
  Surprise 
  An adventure may specify that one side has 
  surprise.  The side with surprise gets one free 
  unopposed turn, and then takes the first turn. 
  Player's Turn 
  The player taking his turn moves each of his 
  characters, in any order, one at a time.  He must 
  complete one character's turn before proceeding 
  to the next.  When he is done, the following 
  player begins his turn. 
  Character's Turn 
  A character may move up to his movement 
  allowance (MA), which is half his DX rounded 
  down.  After moving, a character may execute 
  ONE action. 
  Example 
  Ajax (DX11) moves five spaces and attacks. 
  Space 
  Only one character can occupy a space, unless 
  grappling a foe.  Multiple small animals can 
  occupy a space.  A character must stop upon 
  entering an enemy’s space (see Takedown). 
  ACTIONS 
  Every character can execute ONE action per 
  turn.  An action is striking, shooting, throwing, 
  takedown, grappling, etc.  A character cannot 
  move after an action. 
  Strike 
  An attacker hits an adjacent foe by passing 
  3/DX.  The defender can then dodge by passing 
  3/DX (see Reaction).  If the attacker still hits, roll 
  for damage.  If the defender survives the hit and 
  did not dodge, he can counterattack (see 
  Reaction). 
  Shoot/Throw 
  An attacker with a missile or throwing weapon 
  hits an unobstructed defender by passing 3/DX.  
  If he hits, roll for damage; if he fails he misses.  If 
  the defender survives, he may immediately 
  counterattack (see Reaction).  A shooter cannot 
  move in the turn he shoots, but a thrower can. 
  Range 
  Missile range exceeds the playing board.  
  Throwing range is the thrower's ST in spaces.  A 
  thrower must recover his weapon from the target 
  space before reuse. 
  Takedown (Entering A Defender's Space) 
  An attacker takes down a defender by entering 
  his space.  The defender may counterattack first, 
  doing an extra d6 damage if he hits (see 
  Reaction).  If he does not counterattack, the 
  defender may defend the takedown (see 
  Reaction), or save his turn for later. 
  
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  GRAPPLING ACTIONS 
  Grappling Attack 
  Grapplers can only attack each other, and only 
  after the takedown turn.  The grappler winning 
  ST hits his foe, even if it is his foe who is 
  attacking.  Additional grapplers hit automatically.  
  Unarmed grappling attacks negate armor. 
  Drag Grappling Foe 
  A grappler drags his foe into any adjacent 
  unoccupied space by winning ST.  A grappler 
  with twice or more the ST of his opponent suffers 
  no mobility penalty and can also attack enemies 
  outside of his space.  When moving, he simply 
  carries his opponent with him. 
  Escape From Grappling 
  A grappling character escapes into any empty 
  adjacent space by winning ST.  If he fails, he 
  remains grappled.  A character with twice or 
  more the ST of his opponent may freely exit the 
  grappling space and move and act normally. 
  OTHER ACTIONS 
  Change Weapons 
  A character takes a turn to change or pick up a 
  weapon.  He cannot move in this turn. 
  REACTION 
  A defender can react to ONE of his attackers.  
  However, the defender gives up his following 
  turn.  A reaction is dodging, counterattacking, 
  defending a takedown, or in limited cases, 
  entering the attacker's space. 
  Dodge 
  A defender dodges by passing 3/DX.  He must 
  retreat away from the attacker, into an empty 
  adjacent space, or he cannot dodge.  He may 
  view the attacker's hit roll, but not damage roll, 
  before deciding to dodge.  A defender cannot 
  dodge a missile or thrown weapon. 
  Counterattack 
  A defender surviving an attack may immediately 
  counterattack by striking or shooting his attacker.  
  The defender hits by passing 3/DX.  If he hits, roll 
  for damage; if he fails he misses. 
  Defending a Takedown 
  The attacker must win DX, or the defender can 
  retreat away, into any empty adjacent space.  A 
  stronger defender can instead force the attacker 
  back into his entering space. 
  Zone of Control 
  If an attacker tries to move around or past 
  adjacent defenders without attacking or entering 
  their space, the defenders may counterattack or 
  enter the attacker's space without being hit. 
  INJURY & EXHAUSTION 
  Injury is measured in damage points; exhaustion 
  is measured in fatigue points.  Both are 
  cumulative.  When a character accumulates a 
  combination of damage and fatigue equal to his 
  ST or more, he is immediately incapacitated. 
  Damage 
  When all combat is over, characters suffering 
  damage equal to their ST or more must be 
  healed to a net ST of at least one point.  If not, 
  they die.  Characters sustaining twice their ST or 
  more in damage are unrecoverable. 
  Fatigue 
  Fatigue counts towards incapacitation but not 
  death.  A fatigue point dealt to an incapacitated 
  character is a damage point.  A character 
  recovers one fatigue point after each encounter, 
  and all his fatigue with a full night of sleep. 
  Recovery 
  Between adventures, characters recover fully.  
  During play, a character fully recovers in a week, 
  provided: (1) he remains in one location, (2) has 
  adequate shelter, (3) is fully provisioned, and (4) 
  participates in no combat or any other activity. 
  WEAPONS 
  Damage (D) 
  A character hitting a foe rolls the number of dice 
  indicated by his weapon's damage rating.  He 
  then adds or subtracts any modifiers.  This total 
  is the number of damage points he delivers 
  (minimum of one). 
  Example 
  Ajax hits Hector for 2d6-1 damage.  He rolls a 
  five and two, inflicting six points (5+2-1=6). 
  Heft (H) 
  A weapon's heft is the minimum ST required to 
  use the weapon. 
   
  UNARMED 
  D 
  H 
  Unarmed (U) 
  d3F (U) - 
  BLADES 
  D 
  H 
  Knife (T) 
  d6 
  - 
  Knife-used in grappling (G) 
  d6+2 
  - 
  Club (T) 
  d6 
  9 
  Tomahawk (T) 
  d6+1 
  10 
  Cavalry Saber 
  2d6-2 
  10 
  Lance (T) 
  d6+1 
  10 
  Spear (T) 
  d6+2 
  11 
   
   
   
  MISSILES 
  D 
  H 
  Bow (2) 
  d6 
  10 
  Revolver (G) 
  2d6-1 
  8 
  Rifle (2) 
  2d6 
  9 
  Musket (2) 
  2d6 
  10 
  Shotgun (2) 
  3d6 
  10 
   
   
   
  EXPLOSIVES 
  D 
  H 
  Dynamite (T, X) 
  2d6+2 
  6 
  Molotov (F, T, X) 
  d3 
  6 
   
   
   
  (2) Two-handed weapon. 
  (F) Burns D3 per turn in that hex; ignore armor. 
  
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  (G) Only G weapons can be used grappling. 
  (T) This weapon can be thrown. 
  (U) D3 fatigue, (+1 if the attacker is stronger). 
  (X) Explosive affects five-hex diameter circle. If 
  thrower misses, randomly place blast center 
  adjacent to original target hex. 
  ARMOR 
  Armor (A) 
  When a character is hit, reduce the damage he 
  suffers by the cumulative rating of his armor. 
  Example 
  Hector takes six damage points, but his armor 
  stops three.  He takes three damage (6-3=3). 
  Restriction (R) 
  Adjust a character's DX down by the cumulative 
  restriction of his armor.  This also affects MA. 
  Example 
  Hector's (DX12) armor has a restriction of two.  
  His adjusted DX is 10 (12-2=10).  His MA is five. 
   
  TYPE 
  A-R 
  Canvas Coat (B) 
  1-1 
  Leather Coat (B) 
  2-2 
  Small Shield (B, S) 
  1-0 
  Shield (B, S) 
  2-1 
   
   
  (B) Does not protect against bullets. 
  (S) Shields cannot be used while grappling. 
  CAMPAIGNING 
  Experience Points (XP) 
  Characters use XPs to buy skills and ST/DX/IQ 
  points.  After each combat, every character 
  contributing to victory gets one XP if all enemies 
  are killed, captured or routed.  Characters get no 
  XP if they flee.  Additionally, when a party 
  acquires a plotword, each character gains one 
  XP. 
  Advancement 
  A character raises his ST/DX/IQ by spending 
  XPs equal to the next level.  He raises a skill one 
  point by spending 10XP.  A character may 
  increase an attribute or skill during play, but can 
  only learn new skills and spells between 
  adventures. 
  Example 
  An IQ11 character spends 12XP to get IQ12, 
  but spends 10XP to increase a skill one point. 
  Karma/Wish 
  A character expends a karma point to re-roll one 
  set of dice.  A character expends a wish to 
  negate all damage, even if he was just "killed." A 
  character can use a wish as a karma point, or a 
  karma point as one XP.  Unexpended karma, 
  wishes and XP roll over to future adventures. 
  Curse 
  A cursed character adds or subtracts one 
  against all his checks and damage rolls, 
  worsening the result.  He can lift the curse by 
  expending one wish, three karma points, or 10 
  XP.  Curses are cumulative. 
  SKILLS 
  To use a skill, a character must pass a three-die 
  check against his applicable attribute: 3/ST, 
  3/DX, 3/IQ (see Skill Tables). 
  Required Skill Checks 
  Some skills require that the character already 
  know the skill to attempt the check.  Adventures 
  indicate this by using the word “against.” 
  Example 
  “On passing 3/ST against SWIMMING, Ajax 
  swims ashore." 
  Assisted Skill Checks 
  Sometimes the skill improves the character's 
  chance of passing, but is not a prerequisite.  
  Adventures indicate this by using a plus sign. 
  Example 
  "On passing 3/ST+CLIMBING, Ajax scales the 
  wall.” 
   
  ATHLETIC 
   
  Acrobat 
  Reduce fall damage by 1d6 
  for each acrobat level on 
  3/DX. 
  Climbing 
  Scale obstacles on 3/ST. 
  Riding 
  Ride large animals on 3/DX. 
  Swimming 
  Swim on 3/ST. 
   
   
  COMBAT 
   
  Each level is +1DX to hit OR +1 damage; 
  decide before attacking.  Multiple levels 
  cannot be split. 
  Axe 
  +1 with an axe, mace or club. 
  Bow 
  +1 with a bow. 
  Dagger 
  +1 w/dagger; +1 grappling. 
  Pistol 
  +1 with hand-fired weapon. 
  Pole Arms 
  +1 with spear/halberd. 
  Rifle 
  +1 w/shoulder-fired weapon. 
  Sword 
  +1 with a sword. 
  Unarmed 
  +1 striking; +1ST grappling. 
   
   
  SOCIAL 
   
  Charisma 
  Control non-hostile NPC by 
  winning IQ. 
  Diplomacy 
  Change an "attack" option to 
  a "talk" option or vice versa by 
  winning IQ. 
  Language 
  Speak specific language on 
  3/IQ. Languages include: 
  Apache, Arapaho, Cheyenne, 
  Comanche, Crow, French, 
  Navaho, Pawnee, Sioux, 
  Spanish, Ute, and Indian Sign 
  
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  Language. 
  Leadership 
  Add leadership rating to one 
  character's check on 3/IQ. 
  Literacy 
  Literacy in specific language 
  on 3/IQ. 
   
   
  SURVIVAL 
   
  Stalker 
  At beginning of combat, 
  character (not party) gets 
  surprise on 3/DX. 
  Stealth 
  Evade detection on 3/DX. 
  Survival 
  Character lives off the land 
  instead of eating a daily ration 
  on 3/IQ. 
  Tactician 
  The character steals initiative 
  by winning IQ. 
  Tracker 
  Identify & follow local beings; 
  negate surprise on 3/IQ. 
   
   
  THIEF 
   
  Locks 
  Pick locks on 3/DX. 
  Streetwise 
  Negate pickpocket, swindling, 
  mugging on 3/IQ. 
  Thief 
  Steal objects on 3/DX. 
  Traps 
  Detect/remove traps on 3/IQ. 
   
   
  TRADES 
   
  Animal 
  Handler 
  Prevent animal attacks by 
  winning IQ. 
  Crafts 
  Earn daily skilled labor rate 
  for carpenter, farmer, 
  fisherman, jeweler, mason, 
  smith, weaver on 3/DX. 
  Driver 
  Handle wagons on 3/DX. 
  Herbalist 
  Create healing potion on 3/IQ.  
  ST healed per potion = herb 
  doses * Herbalist level. 
  Medic 
  Heal one damage point per 
  medic level for damage 
  sustained in current combat, 
  on 3/IQ.  Used after combat is 
  over.  Can be used across 
  multiple characters. 
  Merchant 
  Purchase goods at 10% 
  discount, or sell goods at 10% 
  premium, for each merchant 
  level by winning IQ. 
  Scholar 
  Know history/science on 3/IQ. 
  Storyteller 
  Distribute maximum of one 
  karma point per bard level, to 
  be used in the current 
  adventure on 3/IQ. 
   
   
   
  
SOURCE: textdata/thevault/Legends of the Untamed West/Legend of the Untamed-West.pdf