Void Legend

↤ GUIDE

1. ORIGIN | 2. TRIALS | 3. WANDERING | 4. LEGEND


TRIALS

The action of the game always drives toward conflict. We're playing the game to see the triumphs and failures of the heroes play out in these conflicts.

When the heroes need to overcome an obstacle to achieve an immediate goal, start a Contest ↓.

To defeat the source of conflict in a Realm once and for all, the heroes must engage with it in a Battle ↓.

If you need help putting together trials, contests, and battles, check out the "Realms" section under Resources.


CONTESTS

The conflict of each session drives the heroes into confrontations with dangerous opponents. These confrontations are called "contests" - follow the steps below to set up and resolve contests.

A Contest has four steps:

  1. Domain
  2. Void Roll
  3. Hero Rolls
  4. Actions

1. Domain

The hero players state their goal and approach - the void player states the goal and approach of the opponent.

The Void Player determines the Domain of the contest based on the details of the situation and the actions of the characters involved. If the heroes initiate the action, focus on their approach and actions when choosing the Domain. If the heroes are resisting an opponent, the Domain should reflect the opponent’s action.

2. Void Roll

The Void Player rolls first to establish the difficulty of the Contest. Roll the dice for their Name and any applicable A.K.A.'s, as well as any relevant advantage dice (see Tips below).

Roll all the dice in the Void Player’s pool. Keep the single highest die and add the current Void Level. The Void Level is usually +5 (but may be reduced to +4 or increased to +6 due to occurrences during the adventure).

Announce the final total as the target number for the contest.

For example: The Void Player rolls 1d8, 2d10 and gets 2, 6, 7. Adding the Void Level of +5 to their highest die gives a target number of 12.

If there are multiple opponents, roll all of their dice together, keep the single highest, and add the Void Level. The Void Player never counts more than one die on a roll.

The Void Player doesn’t yet describe the actions of the opponent. All the narration of action happens in the fourth step of the contest - after all the players have rolled and the outcomes are known.

3. Hero Rolls

Each Hero Player who’s participating in the contest gathers their dice pool, consisting of:

The players don’t need to discuss or explain the dice they’re gathering. All the narration of action happens in the fourth step of the contest - after all the players have rolled and the outcomes are known. Just gather your own dice pool and wait to roll until everyone has their dice ready.

Once all the Hero Players have their dice pools assembled everyone rolls at once. Roll your hero’s dice pool and sum your two highest dice, not counting d4s. Add the number on the d4 (if you have one) to your two highest dice to get your hero’s final result.

For example: Allison rolls 1d8, 2d6 and gets 6, 5, 3. Her two highest dice sum to 11. Her 1d4 from a Strength rolls a 3, which is added to the total, so her final result is 14.

Outcomes

To determine your hero's fortune in the contest compare your hero’s result to the Void Player’s target number:

If all the heroes suffer, the opponent wins the contest.

4. Actions

After the rolls, the Hero Players take turns narrating their heroes’ actions and effect on the contest, starting with the heroes who suffer, then the heroes who prevail, then finally the hero who is best. Use your outcome to guide your narration, including your A.K.A.'s, Blessings, advantages, etc. as details.

During the narration of actions, the Void Player responds with the actions of the opponent - either overcoming a hero or being thwarted, depending on the hero's outcome.

Contest Extras

Advantage Dice

Advantage dice are a way for specific fictional details to impact a contest, such as having superior numbers or striking where a foe is weakest. Some opponents have special abilities that grant Advantage dice. The value of an Advantage die depends on how well it applies to the situation, from d6 up to d10. Both heroes and opponents may use Advantage dice. If a hero thinks they should have an advantage dice for a contest, ask about it.

Extra Hero Dice

Heroes can change their dice or add more dice in a few ways.

Support

Heroes aren't required to participate in every contest (but the more the merrier). If a player is sleepy, uninspired, feeling shy, or it doesn't make sense for their hero to participate they can sit out.

If you're sitting out and feel inspired during another player's narration of their actions they can invite you to contribute. Describe how you help them. You gain 1 Worth and both heroes restore their Bond with each other.

Harm

A contest may result in harm to the heroes, depending on its nature and the qualities of the opponents.

Opponents can have harmful traits connected to their Name or an A.K.A., so that harm is threatened whenever they roll those dice in a contest. For example: A bandit in the wasteland has the Dangerous trait connected to their Style: Razor Wheels, so a contest against them is Dangerous when their car with razor wheels is involved.

You may spend a Bond to ask that character to block harm for you. They say how they defend you and neither of you suffer the harm.

If you have to mark Pain or expend a Blessing and have none remaining, you mark Fate instead.

A hero may choose to die (or otherwise leave play) to prevail in a contest, regardless of their roll.

Trying again

A contest cannot be attempted again unless the situation changes in significant ways — different time or place, different approach and goal, and/or different characters involved.

Worth

Experience is the measure of expertise, understanding, and hard-won lessons that make your character great — it sets heroes apart from ordinary people.

EARNING WORTH
Every time a hero participates in a contest, they earn Experience, which is tracked on the hero sheet. The hero who is best in the contest earns an amount of Experience equal to the target number.

Each other hero who prevails earns half that amount (rounded up). Heroes who support or suffer in the contest each earn 1 Experience.

ADVANCING YOUR NAME DIE

On the Experience track on your hero sheet, there are markers for certain Experience amounts (by default, at 80, 160, and 240). When you hit a marker, you advance your Name die to the indicated level (d8, d10, d12), then reset your Experience back to zero.

FATE

Every hero must meet their Fate — glorious death in battle, peaceful old age at home, or a tragic end filled with sorrow. One thing is certain: Fate is inexorable and cannot be resisted. In play, the span of a hero’s tale is measured with the Fate track on the hero sheet. You mark a box of Fate when: f You need to mark Grit, but all your Grit is already marked f You need to expend a Strength charge, but don’t have any remaining When a Hero Player marks on the Fate track, they earn a boon. When your final Fate box is checked, your hero’s story has ended. You’ll discover their heroic legend and describe their epilogue.

BOONS

Heroes grow in power by receiving boons as their Fate increases and when they achieve particular goals. There are benchmarks on the Fate scale, indicated by . When you mark , you earn a boon. When you earn a boon, mark one of the boxes on your hero sheet and permanently gain that benefit. Choose your first five boons from the initial set, below:  ADVANCE D8 DOMAIN TO D10   ADVANCE D6 DOMAIN TO D8  ADVANCE STYLE TO D8  ADD ANOTHER STYLE When you’ve marked all five of the initial boons, you may select from these options when you earn a boon:  YOUR HELP OR SUPPORT DIE COUNTS AS ONE SIZE LARGER  WHEN YOU ADD A SECOND DOMAIN, TAKE 2 DICE  WHEN YOU USE A STRENGTH, ROLL 2D4, KEEP THE HIGHEST.

Bonds

During their trials, the heroes lend aid to each other and expect their companions to do so in kind. The loose currency of oaths, favors, and gratitude are recorded on the hero sheet as Bonds.

Gaining Bonds
f In character creation, heroes get 2 Bonds with each other hero. f In a contest, a hero may sit out to provide support for another hero. They pass their Domain die to the Hero Player of their choosing (who includes it in their dice pool). The supporting player earns 1 Bond with the hero they support plus 1 Experience. f In a showdown, the Hero Player who earns the advantage die from the Clash phase may give it to another Hero Player in exchange for 1 Bond with them. f During the Interlude phase, the heroes have fellowship with each other and create new Bonds.

Spending Bonds
When you spend a Bond, ask for one of the following:

Hero Advantages and Blessings

A character can seize an advantage when circumstances favor them — sometimes by winning a contest, but the Hazard Player may also grant an advantage if a hero has a particular Strength that applies to the situation at hand.

The Hazard Player assigns a die size to an advantage based on how well it applies to the situation. The more applicable the advantage, the larger the die. If the advantage is moderate, make it d6. If it’s strong, assign a d8. If it’s extreme, assign a d10. The advantage die from the Clash in a battle is always a d10.

Grit

In their trials, heroes endure pain, despair, and exhaustion. A normal person would succumb to these hardships, but heroes posses an inner fire that lets them press on, known as Grit.

Marking Grit
Mark a Grit circle ( ) on your character sheet to push yourself in a contest and include the die from a second Domain in your dice pool. You also mark Grit when you suffer harm in an Arduous or Dangerous contest.

Restoring Grit
During the recovery stage of an Interlude, the heroes remove all their marks of Grit.

Strengths

When you use a Strength, erase its charge ( ) and roll 1d4. Add the result to your hero’s final total in a contest. You might also earn an advantage die if your Strength is especially potent or suitable in the current situation.

You may use a Strength that isn’t charged, but you don’t get to add a d4 to your total. You may still earn an advantage die, however, if the Strength applies.


BATTLE

Every Realm has an ultimate source of danger and conflict. To resolve the Realm once and for all the heroes must engage with this source in a battle.

A battle consists of two linked contests - the Threat and the Finale. Heroes earn Worth as normal in every contest in the battle.

  1. Threat: The opponent lashes out, threatening disasters. In this contest, each hero chooses to either Defend against a disaster or Seize control of the battle. The winner of the Seize contest chooses the Domain and stakes of the Finale and the ultimate fate of the opponent - they also gain a d10 advantage die.
  1. Finale: A concluding contest to determine the victor and decide the fate of the candidate.

1. Clash

The Void Player describes the circumstances of the battle and any details that might be used to gain an advantage. The Hero Players describe how their heroes are joining the showdown — what maneuver they attempt to gain an edge against the opponent before battle is joined. Then the Clash contest is rolled.

Unlike a normal contest, each Hero Player may choose the Domain they roll for the Clash, based on the action their hero is taking to seize an advantage.

The winner of the Clash contest (the Void Player or best Hero Player) earns a 1d10 advantage die for any roll in the showdown.

2. Threat

During the Threat phase, the heroes and the opponent (the cause of the Tribulation) collide. The opponent lashes out, menacing the world, while the heroes stand in defense or strive to take control. There are two contests during the Threat phase, and each hero may only participate in one or the other.

First, the Void Player announces the disasters that will happen unless a hero thwarts them. An opponent will usually make two or three disastrous moves — often one against all the unnamed bystanders at the Tribulation, one against a single named character, and sometimes one against the heroes or the location itself.

Then each Hero Player chooses whether their hero will participate in the contest to Defend against the disasters or join the contest to Seize control of the showdown and set the Domain and stakes of the Finale.

Start with the contest to Defend. Follow the normal contest procedure (but allow each Hero Player to roll the Domain most appropriate to the disaster they’re opposing — they don’t all have to roll the same one). Each hero who prevails may stop one disaster from happening.

Then resolve the contest to Seize control of the battle. Follow the normal contest procedure. If the heroes win, they decide what’s at stake for the opponent in the Finale. They may choose death, imprisonment, exile, a change of heart, eternal grief and torment — anything that suits the showdown and is within their ability to impose.

In addition, the winner of the Seize contest determines the Domain of the Finale contest.

If the opponent wins the contest to Seize control, they get to determine their own fate in the Finale — they may avoid the full consequences of the battle even if they lose.

Finale

The conclusion of the battle is the Finale contest. The winner of this contest is the victor in the battle — their foe is defeated and they are triumphant. Because a showdown is conducted to complete a Tribulation, the Finale determines the destiny of the location of the Tribulation — whether the menace is ultimately defeated or if things get even worse.

Resolve the Finale using the normal contest procedure. The final outcome of the showdown is then judged by considering both the result of the Seize contest and the Finale contest together.

If the heroes failed in the finale of the last Tribulation, the void player chooses one of the Tribulation's Candidates and makes them a new Dread Lord in the Prophecy, recording the manifestation of their dread influence. The void player increases the Wrath of the Void by one.

Regardless of the outcome the players choose another of the Tribulation's Candidates - the Golden Sun makes them one of it's Golden Archons in the Prophecy. Every player record them as a new blessing.


1. ORIGIN | 2. TRIBULATIONS | 3. WANDERING | 4. LEGEND


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SECTIONS OF THIS SITE

Intro - Learn more about the game and the world of Void Legend.
Rules - Instructions on how to run each phase of the game.
Tips - Best practices for every player to have consistently fun sessions.
Stuff - Important links, downloads, and adventures (Tribulations) for Void Legend.