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  Artwork: Nicole Cardiff, Dario Corallo; 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. Permission to copy and distribute freely, 
  provided artists and www.DarkCityGames.com are credited. Copyright(C) 2008 Dark City Games Inc. 
   
  RULES 
  Legends is a role-playing game. Each player 
  controls one or more characters who go 
  adventuring. Players mark their characters with 
  cardboard pieces and use a hexagon board to 
  depict an encounter area. One hexagon (hex) 
  equals roughly one meter to five feet. 
  Adventures 
  An adventure is designed to be played either 
  solitaire or with other players. If played with 
  others, one player should be the Game Master 
  (GM), reading the instructions aloud and keeping 
  close track of game time and the party's current 
  progress. 
  CHARACTERS 
  Each character possesses three attributes: 
  Strength, Dexterity and Intelligence. 
  Strength (ST): Strong characters inflict and 
  survive more damage. 
  Dexterity (DX): Agile characters hit enemies 
  and dodge blows with greater success. 
  Intelligence (IQ): Smart characters are better 
  able to notice clues and apply skills. 
  New Characters 
  Create a new character with 32 points, 
  allocating a minimum of ST8, DX8 and IQ8. 
  Distribute the remaining eight points as desired. 
  Decide if your character is normal or a mage. 
  Normal characters begin with three points of 
  skills (see Skills); magical characters begin with 
  three points of spells. Record your characters' 
  attributes, skills, capabilities, weapons and 
  belongings. 
  RESOLVING UNCERTAINTY 
  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 his 
  character's DX or less, he hits; otherwise he 
  misses. For example: Ajax (DX11) rolls 2, 3 and 
  5 for a total of 10. This is his DX or less, so he 
  hits Hector and rolls for damage (see Damage). 
  A ST check (3/ST) can be required for physical 
  feats or an IQ check (3/IQ) for mental ones. A 
  four-die check is abbreviated 4/DX, 4/ST or 4/IQ. 
  Winning a Check 
  Each player rolls one or more dice. The higher 
  total wins, provided it does not exceed the 
  character's attribute (+skills). On a tie, the higher 
  attribute wins. If both totals exceed their relative 
  attributes, both characters fail. 
  SEQUENCE OF PLAY 
  Legends is played in turns. The side with 
  initiative moves first. Sides then alternate turns 
  until only one side survives. 
  Initiative 
  Decide initiative with a die roll. The side with 
  initiative takes the first turn. 
  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 moves each of his characters, in any 
  sequence, one at a time. He must complete one 
  character's turn before proceeding to the next. 
  When all his characters have taken a turn or 
  passed, the player's turn is over and the next 
  player begins his turn. 
  Character's turn 
  A character can move up to his movement 
  allowance (MA) and execute ONE action. He 
  must move before acting. A character may pass. 
  MOVEMENT 
  A character's MA is half his DX, rounded down. 
  A character may move up to his MA in hexes 
  before executing an action. For example: Ajax 
  (DX11) moves five hexes and attacks. 
  
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  Space 
  Only one character can occupy a space, unless 
  grappling an enemy. A character must stop upon 
  entering an enemy’s space. 
  ACTION 
  Every character can execute ONE action per 
  turn. An action is shooting, striking, grappling, 
  etc. A character cannot move after an action. 
  Reaction 
  A 
  defender 
  can 
  act 
  out 
  of 
  sequence, 
  immediately reacting to ONE of his attackers. 
  However, the defender gives up his following 
  turn. A reaction is counterattacking, dodging or 
  entering the attacker's space. 
  If an attacker passes adjacent to a defender 
  and 
  does 
  not 
  attack, 
  the 
  defender 
  can 
  counterattack or enter the attacker's space. 
  Shoot/Throw 
  An attacker with a missile or throwing weapon 
  hits an unobstructed defender by passing 3/DX. 
  If he passes, roll for damage; if he fails he 
  misses. If the defender survives, he may 
  immediately counterattack. If adjacent, he may 
  counterattack or enter the attacker's space. 
  A shooter cannot move in the turn he shoots, 
  but a thrower can. Missile range exceeds the 
  playing board. Throwing range is the thrower's 
  ST in hexes. A thrower must recover his weapon 
  from the target hex before throwing it again. 
  Counterattack 
  A defender surviving an attack may immediately 
  counterattack by shooting or striking his attacker. 
  The defender hits by passing 3/DX. If he hits, roll 
  for damage; if he fails he misses. 
  Strike 
  An attacker hits an adjacent foe by passing 
  3/DX. If he passes, roll for damage; if he fails he 
  misses. A defender can immediately dodge, or if 
  he survives the strike, he may counterattack or 
  enter the attacker's space. 
  Dodge 
  A defender dodges a strike by passing 3/DX. If 
  he fails, he is hit. On passing, he must retreat 
  one hex away from the attacker into a vacant 
  space. If no such space exists, he is hit. He may 
  view the attacker's hit roll result, but not damage 
  roll result, before deciding to dodge. A defender 
  cannot dodge a missile or thrown weapon. 
  Entering an Enemy's Space 
  Entering an enemy's space counts as an action 
  (or reaction). If used as an action, the defender 
  can execute a preemptive counterattack. The 
  defender hits by passing 3/DX; otherwise he 
  misses. If the defender hits, roll for damage 
  adding an additional die. Both characters drop 
  their weapons/shields and are now grappling. 
  Grapple 
  Enemies in the same space are grappling, and 
  can only attack each other. A grappler can only 
  attack if he begins his turn grappling. Attacks 
  automatically hit; roll for damage. If the defender 
  survives, he can immediately counterattack. 
  Drag 
  A grappler drags his opponent into any adjacent 
  unoccupied space by winning a ST check. A 
  grappler with twice or more the ST of his 
  opponent suffers no mobility penalty nor must he 
  attack only into his own space. When moving, he 
  carries his opponent with him. 
  Escape 
  A grappling character escapes into any empty 
  adjacent space by winning a ST check. 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/act normally. 
  Change Weapons 
  A character takes a turn to change weapons. 
  He cannot move in the same turn. 
  Cast Spell 
  A character casts a spell by passing 3/IQ. He 
  cannot move in the turn he casts. If casting a 
  direct spell, the caster must win an IQ check, or 
  the spell fails. A caster can only cast a spell into 
  a hex with an unobstructed line of sight. 
  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 immediately falls unconscious 
  and is completely helpless until he recovers. 
  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. If not, they 
  die. Characters sustaining twice their ST or more 
  in damage are unrecoverable. 
  Fatigue 
  Fatigue counts towards falling unconscious but 
  not death. Each fatigue point delivered to an 
  unconscious character is a damage point. 
  A character recovers one fatigue point after 
  each encounter and recovers all his fatigue with 
  a full night of sleep. If his sleep is interrupted, he 
  recovers only one fatigue point. 
  Recovery 
  Between adventures, all characters recover 
  fully. However, during an adventure, every week 
  
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  a character spends resting with warmth, water 
  and food, he checks 3/ST. His margin of 
  success is the number of damage points he 
  recovers. A character recovers a minimum of 
  one damage point/week. 
  WEAPONS 
  Damage (D) 
  A character hitting an opponent 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. For example: Ajax hits Hector 
  doing 2D6-1 damage. He rolls a five and a two, 
  inflicting six damage points (5+2-1=6). 
  Heft (H) 
  Each weapon has a heft rating. This is the 
  minimum ST required to use the weapon. 
  Reach/Range (R/R) 
  Used in advanced rules only. 
   
  UNARMED 
  D 
  H 
  R/r 
  Unarmed (U) 
  D3 (U) - 
  1- 
  SWORDS 
  D 
  H 
  R/R 
  Dagger (G,D,T) 
  D6 
  - 
  1-/2 
  Rapier 
  D6 
  9 
  1 
  Cutlass 
  2D6-2 10 
  1 
  Short Sword 
  2D6-1 11 
  1 
  Broad Sword 
  2D6 
  12 
  1 
  Bastard Sword 
  2D6+1 13 
  1 
  2-Handed Sword (2) 
  3D6-1 14 
  1 
  CLUBS 
  D 
  H 
  R/R 
  Club (T) 
  D6 
  9 
  1/2 
  Mace 
  2D6-1 11 
  1 
  Morningstar 
  2D6+1 13 
  1 
  Maul (2) 
  2D6+2 14 
  1 
  AXES 
  D 
  H 
  R/R 
  Hatchet (T) 
  D6+1 
  9 
  1-/1 
  Axe 
  D6+3 
  12 
  1 
  Battle Axe (2) 
  3D6 
  15 
  1 
  POLE ARMS 
  D 
  H 
  R/R 
  Javelin (T) 
  D6 
  9 
  1+/3 
  Spear (T) 
  D6+2 
  11 
  1++/2 
  Halberd (2) 
  2D6+1 13 
  1+ 
  Pike (2) 
  2D6 
  13 
  2 
  MISSILES 
  D 
  H 
  R/R 
  Thrown Rock 
  D6-4 
  6 
  -/2 
  Sling 
  D6-1 
  8 
  -/4 
  Bow (2) 
  D6 
  10 
  -/5 
  Longbow (2) 
  D6+2 
  11 
  -/7 
  Crossbow (2,R) 
  2D6 
  12 
  -/6 
  Arbalest (R3) 
  3D6 
  14 
  -/8 
  (2)  Two-handed weapon; cannot use a shield. 
  (D) A dagger does D6+2 grappling. 
  (G) Can be used grappling. 
  (R) Reload takes one turn. 
  (R3) Reload takes three turns. 
  (T)  This weapon can be thrown. 
  (U) Unarmed 
  attacker 
  deals 
  D3 
  fatigue. 
  Stronger character deals additional fatigue point. 
  ARMOR 
  Armor (A) 
  When a character is hit, reduce the damage 
  points he suffers by the cumulative rating of the 
  armor he wears. For example: Hector suffers six 
  damage points, but his total armor stops three 
  points. Therefore, he suffers only three damage 
  points (6-3=3). 
  Restriction (R) 
  Adjust a character's DX down by the restriction 
  of the armor he wears. This also affects MA. For 
  example: Hector (DX12), wears cloth (1) and 
  carries a large shield (1). He has an adjusted 
  DX10 (12-1-1=10). His MA is half of DX10 or five 
  hexes. 
   
  TYPE 
  A/R 
  Cloth 
  1/1 
  Leather 
  2/2 
  Chain 
  3/3 
  Plate 
  5/4 
  Small Shield 
  1/0 
  Large Shield 
  2/1 
  Tower Shield 
  3/2 
   
  CAMPAIGNING 
  Experience Points 
  Characters use experience points (XP) to buy 
  skills, magic and attribute points. After each 
  encounter, 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 
  Between adventures, a normal character may 
  cash in 10XP for a skill or 20XP for a spell. A 
  magical character may cash in 10XP for a spell 
  or 20XP for a skill--but only between adventures. 
  A character may permanently increase an 
  attribute at any time, provided he spends XPs 
  equal to the next higher level. For example: an 
  IQ13 character can spend 14XP to get IQ14. 
  Karma/Wish 
  During an adventure, a character may acquire 
  karma and wishes. A character expends a karma 
  point to re-roll one set of dice. A character 
  expends a wish to negate all accumulated 
  
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  damage, even if the character has just been 
  "killed." A wish can be used as a karma point. A 
  karma point can be used as one XP. Saved 
  karma and wishes roll over to other adventures. 
  Curse 
  During an adventure, a character may acquire a 
  curse. The cursed character adds one to all his 
  rolls (making it harder to succeed). He only 
  returns to normal when the curse is lifted. A 
  character expends five karma points to lift a 
  curse. Curses are cumulative. 
  MAGIC 
  A magic user casts a spell by passing 3/IQ. He 
  can only cast spells that he knows. A character 
  can only learn spells rated his IQ or less. A 
  caster must be either empty handed; holding 
  only a staff/wand; or holding only a book/scroll. 
  Spells 
  Spells are either dynamic or static. Dynamic 
  spells are single-use; static spells remain in play 
  for the duration of the encounter. Spells cannot 
  be stacked; casting the same spell on a target 
  yields no additional effect. 
  Direct Spells 
  A direct spell is a spell cast directly upon a 
  being. The caster succeeds by winning an IQ 
  check. A magic user having an enemy move into 
  his space can cast a direct spell as his 
  preemptive counterattack. 
  Fatigue 
  A magic user suffers fatigue upon successfully 
  casting a spell (see Injury & Exhaustion). Fatigue 
  costs appear in parenthesis following each spell. 
  Multi-Hex Spells 
  A character with a multi-hex spell automatically 
  knows all lesser hex versions of that spell.  
  Likewise, a character learning a lesser-hex spell 
  automatically knows the greater-hex version 
  when his IQ gets to the appropriate level. 
  Staffs/Wands 
  A magic user can carry a staff or wand, which 
  can be any piece of wood (treated as a club in 
  combat). The staff/wand provides a reserve of 
  power used in lieu of fatigue--until depleted. 
  Charging Staffs/Wands 
  A depleted staff/wand automatically recharges 
  overnight. New staffs start with zero capacity. A 
  magic user permanently increases his staff or 
  wand's capacity by expending 2XPs for each 
  point of capacity. A magic user can only increase 
  the capacity of his staff/wand up to his IQ. 
  Metal 
  Excessive metal interferes with magic user's 
  ability to cast spells. As a result, magic users 
  wearing metal armor cannot cast spells. 
  CREATION 
  Creation magically creates physical objects in 
  target hexes. Creation is static. 
  IQ 9 Spells 
  Fire-1 burns two damage points on anyone in or 
  passing through the target hex. Armor does not 
  protect. Wild animals will not enter fire. (1F) 
  IQ 10 Spells 
  Flash creates a blinding flash. Everyone on the 
  board except the caster suffers DX-2. Not 
  cumulative. (3F) 
  Shadow-1 creates a one-hex shadow in the 
  target hex. All attacks into or out of the hex are 
  at 4/DX. (1F) 
  IQ 11 Spells 
  Destroy Created Object destroys any created 
  object that the caster could cast. Costs (F) = 
  original cost of the creation. 
  Rope: is used for entanglement or climbing. For 
  entanglement: character in target space cannot 
  move and must pass 4/DX instead of 3/DX for all 
  actions. If character passes 4/DX, rope vanishes. 
  Works only on characters ST20 or less. (2F) 
  Wall-1 creates a 1-hex solid wall that blocks 
  movement just like a real wall. Cannot be cast 
  on occupied space. (2F) 
  IQ 12 Spells 
  Fire-3: three-hex contiguous fire. (2F) 
  Shadow-3: three-hex contiguous mist. (2F) 
  IQ 13 Spells 
  Wall-3: three-hex contiguous wall. (4F) 
  IQ 15 Spells 
  Super Rope: Same as rope spell, but works on 
  creatures up to ST40. Includes Rope. (5F) 
  Shadow-7: seven-hex contiguous shadow. (3F) 
  IQ 16 Spells 
  Fire-7: seven-hex contiguous fire. (4F) 
  Wall-7: seven-hex contiguous wall. (6F) 
  ENCHANTING 
  Enchanting affects the properties or behavior of 
  objects and beings. Enchantments are static. 
  IQ 8 Spells 
  Blur makes the subject difficult to hit. All 
  attacks are 4/DX to hit the subject. (2F) 
  Slow slows down the target. The target can 
  only move 1/2 his MA. (2F) 
  IQ 9 Spells 
  Assist adds +1 to the ST, DX or IQ of any 
  character (including the magic user). (1F) 
  
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  Clumsiness drops the target's DX-1 for every 
  fatigue the caster spends. 
  Confusion drops the target's IQ-1 for every 
  fatigue the caster spends. 
  IQ 10 Spells 
  Speed doubles subject's MA. (2F) 
  Slippery Floor-1 Characters in affected hex 
  fight at 4/DX and must pass 3/DX or they will fall 
  and lose their turn. (1F) 
  IQ 11 Spells 
  Reverse Missiles: all missiles aimed at target 
  attack the shooter, not the target. (3F) 
  Slippery Floor-3: three-hex contiguous slippery 
  floor. (2F) 
  IQ 12 Spells 
  Freeze freezes the target for the duration of the 
  encounter (does not prevent a magic user from 
  casting spells). (4F) 
  Invisibility: target becomes virtually invisible. 
  Target is DX-4 to hit, unless grappling. (4F) 
  Mage 
  Sight: 
  see 
  through 
  any 
  visual 
  obstruction, both natural and magical. (3F) 
  IQ 13 Spells 
  Flight: target flies 12 hexes per turn. Target is 
  4/DX to hit while flying. (4F) 
  Slippery 
  Floor-7: 
  seven-hex 
  contiguous 
  slippery floor. (3F) 
  Stone Flesh stops four damage points each 
  time the subject is hit. Cannot be stacked with 
  other armor spells. (3F) 
  IQ 14 Spells 
  Remove 
  Enchantment 
  removes 
  any 
  enchantment the magic user could cast. Cost (F) 
  = original cost of enchantment. 
  Spell Shield protects the subject from any 
  direct spells on him. (4F) 
  IQ 15 Spells 
  Iron Flesh stops six damage points each time 
  the target is hit. Cannot be stacked with other 
  armor spells. (4F) 
  IQ 16 Spells 
  Death: gives the target one damage point for 
  each fatigue point the magic user expends. 
  HEALING 
  Healing facilitates rapid recovery of injury. 
  Healing spells are dynamic. 
  IQ 10 Spells 
  Heal Wounds: target heals one damage point 
  per fatigue point expended. Can treat self. 
  IQ 14 Spells 
  Reverse Death revives a character killed in the 
  current encounter, stabilized at ST1. A character 
  having taken 2xST damage points is irreversibly 
  dead. Cost (F) = ST of the resurrected character. 
  IQ 16 Spells 
  Channel Energy: transfer damage point from 
  one local character to another. Target resists by 
  passing 3/IQ by a margin greater than or equal 
  to the caster. Cost (F) = points transferred+3. 
  ILLUSION 
  Illusion creates imaginary objects and mind 
  manipulations. Images disappear upon touch; 
  illusions do damage until disbelieved or killed. 
  Any character can use his action to disbelieve an 
  image or illusion by winning an IQ check against 
  the caster. Illusions are static. 
  IQ 8 Spells 
  Image-1 creates a one-hex object that looks, 
  sounds and smells just like real. (1F) 
  IQ 11 Spells 
  Illusion-1 creates a one-hex object acting just 
  like real; exists until disbelieved. (2F)  
  Sleep-1: target immediately falls asleep. He 
  wakes when attacked or shaken for a turn. (3F) 
  IQ 13 Spells 
  Image-4: four-hex contiguous image. (2F) 
  Mind Control: Target will do as instructed 
  unless suicidal. Target cannot act on the turn his 
  mind is taken over. (5F) 
  IQ 14 Spells 
  Dispel Illusions causes all illusions within 15 
  hexes of caster to vanish. (5F) 
  Illusion-4: four-hex contiguous illusion. (3F) 
  Sleep-4: four-hex contiguous sleep. (4F) 
  IQ 15 Spells 
  Image-7: seven-hex contiguous image. (4F) 
  IQ 16 Spells 
  Illusion-7: seven-hex contiguous illusion. (5F) 
  Sleep-7: seven-hex contiguous sleep. (8F) 
  KINETICS 
  Kinetics is the ability to move remote objects. 
  Magic strikes (Fist, Fireball, Lightning) act as 
  missiles and cannot be resisted as direct spells. 
  Kinetic spells are dynamic. 
  IQ 8 Spells 
  Magic Fist does XD6-2 damage for X fatigue 
  spent (max=2). 
  Drop Weapon target drops any object he is 
  carrying. (1F) or (2F) if the target has ST20+. 
  IQ 9 Spells 
  Avert-1 causes one character to end his move 
  two hexes farther away from the magic user than 
  when he started. Static spell. (3F) 
  IQ 10 Spells 
  Trip knocks victim down. (2F) or (4F) if target 
  has ST30+. 
  
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  Shock Shield D6 damage to all other 
  characters in the magic user's hex. Armor does 
  not protect. Static spell. (3F) 
  IQ 11 Spells 
  Avert-3 causes characters in three contiguous 
  hexes to end their move four hexes farther away 
  from the caster than when they started. Static 
  spell. (4F) 
  IQ 12 Spells 
  Blast does D6 damage to other characters in 
  the caster's hex and every hex adjacent. Armor 
  does not protect. (2F) 
  Break Weapon shatters the target weapon. 
  Cannot be used on magical weapons. (3F) 
  Fireball does XD6-1 damage for X fatigue 
  spent (max=3); ignites flammable objects. 
  IQ 14 Spells 
  Lightning does D6 damage for every fatigue 
  spent (max=4). 
  IQ 15 Spells 
  Avert-7 causes characters in seven contiguous 
  hexes to end their move six hexes farther away 
  from the caster than when they started. (4F) 
  MORPHING 
  The magic user assumes the shape, abilities 
  and DX of a creature, but retains his IQ. The 
  Magic user returns to human form when willed or 
  if unconscious. Characters cannot cast spells 
  while morphed. Morphing is static. 
  IQ 11 Spells 
  Werewolf: Wolf: STx1 DX13 MA8; bite D6+1; 
  fur 1/0. (2F) 
  IQ 13 Spells 
  Werebear: damage points taken as a bear 
  count as 1/3 damage point rounded up when 
  character returns to normal. Bear: STx3 DX11; 
  bite/claws 3D6; fur 2/0. (4F) 
  IQ 15 Spells 
  Weregoyle: damage points taken as a gargoyle 
  count as 1/2 point rounded up when character 
  returns to normal. Gargoyle: STx2 DX11; claws 
  2D6; skin 3/0; MA16 flying. (4F) 
  IQ 17 Spells 
  Weredragon: damage points taken as a dragon 
  count as 1/3 point rounded up when character 
  returns to normal. Dragon: STx3 DX13; breathe 
  fire 2D6+2, bite/claws 2D6+2; scales 3/0; MA16 
  flying. Treat breathe fire as shooting. (5F) 
  SEEING 
  Seeing is the ability to be cognizant of events, 
  objects and conditions in different times or 
  locations. Seeing spells are dynamic. 
  IQ 9 Spells 
  Reveal Magic: detect all local magic. (1F) 
  IQ 12 Spells 
  Read Mind: player can read one talk option 
  ahead without having to take the option. (1F) 
  IQ 14 Spells 
  See Future: player can read one option ahead 
  without having to take the option. (3F) 
  SUMMONING 
  Summoning calls a being from a different plane. 
  The being appears within two hexes of the caster 
  and does nothing on the turn he appears. A 
  caster can maintain only one summoned 
  creature at any time. The being disappears if the 
  caster goes unconscious or wills the being away. 
  Summoning is static. 
  IQ 9 Spells 
  Summon Wolf: ST10 DX13 IQ6 MA8; bite 
  1D6+1; fur 1/0. (3F) 
  IQ 10 Spells 
  Summon 
  Warrior: 
  ST12 
  DX12 
  IQ8; 
  broadsword 2D6, shield 1/0. (3F) 
  IQ 11 Spells 
  Summon Bear: ST30 DX11 IQ6; bite/claws 
  3D6; fur 2/0. (5F) 
  IQ 13 Spells 
  Summon Gargoyle: ST20 DX11 IQ8 MA16 
  flying; claws 2D6; stony skin 3/0. (5F) 
  IQ 14 Spells 
  Summon Giant: ST30 DX9 IQ8 MA8; club 
  3D6+3. (5F) 
  IQ 15 Spells 
  Teleport: teleport any character to another hex. 
  Cannot teleport into solid object. (1F) 
  Summon Small Dragon (4-hex): ST30 DX13 
  IQ16 MA16 flying; breathe fire 2D6+2, bite/claws 
  2D6+2; scales 3/0. Treat breath as missile. (6F) 
  IQ 16 Spells 
  Summon Dragon (7-hex): ST60 DX14 IQ20 
  MA20 flying; breathe fire 4D6, bite/claws 4D6; 
  scales 5/0. Treat breath as missile. (9F) 
  IQ 18 Spells 
  Raise the Dead: summon the spirit of a dead 
  character. To remain alive, there must be a living 
  host. The spirit retains his DX, IQ, skills and 
  magic and adopts the ST of the host. Host 
  resists by winning or tying an IQ check. Costs 
  fatigue = IQ of the spirit. 
  SKILLS 
  To successfully use a skill, a character must roll 
  less than or equal to his attribute plus his skill. 
  Otherwise, he fails. For example, Ajax (ST12 
  SWIMMING+1) must roll 13 or less to swim 
  ashore. There are two kinds of skill checks: 
  required and assisted. 
  
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  Required Skill Checks 
  A character can only attempt a required skill 
  check if he already knows the skill. Adventures 
  call for required checks by using the term 
  against. For example: "on passing 3/ST against 
  SWIMMING, the character swims to shore." 
  Assisted Skill Checks 
  Any character can attempt an assisted skill 
  check even if he doesn't know the skill. However, 
  he only gets the skill bonus if he knows the skill. 
  Adventures call for assisted checks by using the 
  plus 
  sign. 
  For 
  example: 
  "on 
  passing 
  3/ST+CLIMBING, the character scales the wall." 
  ATHLETICS 
  Acrobat: jump/fall without injury on 3/DX. 
  Climbing: scale obstacles on 3/ST. 
  Riding: ride large animals on 3/DX. 
  Swimming: swim on 3/ST. 
  SOCIAL 
  Charisma: 
  control 
  non-hostile 
  non-player 
  character by winning an IQ check. 
  Diplomacy: on 3/IQ, replace your "talk" option 
  with a different "talk" option without suffering the 
  consequences of the first. 
  Leadership: leader sacrifices turn to add his 
  leadership rating to one character's check. 
  Dwarvish: speak Dwarvish on 3/IQ. 
  Elvish: speak Elvish on 3/IQ. 
  Orcish: speak Orcish on 3/IQ. 
  Sorcerer's Tongue: speak Sorcerer's Tongue 
  on 3/IQ; costs magic users 10XP. 
  Literacy: literacy in specific language on 3/IQ. 
  SURVIVAL 
  Land Navigation: navigate the wilds on 3/IQ. 
  Stalker: at the beginning of a combat, the 
  character (not party) gets a free turn by winning 
  a DX check against the opponent's IQ. 
  Stealth: evade detection by winning a DX 
  check against enemy's IQ. 
  Survival: live off land on 3/IQ. 
  Tactician: in an encounter, the character can 
  steal initiative by winning an IQ check. 
  Tracker: track quarry across the wilds on 
  winning an IQ check. 
  THIEF 
  Locks: pick locks on 3/IQ. 
  Streetwise: negate surprise by winning an IQ 
  check against the enemy's DX. 
  Thief: steal objects on 3/DX. 
  Traps: detect/remove traps on 3/IQ. 
  TRADES 
  Alchemist: create potions on 3/IQ; costs 10XP 
  for magic characters. 
  Animal Handler: prevent animal attacks by 
  winning an IQ check. 
  Bard: gives one member in his party one karma 
  point in the current adventure, per level of bard 
  on 3/IQ. Bard must be alive to use. 
  Crafts: 
  carpenter, 
  farmer, 
  mason, 
  smith, 
  weaver; earns daily skilled labor rate on 3/DX. 
  Herbalist: use herbs and plants on 3/IQ. 
  Jeweler: craft metals and gems on 3/IQ. 
  Medic: heal one damage point per medic level 
  for damage sustained in current combat on 3/IQ. 
  Used after combat is over. 
  Merchant: purchase goods at 10% off list price 
  for each merchant level by winning an IQ check. 
  Navigator/Pilot: navigate/pilot on 3/IQ. 
  Scholar: know history and science on 3/IQ. 
  Seaman: handle waterborne vessels on 3/IQ. 
  WEAPONS 
  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 with a dagger. 
  Pole Arms: +1 with spear/halberd.  
  Sword: +1 with a sword. 
  Unarmed Combat: +1 damage unarmed or 
  +1ST to all checks while grappling. 
   
  
SOURCE: textdata/thevault/Legends of the Ancient World/Legends of the Ancient World Corebook.pdf