Legacy Items
Introduction
The player characters can produce legendary items of their own. By establishing a special bond to a particular item, a player can shape the development of its legend as their character gains levels.
Legacy Points
Characters receive a legacy point at each level starting at level 2. Under rare circumstances, it is possible to gain them through special class features or unique story rewards. These points can be saved for later and spent at any time to establish bonds with items and upgrade their features.
Establishing a Bond
On reaching level 2, characters may use a legacy point to bond with an item and establish it as a legacy item. The chosen item cannot be a legendary item (unless that item allows for it). This bond persists even if an item is lost or broken, allowing you to recover or repair it. You may intentionally break your bond with a legacy item by using glory, but this permanently removes all its accumulated features.
Initially, a character can only bond to one item at a time. However, you may bond to an additional item on reaching level 6. The same guidelines of reason and honor apply to the use of legacy items as with legendary items.
When you establish a bond with an item, you choose which class of legacy item it will be. This choice determines the starting bonus provided by its initial feature, as well as its feature upgrade path through future levels. Examples of legacy item classes are provided at the end of this section.
Bonded Features
Legacy items accumulate features as your character gains experience levels. Each class of legacy item has a feature upgrade path, starting with its initial feature, then three tiers of options. By spending a legacy point, you can add a new feature to all your bonded legacy items.
You may choose a higher-tier feature when your item already has at least two more features from the lower tier than from the desired tier. (For example, you must have 2 tier-I features before you can select a tier-II feature, and you must have 3 tier-I features before you can select a second tier-II feature.)
Sharing
Unlike legendary items, a personal legacy item provides no special benefits to other characters—only to the character bonded to the item. The item can be shared and used by other characters, but other characters gain nothing from its features.
Bequeath. There is one exception to sharing a legacy item. A character may use glory to bequeath a legacy item to another character when giving that item to the new owner. The new owner must have an available bond and use a legacy point to bond with the item. The accumulated features are retained, and the new owner may benefit from them, but the bond between the item and the original character is permanently broken. Bequeathing a legacy item can be done while your character is dying or dead.
Legacy Item Classes
Merciful
Items: Armor, Weapons
| Initial | Once per rest, when you are bloodied, restore 1 HP. |
| Tier I | Accept Surrender. Your party receives a non-cumulative +1 XP from victory in battle when all enemy teams are routed. |
| Careful Deflection. You have +1 Armor in the first two rounds of close combat. | |
| Enduring Legacy. When checking for equipment damage on your legacy items and legendary items, roll an extra time and take the better result. | |
| Gentle Repute. You have +1 on Medicine and Performance checks. | |
| Tier II | Swift End. Your attacks cause 1 armor-ignoring damage to bloodied foes on hit. |
| Second Chances. You may use your glory to let party members re-roll the dice. | |
| Forgiving Cooperation. When party members FOPP during a group check that you participate in, promote their result to Fail. | |
| Tier III | Merciful Rescuer. When you revive an ally, they revive at +3 HP and restore 3 SP. |
| Merciful Guardian. All other adjacent allies have a non-cumulative +2 Counter bonus. |
Secretive
Items: Apparel, Armor
| Initial | You have +1 on Influence and Sneaking checks. |
| Tier I | Grand Thievery. When you use glory to re-roll a Sneaking check, you regain the glory point if the result is an Amaze. |
| Extra Pockets. You have 2 extra pouch slots. | |
| Riddle Master. You have +2 on all checks made to solve riddles. | |
| Keeper of Wisdom. You have +1 on Bargaining and Lore checks. | |
| Tier II | Escape Notice. You cannot be targeted by foe’s actions during skirmishes and during the first round of close combat if there are other valid targets. |
| Pass Through. You can move through foes in battle. | |
| Distant Strikes. You have +1 Fight on shots. This bonus is doubled during skirmishes. | |
| Tier III | Secretive Assailant. You do not have to stop when moving adjacent to foes in battle. |
| Secretive Mastermind. You may treat Squeaks as Pass without using glory. |
Valorous
Items: Weapons
| Initial | You have +1 Fight while you have 2 or more boons. |
| Tier I | Glory and Valor. You have +1 Glory. |
| Fighting Fit. All attribute requirements for weapons are reduced by 1. | |
| Eager for Battle. On your first two turns in close combat, you gain +2 Speed. | |
| Feats of Strength. You have +1 on Athletics and Agility checks. | |
| Tier II | Death or Glory. On hit with this weapon, you may choose to add +1 damage per boon but lose one boon after causing damage. |
| Bravely On. Upon victory in battle, you may choose one boon you have and reapply it as the next game mode begins. | |
| Fearsome Weapon. Add +1 Fight and Damage to this weapon. | |
| Tier III | Valorous Charge. Your party advances at double speed in skirmishes and you can take two actions and maneuvers on your first turn in close combat. |
| Valorous Presence. At the start of your turns in battle, you may grant one adjacent ally a boon you already have. |