Living Legends Corebook.pdf

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LIVING LEGENDS
TM
Name: Nemesis (aka Vurrane)
Age: 270
Sex: Female
Race: Darkling
Player: NPC Villain
Score: / Effect:
Basic Characteristics:
Notes:
Cost:
Secondary Characteristics:
):
PHYSIQUE: 22 / d10
22
Move:
8
Fly: 5 / 10
REFLEX: 11 / d6
11
Leap:
8
DEFTNESS: 16 / d8
16
Mass (kg): 60
Mass Effect: d4
INTELLECT: 11 / d6
11
Carry (kg): 480
COOL: 22 / d10
d8 Appearance
22
NRG ( 16
):
VITALITY: 22 / d10
22
Luck Roll: d4
Wealth Roll: d4
BC Subtotal:
92
Fame: 16
Fame Effect: d8
Other Abilities:
Cost:
Base Points: 100
Weaknesses: 50
Spent Eps: 20
Unspent Eps:
DARKLING RACIAL ABILITIES
ADAPTATION (C): Spaceworthy (5)
0
5
Total Cost: 170
DISINTEGRATION (V): 1d6 Damage (21), Energy Field, 3" diameter area effect (+6),
NRG Cost: 1 to activate (-1)
41
FLIGHT (V): 5 Acceleration, 10 top (6), Light Speed: 5 x the speed of light (7)
13
HEIGHTENED SENSE: Vision based on X-rays instead of Visible Light (0)
0
GRAVITY WELL
TELEKINESIS (V): d10, no range (29)(-3), 3" diameter area effect (+3),
Reduced At Range (-1), Linked to Disintegration (-1), Can't Hold Back (-1),
Only useable to draw things toward herself (-5)
10
SKILLS
SCIENCE [Astronomy](INTL/S): d8 (5)
ASSESS VALUE (INTL/G): d8 (2)
TELEKINESIS (DEFT/G): d10 (2)
5
2
2
Total Cost:
170
Value:
Character Portrait
Weaknesses:
Background:
DISTINCTIVE: Black silhouette with glowing eyespots.
Home:
Career Fields:
Darkworld
Science & Crime
INTL 2+ to notice, Skill 4+ to disguise, Unattractive
20
Origin:
Motivation:
Evolved
Egotist
SUSCEPTIBILITY: Bright lights and light-based attacks.
A highly evolved Darkling astronomer. While observing
human astronauts collecting rock samples, she learned that
the Earth has a vast repository of astronomical oddities -
rare specimens that she demands for her own experiments!
Common, d6 damage per exposure
20
COMPULSION: Collects rare meteorites, Rare, COOL 6+ to resist and recover
10
Total Weaknesses:
50
© 2005 UNIgames. Living Legends is a trademark of
UNIgames. Permission is granted to copy this file for
private use.
HITS ( 22
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LIVING LEGENDS
The Superhero Roleplaying Game
Edition #1.0 - July 2005
TM
Designed, Written & Illustrated by Jeff Dee
Comic Panel Inks by Pat Zircher
(c) 2005 UNIgames. All Rights Reserved.
Living Legends is a trademark of UNIgames
P.O. Box 2933 Pflugerville TX 78691
www.io.com/unigames
Original Playtest Group:
John Hilla, J.D. House, ‘Manda, John Trowbridge
Current Playtest Group:
Brian Adams, Bruce Adams, Jeff Johannigman,
Beth Loubet, 'Manda, Jason Rosenblum, Matt
Sheffield, Janet Swisher
Table of Contents
Section Title Page
1.0 Introduction 1
1.1 Living Legends 1
1.2 Role-Playing Games 1
1.3 This Game 1
1.4 What Is A Superhero? 1
1.5 What Else Do I Need? 2
1.6 Using The Dice 2
1.7 Online Support 2
Section Title Page
2.2.6.1.1 Base Cost 24
2.2.6.1.2 Maximum Base Cost 24
2.2.6.1.3 Cost Modifiers 24
Cost Table 25
2.2.6.1.4 Background Skills And
Mundane Equipment 26
2.2.6.1.5 Balance 26
2.2.7 Secondary Characteristics 26
2.2.7.1 Move 26
2.2.7.2 Carry 26
2.2.7.3 HITS 26
2.2.7.4 NRG 26
2.2.7.5 Leap 26
2.2.7.6 Luck 26
2.2.7.7 Wealth 26
2.2.7.8 Fame 26
2.2.8 Character Concept 27
2.2.8.1 Superhero Name 27
2.2.8.2 Identity 27
2.2.8.3 Costume 27
2.2.8.4 Superhero Motivation 27
2.0 Character Generation 3
2.1 Character Points 3
2.2 Character Creation 3
2.2.1 Basic Characteristics 4
2.2.1.1 Assigning Random BC Scores 4
2.2.1.2 Choosing BC Scores 5
2.2.1.3 Partial Characteristics 6
2.2.2 Place Of Origin 6
2.2.2.1 Known Regions Of The Earth 6
2.2.2.2 Lost Regions Of The Earth 7
2.2.2.3 Time Periods Of The Earth 9
2.2.2.4 Other Worlds 10
2.2.3 Background 11
2.2.3.1 Age 11
2.2.3.2 Gender 12
2.2.3.3 Mass 12
2.2.3.4 Career Fields 12
2.2.3.5 Skills 13
2.2.3.5.1 Selecting Random Skills 13
2.2.3.5.2 Buying Skills 17
2.2.4 Powers 17
2.2.4.1.1 Culture 17
2.2.4.1.2 Species 17
2.2.4.1.3 Origin 18
2.2.4.2 Random Powers 18
2.2.4.2.1 Damage Type 22
2.2.5 Weaknesses 23
2.2.6 Finishing Touches 24
2.2.6.1 Purchasing Powers 24
3.0 Skills 29
3.0.1 Base BC 29
3.1 Using Skills 29
3.1.1 Unskilled Attempts 29
3.2 Skill List 29
4.0 Powers 37
4.1 Activating and Using Powers 37
4.2 Deactivating Powers 37
4.3 Power List 38
4.4 Power Enhancements 89
4.5 Power Restrictions 97
5.0 Equipment Catalog 109
5.1 Weapons 109
5.1.1 Melee Weapons 109
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1.0 INTRODUCTION
1.1 Living Legends
Living Legends is a superhero role-playing game.
Many characters we recognize as superheroes
have appeared on film, in radio dramas, in
literature, on stage, and even in role-playing
games, instead of in comics. Likewise, many
characters who appear in comic books are not
superheroes.
1.2 Role-Playing Games
A role-playing game is a game in which the players
take on the roles of specific well-defined
individuals (player-characters, or PCs) and
maneuver them through a continuing series of
adventures.
Superheroes are always visually distinctive, but not
always because they wear tights or a mask. For
example, a certain green gamma-ray powered
behemoth often goes around wearing only the
tattered remnants of whatever pants he had on
when he changed. Likewise, not all characters
who wear tights (or masks, or capes) are
superheroes.
The adventures which characters go through are
set up by a separate, non-playing judge or "game
master" (abbreviated GM). The GM plays the roles
of all the characters and creatures which the PCs
may happen across (these are non-player
characters or NPCs). Also, the GM acts as the
ultimate and impartial judge in any rules disputes. It
is the GM's job to keep the story running smoothly,
the rules working fairly, and the players
entertained-- hopefully to everyone's mutual
enjoyment.
Most superheroes have powers, but some
characters we recognize as superheroes have no
powers at all. For example, a certain caped
nocturnal detective gets by on his skills and fancy
equipment alone. Likewise, not every character
with weird powers is a superhero.
The ultimate goal is to have fun and to
cooperatively create entertaining stories. However,
it is common for PCs to develop higher and higher
levels of physical, political, social, or intellectual
power over the course of many adventures. This is
partly as a reward for players' participation, and
partly in the interest of the story. People get better
with practice in real life, and thus so do characters
in a role-playing game.
Crime fighting is very common among
superheroes, but it's not strictly necessary. A comic-
book character who wore tights and used weird
powers to save people from natural disasters would
still be recognized as a superhero, even if they
never lifted a finger against any actual crooks. Not
everyone who fights crime is a superhero, either!
So it's possible to be a superhero without meeting
one or more of these conditions. For the purposes
of this game, a superhero is defined as:
1.3 This Game
Living Legends is a universal set of role-playing
rules. Rules and background material are provided
for running Superhero games. Experienced GMs
may generate new material on their own to suit
the type of game they wish to run. For the novice
GM, sourcebooks will be published providing the
information needed to adapt these rules to a
number of different genres.
any larger than life character who regularly
performs heroic deeds and is visually distinctive
A character may be larger than life by having
weird powers or extraordinary abilities, or merely by
being involved in grand adventures of heroic
proportions. Characters such as action heroes and
monsters can be larger than life without being
superheroes. But if a character is not larger than
life, then they cannot be called a superhero.
1.4 What Is A Superhero?
Superheroes regularly perform heroic acts. This may
include anything from fighting crime to averting
disasters. Just risking your life isn't enough. An act is
only heroic if you're risking your life for the sake of
some greater good. If a character does not
regularly perform heroic deeds, then they are not
a superhero.
The most widely recognized definition is probably
"a comic-book character in tights who uses weird
powers to fight crime". But how accurate is that?
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A character is visually distinctive if they are
immediately recognizable by anyone who has
seen them before. This may be due to a uniform or
costume they wear when on duty, or because of
bizarre physical features, or some badge of office
such as a distinctive emblem or artifact. If a
cinematic version of the character was played by
different actors in different films, but you still knew
exactly what character they were on first glance,
then they could be considered a superhero.
Six-, eight-, ten-, and twelve-sided dice are all
pretty straightforward to use. A few old twenty-
sided dice are numbered from 0-9 twice; to use
these as d10s, read the 0 as a 10.
The rules sometimes call for d100 or "percent" rolls.
These are made by rolling two d10s, reading 10's as
0's, and treating the first die as the "tens" digit and
the second die as the "ones" digit. A roll of "00"
yields 100.
1.5 What Else Do I Need?
Living Legends also calls for d2s and d3s. These are
just special rolls using the d6. For a d2 simply roll a
d6 and call odd rolls "one" and even rolls "two". To
simulate a d3, roll a d6 and call 1-2 a "one", 3-4 a
"two", and 5-6 a "three".
Each player should have a pencil, eraser, and
scrap paper. The GM will find it useful to keep a
notebook, preferably a ring binder with pockets
inside, for storing information about the game -
much of which must be kept secret from the
players.
The result of a "d1" roll is always ONE.
In some instances multiple dice must be rolled and
added together. For example, 3d10 indicates that
three 10-sided dice should be rolled, then these
numbers are added together to obtain the die-roll
result.
One component needed for play that is not
available at a typical office supply outlet are the
polyhedral dice used in this and many other role-
playing games. Living Legends requires at least
one of each of the following: a 4-sided die, a 6-
sided die, an 8-sided die, a 10-sided die, a 12-sided
die, and a 20-sided die.
On other occasions die rolls must be made with a
modifier. d6+2 means roll a six-sided die and add
two to the result. 2d8-1 means roll two eight-sided
dice, total them, and then subtract one from the
result.
Many role-playing gamers find it convenient to use
miniature figures or cardboard counters to
represent the characters in scale on the tabletop.
Miniatures can be found at any hobby store that
carries gaming equipment. Counters can be easily
made from 1" squares of sturdy white cardboard,
with portraits of the characters added by hand.
1.7 Online Support
You can find errata, source material, conversion
notes, adventures, and other resources on Living
Legends web site:
1.6 Using The Dice
www.io.com/unigames/ll.html
Living Legends uses polyhedral dice, and so a few
explanatory notes on the use of polyhedral dice
are added here for new players.
The letter "d" followed by a number is an
abbreviation commonly used to denote the type
of die rolled. The number denotes the number of
sides; d4 means a four-sided die, d6 means a six-
sided die, etc.
Four-sided dice have three numbers on each face,
and the number on the edge against the table is
the one read; this will be the same on all three
visible sides. Because of their sturdy squat shape,
d4s do not tumble very well. Roll them from a
reasonable height with a bit of spin to avoid
doubts.
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