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Living Legends RPG
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Living Legends
The Superhero Role-Playing Game
Edition #0 - June 2005
TM
Designed, Written & Illustrated
by Jeff Dee
(c) 2005 UNIgames. All Rights Reserved.
Living Legends is a trademark of UNIgames
www.io.com/unigames/vandv.html
Original Playtest Group:
John Hilla, J. D. House, 'Manda, John Trowbridge
Current Playtesters:
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 Skills17
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 & 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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Section Title Page
5.2 Missile Weapons 110
5.2.1 Thrown Weapons 110
5.2.2 Bows 110
5.2.3 Firearms 111
5.2.4 Miscellaneous 111
5.3 Armor 112
5.4 Shields 113
5.5 Life Support 113
5.6 Transportation 114
5.7 Sensory Gear 115
5.8 Communications 116
5.9 Miscellaneous Gear 116
Section Title Page
10.3.2.4 Levitation 138
10.3.2.5 Leaping 138
10.3.2.6 Long Duration Leaps 138
10.3.2.7 Blocking 138
10.4 The Action Phase 138
10.5 Combat 139
10.5.1 Combat Effects 140
10.5.1.1 Knockback 140
10.5.1.2 Knockout 141
10.5.1.3 Mortal Wounds 141
10.5.1.4 Fatigue 141
10.5.1.5 Intensity Attacks 141
10.5.2 Combat Strategies 141
10.5.2.2 Multiple Attacks 141
10.5.2.3 Called Shots 141
10.5.2.3.1 Attacking Equipment 142
10.5.2.4 Aimed Attacks 142
10.5.2.5 Cover 142
10.5.2.6 Lying Prone 142
10.5.2.6.1 Getting Up 142
10.5.2.7 Pulling Punches 142
10.5.3 Non-Standard Attacks 142
10.5.3.1 Off-Handed and
Two Weapon Attacks 142
10.5.3.2 Grapple Attacks 142
10.5.3.3 Brawling Weapons 143
10.5.3.4 Thrown Weapons 144
10.5.3.5 Ramming Attacks 144
10.5.3.6 Area Effect Attacks 144
10.5.3.7 Autofire 145
10.5.3.8 Carried Attacks 145
10.5.3.9 Energy Fields 145
10.5.4 Rest & Recuperation 145
10.5.4.1 Regaining Consciousness 145
10.5.4.2 Emergency Medical Attention 145
10.5.4.3 NRG Recovery 145
10.5.4.4 Wound Recovery 145
6.0 Character Weaknesses 119
7.0 Core Game Mechanics 125
7.1 The Universal Table 125
7.2 Score 126
7.3 Effect 126
7.3.1 Effect Modifiers 126
7.3.2 Setting Difficulty 126
7.3.3 Difficulty Table 127
7.3.4 Lucky Break Rule 127
7.3.5 Fumbles 127
7.3.6 Pushing 127
7.3.7 Multiple Actions 128
7.3.8 Combined Efforts 128
7.3.9 Multiple Attempts 128
7.3.10 Hidden Rolls 128
7.4 Level 128
7.5 Value 129
7.5.1 English to Metric Conversion 129
8.0 Character Interaction 131
8.1 INTL Rolls 131
8.2 COOL Rolls 131
8.3 Animal Behavior 131
8.4 Reaction Table 131
8.5 Fame 132
8.5.1 Gaining Fame 132
8.5.2 Losing Fame 132
8.5.3 Fame Rolls 132
8.5.4 Recognition Rolls 133
11.0 Game Physics 147
11.1 Structural Rating 147
11.1.1 Structural Support 147
11.2 Falling 147
11.3 Senses 148
11.4 Asphyxiation 148
9.0 Time & Travel 135
9.1 Travel-Scale Play 135
9.2 Downtime 135
12.0 Wealth 149
13.0 Luck 151
10.0 Combat 137
10.1 Scale 137
10.2 Initiative 137
10.3 The Turn 137
10.3.1 Free Die Rolls 137
10.3.2 The Move Phase 137
10.3.2.1 Acceleration 137
10.3.2.2 Flight 138
10.3.2.3 Gliding 138
14.0 Running A Campaign 153
14.1 Scenario Design 153
14.2 Experience Points 153
14.2.1 Awarding Experience Points 153
14.2.1.1 Tagged EPs 153
14.2.2 Group Experience 153
14.3 Opponent Design 154
14.3.5 Villain Motivations 154
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1.0 INTRODUCTION
1.1 Living Legends
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.
Living Legends is a superhero role-playing game.
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.
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!
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.
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
any larger than life character who regularly
performs heroic deeds and is visually distinctive
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.
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.
Superheroes regularly perform heroic acts. This may
include anything from fighting crime or 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.
1.4 What Is 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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