Legendary Characters
Legendary Characters are characters who have
taken at least one Legendary Advance. A Legendary Advance is an advance which is outside than any advance
offered in the character's current career. For example, no career
offers a +50 WS advance. Such an advance is a Legendary Advance.
A Legendary Advance costs 1000XP. It also requires an investment of time
of 2D6 months and an investment of money worth 1000GC (for special
training, special drugs, temple offerings, special enchantments, et al).
If the Legendary Advance would take the attribute over 100% (or 10), the
advance costs 2000XP and 2000GC (it still only takes 2D6 months). Yes,
therefore, you can have a Legendary WS over 100. See Legendary Secret
Advances and Legendary Abilities below.
So, How Do I Get One?
A character cannot just say "I want a Legendary Advance", pay the EXP, twiddle his thumbs for 2D6 months, and get the
advance in the mail. Obtaining a Legendary Advance
is hard. The character must undergo unusual, difficult training, or embark on a regimen of magical drugs,
or perform a geas for a temple. That sort of thing. The GM should feel free to impose whatever barriers and
goals he things appropriate.
The GM may allow the character to take a Legendary Advance even though the character could conceivably
gain the advance by following a career (in other words, the GM is allowing the character to take
an "out of career" advance). These rules were not originally designed with that in mind, but they
could certainly be used in this manner. "Out of career" advances are in all respects, however,
legendary.
Failure Rolls
Even if the character's attribute is over 100%, rolls of 99-00 are
always failures.
Special Cases: Movement (M) and Wounds (W)
Legendary Movement (M) Advances are especially hard to come by. They
always cost 2000XP/2000GC (as if they were over 10). Also, the character
gains a Secret Disadvantage when he has doubled his original starting M
score. The disadvantage is gained the first time the character purchases
a Legendary M Advance.
Some characters may already have more than 10W when they start taking
Legendary Wounds (W) Advances. The first Legendary W Advance will cost
2000XP/2000GC and gain the character a Secret Disadvantage.
Legendary Secret Disadvantages
The GM should make up and assign a Secret Disadvantage for each Legendary
Advance over 100/10 (though only one such disadvantage per attribute)
the PC gains (see Special Case for M, also). This should not be
something crippling or spiteful, but a logical extension of how, when,
and where the PC gained the Legendary Advance. For example, if the
character used special drugs to enchance the attribute, he might become
dependent on these same drugs to function or even survive. If the
character gained the Legendary Attribute through a temple, he might be
miraculously branded with the symbol of the god across the forehead. Be
creative here, but never overtly or callously cruel. You gave the player
the XP, after all; he earned it. Becoming a Legend is a fantastic
reward. You are simply trying to demonstrate to the player the "downside
of fame," as it were.
Legendary Abilities
When the PC gains a Legendary Attribute over 100/10 (or Mx2, see Special
Cases above), he also gains a Legendary Ability associated with that
attribute.
Movement (M)
The character is known for his speed and athleticism. He can
probably run as fast as a horse and jump yawning chasms with ease.
Weapon Artistry (WS)
The character is known as one of the top weaponmasters in the
world. People will come from all over the world to learn at his feet.
The character may halve his WS and roll 2D6 instead of 1D6 on damage
rolls on a successful hit (precision strike).
He can turn anything he can swing into an effective, deadly weapon. By halving his WS, he may ignore improvised and
weaponless penalties. For example, he could use a knitting needle to deadly effect.
Missile Artistry (BS)
The character is known as one of the top weaponmasters in the
world. People will come from all over the world to learn at his feet.
The character may halve his BS and roll 2D6 instead of 1D6 on damage
rolls on a successful hit (precision strike). He must declare at the
beginning of the round that he is attempting a Precision Strike.
Alternatively, he may halve his BS and double the ranges of any missile weapon he is using.
Finally, he may turn anything he can throw into a improvised missile weapon (use Throwing Knife as
the template for range and damage). For example, he could throw a playing card with deadly accuracy.
Strength (S)
The character is one of the strongest men or women in the world. He
can perform feats of strength beyond mortal kin. He can break things
that mortals cannot. If he halves his S before making a S test (ie,
S/2x10), he can attempt to crush rocks, snap iron bars, or destroy
similarly strong items of non-magical structure with his bare hands. If
he divides his S/10 before making a S test, he has a chance of breaking
magically strengthened items or fusing metal or rocks togther with his
bare hands.
Toughness (T)
The character is reknowned for his Skin of Iron. He can endure
hardships and deprivations that would kill mortal men. He has, in
effect, gained the closest thing to natural immortality that a mortal
can achieve. The character will easily live beyond the normal lifespan
of his kind. The GM should secretly roll 1D3 to determine how many
"extra lifetimes" the character can expect to live naturally.
Wounds (W)
The character can take blows that would squash a lesser man. He also gains a +5 bonus per legendary W to
rolls to resist the effects of pain, disease, aging, drugs, and alcohol.
Initiative (I)
The character doesn't have Lightning
Reflexes, he has Lightspeed
Reflexes. Almost nothing escapes his attention. He may halve his I score
during combat (for all purposes) round and gain A/2 (min. 1) attacks for
that round only (a whirling dance of death). He must declare the Whirling Dance of
Death at the beginning of the round.
Attacks (A)
This guy can beat you up. Period.
Dexterity (Dex)
The character moves with the grace and balance reserved for the
gods. He may halve his Dex and perform twice as many Dex-based tests in
the same amount of time or halve the time it takes to complete a single
Dex test (blindingly dextrous). For example, a character with Dex 110
could halve his Dex to 55 for a Construct test. The Construction would
take 1/2 the normal time.
Leadership (Ld)
The character is a leader without peer among men. He Inspires
Fanaticism in his followers. When he accepts or recruits a follower, he
may make a Ld/2 test. If the test is successful, the follower becomes
Subject to Frenzy as long as the follower remains in the character's
presence. If the follower leaves (or is left behind), the effect fades
after 1D6 days. The Leader may inspire Ld/4 such fanatics if the GM
feels the ability is being abused. The Legendary Leader also Causes Fear
in creatures if he makes a Ld/4 test against them (the target also gets
a Cl test).
Intelligence (Int)
The character is a genius without peer. He can solve puzzles no
other person can solve, deduce the meanings of ancient manuscripts in
languages he does not know, and calculate astronomical sums in his head.
The character can Baffle Opponents with his Intelligence, making them
Subject to Stupidity, if he succeeds in an Int/2 test. He does not
necessarily need to speak to do this (he could, for example, Baffle an
opponent during a game of chess by making an outlandish move). Note, the
target still has to fail an Int test.
Cool (Cl)
Nothing phases this character. He never seems to show emotion of
any kind. His grace under fire is so intense, he can unnerve other
creatures through Silent Intimidation. The character may Cause Fear in
an opponent simply by silently staring the opponent down for 1 round.
The legendary character must make a Cl/2 test to cause the fear. The
opponent must fail a Cl test actually become afraid.
Will Power (WP)
The character is reknowned for his magical acumen, and probably
hated for it as well. His body parts could very well fuel several spells
quiet efficiently. The character increases his Power Level by (WP-100)%.
Thus, a character with WP 125 would increase his Power Level by 25%.
Unfortunately, the character automatically Causes Fear in any creature
with a Int of 9 or less.
Fellowship (Fel)
Friend to everyone, enemy of no one, this character could sell his
grandmother into slavery and no one, including his grandmother, would
think ill of him. The character may tell Completely Convincing Lies. If
the character Bluffs another opponent by rolling his Fel/2 (he must
halve his Fel before the test roll), the opponent will be completely and
permanently convinced of the truth of the lie the Legendary Bluffer told
him. No amount of convincing will shake the opponents belief, save
perhaps another Legendary Bluff. If the bluffed opponent encounters a
fact that completely contradicts the Lie, he will attempt to rationalize
the discrepancy as best he can and gain 1D6 Insanity points doing so.
Finally, anytime the character tells a Legendary Bluff and succeeds, the
GM should roll a D10 secretly. This D10 counts as a hundred spot on a
D1000. The player's roll make up the tens and ones spot. If the D1000
roll is less than the PC's unadjusted Fel score, the Gods are convinced
of the Lie as well and it does, in fact, become reality. If and when the
Legedary Character learns of this, he gains 1D6 Insanity points. There
is another downside, if the Complete Convincing Lie fails against an
opponent, the liar is exposed for the cad he truly is. If the failed
roll was a double (00, 99, 88, 77, etc), the opponent becomes immune to
the character's lies.
Fel Example
Ernst's Legendary Fel is 125. He decides to Bluff the King of
Wigwam, telling him that the Mud of Apaloosa Lake is the most valuable
substance in the world. He wants the King to believe this lie
incontravertably, so states he is telling a Completely Convincing Lie
and makes a Fel/2, or 62%, test. Ernst succeeds with a roll of 20 and
the King of Wigwam, to the dismay of his advisors, orders his treasury
filled with the icky, vile muck. Meanwhile, the GM rolls a D10 secretly
and rolls a 1. He constructs a D1000 roll by prepending his 1 to Ernst's
20 for a total of 120. 120 is less than Ernst's unadjusted Fel score of
125, so the Gods have heard and believed the Lie as well. Soon,
prospectors and enemy kings are descending on Poor King Wigwam and
trying to steal his priceless Apaloosa Mud. When Ernst realizes that
everyone in hoarding Apaloosa Mud, he gains 1D6 Insanity Points.
Like all Legendary Abilities, the character must state he is attempting
to tell a Completely Convincing Lie (and, thus, halve his Fel) before he
makes the roll.
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