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TURBO rules

Role-Playing Games > Street Fighter > TURBO


A list of new ideas for Street Fighter: The Storytelling game
Disclaimer: Capcom, Street Fighter, And The World Warriors are trademarks of Capcom Co., Ltd. All written material directly pertaining to the Street Fighter characters is ©Capcom Co., Ltd. All rights reserved. Characters and adventures found in the Street Fighter: The Roleplaying Game series are ©White Wolf, Inc. All rights reserved. All other material is ©1999 Dogs Of War Games. All rights reserved.


Attributes               5 per dot
Abilities                  3 per dot
Prime Abilities      1 per dot
Backgrounds          1 per dot
Energy                    1 per dot
Willpower              1 per dot
Health                    3 per dot
Heart                      1 per dot
Blessings                Varies

Personality should be a word or two that describes the way your character acts. Serious, bossy, brooding, comical, smart-alec, intellectual, mysterious, or some other word or two that gets the point across will do. Make sure to role-play this personality when playing the game! The Storyteller can add extra experience for keeping the character's personality in mind, or take experience away if he feels you act "out of character" for long periods without good reason.
Motivation is why your character does what he does. He may act serious, but mabye he is cop for the thrill. He may act happy, but deep inside long for revenge against his enimies. Motivations are the center for each character, and are the driving force behind them. Pick one from the following list. Almost all characters will fall into one of these categories, but players are encourged to invent new ones if the character's motivation simply will not fall, even loosely, into one of these categories.

The Good Fight
 Characters with this motivation have a sense of duty to do what is right. They value truth, justice and law. They seldom, if ever, step outside the line of the law.
 Characters with this motivation feel that they have a responsibility to do what is right. The definition of what is right may differ from character to character. The strong sense of duty can strain the character in difficult situations.
Eye for an Eye
 Character with this motivation seek revenge, or at least justice. They will ignore laws and will do nearly anything to insure that wrongs are punished. Some heroes with this motivation are only a step away from being crimminals, and some are.
Joy Ride
 Sometimes people do things just for the rush. A character with the Joy Ride motivation does what he does for fun.
 Programmed characters do what they do because they have no choice. Robots and some creatures created by magic fall into this category.

Trademark is the character's "thing" that makes him stand out. Smokes cigars, southern accent, scarred face, etc. be creative and original here.
Occupation is exactly that - what the character does. What's his job? Try to make sure that the character's occupation matches his concept and backgrounds. Model, photographer, officer of the law, smuggler, knight, space pirate, etc. are all possible, but the list is endless.
Home is where the character lives. Camelot, pentarius 5, New York City, Atlantis. Again, the choice is up to you, unless the Storyteller has a particualr idea for the character's home that suits his campaign (if the Storyteller is going to run a game where all the characters are Knights of the Round table, he will probably insist that everyone's home at least be in England).

An Ability noted woth a (*) is known as a Group Ability. A group ability does not represent a specific talent, but a large group a talents that share similar characteristics. When a player chooses such an ability for his character, he must choose a talent from within the choices listed, or create a new one with the Storyteller's permission. his ability is not concidered specialized, but it may be if the character wishes. For example, Artist is a Group Skill. Dennis chooses it for his character, and decides the character knows Painting. On the character sheet, he simply writes down Painting (not Artist: painting, as this could cause confusion with specilized abilities). He may then decide to specialize Painting (Painting: Abstract, or Painting: Landscapes, for example).
 When a character uses a specialized talent, he is concidered to have a rating of one higher than listed if the use applies to the specialty. However, if the character uses the talent for another purpose, he is concidered to be at one less than the rating listed. For example, if a character possesses Large Weapon: Battle Axe at 3 dots, he is at 4 dots when using the battle axe, and at 2 dots when using any other large weapon.
 A new character may only have one specialty for each ability, but may spend experience equal to the current level of the ability to gain another specialty after character creation.

PISTOL / HANDGUN (Firearms Technique)
Character with this ability have trained in the use of firing handguns. there are many diffrent types of handguns, but in may ways they are all the same. Character with this trait can specialize in a type of handgun, but not a specific model (a character would specialize in Autoloader, not Daewoo model dp-51, foe example).
0          : Beginner: You have learned not to shoot yourself in the foot.
00        : Student: You hit your target with some degree of accuracy.
000      : Expert: you place high in target contests.
0000    : Master: Hitting the bullseye is no problem for you
00000  : Perfection; few in the world can match your skill
Specialties: Autoloader, revolver, Single shot, laser pistol, needler, musket-pistol, machine pistol, gyrojet pistol
Rifles are large, two-handed guns. like pistols, there are many diffrent types. Characters specialize in a particular type, not model, as with pistols. For rating descriptions, see Pistol / Handgun.
Specialties: bolt action, lever action, single shot, laser rifle, gyrojet rifle
Shotguns are large, two handed guns with incredible firepower. Like pistols, they must be specialized by type, not model. For rating descriptions, see Pistol / handgun.
Specialties: autoloader, pump action, over / under
Machine guns are auto-loading riles, and although thier use is similar to rifles, they are treated as a seperate ability for game purposes. Specialties must be by type, not model, as for Pistols / Handguns. For rating descriptions, see Pistol / Handguns.
Specialties: small machine gun (such as uzis), large machine guns (such s an M16), laser machine gun, vehicle-mounted machine gun
Some weapons are so strange or unique that they do not fall under the normal weapon categories. Each exotic weapon is concidered to be a seperate ability, just like any Group Ability. For example, a character could be familiar with three Exotic Weapons, but  would require the character to "purchase" the Exotic Weapon ability three times, one time for each of the three weapons. An exotic weapon is so unique that it may not be specialized.
Suggested exotic weapons (these are not specilties): whip, chain, jittie, sai, blowpipe, garrote, nunckaku, net, lasso, lance
This is the ability of using large weapons of destruction such as cannons, catapults, and missles. They are commonly vehicle weapons, or weapons use to attack or defend a base or stronghold. Specialties would be by type, not model, as described under Pistol / handgun.
Specialties: tank cannon, jey missles, battleship cannons, helicoptor headset-guided machine gun, catapult, galley cannons, laser turret
0          : Beginner: you can operate the controls
00        : Student: You can hit your target with some degree of success
000      : Expert: using the weapon comes naturally
0000    : you coukld train others to use the weapon
00000  : you bullseye even in heated battle

All Non- Combat Abilities use the following chart as an example of training:
0         : The character has some skill, but has been poorly trained, or has yet to complete the proper training in the Ability.
00       : The character has the normal skill level of a person who has studied the Ability.
000     : The person has devoted a great deal of time to the study of the Ability, and it shows. the character can out-perform normal practitioners.
0000   : The character is one of the best in the field, probably one in a thousand.
00000 : The character is simply the best, one in a million.
Of course, this meanings above do not take into account actual talent. A person with a low Intelligence (say a 1) who studies Science with a rating of 3 is still not that great. To know the "true" level of the character, Add the appropriate Attribute to the Ability, then subtract 5, and consult the previous chart.
The study of a particular animal type and its habits. if the animal can be trained, then the techniques for training the animal are also learned. Choices; Animal handling, Falconry, Riding   
There are many different types of art, and the character has trained in at least one of them. There are just as many people who practice art as a hobby as those who practice it for a living. Choices: Tattooing, Dancing, Singing, Instrument, Poetry, Painting, Sculpting, Fire-eating, Snake-Charming, Photography, Writing, Calligraphy
The character has trained in a particular type of craft, usually to make money, but sometimes for personal reasons, such as a hobby or to become more self-sufficient. Choices: Blacksmith, Cooking, Armory, Carpentry, Jewelry, Leatherworking, Woodwork
DESIGN/REPAIR*(Replaces Repair from Streetfighter: The Storytelling Game)
While there are many different types of weapons and vehicles across the globe, the character with the knowledge to repair such things, and the ability to design new possible ones is a great commodity. Choices: Robots, computers, plumbing, mechanic, planes, spaceships, buildings, ships, submarines, guns, armor, swords
After years of being in the combat field, or at the surgery table, or in the sales meetings, a character trains himself to use his instinct. The Storyteller should let players use this skill sparingly, to gain a clue or get through a tough spot if necessary. He might allow the player to roll instinct and add the successes to an ability roll, or to make a Wits+Instinct roll to get a "feel" of why another character is acting a certain way. Specialties: Dangersense, Awareness, Insight, Sixth Sense, Intuition
In some worlds, this will simply be a study of the occult, in other worlds, the occult (and magic) may be real. People with knowledge of magic in such a world could be more dangerous than those with the power to use it. Specialties: Omens, Dreams, Occult Knowledge, Spellcasting
Being able to act and perform is important to many people, such as actors, politicians and diplomats, gamblers and professions where intimidation is necessary. Specialties: Intimidation, Ventriloquism, Acting, Administration, Storytelling, Diplomacy, Gambling, Fourtune Telling, Leadership
There are many different types of vehicles that fly, and the character has trained in at least one of them. Choices: Jet, Balloon, Helicopter, Submarine, Air Liner, Spaceship
A professional is a person who studies a particular subject so he can be of aid to another, and usually this is also how he makes his living. Choices: Accounting, Heraldry, Law, Video production, Lore, Politics, Strategy/Tactics, Teaching
SCIENCE*(Replaces the Science version in Streetfighter The Storytelling Game)
Characters who study a field of Science try to understand the workings of the mind, the world, or the spirit a little better. There are thousands of different fields of science. Choices: Biochemistry, History, Religion, Puzzles, Forensics, Thanatology, Chemistry, Criminal Psychology
Great swimmers can be found across the world, from Olympic contenders to soldiers. Specialties: Diving, SCUBA, Speed swimming
Unfortunately for the rich man, these types are all too common. The highly skilled thief with a good reputation can "write his own check", so to speak. Specialties: Detect Lies, Disguise, Fast-Talk, Forgery, Escape, Lip-reading, Pickpocket, Poisons, Shadowing, Slight of Hand, Stealth, Streetwise, Traps

Backgrounds are the essentials of a character's "environment". They are how he fits into the community that surrounds him. His reputation, the people he knows, his wealth and authority in his community.
A sidekick is a special person you can rely on for help. These people you would consider your friends, or as close as you have to them, anyway, depending on your character. They are not limited to normal people; a character may know someone in the CIA or, in a medieval setting, a duke, or the King himself! A character can have sidekick  who is more powerful than himself (a kid with a giant or a huge robot for a friend, for example), but these cases are rare.
0         : A weak sidekick, but he's a help getting some coffee
00       : He's not that powerful, but he's threre when you need him.
000     : Your Sidekick is just a little less than yourself
0000   : Your sidekicj is an invaluable part of what you do - you wouldn't be the same without him.
00000 : Your Sidekick is more powerful than you, but can cause trouble for you at unexprcted times.
Authority describes the power you hold in normal society. You may be master of all the thieves of the city, but if you have no authority, you'll be jailed if you are caught. Then again, you may kill in front of a hundred witnesses and get off with no punishment if you have the proper authority.
0         : You have the authority to arrest suspects, commit searches if necessary, and carry a concealed weapon (modern day police officers).
00       : You have the authority as listed above, and can "take over" normal investigations, as you are deemed to be of a "higher" court (FBI agents).
000     : You have the authority as listed above, but your jurisdiction applies worldwide.
0000   : You can conduct covert operations, and can ignore the rights of regular citizens, with the approval of your government (although they will hide this fact).
00000 : You are free to kill at will: you are Judge, Jury and Executioner.
RANK AND STATUS (Non-Arena Rank)
Rank is different from Authority; where Authority is the power you hold in the outside world, rank implies that you belong to an organization. Sometimes, as with the police, Authority and rank work hand-in-hand. However, as mentioned before, a person who is ranked as leader of a spy ring has no real authority in the law-abiding world. Normally, the military uses rank as their authority level, and that rank does not give them any special authority over civilians. The Storyteller and the Player should discuss and agree on what level of rank the character should have, and in what organization.
Remember, Rank isn't necessarily military rank, or rank in the armed forces of any kind. It could be the rank held in your local (or the global) society of aristocrats, scientists, businessmen, etc. In this case, rank could also be Status. A character might have both Rank and Status, but such is rare.
0       : private, or rookie. the character has yet to prove himself and is still learning the ropes.
00     : "normal" rank: a stripe or two, some experience, or has made it "in" the organization.
000   : experienced, higher ranking. the character is normally in charge of a few men, or at least his devotion to the group is not questioned.
0000 : The character is of a very high rank, and only answers to a few individuals in the organization.
00000: The King, President, Emperor, etc.
REPUTATION (Non-Arena Glory)
A character's reputation can be of great importance. If he has a high reputation, people looking for a skilled person might come to him, even if he is not that skilled. He may be able to find more contacts or bargain better with a potential Patron. Its even good to help pick up chicks.
A character can have many reputations. A character might have a good reputation as a fighter, but he might be known as the best at tracking.
0         : "Yeah, I know a guy that has fooled around with that kind of thing before" -OK
00       : "That guys good at what he does" - Good
000     : "Hes the best around here" - Great
0000   : "You wont find anybody better" - the Best
00000 : "You wouldn't believe me if I told you
           what this guy can do" - Unbelievable

"Some guys have all the luck" Rod Stweart
While Backgrounds represent advantages that the character has in the outside world, Blessings represent the benifits the character has physicaly or mentaly. When creating a character, you have two dots to allot to any blessings you wish. You may have more dots in blessings if you buy them with freebie points, but unlike other scores in the game, each blessing has a diffrent freebie point cost, listed with each blessing. Note that most blessings cannot be purchased after character creation, unless the character has a good explanation and the Storyteller agrees. A character could get luckier, or find a soulmate, but its hard to explain how someone just suddenly gets a perfect memory or acute vision (but not to say its impossible....).
Players may choose to trade in a Blessing Point for 3 extra freebie points.
There are five acute senses: Hearing, Taste/Smell, Vision, Touch, and Sixth Sense. When the Storyteller decides that the sense plays an unusual role in what is happening, the character may add the dots to his perception roll. A character could add Acute Vision to a search roll, or Acute Sixth Sense when he is about to fall into a trap.
Freebie points: 1 per dot
Character with this advantage add the number of dots to any rolls that are made in resistance to being afraid. A character with five dots does not need to make fear rolls at all: he is truely fearless.
Freebie points: 2 per dot
Some characters are simply amazing at certain feilds of expertise. A character can "connect" this Blessing to any non-combat ability (it is not allowed for Techniques), and add the dots to any use of that ability or any specialty. For example, if a character has Natural (Pilot) at 4, he can add 4 dots to any Pilot rolls, even if that roll is in a craft that he is not specialized in. Another character who had Genius (Science) at 3, and had Science (History) at 2, would roll History at 5, and all other Science rolls at 3.
Freebie Points: 4 per dot
When the character possesses this power, the player assigns another character as the object of strong emotional feelings from the character who possesses the Love. When that person is in danger, threatened, or in general need that would raise a strong response (Storyteller's discresion), then the player may make a Heart roll. If he gains one success, he may spend one, and only one, point of Energy to increase all action rolls by the amount of his Love. Any character can feel as if he loves another character, but this bond is pure, and very, very rare, and must be role-played as such.
 The Storyteller could also apply the Love in other situations, such as lessening the Difficulty of a roll to resist being mind-controled into harming the subject of the Love, or a bonus to the Difficulty if the subject of the Love tries to talk the character out of a uncontrolled mental state.
 The maximum a character can Love is shown here:
Darkness 6: Maximum Love 4
Darkness 7: Maximum Love 3
Darkness 8: Maximum Love 2
Darkness 9: Maximum Love 1
Freebie Points: 3 per dot
During a game, a character with Luck may negate a "1" with a dot of luck. At the end of a game session, the character gains back his luck. This "power" can be used in the combat arena.
Freebie Points: 2 per dot
A character with this Blessing may sometimes roll INT + Perfect Memory to recall tiny details, if the Storyteller deems it good for the story.
Freebie Points: 1 per dot
Each level of rapid healing decreases the difficulty of healing rolls by one. Characters cannot have more levels of Rapid Healing than thier level of Stamina, if the character is a "normal". A character who does not have Power Points to spend is concidered to be "normal".
Freebie Points: 3 Per Dot
The list of possible Blessings is endless. Those mentioned above are some of the most common. If the player wants the character to have a new Blessing, the Storyteller need only make it up, describe its purpose in the game, and assign a freebie point cost.

"I need my pain" Captain James T. Kirk, Star Trek V
Burdens are the opposite of Blessings. They are things that can cause the character to fail, negative aspects of the character. Each time a player chooses a Burden for the character, the player receives additional freebie points to spend on the character, trading a bad quality for more good qualities. This is not a complete list, and players and Storytellers are urged to make more Burdens up. Nothing sets a character apart from the others like a unique Burden.
The Storyteller can increase Heart or Darkness (usually by one or two points) as he sees fit, depending on the nature of each Burden. Some listed below have Heart and Darkness suggestions.
A character with a Bad Reputation has done something that others deem as negative, and probably more than once. A character might have a Bad Reputation for cheating, not coming to the aid of his partner (which caused him to get hurt or killed), or for being an incredible jerk. The reputation may or may not be true, but it is there, and can cause the character problems when dealing with other people. Each bad Reputation the character has should be listed as one "dot". Five should be a rare maximum.
Freebie Points: +1 per bad reputation
The character lives by a code of honor, with its own set of rules. The character must live by the code of honor to gain the freebie points, and if he doesn't live by it, the Storyteller can have bad things happen to the character (other who follow the code do not respect him, possibly a bad reputation that the player would receive no points from), or if the Storyteller thinks it was just due to bad role-playing, he might lessen or outright negate any experience for the adventure. breaking a code of Honor automaticaly means lost honor points, the amount up to the Storyteller.
0         : Trivial. Always wear blue. Pray daily. Never drink alcohol. 1 Freebie Point.
00       : Normal. Vegetarian, Vow to protect those weaker than yourself. 2 Freebie Points.
000     : Great Vow: Never sleep indoors, Vow of total silence. 3 freebie Points
0000  : Life Vow: Never use edged weapons, own no more than your horse can carry. 3 freebie points
00000     : Greatest Vow: To kill every member of a race, to take over the world, to defeat all foes of the King. 5 Freebie points
Characters with Low Status are shunned to a degree by society. The character gains freebie points depending on how bad the prejustice is. The following descriptions should be used as guidelines:
0         : The character is a legal citizen with full rights, but is treated a little like an inferior by the status quo. 1 Freebie Point
00       : The character is a legal citizen, but lacks some basic rights, such as the right to vote. 2 freebie Points
000     : The character is a legal citizen, but has no rights except very basic (medical aid, etc.). The character could not own property, for example. 3 Freebie Points
0000   : The character is not a legal citizen, and is considered property, but cannot be killed by his owner unless a court hearing is held. 5 Freebie Points
00000 : The character is considered property, and can be beaten or killed at his master's whim. 7 Freebie Points
Characters with a Mental Burden have a psychological problem of some sort. Sometimes the problem is minor, but sometimes the problem is so severe it can interfere greatly with the character accomplishing his goals. Here is a list of a few Mental Burdens.
EPILEPSY: The character must roll a number of dice equal to intelligence and gain a number of successes equal to or greater than the number of dots in epilepsy to make sense of each thing he reads.
DEPRESSED: At only a dot or two, the Storyteller might rule this Burden to simply be a role-playing opportunity, but at higher levels, the character might be a manic-depressive, and the Storyteller could impose higher difficulty numbers to reflect the character's state of mind.
NIGHTMARES: The character is plagued by horrible mental images. At lower levels, these might be simply normal nightmares but at a more frequent rate than normal, at higher levels these might cause serious rest problems for the character (and higher difficulty numbers during waking hours), and at even higher levels this might represent horrible flashbacks that cause the character to stop functioning all together for short periods of time.
ABSENT-MINDED: The character must roll WITS and gain successes equal to or greater than his rating in this Burden or become sidetracked when trying to finish a task that takes a long time. This does not apply to combat actions.
BAD TEMPER: The character has a bad temper that causes other characters to react badly to him. At level one he is annoying... at level 5 he is an utter asshole that NOBODY can stand. This might also be used to represent someone with a bullying personality.
DELUSIONS: Character with delusions suffer from the belief that something that isn't true really is true. At lower levels this might be something that makes the person seem strange, such as UFOs are real; at higher levels, the character would actually seem insane, such as the belief that Aliens had taken over the bodies of all his friends and he was the only one that could see them and that he had to kill them. In some campaigns these delusions may actually be true! However, if the character makes little or no effort to hide that he believes in something that the majority of the rest of the world sees as impossible or highly unlikely, then the character gains points for having a delusion.
FANATIC: The character is obsessive about something. At lower levels, this might mean that the character collects a certain comic book whenever possible, at higher levels this could indicate a serious drug problem.
GLUTTONY: This is a special type of Fanatic, one obsessed with eating.
IMPULSIVE: The character makes rash decisions. This Burden is difficult to put a rating on, the higher the rating the more impulsive the character. This burden is highly role-playing, and the Storyteller and player should keep it and it's rating in mind at all times.
KLEPTOMANIA: This is a special kind of Fanatic, one obsessed with stealing.
LAZY: This Burden has the same effect as absent-minded, but what distracts the character is always the need to do... well, nothing.
MISERLINESS: This is a special case of fanatic, one obsessed with money.
OVERCONFIDENT: This character thinks he can do things he really cant, and constantly bites off more than he can chew. Like Impulsive, it's a hard one to put a rank on, just remember the effect and the rank when playing. At lower levels the character may talk big to a guy thats a great deal bigger than himself... at higher levels, he may talk big to a group of a couple hundred skin heads, but still be confident he can get away.
PARANOIA: This is a special delusion worth mentioning. It is the fear that everyone is out to get you.
PYROMANIA: This is a special Fanatic Burden, one for characters obsessed with fire.
SADISM: Again, this is a Fanatic whose obsession is with causing other people pain.
ILLITERACY: At level one, the character has some difficulty with proper speech, at level two the character cant read some words. At level three the character can't read most words, at level four the character can only read a few words that he might need for survival in his land (stop, danger, go, etc.), and at level five the character cannot read at all.
ON THE EDGE: The character is not suicidal, but sometimes he just doesn't care wether or not he lives or dies. If the character is in combat but wishes to break out of it, the player must roll dice equal to the character's WITS and gain successes equal to or greater than the Burden to be able to stop fighting. Characters with a low rating are gung-ho, characters with a high rating are near-suicidal.
As you can see, most Mental Burdens are not very exact on what they mean, and the player and Storyteller should get a good idea in mind of what exactly the burden is and it's effect in the game before giving it to the character.
Freebie Points: 1 per dot, although the final gain in points is strictly up to the Storyteller.
The character is opposed to violence. this does not mean, however, that the character will not fight or even kill. Please note that the following are a belief or a code that the character holds dear, and the character is free to break it. However, the character should have an extremely good reason, and the character loses an equal amount of experience that he gained in Freebie Points for taking the Burden, and the Burden itself is lost.. If he wants to take the pacifist way again, he must take a Code of honor instead. You cant be a true pacifist part of the time. Using any technique or Comat Action that does not cause the attacker himself to damage the opponent is not concidered breaking this rule, as long as the "attacker" is actualy actiong in self defense. Throw is an excellent example of such a maneuver. The Storyteller should use common sense when dealing with these situations (but also note the descriptions below).
0          : The character will fight, and might even kill, but will do nothing that threatens the life of an innocent (or at least uninvolved) person.
00        : The character will fight, but only in defense of himself or others, and would do nothing that threatens the life of an innocent person.
000       : The character will fight in self-defense of himself or others, will not endanger an innocent, and will not kill or leave someone to die.
0000     : The character will not fight. he will block blows coming at himself, and will do what he can to do the same for others in danger, but will not strike a blow against another.
00000   : The character will not engage in combat or self-defense, even if it means the death of the character. He would sacrifice himself rather than see a friend die, but he will not fight no matter the cost.
Freebie Points: 3 per dot
The character has a fear of something, a fear that is stronger than the average person's. Whenever the "trigger" comes near, the player rolls dice equal to the character's Wits and tries to gain as many successes equal to the rating of the Phobia or higher. if the roll fails, the character is frightened and must do one of two things: fight or flee. The character can go into combat with the "fear" if it is a solid thing; stomp The spiders, shoot the snakes, etc., or the character must try to get as far away as possible, until the character feels safe. if the character must run but cannot, then the character gains a negative to all rolls equal to the rating of the fear until the threat is over. prolonged exposure to a fear without a way out can lead to delusions at best, insanity at worst. A character can overcome his fear in the Arena, but must begin each match with one less temporary willpower and is concidered to have one less Wits Attribute for the entire battle.
Freebie Points: 1 per dot
Characters who have a physical burden are limited in some way by their body, instead of their mind.
OLD: The character is simply old, and all difficulty numbers are increased by the number of dots in the Burden, if the action taken is a physical one. One dot means The character feels the effects of aging, two dots means the character is probably in bad health due to aging, with constant pain. Three dots would mean a character who cannot function normally due to age. Four dots would probably be a character who is very near death. A character with five dots would be a person so old and feeble that the sight would simply be disgusting. For playable characters, the normal amount of dots is one. Freebie Points: 5 per dot.
YOUNG: This is not a Burden in the game terms, but it is worth mentioning here. The character is weaker than average, because he is young. He probably also has less attractiveness, is taken less seriously, and might have some mental burdens (Phobias and Delusions being quite normal). Instead of listing this as a burden, it should be written in the Concept. "Young Hero" would be quite normal.
ALBINO: This is equal to a one-dot Low Status in most cultures.
DWARF: Like Young, this is not a Burden and should be listed under the character's background write-up or in the concept area. Being small when you are an adventurer has its advantages. However, there are some cases where being small would be a Low Status.
GIGANTIC: The character is really much bigger than a regular person. This might cause some difficulty, but is not really a Burden. List it as concept or in the character's background. It does however, give the character +1 to Intimidation.
OVERWEIGHT: This Burden adds its rating as a difficulty to any action that would be affected by the weight of the individual. Running up a flight of stairs, climbing a tree, etc. Freebie points: 1 per point. Low levels would be out-of-shape, high levels would be health-threatening. this Burden does not apply to those overweight but at the same time have a normal exercise routine, such as Sumo wrestlers.
BAD LEG: This acts as Overweight, but only in cases where the leg would be needed. This does apply to Kicking and Athletic Maneuver Difficulties.
ONE EYE: The character is missing an eye. This is a one-dot Burden. It increases the difficulty of all sight related actions (nearly everything) by one. The character may choose as many skills or Techniques equal to Intelligence that are not affected by this Burden. the character has nearly negated any penalties due to sheer practice. Freebie Points: 2
ONE HAND: This is a three-dot Burden. The character can't do anything that requires two hands and anything that the Storyteller allows is made with increased difficulties and possible Strength checks. Climbing a wall might be difficulty: +2 and require a Strength check with one success needed, for example. Freebie Points: 3 This Burden does not affect Combat Actions.
SKINNY: This is not really a burden, but worth mentioning in the Concept area of a character sheet. The character probably has a low Strength, but not always.
DEPENDENCY: The character must have something on a regular basis to survive. Maybe the character needs a special drug, or has to have a special medical procedure from time to time. A superhero might need to be immersed in water every so often or die, a Vampire might need to drink blood. In any case, the character will die without the substance or treatment. An amount of time can go by equal to the following without ill effects: One dot, a year; two dots, six months; three dots, a month; four dots, a week; five dots, a day. Freebie Points: 1 per dot.
STERILE: This is not really a burden (some would claim the opposite), but is worth mentioning in the character's background for detail.
TERMINAL: The character is going to die, and soon. the character is either a pathetic case that there is no hope for, or might be seeking a cure for the reason he is going to die. One dot means the character will die in a year or two. Two dots mean the character will die within a year. Three dots mean the character will die within six months. Four dots indicate a character who will die within a month. Five dots tell us the character will die anytime, probably within the next week.
    Note that this may not mean the character is sick, or has any physical symptoms. For playibility, however, the character usually knows if it is  controlled by a player. The character may have a bomb implanted inside him, have some sort of magical curse, etc.
    When will the character die? Well, if the character can save up enough experience to negate the burden (See Experience), then maybe never. Normally, though, once the time mentioned above has passed, the Storyteller begin making rolls to determine wether or not the character has died. This roll is usually made by rolling as many dice as the character's Stamina, and trying to gain at least one success. The difficulty starts at 2. "Ones" do not negate a success for this roll, and it cannot Botch. If the character passes, the Storyteller waits a number of games equal to 5 minus the number of dots in Terminal, and then rolls again, with a +1 difficulty to the roll, and repeats the steps, until the character fails a roll, in which case he dies, or the character cures himself somehow. Freebie Points: One dot, 1. Two dots, 2. Three dots, 3. Four Dots, 5. Five Dots, 10.
A character with a secret better be able to keep it. The effects of telling the secret are always bad, and there always seems to be someone trying to figure out what it is. For a successful bank robber, or a vigilante, it's his true identity. For a spy, its that hes really a member of the CIA even though he's been part of the drug ring for two years now. For a Vampire it's that, well, hes a Vampire.
0          : Embarrassment: Forget about that promotion or winning that election.
00        : Rejection: If your secret is revealed, you will probably loose your job, and maybe even your friends.
000      : Imprisonment: If your secret is revealed, you will be imprisoned (or on the run from the law).
0000     : Death: You will be the target of Laws that say you must die, or people that want you dead if your secret is revealed, possibly both.
00000   : Worse than Death: The character holds a secret so great that the effect of it being revealed could be the death of not only himself, but many other people as well (in some stories, the world!).
Freebie Points: 1 per dot
Although we have tried to cover many things that might hinder a character, there are literally limitless ideas for Burdens. Feel free to come up with your own ideas. Just assign a number of bonus Freebie points to the burden and some kind of game effect and there you have it.

"A dog cannot make this journey alone...  but mabye, a wolf can." Borris the duck, Balto
 A character may not spend Willpower points exceeding his Heart score to affect a given dice roll. If, for example, a character possess a Heart rating of 4, no more than 4 Willpower points can be applied to any dice roll.
 Once a character has spent his Willpower pool points, he must wait until the next game session for his pool to replenish itself, or he may make a heart roll (see the Heart section for more details on Heart rolls).

"Don't make me open up a can of Whoop Ass" - unknown

Energy represents what gives a character his power and/or focus. Each player may choose a type of 'energy" for his character, or the Storyteller might make the source of Energy the same for each character if the campaign revolve around a particular type of character or creature. For example, a normal human with no super-powers may have an Energy title of "Adreniline", "Spirit", or "Chi". Vampire characters would use 'Blood", and robot characters might use "Power Surge".
 No matter what the character's Energy is called, the game effect of energy remains the same for each character. On any roll, a character may spend points of Energy to decrease the difficulty of a single action. For example, if the action had a difficulty of 8, a character could spend two points of Energy to make the difficulty a 6. A character may not use more points of Energy to affect a single action than his current Heart score.
 Some powers and abilities hat are super-human in nature may also require Energy points to be spent, and the character may have special ways to increase his Energy during the game, such as vampires drinking blood. the specifics of such powers and abilities should be detirmined by the Storyteller.
 Energy (Chi) may not be used to decrease the difficulty of actions in the combat ring.

"Courage of the heart is rare. There's a power, when it's there." Nicidemos, The Secret of Nimh

Heart represents the good side of a character. Self-sacrifice, honesty, loyalty and many other factors make up Heart. The Storyteller should give Heart  as he sees fit; the score can change quickly during play. The following chart should be used as a guideline. Note that to gain very high Heart, the character must perform actions of great good. The first number following a list of example actions is the common award in Heart dots. The second is the maximum that can be reached in Heart due to an action of this nature; if you have a Heart rating of 6 and commit an action with a (second) rating of 4, it will not change your Heart rating.
Not committing a violent action in response to threats or taunting; trying to help someone emotionally in a time of need by talking to them.  1/1
Giving a very small donation to charity; helping someone in very small need (getting a cat out of a tree, for example).  1/2
Helping someone do an all-day job when you didn't want to; paying a good portion of a check to buy things for the needy.  1/3
Volunteer work on a daily basis; traveling on missions to help other countries 2/4
Having a job where there is danger to help others (policeman, fireman), risking your life to save someone (from a fire or disaster).  2/6
Risking your life every day to aid others; Becoming a priest or nun; exposing yourself to extreme danger to help someone; taking a Code of Honor of total non-violence.  3/8
Being willing to forsake your own life for the sake of one person, with no fame or honor in return.  4/9
A holy man, someone who is non-violent, loves his enemies, wants nothing but the best for others, is humble, true and just. The person would be ideal, and would be looked up to by many, but he would not want their admiration. 0/10

Notice how the last entry has 0 as an award. This level of Heart, almost never gained, must be earned. The character's actions must represent such a person. In a game filled with violence in most settings), this is a near-impossible goal.
Remember, a character cannot have Heart greater than 10 minus his current level of Darkness. So if a character has 2 darkness, he can have a maximum of 8 Heart.
Note also that the characters do not automatically get these Heart Points, these are examples. Just because a character chooses to be a cop doesn't mean he starts with more Heart. there are bad cops, and cops with greater Heart. The player earns the points. Also, the points for a single action are gained once. A character who becomes a priest gains points once, not every day.

Once per game, a character can roll dice equal to his Heart to regain dots in Health, Willpower or Energy. The difficulty of the roll is 6, but "ones" do not counter successes as usual, and so there is no botch.
 It is the Storyteller's option of whether or not to allow the roll to regain Health, Willpower or Energy, only one or two of these statistics, or a combonation of these statistics in the ring.

"Is the Dark Side stronger?"
"No! Quicker, easier, more seductive." Luke Skywalker and Master Yoda, The Empire Strikes Back

The enemy of heroes. The fall of Champions. Darkness is the evil inside all of us, and the twisted, cruel nature of the world. from the cunning thief, to the insane villain, almost every character has some level of Darkness.
Like Heart, the Storyteller decides, based on the following chart, how much Darkness a character has and gains depending on his actions. The first number after a list of actions represents the usual point "award" for an action, the second the maximum point level for that type of action.

Theft; fighting in self-defense; intimidating a person to extract information; talking (or even thinking) bad about another person 1/2
Lying; Cheating; Bullying another person; greed  2/3
Killing in self-defense  1/3
Wounding someone seriously on purpose; taking pleasure in causing pain and suffering, but nothing that would seriously hurt someone.   2/6
Killing because its your job (solider, CIA),  1/4
Killing without remorse. 3/7
Killing and liking it, but with reason.  4/8
Killing without remorse or reason.  5/9
Willing to kill many people without remorse or reason.  6/10

Even more so than Heart, the Storyteller must deal with passing out Darkness points on a case - by - case basis. One to Five points is normal, one being "white lies", and 5 being an act of total evil.
Darkness stops characters from gaining Heart (see Heart). It warps and twists the character and his point of view, so most characters that have a high Darkness show it in some way.
On the other hand, those with much anger or insanity in them can use that anger to accomplish near-inhuman acts of power. At the beginning of a game, the player writes down the number of Darkness Points that the character has. Until the end of the game session, the character can add dots from this "darkness pool" to Strength, Dexterity, Willpower rolls, and if it is called for, Energy rolls. The points can also be used as extra Health Levels, explaining why the villain always seems to crawl away, barely clinging to life, or was just knocked unconscious instead of being killed.
Finally, there is one major downside to Darkness. At the beginning of each game, the Storyteller also makes a "Stroyteller Darkness pool" for each character. When that character is performing an action that could be considered "good" (fighting the villain, leaping with the princess from one canyon side to another), the Storyteller can use a point of darkness as a modifier, making the difficulty number one higher than it would have been. The Storyteller can only use one dot of his own Darkness Pool for each action. This applies to the villains the Storyteller controls, too, but the Storyteller is free to use the points in any amount on a non-player character. This explains why so many well-trained soldiers in some movies can't seem to hit the side of a barn when shooting at the Heroes.
There is no system for losing darkness once the character has gained it. The player must role-play the character in a way to show that he has changed. If the character  (a solider) has really seemed to lose the joy he had when seeing his enigmas suffer, the Storyteller might change his Darkness from the 5 it is to a 4, to show that the character will kill because it is his job, but takes no pleasure in it.
However, Darkness is not always this easy to lose. The changing of a character's nature is the focus of many good stories, and losing darkness in Legends should be no different.

Neither Players not Storytelers may use Darkness points in the ring.

In each campaign, the Storyteller should set an amount of Darkness that is called the Turning Point. When the character reaches that point, he will become evil and the player loses the character. For example, a Storyteller might set the Turning Point at 6. If the character reachs this level of Darkness, he is lost to the forces of evil that now control his soul.

"You live, you learn" Alanis Morissette

Characters don't stay the same from game to game. just as real people grow and develop with their experiences, so do the personalities in legends.

During the game, characters can earn Experience Points. These points can be used to purchase new Abilities, Blessings or Powers, or increase an Attribute, Ability, Blessing or other trait the character possesses.

Characters are awarded experience during the following times:

Instant experience: The Storyteller has the option of awarding a character 1 experience point for dramatic play at the moment of the dramatic event. This must be a role-playing event that stops everyone in their tracks, such as a fantastic speech, or a word or two that gives new depth to the character's personality. The Storyteller should be extremely greedy with these points, as they are his greatest award.

End of Chapter experience: The character commonly receives experience at the end of a Chapter, or one gaming session. The awards should be given as follows:

Automatic- The character always receives one point after each session.

Learning Curve- The character receives one point if the player can describe what the character learned from his experiences. This point is not always easy to get, sometimes nearly impossible, if the adventure mostly involved combat.

Acting- If the player role-played the character well, the character should receive one point. The character must stay within the concept the player originally had in mind, or his change of nature should have been role-played dramatically.

Story Flow- If the player tried his best to keep the story moving by working well with other players (not necessarily character to character, but hopefully so), and tried to keep the game fun for everyone, then that player receives one point for the Chapter.

Heart- If the character gained Heart during the adventure, he should receive an experience point. The character could also receive Heart in the rare instance that he looses Darkness. if the character ever looses Heart during an adventure, or should he gain Darkness, he does not receive this award.

End of Story Experience: At the end of a story, a character earns these awards, as well as End of Chapter experience:

Success- If the characters were able to succeed in their goal, they gain one experience point. This does not mean that the characters may have completely succeeded in their task. If the characters worked hard enough, a marginal victory will do.

Resourcefulness- If the player (thus the character) used his head to overcome problems, and didn't try to pound his way through every situation, then he deserves this award.

Character Development- If the character has grown in some way, or completed a major goal he had set for himself, he has earned this award.

As a player, you can spend your character's Experience at any time. Often, increasing a Trait will require that Experience be saved over several game sessions. Consult the chart below to determine the cost for improving a certain trait.

Trait                                Cost
New Ability                   3
New Power                    Power Point Cost x4
Willpower                     current rating
Energy                           current rating
Health                           4 per point
Attribute                       current rating x4
Abilities                        current rating x2
New Blessing               3
Blessing                        current rating x2
New Background         2
Background                  current rating

Remember, the Storyteller must approve the new Trait, or the increasing of an old one. If the Storyteller doesn't think that the character deserves the Trait, or the player cannot come up with a reasonable explanation for it, then the Storyteller is within his rights to deny it.

The following charts attempt to give the Storyteller a good idea of what a Power level can acheive if the Power does not state such in it's description. Sometimes, the Power levels listed here will disagree with the Power's description. Whenever a conflict arrises, the Power's description always takes preceedance over these charts.
"Level" here indicates the maximum successes possible, or needed to affect this amount.

Level       Weight
1                40 lbs. (sack of grain)
2                100 lbs. (human child)
3                250 lbs.(human adult)
4                400 lbs.(lion)
5                650 lbs.(grizzly bear)
6                1. 5 tons (car)
8                3 tons (elephant)
10              6 tons (semi-truck)
15             12 tons (light tank)
20             25 tons (DC-9 airplane)
25             40 tons (battle tank)
30             60 tons (blue whale)
40             110 tons  (Boeing 747)
45             250 tons (C5A galaxy)
50             500 tons (freighter)
60            1000 tons (destroyer)
75            2000 tons (small building)
100          4000 tons (loaded train)
125          8000 tons (battleship)

Level       Distance
1               touch
2               short-range
3               long-range
4               extreme-range
5               beyond sight

Level       Size
1              small
2              normal size
3              large
4              very large
5              gigantic

Level       Space
1               A closet
2               A room
3               A building
4               A city block
5               several city blocks

Level               Force of Power
1                      Weakling
2                      Normal humn punch
3                      Strong human punch
4                      Very strong human
5                      Maximum human Strength
8                       Revolver
10                    Automatic pistol
15                    Rifle, Machinegun round
20                    Shotgun
30                    Grenade
125                  Anti-Tank weapons


"Normal" Motivations

 Any creature that relys on instinct, with low intelligence, has an Animal Motivation. A horse, monkey, dog, or other normal animal are good examples.

 As the regular hero Motivation, but the character may be programmed to serve or commit evil acts.

 The character lives a normal, rather unspecial life that does not involve battles between good and evil, or any major conflict past paying the bills. These characters will have "minor" goals, like earning a degree or doing a good job at work. If placed in an odd situation, the character may be forced to change his Motivation quickly.

New Personalities for Villans

Petty Greed
 These characters are after money, but lack the Intelligence, motivation, or Darkness to make it really big in crime. Some of these crimminals might even concider themselves heroes, if they work as mercenaries against other villans.

Robber Baron
 These characters are rich through shadowy means, but we are talking REALLY rich, so much that they rule a large orginization or even large cities. They don't really care too much for ruling, just vast wealth and the power that comes with it.

Power Hunger
 The more power the character tastes, the more he wants. This character searches for easy ways to become a god.

 The character is motivated with similar feelings as Eye for an Eye, but drasticly more so. The character wants all crimminals to die, all people of a certain race to be destroyed, or similar goals, all for the purpose of gaining a revenge for some hurt that has been caused. Sometimes the revenge is targeted at one being, but in such cases the villan or target is almost always dead by the end of the story.

 Insane characters are hard to predict, and don't have a motivation that people can really figure out. Most, but not all, are killers with a high level of Darkness.

Political Zealot
 Politics are the key to this type of villans plans. They want to protect a certain race, or destroy another, or make sure that a country is bombed to show the world how horrible nuclear weapons are, or some other idea that heroes aren't about to tolerate. Sometimes characters in this category battle for a political seat.

World Conquerors
 Villans with this motivation want one thing - to rule the world.

Cosmic Madman
 There are those beings in the universe that have great power, and want to use that power to take over the whole ball of wax. They commonly have armies that serve them, willing to die if they ask.

Force of Nature
 Beings of tremendous, unimaginable power. They are not really good or evil, they just are. Death, Chaos, Gaia, and the like. Some of these forces are just legend, some really exist.

Just Plain Evil
 Devils, demons, and creatures from other dimensions of evil fall into this category. They do not know good, only evil. They cannot earn Heart points, for every thing they do is for evil, or they are forced into doing otherwise. Commonly, it gains them favor or power to bargin for souls.

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