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"I'm very attracted by the idea of a numberless role-playig system. I intend to give Heritage a whirl pretty soon; I'm confident I'll do OK at it, snce, again, I've run Theatrix. So I'm looking at your foils and I decide that (C/K) is just too cool. It's closer to my own vision of cyberpunk; I've payed those 'Mission: Impossible/Shopping Trip' games of CP2020 and let's just say it chunked the monkey. Needless to say, I'm impressed. I followed the link outta Uncle Bear's, and waited around for the first Foil to come 'round. I wondered what it'd look like. Now that I've seen a Heritage foil... I *like* what I see. And I wanna write one, too." Andrew Reyes
"i stumbled upon your heritage storytelling system and began reading it. i admit that when you said, 'drop the rules.' i just about logged off your site to continue the search. but i continued and i was intrigued. i realized that my best role-playing experiences weren't based on rules and stats but on the interesting characters i had played, and the intricate stories i had played a part in." lance cufr
"I just stumbled
across 'heritage'. You may have just saved my sanity. Thank you thank you
thank you thank you thank you thank you thank you thank you..." Suleiman
Welcome
to the really easiest roleplaying system in the world.
And
this time, it got even better! It's been revised.
Easier
than easy, then? Yes ;)
I don't write this
to get your attention. I write it because it's true. Read on to find out
all about Heritage.
Heritage
is the Matush Manhunt core rules system as of August 8, 1999. All future
roleplaying supplements, online or on paper, will use the Heritage
system.
First of all, Heritage
is not written for unexperienced or immature players. The mechanics presented
herein require a good portion of roleplaying, and suspension of disbelief
- not rules lawyering.
The history of Heritage:
I began roleplaying
in 1983/1984. After playing 30+ systems, I accidently stumbled across diceless
roleplaying (in form of the Amber: Diceless Roleplaying system). This was
the moment when I was really hooked. A few years ago, I wrote No Points
Heroes, a optional diceless/dice-using rpg, heavily based on storytelling
principles. Then, I read Theatrix, which lighted another fire in me.
Not to be forgotten
is the superb SLUG system by Steffan O'Sullivan. It inspired me a lot.
I didn't take long,
and I had finished Above Average, a superhero storytelling system. Still,
I was looking for an even simpler game, for a storytelling system that
could stand up to all requirements of a mature, earnest roleplaying game
- but still be very simple, very easy to master.
Heritage
is such a system. It's the essence of my 16 years of roleplaying experience.
Have fun!
- BulletShower
Our ancestors used to tell each other stories to entertain themselves. Later came books, later came movies. And then, roleplaying was (re-)invented. It began with easy rules, and, given 20 years, it grew complicated. More and more rules tried to simulate instead of tell a story. Heritage belongs into the second category: it wants to help players tell a story.
Rule
One: Get Involved!
What makes a roleplaying
game a roleplaying game? You can play a character and bring him/her to
life. Most often, this character is able to do things which the player
is not able to do, though this is not a necessary precondition. This character
is thrown into adventures – which usually are not your everyday, off-the-shelf
experiences.
To make a long story
short: a roleplaying game offers you the great opportunity to play another
role.
Roleplaying games
and movies have much in common: they tell stories about persons; these
persons may be fictional, but they need not necessarily be.
Let's stay a while
at the movies: why do we like a film? What reasons are there that we don't
like a movie? The main reason is that we like or don't like the Plot, the
story that is told. Another reason is that we like or don't like the impersonation,
the way the characters are played by the actors.
With roleplaying
characters, it's just the same.
Let's assume that
the story that is told is a good one. What makes a roleplaying session
a good one, then? Right: the impersonation, the way the characters are
played.
A good character roleplaying game is not a good character roleplaying game because of its power lists and tables and modifiers and rules for everything and anything, but it is a good one because the background and the stories are told well. The rules, the modifiers, the tables and the power lists are decoration, frills, not more. If character characters are played flatly, even the best story is flat.
So the first step towards a storytelling character game is: drop the rules. I know, some readers will switch off their computers now. But please be patient, and I guarantee that you will make a radically new roleplaying experience.
Drop the rules. Drop
the numbers and power lists. Free yourself from everything that limits
your imagination. Keep your focus on how your character character can become
alive. You are the character. So think like your character, act like your
character, feel like your character, talk like your character, laugh like
your character ... be your character while you are playing him.
No, I don't say
that this is easy. It is not easy. But once you are familiar with your
roleplaying character, you will add a whole new dimension to your roleplaying
sessions.
Playing your character
means being him. This has nothing to do with playing effectively. Effective
roleplayers are persons who roleplay to win. But roleplaying games are
made to play roles, not to win. Wanna win the game? Go and play chess,
or any other wargame.
Rule
2: Characters are what you want them to be
You have read correctly.
We don't need dice or tables or any other crutches to set our creative
potential free. But first let's define what "diceless" means. "Diceless"
means a complete lack of random generators.
Random generators
are not only dice (like 99 percent of all roleplaying games), but also
drawing cards (like, for instance, TSR's SAGA™ system), throwing
bones or any other methods of generating a random result.
A roleplaying character
is the sum of his experiences. He has lived a life before the player got
to know him. We will try to filter out the essence of his life. We will
pick out the most important stations in his life. This way of filtering
biographical information is called "character description".
A character description
in Heritage includes the following information:
Ready?
Your character
is Good Things & Bad Things
Heritage characters
are described by two categories: Good Things, and Bad Things. These categories
cover e v e r y t h i n g.
Good Things
are all those abilities, skills, and historical data that are positive
for your character, or that your character is good at.
Thus, Good Things
can be good skills, abilities, personality traits, quirks, and bits of
his life. A good Driving skill belongs to Good Things. Your character can
toss magical spells quite well? Good Thing. A happy partnership is a Good
Thing. Your character may act really heroic when the going gets tough.
This is a Good Thing. Or he may own a large library with books from all
over the world. This is also a Good Thing. Perhaps he has connections to
a CIA agent who provides him with information. This is a Good Thing. Maybe
your character is described as being "filthy rich". A Good Thing, I'd say,
except if you're a Communist ;)
On the other hand,
there is the downside of life.
The Bad Things.
These are all these things that your character is bad in, or that are negative
for him. Maybe he is not very quick on the uptake. Bad Thing. Or, he lives
on the streets, has no money. Bad Thing. Maybe he is driven by hatred because
something truly bad happened in the past. Bad Thing.
Very important are
also your character's flaws. Flaws are problems that are personal to your
hero and that occur again and again during the roleplaying sessions. Flaws
can describe physical impairments or pyschological problems, like "Has
only one leg", or "Loses his powers when bathed in green radiation" (cited
from Theatrix, page 45). Needless to say, Flaws are Bad Things. It's simply
not interesting if a character has no weakness at all. Each session a player
introduces his character's flaw into the story and makes it a major complication
for the character, he receives one Plot Point. Keep this in mind when later
I'll explain the concept of "Plot Points".
Forget the tables and priorities and lists for character creation. Forget that they have existed. You only need one thing: your imagination. Imagine your character. Describe his personal history. Where was he born? How are his parents? Does he have brothers or sisters? What childhood experiences died he make? What does he like and dislike? Have there been any situations that have an influence on his life now?
Describe your
character any way you want. That means, use numbers if you like numbers,
use symbols if you like symbols, use plain sentences if you like plain
sentences. The only thing that's important here is: the GM must be able
to understand what you mean.
This way, you can
describe your character's strength as:
"Brawnman was sweating. The barbell seemed endlessly heavy when he tried to bench press it for the seventh time. It felt like pushing against a wall. Sweat was pouring all over his face. One inch left. Pain flashed through his pectoral muscles. Brawnman could hear his own heart hammering. Boom. Boom. Boom. One more inch. Pain. Up. Push it up. Knives skewered his arms. Up! Up! An infernal scream, then he had pushed up the 70-pound barbell."
You don't like writing
that much? Then what about this description:
"Brawnman's Strength: 20 (of 20)"
Doesn't suit your
tastes, either? What about this:
"Brawnman's Strength: * * * * *"
or
"Brawnman's Strength: Superb"
or
"Brawnman is the strongest m**********r I
can imagine outside a superhero universe."
Create your character
the way you really like him. Don't let the usual tables and creation points
come into your way. You want to play a character whose everyday identity
is a renowned art dealer, and who earns 500,000 bucks a month? ("What!
Only one hundred thousand for this Picasso? Wrap it up!")
So do it!
You want to play
a cyborg character with artificial muscles so big that he doesn't fit through
small doorframes?
So do it!
You want to play
a top-notch hacker who creates his character gadgets in his secret lab?
So do it!
You have the opportunity
to create the roleplaying character you always wanted to play! Do it!
Do it now!
Some of you will
say, "Hey, this is a paradise for munchkins!". Not really. The whole roleplaying
party (ie., players and game master) have the last say. So, if a player
has created a character who is able to do everything, the group has the
right to say "STOP! Change your character, or he won't join our party."
If in doubt whether
your character is too super, ask your fellow players. No other rules here.
Create a hero you really ache to play. And, please don't forget, describe
him with full English sentences. No numbers allowed.
Don't forget the
details: What clothes does he wear? Does he have family? What about his
past? Lovers? Your character is no sterile clone fresh from the tank, he
had a life before you met him. Try to find out as much as possible about
this life. The more you know about your character, the "rounder", the more
believable he gets. The more you know about your character, the realer
he gets.
Mighty Character
= Complex Background
There's one rule
of thumb: the more powerful and mightier a character is, the more complex
and detailed must be his background story.
For instance: if
you play a strongman, a guy whose main characteristic is "Mighty Strong:
can lift trucks", your background requires a two-page story about how he
acquired this power.
On the other hand,
if you play a character who is stronger than the strongest character, who
is faster than the fastest character and who is no slouch in the mental
department also (compared to 10 Cray supercomputers), you better come up
with a paperback novel that tells your hero's story.
To help you determine
how complex a background you need to have, take a look at your hero's attributes,
skills, abilities and powers. Then, estimate how powerful he is. If in
doubt, ask your fellow players or your GM.
This is your character, and you, only you, decide how he looks and what he is able to do. If you overdo it, your fellow players will tell you.
How Rich Your
Character Is
You will have noticed
that we don't mention detailed sums of money here. This is because the
wealth rules work without dollar currency.
If you want to buy
something, the Gamemaster determines if you can buy it. This will take
the number-crunching and calculating out of the game. If you don't agree
with the GM, try to find a compromise.
Example:
Rick plays a superhero
called Plasmadart, a young man in his twenties who accidently fell into
lava during a hiking trip. Plasmadart (real life name Stephen Dubois) works
as an engineer for International Chemical Trust, Inc., a corporation that
specializes in pharmaceuticals. A secret spin-off of Stephen's work at
ICT is a pill that helps him keep his Plasma Power under control. Stephen
has a Good Thing described as "He earns pretty much and is surely better
off than average Joe Sixpack", and thus is indeed better off than someone
belonging to the middle class. However, in Plasmadart‘s background story,
Rick writes that Stephen must spend most of his money for the chemicals
required for his Anti-Internal-Combustion pill. One day, Stephen decides
to buy a sports car, something like a Porsche. His GM takes a look a Plasmadart's
wealth level. Then, he decides that Stephen has not enough money to buy
it yet. If Stephen saves virtually every single penny for at least twelve
months, he will be able to buy the car.
This is the way your
character is created in Heritage.
Don't be afraid.
If you feel exhausted after all this, take a little time-out. It's no problem
to further describe your character while playing. Experience has shown
that most players modify their heroes' descriptions during the sessions.
No problem.
This is your hero.
This is your game.
Rule
3: Action is drama
I'm glad that you
have decided to read on. The general part is over. Now come the rules that
make Heritage a real storytelling game. Critics often say that they're
missing the element of chance in diceless roleplaying. Well, a good die
roll may be nice, but please read the following example:
Let's assume you
are playing a character roleplaying game that uses dice. It is the third
session. A group of characters has made it into the headquarters of the
supervillain clan boss, Baron Ludwig von Bluthausen. And, let's assume
that Ludwig von Bluthausen is at home, suprised by the heroes. The characters
try to capture him, but von Bluthausen casts very evil rune spells against
them, killing Flygyrl, the youngest woman of the group, only 12 years old.
The other team members strike back, using their various powers.
A lucky die roll
by a player kills von Bluthausen.
The problem is that
Ludwig von Bluthausen was the GM's main opponent. The GM's plan was to
make von Bluthausen the meanest badass supervillain the players could imagine.
All his plans were shattered by one single lucky die roll. What does the
GM do?
Experienced GMs
always have a trick or two up their sleeve: von Bluthausen was wearing
full body armor, or he was wearing a talisman, maybe the deadly energy
bolt was deflected by von Bluthausen's silver cigar box. There are gazillions
of other possible solutions here. According to the unwritten rule that
a character should not die when somebody has rolled very luckily, the GM
will find ways to not kill von Bluthausen. The GM does nothing else than
breaking the rules, in order to continue a good story. So, when most GMs
will break the rules in
such an important
situation, why should we roll dice in situations that are much less important?
What is it really about when the GM ignores the lucky roll? He wants to tell a story. He wants to tell it with the active help of the players. At the beginning of this text, we noticed that roleplaying and movies bear much in common. Let's take another look at the movies:
You all know James
Bond. He's standing on top of a skyscraper while a terrorist helicopter
is taking off. On board of the helicopter: blueprints of an atomic bomb.
What is Bond, James Bond, going to do?
Of course, he leaps
into the air and grabs the skids of the helicopter. This makes sense, because
it fits into the genre and the character traits. What would you say if
James bond slipped and fell? Fell one hundred yards and hit the skyscraper
roof? What would you say if James Bond was killed by this fall?
Not really appropriate. It does not fit into the genre. You know what I want to say.
How does diceless,
how does storytelling work, then? How does Heritage work?
Roleplaying means
actions and reactions. In most roleplaying games, you roll dice to find
out if something was successful or not. A GM usually bends or breaks the
rules when a player rolls so well that it would ruin the Plot. A GM wants
to tell a good story. Die rolls that spoil the story are usually ignored.
So, the essence of
roleplaying is to focus on dramatic moments and weave them into a good
story.
This is perfectly
true for roleplaying, storytelling style. The only difference is that success
and failure are determined without relying on die rolls.
Rule
4: Success And Failure: Importance over skill
Success and failure
are by the Plot. Abilities or skills or attributes or powers mentioned
in the character's background and history only determine the magnitude
of failure or success. Every action that must be successful will be successful.
If the plotline needs a character to be successful, he will be successful,
regardless of how good he is at a given task. If a player forgets to really
play out his character, every action will be close but no cigar. Storytelling
is roleplaying, not the simulation of real life. You play roleplaying games
to escape from reality, I heard;)
The better your hero
is at any given task, the more distinct will be success or failure.
When the plotline
demands that a certain action is a failure, your hero's abilities will
determine how bad this failure is – but it will be a failure.
One critic says,
"Where is the element of chance, here? Where is the surprise?" Oh, wait
a minute. First, you don't need dice to suprise your players (nor do they;)).
Second, rolling dice is very comfortable, but it also destroys this special
mood created by the moment.
Rolling dice is
very comfortable, because the GM and the players can let the dice decide
instead of thinking of possible results.
It's possible then,
that a player says: "I attack. [rolls dice] Wow! I scored a critical hit!"
Is this atmospheric
roleplaying? Compare this with the following description:
"I wait for him
to throw thje next haymaker. When he does, I make a step towards him. My
left fist land into his face, while I use the other hand to block his haymaker."
What a difference!
This is roleplaying!
Storytelling (playing
diceless) needs no dice. It forces the players to use their imagination.
The more
imagination is involved,
the more exciting the roleplaying experience.
To guarantee a mood-laden, atmospheric roleplaying experience, some of the characters' actions have to be successful, while others must not be not successful. As I have mentioned above, the attributes or skills or abilities determine the range of the success or failure. This may sound complicated. Here an example for clarification:
Imagine a seedy bar somewhere in a fantasy town. Lightwing the elf is surrounded by five thugs. Four of the henchmen hold spiked clubs in their hands, their leader is drawing a crossbow. Looks as if Lightwing has to rely on his very own reflexes. Lightwing has a Good Thing called "Knife-throwing, lightfooted Wood Elf".
This is the situation
presented to the players. Now, let's take four different looks at the situation.
The first two examples describe what could happen if Lightwing was very
good at shooting, while the last two examples describe what could happen
if Lightwing was a bad gunner.
Example #1: SUCCESS,
Lightwing is very good at throwing knives
The guy is coming
closer, but you are faster. Your knife zips through his right hand, and
he drops the club. In his face, you can see the pain."
Example #2: FAILURE,
Lightwing is very good at throwing knives
You see him coming
closer, but you are faster. At the same moment, you feel a strong pain
in your back. Two of his henchmen have hit you with their clubs."
Example #3: SUCCESS,
Lightwing has no skill in throwing knives
Gee. You try to
step back from your opponent's vicious attack, but to no avail. While you
try to keep balanced, your opponent swing his club at you. You stumble
over a chair, and the thug impales himself onto your knife. With a very
surprised look in his face he drops to the floor.
Example #4: FAILURE,
Lightwing has no skill in throwing knives
These thugs are
surely a pain in the butt, and you surely don't know what to do here. You
try to aim at on of the guys. But before you throw this damn knife, you
notice a burning sensation in your left shoulder. Seconds later, you can
see blood – your blood – pouring down your chest.
Some critics say that when playing storytelling (diceless) games, the players are at the GM's mercy. But let me tell you, arbitrariness can also be found in diceful games. Many GMs roll their dice behind those infamous GM screens (thus giving them the opportunity to ignore die rolls that don't fit into the Plot). Arbitrariness can be found in every kind of roleplaying game, but you should try to avoid it.
So, we have explained
the Heritage concept of Plot and necessary successes and failures.
But what about
those actions that are not important to the Plot?
This is easy. Compare
the description of the action (plus the character's Good and Bad Things
and his personal history) to the difficulty of the situation. Think about
the success chances. Then, derive the results.
There are five different levels of Difficulty:
Let's compare the difficulty of the situation with the description of Kid Kinetic's ability: a man is standing in the open, without visual barriers. It's clear that Kid will hit the security guard.
Of course, the GM
has the last say. Here's a checklist of those questions that help when
determining results of actions that are not important for the Plot:
Never say: "Your bullet hits the Terroryzer hard. He screams in agony, hands pressed against his temples. Then he becomes silent, and falls onto the floor. He's dying. In about a minute he'll be history."
Instead, try something like this:
"Your bullet hits the Terroryzer hard. He screams in agony, hands pressed against his temples. Then he becomes silent, and the only sound that of his -lifeless body bumping onto the floor. He lies there, without any motion."
The second version
gives the players a description, but no interpretation.
| New!
New! New!
Optional Rules For People Who Like Rolling Dice (ORFPWLRD):
If you insist on
rolling dice, then please do so (though I think you, as a GM, are perfectly
able to determine the outcome of any player action). |
Rule
5: Combat if dramatically appropriate
Of course, combat
belongs to Heritage like to every other roleplaying game. This chapter
gives you all the details you need to run fantastic, action-packed fights.
You have the opportunity to play characteric fights exactly the way you
like them. And, best of all: no dice! This means no distraction (because
you have to roll and interpret the roll), this means pure roleplaying,
pure fun, pure action.
If you want to know
how to determine combat results in Heritage, please re-read the previous
chapter.
When should a fight
take place?
Remember that fights
are important elements in a story. This is not to say that a story without
a fight is boring. However: a fight should have a dramatical reason. Take
a look at books or movies: a character fights when the fight is important
to the story, not because he feels like doing so at the moment. Unnecessary
fights are pointless.
Remember that characters
can be wounded or worse, killed. Such wounds are Plot turns. They serve
as a major obstacle for the character in the future. Wounds are a GM's
tool for telling the player that his character has done something wrong
or stupid. But don't overdo it: killing a character is a very harsh thing
to do. It's better to let the character have a very hard time and to throw
lots of obstacles in his way. Again, take a look at books or movies:
characters don't
die easily.
The stage plays also
an important role in a combat scenario. What does the scenario look like?
Where does the fight take place? In a crowded alley with lots of shoppers?
In a run-down block with police far, far away? The stage is important.
Hundreds of different props are lying around and wait for the characters
to pick them up. Imagine a fight scene in a library. The characters could
break shelves, or try to hide between them.
Single books are
very good throwing objects. Imagine the chaos and mayhem when something
explodes in there ...
Damage Types
Next, you as a GM
must determine what type of damage occurs in a fight. There are different
damage types:
Rule
6: Improvise!
Improvisation is
one of the most important aspects in roleplaying. You as a GM have to improvise
a lot. But you are not the only one. Give your players the chance to tell
a story – their story – with you. Allow them to create plotlines of their
own. These plotlines are called subplots and are told (aka, played) by
the players. Give your players lots of freedom, they'll respond very positively.
Subplots make a roleplaying session more believable. There's no need
to come up with extraordinary ideas, a subplot often tells an everyday
story.
Examples for subplots
are:
Rule
7: Storytelling Techniques Do Help You!
Heritage is a storytelling
game of heroic adventure. Roleplaying is like a movie without a script.
So, to make your roleplaying sessions truly exciting, you can use these
storytelling techniques:
Ther stimulus for
character development need not be a world-shaking event. On the contrary;
most of these changes involve your every-day little problems. How about
playing a character who has family? Or playing a very young hero? A kid?
Play around with the possibilities, it's definitely worth it.
Rule
8. The Plot Points: All Power To The Players!
You will have noticed
that Heritage, being a diceless character system, offers a very large bandwidth
of roleplaying opportunities,compared to many other, "diceful", games.
But that's not all: Heritage utilizes the concept of Plot Points (first
introduced by the Theatrix roleplaying game).
Let's recap
the creation process: we describe our character's background and history,
his Good and Bad Things. These very powerful tools are enhanced by the
Plot Points.
Usually, every hero
starts with two to three Plot Points. The Heritage Homepage uses this icon
for a Plot Point:
What can the players
do with them?
Remember: roleplaying
is telling a good story. A good story requires dramatic moments. Dramatic
moments are moments that are important for the further development of the
story, and they involve a confrontation of some sort. This confrontation
is not necessarily a fight, it can be a struggle with psychological or
romantic entanglements, too.
If you feel slightly
uncomfortable with the Plot Points, allow only one Plot Point per character
at the beginning. The more often you play, the more comfortable they
get.
Rule
9. Experience is dramatic
After each roleplaying
session, players earn 1 to 3 Plot Points. One point is a very simple story
without much thrill. A 3-point story is an exciting evening of roleplay,
filled with blood, sweat and tears, that kept you and your players on the
edge of your seats. You as the GM should rate these factors and then come
up with the appropriate number of Plot Points:
You'll want to know
how players can improve their characters.
This is easy. Remember
that characters in movies and theater plays improve when it's dramatically
appropriate, not when they've earned enough experience points or Plot Points.
When you and the players feel it's a good time that a hero changes or
improves a skill or an ability or a power or any other Good Thing or Bad
Thing, then do so. When you think it' does not feel right, don't allow
them to improve or change their hero.
This is the end of
the Heritage storytelling rules.
A short example for a Heritage character.
Siau
Tao Li-huai
actor turned action
movie star.
Description: not really impressive. Small and thin. His features do not stand out from the common run of men. The only thing that's obvious is that Siau can't really conceal his "dark years" any more.
Age: 35
Film Credits: "1,000
Fists Against Manchu" (Siau played the villain)
Good
Things:
Strong-willed
Thinker
Skillful, though
skinny martial artist
Lighting-fast reflexes
MARTIAL ARTS STYLE:
She Shen (Spirit of the Snake)
Punch: Siau does
not use his feet in combat. He concentrates on the sheer power of his snake
strikes. These seem to be relatively effective
Nerve Strike: He
knows very well what Dim Mak points to strike at.
Break: Well, breaking
a wooden plate is no great thing. But most of the objects to be pulverized
are studio props, right?
Dodge: as light
as an origami crane, Siau dodges much better than his brawny collegues.
Feint: She-Shen
has many techniques that irritate the opponent.
Bad
Things:
He is not cool,
and he definitely is not strong. Even his sister could arm-wrestle him
with ease.
Wealth: Room
with a View
Plot Points: 5
BACKGROUND
Aged 7, Siau Tao
Li-huai was introduced into one of many Hongkong acting schools. His father,
also an actor, had recognized his son's potential. Siau's first major role
was the villain in "One Thousand Fists Against Manchu". Over night, this
role made him relatively famous among Hong Kong directors.
He got more and
more offers, and Siau was working hard to stand up to the studio bosses'
demands. But the demands seemed to be too much for him. Over and over,
he was getting into trouble - he was starting to make too many mistakes
on the set.
His bodily abilities
suffered by the substances Siau was using to bear this enormous pressure.
When he was caught by Hong Kong policemen carrying a medium amount of cocaine,
his descent into crime seemed to be the only possible conclusion. However,
his family, having considerable influence here in Hong Kong, left
no stone unturned to stave off a harsh punishment. They were successful.
Siau's prison term lasted only one year, then he was released on probation.
This experience
changed Siau profoundly. He swore off many a source of joy, and feverishly
began to repair his family's and his own reputation. With the help of the
old Chinese philisophical writings, he found the will to train hard, once
again. A little later, he began studying traditional medicine and acupuncture.
Despite all his
efforts, the bad reputation as being unreliable and drug-addicted took
a long time to dissolve. Slowly but surely, Siau was casted in small extra
roles, often because an actor didn't show up and the director had to cast
someone new.
Siau Tao Lu-huai
perfectly knows that it's a long way up to the top - the place he used
to be a long time ago, before he stumbled. But he is not willing to give
up.