Creating a Character

Stats

Every Character has Stats to determine natural abilities. Stats are normally rolled at character creation from 3d6, making the range 3–18 for normal people. Heroic Characters, machines, monsters, and many other things can cause Stats to range from 0 to 30.

Heroic Characters roll 4d6 and take the best 3 for all stats, then place them where they want.

Stat Values and Bonuses

Stat ValueModifier to Skill ChecksNote
1-5
2–3-4
4–5-3
6–7-2
8–9-1
10–11NormalAverage
12–13+1
14–15+2
16–17+3High
18–19+4
20–21+5Max for Natural Human
22–23+6
24–25+7
26–27+8
28–29+9
30+10

STR — Strength

Strength is purely the physical ability to lift, bend, and break.

STRStrength BonusMax LiftUnencumberedEncumbered
1-55 lbs01
2-41012
3-420510
4-330715
5-3501020
6-2701225
7-2901530
8-11101735
9-11302040
10Normal1452245
11Normal1602550
12+11752755
13+11903060
14+22103570
15+22354080
16+326550100
17+330060120
18+435080160
19+4400100200
20+5500125250
21+5600150300
22+6750175350
23+61,000200400
24+71,600300600
25+72,500400800
26+84,0006001,200
27+810k8001,600
28+920k1,2002,400
29+950k2,0004,000
30+10100k4,0008,000

DEX — Dexterity

Dexterity is the character’s hand-eye coordination and precision, including Climbing and Stealth.

REF — Reflex

Reflex is the outright speed to react to things, quick motion and reaction as well as instant thinking.

FIT — Fitness

Fitness is the natural rugged toughness and resistance to sickness and disease.

INT — Intelligence

Intelligence is the ability to store relevant knowledge and learn more. It’s not a measure of how smart a character is — it’s a measure of how learned they are.

PER — Perception

The ability to see the unobvious and spot the unusual or out of place.

WIL — Will

Raw determined drive. The pure willpower to overcome fears.

APP — Appearance

The attractiveness of the character.

LUC — Luck


Traits

Movement = (DEX + FIT + 2×REF) / 3 — How far in feet you can move each round

Charisma = (INT + Will + APP) / 3

Humanity — See the LA 2069 setting for humanity rules

Health = 1d6 per FIT


Stat Check

Stat Checks are for non-skill related chances for success or failure. The Director may call for a Dexterity Check if a character is walking along a narrow beam to avoid falling.

Stat Checks are done by rolling a number of d6 based on difficulty and trying to get equal to or lower than the character’s relevant Stat plus their level.

Stat Checks and Skill Checks

DifficultyDescriptionStun Roll DamageStat Check DiceSkill Target
1Ultra Easy11d62
2Very Easy2–102d66
3Easy11–203d611
4Hard21–304d616
5Very Hard31–405d621
6Near Impossible41–50*6d6*26

*Difficulties beyond Impossible simply add one more die per step.

A character can ask to use a relevant skill instead of using a Stat Check. If the character has a chance of falling from a narrow beam but has the Gymnastics skill, with the Director’s permission they can use a skill check instead.

Contested Stat Check

When a Contested stat check is called for, both characters involved roll a relevant stat check against a Normal roll (3d6) and compare.

Effect Point DifferenceResult
10+Total success for the winner
5–9Major success
1–4Success
0Tie (instigator has minor success)

Skills

Every character has a number of skills. A skill has a score from 0 to 10 and corresponding points. Points are gained by successful attempts and training.

Hero characters get 4×INT in points to buy skills during character creation.

Skill Scores

ScorePointsNotes
00Untrained
11Novice
23Amateur
36
410Professional
515
621Journeyman
728
836Master
945
1055+God-like

Combat Skills

When combat begins, characters automatically enter a defensive stance based on their martial arts training, granting a Defense bonus equal to their HTH Score + REF Bonus.

Number of attacks per round: Weapon skill score + REF Bonus (see table below).

Attack roll: Roll 1d20 and meet or exceed the target number = HTH Score + Dex Bonus − Enemy Defense Bonus.

Number of Weapon Actions

Skill Score + REF BonusHandgun / Unarmed / Melee WeaponLonggun
<110.5
0–11.51
2–321.5
4–52.51.5
6–732
8–93.52.5
10–1143
12–1353.5
14–1564
16–1775
1886

If a character has a .5 attack that means on the second round of attacking they get one full attack — or an attack every other round.

Combat Skill Descriptions

Pistol (DEX) — All firearms designed to fire one-handed with no stock.

Dual Pistol (DEX) — Trained to fire two handguns at the same time at the same target. Must have the pistol skill at equal or higher level than their Dual Pistol Skill. Without this skill: -2/-4 when firing two guns simultaneously, 75% of normal actions per gun.

Long Gun (DEX) — All rifles, carbines, and shotguns.

Auto Weapon (DEX) — Guns that fire multiple bullets per trigger pull. Averages with one of the above when using an auto rifle or pistol.

Heavy Weapon (DEX) — Rocket launchers, grenade launchers, heavy machine guns, and cannons.

Reload (DEX) — Each weapon has a number of actions to reload. A successful roll can reduce the time by 1 and 1 more for every 5 effect points.

Fast Draw (REF) — A normal draw takes 2 actions; a successful fast draw reduces the time by .5 for success and .5 more for every 5 effect points.

Trick Shot (DEX) — Non-combat show shooting (coin in the air, etc.). Can reduce or ignore up to the skill score on target size modifier and/or movement speed modifier for non-lethal attacks.

Gun Play (DEX) — Quick and fancy handling of guns. Can also be used as a fast draw for weapons in unusual positions, including pulling a weapon from someone else’s holster.

Long Range Shooting (WIL) — Adds 20% per level to the weapon’s standard range. Must aim at least 1 second.

Rapid Fire (REF) — Firing a gun as fast as possible. On success: fire with zero aim. +1 or +2 extra gun actions if rolled by 5 or 10.

Martial Arts Medium Range (DEX) — Karate, Boxing, Taekwondo, Kickboxing, Muay Thai. -2 at close range, -2 at long range.

Martial Arts Short Range (DEX) — Judo, Aikido, Wrestling, Jiu-Jitsu, Sambo. -2 at medium range, -4 at long range.

HTH Weapon (DEX) — Axes, long swords, short swords, maces, flails, daggers, polearms, great swords, kendo.

Thrown Weapon (DEX) — Axe, dagger/knife, dart, spear/javelin, shuriken.

Fast Draw Attack (REF) — For a katana this is called iaijutsu. A rapid draw and attack in the same move.

Archery (DEX) — Bows and crossbows.

Dual Weapon (DEX) — Fighting with a weapon in each hand.


Effect Points

Many rolls have degrees of success or failure. Effect points measure by how much a character succeeded or failed. A very high skill roll may complete a task more quickly; a very low roll may have additional consequences.

Minimal Success: Rolling exactly the required number means a graze or scratch — melee attacks deal only 1 pt of damage.

Critical Success: Rolling well below the required roll by the margin of difficulty. Gives double effect points as a bonus.

Critical Failure: Rolling extremely high on a Stat Check.

Tasks and Task Rolls

For larger projects requiring more than one roll, the Director can set a task requiring accumulated success effect points. The Director states: task turn length, target total, difficulty rating, relevant skill/stat, and any required materials.

Standard Task: Failures don’t adversely affect the task (except critical failures, which cause a loss of effect points equal to negative effect points). A task brought below 0 is a failure.

Fragile Task: Failed rolls reduce overall effect points. A bomb disarming task is a classic fragile task.


Level of Experience

Each character has a level from 0 to 10. Characters start at level 1 with 1 experience point.

Gaining a Level

When a character levels up they gain:

Gaining Experience

After each session, the Director can award experience. Give between 0 and 2 pts per session; an epic campaign finish may garner up to 8.

AwardXP
Each player helping defeat an Epic foe4
Each player helping defeat a superior foe1
Defeating an equal strength foe0.5
Defeating a lesser strength foe0.1
Overcoming an Epic Campaign successfully4
Overcoming a complex campaign successfully1
Overcoming a simple campaign successfully0.5
A player that roleplays well in the session0.5

A Simple Campaign takes 2–4 sessions; Complex takes 5–10; Epic is 11+.


Perks and Quirks

Perks

PerkCost
Ambidextrous1 pt
Contortionist1 pt
Cool Headed1 pt
Energetic1 pt
Exotic Looks1 pt
Fashionable1 pt
Friends in High Places1 pt
Gift1 pt
Gun Nut1 pt
Hawk-Eyed1 pt
Military Training1 pt
Natural2 pt
Prehensile Limbs1 pt
Public Speaker1 pt
Smooth Moves1 pt
Special Forces Training2 pts
Tough2 pts
Upbeat1 pt

Ambidextrous — No penalties for using off hand. Does not allow simultaneous dual actions.

Contortionist — Can fit through small spaces and get out of bindings. +2 to Escape Artist.

Cool Headed — +3 to Upperhand and +1 to Morale.

Energetic — Can do 1/3 more travel or labor per day. Gets 3/4 study time for a Second Job instead of 1/2.

Exotic Looks — +2 to attractiveness when outside area of origin. -1 to Charisma checks.

Fashionable — +2 to attractiveness when wearing quality clothing. Must spend a day’s worker salary per month on clothes or lose the benefit.

Friends in High Places — Once per month can call in a favor. Roll 2d6 (+2 for felonies, +4 for high crimes):

RollCrimeRed Tape
2–8Free and ClearCleared immediately
9–10Minor FineMinor Bribe gets it done ASAP
11–12Day in jail or major fineMajor Bribe gets it done in 1d6 days
13–14Reduced to a misdemeanorTime dropped in half

Gift — Receives and keeps a special unique item (magical, alien, or super HiTech). If lost or destroyed, can ask for another.

Gun Nut — Base level 4 or +2 (whichever is higher) on any gun knowledge checks. Reassembles guns in the dark. Clears all jams in 1/2 time. Can gauge magazine weight.

Hawk-Eyed — Roll 1 less die for sight-based perception checks. Can sight a gun or bow for +1 with 1 more second of aim after hitting maximum aim time.

Military Training — Knows basic hand signals and military communications. +2 bonus to Will rolls during combat.

Natural — One skill (chosen at creation) costs half skill points forever after. Must still spend full points for starting score.

Prehensile Limbs — Can use feet and toes for simple tasks; -2 to tasks requiring fine motor control.

Public Speaker — +3 to Charisma checks when addressing groups.

Smooth Moves — +3 to first impression Charisma checks; drops to normal after familiarity.

Special Forces Training — +2 to Will during combat, +1 to Stealth and infiltration. Nearby allies gain +1 to initiative when this character is leading.

Tough — Reduce stun checks by 1 die when taking damage.

Upbeat — +1 on all morale and fear rolls. Can give +1 to attack and skill rolls to friendly players nearby when saying something uplifting, lasting 1 event or combat.


Quirks

Aches and Pains — -1 to all physical skill checks without proper rest or pain medication.

Addictive Personality — Must make a Will check at -2 when exposed to addictive substances or develop a dependency.

Criminal Past — Law enforcement may recognize them. -3 to Charisma checks with authority figures.

Downer — -1 on all morale and fear rolls. May give -1 morale penalty to nearby allies (3d6 WIL to negate).

Fear of Being in Front of a Crowd — -3 to Charisma checks when addressing 4+ people. Must make WIL check to avoid fleeing.

Fear of Creepy Crawlies — Must make Will check when encountering insects/spiders or suffer fear effects.

Friends That Don’t Go Away — Persistent hangers-on show up at inconvenient times to complicate missions.

Hot Headed — Must make Will check at -2 when insulted or frustrated, or respond with aggression.

Kid — Looks young. -2 to Charisma checks when trying to be taken seriously by adults.

Old Man — Looks elderly. -2 to APP and -2 to Charisma checks in physically dominated events.

Owe a Debt — The creditor can call in favors at any time, forcing the character into dangerous situations.

Poor Vision — -2 to sight-based perception checks. Range penalties doubled beyond Short range. Glasses can negate but may be lost.

Scarred — -2 to APP and -1 to Charisma in appearance-sensitive situations. +1 to intimidation.

Skanky — -3 to Charisma in professional or polite settings. +1 to seduction in appropriate social circles.

Soft — Opposite of Tough. Adds 1 die to stun checks when taking damage.

Strong Libido — Must make Will check at -2 to resist seduction or stay focused when romantic interests are present.

Twitch — -1 to skill checks requiring steady hands or stillness. The tic is an identifiable characteristic.