untitled

Legion:Universal RPG

What is Your REALITY?


Legion Game Mechanics

2.2> Legion: Universal Game Mechanics

 

 "Communication is the universal solvent" -L. Ron Hubbard (American Science-fiction writer, novelist and founder of Scientology; 1911-1986)

 

 

As per the mission statement, this game has been created to be easy enough for anyone to learn to play and open-ended to be so broad in spectrum, anything and everything can and will be possible. Outside of this rulebook and character sheets, you will need pencils, dice, and friends. Of the latter three, two are easy to get and we’ll assume you have the final one. The only dice needed for this game are the standard six sided dice or D6, which can be bought practically anywhere. As a player, you’ll want about 6 of these dice minimum, and Judges need a minimum of 10 dice. Overall we suggest that players and Judges alike pool as many D6 as they can get.

Outside of the role-playing or portrayal of character aspect of the game, there has to be a system of mechanics in place to keep the rhythm and to stop potential arguments. Most rolls will consist of being a Task Roll (TR) or a Conflict Roll (CR).

Task Roll: Any roll to determine if a task of any difficulty, not directly conflicted by another person, succeeds or fails.

Conflict Roll: Any roll to determine if a task conflicted between 2 or more persons, or internal conflict, succeeds or fails.

Note: Conflict rolls are also Task Rolls, but special rolls.

 

What actually determines the roll will be different for everyone, and even different based on the situation. There are 6 main attributes, over 80 skills, and other factors that can be combined and applied to make thousands of potential rolls. All rolls consist of a formulae including one or more of these different stats and a difficulty into a target number. Usually most TRs will consist of a main attribute and one or more applicable skills combined together. These will form what is known as a Target Number (TN). The TN is rolled against a certain difficulty. If the roll is lower than the TN, then it succeeds. If the roll sum is higher than the TN, then it fails. Pretty simple, but there are a little bit more to the rules.

Addtl Rules.

Rule of Absolute Success:

Any task in which the difficulty is 2 or greater, two or more 1s rolled generate an automatic success, regardless of the TN. For every 1 rolled after the first, a Skill point Pip is awarded. (See Experience and Advancement in the Judges Chapter). All Diff 1 TRs on a roll of 1 is Absolute success but no Skill Point Pip awarded.

· Rule of Absolute Failure:

Any task roll in which half or more of the dice rolled, per difficulty, are 6; that task is considered an absolute failure. This could lead to catastrophic, fatal, or even paradoxical results. Any roll of Diff 1 that comes up as a 6 is also and absolute failure, regardless of TN.

No task should normally be reduced under Diff 1. If the task were that easy, then no roll is necessary. If a roll is modified by any means to or below Diff 1, then it must be rolled, or staged.

Examples:

Conflict Roll>1:

Joes Shot went wild, but something caught his peripheral vision and he catches a fist right on the temple. His vision and hearing go fuzzy for a second, then he realizes it is the perpetrator and he has a combat knife. Still to groggy to swing, he notices the blade arm rise and grabs for it before the perpetrator can connect.

The Judge decides it be Joe’s AGL vs. the perp’s STR. If one or both have any kind of martial arts or combat training, they may add that skill to their attribute for the TN. Both the Judge (as perpetrator) and Joe roll simultaneously, both at a Diff 2. Joe has no special combat training, but the perpetrator has Akido:1. Joe’s AGL is 5 vs. the perp’s STR of 4 + Akido:1. If an automatic success is rolled, that person wins. Whoever rolls under their TN by more wins, in the case of a tie, it is the Judges description of the situation and their discretion.

 

 

Outside of combat, that is pretty much it... Pretty simple, no?!

Difficulty

Difficulty:

 

In the middle of difficulty lies opportunity."- Albert Einstein

 

 All tasks have a certain chance of success or failure. This may be set by the universe of probability, and modified by so many other variables ranging from personal ability to quantum probability and observation. There has to be a set base for all ranges of difficulty. These range from Diff of 1 to Diff of 7+. Bear in mind that nothing is impossible, only improbable. For each Difficulty level  add one six sided die.

Difficulty
 Description
 
1
 Extremely Easy
 
2
 Easy
 
3
 Average
 
4
 Moderately Hard
 
5
 Very Hard
 
6
 Extremely Hard
 
7+
 God-Like
 

 

 Modifiers of many different types may adjust difficulties on rolls, but the base for all TRs is Diff 3. These may be modified further by the Judge (see Combat for more info on modifiers), and/or by staging a task easier or harder. Staging a task effects the actual base TN by reducing it or multiplying it: ¼, ½, or by itself.

 

 

Examples:

Task Roll>1:

Joe needs to get through a door to get at the perpetrator who shot at him earlier. He finds the door locked. He decides to try to kick the door in .

The Judge gives him a Diff 2, and tells him to roll just his Strength only. Joe has a STR of 4 and needs to roll 4 or under on the dice. He has a 33% chance of success.

Task Roll>2:

Same as before, only the Judge decides to stage Joe’s STR of 4 again by itself, making it 8 as the door is hollow-core and has huge chunks taken out if already.

Alternatively the Judge could have reduced the task down to 1 instead. Joe now has a 67% chance of success.

Task Roll>1A:

Joe breaks down the door and finds the perpetrator trying to climb out the window across the room. Gun in hand he fires his 9mm.

The Judge decides Joe needs to roll his Agility + Firearms with a Diff 3. Joe has a TN of 8 (AGL is 5, Firearms is 3). He has a 44% chance of success.

Task Roll>2A:

Same as above, but the room is extremely dark and the Judge has deemed there is a lot of furniture between the door and window.

S/he can stage the TN down or bump up the Diff.

What’s the difference?

Some tasks will call for staging the TN, most will not. It is the Judges discretion, but there are 2 other rules that concern TRs of all kind.

 

Rules.rules.rules

Any questions about the rules?

E-mail us

or post a question on our forums

THIS SPACE 4 RENT!

lol

 

 

 

 

 

what do we have down here?

Oh, hi!

...


Web Hosting · Blog · Guestbooks · Message Forums · Mailing Lists
Allwebco Web Templates · Build your own toolbar · Accept Credit Cards · Audio, Fonts, Clipart
powered by a free webtools company bravenet.com