1980 Legion

You might also like

Download as pdf or txt
Download as pdf or txt
You are on page 1of 4

I980

LEGION
LO-FI SUPER(ANTI)HERO RPG
RULES CHARACTERS
PLAY: Players describe what their characters do. The game ► Choose your character’s origin.
moderator (GM) advises when an action is impossible, requires extra
steps, demands a cost, or presents an avoidable risk. Players only HOMO MACHINUS: You have an upgrade-ready cyber-body. Take
roll to avoid risks. synth skin (looks human) or a case (break harmlessly for defense).
Increase 1 skill.
ROLLING: Roll a d6 skill die – higher with a relevant skill, or d4 if
hindered by injury or circumstances. If helped by circumstances, roll HOMO GOETES: Choose or randomly determine 1 magical tradition
an extra d6; if helped by an ally, they roll their skill die and share the (d8). Increase 2 skills.
risk. Take the highest die.
HOMO VULGUS: Apply 3 skills increases (from none ➡ d8 ➡ d10
1–2 Disaster. Suffer the full risk. GM decides if you succeed at ➡ d12). You can take new skills and/or increase skills you already
all. If risking death, you die. have.

3–4 Setback. A lesser consequence or partial success. If HOMO ABERRANS: Choose or randomly determine 2 superpowers
risking death, you’re maimed. (d8) or pick one at d10. Increase 1 skill.

5+ Success. The higher the roll, the better. ►Choose your character’s specialty.

If success can’t get you what you want (you make the shot, but it’s AGENT: Skilled in Reading People (d8), Deception (d8). Take a
bulletproof!), you’ll at least get useful info or set up an advantage. confidential file (helps you when you want to get reliable information
about the mission’s objectives).
LOAD: Carry as much as makes sense, but more than one bulky item
may hinder you at times. Characters with superhuman strength can BRUISER: Skilled in Intimidation (d8) and Scuffling (d8). Take a dose
of course carry several bulky objects, but not too many. of Grudge (an extremely addictive steroid that amplifies the power of
your strength).
ADVANCEMENT: After a mission, increase a skill (none ➡ d8 ➡
d10 ➡ d12) COMMANDO: Skilled in Tactics (d8). Take a tactical vest and a
firearm.
DEFENSE: Say how one your items breaks to turn a hit into a brief
hindrance. Broken gear is useless until repaired. GLADIATOR: Skilled in Melee (d8). Take a melee weapon and a battle
armor.
HEALING: Minor injuries heal with rest or first aid. Medical supplies
and some superpower/magical tradition can heal minor or moderate GIFTED: Skilled in Grit (d8). Choose or randomly a magical tradition or
injuries. All injuries heal with enough time. If killed, make a new a superpower (d8) or increase one you already have.
character to be introduced ASAP. Favor inclusion over realism.
GUNSLINGER: Skilled in Shooting (d8). Take two firearms.
ADRENALINE RUSH: In critical situations, you can choose to
use an adrenaline rush to help you in your action or as a SICARIO: Skilled in Stealth (d8) and Melee (d8). Take a melee
defense. But the stress of the situation disturbs the sensors weapon and a vial of curare (temporarily paralyzes the target).
of your explosive collar. Roll a surge die (d6) and endure the
consequences. TINKERER: Skilled either in Hacking (d8) or Electronics (d8). Take 2
gadgets.
RUNNING THE GAME: Lead the group in setting lines not to
cross in play. Fast-forward, pause, or rewind/redo scenes for ►Choose or invent skills (if prompted by origin).
pacing and safety, and invite players to do likewise. Present
dilemmas and problems you don’t know how to solve. Test Climbing, Connections, Deception, Driving, Disguise, Electronics,
periodically for bad luck (e.g., run out of ammo, or into Engines, Explosives, First Aid, Grit, Hacking, Intimidation, Investigation,
guards) – roll d6 to check (1–2) trouble now or (3–4) signs Labor, Melee, Navigation, Occultism, Perception, Persuasion, Piloting,
of trouble. Offer ruling to cover gaps in rules; double back Reading People, Running, Scuffling, Skullduggery, Shooting, Stealth,
during a break to revise unsatisfying rulings as a group. Swimming, Tactics, Tracking, Trapping
ARMORY ►Choose or roll for gadget.

1 Adaptative latex mask 6 Motion detector


►Take a wireless headset, an unremovable explosive collar and ₡2.
Most items and upgrades cost ₡1 each. 2 Black ICE software 7 Rebreather (3x)
3 Compact forensic kit 8 Stealth suit
ARMORS: Tactical vest (break once for defense), battle armor (₡2,
bulky, break up to 3x), powered exoskeleton (₡5, bulky, break up to 3x, 4 Decoy flares (3x) 9 Sonic emitter
help for defense).
5 Flash step boots (3x) 10 Taser gloves
CYBERNETICS: Cyber-ear (upgrade with echolocation, long-range,
vocal stress detector), cyber-eye (upgrade with infrared, telescopic, x-
ray), cyber-limb (upgrade with strong, fast, compartments, implanted
tool or weapon), cranial jack, healing nanobots, toxin filter, voice mimic. DETAILS
EXPLOSIVES: Grenades (4x, any of fragmentation, flashbang, smoke,
►Invent or roll for personal details.
EMP), C-4, Rocket launcher (bulky).
CODE NAME
FIREARMS: carbine (bulky), pistol, rifle (bulky), shotgun (bulky),
submachine gun, revolver, tranq gun. 1 Agreas 11 Killing Joke
2 Banshee 12 Lone Stalker
MELEE WEAPONS: brass knuckles, combat knife, katana, mace,
poleaxe, quarterstaff, scimitar, spear, stun baton, swordstick, 3 Captain Canker 13 Mammoth
tomahawk. 4 Duskfang 14 Naga Dance
5 Ectasy 15 Persona
TOOLS: flamethrower (bulky), jetpack, med scanner, mini drone, repair
tools, survey pack (climbing gear, flare gun, tent, bulky). 6 Fatal Frame 16 Red Trickster
7 Ghastly Vulture 17 Sarin
8 Horned Asp 18 Tannhäuser
SPECIAL ABILITIES 9 Indigo Wave
10 Jaded Jester
19 Warmonger
20 Zero Hour
►Choose or roll for magical tradition.
CRIMINAL RECORD
1 Goetia 5 Shamanism
1 Arson 7 Murder
2 Xh@05 M4g|K 6 Stage magic
2 Aggravated assault 8 Mutiny
3 Mesmerism 7 Technowizardry 3 Conspiracy 9 Public drunkenness
4 Runecasting 8 Witchcraft 4 Desertion 10 Torture
5 Extortion 11 Treason
►Choose or roll for superpower. 6 Gang violence 12 War Crime

1 Accelerated healing 11 Infection DISTINCTIVE SIGN

2 Adhesion 12 Natural weapons 1 Bald 11 Mannered


3 Bio-fission 13 Precognition 2 Bifid tongue 12 Rictus grin

4 Deflection 14 Pheromone control 3 Body piercings 13 Ritual scars


4 Facial make-up 14 Scaly skin
5 Energy absorption 15 Psychic link
5 Hairy as a bear 15 Slow elocution
6 Elasticity 16 Pyrokinesis
6 Heterochromia 16 Stinking
7 Enhanced reflexes 17 Shapeshifter
7 Hoarse voice 17 Strong accent
8 Enhanced senses 18 Superhuman strength 8 Missing ear 18 Talkative
9 Fear projection 19 Telekinesis 9 Occult tattoos 19 Unusual skin color
10 Force field 20 Underwater breathing 10 One-eyed 20 Whistling voice
You’ve been sentenced in a top-class Hypermax prison. Fortunately, ►Roll d20 for contact, rival or target
you’re one of the gifted, something that has drawn the interest of
the dirtiest agencies’ top brass over you. They’re pretend to give 1 Aura, rebel teen AI with an agenda
you the opportunity to earn your freedom by digging your hands 2 Billy Nuthin, stoic drifter, creative brawler
deep into their shit. You know it’s just another load of crap, but
living on the edge’s missing you and you only want to experience 3 Coyote Sally, cowgirl and unwitting time traveler
the ecstasy that comes with hyperviolence one more time. 4 Drillbit, lazy robot hired gun
5 Eoghan Ó Maotháin, immortal Gael warrior
ON THE ROAD TO HELL 6 Fujimoto Yayoi, sneaky bakeneko cat-burglar
7 Haitham al-Abdou, smuggler and lovable rogue
►Roll your surge die after you have used an adrenaline rush.
8 Ivanna Karaeva, joyful mad scientist
1–2 KABOOM! You’re dead
9 Jahaira, manipulative and haughty femme fatale
3–4 Sensors detect abnormal signals. The collar triggers an
10 Kalis, raving and charming fox fur-clothed maenad
electrical impulse: you’re hindered on your next action
11 Leyre Vergara, sadistic and cautious dog of war
5+ False alarm, everything’s normal!
12 Marchosias, vicious all-knowing Marquis of Hell
►Roll d8 twice to define the mission’s primary objective. The first 13 Nytla, hungry monstrosity from beyond the stars
result is the official assignment while the second one is the real
reason behind the deployment. 14 Odilon Agostinho, sickly-looking and quarrelsome vampire

1 Assassinate target 5 Investigate threat 15 Parker Ward, depressive blue-collar summoner

2 Escort target 6 Protect location 16 Resurrection Rose, empathetic undead madam


3 Exterminate threat 7 Sabotage location 17 Scarlet Scorpion, vigilante manipulated by an alien parasite
4 Extract target 8 Steal data / intels 18 Thrud Trollhorn, last (sober) dwarf of the underworld
19 Yilzun, tentacled alien punk
► Roll d8 for complication.
20 Zanobi Sorbello, clueless and goofy consigliere
1 Mission Handler’s a traitor: they want you dead
2 Mission intels had been faked ►Roll d12 for mission location.
3 None, everything’s going as planned 1 Backward village in Überwald
4 Reinforcements, again and again! 2 Conspicuous lair of 8331Z38U1, techno-satanist cult
5 Someone’s trying to hack the explosive collars 3 Former Soviet-era orbital station
6 The target’s not found in the intended location 4 Guerrilla camp in the jungle of Costa Roja
7 The target’s not really what they seem / it seems 5 Hangar 51, a rare artifact military storage facility
8 The threat’s a bigger fish than originally expected 6 High-speed train on the Tokaido Shinkansen line
7 Headquarters of Teletech MFG., megacorp©
►Roll d10 for threats and antagonists.
8 Hive city of Langkasi, Southeast Asian Peninsula
1 Angelmaker, a serial killer and their disciples
9 Lost ruins of ancient Mu
2 Bitter Engine, a mercenary band of disgruntled ex-war vets
10 Right-wing extremism political meeting
3 The Battalions of Fear, hordes of living dead
11 Secret laboratory in Antarctica
4 The Black Veil, a coven or sorcerers and witches
12 Shipwreck on the shores of Lake Baikal
5 The Devino family, most feared clan of the Mob
6 The Kahuro, eldritch abominations from another universe
7 The Order of Sin, a demon-worshiping sect
8 The Silent Corp, a nebulous organization of assassins Version 1.0 (08/17/2021) · Concept and design by Jolan Lacroix
(Blondin.Itch.io) / Based on an original idea by Belphégor.
9 The Southern Flame, a supremacist organization
Based on the 24XX SRD with rules text by Jason Tocci (CC BY 4.0) / Covert art
10 The Unseen Brotherhood, a bunch of faerie survivors CC BY BEEPLE.

You might also like