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1980 Legion
1980 Legion
1980 Legion
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.