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Trauma Traits Name Skills General Mechanics: Vigor Grace Sense Style

The summary provides an overview of the key mechanics of the Lite roleplaying game system described in the document: Characters have Traits, Skills, and Assets that are ranked and determine the number of dice rolled and kept for actions. Traits include Vigor, Grace, Sense, and Style. Skills describe areas of expertise. Assets include equipment. During action resolution, a character rolls a number of d6 equal to the sum of the relevant Trait and Asset ranks and keeps the highest dice equal to the Skill rank. If the roll equals or exceeds the Target Number, it succeeds. Opposed checks compare rolls against an opponent. Characters can take penalties to force a marginal success on

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0% found this document useful (0 votes)
41 views3 pages

Trauma Traits Name Skills General Mechanics: Vigor Grace Sense Style

The summary provides an overview of the key mechanics of the Lite roleplaying game system described in the document: Characters have Traits, Skills, and Assets that are ranked and determine the number of dice rolled and kept for actions. Traits include Vigor, Grace, Sense, and Style. Skills describe areas of expertise. Assets include equipment. During action resolution, a character rolls a number of d6 equal to the sum of the relevant Trait and Asset ranks and keeps the highest dice equal to the Skill rank. If the roll equals or exceeds the Target Number, it succeeds. Opposed checks compare rolls against an opponent. Characters can take penalties to force a marginal success on

Uploaded by

Ahri Man
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Traits

Vigor


Grace

Sense

Lite

Trauma

Name
Style

Skills

KO

-2


-10
-8

-4

General Mechanics
Each character, whether playable or not, has certain Traits, Skills and
Assets, which are denoted by corresponding ranks.

-6

Traits - namely, Vigor, Grace, Sense and Style - describe the


characters predisposition towards certain types of actions and
determine the amount of dice rolled while performing these actions.

Looks

Assets

Vigor
Grace
Sense
Style

Traits Ranks
Weak
Moderate
Strong
Paragon
Superhuman
Inhuman

1
2
3
4
5
6

Skills Ranks
Layman
Amateur
Adept
Expert
Master
Ideal

Assets Ranks
1
2
3
4
5
6

Low
Average
High
Masterwork
Fantastic
Mythical

0
1
2
3
4
5

Skills Examples
Thief
Hunter
Brawler
Mystic
Archer
Scholar

Fencer
Linguist
Driver
Scout
Hacker
Mechanic

Merchant
Painter
Smith
Tailor
Doctor
Engineer

Chemist
Actor
Bard
Diplomat
Detective
Spy

Acrobat
Pilot
Guard
Rifleman
Scavenger
Sailor

Constitution and physically strenuous actions.


Quick, precise and delicate actions.
Perception, reaction and general acumen.
Social interactions and artistic display.

Skills describe the characters ability to perform in certain areas of


expertise and determine the amount of dice kept while performing
actions. Skills are freeform in Lite, and usually are denoted by oneword nouns associated with professions or hobbies. If the Skill isnt
specified on the character sheet, it is assumed to be ranked as
Layman. Thus, any character keeps at least one die on any roll.
Assets describe the characters equipment and property of note
and determine an additional amount of dice rolled if the Asset in
question helps with performance of a certain action.

Character Creation
Character creation is performed by assigning a set of Traits, Skills
and Assets to the character. It is unlikely for a character to achieve
a high Rank in a Trait or a Skill, or possess an Asset of a high Rank.
Said Ranks are highlighted with italics in Ranks tables.
Arrays below provide statistics for above-average human characters.
Feel free to ignore them if the Host allows or provides an alternative.
Traits
Skills
Assets
Specialized
4; 2; 2; 1
4; 2
3; 1; 0; 0
Averaged
3; 3; 2; 2
3; 3; 2
2; 2; 1; 1

Outcome Resolution

Trauma
Each character has a Trauma meter, which
gradually fills up as the character takes more
and more injuries.
Three types of injuries exist:
Injury Gravity
minor
major
grave

Inflicted Trauma
1
2
3

Each time a character receives an injury, roll


1d6 to resist it.
If the roll result is lower or equal than the
characters Vigor, reduce the rank of received
injury by 1, to a minimum of 0.
Each injury fills up your Trauma meter for a
corresponding amount of sectors.
For each Trauma rank the character has, reduce
his final roll result by 2 on all of his rolls, except
when rolling to resist injury.
When the character reaches 6 Trauma ranks,
he is incapacitated and cannot act (usually
unconscious or dying).

Opposed and Unopposed Checks


An opposed check involves comparing the roll
result of a character against the opponents roll
result, and its mainly used whenever a sentient
opposition is involved.
An unopposed check involves comparing the
roll result of a character against an arbitrary
Target Number specified by the Host, and its
mainly used when the outcome of non-opposed
performance is in question.

Lite exclusively uses six-sided dice


(abbreviated as d6 in the text) and is mainly
based on roll all, keep highest dice-rolling
mechanic.
Roll the amount of d6 equal to the sum of the
Trait Rank of the Trait appropriate to action
performed and the Asset Rank of the Asset
youre using to assist your action (if available).
Keep the amount of dice that rolled highest
equal to the Skill Rank of the Skill involved, and
sum up the numbers on the dice kept.
If the action is subject to two or more Skills or
Assets available to the character, use the one
with the highest Rank.
If the characters roll result is more or equal
than the Target Number or opponents roll
result, the action is considered to be a success.
If the characters roll result is less than the
Target Number or opponents roll result,
the action is considered to be a failure. The
difference between the characters roll result
and the Target Number or opponents roll result
determines the margin of success or failure,
which describes how well or poor the character
performs against an opponent or an obstacle.

Forced Success
In case of a failure on an unopposed check, a
character may choose to force a marginal success (a success with a margin of 0, as if the roll
result was exactly equal to the Target Number)
by taking cumulative penalties (see Forced Success Penalties table). The greater the margin of
failure is, the more penalties the character has
to take to force a success.

Forced Success Penalties


Penalty (if applicable)
Performed task takes
twice longer.
Performed task uses twice
the amount of resources.
The character damages
an Asset used to complete
the performed task.
A major complication of
the Hosts choice occurs.

Consequences
TN is reduced by 1.
TN is reduced by 2.
TN is reduced by 4,
Asset rank is
reduced by 1.
TN is reduced by 4.

Penalties are cumulative and can be taken


multiple times, their effects stacking each time
they are taken.
With the permission of the Host, first two
penalties can also be used to increase the
Target Number to appropriately reduce the
amount of time or resources spent on the task.

Target Number Difficulties


Task Difficulty
Trivial
Easy
Medium
Hard
Very Hard
Extreme
Legendary
Impossible

Target Number
2
6
10
14
18
22
26
30

These numbers are provided for the


convenience of the Host to quantify the base
difficulty of performed actions, before various
modifiers are applied to the Target Number.

Traits
Vigor

Grace

Sense

Style

Skills
Thief 3, Archer 3, Freerunner 2

Example of Play

Trauma

Name Garrett

KO

-2


-10
-8

-4

Assets

-6

Looks

Bow 2, Thieves Tools 2,

tall, thin,

Belfry Safehouse 1, Buckler 1

black hair,
scarred face,
rough look

Authors Notes
As noted before, it is unlikely for a character to achieve a high Rank
in a Trait or a Skill, or possess an Asset of a high Rank.
This table provides an estimate of how long a human needs to train
or practice to improve on his Trait or Skill to reach a certain rank.
Total Time Spent
There are no rules for character
~2 years
advancement or healing in Lite.
~8 years
This is intentional. It is up to Host
to handle both of those, usually via ~32 years
providing in-game opportunities.
~128 years

Rank
3
4
5
6

Lite is compiled to be easy to use.


Just print out the first two pages on a single A4 sheet to have both the
character sheet and rules on hand for each player.
Use it in conjunction with sourcebooks or just run your own games.
And, lastly, remember: rules are more like guidelines. Just have fun.

Host: The night covers the nobles district in darkness, and only dim light
of occassional street-lamps shines through it. You are standing on a roof,
the target of your heist looming across the square below. You can see it
being patrolled by two guards, their positions betrayed by the lanterns
they are holding. What do you do?
Garrett: Hm, are there more guards? I look around to be sure there arent.
Host: I guess its a Thief thing to do, so roll Sense for it, Medium difficulty.
Garrett rolls 3d6 (his Sense 3 trait) and keeps 3 dice (his Thief 3 skill). His
dice show [5, 4, 4], making the roll result equal 14, which beats the TN of 10.
Host: You discern a guard standing in the darkness right beneath you, on
a balcony. He seems average, and doesnt seem to be aware of you.
Garrett: As he shouldnt. I silently jump down and snap his neck.
Host: Roll Grace against his Sense to not get detected on the way down.
Garrett rolls 3d6 (his Grace 3 trait) and keeps 2 dice (his Freerunner 2
skill). His dice show [4, 3, 3], making the result of his roll equal 7.
Host rolls 2d6 (guards Sense 2 trait) and keeps 2 dice (guards Watchman 2
skill). Dice show [5, 5], making the result of his roll 10.
Host: The guard hears you land at the last moment and barely avoids your
ambush. He shouts, drawing attention, draws his sword and attacks.
Hm, you can either dodge, or block with your Buckler. What do you do?
Garrett: It doesnt really matter, the ranks are the same. I dodge, I guess.
Host: Hm, I dont think your Freerunner skill applies to combat, and hes
an amateur fencer, so you are in quite a bad spot.
Garrett rolls 3d6 (his Grace 3 trait) and keeps 1 die (he doesnt have skills
related to melee combat, so he is assumed to be at Layman 1 rank).
His dice show [4, 4, 2], making the result of his roll 4.
Host rolls 3d6 (guards Grace 2 trait and Sword 1 asset) and keeps 2 dice
(guards Fencer 2 skill). Dice show [5, 4, 1], making the result of his roll 9.
Host: Roll to resist a major wound, mate. Good thing youre at full health.
Garrett rolls 1d6. His roll result is 3, which is higher than his Vigor. Garrett
suffers 2 Trauma and a -4 penalty on all subsequent roll results until healed.
Garrett: Damn it, I shouldve just shot him.

Afterword
My initial idea was to make a succinct and expansion-friendly system,
which would accommodate simple games, whether face-to-face or online.
I like to think that Lite succeeded in that regard. Use it however you wish.
xyzzy

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