This Chapter
introduces the basic rules and regulations about IT HAPPENED IN 1999. It
also details the numerous aspects of your character, detailing each briefly.
After reading this, you should have a fair idea of how the system operates.
DICE
You will use
a standard 7-die set of role playing game dice for this system. The die you
will most certainly use the most is the d20. The die you will use least is the
second d10 percentage die.
DIFFICULTY
There are
three levels of difficulty: Standard (15), Taxing (20) and Extreme
(25). When called upon to make a roll, you want to meet or exceed the
difficulty number of the task you are attempting.
MAKING ROLLS
Whenever you
are called upon to make a Stat or Skill roll, simply roll a d20, add your Stat
modifier and your Skill rating to this number (more on this later), and
hope that you meet or exceed the difficulty number of the task you are
attempting. Easy peasy!
Advantage
& Disadvantage: Sometimes circumstances (or pure, dumb luck) can
affect actions that you undertake (for better or for worse). Whenever the GM
determines that you gain Advantage on a roll, circumstances are in your
favor, and you roll the test twice and use the higher result. Whenever
you gain Disadvantage on a roll, circumstances are working against you
and you roll the test twice and use the lower result.
Triumphs
& Blunders: Whenever you roll a natural 20 on a d20 (without
modifiers), you have Triumphed. This means that the best possible result
occurs. Whenever you roll a 1 on a d20 (without modifiers), you have Blundered.
This means that the worst possible outcome occurs.
Trying
Again: If you fail a non-combat roll, the GM may decide that you
can try again. However, failure often leads to frustration, and attempting a
roll again ups the difficulty by 5. If the Difficulty of a roll ever exceeds
25, you cannot attempt it again and throw up your hands in frustration.
ASPECTS OF A
CHARACTER
There are
several Aspects of a character that define their capabilities, with each being
detailed briefly below.
Role: Not all folks are created equal in this rules
system. As a Player Character, you are a special sort, and simply put, are
better than most other people. There are three roles in this system that define
the sort of person you are: Extra, Co-Star, and Star. The rank and file of the world are known as Extras. Extras
aren’t very special, and it doesn’t take much to put one down in a fight. Co-Stars
are plucky sidekicks and hangers-on of more important persons, and they often act
as lieutenants or henchmen. Co-Stars are tougher and more capable than Extras, but
not as grand and awesome as some rare few. Finally, Stars are the important, butt-kicking
main characters of impressive adventures and the focus of stories and tales that
awe normal folks. Stars are far more capable than normal people, and both valorous
heroes and nefarious villains can assume this Role. All Player Characters in this
game are of Star Rank.
Stats: The 5 Stats
are the base potential of your Character, and are Agility, Endurance,
Intellect, Presence and Strength. Your Stats are rated on a
scale from 0 to 10.
Skills: The 15
Skills are a collection of what your character has picked up through learning,
study and training. Skills are rated on a scale from 0-5. The 15 Skills are
Aim, Athletics, Bookworm, Entertain, Heal, Influence, Navigate, Primal, Scrap,
Senses, Stealth, Survival, Technology, Thievery, and Willpower.
Boons: Boons
represent special abilities, possessions, or advantages that set your character
apart from everyone else. Many Boons can be purchased twice to increase their
effect. Some Boons also have Prerequisite Stat and Skill ratings that you must
meet or exceed to purchase the Boon in question.
Energy: Energy is a
measure of how much fight you have left in you, and your general state of
immediate health. Energy damage symbolizes small scrapes, bruises and light
damage that isn’t life-threatening. Once your Energy pool drops below 1, you
begin suffering Wounds.
Wounds: Wound
damage is serious business and sustaining too many can very quickly lead to the
death of your character! Most folks are immediately Knocked Out when they
sustain 1 Wound, but special people like Adventurers and Player Characters can
sustain up to 3 Wounds. Upon sustaining a fourth Wound, even these special
folks are Knocked Out.
Luck: You may
spend a point of Luck to either re-roll any one roll you make (this includes
damage rolls) and use the higher result, or re-roll any roll (including damage)
that is made against you and use the lowest result. Luck gives you a chance to
avoid the pitfalls of rolling badly at a crucial time! If you spend Luck to
re-roll a roll that you have Advantage or Disadvantage on, you roll twice and
use the best/worst result as per normal. Your Luck pool refills at the start of
every Adventure.
Defense: Your
Character’s Defense score is the difficulty number that an attacker needs to
roll equal to or over when they are trying to smash you in combat! Your Defense
score is equal to 10 + your Agility OR Intellect Stat Modifier + Armor Modifier
+ Shield Modifier + Bonus Modifier.
Failing: Everyone has a fatal flaw, even Heroes! All
Player Characters choose one Failing, a vice or personality flaw that mars
their otherwise sterling character.
STATS IN
DETAIL
·
Agility is a measure of
your character’s hand-eye coordination, flexibility and adroitness.
·
Endurance is a
measure of your character’s general level of health, fitness and hardiness.
·
Intellect is a
measure of your character’s IQ, mental acuity and cerebral sharpness.
·
Presence is a
measure of your character’s force of personality, charisma, and pizzazz.
·
Strength is a
measure of your character’s raw physical prowess and brute force.
-All Stats
are rated on a scale from 0-10. Every level of a Stat has a modifier associated
with it. This modifier is added or subtracted from any rolls involving the
associated Stat, as detailed below.
0 (Handicapped,
-5 Stat Modifier)
1 (Abysmal,
-4 Stat Modifier)
2 (Very
Poor, -3 Stat Modifier)
3 (Poor,
-2 Stat Modifier)
4 (Below
Average, -1 Stat Modifier)
5 (Average,
No Stat Modifier)
6 (Above
Average, +1 Stat Modifier)
7 (Good,
+2 Stat Modifier)
8 (Very
Good, +3 Stat Modifier)
9 (Excellent,
+4 Stat Modifier)
10 (World
Class, +5 Stat Modifier)
Example: Dave is
trying to lift a heavy rock so he can hurl it through the window of a small
business. Dave has been taking a copious amount of steroids, and thus,
currently has a Strength score of 10. The difficulty to pick up this hefty rock
is 20, and so Dave rolls a d20 and adds +5 for having such a high (due to
rampant abuse of an illegal substance) Strength score. He rolls a 13 and adds 5
to that, coming up with a final result of 18. Not a bad roll, but not enough to
hoist the heavy rock up. Sorry, Dave, no looting for you!
SKILLS IN
DETAIL
-Your level
in a Skill directly adds to any relevant rolls made with that Skill. Simply add
your rating in a Skill as a direct bonus to any applicable rolls.
-All Skills
are rated on a scale from 0-5, as detailed below.
0
(Untrained)
1
(Apprentice)
2
(Journeyman)
3
(Professional)
4 (Expert)
5 (Master)
Example: Using our
above example, let’s say that Dave wasn’t a lazy slob, and had invested some
time doing push-ups instead of eating cupcakes. If Dave had an Athletics skill
of 2, he would have added this number to his roll to lift up the heavy rock
(because lifting junk is part of the athletics skill) and managed to get a 20,
thus succeeding.
Awesome
Skill Roll Formula: D20 Roll + Stat Modifier + Linked Skill Rating =
Final Result
Stats and
Skill Links: Each skill can benefit from a different Stat depending on
the situation. For instance, if you are trying to charm somebody using flattery
and sweet words, you would link the Persuasion skill with your Presence Stat
modifier. Similarly, if you were trying to bully someone through sheer physical
intimidation, you would pair your Persuasion skill with your Strength Stat
modifier.
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