TEXT: 1 
   
   
   
  
  2 
   
  The Character 
  The character is the avatar of the hero in the game world. Each player - 
  except the game master, of course - will need one to represent him. A 
  character is defined by four abilities -measuring his capacities- a class -his 
  way of life- and skills -his knowledge and experiences.  
   
  Abilities 
  When creating a character, you must distribute 7 points between the four 
  abilities. Each score must fall between 0 and 3 upon creation. The four 
  abilities are as follow: 
   
  Physical [PHY]: All possibilities of the body, might, reflexes, endurance, 
  resistance. 
  Mental [MEN]: All possibilities of the mind, intelligence, memory, wits. 
  Social [SOC]: All social possibilities, charisma, negotiation, social awareness. 
  Combat [COM]: All things fighting, like holding weapons, and using those. 
   
  Class 
  The character’s class defines the way he lives his 
  life, and in many cases, what skills he can master. 
  In this mod, we’ll only present one class, the 
  lambda, who is just a normal human being. You 
  can invent your own classes, or find more in 
  other LARA products. 
   
  Defence  
  The Defence score [DEF] is the target number when dealing with attacks. 
  Upon creation, the DEF score is equal to 5 plus your PHY score. 
  Note: DEF may be augmented by wearing armour, and augments naturally 
  when the PHY score goes up. 
  The Lambda 
   
  HP: 1d6+10    
  Skills: choose two 
  from the common 
  skill list.    
  Hindrance: none. 
  
  3 
   
  Common Skills  
  Skills with a * can be chosen up twice. This is call “mastering”. A mastered 
  skill is more efficient, as described in its entry. 
  *Athlete: +1 (*+2) to Physical roll involving jumping, running, swimming and 
  climbing. 
  *Aware: +1 (*+2) to physical rolls involving detecting, noticing. 
  *Brawl: you deal 1 (*2) extra damage and have +1 (+2) to your combat roll 
  when you fight with your fists. 
  *Charm: +1 (*+2) to all rolls involving seduction and charisma. 
  *Connoisseur: +1 (*+2) to all rolls involving appraising, criticising, or copying 
  a work of art. 
  Drunken master: The hero never suffers any penalty from being drunk. 
  *Eagle Eye: +1 (*+2) to ranged attack roll. 
  *Escape artist: +1 (*+2) to any roll involving getting out of physical restrain. 
  Hard Bones: All fist attacks make +1 damage, falling damage are divided by 
  two. 
  *Heavy Hitter: You deal an extra +1 (*+2) damage. 
  *Locksmith: +1 (*+2) to a Physical roll involving lock picking and identifying 
  locks. 
  *Lucky One: You may reroll 1 (*2) bad roll per scene. 
  *Negotiator: +1 (*+2) to any roll 
  involving social interaction like 
  negotiation, bargaining, flirting, etc. 
  *Strong: +1 to any roll involving 
  pushing, pulling, carrying (+2 when 
  mastered). 
  Wrestling: your Fists (and any Brawl 
  weapon) gain the critical effect 
  “Hold”. 
   
   
  
  4 
   
  Doing Actions and Stuff 
  There is one thing you need to know in order to play LARA: the ability roll. 
  Every time a character tries to do an action which outcome is not evident, the 
  player controlling said character have to take an ability roll, using his 
  character’s ability value. 
  The GM will decide which ability is appropriate, 
  and set the Target number [TN], according to the 
  action’s level of difficulty. Then the player roll 
  2D6 and add his appropriate ability; if this grand 
  total is equal or superior to the TN, the action is a 
  success; if it is lower, the action fails. 
  Special results 
  Whenever a player rolls a natural 12 (that’s 6 on both dice), he succeeds 
  perfectly, whatever the TN; this is called a CRITICAL SUCCESS or CRITS as 
  short. Whenever a natural 2 is rolled (that’s 1 on both dice), the action is 
  very, very, very failed, whatever the TN, bonuses, or circumstances. This is 
  called a FUMBLE. 
  Falling 
  Whenever a hero falls, roll 2D6 to determine the damage. The player may roll 
  PHY (TN9) to halve the damage; on a critical, the hero is not damaged at all. 
  When falling from great heights, the DM may choose a higher TN. 
  Suffocation 
  At the beginning of each turn, a suffocating character loses 1HP and must roll 
  PHY (TN9) or lose D3 HP more, until he dies, or is not suffocating anymore. 
  Bleeding 
  At the beginning of each turn, a bleeding character loses 1HP until he dies, 
  the combat ends, or he spends an entire combat round tending to his wound. 
  Difficulty 
  TN 
  Routine  
  5 
  Easy 
   
  7 
  Moderate 
  9 
  Hard 
   
  11 
  Tough  
  13 
   
  
  5 
   
  Stunned 
  A stunned hero has -4 on all his rolls this round. A stunned monster cannot 
  act at all. 
  Poison 
  A poison is defined by its level (from 1 to 
  5). Whenever a hero is poisoned, he must 
  roll PHY (See the table for TN); if he fails, 
  he takes the damage indicated by the 
  table.  
   
  Experience and Advancement 
  At the end of a quest (scenario, or game session), each hero that is still alive 
  in the party gets experience points [XP].  
  Each Hero will earn 1 to 3 XP, depending on the performance of the team: 
  ● +1 XP for survival; 
  ● +1 if the mission is successful; 
  ● +1 if the character did particularly 
  well. 
  Players may then spend XP to upgrade 
  their hero before the next quest, or 
  stock them for future use. 
   
  Note that the absolute maximum for an ability is 5.  
  Combat 
  Combat is divided in rounds, each one representing a very short period of 
  time, during which each fighter will have the opportunity to make ONE 
  action, in the order determined by the initiative roll. When every combatant 
  Lv. 
  TN 
  Damage 
  1 
  5 
  D3 
  2 
  7 
  D6 
  3 
  9 
  D6+1 
  4 
  11 
  D6+2 
  5 
  13 
  D6+3 
   
  Upgrade 
   
  Cost 
  +1 to HP total  
  1 XP 
  Learn new skill  
  3 XP 
  Master known skill 
  3 XP 
  +1 to ability 
   
  5 XP 
   
  
  6 
   
  acted, a new round begins and so on, until one side is clearly defeated. 
   
  Initiative 
  Initiative is the order of who acts when in combat. Before combat starts, each 
  combatant rolls 1d6+COM. The highest goes first. Any ties will act 
  simultaneously. 
  Combat actions 
  When his turn comes, a player must choose 1 action in the following list:  
  ● Move: can Engage an enemy or Disengage from an enemy (see below). 
  ● Attack: If he has a valid target, the hero may attack once (see below). 
  ● Take cover: the hero’s defence goes up by +2. 
  ● Use Item: switch weapons, use a potion, throw an item to an ally in free 
  position, reload a gun or crossbow... 
  ● Flee: the hero must be in free position and roll COM (TN is the highest DEF 
  in the enemy party). If he succeeds, he is out of the fight. 
  ● Background specific action: Like magic, psionic or whatever... 
  ● Other action: the GM may specify other actions, like picking a lock, or hack 
  a computer... 
   
  Attack 
  A combatant may attack once any valid target (see later). He must roll COM 
  (TN is the DEF score of the target). If he succeeds, he may roll the damage 
  dice for his weapon; the rolled total is deduced from the target’s HP total. 
   
   
  
  7 
   
  Special results in combat 
  When a combatant scores a critical in combat, the effect varies with the type 
  of weapon he is using (see Warehouse). 
   
  When a combatant scores a 
  fumble in combat, roll on the 
  table beside to know the 
  exact effect (Add 1 to the 
  dice if using ranged weapon).  
   
   
  Movement 
  LARA combat uses abstract movement to represent the heroes and their 
  enemy constantly moving. A combatant may be in Free position, or Engaged 
  in hand to hand combat. 
  Everybody starts the fight in free position. When free-positioned, you may: 
  ● Make a move action to engage an enemy in hand to hand combat;  
  ● Attack any enemy with a ranged weapon; if the target is engaged,  
  you have -4 penalty on your attack roll. 
  ● Take cover, use item, flee, and other action freely.  
   
  When a hero is engaged, his options are more limited: 
  ● Make a move action to disengage from his enemy, by rolling COM (TN9); if 
  he succeeds, he moves back to free position. 
  ● Attack the enemy he is engaged to with a contact weapon; 
  ● Use an item on himself or the enemy he is engaged to. 
   
   
  Roll 
  Result 
  1 
  Trips and fall 
  2 
  Stun himself (3 rounds) 
  3 
  Weapon breaks 
  4 
  hits himself (1 damage) 
  5 
  hits himself (normal damage) 
  6 
  hits himself (critical damage) 
  7 
  Hits ally (normal damage) 
   
   
  
  8 
   
  Damages and recovery 
  If a hero or monster’s HP score reaches to 0, that character is dead. 
  Resting for an hour or so gives back D6 HP, resting for a full night brings you 
  back to your total. Current HP may never go over the HP total. 
  Tabletop RPG is a game played as a group; One of the group is the game 
  master - or GM -, who tells the story, whereas each other player takes on the 
  role of one of the characters living the story. 
  There is a luck factor, as you’ll use dice to determine the outcome of 
  uncertain actions, but most of all, the character’s choices will decide if they 
  pass or fail the trials devised by the GM. 
  All you need to play is some friends, a bunch of dices (2 is enough, 2 per 
  player is better), paper, pencils, and imagination. 
  LARA only uses six-sided ordinary dices (called D6). You might come across 
  some strange notations, explained below: 
  Roll D6 = roll one dice. 
  Roll 2D6 = roll 2 dices and add up the results. 
  Roll D6+2 = roll 1 dice and add 2 to the result. 
  Roll D3 = roll 1 dice and halve the result (round up). 
  Roll D66 = roll 2 dice and read the result as a two-digit number, the highest 
  result being the unit digit. 
  LARA version 1.0 - December 2016 
  Licensing: Lara System © 2016 Robertson Sondoh Jr & Pierrot is license under 
  a Creative Common Attribution-ShareAlike 4.0 International (CC-BY-SA 4.0) 
  license. 
  To view a copy of the license, visit:  
  https://creativecommons.org/licenses/by-sa/4.0/ 
  For specific details, appropriate credits, and updates to this license, please 
  see: https://experimentalplayground.blogspot.my/ 
  
SOURCE: textdata/thevault/Kid Friendly/3. Rules Lite Collection/LARA/LARA-Core-Rules.pdf