Fast RPG 2d6 Style

CHARACTER CREATION
Create stats for a D&D style fighter of about 5th level. Divide 10 points among four or more modifiers. Each point increases the modifier by +1. One aptitude may be +4, all others must be +3 or less.

CHARACTER APTITUDES
* Charisma: Appeal, communication, leadership.
* Combat: Guns, blades, melee, heavy weapons.
* Dexterity: Physical coordination, agility, reflexes.
* Education: Knowledge, arts, sciences, humanities.
* Constitution: Physical fortitude, endurance, stamina.
* Intelligence: IQ, memory, logic, reasoning.
* Investigation: Recon, observation, searching, interrogation.
* Medical: First aid, healing, drugs, diseases, lifeforms.
* Movement: Speed while walking, running, traveling.
* Power: Paranormal awareness, supernatural abilities.
* Size: Physical height, weight, mass.
* Social Standing: Recognized privilege status in society.
* Starships: Pilot, FTL navigation, engineering, gunnery, steward duties.
* Strength: Physical prowess, lifting, carrying.
* Subterfuge: Thievery, stealth, deception, disguise, forgery, infiltration.
* Survival: Wilderness, tracking, weather, environmental hazards.
* Technology: Electronics, mechanical work, computers, communications.
* Trade: Merchant, brokerage, gambling, professional/business expertise.
* Vehicles: Ground vehicles, aircraft, small craft.
* Wisdom: Awareness, insight, empathy, willpower.

APTITUDE MODIFIERS
* -1 or more: Poor ability, unskilled (no related experience)
* +0: Fair ability, basic training (general competence)
* +1: Good ability, amateur (months of experience)
* +2: Excellent ability, professional (years of experience)
* +3: Superior ability, veteran (decades of experience)
* +4: Remarkable ability, expert (exceptional skill)
* +5: Great ability, master (top of field skill)
* +6 or more: Legendary ability (rare genius/visionary)

HIT POINTS: 3 + (Constitution x 3 + (Dexterity x 3) + (Size x 3) + (Strength x 3).
* At 0 hit points, defeated (unconscious, captured, or dead; attacker’s choice).

LUCK POINTS: Roll 1d6 + 1 per player at the start of the adventure. The whole player group shares the Luck pool. Any player may expend one Luck point from the pool and reroll one die roll, then using either result.

TASKS
* Roll 2d6 and add the most appropriate aptitude modifier.
* A total equal to or better than a target number succeeds.
* If two side’s intended outcomes oppose each other, highest roll wins. If tie, highest modifier wins. If still tied, stalemate.

TARGET NUMBERS
* 4 or more: Easy task
* 8 or more: Hard task
* 12 or more: Extreme task
* 16 or more: Nearly impossible task

COMBAT
* Roll once for NPC leader.
* Each player character rolls 2d6 + one aptitude (Combat, Dexterity, or Wisdom).
* Totals equal to or higher than the NPC leader act first in any other players choose.
* Totals elow the NPC leader act after the NPCs’ turn.

Attack Roll
* 8 or more to hit human-sized moving target