odds_rpg:start
Differences
This shows you the differences between two versions of the page.
| Both sides previous revisionPrevious revision | |||
| odds_rpg:start [2026/02/17 21:31] – freedomotter | odds_rpg:start [2026/02/17 21:34] (current) – freedomotter | ||
|---|---|---|---|
| Line 1: | Line 1: | ||
| - | ====== | + | ====== |
| - | ODDS RPG uses: | + | A universal tabletop |
| - | * 1d20 for resolution | + | * 1d20 for Resolution |
| - | * 2d10 for impact | + | * 2d10 for Impact |
| - | The system is genre-neutral | + | Genre-neutral. |
| - | + | ||
| - | Only roll when: | + | |
| - | * The outcome is uncertain | + | |
| - | * Failure has consequences | + | |
| - | * The situation meaningfully changes | + | |
| ---- | ---- | ||
| - | ===== The Core Roll ===== | + | ===== Core Rules ===== |
| - | + | * [[projects: | |
| - | When attempting something risky: | + | |
| - | + | * [[projects: | |
| - | | + | * [[projects: |
| - | + | ||
| - | Compare the result to a Target Number (TN). | + | |
| - | + | ||
| - | ^ Difficulty ^ TN ^ | + | |
| - | | Easy | 8 | | + | |
| - | | Standard | 12 | | + | |
| - | | Challenging | 15 | | + | |
| - | | Hard | 18 | | + | |
| - | | Extreme | 22 | | + | |
| - | + | ||
| - | If the result meets or exceeds the TN, the action succeeds. | + | |
| - | + | ||
| - | If the result is lower, the action fails and the GM introduces a consequence. | + | |
| ---- | ---- | ||
| - | ===== Degrees of Success | + | ===== Reference |
| - | + | | |
| - | If you exceed the TN by: | + | * [[projects:odds_rpg: |
| - | + | ||
| - | | + | |
| - | 10 or more → Critical Success | + | |
| - | + | ||
| - | Natural 20: | + | |
| - | Automatic Strong Success. | + | |
| - | + | ||
| - | Natural 1: | + | |
| - | Failure plus Complication. | + | |
| - | + | ||
| - | Strong Success may grant: | + | |
| - | * Increased effect | + | |
| - | * Faster completion | + | |
| - | * Tactical advantage | + | |
| - | * +5 to Impact (if applicable) | + | |
| - | + | ||
| - | Critical Success may grant: | + | |
| - | * Major narrative advantage | + | |
| - | * +10 total Impact (if applicable) | + | |
| - | * Significant positional advantage | + | |
| - | + | ||
| - | The GM determines the exact benefit based on the situation. | + | |
| ---- | ---- | ||
| - | ===== Attributes | + | ===== Expanded Systems |
| - | + | * [[projects: | |
| - | ^ Attribute ^ Represents ^ | + | * [[projects: |
| - | | Might | Strength, endurance, durability | + | * [[projects: |
| - | | Agility | Speed, reflexes, coordination | | + | * [[projects: |
| - | | Mind | Logic, perception, technical ability | | + | |
| - | | Presence | Willpower, charisma, leadership | | + | |
| - | + | ||
| - | Starting array: | + | |
| - | | + | |
| - | + | ||
| - | Attribute maximum depends on campaign Tier. | + | |
| ---- | ---- | ||
| - | ===== Skills | + | ===== Optional Modules |
| - | + | * [[projects: | |
| - | Skills represent training or specialization. | + | * [[projects: |
| - | + | * [[projects: | |
| - | Untrained skills default to +0. | + | |
| - | + | * [[projects: | |
| - | Roll: | + | |
| - | | + | |
| - | + | ||
| - | The GM may allow new skills appropriate to the setting. | + | |
| ---- | ---- | ||
| - | ===== Impact Rolls ===== | + | ===== Tools ===== |
| - | + | | |
| - | When a successful action causes measurable effect: | + | |
| - | + | ||
| - | | + | |
| - | + | ||
| - | Impact is used for: | + | |
| - | * Damage | + | |
| - | * Healing | + | |
| - | * Structural harm | + | |
| - | * Mental strain | + | |
| - | * Influence shifts | + | |
| - | + | ||
| - | Armor reduces incoming damage. | + | |
| - | + | ||
| - | Impact cannot be reduced below 0. | + | |
| ---- | ---- | ||
| - | ===== Combat Structure | + | ===== Playtest Module |
| - | + | | |
| - | Combat occurs in Rounds. | + | |
| - | + | ||
| - | At the start of combat: | + | |
| - | | + | |
| - | + | ||
| - | Highest result acts first. | + | |
| - | + | ||
| - | On your turn, you may take: | + | |
| - | + | ||
| - | 1 Move | + | |
| - | 1 Action | + | |
| - | 1 Minor Action (optional) | + | |
| - | + | ||
| - | You may trade: | + | |
| - | Move → Minor | + | |
| - | Action → Move | + | |
| - | + | ||
| - | You may not trade a Minor into a full Action. | + | |
| - | + | ||
| - | Keep turns concise and decisive. | + | |
| ---- | ---- | ||
| - | ===== Actions ===== | + | ODDS RPG Version: v1.0 Playtest |
| - | + | Status: Locked for Testing | |
| - | Common Actions include: | + | |
| - | + | ||
| - | * Attack | + | |
| - | * Cast an ability | + | |
| - | * Use complex equipment | + | |
| - | * Full Sprint (double move) | + | |
| - | * Assist an ally | + | |
| - | + | ||
| - | Common Minor Actions include: | + | |
| - | + | ||
| - | * Draw or stow a weapon | + | |
| - | * Open or close a door | + | |
| - | * Stand from prone | + | |
| - | * Quick interaction | + | |
| - | + | ||
| - | The GM has final say on action categories. | + | |
| - | + | ||
| - | ---- | + | |
| - | + | ||
| - | ===== Attacking ===== | + | |
| - | + | ||
| - | To attack: | + | |
| - | + | ||
| - | Roll 1d20 + Attribute + Combat Skill | + | |
| - | + | ||
| - | Compare against the target’s Defense TN. | + | |
| - | + | ||
| - | On a hit: | + | |
| - | Roll 2d10 + relevant Attribute for damage. | + | |
| - | + | ||
| - | Armor reduces the damage taken. | + | |
| - | + | ||
| - | ---- | + | |
| - | + | ||
| - | ===== Defense & Positioning ===== | + | |
| - | + | ||
| - | Base Defense TN: 12 | + | |
| - | + | ||
| - | Modifiers: | + | |
| - | + | ||
| - | Partial Cover: | + | |
| - | +2 Defense | + | |
| - | + | ||
| - | Heavy Cover: | + | |
| - | +4 Defense | + | |
| - | + | ||
| - | Prone: | + | |
| - | +2 vs ranged attacks | + | |
| - | -2 vs melee attacks | + | |
| - | + | ||
| - | High Ground: | + | |
| - | +1 to attack rolls | + | |
| - | + | ||
| - | Flanking: | + | |
| - | +2 to attack rolls when an ally threatens the target from the opposite side | + | |
| - | + | ||
| - | Modifiers do not stack beyond what is reasonable. | + | |
| - | + | ||
| - | ---- | + | |
| - | + | ||
| - | ===== Range Bands ===== | + | |
| - | + | ||
| - | ODDS uses abstract distance: | + | |
| - | + | ||
| - | Engaged – melee distance | + | |
| - | Close – same room | + | |
| - | Near – across open area | + | |
| - | Far – long range | + | |
| - | Extreme – sniper range | + | |
| - | + | ||
| - | Attacks beyond optimal range: | + | |
| - | -2 per range band beyond intended use. | + | |
| - | + | ||
| - | ---- | + | |
| - | + | ||
| - | ===== Health & Resolve ===== | + | |
| - | + | ||
| - | Health = 10 + Might | + | |
| - | Resolve = 10 + Presence | + | |
| - | + | ||
| - | Health measures physical durability. | + | |
| - | Resolve measures morale and mental stability. | + | |
| - | + | ||
| - | When Health reaches 0: | + | |
| - | The character is Downed. | + | |
| - | + | ||
| - | While Downed: | + | |
| - | You may take 1 Action per round. | + | |
| - | If you take additional damage, roll 1d20: | + | |
| - | + | ||
| - | 1–10: Unconscious | + | |
| - | 11–19: Stable but still Downed | + | |
| - | 20: Regain 1 Health | + | |
| - | + | ||
| - | If you take damage equal to your full Health again while Downed: | + | |
| - | You are dying (GM discretion). | + | |
| - | + | ||
| - | ---- | + | |
| - | + | ||
| - | ===== Resolve Damage ===== | + | |
| - | + | ||
| - | Some effects reduce Resolve instead of Health. | + | |
| - | + | ||
| - | When Resolve reaches 0: | + | |
| - | The character is Broken. | + | |
| - | + | ||
| - | A Broken character: | + | |
| - | * Cannot initiate aggression | + | |
| - | * Must retreat, surrender, or freeze | + | |
| - | * Recovers after the scene or meaningful support | + | |
| - | + | ||
| - | ---- | + | |
| - | + | ||
| - | ===== Conditions ===== | + | |
| - | + | ||
| - | Conditions do not stack with themselves. | + | |
| - | + | ||
| - | Shaken: | + | |
| - | -2 to next roll | + | |
| - | + | ||
| - | Wounded: | + | |
| - | -2 to physical rolls | + | |
| - | + | ||
| - | Frightened: | + | |
| - | -2 to mental rolls | + | |
| - | + | ||
| - | Restrained: | + | |
| - | Movement prevented | + | |
| - | + | ||
| - | Stunned: | + | |
| - | Lose next Action | + | |
| - | + | ||
| - | Conditions last until resolved by time, action, or GM ruling. | + | |
| - | + | ||
| - | ---- | + | |
| - | + | ||
| - | ===== Advantage & Disadvantage ===== | + | |
| - | + | ||
| - | Advantage: | + | |
| - | Roll 2d20, take the higher result. | + | |
| - | + | ||
| - | Disadvantage: | + | |
| - | Roll 2d20, take the lower result. | + | |
| - | + | ||
| - | Multiple sources do not stack beyond one level. | + | |
| - | + | ||
| - | ---- | + | |
| - | + | ||
| - | ===== Assisting ===== | + | |
| - | + | ||
| - | To assist an ally: | + | |
| - | + | ||
| - | Roll TN 12 using a relevant skill. | + | |
| - | + | ||
| - | On success: | + | |
| - | Ally gains +2 to their next roll. | + | |
| - | + | ||
| - | On Strong Success: | + | |
| - | Ally gains Advantage instead. | + | |
| - | + | ||
| - | ---- | + | |
| - | + | ||
| - | ===== Extended Tasks ===== | + | |
| - | + | ||
| - | Used for hacking, rituals, repairs, negotiations, | + | |
| - | + | ||
| - | Set a Progress Goal (3–10). | + | |
| - | + | ||
| - | Each success: | + | |
| - | +1 Progress | + | |
| - | + | ||
| - | Strong Success: | + | |
| - | +2 Progress | + | |
| - | + | ||
| - | Failure may: | + | |
| - | * Increase danger | + | |
| - | * Add time cost | + | |
| - | * Trigger a complication | + | |
| - | + | ||
| - | Extended Tasks should remain dynamic. | + | |
| - | + | ||
| - | ---- | + | |
| - | + | ||
| - | ===== Environmental Hazards ===== | + | |
| - | + | ||
| - | Fire: | + | |
| - | TN 12 Agility or take 2d10 damage | + | |
| - | + | ||
| - | Falling: | + | |
| - | 2d10 damage per range band fallen | + | |
| - | + | ||
| - | Poison: | + | |
| - | TN 12 Might or lose 2d10 Health over time | + | |
| - | + | ||
| - | Radiation / Corruption: | + | |
| - | TN 15 Might or lose 2d10 Resolve | + | |
| - | + | ||
| - | Adjust TN based on severity. | + | |
| - | + | ||
| - | ---- | + | |
| - | + | ||
| - | ODDS RPG Core v1.0 Playtest | + | |
| - | + | ||
| - | Status: | + | |
odds_rpg/start.1771363869.txt.gz · Last modified: by freedomotter
