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projects:odds_rpg:core [2026/02/17 20:22] – created freedomotterprojects:odds_rpg:core [2026/02/17 21:39] (current) freedomotter
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 ====== Core System ====== ====== Core System ======
  
-===== Dice ===== +ODDS RPG uses: 
-Action Roll: 1d20 + Attribute + Skill   +  * 1d20 for resolution 
-Impact Roll: 2d10 + relevant modifier+  * 2d10 for impact 
 + 
 +The system is genre-neutral and supports cinematic but tactical play. 
 + 
 +Only roll when: 
 +  * The outcome is uncertain 
 +  * Failure has consequences 
 +  * The situation will meaningfully change 
 + 
 +If nothing changes, do not roll. 
 + 
 +---- 
 + 
 +===== The Core Roll ===== 
 + 
 +When attempting something risky: 
 + 
 +  Roll 1d20 + Attribute + Skill 
 + 
 +Compare the result to a Target Number (TN).
  
-===== Target Numbers ===== 
 ^ Difficulty ^ TN ^ ^ Difficulty ^ TN ^
 | Easy | 8 | | Easy | 8 |
Line 13: Line 31:
 | Extreme | 22 | | Extreme | 22 |
  
-Beat TN by 5 Strong Success   +If the result meets or exceeds the TN, the action succeeds. 
-Beat TN by 10 Critical Success   + 
-Nat 20 Strong Success   +If the result is lower, the action fails and the GM introduces a consequence. 
-Nat Complication+ 
 +---- 
 + 
 +===== Degrees of Success ===== 
 + 
 +If you exceed the TN by
 + 
 +  or more → Strong Success   
 +  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 ===== ===== Attributes =====
-Might – physical power   
-Agility – speed & reflex   
-Mind – intelligence & awareness   
-Presence – will & charisma   
  
-Start with: +2, +2, +1, +0+^ Attribute ^ Represents ^ 
 +| Might | Strength, endurance, durability | 
 +| Agility | Speed, reflexes, coordination | 
 +| Mind | Logic, perception, technical ability | 
 +| Presence | Willpower, charisma, leadership | 
 + 
 +Starting array: 
 +  +2, +2, +1, +0 
 + 
 +Attribute maximum depends on campaign Tier. 
 + 
 +---- 
 + 
 +===== Skills ===== 
 + 
 +Skills represent training or specialization. 
 + 
 +Untrained skills default to +0. 
 + 
 +Roll: 
 +  1d20 + Attribute + Skill 
 + 
 +The GM may approve new skills appropriate to the setting. 
 + 
 +---- 
 + 
 +===== Impact Rolls ===== 
 + 
 +When a successful action causes measurable effect: 
 + 
 +  Roll 2d10 + relevant modifier 
 + 
 +Impact is used for: 
 +  * Damage 
 +  * Healing 
 +  * Structural harm 
 +  * Mental strain 
 +  * Influence shifts 
 + 
 +Armor reduces incoming damage. 
 + 
 +Impact cannot be reduced below 0. 
 + 
 +---- 
 + 
 +===== Combat Structure ===== 
 + 
 +Combat occurs in Rounds. 
 + 
 +At the start of combat: 
 +  Each participant rolls 1d20 + Agility for Initiative. 
 + 
 +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 ===== 
 + 
 +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 should 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 & Resolve =====
 +
 Health = 10 + Might   Health = 10 + Might  
 Resolve = 10 + Presence   Resolve = 10 + Presence  
  
-Health = Incapacitated   +Health measures physical durability.   
-0 Resolve = Broken+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 while Downed, 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, or other multi-step goals. 
 + 
 +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
  
projects/odds_rpg/core.1771359749.txt.gz · Last modified: by freedomotter

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