projects:odds_rpg:core
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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 1 = Complication | + | |
| + | ---- | ||
| + | |||
| + | ===== Degrees of Success ===== | ||
| + | |||
| + | If you exceed the TN by: | ||
| + | |||
| + | | ||
| + | 10 or more → Critical Success | ||
| + | |||
| + | Natural | ||
| + | Automatic | ||
| + | |||
| + | Natural | ||
| + | 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: | ||
| + | | ||
| + | |||
| + | 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 | ||
| - | 0 Health | + | Health |
| - | 0 Resolve = Broken | + | Resolve measures morale and mental stability. |
| + | |||
| + | When Health reaches | ||
| + | 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 | ||
| + | |||
| + | 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 | ||
projects/odds_rpg/core.1771359749.txt.gz · Last modified: by freedomotter
