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projects:odds_rpg:core [2026/02/17 20:36] freedomotterprojects:odds_rpg:core [2026/02/17 21:39] (current) freedomotter
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   * 2d10 for impact   * 2d10 for impact
  
-The system is modular and genre-neutral.+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.
  
 ---- ----
Line 13: Line 20:
 When attempting something risky: When attempting something risky:
  
-  1d20 + Attribute + Skill+  Roll 1d20 + Attribute + Skill
  
-Compare to a Target Number (TN).+Compare the result to a Target Number (TN).
  
 ^ Difficulty ^ TN ^ ^ Difficulty ^ TN ^
Line 24: Line 31:
 | Extreme | 22 | | Extreme | 22 |
  
-If you meet or exceed the TN, you succeed.+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.
  
 ---- ----
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 ===== Degrees of Success ===== ===== Degrees of Success =====
  
-Beat TN by 5 → Strong Success   +If you exceed the TN by
-Beat TN by 10 → Critical Success  + 
 +  or more → Strong Success   
 +  10 or more → Critical Success   
 + 
 +Natural 20: 
 +  Automatic Strong Success. 
 + 
 +Natural 1: 
 +  Failure plus Complication.
  
-Natural 20 → Automatic Strong Success   +Strong Success may grant: 
-Natural 1 → Failure + Complication  +  * Increased effect 
 +  * Faster completion 
 +  * Tactical advantage 
 +  * +5 to Impact (if applicable)
  
-Strong Success should+Critical Success may grant
-  * Increase effect +  * Major narrative advantage 
-  * Reduce time +  * +10 total Impact (if applicable) 
-  * Avoid collateral cost+  * Significant positional advantage
  
-Critical Success: +The GM determines the exact benefit based on the situation.
-  * Dramatic advantage +
-  * Bonus damage (+5) +
-  * Narrative control moment+
  
 ---- ----
  
 ===== Attributes ===== ===== Attributes =====
- 
-All characters have four attributes: 
  
 ^ Attribute ^ Represents ^ ^ Attribute ^ Represents ^
 | Might | Strength, endurance, durability | | Might | Strength, endurance, durability |
-| Agility | Reflexesspeed, coordination | +| Agility | Speedreflexes, coordination | 
-| Mind | Logic, perception, technical skill |+| Mind | Logic, perception, technical ability |
 | Presence | Willpower, charisma, leadership | | Presence | Willpower, charisma, leadership |
- 
-Attribute range: 
-  -1 to +5 (Tier dependent) 
  
 Starting array: Starting array:
   +2, +2, +1, +0   +2, +2, +1, +0
 +
 +Attribute maximum depends on campaign Tier.
  
 ---- ----
Line 70: Line 84:
 Skills represent training or specialization. Skills represent training or specialization.
  
-Skill range: +Untrained skills default to +0.
-  0 to +5+
  
-Typical skill examples+Roll
-Combat, Shooting, Stealth, Survival, Investigation, +  1d20 + Attribute + Skill
-Medicine, Arcana, Hacking, Engineering, +
-Persuasion, Streetwise, Piloting+
  
-The GM may allow custom skills.+The GM may approve new skills appropriate to the setting.
  
 ---- ----
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 ===== Impact Rolls ===== ===== Impact Rolls =====
  
-When an action causes measurable effect:+When a successful action causes measurable effect:
  
   Roll 2d10 + relevant modifier   Roll 2d10 + relevant modifier
  
-Used for:+Impact is used for:
   * Damage   * Damage
   * Healing   * Healing
 +  * Structural harm
   * Mental strain   * Mental strain
-  * Structural damage 
   * Influence shifts   * Influence shifts
  
 Armor reduces incoming damage. 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.
  
 ---- ----
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 Resolve = 10 + Presence   Resolve = 10 + Presence  
  
-At 0 Health: +Health measures physical durability.   
-  Incapacitated+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  
  
-At 0 Resolve: +If you take damage equal to your full Health again while Downed: 
-  Broken (panic, surrender, shutdown)+  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
  
 ---- ----
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 ===== Conditions ===== ===== Conditions =====
  
-Conditions impose penalties but do not stack twice.+Conditions do not stack with themselves.
  
 Shaken: Shaken:
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 Restrained: Restrained:
-  Cannot move freely+  Movement prevented
  
 Stunned: Stunned:
-  Lose next action+  Lose next Action 
 + 
 +Conditions last until resolved by time, action, or GM ruling.
  
 ---- ----
  
-===== Advantage =====+===== Advantage & Disadvantage =====
  
-When circumstances strongly favor you+Advantage
- +  Roll 2d20take the higher result.
-Roll 2d20 and take the higher.+
  
 Disadvantage: Disadvantage:
-Roll 2d20 and take the lower.+  Roll 2d20take the lower result. 
 + 
 +Multiple sources do not stack beyond one level.
  
 ---- ----
  
-===== Initiative =====+===== Assisting =====
  
-Roll: +To assist an ally:
-  1d20 + Agility+
  
-Highest acts first.+  Roll TN 12 using a relevant skill. 
 + 
 +On success: 
 +  Ally gains +2 to their next roll. 
 + 
 +On Strong Success: 
 +  Ally gains Advantage instead.
  
 ---- ----
  
-===== Rest & Recovery =====+===== Extended Tasks =====
  
-Short Rest (once per scene): +Used for hacking, rituals, repairs, negotiations, or other multi-step goals.
-  Recover 1d20 Health OR 1d10 Resolve+
  
-Long Rest+Set a Progress Goal (3–10). 
-  Fully recover Health & Resolve+ 
 +Each success
 +  +1 Progress 
 + 
 +Strong Success: 
 +  +2 Progress 
 + 
 +Failure may: 
 +  * Increase danger 
 +  * Add time cost 
 +  * Trigger a complication 
 + 
 +Extended Tasks should remain dynamic.
  
 ---- ----
  
-===== Extended Tasks =====+===== Environmental Hazards =====
  
-Used for hacking, rituals, repairs, negotiations.+Fire: 
 +  TN 12 Agility or take 2d10 damage
  
-Set a Progress Goal (3–10 successes).+Falling: 
 +  2d10 damage per range band fallen
  
-Each successful roll = 1 progress   +Poison: 
-Strong Success = 2 progress  +  TN 12 Might or lose 2d10 Health over time
  
-Failure may+Radiation / Corruption
-  * Add time +  TN 15 Might or lose 2d10 Resolve 
-  * Increase TN + 
-  * Trigger encounter+Adjust TN based on severity. 
 + 
 +---- 
 + 
 +ODDS RPG Core v1.0 Playtest
  
projects/odds_rpg/core.1771360579.txt.gz · Last modified: by freedomotter

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