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projects:odds_rpg:core

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Core System

ODDS RPG uses:

  • 1d20 for resolution
  • 2d10 for impact

The system is genre-neutral and supports cinematic but tactical play.


The Core Roll

When attempting something risky:

1d20 + Attribute + Skill

Compare the result to a Target Number (TN).

Difficulty TN
Easy 8
Standard 12
Challenging 15
Hard 18
Extreme 22

Meet or exceed the TN to succeed.


Degrees of Success

Beat TN by 5 → Strong Success Beat TN by 10 → Critical Success

Natural 20 → Automatic Strong Success Natural 1 → Failure + Complication

Strong Success should grant:

  • Increased effect
  • Reduced time
  • Tactical advantage
  • +5 bonus to Impact (if applicable)

Critical Success:

  • Major narrative advantage
  • +5 additional Impact (total +10 if applicable)
  • Immediate positioning benefit (GM discretion)

Attributes

Attribute Represents
Might Strength, endurance, durability
Agility Speed, reflex, coordination
Mind Logic, perception, technical skill
Presence Willpower, charisma, leadership

Starting array:

+2, +2, +1, +0

Attribute cap depends on campaign Tier.


Skills

Skills represent training.

Roll:

1d20 + Attribute + Skill

Untrained skills default to 0.


Impact Rolls

When a successful action causes measurable effect:

2d10 + relevant modifier

Used for:

  • Damage
  • Healing
  • Structural harm
  • Mental strain
  • Influence shifts

Armor reduces incoming damage.

Impact cannot be reduced below 0.


Combat Structure

Combat is divided into Rounds.

Each Round:

  • Everyone rolls Initiative (1d20 + Agility)
  • Highest acts first

On Your Turn You Get:

  • 1 Move
  • 1 Action
  • 1 Minor Action (optional)

You may trade:

Move → Minor
Action → Move (but not vice versa)

Actions

Examples of Actions:

  • Attack
  • Cast ability
  • Use complex item
  • Full sprint (double move)
  • Assist ally

Examples of Minor Actions:

  • Draw weapon
  • Open door
  • Quick interaction
  • Stand from prone

Attacking

Roll:

1d20 + Attribute + Combat Skill

Against target’s Defense TN (default 12 unless modified by armor, cover, or abilities).

On hit:

Roll 2d10 + relevant Attribute

Defense & Cover

Base Defense TN: 12

Partial Cover:

+2 Defense

Heavy Cover:

+4 Defense

Prone:

+2 vs ranged, -2 vs melee

High ground:

+1 to attack rolls

Flanking:

+2 to attack if ally is engaged opposite target

Range Bands

ODDS uses abstract range:

Engaged – melee distance Close – across room Near – across street Far – long range Extreme – sniper / artillery

Attacks beyond intended range:

  1. 2 penalty per band beyond optimal

Damage & Durability

Health = 10 + Might Resolve = 10 + Presence

When Health reaches 0:

You are Downed.

While Downed:

You may take 1 Action per round.
If hit again, roll 1d20:
  1–10: unconscious
  11–19: stable
  20: regain 1 Health

If you take damage equal to your full Health again while Downed:

You are dying (GM discretion; not instant death unless narratively justified).

This supports moderate durability without trivializing danger.


Resolve Damage

Mental attacks reduce Resolve.

At 0 Resolve:

Character is Broken:
  * Cannot take aggressive action
  * Must retreat, surrender, or freeze
  * Recovers after scene or strong support

Conditions

Conditions do not stack with themselves.

Shaken:

  1. 2 to next roll

Wounded:

  1. 2 to physical rolls

Frightened:

  1. 2 to mental rolls

Restrained:

Movement prevented

Stunned:

Lose next Action

Conditions last until:

  • End of next turn
  • Scene ends
  • Resolved via action

Advantage & Disadvantage

Advantage:

Roll 2d20, take higher

Disadvantage:

Roll 2d20, take lower

Multiple sources do not stack beyond one level.


Assisting

Spend Action to assist:

Roll TN 12 relevant skill. On success:

Ally gains +2 to next roll.

On Strong Success:

Ally gains Advantage.

Extended Tasks

Used for hacking, rituals, repairs, negotiations.

Set a Progress Goal (3–10 successes).

Each success = 1 progress Strong Success = 2 progress

Failure may:

  • Add threat
  • Increase TN
  • Trigger complication

Environmental Hazards

Fire:

TN 12 Agility or take 2d10

Falling:

2d10 per range band fallen

Poison:

TN 12 Might or lose 2d10 Health over time

Radiation / Corruption:

TN 15 Might or lose 2d10 Resolve

ODDS RPG Core v1.0

projects/odds_rpg/core.1771361186.txt.gz · Last modified: by freedomotter

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