Tuesday 30 August 2011

Project Odd: Abilities and Saves

The main way I will make Project Odd unique is placing Ability Scores and Saving Throws firmly at the the core of the game. First we look at what makes up a character.

Rolling a Character
Characters are created by rolling their Ability Scores. Roll 3d6 for each Ability Score. Characters that have no scores above 10 may be rerolled.


Strength - Overpowering others, surviving injury and striking powerful blows.
Dexterity - Running away, attacking and avoiding physical attacks.
Intelligence - Using Arcana, cunning, knowledge and reflexes.
Will - Innate magical resilience, leading others and determination.

Humans cannot have natural Ability Scores above 18, though magic may raise them above this.

Subtract 10 from your Ability Score to find the Ability Bonus. Both the Ability Score and Bonus should be noted on a character’s sheet.

A character’s Hitpoints are equal to their STR score and their Defence is equal to their DEX score plus their Armour Score.

Saves: Roll 1d20 and add the Ability Bonus being used. You must equal beat the Ability Score of whatever you are saving yourself from or the number provided by the GM. A 20 is always a success and a 1 always a failure. If in doubt a roll of 10 or more is a successful save.

Understanding Saves
Usually a dangerous situation will call for one type of save to avoid the consequences, which may be damage, a particular ailment or death. Some may offer multiple saves to avoid each part of the hazard. A save will always be made against a number (default 10) or an opponent’s Ability Score.

STR Save: Feats of toughness, fortitude and brute force.
DEX Save: Avoiding danger through skillful action and acrobatics.
INT Save: Noticing danger, reacting quickly, harnessing your Arcana and understanding your environment.
WIL Save: Determination to fight on, resilience against magical effects and influence over people.

Save vs STR: Escaping a grapple or breaking free of a prison.
Save vs DEX: Avoiding something seeking you.
Save vs INT: Bypassing the plans or magic of another.
Save vs WIL: Resisting the influence of another.

Next time I'll show how magic will work in this game, being innately tied to items rather than characters. Here's a sample character to give a hint or two.


Kinkru the Swift

STR 7 (-3), DEX 15 (+5), INT 11 (+1), WIL 9 (-1)
Defence 17 (Armour 2), 7HP
Expertise: Lockpicking.
Equipment: Longsword, Shield, Adventurer’s Kit.
Arcanum: (Silver Gauntlet, Power 13): Arrow Protection (P4), Darkness (P4), Disguise Self (P2), Reduce Person (P2), Message (P1).

No comments:

Post a Comment