Wednesday, 31 August 2011

Project Odd: Running, Fighting and Dying.

Some of the rules that the player might wish to know in Project Odd.

Running Away: Escaping a pursuer requires a DEX Save against the DEX score of your fastest pursuer. If you fail they can continue to attack you.
Sneaking Unseen: Make a DEX Save against the INT of whoever you’re sneaking past. Failing this alerts them.
Initiative: Normally the characters act first in combat, with the enemies taking the second round. If the characters are ambushed one of them must pass an INT save against the enemy’s lowest DEX or else the enemy take the first turn.
Attacking: Roll 1d20 and add DEX Bonus and any bonus from weapons, matching or beating the target's Defence to score a hit. The GM may provide bonuses or penalties to this roll depending on the combat situation.
Damage: Roll 1d6 to see how much damage a hit causes. A character with no weapons subtracts 1 from this roll.
Power Attacks: Upon seeing the result of a melee damage roll you can choose to turn it into a Power Attack. The damage is doubled unless the target passes a DEX Save against your STR, in which case the attack misses completely.
Called Shots/Disarming: When you cause a hit in combat you may forgo damage to try to strike a particular area of an enemy or disarm them. If the target can pass a STR (for disarming) or DEX (for called shots) Save against your DEX the attempt fails and the attack wasted.
Grappling: When you cause a melee hit you may grapple instead of causing damage as long as you have a free hand. The grappled opponent must make a STR Save vs your STR to act on their next turn, or else they take 1d6 damage. If you move or attack the grapple is broken.
Dying: Characters reduced to 0 Hitpoints must pass a WIL save against 10 or die. If they pass the save they are knocked out. When knocked out a character is defenceless to a killing blow. When your character is dead you may roll up a new one to join the group as soon as possible.

And equipment!

Equipment - As well as their Arcanum, characters begin with 1d6x10gp to spend on equipment. When wielding two weapons any bonuses gained will stack and the wielder gains +1 to their defence in melee.
Light Weapon (10gp): +1 to attacks against targets with no armour.
Heavy Weapon (10gp): +1 to attacks against targets with armour. Can only be wielded in main hand.
Reach Weapon (10gp): +1 to defense in melee. Cannot be wielded with another weapon.
Great Weapon (20gp): +1 to attacks and damage. Uses both hands.
Shortbow (10gp): +1 to attacks against targets with no armour.
Longbow/Crossbow (20gp): +1 to attacks against targets with armour.
Thrown Weapon (10gp set): May make Power Attacks like a melee weapon.
Firearm (30gp): +1 to attacks and damage. Takes a whole round to load.
Shield (10gp): +2 to defense. May be combined with Armour.
Helm (10gp): Armour 1. May be combined with other Armour.
Padded Armour (10gp): Armour 2
Light Armour (20gp): Armour 4
Heavy Armour (40gp): Armour 6
Mystic Paraphernalia (10gp): Includes wizards robes, hat, ceremonial beads etc. Add 2 to WIL and INT Saves related to Arcana as long as the character is not also wearing armour.
Adventurer’s Kit (10gp): Includes rope, spikes, torches, pole, chalk and parchment. A partially used kit may be restocked for 5gp.
Thief’s Kit (10gp): Includes lockpick, crowbar and other mechanical equipment. A partially used kit may be restocked for 5gp.

Next time... Arcana! Finally.

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