Character Generation
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Roll 3d6 for each of your attributes (Strength, Dexterity, Will), two may be swapped.
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Roll 1d6 for your number of Hearts.
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Roll 1d20 for a Background.
1d20 | Background | Items |
1 | Anchor Knight | Deep Anchor (1d10, Bulky, Bludgeoning Sweep 7, Heavy 2), Barnacle-encrusted Chainmail (2 Armor, Bulky), Mermaid Lung (10 minutes of water breathing, 2 uses), Rope, Conch Horn, Sanctified Diving Helm (1 Armor) |
2 | Lash Savant | Chain Lash (1d8, Slashing, Reach 4, Bleed 7), Embroidered Leathers (1 Armor), Smoke Bomb, Dice, Incense, Fan |
3 | Falconer | Hunting Bow (1d8, Piercing, Bulky, Ranged), Falcon (2 HP, 13 DEX, Claws (d6)), Padded Leathers (1 Armor), Servant's Orb (Can see through Falcon's eyes), Patterned Cloak, Spyglass |
4 | Shadow | Stiletto (d6, Piercing, Shock 4), Pearl Marbles (3 uses, Teleport when thrown), Dark Leathers (1 Armor), Shrouded Cloak, Grappling Hook, Shortbow (1d6, Piercing, Bulky, Ranged) |
5 | Gladiator | Zweihander (d10, Slashing, Bulky, Sweep 7), Mace (d8, Bludgeoning, Shock 7), Javelin (d8, Piercing, Ranged, Heavy 2), Heavy Gauntlets (1 Armor), Opium, Boomstick (Extremely loud when broken) |
6 | Ruins Ranger | Oiled Crossbow (1d8, Bulky, Piercing, Ranged, Reload 1), Scimitar (d8, Slashing, Sweep 6), Hooded Lantern, Empty Map, Sturdy Leathers (1 Armor), Jar of Bright Beetles (Scatter and light a room when opened) |
7 | Sapper | War Pick (d8, Piercing, Bleed 7), 3 Torches, Bomb (d10, Blast), Shovel, Cloudkill Bomb (d4 STR, Lingers d4 rounds), Canary (1 HP) |
8 | Scientist | Clockwork Pistol (d8, Ranged, Reload 2), Spellbook (Gravity Shift), Spellbook (Miniaturize), Journal, White Coat (1 Armor when clean), Specimen Jar |
9 | Clown | Trick Hammer (d7, Bludgeoning, Counter 2, Brutal 7), Bright Costume (1 Armor), Silk Scarves, Face Paint, Mirror, Handling (1 HP, 11 STR, 11 DEX) |
10 | Jongleur | Rapier (d8, Piercing, Counter 3), Instrument of Choice, Dazzling Cap (1 Armor), Juggling Balls (5), Tobacco & Pipe, Dreaming Whisper (3 uses, Inhalant, As Charm, Befuddle, Hypnotize, Pacify, or Frenzy when playing music) |
11 | Hedge Mage | Gnarled Staff (d6, Bludgeoning, Reach 3), Camouflaged Robes, Spellbook (Swarm), Spellbook (Random), Azurite (2 uses, heals d4 WIL), Bag of Salt |
12 | Bounty Hunter | Cudgel (d6, Bludgeoning), Half-Mail (2 Armor, Bulky), Manacles, Net, Spellbook (Charm), Large Trap |
13 | Chef-surgeon | Kitchenblade (d8, Slashing, Sharpened 2), Pleated Gambeson (1 Armor), Cooking Pots, Assorted Spices, Oilskin Sack, Saw |
14 | Anointed Judge | Warhammer (d10, Bludgeoning, Bulky, Heavy 3), Blessed Chainmail (2 Armor, Bulky), Holy Water & Censor, Book of Laws (Command), Anointed Cloak, Judge's Helmet (1 Armor) |
15 | Dandy | Duelling Pistol (1d6, Ranged, Reload 2, Counter 2), Rapier (1d8, Piercing, Counter 3), Feathered Cap (1 Armor, as Shield), Flamboyant Finery, Donkey, Fine Wine |
16 | Alchemist | Counter-Dagger (1d6, Piercing, Counter 2), Potion (Random), Potion (Random), Mortar & Pestle, Poison, Antitoxin |
17 | Realist Painter | Unused Blade (1d6, Slashing), Easel and Paintbrush, Illuminated Paints (3 uses, as Widget for creatures & objects), Spellbook (Visual Illusion), Hourglass, Chisel |
18 | Wandering Gloryseeker | Great Axe (d10, Bulky, Brutal 6), Sealed Helmet (1 Armor), Gilded Vest (1 Armor), Grease, Bottle of Scarlet Slurr (heal d6 hp), Triumphant Horn |
19 | Healer | Knife (1d6, piercing), Spellbook (Cure Wounds), Phoenix Feather (Restores a recently deceased creature to health), Bandages (3 uses), Patchwork tunic (1 Armor), Jar of Leeches |
20 | Failed Hero | Dull Shortsword (d5, Slashing), Rusted Chainmail (1 Armor), Small Shield (1 Armor), Faded Locket, Guilt (Bulky), Spiked Boots |
5. Roll 4d10 + 20 for starting gold and spend as desired.
Armor | GP | ||
Shield (1 Armor) | 10 | ||
Helmet (1 Armor) | 10 | ||
Gambeson (1 Armor) | 20 | ||
Brigandine (1 Armor, Bulky) | 15 | ||
Chainmail (2 Armor, Bulky) | 40 | ||
Plate (3 Armor, Bulky) | 120 | ||
Weapons | Tags | GP | |
Dagger (d6) | Piercing | 5 | |
Cudgel (d6) | Bludgeoning | 5 | |
Staff (d6) | Bludgeoning, Reach 2 | 5 | |
Spear (d8) | Piercing, Reach 3 | 10 | |
Short Sword (d8) | Slashing | 10 | |
Mace (d8) | Bludgeoning, Shock 7 | 10 | |
Axe (d8) | Slashing, Heavy 2 | 10 | |
Flail (d8) | Bludgeoning, Shock 2 | 10 | |
Halberd (d10) | Slashing, Bulky, Reach 3, Sweep 7 | 20 | |
War Hammer (d10) | Bludgeoning, Bulky, Heavy 3 | 20 | |
Long Sword (d10) | Slashing, Sweep 7 | 20 | |
Bow (d6) | Piercing, Ranged, Bulky | 20 | |
Crossbow (d8) | Piercing, Ranged, Bulky | 30 | |
Tools | GP | ||
Air Bladder | 5 | ||
Antitoxin | 10 | ||
Bathing Goods (Soap, Perfume) | 5 | ||
Book (Topic) | 75 | ||
Caltrops | 10 | ||
Card Deck | 5 | ||
Chain (10ft) | 10 | ||
Chalk | 1 | ||
Chest | 25 | ||
Chisel | 5 | ||
Common Agents (Glue, Grease, Etc.) | 10 | ||
Common Tools (Hammer, Shovel, Saw) | 10 | ||
Compass | 75 | ||
Complex Instruments | 50 | ||
Containers | 10 | ||
Cooking Gear | 10 | ||
Costume Gear (Face Paint, Disguise) | 15 | ||
Dowsing Rod | 15 | ||
Expeditionary Gear (Climbing Spikes, Pulleys, Etc.) | 10 | ||
Fire Oil | 10 | ||
Fishing Rod | 10 | ||
Games (Cards, Dice, Etc.) | 10 | ||
Gloves | 20 | ||
Grappling Hook | 25 | ||
Lantern | 10 | ||
Mirror | 5 | ||
Net | 10 | ||
Oil Can (6 Uses) | 10 | ||
Outdoor Comfort (Blanket, Hammock, Etc.) | 10 | ||
Parchment | 10 | ||
Pole (10ft) | 5 | ||
Rations (3 Uses) | 10 | ||
Rope (25ft) | 5 | ||
Sewing Kit | 20 | ||
Simple Instrument | 10 | ||
Smoking Pipe | 15 | ||
Specialized Tools | 20 | ||
Spiked Boots | 15 | ||
Spyglass | 40 | ||
Tent | 20 | ||
Thieving Tools (Lockpick, Metal File, etc.) | 25 | ||
Torch (3 Uses) | 5 | ||
Trap (d6 STR damage) | 35 | ||
Whistle | 15 | ||
Wilderness Clothes (Poncho, Cloak, Etc.) | 15 |
6. Choose a name.
Attributes:
Strength (STR): Physical Power, Fortitude, Might
Dexterity (DEX): Stealth, Swiftness, Reflexes
Willpower (WIL): Persuade, Deceive, Mind
Saves
When attempting an action, if it is straightforward or if rolling dice would not be interesting, the action simply happens. On the other hand, when the action is risky or would have an interesting failure, then the GM should call for a save.
A save is a d20 roll compared to the most relevant attribute. If the save is equal to or under the attribute's score, then the action succeeds. Otherwise, the action may fail or have unintended consequences.
1 is always a success, and 20 is always a failure.
A contest against another character is solved with competing rolls. If both characters succeed then the highest roll wins.
Hearts and Armor
Damage done to a character is dealt directly to their Hearts minus their Armor. Armor may be broken and rendered useless to negate an incoming attack. No character may have more than 3 Armor.
Spending a turn catching your breath or resting in safety recovers all of your Hearts.
While at zero Hearts, any additional damage taken is done to the STR score and the character must make a STR save to avoid Critical Damage and being rendered unable to act. If STR is reduced to 0 or if a character has taken Critical Damage and is left untended for an hour then the character dies.
Inventory
A character has a total of 10 inventory slots.
Some actions such as lacking food or rest will cause a character to add Fatigue, which occupies a slot and lasts until the character has a chance for a full night's rest in a safe area.
Combat
Surprised Parties lose their turn. Otherwise whichever party acts first gets to move first, followed by the other party. The next turn order is decided by dice roll, evens go to the player characters and odds to the NPCs.
Characters can perform a move and an action in one turn.
Damage done is reduced by Armor. A single target will only take the highest damage shown on all attacks against them.
Characters may attempt a gambit, requiring a relevant save, to accomplish any action in combat other than a simple attack.
Attacks that are impaired, such as those firing through cover or while grappled, will roll d4 damage regardless of weapon. Similarly, attacks that are enhanced by risky stunt or vulnerable target will do d12 damage.
When taking damage, a player can choose to break a piece of armor or their shield and reduce the total damage of the attack by 1d8 per piece of armor broken, adjusted for the players new armor rating.
Weapon Tags:
- Piercing: Rolling the maximum value on your damage roll makes your attack ignore ARMOR.
- Bludgeoning: Always ignores 1 ARMOR.
- Slashing: Deals +1 damage against targets without ARMOR.
- Bulky: Requires 2 hands to wield, takes up two inventory slots.
- Ranged: Can attack at range.
- Blast: Damage is rolled separately for all creatures nearby.
- Heavy X: Ignore X points of ARMOR, but DAMAGE rolls of X or lower completely miss.
- Sweep X: DAMAGE rolls of X or higher grant one bonus attack on another target in reach. You can't chain this effect for multiple bonus attacks.
- Reach X: When charged with a weapon shorter than yours when fighting back, the attacker must roll X or higher on their DAMAGE roll or else you get to attack them first.
- Counter X: DAMAGE rolls of X or less against you are bounced back against your attacker.
- Brutal X: CRITICAL DAMAGE resulting from a DAMAGE roll of X or more from this weapon is an instant kill, and forces a morale SAVE on the enemy.
- Shock X: Damage rolls of X or higher trigger a STR Save on a failure, the target loses its next turn.
- Bleed X: On a damage roll of X or higher, the target takes an additional 1d4 STR damage at the start of their next turn.
- Sharpened X: Reroll damage rolls of X or lower.
- Mastercrafted: Roll 2 damage dice, highest result counts.
- Reload X: On rolls of X or higher an action must be spent to reload the weapon.
Magic
Most spellbooks can only cast a single spell and take up a single slot. Casting a spell requires holding the spellbook in both hands and adding a Fatigue to your inventory. Unlike spellbooks, scrolls may be cast without costing Fatigue, but they disappear after use.
Dmitrii Roshchupkin |
Connor Sheehan |
Maxime Demettre |
Trini Rayane |
Jan Rozanski |
What Is This?
Oddbreaker is an amalgamation of Into the Odd and Cairn with some weapon tags from Dicegoblin all inspired by Finders Keepers despite me stripping its entire gimmick and going with a standardized "background" table.
Cairn comes with some additional bits about character appearance rolling and some such, which you can use too if you want- it felt too fatty for this. Hell, weapon tags feel too fatty but I want to give them a test drive. I opted to use this specialized backgrounds table as a way of detailing the world and setting, but really this all got slapped together for a one shot that I got too drawn into the rules prep for, oh well.
Also HP is called Hearts because A: I read Break!! recently and B: It fits the theming of a Zelda/Styled Oneshot.
And hey why did no one tell me there's a Remastered Into the Odd? In hardcover? For THREE YEARS?
Isn't Cairn already a mix of Into the Odd and Knave?
ReplyDeleteYeah, this was my attempt at moving the pendulum even more to the ItO side. Realistically this modification ended up being mostly just "Cairn with weapon tags"
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