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Into The Odd Pocket Edition Pocketmod

The document outlines rules for a tabletop role-playing game, detailing character creation, ability scores, damage mechanics, and actions during gameplay. It includes specifics on rest periods, luck rolls, and equipment lists, as well as guidelines for combat and interactions with other characters. Players can create characters with various backgrounds and abilities, using a system of dice rolls to determine outcomes in different scenarios.

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irismitchelldev
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0% found this document useful (0 votes)
80 views1 page

Into The Odd Pocket Edition Pocketmod

The document outlines rules for a tabletop role-playing game, detailing character creation, ability scores, damage mechanics, and actions during gameplay. It includes specifics on rest periods, luck rolls, and equipment lists, as well as guidelines for combat and interactions with other characters. Players can create characters with various backgrounds and abilities, using a system of dice rolls to determine outcomes in different scenarios.

Uploaded by

irismitchelldev
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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have a Full Rest.

attacks and require Saves for basic tasks. broken respectively, and cannot act until they decides the outcome.
Ability Scores. Blindness and other effects Impair zero the character is paralysed or mentally Players; low roll means bad luck. The Referee
Damage. d20 for extreme cases. Poison harms they are dead. If their DEX or WIL are reduced to Roll a d6 for luck-based situations. High roll benefits
Falling rocks, explosions, etc., deal d4 to d12 If a character has their STR score reduced to zero
Luck Rolls
Damage Ability Score Loss Arcana ask for something in return
Arcanum's power as a normal action, though some
from Rests reduces you to 0hp. hour without being tended to, they die. Using an Arcanum: A character can use an
warmth) can't benefit Carrying 3+ Bulky items ally and have a Short Rest. If they are left for an Using an Arcanum
essentials (food, water, hands or large storage. take further action until they are tended to by an WIL Save or lower their arms.
Deprived: Those lacking Bulky items require two A character that takes Critical Damage is unable to opponent into surrender may force them to pass a
Deprived Bulky Critical Damage
stay on their feet, while an attempt to trick an
Critical Damage. an opponent might force them to pass a STR Save to
danger. STR score. They must then pass a STR Save to avoid
Ability Scores. hp, but may attract at risk to roll a Save. For example, an attempt to trip
and any remaining Damage is removed from their For other actions the Referee calls for the character
comfort restores all and water restores all many hp. If they have no hp left, they are wounded,
A week of downtime in A few minutes of rest to attacking, to fleeing. Attacks are detailed below.
When an individual takes Damage they lose that action. An action can be anything from negotiating,
Long rest Short Rest Damage On your turn a character can move and perform an
a safe retreat. weapon’s Damage die. Actions
0hp. Not for Players. Fleeing requires a DEX Save and doubt as to how many targets are affected, roll the in any order they wish.
have one. Lone fighters must save when reduced to appropriate area, rolling separately for each. If in act on the first turn. On their turn, Players can act
half their members. Use the leader's WIL if they Blast weapons cause Damage to all targets in an characters must each roll a DEX Save or be unable to
Groups make a WIL Save to avoid fleeing after losing Blast enemies. If there is a risk of being surprised,
Morale Generally the Players take their turn before any
target, roll d12 Damage.
are always hostile or friendly but can change. Enhanced by a risky stunt or a helpless or vulnerable Turns
a WIL Save to avoid a bad reaction. Some encounters regardless of weapon. Similarly, attacks that are always a failure.
When encountering others, the lead character makes cover, or fighting while grappled, roll d4 Damage Ability Score you pass. 1 is always a success and 20
Reaction Attacks that are Impaired, such as firing through Roll d20. If you roll equal or under the appropriate
Hireling or Company Member. be used in melee. situation.
the group. Alternatively, the Player can control a causes this much Damage. Ranged weapons cannot A Save is a roll to avoid danger from a risky action or
Pocket Edition
one, and the Referee quickly integrates them into subtracts the opponent's Armour score. Their attack Saves
When a character dies, the Player creates a new An attacker rolls a die dictated by their weapon, and
Death
Into the Odd:
Attacks Rules:
Character Creation Some Starter Packages Equipment List Currency
1. Roll 3d6 for STR (strength), DEX Explorer Apprentice Performer 100 Pennies (p) make a Shilling (s).
(dexterity), and CHA (charisma) Dagger(d6) Staff (d6) Throwing Knives (d4) Weapons and Armor 100 Shillings make a Guilder (g).
Lantern & Oil Spellbook Fake Jewels •Unarmed Attack: d4 Damage.
2. Roll 1d6 for starting HP (hit protection) Rope (25ft) Robes (tattered) Face Paint
3. Roll 1d20 for starting pennies Grappling Hook Card Deck •Crude Weapon (1s): d6 Damage, Bulky. Bow, pitchfork, barstool, etc.
Vial of Liquid
Chalk Candle Marbles •Hand Weapon (2s): d6 Damage. Dagger, sword, pistol, club etc.
It is recommended that you consult the Starter Bedroll Arcana Poison Vial •Field Weapon (10s): d8 Damage, Bulky. Musket, brace of pistols, sword and dagger, halberd, etc.
Package table in the ItO rulebook or here and
forming the personality and backstory of your Mystic Alechemist Cultist •Noble Weapon (30s): d8 Damage. Finely made sabre, duelling pistol, rapier, etc.
Curved Dagger (d6) Fire Oil Sacrificial Dagger (d6) •Heavy Gun (1g) d10 Damage, Bulky. Cannot move and fire. Elephant gun, long rifle. etc.
character around those items and features. If you Crystal Pendant Ether Bloodstained Robes
have a specific idea in mind for a character feel free Silk Robes Acid Bone Dice •Modern Armour (50s): Armour 1. Breastplate and helm.
to voice your thoughts to the GM Sand Cloak Antitoxin Incense •Crude Armour (25s) Armour 1, Bulky. Outdated or ceremonial armour.
Incense Quill & Ink Book (illegible)
(House rules for rolling STR, DEX, and WIS can Arcana Arcana •Shield (10s): +1 Armour, Bulky.
Soap
include rolling 4d6 instead of 3 and dropping the Warrior Assassin Nomad Tools (1s Each)
lowest die for slightly more heroic characters) Sword(d8) Poisoned Dagger (d6) Scimitar (d8) Crowbar, saw, glue, magnifying glass, manacles, animal trap, lockpicks, mirror, writing set, fishing
Lockpicks Black Cloak Tattered Cloak pole, shovel, grappling hook, collapsible pole, 20ft rope, spikes, etc.
*For small player groups, Fire Oil Lockpicks Water Skin
Shield Smoke Bomb Sand Goggles
Strength each player may create one Chain (10ft) Vial of Poison Caltrops Luxuries (1g Each)
or more companions. Roll Luxuries (1g): Clockwork items, thermometer, elaborate clothes, jewellery, ornaments, spyglass, etc.
Fighting, fortitude, their Ability Scores in order
and toughness. Survivor Barbarian Criminal Basic Items
and give them 1 hp and a Dagger(d6) Great Axe (d10) Poison Dagger (d6)
sword. Fishing Rod Wolf Pelt Lockpicks • Flashbang (10s): Blinds on failed DEX Save. Hirelings
Tent (fits 2) Firestarter Sack of Coins • Fire Oil (10s): Ignites area, d6 Damage per round. Cost per day, d6hp and Ability
Dexterity Flint & Tinderbox Bone Necklace (counterfeit) Scores 10 unless noted
Stealth, athletics, Hit Protection Metal File Rations (3 days) Fake Jewels • Bomb (20s): d10 Blast. • Lighter Boy (1s): STR 2d6,
Antitoxin Small Mirror • Rocket (20s): d10 damage, colorful explosion.
reflexes. balancing Roll 1d6 to determine lantern, club.
your PC’s starting Pirate Smith Druid • Smoke-bomb (10s): Fills room with smoke, attacks are Impaired. • Mercenary (5s): 2d6hp,
Willpower Hit Protection (HP), Cutlass (d6) Hammer(d6) Wooden Staff (d6) • Poison (20s): Lose d20 STR if ingested. musket, sword.
Grappling Hook Nails Animal Totem (worn)
Confidence, which reflects their Glue Herbs (mixed, healing) • Ether (10s): Inhaled, STR Save or pass out for an hour. • Expert (10s): Pistol, expertise
ability to avoid damage Flask of Rum Spirit Ward in a specific area.
discipline, and Rope (50ft) Chisel • Acid (10s): d6 Damage, burns through materials.
charisma. in combat. Map (to what..?) Metal File Rope (vines, 25ft) • Antitoxin (10s): Neutralizes most toxins.
Bellows Arcana

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