Duodeca RPG System: Difference between revisions
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Continued filling in sections, particularly character creation and recovery. |
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Characters are built of attributes (Strength, Perception, Endurance, Charisma, Intelligence, and Agility) and skills rather than classes. This is to encourage characters existing as distinct individuals rather than fill-in-the-blank archetypes. The choice of attributes is derived from the ''Fallout'' games but minus Luck due to it operating on a more metaphysical level rather than illustrating the tangible capabilities of a character. | Characters are built of attributes (Strength, Perception, Endurance, Charisma, Intelligence, and Agility) and skills rather than classes. This is to encourage characters existing as distinct individuals rather than fill-in-the-blank archetypes. The choice of attributes is derived from the ''Fallout'' games but minus Luck due to it operating on a more metaphysical level rather than illustrating the tangible capabilities of a character. | ||
Duodeca uses a level system (1 to 12) for character progression. | |||
== Character creation == | == Character creation == | ||
Attributes range from 1 to 12. To create a character, begin by assigning them their attribute scores using a pool of 36 points. | |||
Characters have 12 + INT skill points at first level, then 4 + INTmod each subsequent level. | |||
Characters have 1 perk at first level, then 1 perk each subsequent even-numbered level. | |||
Characters have 6 + END + ENDmod health points at first level, then 3 + ENDmod health points each subsequent level. | |||
Characters have 6 + CHA + CHAmod morale points at first level, then 3 + CHAmod morale points each subsequent level. | |||
== Skills == | == Skills == | ||
Skills range from 0 ranks to 24 at maximum. | |||
== Perks == | == Perks == | ||
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=== Armor class, damage threshold, and cover === | === Armor class, damage threshold, and cover === | ||
A character's armor class is 12 + AGLmod + PERmod at base. Armor can increase it, as well as taking cover in combat. | |||
=== Damage, demoralization, and death === | === Damage, demoralization, and death === | ||
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=== Recovering health and morale === | === Recovering health and morale === | ||
Health points can only be regenerated by healing items, medical attention using the Medicine skill, or extended downtime. Morale points can only be regenerated by resting. Thus a stimpak restores health but not morale while a short rest restores morale but not health. | |||
=== Radiation === | === Radiation === | ||
== Levelling up == | |||
Revision as of 11:35, 10 February 2026
This is the overview page for Duodeca, a WIP tabletop roleplaying system. It was initially built to run the Fallout: Emerald City campaign setting but (with some tweaks) it'll ideally be adaptable enough to use for a variety of games.
Basic mechanics
Duodeca is named for its primary dice mechanic, 2d12. The vast majority of rolls are permutations thereof. 2d12 strikes a balance between the classic 1d20, with a flat curve of probability (all 5% likely) which thus tends to be 'swingy,' and 3d6 which is more heavily curved.
Characters are built of attributes (Strength, Perception, Endurance, Charisma, Intelligence, and Agility) and skills rather than classes. This is to encourage characters existing as distinct individuals rather than fill-in-the-blank archetypes. The choice of attributes is derived from the Fallout games but minus Luck due to it operating on a more metaphysical level rather than illustrating the tangible capabilities of a character.
Duodeca uses a level system (1 to 12) for character progression.
Character creation
Attributes range from 1 to 12. To create a character, begin by assigning them their attribute scores using a pool of 36 points.
Characters have 12 + INT skill points at first level, then 4 + INTmod each subsequent level.
Characters have 1 perk at first level, then 1 perk each subsequent even-numbered level.
Characters have 6 + END + ENDmod health points at first level, then 3 + ENDmod health points each subsequent level.
Characters have 6 + CHA + CHAmod morale points at first level, then 3 + CHAmod morale points each subsequent level.
Skills
Skills range from 0 ranks to 24 at maximum.
Perks
Tactical play
Initiative and turn order
Combat initiates with rolls from all participants to determine turn order, called the initiative roll. This is 2d12 + PERmod; any ties are resolved by who has the higher PER. Participants who enter the combat later roll initiative and slot into the turn order based on that.
Actions and reactions
Every character can perform three actions and one reaction per round. Actions can only be performed in that character's turn in a round, reactions can only be performed during another's.
Movement
Attacks
Armor class, damage threshold, and cover
A character's armor class is 12 + AGLmod + PERmod at base. Armor can increase it, as well as taking cover in combat.
Damage, demoralization, and death
Miscellaneous mechanics
Recovering health and morale
Health points can only be regenerated by healing items, medical attention using the Medicine skill, or extended downtime. Morale points can only be regenerated by resting. Thus a stimpak restores health but not morale while a short rest restores morale but not health.