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ITO Hack Cheat Sheet Cheat Sheet (DRAFT) by

A cheat sheet for a personal hack of Into the Odd

This is a draft cheat sheet. It is a work in progress and is not finished yet.

Character Creation

Roll 1d12+1d6 for PRW (Prowess), GUI (Guile), and ACU (Acuity)
Roll 1d6 for starting HP (hit protec­tion)
Roll 1d20 for starting stubs
10 stubs = 1 rode, round of cheap drinks
10 rode = 1 silver
1 silver = a decent wagon, a nice ring, a servic­eable handgun

Dicework

Saves, the most common rolls, are used to avoid danger in risky situat­ions. Roll 1d20 under or equal to the ability score the GM declares fitting. A 1 is always a success and a 20 is always a failure.
Most risks that necess­itate a save bypass your HP in damage.

Attributes

PRW Saves are for:
Fighting, fortitude, and toughness
GUI Saves are for:
Persua­sion, lying, subtlety, and reflexes
ACU Saves are for:
Confid­ence, mental clarity, and willpower

Inventory

A character has a default of 8 inventory slots, 6 of them are considered backpack slots, while the other 2 represent a charac­ter's hand slots
A character may equip a belt or bandolier to gain an additional 3 inventory slots
It requires an Action to take an item from the backpack slots, whereas an item in the hand slots or a belt or bandolier can be equipped freely, as long as the previously held item is dropped
If a character has all available slots filled, their HP is reduced to 0 until they drop something and take a Short Rest

Logistics

Short Rest
Resting for a few minutes recovers all lost HP
Field Rest
Resting for 8 hours recovers 1 point of each Ability Score
Full Rest
A week of downtime in a comfor­table location restores all Ability Scores
Deprived
Someone deprived of a crucial need (food, water, warmth, shelter) cannot benefit from Rests
Fatigue
When a character gains a Fatigue, it fills up one of their inventory slots (player's choice of which slot, can't be a hand slot). Missing a Field Rest for any reason applies 1 Fatigue to a character, and they could also gain it in other ways through gameplay. Completing a Field Rest removes one fatigue
Bulky
Items marked as Bulky require two hands or signif­icant storage. If you carry more than two Bulky items your HP is reduced to 0 until you set one down and take a short rest
Petty
Items marked as Petty don't take up inventory space
 

Combat

Turns
Turns are broken into sides, the Players and their allies being one side, and the enemies being the other. Player characters always go first unless surprised, in which case they must make a GUI Save to be allowed to act in the first turn.
Actions
The players can perform an action and move on their turn. The GM can determine whether the action requires a Save to be made. A common choice in battle is attacking
Attacks
There is no roll to hit, as attacks simply deal damage to the target. Roll the die indicated by the weapon used and subtract the enemy's Armor score from the result. The remaining value is applied as damage in the same way it would be applied to a player.
Morale
NPCs must make an ACU save to avoid being routed when they lose half their numbers. In organized groups only the leader makes this save, and if not each NPC rolls indivi­dually.

Tactics

Multiple Attackers
When more than one attacker targets an indivi­dual, all attackers roll together and only apply the highest roll as damage
Dual Wielding
When a character uses a weapon in each hand, roll twice and keep the higher number
Blast
Weapons marked with Blast do damage to any targets within the approp­riate area. Damage is rolled for each target indivi­dually
Automatic
Weapons marked with Automatic roll their damage die twice, taking the higher result. However, if the highest roll is a 1 or 2, the weapon malfun­ctions and a character must spend an action to return its functi­ona­lity.
Armor Piercing
Weapons marked with Armor Piercing ignore Armor completely when dealing damage
Impair­ed/­Enh­anced
Attacks that are hindered by cover, made while overbu­rdened, or in some other way rendered ineffe­ctive roll a d4 in addition to the normal damage die and keep only the lowest result. Attacks made against helpless targets or aided by a successful stunt of some kind roll an additional d12 and keep only the highest result
Use an item
You can use any inventory item as a normal Action.
Retreat
Fleeing to safety under pursuit or fire requires a GUI Save and somewhere to escape to
Anything Else
Any Action that does not fall under the previous categories instead requires a Save for the character most in danger from the action

Conseq­uences

Damage
When a character takes damage they lose HP. Once HP is depleted, the character is wounded and all further damage is applied to your PRW score. Each time your PRW score takes damage, you muse make a PRW save to avoid Critical Damage*
Scars
When a character is reduced to exactly 0 HP, they take a Scar. Based on the amount of damage from the hit that caused this effect, take the effect for the equivalent value on the table to the right
Critical Damage
If a character takes Critical Damage they are so wounded that they cannot take further action until tended to by another character, followed by a short rest. If a character is left untended for an hour, they die.
The End
If your PRW Score is at 0, you are dead. If your GUI score is at 0, you are paralyzed. If your ACU score is at 0, you are catatonic.
Once a character dies, roll a new character or take control of a party NPC. The goal is to get players back into the game as fast as possible, with verisi­mil­itude being a secondary concern.
 

Scars

1: Battlescar
A part of you is violently marked. Reroll your Maximum HP on a d6 an keep the result if higher
Roll 1d6 || 1: Eye || 2: Cheek || 3: Neck || 4: Chest || 5: Stomach || 6: Hands
2: Shaken Nerves
You stammer and shake
After you take something to calm your nerves, reroll your Maximum HP on a d6 and keep the result if higher
3: Hobbled
Reduced to a limp until fixed
4: Smashed Mouth
You spit teeth and blood. You look a mess until you see a dentist
5: Bloody Mess
You need stitches. You are Deprived until it's done by a Specia­list.
Reroll your Maximum HP on 2d6 and keep the result if higher
6: Punctured Organ
A vital organ is in a critical state. If you take Critical Damage before seeing a Specialist you die.
If you get it seen to, reroll your Maximum HP on 2d6 and keep the result if higher.
7: Maimed
A part of you is torn off
Roll 1d6 || 1: Nose || 2: Ear || 3: Finger || 4: Thumb || 5: Eye || 6: Chunk of Scalp
8: Torn Limb
A random limb is torn off or in need of amputation
9: Splintered Mind
You are Deprived until you spend a whole evening emotio­nally unloading
After this is done, roll 2d6 and replace your ACU score with the result.
10: Shattered Ego
You are dealt a humili­ating blow
If you achieve revenge, reroll your Maximum HP on 3d6 and take the result if higher
11: Fractured Skull
Your limbs feel slightly discon­nected, and you have trouble recogn­izing yourself
Reroll your GUI on 2D6
12: Doomed to Die
You shouldn't have survived that. You have nightmares of your own death.
If you fail your next Save against Critical Damage you die horribly. If you pass, remove this effect and reroll your Maximum HP on 3d6, keeping the result if higher.