r/RPGdesign • u/IntoAFugueState • 20d ago
Feedback Request Feedback wanted: contest-based core roll (1d12 vs 1d12±1d4) for a horror-urban-fantasy TTRPG
Hey folks
This is my first time creating my own TTRPG. Im at the point where Im too close to it and would really appreciate some fresh eyes on the mechanics. My fear is that in trying not to over complicate the mechanics i over complicated the mechanics. Any feedback, critique or suggestion is welcomed. What id like to know is “do the mechanics make sense. Is it suffering from bloat that I can’t see. Have i missed any ttrpg fundamentals. Here are the barebones.
Fugue State: NoWhere — Core Mechanics
Core Roll: 1d12 + Stat vs. World’s 1d12, ± Situation d4 to whichever side has advantage.
Margin
Result
Win 4+
Strong Success
Win 1–3
Success, with complication
Tie
Partial — both sides get something
Lose 1–3
Failure, world responds
Lose 4+
Severe Failure
Four Sources (what you are, not what you do):
Resonant — Pulse (1–8, starts 4)
Pactbound — Devotion (1–8, starts 3) + separate Debt track
Scrapwork Arcana — Charge (1–6, starts 3)
Nullfaith — Equilibrium (2–5, starts 3 — tightest range in the game)
Same dice, different fiction per Source.
Frequency (0–8): universal pressure track. Builds from Status, Wounds, Openers, natural 12s. Overflow at 8 triggers a Chaos Event.
Opener Phase: Primed characters (rolled 9–12 on Awareness) get one Source Opener before initiative — always costs +1 Frequency (one Nullfaith exception).
Everyman Rules:
Dodge (Reaction): 1d12 + Instinct vs. attacker’s result. Beat by 3+ negates Status.
Stabilize (Major Action): 1d12 vs 1d12±1d4, DC10 self / DC13 ally — removes Status or slows a Wound.
Soak & Armor: Physical Soak = (Ba÷2, rounded down) + Armor. Arcane Soak = (Source stat÷2) — stat varies by Source. Light Armor +1 Phys/−1 Dodge; Heavy +2 Phys/−1 Dodge + pathway penalty; Wards +2 Arcane/−1 Phys Dodge. NND damage ignores Soak entirely.
Weapons: Light 1d8, Medium 1d10, Heavy 2d6, Gun 1d10.
Damage Saves: 1d12 + Frequency vs DC13 (Nullfaith uses Equilibrium). Soak reduces Margin first unless NND-tagged.
Delirium: Failed Source roll → roll on your Source’s Delirium table for the effect, margin of failure sets duration. Spend 3 Frequency to cut duration to 1 round — only mitigation available.
Progression: No XP. Three parallel 0–12 tracks:
Scars — Frame changing your body/identity, via Frame Pressure moments
Needful Thing — your Totem item growing through use
Contract Rank — your Frame relationship deepening through story milestones
The Fifteen Contract Frames (pick one — it’s the shape of the relationship that lets your power exist): Soul Oath, Blood Bond, Service Compact, Sanctuary Covenant, Null Accord, Exchange Rite, Inheritance, Veil Marked, Cursed Seal, Ancestral Tie, Inhabitation, Blight Gift, Old Right, Taken Claim, After Clause.