24-System
A tactical survival-horror tabletop RPG framework centered on body commitment, positional control, and consequence-forward play.
This README compiles the current markdown rules and setting notes in fiction/24system.
Design Premise
The 24-System is built around these ideas:
- Competent characters under escalating pressure
- Choices about commitment and risk, not action-point optimization
- Injuries that degrade capability over time
- Fear that biases behavior without removing agency
- Fiction-first resolution with fast adjudication
Core Resolution (core.md)
- Roll skill dice plus Leverage dice (if any)
- Result is sum of the two highest dice, plus flat bonus
- Compare against DC (raised by Pressure)
- Outcome bands:
- Legendary Success (24+)
- Partial Critical (any die at max)
- Success
- Miss
- Optional push-your-luck reroll:
- Accept Minor Complication and reroll
- If reroll still fails, escalate to Critical Failure and Major Complication
Leverage/Pressure replacement for advantage/disadvantage:
- Leverage adds a bonus die by tier (
d4tod12) - Pressure increases DC instead of removing dice
Action Economy: RHLF / “Ralph” (RLHF.md)
Characters commit body anchors to perform actions:
L: primary handR: secondary handH: head (attention, targeting, intent)F: feet (movement, balance, stance)
If an anchor is injured, related actions degrade. If disabled, those actions can become unavailable.
Combat Overview (combat.md, defense.md, movement.md, weapons.md, wounds.md)
Baseline Combat Concepts
- Guard is automatic when aware, unengaged, and not committing
H - Combat uses range states (Separated, Melee, Grappling), not grid distance
- Advancing into guarded space is contested
- Multiple guards stack by
+2 DCper extra defender - Dodge is preserved after normal movement, but Sprint/Leap normally consumes Dodge until next turn
Core Declared Actions
- Attack (
L) - Focused Attack (
L+H) - Full Martial Attack (
L(R)HF) - Advance (
F) - Move (
F) - Covering Fire (
L+H, ammo, attention disruption)
Reactive Defenses
- Base defense (no active defense): attack DC 13
- Dodge: athletics-based avoidance, stamina cost
- Parry: melee-based interception/deflection, weapon risk
- Block: interception/absorption, strongest with shields
Cover and Concealment
- Concealment primarily affects perception/hit chance
- Cover at range increases DC
- Cover in melee is mostly active/interposed and depends on committed limbs/position
- Cover stacks with active defenses where applicable
Movement
- Movement Rate (MR) baseline 6 (human, unencumbered)
- Armor/packs apply only worst movement penalty source
- Sprint costs stamina for temporary MR increase
- Leg injuries reduce MR cumulatively
Weapons and Identity
Weapon identity is driven by partial-critical behavior and qualities:
- Primary properties: Precision, Chopping, Crushing
- Qualities: Reach, Parry, Brace, Improvised
- One-handed baseline: 1 wound
- Two-handed baseline: 2 wounds
- Ranged tools differentiated by limb commitment and reload friction
Wounds, Armor, and Trauma
- Region tracks: each arm, head, shared legs, core
- Wound progression: OK -> Injured -> Disabled -> Missing (region-specific behavior)
- Armor is a single worn unit that converts wounds to stamina loss (Light/Medium/Heavy)
- Core wound thresholds drive failing, dying, death states
Stress Model (fear-and-madness.md)
Fear track runs 0-6:
- Lower levels increase caution/hypervigilance
- Mid levels introduce hesitation entering hostile danger
- High levels reduce available anchor commitment
- Top level causes breakdown/withdrawal
Madness is emergent from accumulated survival scars (Banes), not a separate meter.
Status Effects (status-effects.md)
Common tactical conditions are defined in one place:
- Blind
- Prone
- Grabbed
- Pinned
- Restrained
- Disoriented
- Stunned
- Silenced
- Incapacitated
- Unconscious
- Bleeding
Character Growth
Character Creation (charactercreation.md)
- No attributes (no STR/DEX/INT)
- Assign 1 specialty, 1 strong, 2 competent skills
- Competent tier is
d10 + d12 + 2(Rank 1) - Unassigned skills use vanilla roll (
2d12) - Choose 2 traits
- Add gear and narrative details
Advancement (advancement.md)
- No XP or levels
- Advancement at story-arc boundaries
- Declare one training focus per arc (skill or trait)
- Gain one skill tier (pyramid-limited) or one earned trait per arc
Skill Framework (skills.md)
Action-centric skills define what can be attempted:
- Athletics
- Melee
- Ranged
- Thievery
- Lore
- Social
- Magic
- Science
Key framework updates:
- Contested checks: initiator rolls against defender average (rounded up)
- Unified legendary conversion rule
- Per-action duration tags (
Instant,Short,Extended,Scene,Sustained) - Stealth awareness ladder and scene-based stealth handling
Perception Philosophy (perception.md)
No passive perception stat. Discovery is narrative and interaction-driven:
- Players ask specific questions and describe methods
- Guide seeds fair clues for secrets/traps
- Hidden features should be foreshadowed through sensory/environmental evidence
Magic Model (spells.md)
Spellcasting axioms:
- Magic always works in type
- Rolls determine manifestation quality and consequence, not binary success/fizzle
- Failures escalate through backlash, danger, and cost
Current spell writeups:
- Elder Sign
- The Colour Out of Space
- The Call
- Pseudo-Apotheosis
- The Unveiling
Playtest Materials
playtest-packet.md: player-facing quick rule packet and expectationsplaytest-characters.md: fast combat reference
Setting / Thematic Documents
Atrocitas.md: Atrocitas Sine Auctore concept (atrocity without authorship)monsters/echo-born-other.md: Echo-Born Other entity and stat blockauthors-note.md: design intent and authorship notequote.md: thematic line
File Index
advancement.md: arc-based training and progressionAtrocitas.md: cognitive-horror theorem and ontology noteauthors-note.md: author statement and design philosophycharactercreation.md: chargen flow, skills, traitscombat.md: warding, range states, core combat actionscore.md: outcomes, push-your-luck, leverage/pressuredefense.md: active defense options, cover/concealmentfear-and-madness.md: fear track and emergent madness modelinitiative.md: encounter order, initiative modifiers, and tempo effectslight-levels.md: visibility categories from dim light through pitch darknessmovement.md: MR, encumbrance, terrain, sprintingmonsters/echo-born-other.md: monster ecology, behavior, stat blockperception.md: narrative discovery and secret-door guidanceplaytest-characters.md: quick combat cheat sheetplaytest-packet.md: player onboarding packetquote.md: thematic quoteRLHF.md: body-anchor action economyskills.md: skill action vocabulariesstatus-effects.md: common tactical conditions and their mechanical effectsspells.md: spell axioms and examplesweapons.md: weapon properties, qualities, ranged action economywounds.md: hit locations, trauma ladder, armor conversion
Notes for Next Pass
Likely cleanup targets identified while compiling:
- Standardize anchor naming (
RHLFvsRLHF, andFvs “Legs (L)” in one defense section) - Resolve encoding artifacts (smart quotes/dashes rendering as mojibake in terminal output)
- Align push-your-luck language between
core.mdandplaytest-packet.md - Fill unfinished sections (
Blocking coverheading) - Unify terminology for Guide/GM and action labels across reference docs
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