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I've run the game twice for my group and they've enjoyed it. We lost the first character on the second mission (one of the two with experience from the previous mission) and it was emotional. The missions were converted short cthulhoid adventures and I'm a fan of Delta Green, so the horror element was definitely there (more Call of Cthulhu than Pandemonium). The random backgrounds were great and loved by all!

The one thing that was missing was grappling rules (!). I know those are a problem on most F20 games and Into the ODD has like two different unofficial ones. I wrote something up after the session and will test them next time.

Thanks for the report! Personally I handle grappling like any other combat maneuver (target can attempt to save STR to escape being grappled, as implied in the Jersey Gator profile). If someone fails their save, I let them try again once every round on their turn. 

Does the escape attempt take full action or can the character cause damage at the same time?

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I don’t typically expect saves to require an action; they’re more an instinctive reaction to whatever else is happening. I’d run it like, if you save successfully and then attack, then cool, you get to make a normal attack, but if you fail to escape and try to attack anyway, it’s probably impaired (d4).


This is all kind of relative based on context, though, which is why there’s a general “treat combat maneuvers as saves” rule but no specific grappling rules. If you’re grappling a giant porcupine, the spines are attacking you without being impaired! It’s kind of a “use your best judgment and change the approach  later if you need to” philosophy.

Cool. I'll write that up as a specific thing that you can do (the grappling attack) with the minimum of rules.