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Open11 Core Rulebook (Draft)

Do we need Classes?

Note: This is a mockup draft document meant for refinement, playtesting, and potential publishing. Front/back covers are not included in this 12-page core structure.


Page 1: Welcome to Open11 Welcome to Open11, a classless, trait-driven tabletop RPG designed for story-first play and open-ended growth. There are no stats, no races, no levels—only choices, consequences, and the echoes of your past. This system is built on the number 11: 11 traits, 11 flaws, 11 encounter powers, 11 threads, 11 core rules. The 12th of each is left open—for you to create.


Page 2: The Core Mechanic

  • Roll 1d20 vs a base DC of 11.
  • Traits reduce the DC; Flaws or circumstances may increase it.
  • No attributes. Success comes from how you’ve grown, not what you were born with.
  • Example: Climbing a wall (base DC 11). Trait: “Urban Climber” (–2 DC) → DC is 9. Roll 1d20.

Page 3: Traits & Flaws

  • Choose up to 5 Trait points at character creation.
  • Take Flaws (up to 3) to gain more points.
  • Trait levels: Trained (–1 DC), Skilled (–2), Expert (–3), Master (–4).
  • Flaws increase DCs or trigger narrative consequences.
  • 11 sample Traits + 11 Flaws. The 12th slot: Create your own.

Page 4: Threads (Backgrounds)

  • Each character can have up to 3 Threads.
  • Threads represent life experience. Each gives: 1 Trait or Flaw, 1 knowledge/contact, 1 worldview shift.
  • Example Threads: Line Cook, Rebuilt Survivor, Lost Acolyte, Skywatcher.
  • Threads can evolve or be added during play.

Page 5: Encounter Powers

  • Each character begins with one Encounter Power.
  • Powers can be used once per encounter and are impactful, story-driven moves.
  • 11 example Powers include: Voice Like Fire, Wound the World, Echo-Sense, Ghost-Step.
  • The 12th slot is left open for signature player-made abilities.

Page 6: Combat Rules

  • Flat damage: weapons deal static damage (e.g., dagger 2, sword 3, axe 4).
  • Traits add situational bonuses (e.g., “Brutal” +1 vs unaware foes).
  • Armor affects DC to hit (+1 light, +2 medium, +3 heavy) and absorbs damage via a d6 roll.
  • Combat is quick, brutal, and story-driven.

Page 7: Social & Exploration Mechanics

  • Social: Influence scenes using Traits like “Silver Tongue” or “Truthbreaker.”
  • Exploration: Use Traits like “Echo-Sense” or “Wayfinder” to unlock hidden paths, bypass puzzles.
  • Fail forward: consequences still drive the story.

Page 8: Growth Without Levels

  • No XP. You grow through reflection, downtime, and quests.
  • Traits improve with usage or learning.
  • Flaws can be overcome—or transformed.
  • GMs and players collaboratively shape advancement.

Page 9: Downtime & World Flags

  • Downtime: recover, train, bond, research, build.
  • World Flags: track world-altering decisions (e.g., “The Queen Fell,” “The Sigil Burned”).
  • Flags ripple forward, changing future storylines and modules.

Page 10: GM Guidance

  • Ask questions instead of prepping every answer.
  • Use the Rule of 11: 11 options, 11 paths, 11 truths—and always one chaos echo.
  • Encourage custom traits, flaws, powers, and flags.
  • Keep tension with light mechanics and strong story beats.

Page 11: Conditions, Death & Healing

  • HP starts at 11. Modified by Traits (+1) or Flaws (–1).
  • Damage is applied directly unless soaked by armor.
  • At 0 HP: fall unconscious, gain a lasting wound or flaw.
  • Healing comes from downtime, allies, or powers.

Page 12: Begin the Game

  • Quickstart Checklist:
    1. Choose 5 Trait points.
    2. Take up to 3 Flaws (optional).
    3. Pick or invent 1 Encounter Power.
    4. Write 1–3 Threads.
    5. Set starting HP (default 11).
    6. Choose a Guiding Question.
    7. Begin your story.

You are the 12th.

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Posted by r0zzin June 23, 2025

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