====== Core System ====== ODDS RPG uses: * 1d20 for resolution * 2d10 for impact The system is genre-neutral and supports cinematic but tactical play. Only roll when: * The outcome is uncertain * Failure has consequences * The situation will meaningfully change If nothing changes, do not roll. ---- ===== The Core Roll ===== When attempting something risky: Roll 1d20 + Attribute + Skill Compare the result to a Target Number (TN). ^ Difficulty ^ TN ^ | Easy | 8 | | Standard | 12 | | Challenging | 15 | | Hard | 18 | | Extreme | 22 | If the result meets or exceeds the TN, the action succeeds. If the result is lower, the action fails and the GM introduces a consequence. ---- ===== Degrees of Success ===== If you exceed the TN by: 5 or more → Strong Success 10 or more → Critical Success Natural 20: Automatic Strong Success. Natural 1: Failure plus Complication. Strong Success may grant: * Increased effect * Faster completion * Tactical advantage * +5 to Impact (if applicable) Critical Success may grant: * Major narrative advantage * +10 total Impact (if applicable) * Significant positional advantage The GM determines the exact benefit based on the situation. ---- ===== Attributes ===== ^ Attribute ^ Represents ^ | Might | Strength, endurance, durability | | Agility | Speed, reflexes, coordination | | Mind | Logic, perception, technical ability | | Presence | Willpower, charisma, leadership | Starting array: +2, +2, +1, +0 Attribute maximum depends on campaign Tier. ---- ===== Skills ===== Skills represent training or specialization. Untrained skills default to +0. Roll: 1d20 + Attribute + Skill The GM may approve new skills appropriate to the setting. ---- ===== Impact Rolls ===== When a successful action causes measurable effect: Roll 2d10 + relevant modifier Impact is used for: * Damage * Healing * Structural harm * Mental strain * Influence shifts Armor reduces incoming damage. Impact cannot be reduced below 0. ---- ===== Combat Structure ===== Combat occurs in Rounds. At the start of combat: Each participant rolls 1d20 + Agility for Initiative. Highest result acts first. On your turn, you may take: 1 Move 1 Action 1 Minor Action (optional) You may trade: Move → Minor Action → Move You may not trade a Minor into a full Action. Keep turns concise and decisive. ---- ===== Actions ===== Common Actions include: * Attack * Cast an ability * Use complex equipment * Full Sprint (double move) * Assist an ally Common Minor Actions include: * Draw or stow a weapon * Open or close a door * Stand from prone * Quick interaction The GM has final say on action categories. ---- ===== Attacking ===== To attack: Roll 1d20 + Attribute + Combat Skill Compare against the target’s Defense TN. On a hit: Roll 2d10 + relevant Attribute for damage. Armor reduces the damage taken. ---- ===== Defense & Positioning ===== Base Defense TN: 12 Modifiers: Partial Cover: +2 Defense Heavy Cover: +4 Defense Prone: +2 vs ranged attacks -2 vs melee attacks High Ground: +1 to attack rolls Flanking: +2 to attack rolls when an ally threatens the target from the opposite side Modifiers should not stack beyond what is reasonable. ---- ===== Range Bands ===== ODDS uses abstract distance: Engaged – melee distance Close – same room Near – across open area Far – long range Extreme – sniper range Attacks beyond optimal range: -2 per range band beyond intended use. ---- ===== Health & Resolve ===== Health = 10 + Might Resolve = 10 + Presence Health measures physical durability. Resolve measures morale and mental stability. When Health reaches 0: The character is Downed. While Downed: You may take 1 Action per round. If you take additional damage while Downed, roll 1d20: 1–10: Unconscious 11–19: Stable but still Downed 20: Regain 1 Health If you take damage equal to your full Health again while Downed: You are dying (GM discretion). ---- ===== Resolve Damage ===== Some effects reduce Resolve instead of Health. When Resolve reaches 0: The character is Broken. A Broken character: * Cannot initiate aggression * Must retreat, surrender, or freeze * Recovers after the scene or meaningful support ---- ===== Conditions ===== Conditions do not stack with themselves. Shaken: -2 to next roll Wounded: -2 to physical rolls Frightened: -2 to mental rolls Restrained: Movement prevented Stunned: Lose next Action Conditions last until resolved by time, action, or GM ruling. ---- ===== Advantage & Disadvantage ===== Advantage: Roll 2d20, take the higher result. Disadvantage: Roll 2d20, take the lower result. Multiple sources do not stack beyond one level. ---- ===== Assisting ===== To assist an ally: Roll TN 12 using a relevant skill. On success: Ally gains +2 to their next roll. On Strong Success: Ally gains Advantage instead. ---- ===== Extended Tasks ===== Used for hacking, rituals, repairs, negotiations, or other multi-step goals. Set a Progress Goal (3–10). Each success: +1 Progress Strong Success: +2 Progress Failure may: * Increase danger * Add time cost * Trigger a complication Extended Tasks should remain dynamic. ---- ===== Environmental Hazards ===== Fire: TN 12 Agility or take 2d10 damage Falling: 2d10 damage per range band fallen Poison: TN 12 Might or lose 2d10 Health over time Radiation / Corruption: TN 15 Might or lose 2d10 Resolve Adjust TN based on severity. ---- ODDS RPG Core v1.0 Playtest