ODDS RPG uses:
The system is genre-neutral and supports cinematic but tactical play.
Only roll when:
If nothing changes, do not 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.
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:
Critical Success may grant:
The GM determines the exact benefit based on the situation.
| 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 represent training or specialization.
Untrained skills default to +0.
Roll:
1d20 + Attribute + Skill
The GM may approve new skills appropriate to the setting.
When a successful action causes measurable effect:
Roll 2d10 + relevant modifier
Impact is used for:
Armor reduces incoming damage.
Impact cannot be reduced below 0.
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.
Common Actions include:
Common Minor Actions include:
The GM has final say on action categories.
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.
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.
ODDS uses abstract distance:
Engaged – melee distance Close – same room Near – across open area Far – long range Extreme – sniper range
Attacks beyond optimal range:
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).
Some effects reduce Resolve instead of Health.
When Resolve reaches 0:
The character is Broken.
A Broken character:
Conditions do not stack with themselves.
Shaken:
Wounded:
Frightened:
Restrained:
Movement prevented
Stunned:
Lose next Action
Conditions last until resolved by time, action, or GM ruling.
Advantage:
Roll 2d20, take the higher result.
Disadvantage:
Roll 2d20, take the lower result.
Multiple sources do not stack beyond one level.
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.
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:
Extended Tasks should remain dynamic.
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