This module adds psychological pressure, horror, and mental instability to ODDS RPG.
Use this in:
If not using horror themes, this module is optional.
The GM chooses one approach:
Option 1:
Replace Resolve with Sanity.
Option 2:
Keep Resolve for morale and add Sanity as a separate track.
Recommended for horror:
Separate Sanity track.
If separate:
Sanity = 10 + Presence
When a character encounters:
Roll:
1d20 + Presence
TN guidelines:
Unsettling → 12 Horrific → 15 Mind-shattering → 18 Reality-breaking → 22
Failure:
Lose 2d10 Sanity.
Strong Failure (miss by 5+):
Lose 2d10 Sanity and gain a Condition.
At 50% Sanity:
Gain one Minor Instability.
At 0 Sanity:
Character Breaks.
Broken state:
Recovery requires:
Roll 1d8 or choose:
1 Paranoia (-2 Insight-based rolls) 2 Tremors (-2 ranged attacks) 3 Nightmares (no Resolve recovery on short rest) 4 Phobia (GM-defined trigger) 5 Obsession (fixate on clue or object) 6 Emotional detachment (-2 social rolls) 7 Hallucinations (minor distortions) 8 Compulsive behavior
Instabilities persist until treated.
After major rest or downtime:
Roll 1d20 + Mind vs TN 15.
On success:
Recover 1d10 Sanity.
Professional therapy, magical cleansing, or advanced tech may grant Advantage.
Sanity should recover slowly to maintain tone.
On failing a Sanity roll by 10+:
Roll 1d6:
1 Freeze (lose next Action) 2 Flee immediately 3 Drop held item 4 Attack nearest target 5 Collapse prone 6 Catatonic for one round
This adds horror unpredictability.
If a character reaches 0 Sanity twice:
Gain a Permanent Scar.
Examples:
Permanent Scars are roleplay-driven and may impose -1 to a relevant area.
Sanity should:
Do not use it to punish normal combat stress.
Reserve it for true horror elements.
ODDS RPG Sanity Module v1.0