Table of Contents

Player Guide

Welcome to ODDS RPG.

You are building a competent but mortal hero in a flexible, genre-neutral system.

The GM may choose one of two character creation methods:

Both methods are fully compatible.


Step 1: Character Concept

Describe:

Examples:

Space Smuggler
Arcane Scholar
Outlaw Gunslinger
Street Hacker
Monster Hunter
Ex-Soldier
Noble Diplomat

Your concept should guide your skill and attribute choices.


Method 1: Standard Custom Build

Step 2: Attributes

Assign:

+2
+2
+1
+0

To:

Attribute cap depends on campaign Tier.


Step 3: Skills

Choose:

6 skills at +2
4 skills at +1

All other skills default to 0.

Skill examples (customize per setting):

Combat Shooting Stealth Survival Investigation Medicine Arcana Hacking Engineering Piloting Streetwise Persuasion Athletics Perception

The GM may approve new skills fitting the genre.


Method 2: Archetype Skill Packages (Optional)

The GM may allow Archetype Packages for faster creation.

With this method:

Each package grants:

4 skills at +2
4 skills at +1

Warrior Package

+2: Combat, Athletics, Survival, Intimidation +1: Perception, Tactics, Endurance, Riding/Piloting

Best for:

Soldiers, knights, mercenaries, bounty hunters.

Specialist Package

+2: Stealth, Investigation, Perception, Acrobatics +1: Combat, Streetwise, Survival, Deception

Best for:

Rogues, scouts, spies, infiltrators.

Scholar Package

+2: Investigation, Arcana/Science, Medicine, History +1: Persuasion, Perception, Engineering, Insight

Best for:

Wizards, scientists, researchers, occultists.

Operator Package

+2: Shooting, Piloting/Driving, Engineering, Awareness +1: Combat, Survival, Streetwise, Hacking

Best for:

Space pilots, drivers, tech operatives, smugglers.

Face Package

+2: Persuasion, Deception, Insight, Leadership +1: Investigation, Streetwise, Perception, Etiquette

Best for:

Nobles, diplomats, fixers, politicians.

Wildcard Package

Create a custom package with GM approval:

4 skills at +2
4 skills at +1

Derived Stats

Health = 10 + Might Resolve = 10 + Presence

Defense TN = 12 (modified by cover and abilities)


Background Trait

Choose one defining Trait.

Examples:

Former Soldier Guild Member Arcane Initiate Cybernetic Implant Noble Lineage Street Survivor Veteran Pilot

Once per session:

Gain Advantage on one roll directly tied to your Trait.

Traits are narrative tools first, mechanical bonuses second.


Equipment

Start with gear appropriate to your concept and Wealth level.

Typical starting gear includes:

The GM determines Wealth tier at campaign start.


Combat Basics

Attack:

1d20 + Attribute + Combat Skill

On hit:

2d10 + relevant Attribute

Armor reduces incoming damage.

Positioning matters:

See: core


Resolve & Mental Pressure

Resolve represents morale and mental stability.

At 0 Resolve:

You are Broken:
  * Cannot initiate aggression
  * Must withdraw, surrender, or freeze
  * Recover after scene or meaningful support

Advancement

After major milestones, choose one:

Talents are found in: talents

Advancement should reflect story growth, not only combat success.


Optional: Quick Start Characters

For one-shot sessions, the GM may:

This allows play to begin within minutes.


ODDS RPG Player Guide v1.0