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Table of Contents
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 meaningfully changes
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 β Strong Success 10 or more β 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 allow 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 β Minor Action β 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 targetβs 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 do not stack beyond what is reasonable.
Range Bands
ODDS uses abstract distance:
Engaged β melee distance Close β same room Near β across open area Far β long range Extreme β 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, roll 1d20:
1β10: Unconscious 11β19: 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 (3β10).
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
Status: v1.0 Playtest Build (Locked for testing)
