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Table of Contents
Core System
ODDS RPG uses:
- 1d20 for resolution
- 2d10 for impact
The system is modular and genre-neutral.
The Core Roll
When attempting something risky:
1d20 + Attribute + Skill
Compare to a Target Number (TN).
| Difficulty | TN |
|---|---|
| Easy | 8 |
| Standard | 12 |
| Challenging | 15 |
| Hard | 18 |
| Extreme | 22 |
If you meet or exceed the TN, you succeed.
Degrees of Success
Beat TN by 5 → Strong Success Beat TN by 10 → Critical Success
Natural 20 → Automatic Strong Success Natural 1 → Failure + Complication
Strong Success should:
- Increase effect
- Reduce time
- Avoid collateral cost
Critical Success:
- Dramatic advantage
- Bonus damage (+5)
- Narrative control moment
Attributes
All characters have four attributes:
| Attribute | Represents |
|---|---|
| Might | Strength, endurance, durability |
| Agility | Reflexes, speed, coordination |
| Mind | Logic, perception, technical skill |
| Presence | Willpower, charisma, leadership |
Attribute range:
- 1 to +5 (Tier dependent)
Starting array:
+2, +2, +1, +0
Skills
Skills represent training or specialization.
Skill range:
0 to +5
Typical skill examples: Combat, Shooting, Stealth, Survival, Investigation, Medicine, Arcana, Hacking, Engineering, Persuasion, Streetwise, Piloting
The GM may allow custom skills.
Impact Rolls
When an action causes measurable effect:
Roll 2d10 + relevant modifier
Used for:
- Damage
- Healing
- Mental strain
- Structural damage
- Influence shifts
Armor reduces incoming damage.
Health & Resolve
Health = 10 + Might Resolve = 10 + Presence
At 0 Health:
Incapacitated
At 0 Resolve:
Broken (panic, surrender, shutdown)
Conditions
Conditions impose penalties but do not stack twice.
Shaken:
- 2 to next roll
Wounded:
- 2 to physical rolls
Frightened:
- 2 to mental rolls
Restrained:
Cannot move freely
Stunned:
Lose next action
Advantage
When circumstances strongly favor you:
Roll 2d20 and take the higher.
Disadvantage: Roll 2d20 and take the lower.
Initiative
Roll:
1d20 + Agility
Highest acts first.
Rest & Recovery
Short Rest (once per scene):
Recover 1d20 Health OR 1d10 Resolve
Long Rest:
Fully recover Health & Resolve
Extended Tasks
Used for hacking, rituals, repairs, negotiations.
Set a Progress Goal (3–10 successes).
Each successful roll = 1 progress Strong Success = 2 progress
Failure may:
- Add time
- Increase TN
- Trigger encounter
