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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.
The Core Roll
When attempting something risky:
1d20 + Attribute + Skill
Compare the result to a Target Number (TN).
| Difficulty | TN |
|---|---|
| Easy | 8 |
| Standard | 12 |
| Challenging | 15 |
| Hard | 18 |
| Extreme | 22 |
Meet or exceed the TN to 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 grant:
- Increased effect
- Reduced time
- Tactical advantage
- +5 bonus to Impact (if applicable)
Critical Success:
- Major narrative advantage
- +5 additional Impact (total +10 if applicable)
- Immediate positioning benefit (GM discretion)
Attributes
| Attribute | Represents |
|---|---|
| Might | Strength, endurance, durability |
| Agility | Speed, reflex, coordination |
| Mind | Logic, perception, technical skill |
| Presence | Willpower, charisma, leadership |
Starting array:
+2, +2, +1, +0
Attribute cap depends on campaign Tier.
Skills
Skills represent training.
Roll:
1d20 + Attribute + Skill
Untrained skills default to 0.
Impact Rolls
When a successful action causes measurable effect:
2d10 + relevant modifier
Used for:
- Damage
- Healing
- Structural harm
- Mental strain
- Influence shifts
Armor reduces incoming damage.
Impact cannot be reduced below 0.
Combat Structure
Combat is divided into Rounds.
Each Round:
- Everyone rolls Initiative (1d20 + Agility)
- Highest acts first
On Your Turn You Get:
- 1 Move
- 1 Action
- 1 Minor Action (optional)
You may trade:
Move → Minor Action → Move (but not vice versa)
Actions
Examples of Actions:
- Attack
- Cast ability
- Use complex item
- Full sprint (double move)
- Assist ally
Examples of Minor Actions:
- Draw weapon
- Open door
- Quick interaction
- Stand from prone
Attacking
Roll:
1d20 + Attribute + Combat Skill
Against target’s Defense TN (default 12 unless modified by armor, cover, or abilities).
On hit:
Roll 2d10 + relevant Attribute
Defense & Cover
Base Defense TN: 12
Partial Cover:
+2 Defense
Heavy Cover:
+4 Defense
Prone:
+2 vs ranged, -2 vs melee
High ground:
+1 to attack rolls
Flanking:
+2 to attack if ally is engaged opposite target
Range Bands
ODDS uses abstract range:
Engaged – melee distance Close – across room Near – across street Far – long range Extreme – sniper / artillery
Attacks beyond intended range:
- 2 penalty per band beyond optimal
Damage & Durability
Health = 10 + Might Resolve = 10 + Presence
When Health reaches 0:
You are Downed.
While Downed:
You may take 1 Action per round. If hit again, roll 1d20: 1–10: unconscious 11–19: stable 20: regain 1 Health
If you take damage equal to your full Health again while Downed:
You are dying (GM discretion; not instant death unless narratively justified).
This supports moderate durability without trivializing danger.
Resolve Damage
Mental attacks reduce Resolve.
At 0 Resolve:
Character is Broken: * Cannot take aggressive action * Must retreat, surrender, or freeze * Recovers after scene or strong 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:
- End of next turn
- Scene ends
- Resolved via action
Advantage & Disadvantage
Advantage:
Roll 2d20, take higher
Disadvantage:
Roll 2d20, take lower
Multiple sources do not stack beyond one level.
Assisting
Spend Action to assist:
Roll TN 12 relevant skill. On success:
Ally gains +2 to next roll.
On Strong Success:
Ally gains Advantage.
Extended Tasks
Used for hacking, rituals, repairs, negotiations.
Set a Progress Goal (3–10 successes).
Each success = 1 progress Strong Success = 2 progress
Failure may:
- Add threat
- Increase TN
- Trigger complication
Environmental Hazards
Fire:
TN 12 Agility or take 2d10
Falling:
2d10 per range band fallen
Poison:
TN 12 Might or lose 2d10 Health over time
Radiation / Corruption:
TN 15 Might or lose 2d10 Resolve
ODDS RPG Core v1.0
