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        <dc:date>2026-02-17T21:04:04+00:00</dc:date>
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        <title>cybernetics</title>
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        <description>Cybernetics &amp; Advanced Gear

This module supports:

	*  Cyberpunk settings
	*  Transhuman sci-fi
	*  Post-apocalyptic augmentation
	*  Bio-enhancement programs
	*  Super-science upgrades

Cybernetics increase capability but reduce humanity or stability.</description>
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        <title>factions</title>
        <link>https://wiki.amigaz.org/doku.php?id=projects:odds_rpg:modules:factions&amp;rev=1771362388&amp;do=diff</link>
        <description>Faction System

This module allows organizations, guilds, corporations, governments,
cults, or criminal networks to act as structured forces in the campaign.

Use factions to create:

	*  Political tension
	*  Territory conflicts
	*  Long-term campaign arcs</description>
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        <title>magic</title>
        <link>https://wiki.amigaz.org/doku.php?id=projects:odds_rpg:modules:magic&amp;rev=1771362184&amp;do=diff</link>
        <description>Magic Module

This module adds structured spellcasting to ODDS RPG.

It may represent:

	*  Arcane magic
	*  Divine miracles
	*  Psionics
	*  Super science
	*  Ritual technology

The GM decides how magic fits the setting.

----------

Using This Module</description>
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        <title>sanity</title>
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        <description>Sanity System

This module adds psychological pressure, horror, and mental instability to ODDS RPG.

Use this in:

	*  Horror campaigns
	*  Cosmic or eldritch settings
	*  Psychological thrillers
	*  Dark fantasy
	*  Trauma-focused stories

If not using horror themes, this module is optional.</description>
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        <title>vehicles</title>
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        <description>Vehicle Rules

This module supports:

	*  Horses and wagons
	*  Cars and motorcycles
	*  Tanks and walkers
	*  Starfighters and starships
	*  Mechs and transports

Vehicles use the same core mechanics as characters.

----------

Vehicle Stats

Each vehicle has:</description>
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