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       <dc:date>2026-04-12T04:22:29+00:00</dc:date>
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        <dc:date>2026-02-17T21:43:00+00:00</dc:date>
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        <title>economy</title>
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        <description>Economy &amp; Wealth

ODDS supports two approaches to wealth:

	*  Abstract Wealth (narrative-focused)
	*  Concrete Currency (credit-based tracking)

The GM chooses one method at campaign start.
Do not mix systems unless intentionally blending genres.

----------</description>
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        <title>enemy_builder</title>
        <link>https://wiki.amigaz.org/doku.php?id=projects:odds_rpg:systems:enemy_builder&amp;rev=1771364453&amp;do=diff</link>
        <description>Enemy Builder

Use this page to create enemies quickly and consistently.

Enemies are defined by:

	*  Health
	*  Attack Bonus
	*  Defense TN
	*  Damage (2d10 + bonus)
	*  Armor (0–5)
	*  0–3 Special Abilities

Keep enemies simple. Complexity belongs in bosses.</description>
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        <title>hero_points</title>
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        <description>Hero Points

Hero Points represent momentum, luck, and narrative focus.

They allow characters to push beyond normal limits in critical moments.

Hero Points are optional but recommended for cinematic play.

----------

Starting Hero Points

Each character begins a session with:</description>
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        <dc:date>2026-02-17T21:43:36+00:00</dc:date>
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        <description>Power Scaling

Power Tiers define the overall capability level of the campaign.

They influence:

	*  Attribute caps
	*  Starting resources
	*  Enemy expectations
	*  Narrative scope

Choose a Tier before character creation.

Do not shift Tiers casually mid-campaign.</description>
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        <title>talents</title>
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        <description>Talents

Talents represent specialized training, natural gifts, or unique abilities.

They distinguish characters beyond Attributes and Skills.

Talents should feel impactful without adding excessive complexity.

Characters typically gain:

	*  1 Talent at character creation</description>
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