Rules at a glance

O.D.I.N. (Occult Dynamics Intelligence Network) is a free pen-and-paper roleplaying game by David Ger: you play agents of a secret organisation that has been closing the rifts since 1977, rifts through which something comes in that does not belong here. This page summarises the quick rules from the Quickstart.

What you need to play

In the game, the agents form a cell of three to six agents from different branches. The cell is your play group.

The test: white and coloured dice

O.D.I.N. uses only D6 in two colours. White dice stand for the attribute, innate talent; coloured dice stand for the skill, learned and practised ability.

The Quickstart’s rule of thumb: “White from 5. Coloured from 4. Count all successes of both colours together.” The basic idea: training is more reliable than talent.

Difficulties

The difficulty is the number of successes needed.

Some abilities lower the difficulty by one level, but it never drops below Easy (1). Dice are rolled only when a failure is interesting and has consequences.

Margin, critical success and botch

Bonus and penalty dice

Equipment, circumstances and abilities change the number of dice, never directly the successes. Bonus dice are always white dice, and a test receives at most +3 bonus dice. Penalty dice remove white dice first, then coloured.

If a pool drops to zero dice or below, you may still roll a single white die, the desperation roll: only a 6 counts as a success, a 1 is automatically a botch. Without the appropriate skill (value 0) you roll only your white attribute dice; some skills, such as all psionic and magical skills, cannot be attempted untrained at all.

Opposed, cooperative and extended tests

Attributes and skills

Every character has nine attributes:

Skills are divided into physical, mental and social skills, plus psionic and magical skills. Each skill belongs to an attribute, for example Firearms to DEX or Stress Management to COM. The maximum value of 6 can only be reached through experience.

Combat and damage

Combat is fast and dangerous: two or three good hits are enough to take out an agent. A round lasts about three seconds, and each character has one move and one action.

Strain, horror and trauma

Every character has a strain threshold of 4 + WIL + COM. Strain arises, among other things, from failed horror tests, overdrawing PSI points and Magic Energy, and botches with psi powers and spells.

When a character experiences something supernatural, cruel or incomprehensible, the game master calls for a horror test on WIL + Mental Resistance, from Uncanny (1) to Cosmic (5). If it fails, they suffer as much strain as successes were missing, minimum 1.

When strain reaches the strain threshold, the character suffers a trauma, such as Nightmares, Phobia or Paranoia; afterwards strain drops to half the strain threshold. Anyone who suffers a third trauma at the same time withdraws from active duty. After each mission, a test on COM + Stress Management against Easy (1) removes 1 strain per success.

Psi powers and magic

The six classes and their price

Each class has a signature and a price, recorded on a track on the character sheet. The Quickstart contains four ready-made agents:

Files and the course of a mission

Every mission begins with a file. Its colour reveals how serious the situation is:

Files can be reclassified during a mission. The handler hands over the file in the briefing. Then comes the investigation through nodes, places and people the cell can visit in any order and from which clues lead to other nodes. The Quickstart mission shows the course of play: briefing, investigation, a confrontation that rewards knowledge, and an aftermath with an open thread.

Experience and advancement

The Quickstart does not explain advancement in full; the rules are in the core rulebook, Chapter III “Advancement and Experience”. On the character sheet, the career section records the experience points (XP) an agent receives per file or mission, what they are spent on, and the agent’s rank.

The ready-made agents begin as Cadet. The further ranks are Agent, Senior Agent, Veteran and Shadow Officer. XP buy, among other things, nodes in the class tree; attributes and skills reach a value of 6 only through experience.

Further reading

Chapters of the core rulebook: I The World, II The Dice System, III New Agents, IV The Classes, V Skills, VI Combat, VII Strain and Horror, VIII Psi Powers, IX Thaumaturgy, X Equipment, XI For the Game Master, plus an appendix with quick reference, six ready-made agents, character sheet and glossary.

The core rulebook and a character generator are available free of charge at odin-rpg.pages.dev.