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City of Jerry vs Odd Hours

Compare City of Jerry and Odd Hours side by side. See differences in complexity, dice, genre, and more.

City of JerryOdd Hours
GenreModernHorror, Modern
TagsComedy, Fiction-First, Gonzo, Improvisation, Low-Prep, Mystery, Noir, Playbook-Driven, Random Tables, Rules-LightFear & Stress Mechanics, Comedy, Gonzo, Weird, Rules-Light, Random Tables, One-Shot Friendly
Core MechanicWhen an outcome is uncertain, roll a d12 and add the relevant Heal or Harm stat. Read the result on a five-tier scale: 12+ is a Critical Success, 9–11 a Success, 5–8 a Mixed Success, 2–4 a Failure, and 1 or less a Critical Failure. Natural 12s and 1s are always critical. Good or Bad Luck adds d12s and keeps the highest or lowest result.Roll 2d6 plus one of three attributes (Wit, Grit, Strangeness) plus a relevant skill and try to meet or beat a Target Number. Combat is an opposed roll. Beat the defender by 5 or more for a critical hit and double damage. Two resources then shadow every shift: Sanity drops when the supernatural presses on your mind, and Absurdity climbs as you lean into it. You spend Absurdity to reroll a failure, shrug off a point of Sanity loss, or take the higher of two rolls.
Diced122d6
ComplexityLowLow
AvailabilityPaidFree core rules
RunnabilityBook tools not listed4 of 5 book tools
LicenseMade for Mischief Third-Party LicenseProprietary
Third-Party PublishingCommercial publishing allowed — Made for Mischief Third-Party LicenseNot yet researched
Summary only, not legal advice. Check current terms before publishing.
PublisherDrimbusRoute 9 Games
Year20262026
LanguagesEnglishEnglish
Best ForGroups who want low-prep noir mysteries with body-pun humor, player-created connections, and fast conflicts inside a human body.Groups who want low-barrier horror with a comedic streak for one-shots or short campaigns at a single weird location. It suits players who improvise from atmospheric prompts and lean into absurd moments instead of optimizing their characters.
HighlightsChallenges, combats, and conversations all run on the same Conflict framework, so a group learns one procedure for every kind of scene. When every die in a multi-die roll shows the same number, the Twist table adds an unexpected complication or benefit. Five Roles each supply a curated set of Abilities and Traumas, so every Agent has a distinct toolkit for helping allies and harming threats.Sanity and Absurdity move in opposite directions, so the dark humor that raises Absurdity becomes a resource you spend to reroll failures or cancel Sanity loss. The Overnight Manager plays the gas station itself as the lead character, voicing its moods and the cryptic calls from its unseen Owners as a presence the table improvises around. Reaching 5 Absurdity unlocks Strange Abilities bought with advancement, once-per-session quirks the station leaves on you rather than powers you earn.
ConsiderationsEvery Agent works for Immunity, so a campaign built around a different premise needs reskinning. The first Wound adds -1 to rolls, the second adds -1d12, and a third leaves an Agent Dying and triggers a Death Roll. Investigations use general Challenge Counters rather than a clue or deduction subsystem, leaving evidence details to the Jerry Master.The Overnight Manager sets every Target Number outside a few fixed tables and decides each Absurdity award, so difficulty and pacing rest on table judgment. Combat is deliberately thin: flat weapon damage, one primary and one minor action per turn, and only basic move-and-cover positioning rather than a tactical grid. Rituals, Strange Abilities, and backgrounds come as a handful of examples the book openly tells you to expand on yourself.