TTRPG Wiki

Compare tabletop RPG systems to find your next game

Odd Hours vs Pirate Borg

Compare Odd Hours and Pirate Borg side by side. See differences in complexity, dice, genre, and more.

Odd HoursPirate Borg
GenreHorror, ModernFantasy, Horror
TagsFear & Stress Mechanics, Comedy, Gonzo, Weird, Rules-Light, Random Tables, One-Shot FriendlyDeadly, Rules-Light, Gonzo, Pirates, Fast-Paced, Random Tables
Core MechanicRoll 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.Roll d20 + ability modifier vs. a Difficulty Rating (DR). Players roll both attack and defense. Five abilities (STR, AGI, PRE, TOU, SPI). Classes include Brute, Rapscallion, Buccaneer, and Swashbuckler. Devil's Luck points provide clutch rerolls. Ship combat uses broadside volleys and boarding actions. Fully compatible with Mörk Borg content.
Dice2d6d20
ComplexityLowLow
AvailabilityFree core rulesFree quickstart
Runnability4 of 5 book tools3 of 5 book tools
LicenseProprietaryMörk Borg Third Party License
Third-Party PublishingNot yet researchedNot yet researched
PublisherRoute 9 GamesLimithron LLC / Free League Publishing
Year20262023
LanguagesEnglishEnglish, Swedish
Best ForGroups 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.Groups who want fast, brutal pirate adventures with a doom-metal aesthetic: ship combat, cursed treasure, and a world spiraling toward annihilation.
HighlightsSanity 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.Simple rules, ship combat is fast-paced, Devil's Luck creates drama, fully Mörk Borg compatible, extensive random tables for pirate adventures
ConsiderationsThe 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.Class balance varies significantly, core book layout prioritizes style over reference usability, ship combat rules are lighter than expected, random character generation limits player investment