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projects:odds_rpg:systems:talents [2026/02/17 21:02] freedomotterprojects:odds_rpg:systems:talents [2026/02/17 21:42] (current) freedomotter
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 ====== Talents ====== ====== Talents ======
  
-Talents represent specialized training, tricks, or unique advantages.+Talents represent specialized training, natural gifts, or unique abilities.
  
-They provide mechanical differentiation without overcomplicating play.+They distinguish characters beyond Attributes and Skills.
  
-----+Talents should feel impactful without adding excessive complexity.
  
-===== Gaining Talents =====+Characters typically gain:
  
-Characters gain:+  * 1 Talent at character creation 
 +  * 1 additional Talent at major milestones
  
-  1 Talent every 2 Major Milestones+The GM may adjust frequency based on campaign style.
  
-The GM may also grant a Talent as a special story reward.+----
  
-There is no strict maximum, but 5–8 Talents is typical in long campaigns.+===== Talent Design Principles =====
  
----- +Talents should:
- +
-===== Talent Rules =====+
  
-  * A Talent may not be taken twice unless stated. +  * Be easy to remember 
-  * If a Talent modifies damage, it does not stack with another damage-modifying Talent unless specified. +  * Modify existing mechanics rather than create new subsystems 
-  * GM approval required for custom Talents.+  * Reinforce character identity 
 +  * Avoid stacking excessively
  
-Talents should enhance style, not create rule loopholes.+Unless stated otherwise: 
 +  A Talent may only be selected once.
  
 ---- ----
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 ===== Combat Talents ===== ===== Combat Talents =====
  
-Deadly Strike   +Power Attack   
-  Once per combat, add +to damage.+  When you hit in meleeyou may take -2 to your attack roll to add +to damage.
  
-Precision Attacker   +Sharpshooter   
-  +2 to hit when you have Advantage.+  Ignore up to 2 points of cover penalty.
  
-Defensive Stance   +Duelist   
-  As a Minor Action, gain +Defense until your next turn.+  Gain +Defense when fighting a single opponent in melee.
  
-Opportunist   +Tactician   
-  When an enemy misses you in melee, gain +2 to your next attack against them.+  Allies within Close range gain +1 Initiative.
  
-Relentless   +Brutal Finisher   
-  If you reduce an enemy to 0 Health, gain +2 to your next attack roll. +  When you drop an enemy to 0 Health, you may immediately move.
- +
-Heavy Hitter   +
-  Ignore 2 points of Armor. +
- +
-Quick Draw   +
-  Drawing a weapon is free and you gain +2 Initiative. +
- +
-Battle Hardened   +
-  Gain +2 Resolve.+
  
 ---- ----
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 Expert   Expert  
-  Choose one skill. Gain +1 (may exceed normal cap by 1).+  Choose one Skill. Gain +2 when using it.
  
 Jack of All Trades   Jack of All Trades  
-  Gain +1 to all untrained skills.+  Untrained Skills count as +1 instead of +0.
  
-Silver Tongue   +Quick Thinker   
-  Once per scene, reroll a failed Presence-based roll.+  Gain Advantage on Initiative once per scene.
  
-Analyst   +Careful Operator   
-  Once per sceneask the GM one tactical question and receive truthful answer.+  When performing an Extended Taskyour first failure does not trigger complication.
  
-Field Medic   +Insightful   
-  When stabilizing a Downed ally, restore 1d10 Health. +  Gain +2 on rolls to detect deception or hidden motives.
- +
-Shadow Step   +
-  Gain Advantage on one Stealth roll per scene. +
- +
-Tech Savvy   +
-  Reduce Extended Task goal by 1 when using technology.+
  
 ---- ----
  
-===== Survival & Durability Talents =====+===== Defensive Talents =====
  
 Iron Will   Iron Will  
-  Gain +2 to resist Resolve damage.+  Gain +2 to resist Resolve damage effects.
  
 Tough   Tough  
-  Gain +5 maximum Health.+  Increase maximum Health by 5. 
 + 
 +Evasive   
 +  Once per round, you may impose Disadvantage on one attack against you.
  
 Second Wind   Second Wind  
-  Once per sessionrecover 1d20 Health as an Action.+  Once per sceneregain 5 Health as a Minor Action.
  
-Unyielding  +Unbreakable  
   When reduced to 0 Health, remain standing until end of your next turn.   When reduced to 0 Health, remain standing until end of your next turn.
- 
-Resilient   
-  Remove one Condition as a Minor Action once per combat. 
  
 ---- ----
  
-===== Tactical Talents =====+===== Utility Talents =====
  
-Team Leader   +Inspiring   
-  Once per scene, grant an ally +2 to a roll.+  Once per scene, grant an ally Advantage.
  
-Coordinated Strike   +Resourceful   
-  When flankinggain +3 instead of +2.+  Once per sessiondeclare you have a useful tool on hand.
  
-Suppressing Fire   +Connected   
-  On ranged hit, target must roll TN 12 Resolve or lose next Minor Action.+  Gain +2 when interacting with factions you have positive Reputation with.
  
-Zone Control   +Linguist   
-  Enemies disengaging from you suffer -2 to Defense until end of next turn.+  You can communicate in nearly any spoken language after brief exposure.
  
-Prepared   +Lucky   
-  Once per session, declare you brought a useful mundane item.+  Once per session, reroll any die (including damage).
  
 ---- ----
  
-===== Talent Design Guidelines =====+===== Creating New Talents =====
  
-When creating new Talents:+When designing new Talents:
  
-  * Keep bonuses between +1 and +3. +  * Avoid flat bonuses above +2 
-  * Avoid permanent stacking damage bonuses. +  * Avoid stacking multiple damage boosts 
-  * Avoid rewriting core mechanics. +  * Avoid abilities that negate core risks 
-  * Focus on situational advantages.+  * Tie Talents to tone and genre
  
-Talents should add flavor and tactical options without overwhelming simplicity. +If uncertain, compare to existing Talents for balance.
- +
-----+
  
-Talents define style more than raw power. +Talents should feel meaningful but not mandatory.
-Choose options that reinforce your character concept.+
  
 ---- ----
  
-ODDS RPG Talents v1.0+ODDS RPG Talents v1.0 Playtest
  
projects/odds_rpg/systems/talents.1771362133.txt.gz · Last modified: by freedomotter

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