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:
The GM may adjust frequency based on campaign style.
Talents should:
Unless stated otherwise:
A Talent may only be selected once.
Power Attack
When you hit in melee, you may take -2 to your attack roll to add +5 to damage.
Sharpshooter
Ignore up to 2 points of cover penalty.
Duelist
Gain +1 Defense when fighting a single opponent in melee.
Tactician
Allies within Close range gain +1 Initiative.
Brutal Finisher
When you drop an enemy to 0 Health, you may immediately move.
Expert
Choose one Skill. Gain +2 when using it.
Jack of All Trades
Untrained Skills count as +1 instead of +0.
Quick Thinker
Gain Advantage on Initiative once per scene.
Careful Operator
When performing an Extended Task, your first failure does not trigger a complication.
Insightful
Gain +2 on rolls to detect deception or hidden motives.
Iron Will
Gain +2 to resist Resolve damage effects.
Tough
Increase maximum Health by 5.
Evasive
Once per round, you may impose Disadvantage on one attack against you.
Second Wind
Once per scene, regain 5 Health as a Minor Action.
Unbreakable
When reduced to 0 Health, remain standing until end of your next turn.
Inspiring
Once per scene, grant an ally Advantage.
Resourceful
Once per session, declare you have a useful tool on hand.
Connected
Gain +2 when interacting with factions you have positive Reputation with.
Linguist
You can communicate in nearly any spoken language after brief exposure.
Lucky
Once per session, reroll any die (including damage).
When designing new Talents:
If uncertain, compare to existing Talents for balance.
Talents should feel meaningful but not mandatory.
ODDS RPG Talents v1.0 Playtest