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Table of Contents
Talents
Talents represent specialized training, tricks, or unique advantages.
They provide mechanical differentiation without overcomplicating play.
Gaining Talents
Characters gain:
1 Talent every 2 Major Milestones
The GM may also grant a Talent as a special story reward.
There is no strict maximum, but 5โ8 Talents is typical in long campaigns.
Talent Rules
- A Talent may not be taken twice unless stated.
- If a Talent modifies damage, it does not stack with another damage-modifying Talent unless specified.
- GM approval required for custom Talents.
Talents should enhance style, not create rule loopholes.
Combat Talents
Deadly Strike
Once per combat, add +3 to damage.
Precision Attacker
+2 to hit when you have Advantage.
Defensive Stance
As a Minor Action, gain +2 Defense until your next turn.
Opportunist
When an enemy misses you in melee, gain +2 to your next attack against them.
Relentless
If you reduce an enemy to 0 Health, gain +2 to your next attack roll.
Heavy Hitter
Ignore 2 points of Armor.
Quick Draw
Drawing a weapon is free and you gain +2 Initiative.
Battle Hardened
Gain +2 Resolve.
Skill Talents
Expert
Choose one skill. Gain +1 (may exceed normal cap by 1).
Jack of All Trades
Gain +1 to all untrained skills.
Silver Tongue
Once per scene, reroll a failed Presence-based roll.
Analyst
Once per scene, ask the GM one tactical question and receive a truthful answer.
Field Medic
When stabilizing a Downed ally, restore 1d10 Health.
Shadow Step
Gain Advantage on one Stealth roll per scene.
Tech Savvy
Reduce Extended Task goal by 1 when using technology.
Survival & Durability Talents
Iron Will
Gain +2 to resist Resolve damage.
Tough
Gain +5 maximum Health.
Second Wind
Once per session, recover 1d20 Health as an Action.
Unyielding
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
Team Leader
Once per scene, grant an ally +2 to a roll.
Coordinated Strike
When flanking, gain +3 instead of +2.
Suppressing Fire
On ranged hit, target must roll TN 12 Resolve or lose next Minor Action.
Zone Control
Enemies disengaging from you suffer -2 to Defense until end of next turn.
Prepared
Once per session, declare you brought a useful mundane item.
Talent Design Guidelines
When creating new Talents:
- Keep bonuses between +1 and +3.
- Avoid permanent stacking damage bonuses.
- Avoid rewriting core mechanics.
- Focus on situational advantages.
Talents should add flavor and tactical options without overwhelming simplicity.
Talents define style more than raw power. Choose options that reinforce your character concept.
ODDS RPG Talents v1.0
