This sheet is a reference guide for players if they need to check on the rules as they venture together Into the Odd.
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Roll 3d6 for STR (strength), DEX (dexterity), and CHA (charisma)
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Roll 1d6 for starting HP (hit protection)
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Roll 1d20 for starting pennies
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It is recommended that you consult the Starter Package table in the ItO rulebook and forming the personality and backstory of your character around those items and features. If you have a specific idea in mind for a character feel free to voice your thoughts to the GM
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For groups of 3 players or smaller players can create NPC companions to join their expeditions. Roll their ability scores, give them 1 HP and a hand weapon
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Saves, the most common rolls, are rolled to avoid danger in risky situations. Roll 1d20 under or equal to the ability score the GM declares fitting. A 1 is always a success and a 20 is always failure.
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STR Saves are for:
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Fighting, fortitude, and toughness
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DEX Saves are for:
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Grace, athletics, subtlety, and reflexes
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WIL Saves are for:
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Confidence, mental sharpness, and charisma
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Upon level advancement, players gain 1d6 HP and roll 1d20 for their Ability Scores. If the d20 roll is higher than their current score, the score increases by 1.
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Short Rest
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Resting for a few minutes and hydrating recovers all lost HP
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Full Rest
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A week of downtime in a comfortable location restores all Ability Scores
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Deprived
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Someone deprived of a crucial need (food, water, warmth, shelter) cannot benefit from Rests
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Bulky
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Items marked as Bulky require two hands or significant storage. If you carry two Bulky items your HP is halved, and at three Bulky items it's at 0
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Damage
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When someone takes damage they lose that many HP. After that is all gone you are wounded and damage cuts into your STR score. Once that happens they must make a STR Save to avoid Critical Damage
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Critical Damage
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If you take critical damage you are so wounded you cannot take further action until tended to by a friend and taking a short rest afterwards. After an hour of being left untended you die
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The End
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If your STR Score is at 0, you are dead. If your DEX Score is at 0, you are paralyzed. If your WIL Score is at 0, you are catatonic
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Reactions: When encountering another being, the characters making first contact must pas a WIL save in order to avoid an unfavorable first reaction from the newcomer(s)
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Turns: The player characters always go before the enemy in combat unless they are surprised, in which cast they must each make a DEX save in order to act before the enemy
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Actions: The players can perform an action and move on their turn. The GM can determine whether the action requires a Save to be made. A common choice in battle is attacking...
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Attacks: There is no rolling to hit, as attacks are simply dealing damage to your target. Roll the die dictated by your weapon and subtract from that the enemy's Armor score. That's the damage
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Morale: NPCs will need to make a WIL save to avoid being routed when they lose half their numbers. In organized groups only the leader makes this save, and if not then each NPC rolls individually
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Multiple Attackers
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When more than one attacker target an individual, all attackers roll together and keep the highest number
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Dual Wielding
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When you use two weapons, one in each hand, roll twice and keep the higher number.
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Blast
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Weapons marked with Blast do damage to any targets within the appropriate area, each rolling individually
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Impaired/ Enhanced
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Attacks that are hindered by cover or made while overburdened roll d4 damage. Attacks that are against helpless targets or aided by a successful stunt roll d12 damage
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Use an Arcanum
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You can use an Arcanum's power as a normal Action. However, the artifact may ask for something in return
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Retreat
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Fleeing to safety under pursuit requires a DEX save and somewhere to escape to
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Shenanigans
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Whatever Actions you try and pull off that don't fall into the previous categories. Whichever party taking the consequences makes a Save
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