“Into the Odd” Player Reference
Attributes
Each character has three ability scores. Saves
• Strength. Fighting, fortitude, toughness. Roll 1d20 to avoid danger. Roll equal to or under an
• Dexterity. Stealth, athletics, reflexes. appropriate ability score to pass. 1 succeeds, 20 fails.
• Willpower. Confidence, discipline, and charisma.
Special Uses for Willpower.
• Reaction when meeting people is a Willpower save.
• Morale. When a group loses half of their total numbers, or an individual runs out of hit points, test Willpower
(or the leader’s Willpower if applicable.) Upon failure, retreat or surrender.
Combat
• Initiative. If it is not clear who should go first, the leader of each side can try to roll under Dexterity on 1d20,
lowest successful roll wins.
• Actions. Each character can move (about 30 feet) and perform an action each round.
o Melee. Roll your weapon damage.
o Range. Roll under Dexterity on a d20, Dex or less hits. On a hit, roll weapon damage.
o Attribute Actions. Attempting anything but combat, during combat.
Try and force a foe to make a save (by tripping, bluffing, maneuvering, etc.)
Make a save to accomplish something (climbing, digging something out of a pack, etc.)
Damage. Attacks roll damage based on weapon type. Then reduce the target’s armor from the total. Then reduce the
total from the target’s hit points. When the target is out of hit points, reduce the rest from the target’s Strength—the
target is now wounded, and must pass a Strength save (at the new total).
• Critical Damage. If the Strength save fails, the target cannot act until after a short rest. If untended for an hour,
the target dies. Any character can give a minute of medical care to save the target.
• Death. If the target reaches 0 Strength, the target is dead.
Some attacks damage other ability scores. Reaching 0 on Dexterity paralyzes, reaching 0 Willpower is insanity.
Weapons and Damage
Damage Description Impaired attacks do 1d4 damage. Enhanced attacks do 1d12 damage.
1d4 Thrown object
Unarmed attack This is situational. Enhanced attacks against helpless or vulnerable targets,
1d6 Shortbow or sling impaired attacks while climbing a cliff or grappled or netted.
Pistol
Hand Hand weapon How can it be invoked intentionally?
weapons Bayonet on rifle • Maneuver. Use a move action and an appropriate save; success, attack is
1d8 Paired pistols enhanced. Failure, impaired.
Rifle • Flashbang. Enhance those who made the Dex save and attack those who
Field or Paired weapons did not. Those who did not attack as impaired.
Noble Polearm • Smoke Bomb. Attacks through the smoke are impaired.
weapons Mastercraft weapon
1d10 Heavy gun Fire generally does 1d6 a round. Falling does 1d6 per 5 feet.
(no move and fire)
Healing
• Short Rest. Take a few minutes (5-10) for rest and snack, regain all hit points.
• Full Rest. A week to rest and relax at a comfortable location recovers all Ability Scores and cures illnesses.
Equipment and Expenses
100 pennies (copper) make a shilling (silver). 100 shillings make a guilder (gold).
Pennies (p) Shillings (s) Guilders (g)
Weapons Armor
• Hand weapon (d6). 2 shillings. • Shield armor (1 armor) 10 shillings. Requires
• Field weapon (d8). 10 shillings. Two handed (and includes) a shield. Outdated.
• Noble weapon (d8) 30 shillings. • Modern armor (1 armor) 50 shillings.
• Heavy gun (d10) 1 guilder. Two handed Breastplate and helm.
Bullets cost 10 pennies each.
Equipment
Tools. 1 shilling each. Includes:
• Crowbar, saw, glue, magnifying glass, manacles, animal traps, lockpicks, mirrors, writing sets,
fishing pole and gear, shovel, grappling hook, collapsible pole, 20 feet of rope, hammer and spikes,
etc.
Luxuries. 1 guilder each. Includes:
• Clockwork items, thermometers, elaborate clothes, jewelry, ornaments, spyglass, etc.
Telluric Chemicals and Explosives
• Acid. 10 shillings. D6 damage a round for 3 rounds, burns through most materials.
• Antitoxin. 10 shillings. Neutralizes most toxins.
• Bomb. 20 shillings. D12 damage to everyone within 10 feet. ½ damage in 20 feet, ¼ in 30 feet.
• Breathing Mask. 10 shillings. Goggles, mask, and breathing bag. Filters fey dust, ignores illusions.
• Ether. 10 shillings. Inhaled, make a Strength save or pass out for an hour.
• Fire Oil. 10 shillings. Does 1d6 fire damage in a small area for about 2 rounds.
• Flashbang. 10 shillings. Momentarily blinds anyone who fails a Dex save.
• Poison. 20 shillings. Lose 1d20 Strength if consumed.
• Rocket. 20 shillings. D12 damage and a colorful explosion.
• Smoke bomb. 10 shillings. Must be lit. Attacks through the smoke are impaired.
Living Expenses
Room and Board Food and Drink
• Bed in a Dormitory. 1 shilling a week. • Bread and broth. 10 pennies.
• Room in a Boarding House. 10 shillings a week. • Bottle of gin or rum. 50 pennies.
• Town House. 20 shillings a week. • Pie and wine. 50 pennies.
• Fine meal. 1 shilling.
Hirelings
• Torchbearer. 1 shilling a day. Str 2d6, lantern, club.
• Mercenary. 5 shillings a day. 2d6 HP, rifle, sword.
• Expert. 10 shillings a day. Expertise in a specific area. Pistol.
Animals
• Mule or Llama. 5 shillings.
• Horse. 1 guilder. (+1 to rider’s armor.)
• War Dog. 5 shillings. Str 1d10, 1d6 bite.
• Hound or Mastiff. 50 shillings. Str 1d10 +2, 1d8 bite.
• Parrots and Ravens. 10 shillings, Str d6, d4 claws.
• Kestrels and Hawks. 50 shillings, d6 claws.
Weapons
Proud Rider .30. 10 shillings. 1d6 damage. This revolver was common before the Arcanum War. Six
round cylinder, break loader. Reloading takes a full round.
Glancer .45. 30 shillings. 1d6 damage. Officer’s sidearm. A .45 caliber pistol with 7 rounds per clip. It
can fire a 3 round burst, gaining one benefit: +2 Dex for aiming roll, a new target in a 30 degree arc, or x2
damage on 1 target. Reloading is a move equivalent.
Punchflitter 802. 10 shillings. 1d8 damage. This rifle was the standard issue of the Tellurian forces in the
Arcanum War. Bolt action with a 5 round clip, reliable, .30 caliber. Designed to be fitted with a bayonet.
Reloading is a move equivalent, working the bolt is a free action.
Balegaze (single or double). 10 shillings. 1d8 damage. This shotgun was almost always sawed off for
short range battle, but some retain the 5 foot barrels. Single barrel was most common, but over-under
guns are more popular now. Break loader. Reloading is a move or action per barrel.
Greensleeves 18 Machine Gun. 1 guilder. 1d10 damage. Designed for use with a tripod or vehicle mount,
the gun often uses a second gunner to manage the ammunition belt feed, usually in a box.
• When firing the Greensleeves, roll 1d6 for stream. Each stream can be +2 Dex for the aiming roll, a
new target in a 30 degree arc, or a x1 multiplier to a single target. (So rolling 3 damage and applying
4 stream to one target would do 12 damage to that target.) One roll to hit covers all potential targets.
• A box or belt of ammunition has 3 stream rolls of ammunition. Changing to a new box or belt is a full
round action, or a move equivalent if a second gunner is assisting.
The Redcapper. 50 shillings. 1d10 damage. Designed to take down big game (cannot move and shoot.)
Takes a round to reload. Single shot.