Phase Six

Phase Six


EN

wss://phasesix.org/ws/campaign/campaign-2/

Gunthar Sigmundson

Human
Bard
Craftsman Apprenticeship
Campaign: A glimmer of Magic
Status
Persona Dice
Physis Dice
Knowledge Dice
Skills Dice
Skills Dice
Shadows

Armor

Weapons

Items

On Body
Action Dice Notes Cap. Range
Evade Movement
Luck Talent

The character may reroll up to 3 dice twice a session, or let a fellow character reroll the 3 dice.

Marksman Talent

Once per round any roll of 1 on a shooting dice roll can be rerolled

Requires shooting of 5 or more

Critical Hits Talent

The minimum roll to achieve for critical hits is reduced by one. This applies only to critical hits, but not to megacrits.

Blessing of the Gods Talent

You can imbue your Weapon with Godly power to destroy the divene essence of another beeing. You have 3 charges. Roll 1d6 you need a 5 or better to channel the power into your weapon. You have 1 Attack which has to to atleast do 1 wound. The enemy gets to roll 1d6 if he dosnt roll a 5 or higher his divine essence is shattert an he is mortal for 1 round

Walk Movement You can perform an action while walking. The minimum roll for this action is raised by 1. 2 Meter
Run Movement You can't perform an action while running. 6 Meter
Crawl Movement Crawling is only possible while hunkered. 2 Meter
Hunker Movement Applies the "Hunkered" status effect. Hunkered characters have a 6+ cover and a +1 minimum roll for physis, attacks and skills.
Aim Combat Reduces the minimum roll for critical hits by 1 per action. This is not possible when using burst mode. The aim bonus is lost when the character is hit.
Lineage: Human 0
Bonus dice +2
Rerolls +2
Occupation: Bard 12
Attractiveness +2
Charm +2
Peformance +3
History +2
Reading/Writing +1
Education: Craftsman Apprenticeship 10
Bonus dice +2
Deftness +1
Mechanics +2
Acrobatics +1
Driving +1
Interests: Hunt 6
Endurance +1
Shooting +2
Zoology +1
Interests: Art 2
Peformance +2
Interests: Music 6
Deftness +1
Peformance +1
Music +2
Interests: History 4
History +2
Ancient Relics +2
Interests: Riding 5
Driving +1
Riding +2
Character: Arcane Initiation 8
Max arcana +1
Spell points +5
Magic Knowledge +2
Character: Notorious Liar 2
Logic -1
Deception +2
Character: Blabbermouth 2
Stealth -3
Communication +3
Talent: Blessing of the Gods 1

You can imbue your Weapon with Godly power to destroy the divene essence of another beeing. You have 3 charges. Roll 1d6 you need a 5 or better to channel the power into your weapon. You have 1 Attack which has to to atleast do 1 wound. The enemy gets to roll 1d6 if he dosnt roll a 5 or higher his divine essence is shattert an he is mortal for 1 round

Destiny dice +2
Max health +1
Talent: Luck 4

The character may reroll up to 3 dice twice a session, or let a fellow character reroll the 3 dice.

Talent: Marksman 8

Once per round any roll of 1 on a shooting dice roll can be rerolled

Requires shooting of 5 or more

Orientation +1
Shooting +1
Warfare +1
Talent: Critical Hits 10

The minimum roll to achieve for critical hits is reduced by one. This applies only to critical hits, but not to megacrits.

Talent: Magically gifted 4
Max arcana +2

Scientists have calculated that the chances of something so patently absurd actually existing are millions to one. But magicians have calculated that million-to-one chances crop up nine times out of ten
- Terry Pratchett

Talent: Warhorse 4
Hand to Hand Combat +1
Shooting +1
Talent: Good Speaker 5
Communication +3
Talent: Strongman 5
Strength +2
Intimidation +1
Talent: Accomplished Sleeper 3
Rest minimum roll -1
Conscientiousness +1
Talent: Deft 4
Deftness +2
Talent: Athletic 6
Deftness +2
Endurance +2
Talent: Skilled Fighter 10
Actions +1

Everyone has a plan until they’ve been hit.
- Joe Lewis

Talent: Acrobat 3
Acrobatics +2
Talent: Lock picking 4
Lock picking +2
Talent: Synesthesia 5
Apprehension +1
Perception +2
Talent: Deep concentration 6
Max arcana +3
Talent: Trained sword arm 5
Strength +2
Hand to Hand Combat +1

"Nur hartes Training und unbändige Disziplin sorgen für Tot und verderben in einem flüssigen Streich"

Environment: Journeyman years 7
Education +1
Courage +2
Mechanics +1
Orientation +1
Environment: Magical Encounter 5
Spell points +5
Environment: Blessing of the forest spirit 6
Spell points +8