Persona | Dice |
---|---|
Apprehension | 2 |
Charm | 3 |
Conscientiousness | 2 |
Education | 2 |
Logic | 0 |
Willpower | 1 |
Physis | Dice |
---|---|
Attractiveness | 3 |
Deftness | 7 |
Endurance | 4 |
Quickness | 1 |
Resistance | 1 |
Strength | 5 |
Knowledge | Dice |
---|---|
Reading/Writing (Communication) | 1 + 9 |
Zoology (Mechanics) | 1 + 4 |
Music (Peformance) | 2 + 11 |
Ancient Relics (Perception) | 2 + 4 |
Riding (Acrobatics) | 2 + 7 |
Warfare (Communication) | 1 + 9 |
Lock picking (Mechanics) | 2 + 4 |
Skills | Dice |
---|---|
Courage (Willpower, Resistance) | 3 |
Deception (Attractiveness, Charm) | 5 |
Empathy (Conscientiousness, Charm) | 3 |
Intimidation (Apprehension, Willpower) | 3 |
Investigation (Logic, Conscientiousness) | 1 |
Magic Knowledge (Education, Conscientiousness) | 4 |
Orientation (Apprehension, Logic) | 3 |
Perception (Apprehension, Quickness) | 4 |
Persuasion (Willpower, Attractiveness) | 2 |
Politics (Education, Charm) | 3 |
Religion (Education, Willpower) | 2 |
Stealth (Conscientiousness, Deftness) | 2 |
Skills | Dice |
---|---|
Acrobatics (Deftness, Quickness) | 7 |
Communication (Education, Charm) | 9 |
Driving (Deftness, Apprehension) | 7 |
First Aid (Education, Conscientiousness) | 2 |
Hand to Hand Combat (Strength, Quickness) | 5 |
History (Education, Conscientiousness) | 6 |
Mechanics (Education, Logic) | 4 |
Nature (Education, Logic) | 1 |
Peformance (Charm, Deftness) | 11 |
Shooting (Deftness, Strength) | 10 |
Spell Casting (Willpower, Charm) | 2 |
Throwing (Strength, Endurance) | 5 |
Shadows |
---|
Luck |
Marksman |
Critical Hits |
Trained sword arm |
Accomplished Sleeper |
Action | Dice | Notes | Cap. | Range |
---|---|---|---|---|
Weaponless Melee | Weaponless Attack 5 | - | 1 Meter | |
Hunting knife Blades |
Hand to Hand 5
|
Piercing 1 |
- | 1 Meter |
Short Sword Blades |
Hand to Hand 6
|
Piercing 1 |
- | 1 Meter |
Long Bow Bows |
Single shot 11
|
Piercing 1 |
-15 / 1 | 60 Meter |
Bandages First Aid | First Aid 2 | 1 | ||
Arrow of wind Transmutation - Air | Deftness 9 |
Power 1 Actions 1 |
|
15 Meter |
Kleiner Sandsturm Transmutation - Air | Deftness 9 |
Power 1 Actions 1 |
|
10 Meter |
Water breating Transmutation - Water | Deftness 9 |
Power 1 Actions 1 |
|
0 Meter |
Evade Movement | 0 | |||
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. |
|||
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. |
The character may reroll up to 3 dice twice a session, or let a fellow character reroll the 3 dice.
Once per round any roll of 1 on a shooting dice roll can be rerolled
Requires shooting of 5 or more
Shooting +1The minimum roll to achieve for critical hits is reduced by one. This applies only to critical hits, but not to megacrits.
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
"only hard training and discipline guarantee death and destruction in one fell swoop"
Strength +2You gain 2 extra boost after each rest if you have less than 4 boost.
Conscientiousness +1Everyone has a plan until they’ve been hit.
- Joe Lewis