Persona | Dice |
---|---|
Apprehension | 1 |
Charm | 1 |
Conscientiousness | 8 |
Education | 3 |
Logic | 1 |
Willpower | 2 |
Physis | Dice |
---|---|
Attractiveness | 2 |
Deftness | 7 |
Endurance | 3 |
Quickness | 2 |
Resistance | 2 |
Strength | 1 |
Knowledge | Dice |
---|---|
Medical science (First Aid) | 3 + 12 |
Rhetoric (Communication) | 2 + 4 |
Ancient Relics (Perception) | 1 + 1 |
Reading/Writing (Communication) | 4 + 4 |
Alchemy (Nature) | 1 + 6 |
Skills | Dice |
---|---|
Courage (Willpower) | 2 |
Deception (Charm) | 1 |
Empathy (Conscientiousness) | 11 |
Intimidation (Apprehension) | 2 |
Investigation (Apprehension) | 1 |
Magic Knowledge (Charm) | 3 |
Orientation (Apprehension) | 1 |
Perception (Apprehension) | 1 |
Persuasion (Willpower) | 2 |
Politics (Charm) | 1 |
Religion (Conscientiousness) | 8 |
Stealth (Conscientiousness) | 8 |
Skills | Dice |
---|---|
Acrobatics (Deftness) | 9 |
Communication (Education) | 4 |
Driving (Deftness) | 7 |
First Aid (Conscientiousness) | 12 |
Hand to Hand Combat (Strength) | 2 |
History (Education) | 3 |
Mechanics (Logic) | 1 |
Nature (Education) | 6 |
Peformance (Charm) | 1 |
Shooting (Deftness) | 9 |
Spell Casting (Willpower) | 2 |
Throwing (Strength) | 1 |
Shadows |
---|
Well equipped |
Joker |
Particular vigilance |
Blessing of the Gods |
Armor
Weapons
Items
Action | Dice | Notes | Cap. | Range |
---|---|---|---|---|
Weaponless Melee | Weaponless Attack 2 | - | 1 Meter | |
Dagger Blades |
Hand to Hand 4
|
Damage Potential 2 Mods with rules |
- | Meter |
Short bow Bows |
Single shot 11
|
Damage Potential 2 Capacity 1 |
0 / 1 | 40 Meter |
Sling Slings |
Single shot 12
|
Damage Potential 3 Capacity 1 Mods with rules |
1 / 1 | 20 Meter |
Slingshot Slings |
Single shot 13
|
Damage Potential 4 Capacity 1 Mods with rules |
-27 / 1 | 25 Meter |
Bandages First Aid | First Aid 12 | 2 | ||
Simple healing Healing - Nature | Conscientiousness 10 |
Power 1 Actions 1 |
|
5 Meter |
Open Transmutation - Energy | Deftness 9 |
Power 1 Actions 1 |
|
0 Meter |
Freeze Transmutation - Water | Deftness 9 |
Power 2 Actions 1 |
|
0 Meter |
Dilatio Transmutation - Air | Deftness 9 |
Power 2 Actions 1 |
|
0 Meter |
Blur Transmutation - Light | Deftness 9 |
Power 1 Actions 1 |
|
1 Meter |
Water breathing Transmutation - Water | Deftness 9 |
Power 1 Actions 1 |
|
0 Meter |
Evade Movement | 5 | |||
Particular vigilance Talent |
At the beginning of a fight, the character receives one action, which, however, can only be used to react. Once the character's turn begins in the first round of combat, his actions override this additional action. |
|||
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. | 3 Meter | ||
Run Movement | You can't perform an action while running. | 7 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. |
Reputation available
Any point of reputation not spent on character templates is available. You can add character templates for these points. This is usually done between game sessions.
Your available reputation is 0