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 + 10 |
Rhetoric (Communication) | 2 + 3 |
Ancient Relics (Perception) | 1 + 2 |
Reading/Writing (Communication) | 4 + 3 |
Alchemy (Nature) | 1 + 5 |
Skills | Dice |
---|---|
Courage (Willpower, Resistance) | 2 |
Deception (Attractiveness, Charm) | 2 |
Empathy (Conscientiousness, Charm) | 8 |
Intimidation (Apprehension, Willpower) | 3 |
Investigation (Logic, Conscientiousness) | 5 |
Magic Knowledge (Education, Conscientiousness) | 8 |
Orientation (Apprehension, Logic) | 1 |
Perception (Apprehension, Quickness) | 2 |
Persuasion (Willpower, Attractiveness) | 2 |
Politics (Education, Charm) | 2 |
Religion (Education, Willpower) | 3 |
Stealth (Conscientiousness, Deftness) | 8 |
Skills | Dice |
---|---|
Acrobatics (Deftness, Quickness) | 7 |
Communication (Education, Charm) | 3 |
Driving (Deftness, Apprehension) | 4 |
First Aid (Education, Conscientiousness) | 10 |
Hand to Hand Combat (Strength, Quickness) | 3 |
History (Education, Conscientiousness) | 6 |
Mechanics (Education, Logic) | 2 |
Nature (Education, Logic) | 5 |
Peformance (Charm, Deftness) | 4 |
Shooting (Deftness, Strength) | 6 |
Spell Casting (Willpower, Charm) | 2 |
Throwing (Strength, Endurance) | 2 |
Shadows |
---|
Well equipped |
Joker |
Particular vigilance |
Blessing of the Gods |
Armor
Weapons
Items
Action | Dice | Notes | Cap. | Range |
---|---|---|---|---|
Weaponless Melee | Weaponless Attack 3 | - | 1 Meter | |
Dagger Blades |
Hand to Hand 5
|
- | 1 Meter | |
Sling Slings |
Single shot 8
|
Mods with rules | 1 / 1 | 20 Meter |
Slingshot Slings |
Single shot 9
|
Mods with rules | -16 / 1 | 25 Meter |
Bandages First Aid | First Aid 10 | 2 | ||
Simple healing Healing - Nature | Conscientiousness 10 |
Power 1 Actions 1 |
|
0 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 breating 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. |
Rerolls +2
Attractiveness -1
Intimidation +1
Nature +1
Medical science +1
Deftness +1
First Aid +4
Medical science +2
Education +2
Communication +3
Rhetoric +2
Ancient Relics +1
Reading/Writing +2
Alchemy +1
Alles ist Gift, ausschlaggebend ist nur die Menge. Alles Tun ist ein alchemistisches Zuendeführen, eine geistige Goldmachung und Kunst der Vollendung. Alles Wachsen ist Auferstehen. Auch in die Liebe muss man hineinwachsen und ihre Stunden abwarten, denn die Gewächse der Erde und die Gaben im Menschen haben ihre Zeit.
- Paracelsus
Reading/Writing +2
Endurance +1
Attractiveness +2
Conscientiousness +1
Conscientiousness +1
Communication -2
Spell points +5
Magic Knowledge +2
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 +2Max health +1
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
Shooting +1
Endurance +1
The character may spend a wound to take any item from his backpack, even if he doesn't possess it. To do so, the character takes a wound and the player rolls a d6:
- 1-2: The desired item doesn't exist in the backpack
- 3-5: A similar item could be found in the backpack
- 6: The exact desired item could be found
With a little bit of imagination, anything is possible.
- MacGyver
Everyone has a plan until they’ve been hit.
- Joe Lewis
The character has the ability to profit from special rolls. Everytime the player rolle one of the following dice patterns (while not in combat) the stated effect applies.
- Three of a kind - The character gains one bonus die
- Small Straight - The character gains one boost immediately
- Full House - The character gains one destiny die
- Large Straight - The character rediscovers an item in his backpack (the player chooses an item and adds it to his backpack)
- Four of a kind - The character gains +1 actions in every round of the next combat
- Five of a kind - The characters group gains one additional turn prior to the enemies in the next combat
In each case, the highest pattern to be achieved counts for a roll. So 5, 4, 3, 3, 2, 1 is a large straight, but not three of a kind.
As you know, madness is like gravity...all it takes is a little push.
- The Joker
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.