Persona | Dice |
---|---|
Apprehension | 1 |
Charm | 1 |
Conscientiousness | -3 |
Education | 0 |
Logic | 0 |
Willpower | 1 |
Physis | Dice |
---|---|
Attractiveness | -1 |
Deftness | 3 |
Endurance | 4 |
Quickness | 4 |
Resistance | 5 |
Strength | 3 |
Knowledge | Dice |
---|---|
Xenos Knowledge (Communication) | 5 + 2 |
Lock picking (Mechanics) | 2 + 0 |
Skills | Dice |
---|---|
Courage (Willpower, Resistance) | 3 |
Deception (Attractiveness, Charm) | 5 |
Empathy (Conscientiousness, Charm) | -1 |
Intimidation (Apprehension, Willpower) | 4 |
Investigation (Logic, Conscientiousness) | -1 |
Magic Knowledge (Education, Conscientiousness) | 2 |
Orientation (Apprehension, Logic) | 0 |
Perception (Apprehension, Quickness) | 3 |
Persuasion (Willpower, Attractiveness) | 0 |
Politics (Education, Charm) | 1 |
Religion (Education, Willpower) | 1 |
Stealth (Conscientiousness, Deftness) | 0 |
Skills | Dice |
---|---|
Acrobatics (Deftness, Quickness) | 7 |
Communication (Education, Charm) | 2 |
Driving (Deftness, Apprehension) | 2 |
First Aid (Education, Conscientiousness) | -1 |
Hand to Hand Combat (Strength, Quickness) | 11 |
History (Education, Conscientiousness) | -1 |
Mechanics (Education, Logic) | 0 |
Nature (Education, Logic) | 0 |
Peformance (Charm, Deftness) | 2 |
Shooting (Deftness, Strength) | 7 |
Spell Casting (Willpower, Charm) | 1 |
Throwing (Strength, Endurance) | 5 |
Shadows |
---|
Gang member |
Blood Magic |
Critical Hits |
Masterly confidence |
Homeless |
Connection organised crime |
Schizotypal Personality Disorder (Quirk) |
teratophobia (Quirk) |
Armor
Weapons
Items
Action | Dice | Notes | Cap. | Range |
---|---|---|---|---|
Weaponless Melee | Weaponless Attack 12 | - | 1 Meter | |
Flechette Pistol Pistols |
Burst mode 14
|
Piercing 1 Recoil Compensation 1 |
1464 / 1500 | 25 Meter |
Hellwhip Laser Pistol Pistols |
Single shot 11
High Energy Beam 13 Low Energy Beam 11 |
Recoil Compensation 2 |
-1 / 3 | 20 Meter |
Bum Bum Arm Blunt Weapons |
Hand to Hand 13
|
Piercing 1 |
1 / 1 | 1 Meter |
Grappling Hook Tools | Throwing 5 | 1 | ||
Flashbang Throwables | Throwing 5 | 2 | ||
Toxic gas grenade Throwables | Throwing 5 | 1 | ||
Tear gas grenade Throwables | Throwing 5 | 1 | ||
Blood Ban Control - Blood | Willpower 2 |
Power 1 Actions 1 |
|
0 Meter |
Path of bones Transmutation - Blood | Deftness 4 |
Power 1 Actions 1 |
|
0 Meter |
Deathly Cold Damage - Blood | Strength 4 |
Power 1 Actions 1 |
|
20 Meter |
Shard Storm Damage - Earth | Strength 4 |
Power 2 Actions 1 |
|
30 Meter |
Wings of the wind Transmutation - Air | Deftness 4 |
Power 1 Actions 2 |
|
1 Meter |
Evade Movement | -2 | |||
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. |
|||
Masterly confidence Talent |
in terms of the Exploding Dice rule, each time a 6 is rolled on a die, a success is added to the roll's successes. |
|||
Walk Movement | You can perform an action while walking. The minimum roll for this action is raised by 1. | 5 Meter | ||
Run Movement | You can't perform an action while running. | 9 Meter | ||
Crawl Movement | Crawling is only possible while hunkered. | 3 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
Rival: You have a rival. Someone is competing with you, whether on a professional, occupational, or lethal level.
Resistance +1Education -1
Hand to Hand Combat +2
Shooting +1
Resistance +1
Intimidation +1
Endurance +1
Quickness +1
Acrobatics +2
Destiny dice +1
Bonus dice -2
Hand to Hand Combat +2
Endurance +2
Throwing +1
Acrobatics +1
You may spend wounds instead of arcana to cast spells.
Due to the nature of blood magic, it is not possible to heal wounds with spells cast by blood magic.
Spell points +5Magic Knowledge +1
Bonus dice +2
Communication +1
Hand to Hand Combat +1
Intimidation +1
Deception +2
Spell points +5
Magic Knowledge +2
Shooting +1
Intimidation +1
Shooting +2
in terms of the Exploding Dice rule, each time a 6 is rolled on a die, a success is added to the roll's successes.
With realization of one’s own potential and self-confidence in one’s ability, one can build a better world.
- The Dalai Lama
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
Everyone has a plan until they’ve been hit.
- Joe Lewis
The minimum roll to achieve for critical hits is reduced by one. This applies only to critical hits, but not to megacrits.
Companion: You may choose one animal companion, which is considered a familiar and accompanies you wherever you go.
Resistance +3Attractiveness -1
Hand to Hand Combat +1
The character has a contact to the organised crime. (Extend in consultation with the gamemaster.)
I know people.