Persona | Dice |
---|---|
Apprehension | 4 |
Charm | 5 |
Conscientiousness | 0 |
Education | 3 |
Logic | 2 |
Willpower | 1 |
Physis | Dice |
---|---|
Attractiveness | 4 |
Deftness | 1 |
Endurance | 3 |
Quickness | 5 |
Resistance | 1 |
Strength | 3 |
Knowledge | Dice |
---|---|
Riding (Acrobatics) | 3 + 1 |
Etiquette (Peformance) | 3 + 7 |
Medical science (First Aid) | 2 + 3 |
Xenos Knowledge (Communication) | 5 + 6 |
Elder Knowledge (Empathy) | 2 + -1 |
Warfare (Communication) | 1 + 6 |
Skills | Dice |
---|---|
Courage (Willpower) | 3 |
Deception (Charm) | 5 |
Empathy (Conscientiousness) | -1 |
Intimidation (Apprehension) | 4 |
Investigation (Apprehension) | 6 |
Magic Knowledge (Charm) | 5 |
Orientation (Apprehension) | 5 |
Perception (Apprehension) | 4 |
Persuasion (Willpower) | 4 |
Politics (Charm) | 5 |
Religion (Conscientiousness) | 0 |
Stealth (Conscientiousness) | 0 |
Skills | Dice |
---|---|
Acrobatics (Deftness) | 1 |
Communication (Education) | 6 |
Driving (Deftness) | 2 |
First Aid (Conscientiousness) | 3 |
Hand to Hand Combat (Strength) | 5 |
History (Education) | 3 |
Mechanics (Logic) | 2 |
Nature (Education) | 3 |
Peformance (Charm) | 7 |
Shooting (Deftness) | 8 |
Spell Casting (Willpower) | 1 |
Throwing (Strength) | 3 |
Shadows |
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Noble |
Boarding school |
Reactionary |
Dandy |
Dash |
Leader |
Inspiring Leader |
Well equipped |
Marksman |
Critical Hits |
Armor
Weapons
Items
Action | Dice | Notes | Cap. | Range |
---|---|---|---|---|
Weaponless Melee | Weaponless Attack 6 | - | 1 Meter | |
Hunting knife Blades |
Hand to Hand 6
|
Damage Potential 1 Piercing 1 |
- | Meter |
Hatchet Axes |
Hand to Hand 7
|
Damage Potential 2 |
- | Meter |
Five-Seven Pistols |
Single shot 10
Burst mode 12 |
Damage Potential 2 Piercing 2 Capacity 20 |
13 / 20 | 20 Meter |
Multirifle Machine Guns |
Flechette Burst 15
High Energy Beam 15 Low Energy Beam 13 |
Damage Potential 5 Piercing 1 Capacity 500 |
498 / 500 | 100 Meter |
Gauss Rifle Rifles |
Single shot 14
|
Damage Potential 6 Piercing 2 Capacity 5 |
4 / 5 | 500 Meter |
Bandages First Aid | First Aid 3 | 3 | ||
Flashbang Throwables | Throwing 3 | 3 | ||
Evade Movement | 1 | |||
Marksman Talent |
Once per round any roll of 1 on a shooting dice roll can be rerolled Requires shooting of 5 or more |
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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. |
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Dash Talent |
Whenever the character uses the "Run" action in combat, he may make an acrobatic throw to advance further meters. If this roll succeeds, he may move further than his running range according to the successes. If the roll is unsuccessful, the character stumbles and is considered to be prone. He must spend one action to get back on his feet or into the Hunkered stance. |
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Inspiring Leader Talent |
As an action in combat you can roll on your Persuasion Skill. A party member gains bonus dice equal to your successes or at least 1 |
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Walk Movement | You can perform an action while walking. The minimum roll for this action is raised by 1. | 6 Meter | ||
Run Movement | You can't perform an action while running. | 10 Meter | ||
Crawl Movement | Crawling is only possible while hunkered. | 4 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. |
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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.
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Your available reputation is 48