Persona | Dice |
---|---|
Apprehension | 4 |
Charm | 5 |
Conscientiousness | 0 |
Education | 3 |
Logic | 2 |
Willpower | 1 |
Physis | Dice |
---|---|
Attractiveness | 4 |
Deftness | 1 |
Endurance | 3 |
Quickness | 3 |
Resistance | 1 |
Strength | 3 |
Knowledge | Dice |
---|---|
Riding (Acrobatics) | 3 + 2 |
Etiquette (Deception) | 3 + 5 |
Medical science (First Aid) | 2 + 4 |
Xenos Knowledge (Communication) | 5 + 7 |
Elder Knowledge (Empathy) | 2 + 2 |
Warfare (Communication) | 1 + 7 |
Skills | Dice |
---|---|
Courage (Willpower, Resistance) | 3 |
Deception (Attractiveness, Charm) | 5 |
Empathy (Conscientiousness, Charm) | 2 |
Intimidation (Apprehension, Willpower) | 3 |
Investigation (Logic, Conscientiousness) | 3 |
Magic Knowledge (Education, Conscientiousness) | 2 |
Orientation (Apprehension, Logic) | 4 |
Perception (Apprehension, Quickness) | 4 |
Persuasion (Willpower, Attractiveness) | 6 |
Politics (Education, Charm) | 4 |
Religion (Education, Willpower) | 2 |
Stealth (Conscientiousness, Deftness) | 1 |
Skills | Dice |
---|---|
Acrobatics (Deftness, Quickness) | 2 |
Communication (Education, Charm) | 7 |
Driving (Deftness, Apprehension) | 4 |
First Aid (Education, Conscientiousness) | 4 |
Hand to Hand Combat (Strength, Quickness) | 5 |
History (Education, Conscientiousness) | 2 |
Mechanics (Education, Logic) | 3 |
Nature (Education, Logic) | 3 |
Peformance (Charm, Deftness) | 5 |
Shooting (Deftness, Strength) | 9 |
Spell Casting (Willpower, Charm) | 3 |
Throwing (Strength, Endurance) | 3 |
Shadows |
---|
Noble |
Boarding school |
Dandy |
Reactionary |
Dash |
Trained sword arm |
Leader |
Inspiring Leader |
Well equipped |
Marksman |
Critical Hits |
Action | Dice | Notes | Cap. | Range |
---|---|---|---|---|
Weaponless Melee | Weaponless Attack 6 | - | 1 Meter | |
Hunting knife Blades |
Hand to Hand 5
|
Piercing 1 |
- | 1 Meter |
Hatchet Axes |
Hand to Hand 6
|
- | 1 Meter | |
Five-Seven Pistols |
Single shot 10
Burst mode 12 |
Piercing 2 Recoil Compensation 1 |
13 / 20 | 20 Meter |
Multirifle Machine Guns |
Flechette Burst 15
High Energy Beam 15 Low Energy Beam 13 |
Piercing 1 |
498 / 500 | 100 Meter |
Gauss Rifle Rifles |
Single shot 14
|
Piercing 2 Recoil Compensation 1 |
4 / 5 | 500 Meter |
Bandages First Aid | First Aid 4 | 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 |
|||
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. |
|||
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. | 4 Meter | ||
Run Movement | You can't perform an action while running. | 8 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. |
Vanity: You are vain beyond measure and like to show it often.
Charm +2Adel ist auch in der sittlichen Welt. Gemeine Naturen zahlen mit dem, was sie tun, edle mit dem, was sie sind.
- Friedrich Schiller
Wealth: Your family has amassed a significant fortune that you can comfortably draw on for many years to come.
Education +2Vanity: You are vain beyond measure and like to show it often.
Attractiveness +2The char is not very tolerant towards "strangers", "new things" and tends toward extremely conservative views of life and even more reactionary world views.
Charm -1Everyone has a plan until they’ve been hit.
- Joe Lewis
"only hard training and discipline guarantee death and destruction in one fell swoop"
Strength +2The character may give an action to a fellow character every combat round, instead of using it.
Bonus dice +1The 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:
With a little bit of imagination, anything is possible.
- MacGyver
How often have I said to you that when you have eliminated the impossible, whatever remains, however improbable, must be the truth?
- Sherlock Holmes
Knowing where the trap is—that's the first step in evading it.
- Frank Herbert, Dune
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.
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.
Our real enemy is not our neighboring country; it's hunger, cold, poverty, ignorance, superstition and prejudice.
- Henry Dunant
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
Charm +1