Phase Six

Phase Six


EN

wss://phasesix.org/ws/campaign/campaign-5/

Max von Galen

Human
Noble
Boarding school
Campaign: N.E.X.U.S. GLADIUS
Status
Persona Dice
Physis Dice
Knowledge Dice
Skills Dice
Skills Dice
Shadows

Armor

Weapons

Items

On Body
Action Dice Notes Cap. Range
Evade Movement
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.

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

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.
Lineage: Human 0
Bonus dice +2
Rerolls +2
Occupation: Noble 10

Vanity: You are vain beyond measure and like to show it often.

Charm +2
Empathy -1
Shooting +1
Persuasion +2
Riding +1
Etiquette +2

Adel ist auch in der sittlichen Welt. Gemeine Naturen zahlen mit dem, was sie tun, edle mit dem, was sie sind.
- Friedrich Schiller

Education: Boarding school 10

Wealth: Your family has amassed a significant fortune that you can comfortably draw on for many years to come.

Education +2
Apprehension +2
Communication +2
Interests: Shooting Club 3
Bonus dice +1
Attractiveness -1
Shooting +1
Interests: Cult Membership 5
Rerolls +1
Destiny dice +1
Bonus dice -2
Interests: Riding 5
Driving +1
Riding +2
Interests: Art 2
Peformance +2
Character: Stalwart 4
Max health +2
Character: Rational 3
Logic +1
Character: Dandy 6

Vanity: You are vain beyond measure and like to show it often.

Attractiveness +2
Charm +1
Communication +1
Etiquette +1
Character: Reactionary -2

The char is not very tolerant towards "strangers", "new things" and tends toward extremely conservative views of life and even more reactionary world views.

Charm -1
Character: Egoistic 2
Destiny dice +1
Conscientiousness -1
Character: Likable 5
Attractiveness +2
Charm +1
Talent: Skilled Fighter 10
Actions +1

Everyone has a plan until they’ve been hit.
- Joe Lewis

Talent: Good shooter 3
Shooting +1
Talent: Trained sword arm 5
Strength +2
Hand to Hand Combat +1

"Nur hartes Training und unbändige Disziplin sorgen für Tod und Verderben in einem flüssigen Streich"

Talent: Leader 5

The character may give an action to a fellow character every combat round, instead of using it.

Bonus dice +1
Endurance +1
Apprehension +1
Talent: Medicine 5
First Aid +1
Medical science +2
Talent: Well equipped 5

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

Talent: Xenos Knowledge 0
Xenos Knowledge +3
Talent: Elder Knowledge 0
Elder Knowledge +2
Talent: Investigation 4
Investigation +2

How often have I said to you that when you have eliminated the impossible, whatever remains, however improbable, must be the truth?
- Sherlock Holmes

Talent: Gunslinger 5
Quickness +1
Shooting +2
Talent: Warhorse 4
Hand to Hand Combat +1
Shooting +1
Talent: Evade 10
Evasion +2

Knowing where the trap is—that's the first step in evading it.
- Frank Herbert, Dune

Talent: Marksman 8

Once per round any roll of 1 on a shooting dice roll can be rerolled

Requires shooting of 5 or more

Orientation +1
Shooting +1
Warfare +1
Talent: Runner 6
Quickness +1
Endurance +1
Talent: Critical Hits 10

The minimum roll to achieve for critical hits is reduced by one. This applies only to critical hits, but not to megacrits.

Talent: Dash 6

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.

Quickness +1
Talent: First Aid 4
First Aid +2

Our real enemy is not our neighboring country; it's hunger, cold, poverty, ignorance, superstition and prejudice.
- Henry Dunant

Talent: Inspiring Leader 15

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
Persuasion +1
Environment: Loss of a family member 5
Destiny dice +1
Courage +2
Environment: Der Zikadenvorvall 3
Xenos Knowledge +2