Persona | Dice |
---|---|
Apprehension | 2 |
Charm | 2 |
Conscientiousness | 2 |
Education | 3 |
Logic | 2 |
Willpower | 3 |
Physis | Dice |
---|---|
Attractiveness | 1 |
Deftness | 5 |
Endurance | 5 |
Quickness | 2 |
Resistance | 1 |
Strength | 1 |
Knowledge | Dice |
---|---|
Ancient Relics (Perception) | 4 + 7 |
Lock picking (Mechanics) | 2 + 3 |
Xenos Knowledge (Communication) | 3 + 10 |
Medical science (First Aid) | 2 + 9 |
Skills | Dice |
---|---|
Courage (Willpower, Resistance) | 2 |
Deception (Attractiveness, Charm) | 4 |
Empathy (Conscientiousness, Charm) | 2 |
Intimidation (Apprehension, Willpower) | 4 |
Investigation (Logic, Conscientiousness) | 2 |
Magic Knowledge (Education, Conscientiousness) | 5 |
Orientation (Apprehension, Logic) | 6 |
Perception (Apprehension, Quickness) | 7 |
Persuasion (Willpower, Attractiveness) | 2 |
Politics (Education, Charm) | 3 |
Religion (Education, Willpower) | 3 |
Stealth (Conscientiousness, Deftness) | 1 |
Skills | Dice |
---|---|
Acrobatics (Deftness, Quickness) | 4 |
Communication (Education, Charm) | 10 |
Driving (Deftness, Apprehension) | 4 |
First Aid (Education, Conscientiousness) | 9 |
Hand to Hand Combat (Strength, Quickness) | 5 |
History (Education, Conscientiousness) | 5 |
Mechanics (Education, Logic) | 3 |
Nature (Education, Logic) | 6 |
Peformance (Charm, Deftness) | 3 |
Shooting (Deftness, Strength) | 6 |
Spell Casting (Willpower, Charm) | 3 |
Throwing (Strength, Endurance) | 3 |
Shadows |
---|
Dash |
Coulrophobia (Quirk) |
Armor
Weapons
Items
Action | Dice | Notes | Cap. | Range |
---|---|---|---|---|
Weaponless Melee | Weaponless Attack 5 | - | 1 Meter | |
Desert Eagle Pistols |
Single shot 11
|
Piercing 1 Mods with rules |
7 / 7 | 80 Meter |
Long Knife Blades |
Hand to Hand 7
|
Bleeding
2
|
- | 1 Meter |
Haircomb Blunt Weapons |
Hand to Hand 6
|
- | 1 Meter | |
Slingshot Slings |
Single shot 7
|
0 / 1 | 25 Meter | |
Love Pistols |
Single shot 12
|
Piercing 2 Recoil Compensation -2 |
-3 / 3 | 20 Meter |
Hellwhip Laser Pistol Pistols |
Single shot 10
High Energy Beam 12 Low Energy Beam 10 |
Recoil Compensation 2 |
-1 / 3 | 20 Meter |
Multirifle Machine Guns |
Flechette Burst 12
High Energy Beam 12 Low Energy Beam 10 |
Piercing 1 |
492 / 500 | 100 Meter |
Bandages First Aid | First Aid 9 | 1 | ||
Hairpin Oddities | 1 | |||
Flashbang Throwables | Throwing 3 | 1 | ||
First aid kit First Aid | First Aid 9 | 1 | ||
Italian liqueur 30% 0,7L Potions and Poisons | 1 | |||
Bionic Sprint Body Upgrade | 1 | |||
Elemental Weapon Transmutation - Energy | Deftness 8 |
Power 1 Actions 1 |
|
0 Meter |
Evade Movement | -1 | |||
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. |
|||
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
Deftness +1
Perception +2
History +1
Ancient Relics +4
Conscientiousness +1
Education +2
Nature +1
Communication +2
History +1
First Aid +2
Courage +1
Hand to Hand Combat +2
First Aid +1
Orientation +2
Intimidation +1
Deception +2
Bonus dice +2
Communication +1
Nature +2
Communication +3
Communication +1
Spell points +5
Magic Knowledge +2
Our real enemy is not our neighboring country; it's hunger, cold, poverty, ignorance, superstition and prejudice.
- Henry Dunant
Willpower +2
I dreamed I was a butterfly, flitting around in the sky; then I awoke. Now I wonder: Am I a man who dreamt of being a butterfly, or am I a butterfly dreaming that I am a man?
- Zhuangzi
Shooting +1
Medical science +2
Shooting +2
Perception +1
Orientation +2
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.
Everyone has a plan until they’ve been hit.
- Joe Lewis