Persona | Dice |
---|---|
Apprehension | 2 |
Charm | 2 |
Conscientiousness | 2 |
Education | 3 |
Logic | 2 |
Willpower | 3 |
Physis | Dice |
---|---|
Attractiveness | 1 |
Deftness | 5 |
Endurance | 5 |
Quickness | 3 |
Resistance | 1 |
Strength | 1 |
Knowledge | Dice |
---|---|
Ancient Relics (Perception) | 4 + 8 |
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 |
8 |
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 6 | - | 1 Meter | |
Desert Eagle Pistols |
Single shot 11
|
Damage Potential 5 Piercing 1 Capacity 7 Mods with rules |
7 / 7 | 80 Meter |
Long Knife Blades |
Hand to Hand 8
|
Damage Potential 3 Piercing -1 Bleeding 2 Mods with rules |
- | Meter |
Haircomb Blunt Weapons |
Hand to Hand 6
|
Damage Potential 1 |
- | Meter |
Slingshot Slings |
Single shot 8
|
Damage Potential 2 Capacity 1 |
0 / 1 | 25 Meter |
Love Pistols |
Single shot 12
|
Damage Potential 6 Piercing 2 Capacity 3 |
-3 / 3 | 20 Meter |
Hellwhip Laser Pistol Pistols |
Single shot 11
High Energy Beam 13 Low Energy Beam 11 |
Damage Potential 5 Capacity 3 |
-1 / 3 | 20 Meter |
Multirifle Machine Guns |
Flechette Burst 13
High Energy Beam 13 Low Energy Beam 11 |
Damage Potential 5 Piercing 1 Capacity 500 |
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 | 0 | |||
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. | 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. |
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.
Quickness +1Everyone has a plan until they’ve been hit.
- Joe Lewis