- Combat Actions 3
- Minimum Roll 5+

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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 + 7 |
Lock picking (Mechanics) | 2 + 2 |
Xenos Knowledge (Communication) | 3 + 10 |
Medical science (First Aid) | 2 + 8 |
Skills | Dice |
---|---|
Courage (Willpower) | 3 |
Deception (Charm) | 4 |
Empathy (Conscientiousness) | 2 |
Intimidation (Apprehension) | 3 |
Investigation (Apprehension) | 2 |
Magic Knowledge (Charm) | 4 |
Orientation (Apprehension) | 6 |
Perception (Apprehension) | 7 |
Persuasion (Willpower) | 3 |
Politics (Charm) | 2 |
Religion (Conscientiousness) | 2 |
Stealth (Conscientiousness) | -1 |
Skills | Dice |
---|---|
Acrobatics (Deftness) | 5 |
Communication (Education) | 10 |
Driving (Deftness) | 5 |
First Aid (Conscientiousness) | 8 |
Hand to Hand Combat (Strength) | 4 |
History (Education) | 5 |
Mechanics (Logic) | 2 |
Nature (Education) | 6 |
Peformance (Charm) | 1 |
Shooting (Deftness) | 8 |
Spell Casting (Willpower) | 3 |
Throwing (Strength) | 1 |
Shadows |
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Dash |
Coulrophobia (Quirk) |
Armor
Weapons
Items
Action | Dice | Notes | Cap. | Range |
---|---|---|---|---|
Weaponless Melee | Weaponless Attack 5 | - | 1 Meter | |
Desert Eagle Pistols |
Single shot 13
|
Damage Potential 5 Piercing 1 Capacity 7 Mods with rules |
7 / 7 | 80 Meter |
Long Knife Blades |
Hand to Hand 7
|
Damage Potential 3 Piercing -1 Bleeding 2 Mods with rules |
- | Meter |
Haircomb Blunt Weapons |
Hand to Hand 5
|
Damage Potential 1 |
- | Meter |
Slingshot Slings |
Single shot 10
|
Damage Potential 2 Capacity 1 |
0 / 1 | 25 Meter |
Love Pistols |
Single shot 14
|
Damage Potential 6 Piercing 2 Capacity 3 |
-3 / 3 | 20 Meter |
Hellwhip Laser Pistol Pistols |
Single shot 13
High Energy Beam 15 Low Energy Beam 13 |
Damage Potential 5 Capacity 3 |
-1 / 3 | 20 Meter |
Multirifle Machine Guns |
Flechette Burst 15
High Energy Beam 15 Low Energy Beam 13 |
Damage Potential 5 Piercing 1 Capacity 500 |
492 / 500 | 100 Meter |
Bandages First Aid | First Aid 8 | 1 | ||
Hairpin Oddities | 1 | |||
Flashbang Throwables | Throwing 1 | 1 | ||
First aid kit First Aid | First Aid 8 | 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. |
Reputation available
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Your available reputation is 81