Persona | Dice |
---|---|
Apprehension | 4 |
Charm | 5 |
Conscientiousness | 5 |
Education | 8 |
Logic | 3 |
Willpower | 4 |
Physis | Dice |
---|---|
Attractiveness | 1 |
Deftness | 1 |
Endurance | 2 |
Quickness | 1 |
Resistance | 1 |
Strength | 2 |
Knowledge | Dice |
---|---|
Administration (Politics) | 1 + 9 |
Ancient Relics (Perception) | 1 + 6 |
Warfare (Communication) | 2 + 10 |
General Knowledge (Nature) | 1 + 7 |
Skills | Dice |
---|---|
Courage Willpower, Resistance |
5 |
Deception Attractiveness, Charm |
3 |
Empathy Conscientiousness, Charm |
9 |
Intimidation Apprehension, Willpower |
6 |
Investigation Logic, Conscientiousness |
4 |
Magic Knowledge Education, Conscientiousness |
13 |
Orientation Apprehension, Logic |
7 |
Perception Apprehension, Quickness |
6 |
Persuasion Willpower, Attractiveness |
5 |
Politics Education, Charm |
9 |
Religion Education, Willpower |
6 |
Stealth Conscientiousness, Deftness |
3 |
Skills | Dice |
---|---|
Acrobatics Deftness, Quickness |
1 |
Communication Education, Charm |
10 |
Driving Deftness, Apprehension |
3 |
First Aid Education, Conscientiousness |
8 |
Hand to Hand Combat Strength, Quickness |
3 |
History Education, Conscientiousness |
9 |
Mechanics Education, Logic |
7 |
Nature Education, Logic |
7 |
Peformance Charm, Deftness |
6 |
Shooting Deftness, Strength |
4 |
Spell Casting Willpower, Charm |
9 |
Throwing Strength, Endurance |
2 |
Shadows |
---|
Leader |
Joker |
Inspiring Leader |
Armor
Weapons
Items
Action | Dice | Notes | Cap. | Range |
---|---|---|---|---|
Weaponless Melee | Weaponless Attack 3 | - | 1 Meter | |
Al'bah JiRa Rune Dagger Blades |
Hand to Hand 5
|
Damage Potential 2 |
- | Meter |
Flame dagger Blades |
Hand to Hand 4
|
Damage Potential 1 Bleeding 1 |
- | Meter |
Arcane Potion Carafe Potions and Poisons | 1 | |||
Bandages First Aid | First Aid 8 | 1 | ||
Lesser Potion of Healing Potions and Poisons | 3 | |||
Domination Control - Mind | Willpower 13 |
Power 1 Actions 1 |
|
10 Meter |
Night creature Enchantment - Light | Attractiveness 10 |
Power 1 Actions 2 |
|
0 Meter |
Awaken zombie Conjuration - Arcana | Charm 14 |
Power 1 Actions 1 |
|
0 Meter |
Dance of Death Conjuration - Blood | Charm 14 |
Power 1 Actions 1 |
|
0 Meter |
Bone whip Conjuration - Blood | Charm 14 |
Power 1 Actions 1 |
|
0 Meter |
Unnatural growth Transmutation - Demonic | Deftness 10 |
Power 1 Actions 1 |
|
0 Meter |
Globulus Transmutation - Demonic | Deftness 10 |
Power 1 Actions 1 |
|
0 Meter |
Banning circle Abjuration - Demonic | Logic 12 |
Power 1 Actions 6 |
|
0 Meter |
Call demon Conjuration - Demonic | Charm 14 |
Power 1 Actions 10 |
|
0 Meter |
Bind demonic being Control - Demonic | Willpower 13 |
Power 1 Actions 1 |
|
0 Meter |
Pact Transmutation - Demonic | Deftness 10 |
Power 1 Actions 100 |
|
0 Meter |
Evade Movement | 1 | |||
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. | 2 Meter | ||
Run Movement | You can't perform an action while running. | 6 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. |
Thzularn - Dark Goddess of Hatred
Read descriptionToran
0 Conscientiousness +2Education +1
Shooting +1
Politics +1
Administration +1
Scholar
10 Education +4History +2
Nature +1
Communication +1
Demonologist
10 Max arcana +3Spell points +5
Charm +1
Endurance +1
Spell Casting +1
Magic Knowledge +1
Peformance +1
Ancient Relics +1
Magic Origin: Demonology
The treachery of demons is nothing compared to the betrayal of an angel.
- Brenna Yovanoff
Military academy
11 Destiny dice +1Hand to Hand Combat +1
Intimidation +1
First Aid +1
Politics +1
Shooting +1
Warfare +2
Whoever said the pen is mightier than the sword obviously never encountered automatic weapons.
- Douglas MacArthur
Arcane meditation
6 Spell points +5Max arcana +2
Magic Knowledge +2
Arcane Study
10 Spell points +5Max arcana +1
Willpower +1
Logic +1
Magic Knowledge +2
Spell Casting +1
Arcane Mentor
10 Spell points +15Max arcana +1
Willpower +1
Magic Knowledge +1
Spell Casting +2
Es gibt eine Art von Zauberei, die man mühsam erlernen muß: Das ist die, wie sie im Koraktor steht, Zeichen für Zeichen und Formel um Formel. Und dann gibt es eine, die wächst einem aus der Tiefe des Herzens zu: aus der Sorge um jemanden, den man lieb hat. Ich weiß, daß das schwer zu begreifen ist - aber du solltest darauf vertrauen, Krabat.
- Otfried Preußler
Art
2 Peformance +2Addiction Resistant
3 Conscientiousness +1Bookworm
2 Strength -1Education +1
Endurance -1
Apprehension +1
General Knowledge +1
Accommodating
4 Charm +1Communication +1
Sadist
3 Charm +1Persuasion +1
Empathy +1
Jack of all trades
6 Rerolls +1Bonus dice +2
Communication +1
Modest
4 Willpower +1Conscientiousness +1
Necrology
7 Spell points +5Magic Origin: Necrology
Synesthesia
5 Apprehension +1Perception +2
Chimerology
7 Spell points +5Magic Origin: Chimerology
Photographic Memory
6 Logic +1Perception +1
Orientation +2
Black Magic
7 Spell points +5Magic Origin: Black Magic
Inspiring Leader
15As 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 +1Persuasion +1
Skilled Fighter
10 Actions +1
Everyone has a plan until they’ve been hit.
- Joe Lewis
Empathic
5 Empathy +3Strongman
5 Strength +2Intimidation +1
Leader
5The character may give an action to a fellow character every combat round, instead of using it.
Bonus dice +1Endurance +1
Apprehension +1
Joker
10The character has the ability to profit from special rolls. Everytime the player rolle one of the following dice patterns (while not in combat) the stated effect applies.
- Three of a kind - The character gains one bonus die
- Small Straight - The character gains one boost immediately
- Full House - The character gains one destiny die
- Large Straight - The character rediscovers an item in his backpack (the player chooses an item and adds it to his backpack)
- Four of a kind - The character gains +1 actions in every round of the next combat
- Five of a kind - The characters group gains one additional turn prior to the enemies in the next combat
In each case, the highest pattern to be achieved counts for a roll. So 5, 4, 3, 3, 2, 1 is a large straight, but not three of a kind.
As you know, madness is like gravity...all it takes is a little push.
- The Joker
One with the Magic
10 Spell points +15Arcane Mastery
40 Max arcana +4Spell points +50
Journeyman years
7 Education +1Courage +2
Mechanics +1
Orientation +1