Persona | Dice |
---|---|
Apprehension | 2 |
Charm | 1 |
Conscientiousness | 2 |
Education | 1 |
Logic | 1 |
Willpower | 1 |
Physis | Dice |
---|---|
Attractiveness | -1 |
Deftness | 5 |
Endurance | 6 |
Quickness | 4 |
Resistance | 4 |
Strength | 3 |
Knowledge | Dice |
---|---|
Alchemy (Nature) | 1 + 3 |
Zoology (Mechanics) | 1 + 1 |
Warfare (Communication) | 1 + 2 |
Skills | Dice |
---|---|
Courage (Willpower) | 1 |
Deception (Charm) | 1 |
Empathy (Conscientiousness) | 3 |
Intimidation (Apprehension) | 2 |
Investigation (Apprehension) | 2 |
Magic Knowledge (Charm) | 1 |
Orientation (Apprehension) | 3 |
Perception (Apprehension) | 2 |
Persuasion (Willpower) | 1 |
Politics (Charm) | 1 |
Religion (Conscientiousness) | 2 |
Stealth (Conscientiousness) | 7 |
Skills | Dice |
---|---|
Acrobatics (Deftness) | 8 |
Communication (Education) | 2 |
Driving (Deftness) | 5 |
First Aid (Conscientiousness) | 2 |
Hand to Hand Combat (Strength) | 9 |
History (Education) | 1 |
Mechanics (Logic) | 1 |
Nature (Education) | 3 |
Peformance (Charm) | 1 |
Shooting (Deftness) | 9 |
Spell Casting (Willpower) | 1 |
Throwing (Strength) | 3 |
Shadows |
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Flit |
Animal Empathy |
Shield Training |
Critical Hits |
Leader |
Well equipped |
Dash |
Marksman |
Masterly Presence |
Masterly confidence |
Homeless |
Motortic Tics (Quirk) |
Armor
Weapons
Items
Action | Dice | Notes | Cap. | Range |
---|---|---|---|---|
Weaponless Melee | Weaponless Attack 10 | - | 1 Meter | |
Short bow Bows |
Single shot 11
|
Damage Potential 2 Capacity 1 |
-2 / 1 | 40 Meter |
Poison Dagger Blades |
Hand to Hand 9
|
Piercing 2 Poison Notch 1 |
- | Meter |
Bow of the Elements Bows |
Single shot 12
|
Damage Potential 3 Capacity 10 |
-35 / 10 | 50 Meter |
Flit Buckler Shield |
Shield Block - Cover 5+ Shield Parry - Cover 5+ |
1 Meter | ||
Flying Snake Venom Vial Potions and Poisons | 1 | |||
Simple wound tincture Potions and Poisons | First Aid 2 | 2 | ||
Potion of Protection Potions and Poisons | 1 | |||
Lesser Potion of Healing Potions and Poisons | 1 | |||
Bandages First Aid | First Aid 2 | 2 | ||
Evade Movement | 5 | |||
Shield Training Talent |
The character learned how to wield a shield effectively in combat. This allows the character to parry attacks with a shield in accordance with the "Parry melee attacks" rule. For this purpose, either Strength or Deftness is used as a skill value. |
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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. |
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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. |
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Marksman Talent |
Once per round any roll of 1 on a shooting dice roll can be rerolled Requires shooting of 5 or more |
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Masterly Presence Talent |
The character's minimum roll is reduced by 1. |
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Masterly confidence Talent |
in terms of the Exploding Dice rule, each time a 6 is rolled on a die, a success is added to the roll's successes. |
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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. |
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Reputation available
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Your available reputation is 2