Persona | Dice |
---|---|
Apprehension | 1 |
Charm | 4 |
Conscientiousness | 3 |
Education | 2 |
Logic | 1 |
Willpower | 2 |
Physis | Dice |
---|---|
Attractiveness | 1 |
Deftness | 1 |
Endurance | 6 |
Quickness | 4 |
Resistance | 4 |
Strength | 4 |
Knowledge | Dice |
---|---|
Heraldry (Perception) | 2 + 2 |
Reading/Writing (Communication) | 2 + 3 |
Warfare (Communication) | 1 + 3 |
Medical science (First Aid) | 2 + 6 |
Skills | Dice |
---|---|
Courage (Willpower) | 2 |
Deception (Charm) | 5 |
Empathy (Conscientiousness) | 4 |
Intimidation (Apprehension) | 2 |
Investigation (Apprehension) | 1 |
Magic Knowledge (Charm) | 4 |
Orientation (Apprehension) | 3 |
Perception (Apprehension) | 2 |
Persuasion (Willpower) | 2 |
Politics (Charm) | 4 |
Religion (Conscientiousness) | 6 |
Stealth (Conscientiousness) | 4 |
Skills | Dice |
---|---|
Acrobatics (Deftness) | 1 |
Communication (Education) | 3 |
Driving (Deftness) | 1 |
First Aid (Conscientiousness) | 6 |
Hand to Hand Combat (Strength) | 13 |
History (Education) | 2 |
Mechanics (Logic) | 1 |
Nature (Education) | 2 |
Peformance (Charm) | 6 |
Shooting (Deftness) | 3 |
Spell Casting (Willpower) | 2 |
Throwing (Strength) | 4 |
Shadows |
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Paladin |
Justice Fanatic |
Naive |
Faithful |
Dash |
Shield Training |
Shield Mastery |
Delusional Disorder (Quirk) |
Armor
Weapons
Items
Action | Dice | Notes | Cap. | Range |
---|---|---|---|---|
Weaponless Melee | Weaponless Attack 14 | - | 1 Meter | |
Morning Star Blunt Weapons |
Hand to Hand 16
|
Damage Potential 3 Piercing 1 |
- | Meter |
Mace Blunt Weapons |
Hand to Hand 16
|
Damage Potential 3 |
- | Meter |
Roundshield Shield |
Shield Block - Cover 5+ Shield Parry - Cover 5+ |
1 Meter | ||
Evade Movement | -3 | |||
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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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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Shield Mastery Talent |
The character is a master of shield use. The shield can be prepared for a shield block in one action instead of two. The shield block can also be performed as a reaction. |
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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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Herbarin - The Fallen
Read descriptionReputation available
Any point of reputation not spent on character templates is available. You can add character templates for these points. This is usually done between game sessions.
You have unspent reputation points. Click here to add new templates to your character and advance in your professions.
Your available reputation is 71