Persona | Dice |
---|---|
Apprehension | 1 |
Charm | 4 |
Conscientiousness | 3 |
Education | 2 |
Logic | 1 |
Willpower | 2 |
Physis | Dice |
---|---|
Attractiveness | 1 |
Deftness | 1 |
Endurance | 5 |
Quickness | 4 |
Resistance | 3 |
Strength | 4 |
Knowledge | Dice |
---|---|
Heraldry (Perception) | 2 + 4 |
Reading/Writing (Communication) | 2 + 4 |
Medical science (First Aid) | 2 + 6 |
Skills | Dice |
---|---|
Courage Willpower, Resistance |
3 |
Deception Attractiveness, Charm |
4 |
Empathy Conscientiousness, Charm |
5 |
Intimidation Apprehension, Willpower |
3 |
Investigation Logic, Conscientiousness |
2 |
Magic Knowledge Education, Conscientiousness |
3 |
Orientation Apprehension, Logic |
3 |
Perception Apprehension, Quickness |
4 |
Persuasion Willpower, Attractiveness |
2 |
Politics Education, Charm |
3 |
Religion Education, Willpower |
5 |
Stealth Conscientiousness, Deftness |
3 |
Skills | Dice |
---|---|
Acrobatics Deftness, Quickness |
3 |
Communication Education, Charm |
4 |
Driving Deftness, Apprehension |
1 |
First Aid Education, Conscientiousness |
6 |
Hand to Hand Combat Strength, Quickness |
9 |
History Education, Conscientiousness |
3 |
Mechanics Education, Logic |
2 |
Nature Education, Logic |
2 |
Peformance Charm, Deftness |
5 |
Shooting Deftness, Strength |
3 |
Spell Casting Willpower, Charm |
3 |
Throwing Strength, Endurance |
5 |
Shadows |
---|
Paladin |
Justice Fanatic |
Naive |
Faithful |
Dash |
Delusional Disorder (Quirk) |
Armor
Weapons
Items
Action | Dice | Notes | Cap. | Range |
---|---|---|---|---|
Weaponless Melee | Weaponless Attack 10 | - | 1 Meter | |
Morning Star Blunt Weapons |
Damage Potential 3 Piercing 1 Concealment 5 |
- | Meter | |
Mace Blunt Weapons |
Damage Potential 3 Concealment 5 |
- | Meter | |
Roundshield Shield |
Shield Block - Cover 5+ Shield Parry - Cover 5+ |
1 Meter | ||
Evade Movement | -1 | |||
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. | 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. |
Education +1
Peformance +2
Heraldry +1
Religious: You are religious, believe in your deity and also actively defend your faith. You may perform invocations of all kinds.
Allows to perform the acts of a priest.
Resistance +2Endurance +2
Religion +3
Hand to Hand Combat +2
Heraldry +1
Endurance +2
Quickness +1
Hand to Hand Combat +2
Reading/Writing +2
Logic -2
Deception +1
Intimidation +1
Stealth +1
The character is a militant justice fanatic. If he experiences a situation in the game that he feels is unjust, he can hardly control himself.
Empathy +1The character is especially devout. All effects performed on him by clerics of the same alignment have double the effect. Clerics with this gift also receive more favor points when they perform a ceremonial service.
Naive: Your character is naive. He sometimes believes too much in the good in people. Whenever the character doubts the statements or intentions of NPCs, the game master can have him roll for logic. If the roll fails, the character believes the NPC.
Communication +1
Conscientiousness +1
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 +1Our real enemy is not our neighboring country; it's hunger, cold, poverty, ignorance, superstition and prejudice.
- Henry Dunant
Hand to Hand Combat +1
"Nur hartes Training und unbändige Disziplin sorgen für Tod und Verderben in einem flüssigen Streich"
Medical science +2
Everyone has a plan until they’ve been hit.
- Joe Lewis
Perception +1
Orientation +2