Persona | Dice |
---|---|
Apprehension | 3 |
Charm | 4 |
Conscientiousness | 1 |
Education | 3 |
Logic | 2 |
Willpower | 4 |
Physis | Dice |
---|---|
Attractiveness | 1 |
Deftness | 1 |
Endurance | 2 |
Quickness | 1 |
Resistance | 3 |
Strength | 3 |
Knowledge | Dice |
---|---|
Administration (Politics) | 1 + 5 |
Ancient Relics (Perception) | 2 + 4 |
Alchemy (Nature) | 1 + 5 |
Etiquette (Peformance) | 2 + 4 |
Skills | Dice |
---|---|
Courage Willpower, Resistance |
4 |
Deception Attractiveness, Charm |
4 |
Empathy Conscientiousness, Charm |
4 |
Intimidation Apprehension, Willpower |
4 |
Investigation Logic, Conscientiousness |
2 |
Magic Knowledge Education, Conscientiousness |
12 |
Orientation Apprehension, Logic |
3 |
Perception Apprehension, Quickness |
4 |
Persuasion Willpower, Attractiveness |
5 |
Politics Education, Charm |
5 |
Religion Education, Willpower |
4 |
Stealth Conscientiousness, Deftness |
2 |
Skills | Dice |
---|---|
Acrobatics Deftness, Quickness |
1 |
Communication Education, Charm |
4 |
Driving Deftness, Apprehension |
2 |
First Aid Education, Conscientiousness |
2 |
Hand to Hand Combat Strength, Quickness |
4 |
History Education, Conscientiousness |
2 |
Mechanics Education, Logic |
3 |
Nature Education, Logic |
5 |
Peformance Charm, Deftness |
4 |
Shooting Deftness, Strength |
4 |
Spell Casting Willpower, Charm |
9 |
Throwing Strength, Endurance |
3 |
Shadows |
---|
Country bumpkin |
Addicted |
Inspiring Leader |
Arcane recovery |
Armor
Weapons
Items
Action | Dice | Notes | Cap. | Range |
---|---|---|---|---|
Weaponless Melee | Weaponless Attack 4 | - | 1 Meter | |
Al'bah JiRa Rune Dagger Blades |
Damage Potential 2 Concealment 2 Preparation 0 |
- | Meter | |
Flame dagger Blades |
Damage Potential 1 Concealment 2 Preparation 0 |
- | Meter | |
Runic dagger of duality Blades |
Damage Potential 2 Preparation 0 |
- | Meter | |
Flying Snake Venom Vial Potions and Poisons | 2 | |||
Arcane Potion Carafe Potions and Poisons | 1 | |||
Dead gaze Divination - Blood | Apprehension 12 |
Power 1 Actions 1 |
|
0 Meter |
The wrath of bones Damage - Blood | Strength 12 |
Power 7 Actions 1 |
|
20 Meter |
Magic analysis Divination - Arcana | Apprehension 12 |
Power 1 Actions 2 |
|
40 Meter |
Unnatural growth Transmutation - Demonic | Deftness 10 |
Power 1 Actions 1 |
|
0 Meter |
Deadly stone Damage - Demonic | Strength 12 |
Power 1 Actions 1 |
|
0 Meter |
New flesh Healing - Demonic | Conscientiousness 10 |
Power 1 Actions 2 |
|
0 Meter |
Globulus Transmutation - Demonic | Deftness 10 |
Power 1 Actions 1 |
|
0 Meter |
Demonic vision Divination - Demonic | Apprehension 12 |
Power 1 Actions 1 |
|
0 Meter |
Breath of Wisgu Damage - Demonic | Strength 12 |
Power 1 Actions 1 |
|
5 Meter |
Bone shield Transmutation - Mind | Deftness 10 |
Power 1 Actions 1 |
|
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. |
Education +1
Shooting +1
Politics +1
Administration +1
Max arcana +3
Resistance +1
Willpower +1
Stealth +1
Deception +1
Ancient Relics +1
Magic Origin: Necrology
Spell 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
Max arcana +1
Willpower +1
Logic +1
Magic Knowledge +2
Spell Casting +1
Max 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
Spell points +10
Education +1
Magic Knowledge +2
Spell Casting +1
Max arcana +2
Magic Knowledge +2
Alchemy +1
Alles ist Gift, ausschlaggebend ist nur die Menge. Alles Tun ist ein alchemistisches Zuendeführen, eine geistige Goldmachung und Kunst der Vollendung. Alles Wachsen ist Auferstehen. Auch in die Liebe muss man hineinwachsen und ihre Stunden abwarten, denn die Gewächse der Erde und die Gaben im Menschen haben ihre Zeit.
- Paracelsus
Persuasion +1
Empathy +1
The character comes from the countryside. Stand and education are not relevant, as soon as the character comes into a larger settlement (from 1000 inhabitants) he is confused. Rolls for orientation in larger settlements have a minimum roll increased by 1.
The character is addicted to a certain substance, depending on the degree of addiction, the renunciation or the prospect of soon having to renounce can influence him in his actions.
Resistance +1
Apprehension +1
Spell points +5
Magic Knowledge +2
Magic Origin: Hermeticism
Hand to Hand Combat +1
"Nur hartes Training und unbändige Disziplin sorgen für Tod und Verderben in einem flüssigen Streich"
Shooting +1
Magic Origin: Demonology
Perception +2
Everyone has a plan until they’ve been hit.
- Joe Lewis
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
Charm +1Persuasion +1
Once a day, outside of a rest, you can renew your connection to magic and replenish your arcana. To do this, you need to rest for about an hour to concentrate on the flow of magic. Roll on your magic knowledge value and fill up your arcana with half of the successes.
Max arcana +2