Templates

Occupation

Spy

Rival: You have a rival. Someone is competing with you, whether on a professional, occupational, or lethal level.

11
Quickness +2
Perception +2
Stealth +2
Communication +1
Deception +2
Occupation

Ranger

7
Strength +1
Nature +2
Orientation +2
Communication -1
Shooting +1
Occupation

Boxer

8
Endurance +2
Quickness +2
Hand to Hand Combat +2
Occupation

Soldier

Obedient: You obey every order of your superior without giving it a second thought.

14
Endurance +1
Strength +1
Orientation +1
First Aid +1
Courage +1
Driving +1
Throwing +2
Shooting +2
Hand to Hand Combat +1
Vehicles +1
Occupation

Clerical

Religious: You are religious, believe in your deity and also actively defend your faith.

10
Destiny dice +2
Education +1
Religion +3
Communication +2
Occupation

Blacksmith

8
Strength +2
Deftness +2
Mechanics +2
Occupation

Scribe

8
Conscientiousness +1
Education +1
Communication +2
Reading/Writing +2
Occupation

Mercenary

8
Endurance +1
Deftness +1
Persuasion +1
Shooting +1
Hand to Hand Combat +2
Occupation

Sailor

12
Deftness +1
Strength +1
Resistance +1
Driving +1
Hand to Hand Combat +1
Throwing +2
Seafaring +3
Occupation

Messenger

8
Quickness +2
Endurance +1
Driving +1
Orientation +2
Occupation

Merchant

8
Logic +2
Apprehension +1
Empathy +1
Persuasion +2
Occupation

Undertaker

8
Endurance +1
Charm +1
Driving +1
Empathy +1
Etiquette +1
Occupation

Scholar

10
Education +4
Nature +1
History +2
Communication +1
Occupation

Adventurer

9
Rerolls +1
Strength +1
Deftness +1
Orientation +2
Hand to Hand Combat +1
Investigation +1
Occupation

Bard

12
Charm +2
Attractiveness +2
History +2
Performance +3
Reading/Writing +1
Occupation

Thief

10
Deftness +2
Stealth +3
Acrobatics +1
Hand to Hand Combat +2
Occupation

Assassin

11
Deftness +1
Acrobatics +2
Shooting +2
Hand to Hand Combat +2
Deception +2
Occupation

Medicus

10
Deftness +1
Conscientiousness +1
First Aid +4
Medical science +2
Occupation

Knight

10
Strength +1
Endurance +2
Deftness +1
Hand to Hand Combat +2
Politics +1
Riding +1
Occupation

Barber surgeon

7
Deftness +1
First Aid +2
Deception +1
Medical science +1
Occupation

Knacker

5
Resistance +1
Attractiveness -1
Intimidation +1
Nature +1
Medical science +1
Occupation

Innkeeper

9
Apprehension +2
Empathy +2
Communication +2
Occupation

Rider

10
Deftness +2
Strength +1
Empathy +1
Riding +3
Zoology +2
Occupation

Druid

10 Magic
Max arcana +3
Spell points +5
Resistance +1
Willpower +1
Nature +2
Spell Casting +1
Ancient Relics +1
Magic Origin: Elemental Magic

It is not so much for its beauty that the forest makes a claim upon men’s hearts, as for that subtle something, that quality of air that emanation from old trees, that so wonderfully changes and renews a weary spirit.
- Robert Louis Stevenson

Occupation

Witch

10 Magic
Max arcana +3
Spell points +5
Charm +1
Apprehension +1
Magic Knowledge +1
Spell Casting +1
First Aid +2
Magic Origin: Curses

Eye of newt, and toe of frog, Wool of bat, and tongue of dog, Adder's fork, and blind-worm's sting, Lizard's leg, and owlet's wing,— For a charm of powerful trouble, Like a hell-broth boil and bubble. Double, double toil and trouble; Fire burn, and caldron bubble.
- William Shakespeare

Occupation

Demonologist

10 Magic
Spell points +5
Max arcana +3
Charm +1
Endurance +1
Magic Knowledge +1
Performance +1
Spell Casting +1
Ancient Relics +1
Magic Origin: Demonology

The treachery of demons is nothing compared to the betrayal of an angel.
- Brenna Yovanoff

Occupation

Ranger

10 Magic
Max arcana +3
Spell points +5
Endurance +1
Quickness +1
Nature +1
Magic Knowledge +1
Spell Casting +1
Magic Origin: Shamanism
Occupation

Wizard

10 Magic
Spell points +5
Max arcana +3
Logic +1
Apprehension +1
Spell Casting +1
Magic Knowledge +1
Mathematics +1
Magic Origin: Wizardry
Occupation

Necromancer

10 Magic
Max arcana +3
Spell points +5
Willpower +1
Resistance +1
Deception +1
Stealth +1
Ancient Relics +1
Magic Origin: Necrology
Occupation

Visionary

10 Magic
Spell points +5
Max arcana +3
Conscientiousness +1
Apprehension +1
Perception +1
Magic Knowledge +1
Empathy +1
Magic Origin: Astral Magic
Occupation

Priest

Religious: You are religious, believe in your deity and also actively defend your faith. You may perform invocations of all kinds.

10

Allows to perform the acts of a priest.

Destiny dice +1
Education +1
Religion +2
Communication +2
Music +2
Occupation

Monk

Religious: You are religious, believe in your deity and also actively defend your faith. You may perform invocations of all kinds.

7

Allows to perform the acts of a priest.

Religion +2
Communication +1
Music +2
Occupation

Paladin

Religious: You are religious, believe in your deity and also actively defend your faith. You may perform invocations of all kinds.

12

Allows to perform the acts of a priest.

Endurance +2
Resistance +2
Hand to Hand Combat +2
Religion +3
Heraldry +1
Occupation

Vampire Hunter

10 Magic
Max arcana +3
Spell points +5
Deftness +1
Resistance +1
Courage +1
Stealth +1
Spell Casting +1
Magic Origin: White Magic
Occupation

White mage

10 Magic
Spell points +5
Max arcana +3
Education +1
Resistance +1
Magic Knowledge +1
Empathy +1
Spell Casting +1
Magic Origin: White Magic
Occupation

Black mage

10 Magic
Spell points +5
Max arcana +3
Education +1
Charm +1
Intimidation +1
Magic Knowledge +1
Spell Casting +1
Magic Origin: Black Magic
Occupation

Shaman

10 Magic
Spell points +5
Max arcana +3
Willpower +1
Charm +1
Magic Knowledge +1
Empathy +1
Spell Casting +1
Magic Origin: Shamanism
Occupation

Mystic

10 Magic
Spell points +5
Max arcana +3
Magic Knowledge +1
Performance +1
Spell Casting +1
Myths and legends +2
Magic Origin: Mysticism
Occupation

Mummy Hunter

10 Magic
Max arcana +3
Spell points +5
Resistance +1
Apprehension +1
Spell Casting +1
Magic Knowledge +1
Ancient Relics +1
Magic Origin: White Magic
Occupation

Hermetic

10 Magic
Spell points +5
Max arcana +3
Education +1
Logic +1
Persuasion +1
Magic Knowledge +1
Spell Casting +1
Magic Origin: Hermeticism
Occupation

Ghost Summoner

10 Magic
Max arcana +3
Spell points +5
Charm +1
Magic Knowledge +1
Empathy +1
Spell Casting +1
Myths and legends +1
Magic Origin: Necromancy
Occupation

Chimærologist

10 Magic
Max arcana +3
Spell points +5
Resistance +1
Strength +1
Courage +1
Magic Knowledge +1
Spell Casting +1
Magic Origin: Chimerology
Occupation

Astrologist

10 Magic
Spell points +5
Max arcana +3
Apprehension +1
Conscientiousness +1
Magic Knowledge +1
Spell Casting +1
Mechanics +1
Magic Origin: Astral Magic
Occupation

Medium

Made by sven
8
Max stress +1
Empathy +2
Myths and legends +2
Occupation

Warrior

Made by sven
10
Strength +1
Endurance +1
Hand to Hand Combat +2
Shooting +1
Warfare +1
Occupation

Mechanicus

10
Bonus dice +2
Logic +2
Education +1
Mechanics +2
Driving +1
Occupation

Pirate

Made by sven
11
Deftness +1
Resistance +1
Quickness +1
Hand to Hand Combat +1
Throwing +2
Driving +1
Seafaring +2
Occupation

Outlaw

Made by sven
12
Destiny dice +1
Endurance +1
Deception +2
Hand to Hand Combat +1
Shooting +1
Stealth +2
Occupation

Minstrel

Made by sven
12
Destiny dice +1
Deftness +2
Charm +1
Performance +2
Throwing +1
Communication +1
Music +1
Occupation

Medicus

Made by sven
12
Rerolls +1
Conscientiousness +1
First Aid +3
Nature +2
Medical science +2
Education

Craftsman Apprenticeship

10
Bonus dice +2
Deftness +1
Acrobatics +1
Driving +1
Mechanics +2
Education

Trivium

12
Bonus dice +1
Education +2
Communication +3
Ancient Relics +1
Reading/Writing +2
Rhetoric +2
Education

Quadrivium

18
Destiny dice +2
Education +2
History +2
Politics +1
Astronimy +2
Music +2
Mathematics +2
Reading/Writing +2
Education

Military academy

11
Destiny dice +1
Hand to Hand Combat +1
Intimidation +1
First Aid +1
Politics +1
Shooting +1
Warfare +2
Reading/Writing +1
Riding +1

Whoever said the pen is mightier than the sword obviously never encountered automatic weapons.
- Douglas MacArthur

Education

Arcane Study

10 Magic
Max arcana +1
Spell points +5
Logic +1
Willpower +1
Spell Casting +1
Magic Knowledge +2
Education

Arcane Mentor

10 Magic
Max arcana +1
Spell points +15
Willpower +1
Spell Casting +2
Magic Knowledge +1

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

Education

Arcane School

10 Magic
Spell points +10
Max arcana +2
Education +1
Spell Casting +1
Magic Knowledge +2
Education

Arcane meditation

6 Magic
Spell points +5
Max arcana +2
Magic Knowledge +2
Education

Squire

5
Endurance +1
Resistance +1
Hand to Hand Combat +1

Wer ein guter Schildknappe gewesen ist, wird auch ein guter Statthalter sein.
- Miguel de Cervantes Saavedra

Interests

Hunt

6
Endurance +1
Shooting +2
Zoology +1
Interests

Music

6
Deftness +1
Performance +1
Music +2
Interests

Art

2
Performance +2
Interests

Reading

5
Conscientiousness +1
Reading/Writing +2
Interests

History

4
History +2
Ancient Relics +2
Interests

Handcraft

4
Deftness +2
Interests

Esotericism

6
Destiny dice +1
Logic -2
Intimidation +1
Stealth +1
Deception +1
Esoterism +1
Interests

Heraldry

8
Conscientiousness +2
Perception +1
History +1
Heraldry +2
Interests

Cult Membership

5
Rerolls +1
Destiny dice +1
Bonus dice -2
Interests

Dancing

6
Deftness +1
Endurance +1
Attractiveness +2
Interests

Riding

5
Driving +1
Riding +2
Interests

Alchemy

5
Nature +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

Interests

Cooking

3
Cooking +2

My gran could do better! And she’s dead!
- Gordon Ramsay

Interests

Arcane Training

3 Magic
Spell points +5
Interests

Eager for Knowledge

3
Education +2
Interests

Strength training

3
Strength +1
Interests

Acolyte

5

Allows to perform the acts of a priest.

Religion +2
Etiquette +1

He had hopes, but hope wasn't a solution.
- Melissa Marr

Interests

Botany

Made by sven
3
Nature +2
Character

Jack of all trades

6
Bonus dice +2
Rerolls +1
Communication +1
Character

Gambler

-5
Conscientiousness -2
Character

Smoker

-5
Endurance -2
Attractiveness -1
Character

Stalwart

4
Max health +2
Character

Notorious Liar

2
Logic -1
Deception +2
Character

Philanthropist

4
Attractiveness +1
Empathy +1
Character

Corrupt

3
Conscientiousness -2
Deception +2
Intimidation +1
Character

Drunkard

-5
Destiny dice +1
Apprehension -2
Perception -1
Character

Cheat

5
Deception +3
Character

Chauvinist

2
Charm -2
Attractiveness +2
Character

Likable

5
Attractiveness +2
Charm +1
Character

Adventurous

2
Conscientiousness -2
Resistance +1
Apprehension +1
Character

Dandy

Vanity: You are vain beyond measure and like to show it often.

6
Attractiveness +2
Charm +1
Communication +1
Etiquette +1
Character

Wallflower

1
Attractiveness -1
Charm -1
Communication -1
Stealth +2
Character

Smart-Arse

4
Charm -1
Conscientiousness +1
Persuasion +2
Character

Blabbermouth

2
Communication +3
Stealth -3
Character

Egoistic

2
Destiny dice +1
Conscientiousness -1
Character

Accommodating

4
Charm +1
Communication +1
Character

Conscientious

4
Conscientiousness +2
Character

Pettifogging

5
Rerolls +2
Conscientiousness +1
Character

Modest

4
Willpower +1
Conscientiousness +1
Character

Arcane Initiation

8 Magic
Max arcana +1
Spell points +5
Magic Knowledge +2
Character

Blood Magic

You may spend wounds instead of arcana to cast spells.

Due to the nature of blood magic, it is not possible to heal wounds with spells cast by blood magic.

5 Magic
Spell points +5
Magic Knowledge +1
Character

Addiction Resistant

3
Conscientiousness +1
Character

Introverted

2
Destiny dice +1
Conscientiousness +1
Communication -2
Character

Reactionary

The char is not very tolerant towards "strangers", "new things" and tends toward extremely conservative views of life and even more reactionary world views.

-2
Charm -1
Character

Paranoid

The Character is a paranoid type, can never trust fully, and is always wary,

1
Bonus dice +1
Conscientiousness -2
Character

Brawler

6
Max health +1
Hand to Hand Combat +1
Character

Masterly self-confidence

Dice results of 1 can be repeated once.

30 is mastery

When you have a lot of confidence and you feel like nobody can beat you, it’s game over for everyone else.
- Jason Day

Character

Bookworm

2
Education +1
Endurance -1
Apprehension +1
Strength -1
General Knowledge +1
Character

Sadist

3
Charm +1
Empathy +1
Persuasion +1
Character

Rational

3
Logic +1
Character

Intimidating

4
Charm -1
Intimidation +2
Character

Disgust

The character feels pronounced disgust for a particular subject and will stay away from it if possible.

-3
Character

Justice Fanatic

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.

1
Empathy +1
Character

Faithful

The 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.

5
Character

Greedy

A greedy character always has his personal enrichment in mind first. This includes trying to collect gold or the rewards of his travel group for himself. It also means an almost magical attraction to gold and valuables of all kinds.

4
Logic +1
Deception +1
Character

Irascible

A hot-tempered character is quick to fly off the handle and has a "thin skin". On any occasion that is offensive to the character, the game master can ask for a roll on Logic. If this fails, at least the fists will probably fly.

-4
Logic -1
Character

Confused

A character with this trait is easily confused. In busy markets or crowds, the gamemaster may require a roll for Orientation to keep the character from panicking.

-4
Orientation -2
Character

Country bumpkin

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.

-2
Character

Addicted

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.

-4
Character

Messenger of Death

The character attracts the mischief. If he enters a new region or society, he must roll a d6. If the roll shows a 5 or 6, a disaster, accident or similar happens.

-3
Character

Weapon enthusiast

5
Hand to Hand Combat +1
Shooting +1
Warfare +1
Character

Naive

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.

-3
Character

Aversion

The character has an aversion to a particular subject. All rolls that interact with the subject have a minimum roll increased by 1.

-2
Character

Strong-minded

3
Willpower +2
Character

Good behaviour

4
Etiquette +2
Talent

Empathic

5
Empathy +3
Talent

Good Speaker

5
Communication +3
Talent

Athletic

6
Deftness +2
Endurance +2
Talent

Luck

The character may reroll up to 3 dice twice a session, or let a fellow character reroll the 3 dice.

4
Talent

Leader

The character may give an action to a fellow character every combat round, instead of using it.

5
Bonus dice +1
Endurance +1
Apprehension +1
Talent

Good Thrower

5
Throwing +3
Talent

Synesthesia

5
Apprehension +1
Perception +2
Talent

Contortionist

6
Deftness +3
Resistance +1
Talent

Strong immune system

5
Resistance +3
Talent

Photographic Memory

6
Logic +1
Perception +1
Orientation +2
Talent

Cold Hands

2
Attractiveness -1
Intimidation +1
Talent

Strongman

5
Strength +2
Intimidation +1
Talent

Accomplished Sleeper

3
Rest minimum roll -1
Conscientiousness +1
Talent

Animal Empathy

The minimum roll is reduced by 2 for all rolls involving animals.

6
Empathy +1
Talent

Trickster

The character may force a person in sight to use one of his rerolls for a recent roll. To do this, the character must spend a bonus or destiny die.

8
Rerolls +1
Talent

Joker

The 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.

10

As you know, madness is like gravity...all it takes is a little push.
- The Joker

Talent

Well equipped

The character may spend a wound to take any item from his backpack, even if he doesn't possess it. To do so, the character takes a wound and the player rolls a d6:

  • 1-2: The desired item doesn't exist in the backpack
  • 3-5: A similar item could be found in the backpack
  • 6: The exact desired item could be found
5

With a little bit of imagination, anything is possible.
- MacGyver

Talent

Masterful Fighter

30 is mastery
Actions +1

Everyone has a plan until they’ve been hit.
- Joe Lewis

Talent

Marksman

Once per round any roll of 1 on a shooting dice roll can be rerolled

Requires shooting of 5 or more

8
Orientation +1
Shooting +1
Warfare +1
Talent

Critical Hits

The minimum roll to achieve for critical hits is reduced by one. This applies only to critical hits, but not to megacrits.

10
Talent

Inspiring Leader

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

15
Charm +1
Persuasion +1
Talent

Misdirection

As an reaction while in combat, you can roll on your Deception Skill. An enemy losses success dice equal to your successes

Requires deception of 3 or more

8
Talent

Shield Training

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.

5
Talent

Eagle Eye

Ranges of ranged weapons are increased by 25%.

7
Talent

Evade

11
Evasion +2
Quickness +1

Knowing where the trap is—that's the first step in evading it.
- Frank Herbert, Dune

Talent

Magically gifted

4 Magic
Max arcana +2

Scientists have calculated that the chances of something so patently absurd actually existing are millions to one. But magicians have calculated that million-to-one chances crop up nine times out of ten
- Terry Pratchett

Talent

Deep concentration

6 Magic
Max arcana +3
Talent

Warhorse

4
Hand to Hand Combat +1
Shooting +1
Talent

Runner

6
Quickness +1
Endurance +1
Talent

Acrobat

3
Acrobatics +2
Talent

Masterly Presence

The character's minimum roll is reduced by 1.

40 is mastery
Minimum roll -1

Ah, mastery... what a profoundly satisfying feeling when one finally gets on top of a new set of skills... and then sees the light under the new door those skills can open, even as another door is closing.
- Gail Sheehy

Talent

Masterly confidence

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.

40 is mastery

With realization of one’s own potential and self-confidence in one’s ability, one can build a better world.
- The Dalai Lama

Talent

Pickup Artist

Gives bonus dice for every throw that involves seduction in any form.

10
Talent

Lock picking

4
Lock picking +2
Talent

First Aid

4
First Aid +2

Our real enemy is not our neighboring country; it's hunger, cold, poverty, ignorance, superstition and prejudice.
- Henry Dunant

Talent

Dash

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.

6
Quickness +1
Talent

Trained sword arm

5
Strength +2
Hand to Hand Combat +1

"Nur hartes Training und unbändige Disziplin sorgen für Tod und Verderben in einem flüssigen Streich"

Talent

Deft

4
Deftness +2
Talent

Conscientious

4
Conscientiousness +2
Talent

Good shooter

3
Shooting +1
Talent

One with the Magic

10 Magic
Spell points +15
Talent

Arcane recovery

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.

10
Talent

Arcane Mastery

40 is mastery Magic
Max arcana +4
Spell points +50
Talent

Medicine

5
First Aid +1
Medical science +2
Talent

Particular vigilance

At the beginning of a fight, the character receives one action, which, however, can only be used to react. Once the character's turn begins in the first round of combat, his actions override this additional action.

10
Talent

Interrogation

6
Intimidation +1
Empathy +1
Interrogation +2
Talent

Camouflage and hiding

4
Stealth +2
Talent

Wizardry

7 Magic
Spell points +5
Magic Origin: Wizardry
Talent

White Magic

7 Magic
Spell points +7
Magic Origin: White Magic
Talent

Black Magic

7 Magic
Spell points +5
Magic Origin: Black Magic
Talent

Elemental Magic

7 Magic
Spell points +5
Magic Origin: Elemental Magic
Talent

Shamanism

7 Magic
Spell points +7
Magic Origin: Shamanism
Talent

Sanguine Magic

7 Magic
Spell points +5
Magic Origin: Sanguine Magic
Talent

Necrology

7 Magic
Spell points +5
Magic Origin: Necrology
Talent

Mysticism

7 Magic
Spell points +5
Magic Origin: Mysticism
Talent

Hermeticism

7 Magic
Spell points +5
Magic Origin: Hermeticism
Talent

Ghost conjurations

7 Magic
Spell points +5
Magic Origin: Necromancy
Talent

Demonology

7 Magic
Spell points +5
Magic Origin: Demonology
Talent

Astral Magic

7 Magic
Spell points +5
Magic Origin: Astral Magic
Talent

Chimerology

7 Magic
Spell points +5
Magic Origin: Chimerology
Talent

Looting lunatic

Der Charakter kann bei einem Untersuchenwurf durch einen kritischen Erfolg besonders interessante Dinge entdecken.

6
Talent

Arcane natural talent

6 Magic
Spell points +5
Max arcana +2
Talent

Ignore pain

Once per combat you can roll for resistance. If successful, the damage of an attack source is completely prevented in this action. This roll does not require an action.

7
Talent

Curses

7 Magic
Spell points +7
Magic Origin: Curses
Talent

Intelligent

4
Logic +1
Education +1

Phantasie ist wichtiger als Wissen, denn Wissen ist begrenzt.
- Albert Einstein

Talent

Agile

3
Quickness +1
Talent

Shield Mastery

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.

10
Talent

Blade dance

The character is skilled in two-handed combat with two weapons. The minimum roll for the attack with the secondary weapon is no longer increased by one.

15
Talent

Attack of Opportunity

The character can make one attack against an opponent once per combat round as a reaction to the opponent leaving the area of effect (range) of his melee weapon by moving. No action is used.

10
Talent

Evasion

7
Evasion +2
Talent

Quick

4
Quickness +2
Talent

Total submission

Any grace received is doubled.

20
Talent

Resistance

Made by sven

The character has natural resistance to injury. A D6 is rolled for each wound inflicted. The minimum roll is 5 + the total number of wounds. Each success prevents one wound.

20
Talent

Incredible Reaction

Made by sven

You can dodge ranged attacks as if they were melee attacks.

10
Talent

Masterful Evasion

Made by sven

Dodging no longer requires an action.

30 is mastery
Talent

Masterful Parry

Made by sven

Parrying an attack no longer requires an action.

30 is mastery
Environment

Orphan

4
Destiny dice +1
Resistance +1
Environment

Wanted

Rival: You have a rival. Someone is competing with you, whether on a professional, occupational, or lethal level.

4
Destiny dice +1
Conscientiousness +1
Environment

Single parent

4
Willpower +1
Courage +1
Environment

Loss of a family member

5
Destiny dice +1
Courage +2
Environment

Aristocratic

9
Max health +1
Communication +2
Hand to Hand Combat +1
Deception +1
Reading/Writing +2
Environment

Loss of a limb

1
Destiny dice +1
Attractiveness -1
Deftness -1
Environment

Guru

7
Charm +1
Attractiveness +2
Communication +2
Environment

Deformed

4
Charm -1
Attractiveness -1
Intimidation +2
Courage +2
Environment

Unhappy in love

3
Willpower +1
Environment

Serf

Obedient: You obey every order of your superior without giving it a second thought.

5
Apprehension +2
Stealth +1
Environment

Monasticism

5
Conscientiousness +1
Nature +1
Communication -1
Religion +2
Environment

Hermit

2
Charm -1
Orientation +1
Perception +1
Communication -1
Environment

Homeless

Companion: You may choose one animal companion, which is considered a familiar and accompanies you wherever you go.

5
Attractiveness -1
Resistance +3
Hand to Hand Combat +1
Environment

Widower

5
Bonus dice +1
Courage +2
Environment

Journeyman years

7
Education +1
Orientation +1
Courage +2
Mechanics +1
Environment

Magical Encounter

5 Magic
Spell points +5
Environment

Barkskin

3
Protection +1
Quickness -1
Environment

Vampire

Vampire: You are undead. This fact causes you to crumble into a pile of dust when you die. A drop of blood can always revive you. Staying in direct sunlight makes you take one direct wound per hour. If you have a deity, you can perform the actions of a priest and ask for their grace.

8

Allows to perform the acts of a priest.

Max health +2
Ancient Relics +2
Environment

Blessed

60
Minimum roll -1
Destiny dice +2