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Human

0 Bonus dice +2
Rerolls +2

Asgoran

0 Deftness +1
Endurance +1
Seafaring +2
Swimming +2

Flit

0

Flying: Flits learn to fly in childhood, just as humans learn to walk. They can move freely in the air.

Actions +1
Evasion +1
Max health -3
Endurance +1
Quickness +2
Communication +1
Acrobatics +2

Doldagor

0

Flying: Doldagor can fly right from birth. They can move freely in the air. However, they either need a high drop point or they have to take a run-up and pass a roll on their quickness to take off.

Protection +1
Max health +3
Actions -1
Resistance +1
History +2
Ancient Relics +1

O'Grut

0 Deftness +1
Resistance +2
Peformance +1
Deception +2

Duigosz

0 Logic +2
Education +1
Mechanics +2
Driving +1

Katora

0

Night vision: Katora have innate night vision. They have slightly worse night vision than elves, but they can orientate themselves well. For all difficult perception rolls in darkness, Katora get 2 additional dice.

Strength +2
Willpower +1
Hand to Hand Combat +2
Religion +1

Kroto'Chim

0 Quickness +1
Strength +1
Resistance +1
Nature +2
Hand to Hand Combat +1

Fraxut

0

Night vision: Fraxut have innate night vision. For all perception checks in darkness, Fraxut get 2 additional dice.

Conscientiousness +2
Endurance +1
Orientation +1
Petrography +2

Xordai

0

Night vision: Xordai have innate night vision. For all perception checks in darkness, Xordai get 2 additional dice.

Endurance +2
Deftness +1
Mechanics +1
Petrography +1
Mining +1

Silkanda

0

Night vision: Silkanda have innate night vision. For all perception checks in darkness, Silkanda get 2 additional dice.

Quickness +1
Deftness +1
Nature +2
Empathy +1
Zoology +1

Atiarel

0

Night vision: Atiarel have innate night vision. For all perception checks in darkness, Atiarel get 2 additional dice.

Logic +1
Charm +2
Spell Casting +1
Magic Knowledge +1
Persuasion +1

Ancatir

0

Night vision: Ancatir have innate night vision. For all perception checks in darkness, Ancatir get 2 additional dice.

Charm +2
Deftness +1
Quickness +1
Shooting +1
Stealth +1
Communication +1

Al Bah JiRa

0 Willpower +1
Apprehension +1
Orientation +2
Religion +1
Peformance +1

Nur'Tuk

0 Willpower +2
Courage +1
Mechanics +1
Zoology +1
Riding +1

Meridian

0 Logic +2
Education +1
Politics +1
Statesmanship +1
Myths and legends +1

Quitaron

0 Willpower +1
Endurance +1
Quickness +1
Nature +1
Riding +1
Zoology +1

Gasdaria

0 Destiny dice +1
Deftness +1
Strength +1
Hand to Hand Combat +1
Politics +1
Persuasion +1

Yavon

0 Willpower +1
Apprehension +2
Courage +1
Persuasion +1
Statesmanship +1

Hadewald

0 Strength +2
Deftness +1
Mechanics +2
Acrobatics +1

Yadosia

0 Charm +2
Education +1
Peformance +2
Heraldry +1

Gas'Danir

0 Quickness +1
Deftness +2
Stealth +1
Seafaring +2

Toran

0 Conscientiousness +2
Education +1
Shooting +1
Politics +1
Administration +1

Spy

11

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

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

Ranger

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

Boxer

8 Quickness +1
Endurance +2
Quickness +1
Hand to Hand Combat +2

Soldier

14

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

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

Clerical

10

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

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

Blacksmith

8 Deftness +2
Strength +2
Mechanics +2

Scribe

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

Mercenary

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

Sailor

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

Messenger

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

Merchant

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

Undertaker

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

Scholar

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

Adventurer

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

Bard

12 Attractiveness +2
Charm +2
Peformance +3
History +2
Reading/Writing +1

Thief

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

Assassin

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

Medicus

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

Knight

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

Barber surgeon

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

Knacker

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

Innkeeper

9 Apprehension +2
Communication +2
Empathy +2

Rider

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

Druid

10 Spell points +5
Max arcana +3
Resistance +1
Willpower +1
Spell Casting +1
Nature +2
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

Witch

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

Demonologist

10 Max arcana +3
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

Ranger

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

Wizard

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

Necromancer

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

Visionary

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

Priest

10

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.

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

Monk

7

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.

Communication +1
Religion +2
Music +2

Paladin

12

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

Vampire Hunter

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

White mage

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

Black mage

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

Shaman

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

Mystic

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

Mummy Hunter

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

Hermetic

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

Ghost Summoner

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

Chimærologist

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

Astrologist

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

Craftsman Apprenticeship

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

Trivium

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

Quadrivium

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

Military academy

11 Destiny dice +1
Hand to Hand Combat +1
Intimidation +1
First Aid +1
Politics +1
Shooting +1
Warfare +2

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

Arcane Study

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

Arcane Mentor

10 Spell points +15
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

Arcane School

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

Arcane meditation

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

Squire

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

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

Hunt

6 Endurance +1
Shooting +2
Zoology +1

Music

6 Deftness +1
Peformance +1
Music +2

Art

2 Peformance +2

Reading

5 Conscientiousness +1
Reading/Writing +2

History

4 History +2
Ancient Relics +2

Handcraft

4 Deftness +2

Esotericism

5 Destiny dice +1
Logic -2
Deception +1
Intimidation +1
Stealth +1

Heraldry

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

Cult Membership

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

Dancing

6 Deftness +1
Endurance +1
Attractiveness +2

Riding

5 Driving +1
Riding +2

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

Cooking

3 Cooking +2

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

Arcane Training

3 Spell points +5

Eager for Knowledge

3 Education +2

Strength training

3 Strength +1

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

Jack of all trades

6 Rerolls +1
Bonus dice +2
Communication +1

Gambler

-5 Conscientiousness -2

Smoker

-5 Endurance -2
Attractiveness -1

Stalwart

4 Max health +2

Notorious Liar

2 Logic -1
Deception +2

Philanthropist

4 Attractiveness +1
Empathy +1

Corrupt

3 Conscientiousness -2
Intimidation +1
Deception +2

Drunkard

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

Cheat

5 Deception +3

Chauvinist

2 Charm -2
Attractiveness +2

Likable

5 Attractiveness +2
Charm +1

Adventurous

2 Conscientiousness -2
Resistance +1
Apprehension +1

Dandy

6

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

Attractiveness +2
Charm +1
Communication +1
Etiquette +1

Wallflower

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

Smart-Arse

4 Conscientiousness +1
Charm -1
Persuasion +2

Blabbermouth

2 Stealth -3
Communication +3

Egoistic

2 Destiny dice +1
Conscientiousness -1

Accommodating

4 Charm +1
Communication +1

Conscientious

4 Conscientiousness +2

Pettifogging

5 Rerolls +2
Conscientiousness +1

Modest

4 Willpower +1
Conscientiousness +1

Arcane Initiation

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

Blood Magic

5

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.

Spell points +5
Magic Knowledge +1

Addiction Resistant

3 Conscientiousness +1

Introverted

2 Destiny dice +1
Conscientiousness +1
Communication -2

Reactionary

-2

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

Charm -1

Paranoid

1

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

Bonus dice +1
Conscientiousness -2

Brawler

6 Max health +1
Hand to Hand Combat +1

Masterly self-confidence

40

Dice results of 1 can be repeated once.

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

Bookworm

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

Sadist

3 Charm +1
Persuasion +1
Empathy +1

Rational

3 Logic +1

Intimidating

4 Charm -1
Intimidation +2

Disgust

-3

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

Justice Fanatic

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 +1

Faithful

5

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.

Greedy

4

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.

Logic +1
Deception +1

Irascible

-4

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.

Logic -1

Confused

-4

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.

Orientation -2

Country bumpkin

-2

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.

Addicted

-4

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.

Messenger of Death

-3

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.

Weapon enthusiast

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

Naive

-3

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.

Aversion

-2

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

Strong-minded

3 Willpower +2

Good behaviour

4 Etiquette +2

Empathic

5 Empathy +3

Good Speaker

5 Communication +3

Athletic

6 Deftness +2
Endurance +2

Luck

4

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

Leader

5

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

Bonus dice +1
Endurance +1
Apprehension +1

Good Thrower

5 Throwing +3

Synesthesia

5 Apprehension +1
Perception +2

Contortionist

6 Deftness +3
Resistance +1

Strong immune system

5 Resistance +3

Photographic Memory

6 Logic +1
Perception +1
Orientation +2

Cold Hands

2 Attractiveness -1
Intimidation +1

Strongman

5 Strength +2
Intimidation +1

Accomplished Sleeper

3 Rest minimum roll -1
Conscientiousness +1

Animal Empathy

6

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

Empathy +1

Trickster

8

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.

Rerolls +1

Joker

10

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.

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

Well equipped

5

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

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

Skilled Fighter

10 Actions +1

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

Marksman

8

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

Requires shooting of 5 or more

Orientation +1
Shooting +1
Warfare +1

Critical Hits

10

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

Inspiring Leader

15

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 +1
Persuasion +1

Misdirection

8

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

Shield Training

5

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.

Eagle Eye

7

Ranges of ranged weapons are increased by 25%.

Evade

11 Evasion +2
Quickness +1

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

Magically gifted

4 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

Deep concentration

6 Max arcana +3

Warhorse

4 Hand to Hand Combat +1
Shooting +1

Runner

6 Quickness +1
Endurance +1

Acrobat

3 Acrobatics +2

Masterly Presence

40

The character's minimum roll is reduced by 1.

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

Masterly confidence

40

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.

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

Pickup Artist

10

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

Lock picking

4 Lock picking +2

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

Dash

6

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 +1

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"

Deft

4 Deftness +2

Conscientious

4 Conscientiousness +2

Good shooter

3 Shooting +1

One with the Magic

10 Spell points +15

Arcane recovery

10

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.

Arcane Mastery

40 Max arcana +4
Spell points +50

Medicine

5 First Aid +1
Medical science +2

Particular vigilance

10

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.

Interrogation

6 Intimidation +1
Empathy +1
Interrogation +2

Camouflage and hiding

4 Stealth +2

Wizardry

7 Spell points +5
Magic Origin: Wizardry

White Magic

7 Spell points +7
Magic Origin: White Magic

Black Magic

7 Spell points +5
Magic Origin: Black Magic

Elemental Magic

7 Spell points +5
Magic Origin: Elemental Magic

Shamanism

7 Spell points +7
Magic Origin: Shamanism

Sanguine Magic

7 Spell points +5
Magic Origin: Sanguine Magic

Necrology

7 Spell points +5
Magic Origin: Necrology

Mysticism

7 Spell points +5
Magic Origin: Mysticism

Hermeticism

7 Spell points +5
Magic Origin: Hermeticism

Ghost conjurations

7 Spell points +5
Magic Origin: Necromancy

Demonology

7 Spell points +5
Magic Origin: Demonology

Astral Magic

7 Spell points +5
Magic Origin: Astral Magic

Chimerology

7 Spell points +5
Magic Origin: Chimerology

Looting lunatic

6

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

Arcane natural talent

6 Spell points +5
Max arcana +2

Ignore pain

7

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.

Curses

7 Spell points +7
Magic Origin: Curses

Intelligent

4 Logic +1
Education +1

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

Agile

3 Quickness +1

Shield Mastery

10

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.

Blade dance

15

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.

Attack of Opportunity

10

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.

Evasion

7 Evasion +2

Quick

4 Quickness +2

Total submission

20

Any grace received is doubled.

Orphan

4 Destiny dice +1
Resistance +1

Wanted

4

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

Destiny dice +1
Conscientiousness +1

Single parent

4 Willpower +1
Courage +1

Loss of a family member

5 Destiny dice +1
Courage +2

Aristocratic

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

Loss of a limb

1 Destiny dice +1
Attractiveness -1
Deftness -1

Guru

7 Attractiveness +2
Charm +1
Communication +2

Deformed

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

Unhappy in love

3 Willpower +1

Serf

5

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

Apprehension +2
Stealth +1

Monasticism

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

Hermit

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

Homeless

5

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

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

Widower

5 Bonus dice +1
Courage +2

Journeyman years

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

Magical Encounter

5 Spell points +5

Connection organised crime

5

The character has a contact to the organised crime. (Extend in consultation with the gamemaster.)

I know people.

Connection Dealer

4

The character has a contact to a dealer. (Extend in consultation with the gamemaster.)

Connection Jurisdiction

3

The character has a contact to the jurisdiction. (Extend in consultation with the gamemaster.)

Barkskin

3 Protection +1
Quickness -1

Blessing of the forest spirit

6 Spell points +8

Vampire

8

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.

Allows to perform the acts of a priest.

Max health +2
Ancient Relics +2

Blessed

60 Minimum roll -1
Destiny dice +2