From leagueheim01.fs.knofafo.de
Jump to: navigation , search

Game Master Screen[edit]

Zusammenfassende Tabellen für wichtige Spielmechanismen -- auch als Testfeld für die Templates gedacht.

Theurgie[edit]

Church Rituals
Name Lvl Roll Info Description
The Prophet's Holy Blessing 1 Faith + Focus G, T, -, 1W VP's as a bonus for target
The Devotional Liturgy 2 Extrovert + Oratory L, Snse, long, 1W VP's as bonus Faith&Calm
The Laying on of Hands 3 Calm + Remedy P, T, Instant, 1W heal 1 wound per VP
The Prophet's Censure 4 Passion + Focus LG, LOS, -, 1W malus VP for targets
The Pulpit's Gift 5 Passion + Oratory LG, Snse, One act, 1W add VPs to any Influence roll directed at the group
Oath to the Saints 5 Faith + Oratory LGP, LOS, Perp, 1/psn +2 for theurgy on one another
The Tongues of Babel 6 Wits + Empathy GP, -, long, 1W add VPs to communicative actions
The Righteous Assignation of Penance 7 Faith + Empathy LP, -, -, 1W lose faith or gain hubris if penance is not performed
Sanctification 7/8 Faith + Focus GP, T, Perp, 2 Bless a vestment
Shield of Faith 8 Extrovert + Focus GP, -, -, 1W sphere like energy shield
Providential Deliverance 9 Faith + Focus LGP, -, -, 1W minor miracle
Orthodox Rituals
Name Lvl Roll Info Description
Chasten 1 Extrovert + Debate L, LOS, Temp, 1W Reduce hubris
Consecration 1 Faith + Focus GP, T, One act, 1W temporary vestment
Blessed Confession 2 Extrovert + Empathy L, Snse, long, 1W bonus to resist performing a sin again
Light / Searchlight 2 Passion + Focus G, -, long, 1W Light
Armour of the Pancreator 3 Faith + Dodge LG, -, long, 1W energy shield
Calm the Flock 4 Extrovert + Oratory LG, Snse, -, 1W calm mob
Faithful Heart 4 Introvert + StoicMind LP, -, long, 1W Defense against mental attack
Tightening the Leash 4 Faith + StoicMind LG, LOS, Temp, 1W Cancel psychics powers
Dispersal of Darkness 5 Passion + Impress LG, -, Temp, 1W Evil stays away
Protect the Flock 5 Faith + Leadership LG, LOS, Perp, 1W Lie about supernatural effect
Consecration of Land 6 Faith + Focus GP, -, One act, 1W Consecrate area
Redeem the Flock 6 Faith + Leadership LGP, -, -, 1W Spritually healing
Ritualis Staticus 6 Faith + Focus L, -, Perp, 1W Protect flock from demonic incursion
Blessing the Crops 7 Extrovert + Survival LGP, -, -, 1W neutralize impurities and poisons
Exorcism 8 Faith + Impress LGP, Snse, -, 1W Exorcism
Sealing the Temple 9 Calm + Impress LGP, -, long, 1W holy shield
Brother Battle Rituals
Name Lvl Roll Info Description
Soul's Vessel 1 Passion + StoicBody P, -, long, 1W +3 for any non-combat physical action
Battle Sense 2 Perception + Skill LG, -, Temp, 1W Bonus for dodging or parrying
Rightfully Guided Hand 2 Faith + Skill LG, -, Temp, 1W Bonus for combat skill
Armour of the Pancreator 3 Faith + Dodge LG, -, long, 1W Energy shield
Zakhayelos's Eyes 3 Perception + Empathy LGP, Snse, long, 1W Alert while sleeping
Righteous Fervour 4 Passion + Vigor L, -, One act, 1W Withstand mental obstacles
Liturgy of the Wrathful Host 5 Passion + Charm LP, Snse, long, 1W Bonus on Faith and Passion
Smiting Hand 6 Faith + Vigor LG, -, Instant, 1W Bonus on fist, kick or melee damage
Fearsome Majesty 7 Passion + Impress LG, LOS, long, 1W Victim freezes
Heavens Axe 7 Faith + (Fight,Melee) PG, T, Instant, 2 Hit multiple targets
Oath of the Shieldmates 8 Extrovert + Empathy LGP, Snse, long, 1W Form bond
Salutation to Zakhayelos 9 Passion + Impress LGP, -, -, 1W Call for divine aid
Holy Order of Engineers Rituals (Eskatonic Order)
Name Lvl Roll Info Description
Celestial Alignment 1 Perception + Observe P, -, Perp, 1W Align with a solar system
Cypher 2 Introvert + Observe PG, -, Perp, 1W Cryptography
Divine Revelation 2 Wits + Focus P, -, -, 1W Gain information on problem
Rending the Veil of Unreason 3 Perception + Focus P, LOS, long, 1W see aura
Second Sight 4 Perception + Focus P, LOS, long, 1W Perceive occult activity
Dreams of Eternity 5 Faith + Empathy G, T, Special, 1W Put target into trance
Osseous Transmutation 5 Wits + Alchemy LG, T, Perp, 1W fossilize an object
All-Seeing Eye 6 Perception + Observe LP, -, long, 1W See a distant place
Burning Fist 6 Faith + Vigor PG, -, Instant, 1W Increase damage
Refinement of Essence 7 Wits + Alchemy LG, T, Perp, 1W Clean object
Investiture 8 Calm + Focus LGP, T, Perp, 1W create a Wyrd Tabernacle
Knowledge and Conversation of Tholumiyelos 9 Passion + Impress LGP, -, -, 1W Call for divine advice
Sanctuary Aeon Rituals
Name Lvl Roll Info Description
Cleansing 1 Faith + Focus LGP, T, long, 1W Purify people or objects from evil taint
Hearth 2 Passion + Focus LG, T, long, 1W Create warming fire
Calming 3 Calm + Charm G, LOS, long, 1W Calm group of people
Knowing Heart 4 Perception + Empathy P, LOS, Temp, 1W Read mind
Read Ghost-Tinge 4 Perception + Empathy P, LOS, Temp, 1W Medical diagnosis
Fruitful Multiplication 5 Faith + Vigor or S-of-Hand LP, T, Perp, 1W increase the mass of a single substance
Health of the Congregation 5 Calm + Focus PGL, LOS, long, 1W Share vitality within Congregation
Restoration 5 Faith + StoicMind LGP, T, Instant, 1W Cure disease / expell poison
Manna from Heaven 6 Faith + Focus LP, -, -, 1W create food
Healing Hand of Saint Amalthea 7 Calm + Physic LGP, T, Instant, 1W Healing
Sanctuary 8 Faith + Charm LGP, -, long, 1W Create area without violence
Invitation to Hamomeyelos 9 Passion + Impress LGP, -, -, 1W Call for divine mercy
Temple Avesti Rituals
Name Lvl Roll Info Description
Knowing the False Heart 1 Perception + Empathy G, LOS, long, 1W act as a human lie detector
Scent of Evil 2 Perception + Empathy GP, Snse, long, 1W indicates the presence of evil
Sting of Conscience 3 Extrovert + Impress LG, LOS, long, 1W target will feel compelled to confess
Blissful Ignorance 4 Faith + Impress PGL, LOS, Temp, 1W reduce target's learned skill
Torchbearing 4 Passion + Focus G, T, Temp, 1W create a flame
Fault of the Soulless 5 Passion + (Impress or Tech) LG, LOS, -, 1W high-tech malfunctions
Fearsome Majesty 6 Passion + Impress LG, LOS, long, 1W Victim freezes
Padre Pontius Cciardi's Touch of Fire 6 Extrovert + (Remedy Physick) LGP, T, Temp, 1 flame in the theurge's hand
Inquisitory Commandment 7 Passion + Inquiry L, LOS, Temp, 1W like of truth serum
Tortures of the Damned 8 Passion + Impress LG, LOS, long, 1W Inflict pain
Petition to Jachemuyelos 9 Passion + Impress LGP, -, -, 1W Call for a divine judge
Mendicant Rituals
Name Lvl Roll Info Description
Calm of the Desert Fathers 2 Introvert + StoicMind -, Snse, Temp, 1W detect psychic probes and hide certain thoughts
Summoning the Empyrean Angel 8 Faith + Focus LGP, -, -, 1W Call for fivine calmin
Incarnates Rituals
Name Lvl Roll Info Description
Word of the Prophet 1 Faith + Focus GP, -, long, 1W Increase power of litany
Clear Path 2 Wits + Focus P, -, -, 1W see through a multitude of problems
Sword of the Righteousness 7 Faith + Vigor LG, -, Instant, 1W object acts like a Flux Sword
Children of Zuran Rituals
Name Lvl Roll Info Description
Sweeping Samdei 2 Faith + Focus LG, -, long, 1W Zombies ignore target
Golden Tongue of Zuran 3 Passion + Impress LP, T, long, 1W Authorities are in favour of caster.
Saint Coyotes Eyes 6 Faith + Focus LG, -, long, 1W Valuable object appear common.

Psi-Kräfte[edit]

Far Hand
Name Lvl Roll Info Description
Lifting Hand 1 Extrovert + Focus LOS, temp, 1W simple field of directional force
Throwing Hand 2 Passion + Focus LOS, temp, 1W simple manipulations of two fields
Crushing Hand 3 Extrovert + Fight LOS, temp, 1W turning forces against themselves
Dueling Hand 4 Extrovert + Melee or Shoot LOS, temp, 1W complex manipulations of objects
FarArms 5 Extrovert + Focus LOS, temp, 1W manipulate (#Wits) objects
FarWall 6 Extrovert + Stoic Mind LOS, temp, 1W force barrier
AirStride 7 Introvert + Focus temp, 1W lift own body
Demolishing Hand 8 Passion + Focus LOS, inst, 1W Psycho-grenade
AirDance 9 Extrovert + Focus LOS, temp, 1W lift others
Omen
Name Lvl Roll Info Description
Shadows Gone By 6 Calm + Observe LOS, temp, 1W Past around a particular object
Shadows to Come 7 Calm + Observe LOS, temp, 1W Future around a particular object
Voice from the Past 8 Wits + Focus long, 1W Channel the personality of dead
Oracle 9 Calm + Focus 1W Foretell the future
Psyche
Name Lvl Roll Info Description
Intuit 1 Extrovert + Empathy LOS, temp, 1W Read surface emotional state
Emote 2 Passion + Charm or Impress LOS, inst, 1W Project emotions
MindSight 3 Extrovert + Observe LOS, temp, 1W Read surface thoughts
MindSpeech 4 Extrovert + Charm LOS, temp, 1W Project thoughts
Heart's Command 5 Extrovert + Impress LOS, temp, 1W Controls another's emotions
HeadShackle 6 Extrovert + Charm or Impress LOS, temp, 1W Dominate minds of others
BrainBlast 7 Passion + Impress LOS, long, 1W Overload pain receptors
Sympaticus 8 Extrovert + Empathy S, long, 1W Communicate with bonded targets
Puppetry 9 Ego + Focus T, long, 1W Project will upon target
Sixth Sense
Name Lvl Roll Info Description
Sensitivity 1 Perception + Observe S, long, 1W Improve senses
Darksense 2 Wits + Observe S, long, 1W Perception in total darkness
Subtle Sight 3 Extrovert + Observe LOS, temp, 1W Perceive psychics auras
Premonition 4 Extrovert + Observe S, temp, 1W Sense danger
FarSight 5 Extrovert + Observe D, long, 1W see a distant place
FarSound 6 Extrovert + Observe D, long, 1W hear a distant place
FarTouch 6 Extrovert + Observe D, long, 1W feel a distant place
Shared Sense 7 Extrovert + Empathy D, long, 1W Sensory conduit with a bonded target
Wyrd Sight 8 Introvert + Observe LOS, temp, 1W perceive occult activity
Senses Shock 9 Extrovert + Impress T, inst, 1W Overloading targest senses
Soma
Name Lvl Roll Info Description
Toughening 1 Introvert + Vigor long, 1W Increase Endurance
Strengthening 2 Passion + Vigor long, 1W Increase Strength
Quickening 3 Calm + Vigor long, 1W Increase Dexterity
Hardening 4 Introvert + Stoic Body long, 1W Hardens skin
Sizing 5 Extrovert + Vigor long, 1W change size
Masking 6 Extrovert + Charm long, 1W change facial features
Recovering 7 Introvert + Remedy inst, 1W Regenerate vitality
Slowing 8 Calm + Focus long, 1W Slow down bodily operations
Closing 9 Introvert + Vigor long, 1W Immunity to environmental effects
Sympathy
Name Lvl Roll Info Description
Bonding 3 Extrovert + Empathy T, perp, var Bond with another person
Sanctum 4 Calm + Focus LOS, perp, 3W attune to a particular place
Totem 5 Wits + relevant skill T, perp, var Create a bond with an item
Coven Brand 6 Ego + Impress T, perp, var Anti-bond a psionic
Mojo Bond 7 Extrovert + Impress LOS, temp, 1W Form a bond against someone's will
Sever Bond 8 Ego + Impress T, 2W Sever a bond
Coven Bond 9 Extrovert + Empathy LOS, temp, var Bond-collective
Vis Craft
Name Lvl Roll Info Description
Vis Eye 1 Perception + Focus LOS, temp, 1W Sense energy
Vis Drain 2 Passion + Volt Redemption T, temp, 1W Drain/Cut off flow of power
Vis Flow 3 Passion + Volt Redemption T, inst, 1W channel incoming energy
Vis Shock 4 Dexterity + Fight or Melee T, inst, 1W use energy as a (melee-)weapon
Vis Shield 5 Endurance + Stoic Body 10 hits, 1W use energy as a shield
Vis Bolt 6 Dexterity + Shoot LOS, inst, 1W use energy as distance weapon
Vis Vortex 7 Endurance + Vigor T, inst, 1W generate power
Vis Storm 8 Passion + Vigor LOS, inst, 1W Power grenade
Primal Vis 9 Passion + Focus LOS, inst, 0W Create wyrd
Bedlam
Name Lvl Roll Info Description
Prana 1 Introvert + Focus T, temp, 1W Adds damage to attack (all levels)
Forced Entry 2 Dexterity + Observe T, temp, 1W Reduce opponents armor
Confusion 3 Ego + Empathy T, inst, 1W Oppent looses turns
Whirling Dervish 4 Passion + Focus temp, 1W no malus for two actions, -4 for three
External Vibrations 5 Introvert + Vigor T, inst, 1W Destroy inorganic material (armor)
Inner Vibrations 5 Introvert + Vigor T, temp, 1W Leak through shields like blasters
Blur 6 Passion + Dodge temp, 1W harder to spot
Prana Burst 7 Passion + Vigor inst, 1W act like a grenade
Resonate 7 Ego + Impress inst, 1W Multi-Confuse
Nerve Burn 8 Ego + Remedy T, temp, 1W Reduce physical characteristics
Stupefy 9 Ego + Empathy T, inst, 2W Reduce wits
Visioning
Name Lvl Roll Info Description
False Glimpse 1 Wits + Impress S, inst, 1W brief illusion, 1 turn
False Sight 2 Extrovert + Impress S, temp, 1W simple illusion, 10 turns
Lying Senses 3 Extrovert + Focus S, temp, 1W feinting two senses
False Object 4 Wits + Focus S, long, 1W simple illusion of a real object
False Sensery 5 Wits + Arts S, long, 1W change major aspects of scenery
False Creature 6 Extrovert + Performance S, long, 1W animate complex object
False World 7 Wits + Arts S, long, 1W combine powers for single target
Persistence of Visioning 8 Wits + Focus D, perp, 1W make powers persistent
Mass Hallucination 9 Ego + Focus D, perp, 1W mass illusions
Cloaking
Name Lvl Roll Info Description
Shadow Dance 1 Wits + Sneak temporary 1W hard to spot (Lvl 2: multiple targets)
Stone Wall 3 Introvert + Stoic Mind temp, 1W Block occult senses (Lvl 4: multiple targets)
Veiled Face 5 Ego + Impress or Knavery temp, 1W Project false auras or thoughts (Lvl 6: multiple targets)
Iron Brow 7 Ego + Stoic Mind temp, 1W resist mind control (Lvl 8: multiple targets)
Invisibility 9 Introvert + Sneak long, 1W Invisibility
Turning
Name Lvl Roll Info Description
PsiSense 1 Perception + Focus S, long, 1W feel nearby occult activity
Diffusion 2 Wits + Focus LOS, inst, 1W Oppose occult attack
Absorption 3 Introvert + Focus S, long, 0W absorb Wyrd
All-Seeing Eyes 4 Introvert + Observer LOS, inst, 1W examine occult patterns
Refraction 5 Wits + Stoic Mind LOS, inst, 1W turn power against other target
Reflection 6 Ego + Focus S, temp, 1W mirror power
Wyrd Harvest 7 Introvert + Charm T, inst, 1W take wyrd from willing target
Redirection 8 Ego + Focus S, long, 1W manipulate occult powers
Dark Harvest 9 Ego + Impress T, inst, 1W take Wyrd from unwilling target
Favyana Path Powers
Name Lvl Roll Info Description
TrueSpeech 7 Extrovert + Impress LOS, temp, 1W Willing subject only gives truthful answers.
Invisible Path Powers
Name Lvl Roll Info Description
True Naming 5 Extrovert + Impress T, Perpetual, Var Bonding through true name
Memory Wipe 8 Extrovert + Knavery LOS, Perpetual, 1W hide or block target's memory of a particular span
Sathra Path Powers
Name Lvl Roll Info Description
Communion 1 Faith + Impress LOS, inst, 1W pass Sathra Effect on to others
Trail 2 Perception + Drive Sol, -, 1W sense destination of last jump
Unlatch 3 Extrovert + Search Sol, inst, 1W Reduce the reset time for jumpgates.
Latch 4 Introvert + Focus Sol, inst, 1W Shut down a jumpgate
Space Speech 5 Extrovert + Impress Sol, -, 1W one-word message though space
Void Touched 6 Wits + Inquiry Dist, long, 1W Sense the space around ship
Search the Void 7 Calm + Search var, temp, 1W character acts like Neutrino sensors
Void Mind 8 Ego + Focus Sol, temp, 1W project mind into space
Vast Mind 9 Ego + StoicMind var, temp, 1W project mind though a jumpgate

Segnungen / Flüche[edit]

Appearance
Name +/- Attribut Situation
Handsome +1 Charm always
Beautiful +2 Charm always
Angelic +3 Charm always
Homely -1 Charm always
Ugly -2 Charm always
Monstrous -3 Charm unless seeking pity
Behavior
Name +/- Attribut Situation
Bold +2 Passion while acting when others hesitate
Compassionate +2 Passion when helping others
Curious +2 Extrovert when seeing something new
Disciplined +2 Calm in combat situations
Gracious +2 Extrovert to guests
Innovative +2 Tech when trying to invent something new
Just +2 Passion when righting a wrong
Loyal +2 Passion when following liege
Pious +2 Extrovert among the sinful
Predator +2 Perception when hungry
Shrewd +2 Wits against attempts to fast-talk
Suspicious +2 Perception when rivals about
Unyielding +2 Endurance when honor is at stake
Argumentative -2 Extrovert in conversation
Bluster -2 Extrovert when recounting deeds
Brainwashed -2 Wits when confronted with something that disagrees with character’s brainwashed belief
Callous -2 Passion when asked for aid
Clueless -2 Perception to notice social cues
Condescending -2 Extrovert among the unenlightened
Delusional -2 Perception when confronted with something that disagrees with character’s delusional belief
Disrespectful -2 Extrovert around authority figures
Greedy -2 Calm when money involved
Guilty -2 all rolls when opposing Church officials
Gullible -2 Wits against attempts to fast-talk
Haughty -2 Extrovert around serfs
Impetuous -2 Wits when trading
Righteous -2 Calm when judgment questioned
Mammon -2 Faith when money is involved
Nosy -2 Calm when seeing something new
Phobic -2 Calm around source of phobia
Possessive -2 Calm when cut out of the action
Prideful -2 Calm when insulted
Secretive -2 Extrovert around strangers
Subtle -2 Extrovert when explaining something
Surly -2 Extrovert when upset
Uncouth -2 Extrovert at society functions
Unnerving -2 Extrovert around superstitious people
Vain -1 Perception when being flattered
Vengeful -3 Calm when honor impinged, will never forget a slight
Injuries
Name +/- Attribut Situation
Bad Heart -2 Endurance with athletic tasks
Bad Liver -2 Endurance against toxins
Bad Lungs -1 Endurance with athletic tasks
Horrible Scar or Burn -2 Charm when visible
Incurable Disease -1 base Vitality always
Limp base run = 8 meters
Missing Arm -4 Dexterity for tasks requiring two arms
Missing Eye -2 Perception due to limited field of vision, -1 Shoot due to poor depth perception
Missing Leg -2 Dodge base run = 2 meters
Pain Sensitive -2 to all tasks for two turns after being wounded
Shaky Hands -2 Dexterity with fine manipulation
Knacks
Name +/- Attribut Situation
Ambidextrous +4 Dexterity to offset the -4 penalty for using an off-hand weapon
Beastmaster +2 all for non-combat interaction with animals
Born Salesman +2 Extrovert when selling
Casanova +2 Passion when seducing others
Compass +2 Wits when figuring out direction or location
Crack Driver/Pilot +2 Drive all...
Eloquent +2 Extrovert when swaying others through speech
Fast Draw +2 Initiative drawing and firing a gun in same action
Grease Monkey +2 Redemption with all Tech Redemption skills
Hacker +2 with all think machine tasks
Keen Ears +2 Perception with hearing only
Keen Eyes +2 Perception with sight only
Lucky at Cards +2 Gambling with cards
Sensitive Smell +2 Perception with smell only
Sensitive Touch +2 Perception to discern touched objects
Sonorous +2 Extro when impressing others through speech
Thrifty +2 Wits in money matters
Bad Hearing -2 Perception with hearing only
Bad Vision -2 Perception with sight only
Beast Foe -2 all for non-combat interaction with animals
Clumsy -2 Dexterity with athletic tasks
Mechanically Disinclined -2 Redemption with all Tech Redemption skills
Poor Liar -2 Wits when lying
Quasimodo -2 Passion when seducing others
Reputation
Name +/- Attribut Situation
Well-liked +1 Charm always
Charitable +2 Charm always
Honest +2 Extrovert always
Hero +2 Impress always
Cad -2 Charm always
Scary -2 Extrovert always
Liar or known criminal -2 Knavery always
Tyrant -2 Charm among peasants
Size
Name +/- Attribut Situation
Dwarf -2 Vitality base run = 6 meters, requires tailored clothing
Short -1 Vitality base run = 8 meters
Tall +1 Vitality base run = 12 meters
Giant +2 Vitality base run = 14 meters, requires tailored clothing

Manöver[edit]

Basic Fight Actions
Action/Name LVL Goal Init Mod DMG Description
Fist Dx+Fight 2
Kick Dx+Fight -1 3
Grapple Dx+Fight -2 2 If successful, roll Str + Vigor vs target’s Str + Vigor. If successful, target is grappled; attack can choose to deliver grapple DMG per turn
Charge Dx+Fight -3 3+ If successful, attacker and target knocked down. Add 1d DMG/3m run
Dodge Dx+Dodge Subtract successes from opponent’s successes
Martial Arts Actions
Action/Name LVL Goal Init Mod DMG Description
Martial Fist 1 Dx+Fight 3
Martial Kick 2 Dx+Fight -1 4
Martial Hold 3 Dx+Fight -1 3 If successful, roll Dx + Fight (+victory pts) vs target’s Str + Vigor. If successful, target is grappled; attacker can choose to deliver grapple DMG per turn.
Head Butt 3 Dx+Fight -2 +1 4 Attacker takes DMG exceeding his Endurance
Block 4 Dx+Fight As Dodge. If successful, add three successes to resist attacks.
Confuse Foe 4 Wits+Knavery -1 per victory point to opponent’s block, dodge or parry for attacker’s next action
Disengage 4 Dx+Dodge -1 +1 +3 to resist grapples
Martial Throw 4 Dx+Fight -2 3 If successful, roll Dx + Fight (+victory pts) vs target’s Str + Vigor. If successful, target is thrown 1m/success, up to Str. Add 1d DMG/3m thrown
Rooting 4 Dx+Fight +3 to resist being knocked over
Claw Fist 5 Dx+Fight 4
Drop and Kick 5 Dx+Fight +2 4 -2 Init next action
Tornado Kick 5 Dx+Fight -1 5
Sure Fist 6 Dx+Fight -2 +2 3
Leaping Kick 6 Dx+Fight -2 -1 6
Choke Hold 6 Dx+Fight -3 -1 4 After three turns of grappling, roll Str+Vigor vs target’s End+Vigor. If successful, target falls un- conscious
Bear Hug 7 Dx+Fight -2 -1 4 Can roll DMG each turn until target escapes
Iron Body 7 by block Attacking opponent takes 1 DMG per victory pt from defender’s blocking roll
Speed Fist 7 Dx+Fight +2 3 +3 successes against dodges and blocks
Trip Kick 7 Dx+Fight -2 -1 4 Roll vs. target’s Dx+Vigor. If successful, target is knocked down.
Throw Group 7 Dx+Fight -2 3 Roll vs. target’s attack roll. If successful, throw target 1m/success, up to Str. Add 1d DMG/3 m thrown. Can throw one attacker per Fight rating.
Block and Strike 8 Dx+Fight +2/0 –/3 or 4 Block opponent’s attack. If successful, roll Martial Fist or Kick attack with no multiple action penalty.
Slide Kick 8 Dx+Fight -2 -1 5 Compare attacker successes +3 vs target’s Dx+Vigor roll; if target loses, he is knocked down
Power Fist 9 Dx+Fight -1 5 Option: Spend Wyrd to add DMG (cost = 1W per 1d, up to 3 max.)
Vital Strike 10 Dx+Fight -3 -2 3 Roll complementary Per+Physick; add victory dice to DMG
Martial Arts Actions
Action/Name LVL Goal Init Mod DMG Description
Banga (Charge) 3 Dx+Fight -3 3+ If successful, attacker and target knocked down. Add 2d DMG/3 m run
Drox 5 Dx+Fight -2 Allows a second action (using another limb) with no multiple action penalty
Throx 9 Dx+Fight -3 Allows a third action (using another limb) with no multiple action penalty
Martial Arts Actions
Action/Name LVL Goal Init Mod DMG Description
Parry 1 Dx+Melee +2 Roll victory dice +weapon DMG as armor
Thrust 2 Dx+Melee +2
Slash 3 Dx+Melee -2 +1
Counter Parry 3 Wits + Melee Eliminates opponent’s +2 parry bonus
Fancy Footwork 4 Dx + Vigor Opponent’s goal is reduced by 1 per victory pt
Flat of Blade 4 Dx+Melee -3d No victory dice are added
Draw & Strike 4 Dx+Melee -2 Draw sword and strike in same action
Compound Attack 5 Dx + Melee -1 Next turn’s goal is at +2
Disarm 5 Dx+Melee -2 -1 If successful, roll Dx+Melee (+ victory points) vs. target’s Str+Melee. If successful, target drops blade, which can be thrown 1m/victory point
Feint 5 Dx+Melee -2 -1 Add 3 successes against dodges only
Stop Thrust 5 Dx + Melee +3 -2 Reduce opponent’s goal by 2
Off-hand 6 Dx+Melee Suffer no penalties for off-hand weapons
Parry/Riposte 6 Dx+Melee +2/-1 Parry opponent’s attack. If successful, roll attack with no multiple action penalty
Wall of Steel 6 Dx + Melee Can make three parries
Cloak 7 Dx+Melee 0/-1 Parry opponent’s attack with a cloak in the off- hand (armor = victory points +3; goal = 8 + Str). If successful, attacker can attempt to Disarm opponent with no multiple action penalty
Florentine 7 Dx + Melee One attack and one parry without multiple action penalties
Athletic Strike 8 Dx+Melee -3 -2 Perform athletic feat (swing from chandelier) in same action with no multiple action penalty
Pierce 9 Dx+Melee -2 -3 Ignore target’s physical armor (not energy shields)
Double Strike 10 Dx+Melee -1 -1 Attack with primary and off-hand weapon in same action (roll both attacks separately)
Martial Arts Actions
Action/Name LVL Goal Init Mod DMG Description
Shield Parry 1 Dx+Melee Roll victory dice +shield defense dice as armor
Shield Attack 2 Dx+Melee -1 Ram shield into target; inflict shield DMG
Attack & Parry 3 Dx+Melee Character parries with shield and attacks in same turn without suffering multiple action penalties.
Martial Arts Actions
Action/Name LVL Goal Init Mod DMG Description
Aim Dx+Shoot -3 +1/turn Maximum bonus is 3 (more if a sight is used)
Hipshot Dx+Shoot +2 -1 Only for first shot of combat with a handgun
3-round burst Dx+Shoot +1
6-round burst Dx+Shoot -1 -1 +3
Empty clip Dx+Shoot -1 -2 +5 +3 successes against dodges only
Spread Dx+Shoot -2 -1/m +4 Spread up to 5m, anyone in targeted area must dodge or get hit
Snapshot 4 Dx+Shoot +1 -2 Can be performed with a dodge for no penalty (no other actions may be taken in same turn)
Quick Reload 5 None Reload clip and fire; no multiple action penalty
Quick draw 5 Dx+Shoot -2 -1 Draw gun and fire in same action
Off-Hand Shot 6 None Suffer no penalties for off-hand handgun
Recock 6 Dx+Shoot -2 -1 Recock rifle or shotgun and fire in same action
Leap & Shoot 7 Dx+Shoot -1 -1 Leap 1 meter in any direction
Roll & Shoot 8 Dx+Shoot -2 -1 Roll up to 3 meters in any direction
Two Guns 8 Dx+Shoot 0/-1 One shot from each handgun; no multiple action penalty
Instinct Shot 9 Dx+Shoot +1 -1 Fire at unseen target

Waffen[edit]

Melee Weapons
Name Roll Init Goal DMG RNG STR/Shots Rate Size Cost Description
Knife Dx+Melee 3 1 S 2
Dirk Dx+Melee 4 2 M 4
Main gauche Dx+Melee 3 2 M 4 When parrying, armor value is 5 + victory points
Rapier Dx+Melee 5 3 L 10
Broadsword Dx+Melee 6 4 L 15
Scimitar/Katana Dx+Melee 6 3 L 20
Two-handed sword Dx+Melee +1 8 6 XL 30
Glankesh Dx+Melee 6 4 L 25 (15 for Vorox)
Axe Dx+Melee 7 5 L 5
Spear Dx+Melee +1 5 3 XL 1
Staff Dx+Melee +1 4 3 XL 1 crest
Club Dx+Melee 4 2 L 1 wing
Mace Dx+Melee 5 3 L 10
Flail Dx+Melee 4 4 L 4
Whip Dx+Melee +1 -1 3 4 XL 3
Suresnake Whip Dx+Melee +1 +3 3 4 XL 100 Against one chosen target, who must not leave sight for over three turns or bonus is lost.
Garrote Dx+Melee -1 -1 3 3 XS 5 Must first make successful grapple (-6 goal unless target is unaware of attacker), then roll garrote damage plus victory dice per turn.
EnergyMelee Weapons
Name Roll Init Goal DMG RNG STR/Shots Rate Size Cost Description
Shocker +3d +30 Electrified melee weapon, use weapon's traits
Frap Stick Dx+Melee -1 6/3 5 L 15 Second damage listed is if the stick is used as a club
Artifact Melee Weapons
Name Roll Init Goal DMG RNG STR/Shots Rate Size Cost Description
Wireblade Dx+Melee 8 2 L 10,000+ (10) Ignores physical armor (not energy shields)
Flux Sword Dx+Melee +1 7 3 L 15,000+ (10) Flux and Mist Swords can leak through energy shields. Roll damage normally, but those dice which roll 1 or 2 ignore shields.
Mist Sword Dx+Melee +1 7 3 L 30,000+ (10) Flux and Mist Swords can leak through energy shields. Roll damage normally, but those dice which roll 1 or 2 ignore shields.
Thrown Weapons
Name Roll Init Goal DMG RNG STR/Shots Rate Size Cost Description
Thrown Knife Dx+Throwing 3 5/10 3 2 S 2
Star Dx+Throwing 2 5/10 2 2 XS 2
Dart Dx+Throwing 2 5/10 2 2 XS 2
Rock Dx+Vigor 1-2 5/10 1-3 2 XS-L NA If Throwing skill is used instead of Vigor, add one to the goal roll.
Bows and Crossbows
Name Roll Init Goal DMG RNG STR/Shots Rate Size Cost Description
Hunting Bow Dx+Archery 4 20/30 4 3 M 5 (1 wing/arrow) -1 goal for every level of Strength required above the character’s own
Long Bow Dx+Archery 6 40/60 6 2 L 10 (1 wing/arrow) -1 goal for every level of Strength required above the character’s own
Target Bow Dx+Archery 3 30/40 3 2 M 7 (1 wing/arrow) -1 goal for every level of Strength required above the character’s own
Hand Crossbow Dx+Shoot 3 10/20 2(3) 1 S 7 (3 wings/bolt) It takes two actions to reload a crossbow. If the character does not have the required Strength to draw the bow, it takes an entire turn to reload the bow — unless the bow has a crank or tool to aid him.
Med Crossbow Dx+Shoot 6 20/30 3(6) 1 M 10 (1 crest/bolt) It takes two actions to reload a crossbow. If the character does not have the required Strength to draw the bow, it takes an entire turn to reload the bow — unless the bow has a crank or tool to aid him.
Hvy Crossbow Dx+Shoot 8 20/30 3(8) 1 L 15 (1 crest/bolt) Number in parentheses is the Strength required to recock the bow. It takes two actions to reload a crossbow. If the character does not have the required Strength to draw the bow, it takes an entire turn to reload the bow — unless the bow has a crank or tool to aid him.
Slug Guns
Name Roll Init Goal DMG RNG STR/Shots Rate Size Cost Description
Derringer (.32) Dx+Shoot -1 3 5/10 4 2 XS 50 (5 slugs/firebird)
Lt Revolver (.32) Dx+Shoot 4 10/20 6 3 S 100 (5 slugs/firebird)
Lt Autofeed (.32) Dx+Shoot 4 10/20 13 3 S 150 (5 slugs/firebird)
Med Revolver (.40) Dx+Shoot 5 20/30 6 3 S 200 (3 slugs/firebird)
Med Autofeed (.40) Dx+Shoot 5 20/30 10 3 S 250 (3 slugs/firebird)
Hvy Revolver (.47) Dx+Shoot 6 30/40 6 3 M 250 (1 slug/firebird)
Hvy Autofeed (.47) Dx+Shoot 6 30/40 8 3 M 300 (1 slug/firebird)
Imperial Rifle (.40) Dx+Shoot 6 40/60 10 2 XL 200 (3 slugs/firebird)
Assault Rifle (10 mm) Dx+Shoot 7 40/60 30 3(A) XL 500 (2 firebirds/slug)
Sniper Rifle (13 mm) Dx+Shoot 8 50/70 5 2 XL 700 (3 firebirds/slug)
SMG (.40) Dx+Shoot 5 30/40 20 3(A) L 350 (3 slugs/firebird)
Shotgun Dx+Shoot 8/7 20/30 / 30/40 7 2 L 300 (2 loads/firebird) shot / slug; for shot: -1 damage per 5 meters from the target
Energy Guns
Name Roll Init Goal DMG RNG STR/Shots Rate Size Cost Description
Palm Laser Dx+Shoot 3 5/10 7 2 XS 200 (10/cel)
Laser Pistol Dx+Shoot +1 5 10/20 15 2 S 300 (10/cel)
Laser Rifle Dx+Shoot +1 7 30/40 23 2 XL 500 (10/cel)
Assault Laser Dx+Shoot +1 8 20/30 20 2 XL 700 (10/cel)
Blaster Pistol Dx+Shoot 7 10/20 10 1 S 700 (10/cel) Blasters can leak through energy shields. Roll damage normally, but those dice which roll 1 or 2 ignore shields. Blaster shotgun: -1 damage per 5 meters from the target.
Blaster Rifle Dx+Shoot 9 20/30 15 1 XL 1000 (10/cel) Blasters can leak through energy shields. Roll damage normally, but those dice which roll 1 or 2 ignore shields. Blaster shotgun: -1 damage per 5 meters from the target.
Blaster Shotgun Dx+Shoot +2 9 10/20 8 1 L 1200 (10/cel) Blasters can leak through energy shields. Roll damage normally, but those dice which roll 1 or 2 ignore shields. Blaster shotgun: -1 damage per 5 meters from the target.
Screecher (Sonic) Dx+Shoot +1 5 10/20 15 1 S 300 (10/cel) Halve damage for targets with hearing protection (characters with their hands over their ears get this benefit).
Flamegun Dx+Shoot +2 5/3 10/20 10 1 L 150 (5/canister) Flameguns can deliver heat damage which ignores all armor. Roll damage normally, but those dice which roll 1 ignore armor (including shields). The second amount listed is the continuous damage due to the burning Ka plant oil sprayed over the target. Roll this damage (do not add victory dice) each turn after the first. If no damage is rolled in any turn, the flames go out.
Stunner Dx+Shoot +1 4 (S) 10/20 15 2 S 300 (10/cel) If a target takes ANY damage from a Stunner, roll Endurance + Vigor. If the roll fails, target is stunned for that turn (losing any actions not taken) and the next. If the roll is a critical failure, target falls unconscious. If damage taken is greater than the target’s Endurance, roll as above, but failure means target is knocked unconscious. Stunner damage heals completely after one span; mark it with an “S” on the character sheet.
Neural Disruptor Dx+Shoot -3 5 10/20 6 1 S 3000 (10/cel) If damage exceeds target’s Endurance (or Psi, whichever is higher), he is unconscious. Armor does not protect against this damage (except Psi Cloaks). Psychics may roll Psi + Stoic Mind vs. the attacker’s successes.
Heavy Weapons
Name Roll Init Goal DMG RNG STR/Shots Rate Size Cost Description
Lt Machinegun (10mm) Dx+Shoot 7 50/70 50 3(A) XL 750 (2 firebirds/slug)
Grenade Launcher Dx+Shoot +1 V* 15/25 1 1 L 500 (65/grenade) The damage varies based on what sort of grenade is used
Rocketeer Dx+Shoot -2 9 20/30 5 1 XL 400 (25/grenade)
Missile Launcher Dx+Shoot +1 V 75/100 1 1 XL 800 (100/missile) The damage these missiles do varies based on what kind they are. High Explosive missiles do 18 dice of damage in the same way as a grenade. Armor piercing shapes only do 13 dice of damage, and only effect one target, but armor only gets half of its protection dice.