Characters (Dwarven Riddle)

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Characters (Dwarven Riddle)
Sword Princess Mirantha (Dwarven Riddle)
Theran Councilman Erox (Dwarven Riddle)

Body
Strength 5 Agility 5 Toughness 5
Mind
Perception 5 Intelligence 5 Wits 5
Spirit
Charisma 5 Manipulation 5 Empathy 5
Soul
Focus 5 Luck 5 Power 5


Secondary Attributes
Shot Count (Agility+Wits+Luck)/3(rounded down)
Resources Perk
Health (Toughness+Focus)x2
Presence (Charisma+Manipulation+Empathy)/3(rounded down)
Power Pool Power
Luck Pool Luck
Move (Strength+Agility+Toughness)/3(rounded down)
Wound Threshold 5
Skills
Action 0 Medicine 0 Survival 0
Dodge 0 Alchemy 0 Adventurer 0
Martial Arts 0 Blood Magic 0 Forest 0
Sports 0 Exotic Medicine 0 Jungle 0
Stunt 0 Physician 0 River 0
Thrown 0 Occult 0 Mountain 0
Deceit 0 Adept Powers 0 Magitech 0
Bluff 0 Creature Powers 0 Build 0
Thrown 0 Elementalism 0 Demolitions 0
Thrown 0 Illusionism 0 Juryrig 0
Thrown 0 Nethermancy 0 Repair 0
Thrown 0 Wizardry 0 Use 0
Missile Weapons 0 Pursuit 0 Academics 0
Archery 0 Wizardry 0 Geography 0
Heavy Weapons 0 Wizardry 0 History 0
Mounted Weaponry 0 Wizardry 0 Horrors 0
Siege Weapons 0 Wizardry 0 Legends 0
Wands 0 Wizardry 0 Heroes 0
Interaction 0 Security 0 Profession/Arts 0
Archery 0 Wizardry 0 Geography 0
Heavy Weapons 0 Wizardry 0 History 0
Mounted Weaponry 0 Wizardry 0 Horrors 0
Siege Weapons 0 Wizardry 0 Legends 0
Wands 0 Wizardry 0 Heroes 0

You may only buy these at the time of character creation, or with GM permission.

Skill and Attribute Perks[edit | edit source]

Specialist[edit | edit source]

Costs 1 point
The SkillMax for one of your Proficiencies is raised by 1.

Unready[edit | edit source]

Provides 1 point
A chosen Skill with AV 11+ now has a Skill Max of one less (-1).

Untrained[edit | edit source]

Provides 1 point
A chosen Skill with AV 11+ now only contains one Proficiency (All other Proficiencies are set to 0).

Veteran[edit | edit source]

Costs 2 points
The SkillMax for one your Skills is raised by 1.

Elite[edit | edit source]

Costs 2 points
The SkillMax for one your Skills is raised by 1.

Powerful[edit | edit source]

Costs 10 points
The SchtickMax for one your Schtick Types is raised by 1.

Mighty[edit | edit source]

Costs 10 points
The SchtickMax for one your Schtick Types is raised by 1.

Assault[edit | edit source]

Costs 2 points
The Offensive SkillMax for one your Skills is raised by 1.

Defensive[edit | edit source]

Costs 2 points
The Defensive SkillMax for one your Skills is raised by 1.

Talented[edit | edit source]

Costs 1 point
The Effect Value of one of your Skills is raised by 3.

Natural[edit | edit source]

Costs 1 point
The Effect Value of one of your Skills is raised by 2.

Prodigy[edit | edit source]

Costs 1 point
The Effect Value of one of your Proficiencies is raised by 5(+3 if combined with Talented and Natural).

Aptitude[edit | edit source]

Costs 1 point
You may take -5 AV to gain +d10 EV to a Skill roll.

Expertise[edit | edit source]

Requires Aptitude
Costs 4 points
Reduces the AV penalty of Aptitude to 0.

Effort[edit | edit source]

Costs 1 points
Luck: You gain a second extra positive die to a Proficiency roll. You must gain a first positive die from somewhere else.

Effortless[edit | edit source]

Requires Effort
Costs 7 points
Effort no longer requires a Luck point.

Superiority[edit | edit source]

Costs 10 points
Passive: Gain an AV d10 to all uses of a Proficiency.

Supremacy[edit | edit source]

Costs 2 points, requires Superiority
Widens the scope of Superiority. Gain a d10 to all uses of the Skill with Superiority.

Superior Attribute[edit | edit source]

Costs 3 points
An attribute gains a +1 modification.

Heroic Attribute[edit | edit source]

Costs 3 points
An attribute gains a +1 modification.

Flawed Attribute[edit | edit source]

Provides 2 points
You have an unfortunate weakness, that your opponents will surely try to use against you. An Attribute gains a -1 modification. It is not possible to remove this Flaw.

Tragic Attribute[edit | edit source]

Provides 2 points
Your weakness now dwarfs your other abilities. An Attribute gains a -1 modification. It is not possible to remove this Flaw.

Good Looks[edit | edit source]

Costs 1-2 points
You look (really) good. This might prove useful sometimes. +5/+8 EV when applicable.

Bad Looks[edit | edit source]

Provides or Costs 1-2 points
Your looks cause others to cringe with fear, revulsion or anger. +5/8 EV when applicable.

Fast[edit | edit source]

Costs 2 points, Progression 10
Your Move gains a +1 modification.

Combat Coolness[edit | edit source]

Costs 1 point, Progression 4
Your Initiative is 2 points higher.

Battle Experience[edit | edit source]

Costs 2 points, Progression 12
Your Shot Count is 1 point higher.

Civilian[edit | edit source]

Provides 2 points, Progression 12
Your Shot Count is 1 point lower. If you lower it to 0, there is a 1 in 2 chance that you will not be able to act this round.

Material Perks[edit | edit source]

Vehicle[edit | edit source]

Base[edit | edit source]

Large Ship[edit | edit source]

Caravan[edit | edit source]

Riding Mount[edit | edit source]

Social Perks[edit | edit source]

Position of Power[edit | edit source]

0-6 points.

Unforgotten[edit | edit source]

  • Noble (0-6)
    • Judiciary power (1 Local, 2 Planetary, 3 Systemwide, 6 Agent of the Empire)
    • Material Benefit (as per Resources)
    • Social (0 Public Figure, 1 Celebrity, 2 No taxes except Imperial, 3 Landed Noble, 6 Planetary Governor)
  • Imperial Commission
    • Bureaucrat (0)
    • Ensign (1)
    • Lieutenant (2)
    • Lieutenant Commander (3)
    • Commander (4)
    • Captain (6)
    • Commodore (8)

Contact Perks[edit | edit source]

Contact[edit | edit source]

1 points. Standard Contact.

Buddy[edit | edit source]

2 points. Positive Contact.

Friend[edit | edit source]

4 points.

Contact Network[edit | edit source]

4 points. You always have a Standard Contact available.

Buddy Network[edit | edit source]

8 points. You always have a Buddy available.

Powerful Contact[edit | edit source]

2 points, 4 points. Often a Corp or Tribe member. May be combined with any other contact.

Non-Player Characters[edit | edit source]

Characters in Campaigns with Classes[edit | edit source]

In campaigns with Classes, Non-Player Characters from this list (with the exception of enemies), don't get classes. If the classes provide schticklists, the companion may choose 2 types of schticks to buy for normal price.

NPC Flaws[edit | edit source]

All Flaws for a an NPC are applied to the point total of the Perk, not of the NPC.

Special NPC Flaws[edit | edit source]

  • Animal (-1)
  • One less Class (-2)

Unnamed[edit | edit source]

All unnamed characters are built on 5 points. They have your SkillMax. You may raise that total up to points equal to your SkillMax-5.

Gang[edit | edit source]

2 points. You may call in unnamed gang members equal to [a chosen skill/5] that represent the gang with a Luck point or a Skill roll (and a favor).

Clan[edit | edit source]

4 points. You always have [chosen skill/5] unnamed clan members present, and may call in clan members equal to [a chosen skill] that represent the clan with a Luck point or a Skill roll (and a favor).

House[edit | edit source]

8 points. You always have [chosen skill] unnamed members present, and may call in house members equal to [a chosen skill] times 5 that represent the house with a Luck point or a Skill roll (and a favor).

Supporting Characters[edit | edit source]

All these do not gain xp but may be enhanced with xp, that provide 5 points/xp. These are all named.

Named[edit | edit source]

Built on any amount of points (extra 5p per point invested). You may pay [SkillMax of character / 5] points to link the character to yourself if it is not a starting character. The Supporting Character may not have higher SkillMax than the Character.

Minions[edit | edit source]

1 points for 5, built with 1p each.

Ally[edit | edit source]

Sidekick[edit | edit source]

Friend[edit | edit source]

Mentor[edit | edit source]

1 point per 50 points of Mentor.
Examples:

  • 1 points(50, Max 14): The Local Police Commish.
  • 2 points(100, Max 17): Special Forces Instructor at Fort Bragg
  • 3 points(150, Max 19): Ninja master Kuroi, best of them all.
  • 4 points(200, Max 21): The Demon Lord Azogh, beholden to none.
  • 5 points(250, Max 22): Councillor of Pi Tui, the Ice Queen of the Netherworld.

Enemy/Rival[edit | edit source]

Flaw 1-5

  • 1p: Rarely shows up.
  • 2p: Tries to find out where you are. Sometimes shows up.
  • 3p: Hunting you full time. Regularly shows up.
  • 4p Uses all resources at their disposal to find you.
  • 5p: Always shows up.
  • +1: Double the Enemy xp (Up to 5)

They are built like normal characters, with xp equal to your xp. Named antagonists. They are built like normal characters.

Organisations[edit | edit source]

Nemesis[edit | edit source]

Provides 1p per 100p in the Nemesis. The Nemesis is always out to defeat you, not necessarily kill. Named antagonist. Nemeses often get special bonuses from the GM

Flaws[edit | edit source]

General[edit | edit source]

Flawed Attribute[edit | edit source]

Provides 2 points
You have an unfortunate weakness, that your opponents will surely try to use against you. An Attribute gains a -1 modification. It is not possible to remove this Flaw.

Tragic Attribute[edit | edit source]

Provides 2 points
Your weakness now dwarfs your other abilities. An Attribute gains a -1 modification. It is not possible to remove this Flaw.

Combat[edit | edit source]

Coward[edit | edit source]

Provides 1-5 points
Roll Willpower+Focus versus 15/20/25/30/35 to not run away and hide during a combat.

Foolhardy[edit | edit source]

Weak[edit | edit source]

Requires Combat Skill 11, provides 1-2 points
You do -5/-8 Damage with Martial Arts, Sorcery, Ranged Weapons, Creature Powers or another chosen Combat Skill.

Frail[edit | edit source]

Provides 2 points
You have -5/-8 Soak.

Slow[edit | edit source]

Provides 1 point
Your Move is 1 point lower. You may not lower Move below 0. The 5 point version of this Flaw sets your Move to 0. If it is 0, you are handicapped and need help or a wheelchair to move around faster than Move 1 per 10 Sequences.

Uncool[edit | edit source]

Provides 1 point, Progression 4
Your Initiative is 2 points lower. If you lower it to 0, there is a 1 in 2 chance that you will not be able to act this round. This is cumulative with Civilian.

Civilian[edit | edit source]

Provides 2 points, Progression 12
Your Shot Count is 1 point lower. If you lower it to 0, there is a 1 in 2 chance that you will not be able to act this round. This is cumulative with Uncool.

Vice[edit | edit source]

1-5 points

Frequency[edit | edit source]

  • Roll to check for vice: (perform or no Pool regain until performed)
  • Hour (-5)
  • Twice a Day (-4)
  • Day (-3)
  • Twice a Week (-2)
  • Week (-1)

Consummate Vice[edit | edit source]

3 points.
You do not regain Pool points normally. You must now perform a Vice to regain Pool Points.

Type[edit | edit source]

  • Faith: You’re dedicated to an unseen power, forgotten god, ancestor, etc.
  • Gambling: You crave games of chance, betting on sporting events, etc.
  • Luxury: Expensive or ostentatious displays of opulence.
  • Obligation: You’re devoted to a family, a cause, an organization, a charity, etc.
  • Pleasure: Gratification from lovers, food, drink, drugs, art, theater, etc.
  • Stupor: You seek oblivion in the abuse of drugs, drinking to excess, getting beaten to a pulp in the fighting pits, etc.
  • Weird: You experiment with strange essences, consort with rogue spirits, observe bizarre rituals or taboos, etc.

Ideology[edit | edit source]

  • Intolerance
  • Religion
  • Superstition
  • Code of Conduct
  • Love
  • Hate

Involvement[edit | edit source]

  • Hunted
  • Watched
  • Revenge
  • Dependent
  • Rival
  • Enemy
  • Nemesis
  • Obligation

Physical[edit | edit source]

  • Bad Hygiene
  • Coordination
  • Frail
  • Movement

Slow[edit | edit source]

Provides 1 point (up to -5)
Your Move is 1 point lower. You may not lower Move below 0. If it is 0, you are handicapped and need help or a wheelchair to move around faster than Move 1 per 10 Sequences.

  • Mute
  • Senses
  • Weak

Social[edit | edit source]

  • Arrogance
  • Bad Manners
  • Intolerance
  • Gullible
  • Promiscuous
  • Obligation
  • Illiterate

Bad Looks[edit | edit source]

Provides or Costs 1-2 points
Your looks cause others to cringe with fear, revulsion or anger. +5/8 EV when applicable.

Mental[edit | edit source]

  • Curious
  • Lazy
  • Coward
  • Foolhardy
  • Illiterate

Hero Flaws[edit | edit source]

As per the Hero System

Berserk[edit | edit source]

Circumstances Points
Uncommon 0.5
Common 1
Very Common 1.5
Chance Points
-3 or worse +0.5
1 or worse +1
5 or worse +1.5

Distinctive features[edit | edit source]

You are easy to find in any crowd.

Hunted[edit | edit source]

Some person or organisation wants you captured.

Wanted[edit | edit source]

The justice system wants you found and apprehended.

Code of Honour[edit | edit source]

You live according to a strict set of ideals or rules.

Debt[edit | edit source]

You owe some person or organisation a huge amount of cash.

Obligation[edit | edit source]

You owe your fealty or allegiance to some person or organisation.

Enemy[edit | edit source]

Some person or organisation wants you to fail at every turn.

Nemesis[edit | edit source]

Some person or organisation wants you to fail at every turn.

Secret[edit | edit source]

You have a secret that you do not want revealed.

Social Stigma[edit | edit source]

You are a member of a social group that have a social stigma attached.

Mental Affliction[edit | edit source]

You have a mental problem that pops up from time to time. (Willpower/Focus Diff 20 on all Snake Eyes)

Fantasy![edit | edit source]

Battlehardened[edit | edit source]

Cost 2, SP x 5, Progression 5
Gain 10 SP.

Elven Blood[edit | edit source]

Cost 5
One of Power or Focus, chosen when bought: Add a d10 to any roll.

Moment of Glory[edit | edit source]

Cost 2
You may achieve a 3rd positive die, at the same combined cost as the 2 previous dice.

Devil's Luck[edit | edit source]

Cost 2
Free: Gain a positive die. Roll is now Hazardous and fails on any double.

Berserker[edit | edit source]

Cost 2
Free Action: Fly into a blinding rage. Double your Wound Treshold and gain Focus x 5 temporary Shockpoints for Focus rounds. When the duration ends, you receive as many Wounds as you have received during the rage.

ArcanoMech Stable[edit | edit source]

Cost 4
You have a caravan following you around, filled with spare parts, and a spare Arcanomech. Progression: Extra ArcanoMech (2).

Shaman[edit | edit source]

Cost 2
Gain Ritual:Totem (Spirit Totem Form, as per Sorcery:Totem).

Titles[edit | edit source]

Campara[edit | edit source]

  • Herr (2) - A small stipend (Resources +1)
  • Ritter (4) - Normally no lands, but a stipend (Resources +2)
  • Freiherr (6) - Normally a small estate, with governmental rights
  • Markis (8) - Normally a city, with judicial and governmental rights
  • Kaiserlicher Botschafter (Royal Ambassador) (10) - Free Agent
  • Griff (12) - Normally a small province with several baronies.
  • Herzog (14) - A Duchy, a large province, with judicial and governmental rights
  • Royal (Prince/Princess) (16)

Kamdaar[edit | edit source]

  • Gentleman (Signore) (2) - A small stipend (Resources +1)
  • Royal Explorer (Esploratore Reale) (4) - Normally no lands, but a stipend (Resources +2)
  • Baron (Barone) (6) - Normally a small estate, with governmental rights
  • Marquis (Marchese) (8) - Normally a city, with judicial and governmental rights
  • Royal Ambassador (Ambasciatore Reale) (10) - Free Agent
  • Count (Conte) (12) - Normally a small province with several baronies.
  • Duke (Duca) (14) - A Duchy, a large province, with judicial and governmental rights
  • Royal (Prince/Princess) (Principe/Principa) (16)

Jagan[edit | edit source]

  • Initiatus (2) - Access to the courses of the Universitas Magus
  • Academicus (4) - Access to the Great Library
  • Senior Academicus (6) - Academicus with a degree, still working at or for the Academy.
  • Magistratus Academicus (8) - member of the Senatus Magus
  • Questor Academicus (10) - Free Agent
  • Senator Academicus (10) - speaker of the Senatus Magus, there are 8
  • Imperator Academicus (16)

Dwarven[edit | edit source]

  • Protector: receives housing and any reasonable support. Is required to protect any dwarven settlement. (4)
  • Lord: May order any dwarf in Clan. Must lead any Clan dwarves encountered. (8)

Elven[edit | edit source]

  • Lord: Your word is respected and your are welcome at any hearth. (4)
  • Prince: On your shoulders lies the responsibility to lead the elven peoples. (8)

Ranks[edit | edit source]

Daroon[edit | edit source]

  • Invoerder (Innovator) Summoner (0)
  • Bewaarder (Guardian) Summoner (2)
  • Beschermer (Protector) (Summoner (4)
  • Toverfee (Sorcerer) Summoner (6)
  • Bekoor (Enchanter) Summoner (10)

Jagan[edit | edit source]

  • Camparius (4)
  • Legatus (8)
  • Prefectus (12)

Kamdaar[edit | edit source]

  • Cadet (Cadetto) (1)
  • Lieutenant (Tenente) (2)
  • Lieutenant Captain/Commander (Tenente Capitano/Comandante) (3)
  • Captain/Commander (Capitano/Comandante) (4)
  • Lieutenant Colonel/Commodore (Tenente Colonello/Commodoro) (6)
  • Colonel/Commodore (Colonello/Commodoro) (8)
  • Lieutenant General/Fleet Admiral (Tenente Generale/Ammiraglio della flotta) (10)
  • General/Admiral (Generale/Ammiraglio) (12)

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Circle[edit | edit source]

All Disciplines have Circles. These Circle ratings correspond to (SkillMax-10).
Circle+10 = SkillMax.
Adepts may only buy talents which they have attained the Circle for.
Discipline list

Disciplines[edit | edit source]