vault backup: 2025-08-02 23:07:25

This commit is contained in:
Daniel Eder 2025-08-02 23:07:26 +02:00
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@ -49,7 +49,17 @@ Lets explore each attribute, along with examples to help you understand how t
|**Presence**|Charisma & force of personality|Persuasion, intimidation, leadership, performance| |**Presence**|Charisma & force of personality|Persuasion, intimidation, leadership, performance|
|**Spirit**|Willpower & connection to the Veil|Resisting fear, channeling magic, spiritual endurance| |**Spirit**|Willpower & connection to the Veil|Resisting fear, channeling magic, spiritual endurance|
|**Cunning**|Instinct, guile & streetwise cleverness|Deception, survival, reading motives, trickery| |**Cunning**|Instinct, guile & streetwise cleverness|Deception, survival, reading motives, trickery|
### Secondary Attributes
They are derived from the base attributes and are usually some kind of "tracker":
| Sec Attribute | Formula | Effect |
| -------------- | ----------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| **Health** | Might + Fortitude | Number of injuries you can take before being incapacitated. |
| **Face** | Spirit + Focus | Represents your composure and social endurance: how many _slights_ you can take in a social conflict before **Faltering** (withdrawing, lashing out, or breaking). |
| **Initiative** | (Wit + Agility + Cunning) ÷ 2 | Bonus to **Initiative rolls**; determines how fast you act at the start of a combat or social exchange. |
| **Fatigue** | Fortitude + Spirit | Tracks endurance. When Fatigue is empty, you are **Exhausted**: 2 dice on all rolls until resting. Used when sprinting, enduring harsh environments, or overexerting. |
| **Speed** | Agility × 2 | Determines how far you move per turn. 1 point = 1m (or 1 square). Used for chase scenes and battlefield positioning. |
| **Burden** | Might + Fortitude | Maximum _heavy items_ you can carry without penalties. Each item beyond your Burden imposes 1 die to all actions and halves Speed. |
## Skills ## Skills
Skills represent areas of training, expertise, or honed instinct. They define **what your character knows** and **what they can do well**. Like attributes, skills are rated from **0 (untrained)** to **5 (mastery)**. Skills represent areas of training, expertise, or honed instinct. They define **what your character knows** and **what they can do well**. Like attributes, skills are rated from **0 (untrained)** to **5 (mastery)**.
@ -168,16 +178,16 @@ Most abilities allow you to mark **13 dice**. Some legendary techniques may a
### Marked Dice Modifiers ### Marked Dice Modifiers
| Modifier | Effect | | | Modifier | Effect |
| --------------- | ----------------------------------------------------------------------- | --- | | --------------- | ----------------------------------------------------------------------- |
| **Powerful** | On success, add this dies face value to the actions impact or damage. | | | **Powerful** | On success, add this dies face value to the actions impact or damage. |
| **Exploding** | If this die rolls a 6, roll one additional die. | | | **Exploding** | If this die rolls a 6, roll one additional die. |
| **Lucky** | If this die fails (no success), you may reroll it once. | | | **Lucky** | If this die fails (no success), you may reroll it once. |
| **Risky** | On success, gain a stronger effect. On a roll of 1, suffer backlash. | | | **Risky** | On success, gain a stronger effect. On a roll of 1, suffer backlash. |
| **Persistent** | Save this dies result and use it once later in the same scene. | | | **Persistent** | Save this dies result and use it once later in the same scene. |
| **Cooperative** | On success, grant an ally a bonus or share the benefit. | | | **Cooperative** | On success, grant an ally a bonus or share the benefit. |
| **Corrupted** | Required for dark or void-based abilities. May attract danger. | | | **Corrupted** | Required for dark or void-based abilities. May attract danger. |
| **Locked** | A neutral die that cannot carry any other modifier. | | | **Locked** | A neutral die that cannot carry any other modifier. |
>[!danger] Example: A Risky Spell >[!danger] Example: A Risky Spell
>Talia, a spirig-binding sorcerer, attempts to freeze use a bound spirit of ice to freeze an approaching bandit. >Talia, a spirig-binding sorcerer, attempts to freeze use a bound spirit of ice to freeze an approaching bandit.

View file

@ -36,7 +36,7 @@ Your species defines the roots of your characters identity. It shapes their p
| **Akumei** | Fortitude, Spirit, Focus | Presence | **Stealth**, **Occultism**, **Intimidation** | **Voids Whisper**, **Unnerving Presence**, **Witchblood Endurance** | | **Akumei** | Fortitude, Spirit, Focus | Presence | **Stealth**, **Occultism**, **Intimidation** | **Voids Whisper**, **Unnerving Presence**, **Witchblood Endurance** |
## **Step 3: Choose a Culture** Re## **Step 3: Choose a Culture**
Your culture is the environment and traditions that raised you. Your culture is the environment and traditions that raised you.
**What You Gain**: **What You Gain**:
@ -87,10 +87,10 @@ Your age shapes the balance between raw potential and accumulated expertise.
Each character starts with a pool of **Attribute Marks (X)** and **Skill/Ability Marks (Y)** based on **Starting Level**. Then apply your **Age Category modifiers** from Step 5. Each character starts with a pool of **Attribute Marks (X)** and **Skill/Ability Marks (Y)** based on **Starting Level**. Then apply your **Age Category modifiers** from Step 5.
| Start Level | Attribute Marks (X) | Skill/Ability Marks (Y) | | Start Level | Attribute Marks (X) | Skill/Ability Marks (Y) |
|---|---|---| | ------------ | ------------------- | ----------------------- |
|**Gritty**|**80**|**20**| | **Gritty** | **90** | **20** |
|**Standard**|**100**|**30**| | **Standard** | **110** | **30** |
|**Veteran**|**120**|**40**| | **Veteran** | **130** | **40** |
### **Spending Marks** ### **Spending Marks**
| Type | Formula | | Type | Formula |

View file

@ -229,7 +229,7 @@ Then, both attacker and defender roll their pools and compare results.
Defenders have options, and choosing the right one matters. Whenever a creature is attacked, they may declare one of the following reactions **before** the attacker rolls: Defenders have options, and choosing the right one matters. Whenever a creature is attacked, they may declare one of the following reactions **before** the attacker rolls:
| Defense Option | AP Cost | Roll | Notes | | Defense Option | AP Cost | Roll | Notes |
|---|---|---|---| | ----------------- | ------- | -------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| **Evade** | 1 AP | **Agility + Dodge** | Avoid the attack entirely and position yourself. Reduce the damage taken by the number of successes rolled. When you have a positive Success Margin you can choose to reduce the defense penalty for the rest of the round. | | **Evade** | 1 AP | **Agility + Dodge** | Avoid the attack entirely and position yourself. Reduce the damage taken by the number of successes rolled. When you have a positive Success Margin you can choose to reduce the defense penalty for the rest of the round. |
| **Counterattack** | 1 AP | **Agility + Weapon Skill** | A risky maneuver. If you win the roll, the attacker takes the Success Margin as damage. If you lose you gain additional injuries to the missing successes. | | **Counterattack** | 1 AP | **Agility + Weapon Skill** | A risky maneuver. If you win the roll, the attacker takes the Success Margin as damage. If you lose you gain additional injuries to the missing successes. |
| **Block** | 1 AP | **Agility + Shields** | Solid and reliable. Reduce the damage taken by the number of successes. Any Success Margin reduces the attackers dice on the next action. Can include marked dice from shield traits. | | **Block** | 1 AP | **Agility + Shields** | Solid and reliable. Reduce the damage taken by the number of successes. Any Success Margin reduces the attackers dice on the next action. Can include marked dice from shield traits. |
@ -337,6 +337,7 @@ Each **rest period**, which is typically a full night of sleep or a day of secur
A character trained in **Medicine** can attempt to treat Injuries during downtime or after combat. A character trained in **Medicine** can attempt to treat Injuries during downtime or after combat.
**Treat Injury Roll:** Roll for Wits + Medicine. This can be done once a day and takes about an hour to apply. Treating injuries requires to have according materials (e.g. bandages, herbs, desinfectants, tools, etc.) and a quiet environment. **Treat Injury Roll:** Roll for Wits + Medicine. This can be done once a day and takes about an hour to apply. Treating injuries requires to have according materials (e.g. bandages, herbs, desinfectants, tools, etc.) and a quiet environment.
|Result|Effect| |Result|Effect|
|---|---| |---|---|
|1 Success|The patient gains +1 die to their next Fortitude roll to recover that Injury and the risky die is removed from the recovery roll.| |1 Success|The patient gains +1 die to their next Fortitude roll to recover that Injury and the risky die is removed from the recovery roll.|