"Vagabond"
A roleplaying system
Made by Elias Kronqvist-Wilhelmsson.
Character sheet:
*"In that lukewarm bog of shallow compliments and half-truths... You were born."*
Name: _____
[0] ***Sense*** (Your internal dialogue, how you make sense of the world.)
- [0]*Intuition* (Knowing if something is off, remembering if you forgot to turn your stove off.)
- [0]*Pressure* (Pushing people into a corner socially, leading the conversation and extracting information.)
- [0]*Reason* (Understanding social queues and others' behavior based on previous events, increases Sanity.)
[0] ***Education*** (Book smarts, your logical and abstract thoughts.)
- [0]*Medicine* (Your understanding of pain and how to treat it.)
- [0]*Structure* (Seeing the integrity of things, knowing if they will be reasonably compromised.)
- [0]*Visual calculus* (Imagination, ability to understand verbal descriptions of events.)
[0] ***Presence*** (How well you present and articulate yourself, regalness.)
- [0]*Consolation* (Calming stressed, scared or terrified persons. Convincing people to open up more.)
- [0]*Intimidation* (Convincing people to do your bidding- or to reconsider theirs.)
- [0]*Stealth* (Ability to conceal things and yourself.)
[0] ***Might*** (Your general physique and fitness.)
- [0]*Breach* (Ability to break things, kicking in a door, chopping wood.)
- [0]*Indulgence* (Alcohol tolerance, resistance to mind altering substances including drugs, coffee, chloroform and carbon monoxide, addiction resistance.)
- [0]*Toughness* (Ability to perform well whilst in severe pain, poison tolerance, increases Health.)
[0] ***Limber*** (Your dexterity and ability to contort yourself.)
- [0]*Climb* (Moving along unintentional vertical surfaces, climbing whilst encumbered.)
- [0]*Crawl* (Fitting in small spaces, moving aptly whilst prone.)
- [0]*Swipe* (Sleight of hand, stealing things, deploying caltrops etc.)
**HLt(Health): X/X** *(Might+Toughness)*
**STy(Sanity): Y/Y** *(Sense+Reason)*
**Indignation: Z/Z**
**Frustration [0]**
**Character creation:**
At character creation (level 1) the player distributes 16 points between the core 5 stats (Sense, Education, Presence, Might, Limber) or (for quick sessions) rolls 5d4 assigns them in the order rolled, and adds 1 to each stat.
All skills have a base of 0 at character creation, and the player may choose three of the 15 skills to increase by 1 point.
At every consequent level the player may increase any two skills of their choice by 1 (or one skill by 2).
Every 4 levels (starting at 4th) the player instead increases one core stat by 1.
Starting at 1st level, and again every 3 levels thereafter the character gains a point of indignation. Indignation can be expended after rolling to ignore one failure roll (a 1), it does not grant you one success, it simply removes one failure.
A player regains all their indignation after a full night's rest.
Additionally, each time a player loses a point of health or sanity from a severe failure they gain 1 point of Frustration, a player may spend a point of Frustration to gain 1 automatic success on a damage roll using a weapon. A character loses 1 point of Frustration at the end of every full night’s rest. A player can hold a maximum amount of frustration equal to their maximum Indignation.
**Rules:**
The Number on the given core stat (Sense, Education, Presence, Might, Limber) is how many d6s you roll when attempting a check using that ability. If you attempt a skill, however you roll a number of d6s equal to the core stat plus an additional number of d6s equal to the bracketed number next to the specific skill.
(For example, if a player with 3 in might, and 2 in intimidation attempted to lift a weight they would only roll 3d6 to see if they succeed, however if they instead threatened an intruder to leave their house they would instead roll 5d6 (3 from might + 2 from intimidation))
On 1 success (rolling a 6, or beating the success requirement via an effort success) (or 2 successes and 1 failure (a failure being having rolled a 1)) you succeed with slight effort. On a success with at least 2 accumulated successes (with a minimum of 2 natural successes), a "double success", you succeed well, and recover either 1 Health or 1 Sanity, whichever would be most reasonable. If you get a success with at least 3 accumulated successes (with a minimum of 3 natural successes) on a skill check (not ability check) that skill is permanently increased by 1, as well as having the benefits of a double success.
A severe failure (rolling 1 failure or 1 success and 2 failures, etc.) Results in the loss of either 1 HTh or 1 STy, whichever is more reasonable.
For example, a severe failure at catching keys might be to swat them away into someone's face, which would result in losing one STy due to embarrassment.
Meanwhile a severe failure at lifting a weight might lead to pulling a muscle and losing one HTh from the pain.
Aside from the natural successes of 6s, there are alternate successes, “Effort successes” which are measured by the combined value of the numbers rolled, according to the list below:
14 tot. - 1 Effort success
18 tot. - 2 Effort success
23 tot. - 3 Effort success
30 tot. - 4 Effort success
An effort success is considered a normal success, however, does not count as a success for the purpose of achieving double or triple success benefits, such as recovering Sanity or bolstering a skill score.
For every 3 points in a skill (Not including the core stat) a character receives 1 automatic success when attempting any roll of that kind.
**Difficulty scaling:**
At level 1 the average roll for any given roll will have a rough 40-50% chance of rolling at least one 6, this means that a slightly challenging, although possible task only requires 1 accumulative success. See the full list for difficulty rating below:
**Moderate:** 1 success (The most common difficulty, anything from dancing impressively to picking a lock).
**Hard:** 2 Successes (A formidable but not unreasonable difficulty, it can be convincing a bouncer you're of age to enter a nightclub or hotwiring a car).
**Relentless:** 3-4 successes(GMs discretion) (An impressive feat, such as convincing a gunman to surrender).
**Legendary:** 5 Successes (An almost reality defying action, such as dodging a bullet).
Using appropriate tools or items may confer 1 or several instant successes. For example, in the bouncer scenario previously described having a well-made fake ID may give you 1 instant success.
**Health & Sanity:**
Health and Sanity are used to track the wellbeing of your character and will impact play somewhat.
**Health =/<50%:** You roll 1 less die for Presence, Might, and Limber, as well as all their related skills as the pain grips your body too tightly to reject.
**Sanity =/<50%:** You roll 1 less die for Sense, Education, and Presence, as well as all their related skills as a flood of panic overtakes your mind.
If either stat falls to 0 or below the character instantly dies, be it from injury, heart attack, shock or whatever else would be most reasonable within the moment.
A character may take a night’s rest to regain 1 Health & 1 Sanity, alternatively they may take medicine to recover Health or Sanity on the fly.
List of pharmaceutical supplies:
*Painkillers:* +1 Health
*Paracetamol:* +2 Health
*Ibuprofen:* +1 Sanity
*Ativan:* +2 Sanity
*Magnesium supplement:* doubles benefit from sleep (+2 Health, +2 Sanity)
Additional medical supplies may be added as the Game Master finds appropriate.
Additionally, at the GMs discretion the player may recover any amount of Health or Sanity by engaging is actions not explicitly stated here, such as attending a deep muscle massage or confessing to a priest.
**Combat:**
Combat, although not the main focus of this system, is extremely fatal and can be over before the first round even finishes.
At the beginning of combat each player rolls a number of d6s equal to their Limber score. The total of this roll determines your position in initiative, with the highest roll first. Each turn lasts around 3-8 seconds and includes 1 move action which is equal to twice a person’s limber score in meters(squares) as well as 1 interaction, this can be for example firing a gun, picking a lock, calling an elevator or reloading.
Weapons, should they ever come up in play, use a similar dice rolling system where rolling a 6 deals 1 damage. However, some weapons use a higher die, such as the sniper's d12 or the knife's d8. The ^ sign after this die represents the fact that this weapon does an additional 1 damage for every number above 6. The ! following a die or number represents the fact that it deals automatic damage, it is counted as if though having rolled that many 6s. The R# shows how many meters there can be between the wielder and the target before they are out of effective range. For every range (R#) interval beyond the first one you deal 1 less damage with the attack. A range interval of R- means it requires physical contact to deal damage and therefore requires the player and enemy to stand next to each other. If a melee weapon (such as the knife listed below) is used at a range beyond its first interval it is thrown. A character may add an additional 1d6 to their melee attacks for every 3 points in their Might score, and 1d6 to their ranged attacks for every 3 Limber.
**Weapons:**
*Unarmed.* 1d6, R-
*Knife.* 1d8^, R1
*Katana.* 1d10^, R-
*Shotgun.* 1d4! + 1!, R6
*Sniper.* 1d12^, R40
*Handgun.* 5d6, R8
*Submachine gun.* 8d6, R10
*Assault rifle.* 1d2! + 2d6, R25
*Car crash.* 1d2! + 1d20^, R-
**Armor & Cover:**
*Kevlar vest.* -1 damage taken.
*Ballistic helmet.* If you are reduced to exactly 0 hit points by an attack you instead survive at 1 hit point. This destroys the helmet.
*EOD suit.* -2 damage taken, if you are reduced to exactly 0 hit points by an attack you instead survive at 1 hit point. This does not destroy the suit.
*Half-Cover.* The enemy requires 1 more success in order to deal damage to you, you still take full damage.
*Heavy Cover.* The enemy requires 2 more successes in order to hit you, you take 1 less damage if you are hit.
*Full Cover.* You cannot be hit.
More weapons, such as a torch or lead pipe may be made at the GMs discretion, additionally, depending on the material of the cover the GM may decide if a weapon can even penetrate it at all.
**Common NPC Statblocks & Suggested names:**
*Paramedic/Doctor.*
Sense 3 (Reason 1)
Education 4 (Medicine 1)
Presence 3
Might 3
Limber 3
Health 3/3
Sanity 4/4
*Therapist.*
Sense 3 (Pressure 1)
Education 3
Presence 4 (Consolation 1
Might 3
Limber 3
Health 3/3
Sanity 3/3
*Soldier/Armed guard.*
Sense 4
Education 3
Presence 3 (Intimidation 1)
Might 4 (Breach 1, Toughness 1)
Limber 4 (Climb 1)
Health 5/5
Sanity 4/4
*Civilian.*
Sense 3
Education 3
Presence 3
Might 3
Limber 3
(Any two personal interest skills)
Health 3/3
Sanity 3/3
*Police Officer.*
Sense 3 (Intuition 1)
Education 3 (Structure 1)
Presence 3 (Intimidation 1)
Might 4 (Toughness 1)
Limber 3 (Crawl 1)
Health 5/5
Sanity 3/3
*Burglar.*
Sense 2 (Intuition 1)
Education 2
Presence 2 (Stealth 1)
Might 3
Limber 4 (Climb 1, Swipe 1)
Health 3/3
Sanity 2/2
*Mechanic.*
Sense 3 (Reason 1)
Education 4 (Structure 1)
Might 4 (Breach 1)
Limber 4 (Crawl 1)
Health 4/4
Sanity 4/4
*Politician.*
Sense 3 (Pressure 1)
Education 4
Presence 4 (Consolation 1)
Might 2
Limber 2
Health 2/2
Sanity 3/3
*Bartender.*
Sense 3 (Intuition 1)
Education 3 (Visual Calculus 1)
Presence 4 (Consolation 1)
Might 3 (Indulgence 1)
Limber 2
Health 3/3
Sanity 3/3
*Street vendor.*
Sense 3
Education 2
Presence 3 (Stealth 1)
Might 2 (Indulgence 1)
Limber 2
Health 2/2
Sanity 3/3
*Chemist.*
Sense 3 (Reason 1)
Education 4 (Medicine 1, Visual Calculus 1)
Presence 2
Might 2
Limber 2
Health 2/2
Sanity 4/4
*Model.*
Sense 2 (Intuition 1)
Education 2
Presence 4 (Consolation 1)
Might 2
Limber 3 (Climb 1)
Health 2/2
Sanity 2/2
*Construction worker.*
Sense 3 (Reason 1)
Education 3 (Structure 1)
Presence 2
Might 4 (Breach 1, Toughness 1)
Limber 4 (Crawl 1)
Health 4/4
Sanity 4/4
*Business owner.*
Sense 3 (Pressure 1)
Education 4 (Visual Calculus 1)
Presence 3 (Intimidation 1)
Might 2
Limber 2
Health 2/2
Sanity 3/3
*Professor.*
Sense 3 (Reason 1)
Education 4 (Visual Calculus 1, Medicine 1)
Presence 3
Might 2
Limber 2
Health 2/2
Sanity 4/4
*Detective.*
Sense 4 (Intuition 1, Reason 1)
Education 3 (Structure 1)
Presence 3 (Intimidation 1)
Might 3
Limber 3 (Crawl 1)
Health 3/3
Sanity 5/5
*Retired Pilot.*
Sense 3 (Intuition 1)
Education 3 (Visual Calculus 1)
Presence 2
Might 2 (Toughness 1)
Limber 2 (Climb 1)
Health 3/3
Sanity 3/3
*Boyscout.*
Sense 3 (Intuition 1)
Education 2
Presence 2
Might 2 (Toughness 1)
Limber 3 (Climb 1)
Health 3/3
Sanity 3/3
*Heavy smoker.*
Sense 3 (Pressure 1)
Education 2
Presence 2
Might 2 (Indulgence 1)
Limber 2
Health 2/2
Sanity 3/3
*Bowler.*
Sense 3 (Intuition 1)
Education 2
Presence 2 (Consolation 1)
Might 2
Limber 3 (Swipe 1)
Health 2/2
Sanity 3/3
*Lord/Count.*
Sense 3 (Reason 1)
Education 4 (Structure 1)
Presence 4 (Intimidation 2)
Might 2
Limber 2
Health 2/2
Sanity 4/4
*Biker.*
Sense 3 (Intuition 1)
Education 2
Presence 2 (Intimidation 1)
Might 4 (Toughness 1, Indulgence 1)
Limber 3 (Crawl 1)
Health 5/5
Sanity 3/3
Names:
**A/N:**
This system isn’t meant to be played past 10th level due to difficulty and damage balancing, please take this into consideration during gameplay.
A roleplaying system
Made by Elias Kronqvist-Wilhelmsson.
Character sheet:
*"In that lukewarm bog of shallow compliments and half-truths... You were born."*
Name: _____
[0] ***Sense*** (Your internal dialogue, how you make sense of the world.)
- [0]*Intuition* (Knowing if something is off, remembering if you forgot to turn your stove off.)
- [0]*Pressure* (Pushing people into a corner socially, leading the conversation and extracting information.)
- [0]*Reason* (Understanding social queues and others' behavior based on previous events, increases Sanity.)
[0] ***Education*** (Book smarts, your logical and abstract thoughts.)
- [0]*Medicine* (Your understanding of pain and how to treat it.)
- [0]*Structure* (Seeing the integrity of things, knowing if they will be reasonably compromised.)
- [0]*Visual calculus* (Imagination, ability to understand verbal descriptions of events.)
[0] ***Presence*** (How well you present and articulate yourself, regalness.)
- [0]*Consolation* (Calming stressed, scared or terrified persons. Convincing people to open up more.)
- [0]*Intimidation* (Convincing people to do your bidding- or to reconsider theirs.)
- [0]*Stealth* (Ability to conceal things and yourself.)
[0] ***Might*** (Your general physique and fitness.)
- [0]*Breach* (Ability to break things, kicking in a door, chopping wood.)
- [0]*Indulgence* (Alcohol tolerance, resistance to mind altering substances including drugs, coffee, chloroform and carbon monoxide, addiction resistance.)
- [0]*Toughness* (Ability to perform well whilst in severe pain, poison tolerance, increases Health.)
[0] ***Limber*** (Your dexterity and ability to contort yourself.)
- [0]*Climb* (Moving along unintentional vertical surfaces, climbing whilst encumbered.)
- [0]*Crawl* (Fitting in small spaces, moving aptly whilst prone.)
- [0]*Swipe* (Sleight of hand, stealing things, deploying caltrops etc.)
**HLt(Health): X/X** *(Might+Toughness)*
**STy(Sanity): Y/Y** *(Sense+Reason)*
**Indignation: Z/Z**
**Frustration [0]**
**Character creation:**
At character creation (level 1) the player distributes 16 points between the core 5 stats (Sense, Education, Presence, Might, Limber) or (for quick sessions) rolls 5d4 assigns them in the order rolled, and adds 1 to each stat.
All skills have a base of 0 at character creation, and the player may choose three of the 15 skills to increase by 1 point.
At every consequent level the player may increase any two skills of their choice by 1 (or one skill by 2).
Every 4 levels (starting at 4th) the player instead increases one core stat by 1.
Starting at 1st level, and again every 3 levels thereafter the character gains a point of indignation. Indignation can be expended after rolling to ignore one failure roll (a 1), it does not grant you one success, it simply removes one failure.
A player regains all their indignation after a full night's rest.
Additionally, each time a player loses a point of health or sanity from a severe failure they gain 1 point of Frustration, a player may spend a point of Frustration to gain 1 automatic success on a damage roll using a weapon. A character loses 1 point of Frustration at the end of every full night’s rest. A player can hold a maximum amount of frustration equal to their maximum Indignation.
**Rules:**
The Number on the given core stat (Sense, Education, Presence, Might, Limber) is how many d6s you roll when attempting a check using that ability. If you attempt a skill, however you roll a number of d6s equal to the core stat plus an additional number of d6s equal to the bracketed number next to the specific skill.
(For example, if a player with 3 in might, and 2 in intimidation attempted to lift a weight they would only roll 3d6 to see if they succeed, however if they instead threatened an intruder to leave their house they would instead roll 5d6 (3 from might + 2 from intimidation))
On 1 success (rolling a 6, or beating the success requirement via an effort success) (or 2 successes and 1 failure (a failure being having rolled a 1)) you succeed with slight effort. On a success with at least 2 accumulated successes (with a minimum of 2 natural successes), a "double success", you succeed well, and recover either 1 Health or 1 Sanity, whichever would be most reasonable. If you get a success with at least 3 accumulated successes (with a minimum of 3 natural successes) on a skill check (not ability check) that skill is permanently increased by 1, as well as having the benefits of a double success.
A severe failure (rolling 1 failure or 1 success and 2 failures, etc.) Results in the loss of either 1 HTh or 1 STy, whichever is more reasonable.
For example, a severe failure at catching keys might be to swat them away into someone's face, which would result in losing one STy due to embarrassment.
Meanwhile a severe failure at lifting a weight might lead to pulling a muscle and losing one HTh from the pain.
Aside from the natural successes of 6s, there are alternate successes, “Effort successes” which are measured by the combined value of the numbers rolled, according to the list below:
14 tot. - 1 Effort success
18 tot. - 2 Effort success
23 tot. - 3 Effort success
30 tot. - 4 Effort success
An effort success is considered a normal success, however, does not count as a success for the purpose of achieving double or triple success benefits, such as recovering Sanity or bolstering a skill score.
For every 3 points in a skill (Not including the core stat) a character receives 1 automatic success when attempting any roll of that kind.
**Difficulty scaling:**
At level 1 the average roll for any given roll will have a rough 40-50% chance of rolling at least one 6, this means that a slightly challenging, although possible task only requires 1 accumulative success. See the full list for difficulty rating below:
**Moderate:** 1 success (The most common difficulty, anything from dancing impressively to picking a lock).
**Hard:** 2 Successes (A formidable but not unreasonable difficulty, it can be convincing a bouncer you're of age to enter a nightclub or hotwiring a car).
**Relentless:** 3-4 successes(GMs discretion) (An impressive feat, such as convincing a gunman to surrender).
**Legendary:** 5 Successes (An almost reality defying action, such as dodging a bullet).
Using appropriate tools or items may confer 1 or several instant successes. For example, in the bouncer scenario previously described having a well-made fake ID may give you 1 instant success.
**Health & Sanity:**
Health and Sanity are used to track the wellbeing of your character and will impact play somewhat.
**Health =/<50%:** You roll 1 less die for Presence, Might, and Limber, as well as all their related skills as the pain grips your body too tightly to reject.
**Sanity =/<50%:** You roll 1 less die for Sense, Education, and Presence, as well as all their related skills as a flood of panic overtakes your mind.
If either stat falls to 0 or below the character instantly dies, be it from injury, heart attack, shock or whatever else would be most reasonable within the moment.
A character may take a night’s rest to regain 1 Health & 1 Sanity, alternatively they may take medicine to recover Health or Sanity on the fly.
List of pharmaceutical supplies:
*Painkillers:* +1 Health
*Paracetamol:* +2 Health
*Ibuprofen:* +1 Sanity
*Ativan:* +2 Sanity
*Magnesium supplement:* doubles benefit from sleep (+2 Health, +2 Sanity)
Additional medical supplies may be added as the Game Master finds appropriate.
Additionally, at the GMs discretion the player may recover any amount of Health or Sanity by engaging is actions not explicitly stated here, such as attending a deep muscle massage or confessing to a priest.
**Combat:**
Combat, although not the main focus of this system, is extremely fatal and can be over before the first round even finishes.
At the beginning of combat each player rolls a number of d6s equal to their Limber score. The total of this roll determines your position in initiative, with the highest roll first. Each turn lasts around 3-8 seconds and includes 1 move action which is equal to twice a person’s limber score in meters(squares) as well as 1 interaction, this can be for example firing a gun, picking a lock, calling an elevator or reloading.
Weapons, should they ever come up in play, use a similar dice rolling system where rolling a 6 deals 1 damage. However, some weapons use a higher die, such as the sniper's d12 or the knife's d8. The ^ sign after this die represents the fact that this weapon does an additional 1 damage for every number above 6. The ! following a die or number represents the fact that it deals automatic damage, it is counted as if though having rolled that many 6s. The R# shows how many meters there can be between the wielder and the target before they are out of effective range. For every range (R#) interval beyond the first one you deal 1 less damage with the attack. A range interval of R- means it requires physical contact to deal damage and therefore requires the player and enemy to stand next to each other. If a melee weapon (such as the knife listed below) is used at a range beyond its first interval it is thrown. A character may add an additional 1d6 to their melee attacks for every 3 points in their Might score, and 1d6 to their ranged attacks for every 3 Limber.
**Weapons:**
*Unarmed.* 1d6, R-
*Knife.* 1d8^, R1
*Katana.* 1d10^, R-
*Shotgun.* 1d4! + 1!, R6
*Sniper.* 1d12^, R40
*Handgun.* 5d6, R8
*Submachine gun.* 8d6, R10
*Assault rifle.* 1d2! + 2d6, R25
*Car crash.* 1d2! + 1d20^, R-
**Armor & Cover:**
*Kevlar vest.* -1 damage taken.
*Ballistic helmet.* If you are reduced to exactly 0 hit points by an attack you instead survive at 1 hit point. This destroys the helmet.
*EOD suit.* -2 damage taken, if you are reduced to exactly 0 hit points by an attack you instead survive at 1 hit point. This does not destroy the suit.
*Half-Cover.* The enemy requires 1 more success in order to deal damage to you, you still take full damage.
*Heavy Cover.* The enemy requires 2 more successes in order to hit you, you take 1 less damage if you are hit.
*Full Cover.* You cannot be hit.
More weapons, such as a torch or lead pipe may be made at the GMs discretion, additionally, depending on the material of the cover the GM may decide if a weapon can even penetrate it at all.
**Common NPC Statblocks & Suggested names:**
*Paramedic/Doctor.*
Sense 3 (Reason 1)
Education 4 (Medicine 1)
Presence 3
Might 3
Limber 3
Health 3/3
Sanity 4/4
*Therapist.*
Sense 3 (Pressure 1)
Education 3
Presence 4 (Consolation 1
Might 3
Limber 3
Health 3/3
Sanity 3/3
*Soldier/Armed guard.*
Sense 4
Education 3
Presence 3 (Intimidation 1)
Might 4 (Breach 1, Toughness 1)
Limber 4 (Climb 1)
Health 5/5
Sanity 4/4
*Civilian.*
Sense 3
Education 3
Presence 3
Might 3
Limber 3
(Any two personal interest skills)
Health 3/3
Sanity 3/3
*Police Officer.*
Sense 3 (Intuition 1)
Education 3 (Structure 1)
Presence 3 (Intimidation 1)
Might 4 (Toughness 1)
Limber 3 (Crawl 1)
Health 5/5
Sanity 3/3
*Burglar.*
Sense 2 (Intuition 1)
Education 2
Presence 2 (Stealth 1)
Might 3
Limber 4 (Climb 1, Swipe 1)
Health 3/3
Sanity 2/2
*Mechanic.*
Sense 3 (Reason 1)
Education 4 (Structure 1)
Might 4 (Breach 1)
Limber 4 (Crawl 1)
Health 4/4
Sanity 4/4
*Politician.*
Sense 3 (Pressure 1)
Education 4
Presence 4 (Consolation 1)
Might 2
Limber 2
Health 2/2
Sanity 3/3
*Bartender.*
Sense 3 (Intuition 1)
Education 3 (Visual Calculus 1)
Presence 4 (Consolation 1)
Might 3 (Indulgence 1)
Limber 2
Health 3/3
Sanity 3/3
*Street vendor.*
Sense 3
Education 2
Presence 3 (Stealth 1)
Might 2 (Indulgence 1)
Limber 2
Health 2/2
Sanity 3/3
*Chemist.*
Sense 3 (Reason 1)
Education 4 (Medicine 1, Visual Calculus 1)
Presence 2
Might 2
Limber 2
Health 2/2
Sanity 4/4
*Model.*
Sense 2 (Intuition 1)
Education 2
Presence 4 (Consolation 1)
Might 2
Limber 3 (Climb 1)
Health 2/2
Sanity 2/2
*Construction worker.*
Sense 3 (Reason 1)
Education 3 (Structure 1)
Presence 2
Might 4 (Breach 1, Toughness 1)
Limber 4 (Crawl 1)
Health 4/4
Sanity 4/4
*Business owner.*
Sense 3 (Pressure 1)
Education 4 (Visual Calculus 1)
Presence 3 (Intimidation 1)
Might 2
Limber 2
Health 2/2
Sanity 3/3
*Professor.*
Sense 3 (Reason 1)
Education 4 (Visual Calculus 1, Medicine 1)
Presence 3
Might 2
Limber 2
Health 2/2
Sanity 4/4
*Detective.*
Sense 4 (Intuition 1, Reason 1)
Education 3 (Structure 1)
Presence 3 (Intimidation 1)
Might 3
Limber 3 (Crawl 1)
Health 3/3
Sanity 5/5
*Retired Pilot.*
Sense 3 (Intuition 1)
Education 3 (Visual Calculus 1)
Presence 2
Might 2 (Toughness 1)
Limber 2 (Climb 1)
Health 3/3
Sanity 3/3
*Boyscout.*
Sense 3 (Intuition 1)
Education 2
Presence 2
Might 2 (Toughness 1)
Limber 3 (Climb 1)
Health 3/3
Sanity 3/3
*Heavy smoker.*
Sense 3 (Pressure 1)
Education 2
Presence 2
Might 2 (Indulgence 1)
Limber 2
Health 2/2
Sanity 3/3
*Bowler.*
Sense 3 (Intuition 1)
Education 2
Presence 2 (Consolation 1)
Might 2
Limber 3 (Swipe 1)
Health 2/2
Sanity 3/3
*Lord/Count.*
Sense 3 (Reason 1)
Education 4 (Structure 1)
Presence 4 (Intimidation 2)
Might 2
Limber 2
Health 2/2
Sanity 4/4
*Biker.*
Sense 3 (Intuition 1)
Education 2
Presence 2 (Intimidation 1)
Might 4 (Toughness 1, Indulgence 1)
Limber 3 (Crawl 1)
Health 5/5
Sanity 3/3
Names:
- Abigail Carter.
- Alexander DeBois.
- Agatha Myers.
- Blake Hart.
- Chad Abernathy.
- Cynthia Moore.
- Dennis Davis.
- Devin Keller.
- Diana Jenkins.
- Donovan Hult.
- Dunn Tucker.
- Elizabeth Mercer.
- Gareth Smith.
- Heckler Hoffman.
- Jeremy Fern-Lindh.
- Jill Abernathy.
- Karen Simmons.
- Kim Brown.
- Morgan Delle.
- Stephan Bergen.
- Stephanie Larsson.
- Timothy Harkins.
**A/N:**
This system isn’t meant to be played past 10th level due to difficulty and damage balancing, please take this into consideration during gameplay.