ThenThereWereThings

German Stoof

Sep 30th, 2015
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  1. >*Mentor Spirits*<
  2. Oak
  3. +2 Dice for throws on recalling Memory
  4. Magicians: +2 Dice for "Perception" Spells, Rituals and Alchemics
  5. Adepts: 1 Level of Mystic Armor
  6.  
  7. Disadvantage: You need to make a CHA+Will (3) test to flee out of a dangerous area instead of waiting till the danger passed.
  8.  
  9. ========
  10.  
  11. Artisan:
  12.  
  13. +2 Dice on EITHER Artisan OR Forgery
  14. Magician: + Dice on Illusion Spells, Rituals and Alchemics
  15. Adept: +1 level of improved Potential (Limit)
  16.  
  17. If you fail for two weeks to find an audience for a presentation of your ability, you have to make a WIL+ CHA (3) test.
  18. If you fail, you fall into depression (-2 Dice for every Skillcheck linked to Log, Int, Cha) for 1D6 Days. After that (or if you succeeded in the the Wil+Cha test) begins a new 14 Day period where you have to show off your skill.
  19.  
  20. =====
  21.  
  22. Blacksmith
  23.  
  24. +2 Dice on either Artisan OR alchemy
  25. Magician: +2 Dice on summoning fire spirits
  26. Adept: 2 levels of improved precision (skill)
  27.  
  28. You have to pass a Cha + Wil (3) check to refrain from instantanously avenging an insult
  29.  
  30. ====
  31.  
  32. Gambler
  33.  
  34. +2 Dice for either Con OR Palming
  35. Magician: +2 Dice for Manipulation Spells, Rituals and alchemics
  36. Adept: 2 levels of danger sense
  37.  
  38. You get the "distinctive Style" quality without Karma
  39.  
  40. ====
  41.  
  42. The Dachshund:
  43.  
  44. He is a self-confident Hunter. He feels right at home in tunnels and underground facilities, the more narrow, the better. He is a maverick, who comes to his own decisions. Followers of Dachshund rarely subordinate themselves under a leader.
  45.  
  46. Advantages:
  47. All: +2 Dice for Tracking
  48. Mages: +2 Dice for Spells, Rituals and Alchemics of the "Detection" Class.
  49. Adept: 2 free levels of combat sense
  50.  
  51. Disadvantage:
  52. A follower of Dachshund must succeed in a WIL+CHA (3) test, to follow the orders of a leader or a abide to a group decision
  53.  
  54. ====
  55.  
  56. Electro Marten
  57.  
  58. Electro Martens are lively and playful with a disposedness towards electronic systems and signals.
  59. Followers are very social and loyal towards their group. They are sympathetic towards the modern world with all of its technical toys, but sometimes overestimate their abilites.
  60.  
  61. Advantages:
  62. All:+2 Dice on either Electronic Warfare or Hardware
  63. Mage:+2 Dice for Spells, Rituals and Alchemics of the Illusion Class
  64. Adept: Free Elemental Strike
  65.  
  66. Disadvantage: They have problems discerning between different signals. A follower of Electro Marten has to succeed in a CHA + WIL (3) test to not loose himself into the signals or follow the wrong one. In stressful situations, he is distracted for 3 Combatrounds, minus 1 for each hit. If he has no hits, he involuntarily attracts attention in the System.
  67.  
  68. ====
  69.  
  70. The Klabautermann
  71.  
  72. This Spirit Warden, who appears especially for Seafarers and coastal inhabitants, behaves similiar to the legendary figure. He grants his followers an intuitive grasp for ships and whispers them warnings of imminent threads. As soon as he becomes visible though, disaster is imminent. At least thats what his followers believe.
  73.  
  74. Advantage:
  75. All: +2 Dice for tests releated to seafaring tests
  76. Mage: + 2 Dice for Spells, Rituals and Alchemics of the Detection Category
  77.  
  78. Disadvantage: Whenever a follower of Klabautermann is in Danger (whether real or in his imagination), or whenever he stays on a means of transportation (be it ship, car, plane or train) for prolonged times, he has to make a WIL + CHA (3) test. If he fails, the Character thinks he saw the Klabautermann. He falls into panic and tries to flee and might try to persuade others of the foolishness of their venture.
  79.  
  80. ====
  81.  
  82. Luna:
  83. Like the inapproachable celestial body, Luna as an often revered goddess is both mysterious and moody. She is free and wild, then gently and protectively and diligently consistent with the essence of nature. All facets of womanhood are united within her, and within her predominantly female worshipers, one or more of these are dominating alternatingly.
  84.  
  85. Advantages:
  86. All: + 2 Dice for Negotiation tests
  87. Mage: +2 Dice for Spells, Rituals and Alchemics of the Illusion category
  88. Adept: 2 levels of Improved Ability (SKILL) or 1 level of magic resistance for free
  89.  
  90. Disadvantages:
  91. Luna is independent and free. A follower of Luna must make a CHA+WIL (3) test, if she wants to follow a direct order that doesn't suit her actual personal and sole wishes.
  92. ESPECIALLY if her own logic tells her that it would be better to put back her own desires.
  93.  
  94. ====
  95.  
  96. The Tatzelwurm
  97.  
  98. Magicians that follow Tatzelwurm are short-tempered, impatient and often think of violence as the right solution.
  99. Followers of Tatzelwurm often live alone and reclusive near Mountains or beneath the earth, where they feel more comfortable then elsewhere.
  100.  
  101. Advantages:
  102. All: +2 Dice for unarmed combat
  103. Mage: +2 Dice to summon Earth spirits
  104. Adept: 1 free level of critical strike
  105.  
  106. Disadvantage:
  107. Followers of Tatzelwurm get the negative Quality "Combat Junkie" (Run&Gun) without Karma.
  108.  
  109. ====
  110.  
  111. The Wolpertinger
  112.  
  113. Followers of Wolpertinger have good reflexes and a sixth sense for danger. Anybody that tries to attack them, will realise its not easy to hit them and followers of Wolpertinger are always pent-up and ready to flee, as soon as they notice the slightest indication of danger.
  114.  
  115. Advantage:
  116. All: +2 Dice for dodging tests*
  117. Mage: +2 Dice for Spells, Rituals and Alchemics of the Illusion Category
  118. Adept: 2 levels of danger sense for free
  119.  
  120. Disadvantage:
  121. Whenever the follower of Wolpertinger is in danger (real or imagined), he has to succeed in a WIL+CHA (3) test to not immedeatly succumb to his urge to flee.
  122.  
  123. *not really clear if only in combat or also elsewhere
  124.  
  125. >*Guns*<
  126. Walther PP110
  127. Light Pistol
  128.  
  129. Acc: 7 Dmg: 7P AP 0 Modes: SA, RC 0 Ammo: 16(c) Avl: 7R, 325€
  130.  
  131. Metahuman Adaption, Tactical Lamp, Advanced Safety
  132.  
  133. =======
  134.  
  135. HK MP75
  136. SMG
  137.  
  138. Acc 6(8), Dmg: 9P, AP-1, Mode: SA/BF/FA, RC: 2, Ammo: 30(c), Avl: 12F 1000€
  139.  
  140. Standard Upgrade: GasVent 2, Smartgun, Advanced Safety (normal, biometric), fires Assault Rifle Ammo
  141.  
  142. =======
  143.  
  144. Mannlicher Marpingen Pro D
  145. 3 Barrels, 2 Shotgun, 1 Rifle
  146.  
  147. Shotgunbarrels:
  148. Acc: 5, Dmg: 12P(F), AP: -1, Mode: SS, RC(1), Ammo: 2(b) (1 shell in each barrel)
  149.  
  150. Riflebarrel:
  151. Acc 6, Dmg 11P, AP-4, Mode: SA, RC(1), Ammo 6(m)
  152.  
  153. Avl: 5E, 1800€
  154. Both Shotgunbarrels can be fired together as a salve and have the range of Shotguns, the Rifle barrel uses Sniper Ranges.
  155.  
  156. Standard Upgrade: Powered Slide Mount
  157.  
  158. Note: There is no note on it where the one point of RC is coming from, but there is a Shock-Pad on the illustration, so it probably should have one.
  159.  
  160. =======
  161.  
  162. Mannlicher Dirmingen SX BD
  163. Hunting Rifle
  164.  
  165. 3 Barrels, 1 Shotgun, 1 Rifle, 1 Small Caliber
  166.  
  167. Shotgunbarrel:
  168.  
  169. Acc 5, Dmg 13P(F), AP: 0, Mode: SS, RC (1), Ammo 1(b)
  170.  
  171. Riflebarrel:
  172. Acc 6, Dmg 12P, AP: -3, Mode: SS, RC (1), Ammo 1(b)
  173.  
  174. Small caliber barrel:
  175. Acc 6, Dmg 6P, AP: 0, Mode: SA, RC (1), Ammo: 10 (c)
  176.  
  177. Avl: 6R, 1550€
  178.  
  179. The Riflebarrel uses the ranges of Shotguns (Slugs), the Shotgunbarrel the range of Shotguns (flechette), the small caliber barrel the ranges for automatic pistols. You can only shoot ONE Barrel per Action.
  180.  
  181. Standard Upgrade: extendable stock
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