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Level Professions

Name Ancestry
Jhon Wick

Description
Human

Novice
S 6 Spy
Detective
Engineering

Rogue
1 Expert
Artificer
I
Master
S Power
N
Talents 2 Magic
Nimble Recovery You can use an
action to heal damage equal to Technomancy
your healing rate and then move
up to half your Speed without
rength elle rception MAGIC WRENCH TECHNOMANCY
triggering free attacks. Once you St Int ct Pe
ATTACK 0
use this talent, you cannot use it 11
Target One creature or object within
again until after you complete a 11 11
Size short range
rest.
You create and chuck a wrench. Make an
Trickery Once per round, you can +1
make an attack roll or challenge 1 +1 Intellect attack roll against the target’s
Defense. On a success, the target takes
roll with 1 boon. Speed

If you attack with 1 boon from this


Damage n
Insa ity
1d6 + 1 damage and falls prone.
10 Attack Roll 20+ The target becomes also
talent, your attack deals 1d6 extra
impaired until the end of the round.
damage.
Exploit Opportunity Once per
round, when the total of your
Agility Will BOLT THROWER TECHNOMANCY
attack roll is 20 or higher and +2 +0 ATTACK 1
exceeds the target number by at 12 10 Area A cube, 1 yard on a side, originating
least 5, you can take another turn from a point you can reach and resting
at any point before the end of the
on a solid surface
round.
Duration 1 minute
Roguery Talent: Magic Increase ling Rat
ea You create a Size 1 crossbow turret in the
e
H

your Power by 1 and discover one area. The turret has Defense 5 and Health
7
tradition. Then, make two choices: Defense rruption
Co equal to your Intellect score. It lasts for
discover one tradition or learn one
spell for each. If you choose this 14 Health the duration or until destroyed. At the
talent a second time, increase your end of each round, the turret fires at one
Power by 1 and discover a new target creature or object within long
29 range. Make an Intellect attack roll
tradition or learn one spell.
against the target’s Defense. On
Dirty Tricks Your attacks deal 1d6
extra damage when you make an a success, the target takes 2d6 damage.
Idiomas: Attack Roll 20+ The target takes 1d6
I
attack roll with 1 boon.
Rogue Cunning You can use
Trickery twice per round.
Magic You discover a tradition or
Inglês
Francês
Latim
extra damage.
FLAMETHROWER TECHNOMANCY
UTILITY 2
T
learn one spell. Duration See the effect
Artificer’s Bag You have a bag You create a flamethrower, a weapon
Weapons
filled with spare parts you use Equipment that has six uses. It appears in your
to create
Pistol
You
2d6,equipment
measure the
you need.
Off Hand, Misfire,
number of
(medium), reload, uses bullets.
in gold crowns, though the parts
are worthless to anyone other
range
parts a - Artificer's Bag
- Adventurer's Pack
- Cigar box
H
hands, or at your feet if you don’t have a
hand free. When the last use is
expended, the flamethrower crumbles
into spare parts. A creature wielding the
Rifle
than 3d6,
(long),
Two
you or
gc value
Hands,artificer.
another
of these
reload,
Misfire, The
spare
uses parts is
bullets.
equal to twice your group level.
You can use an action to begin
range
- Magnifying glass
- 5 flasks of Holy Water
E flamethrower can use an action to
expend a use, which looses flames across
a line, 5 yards long and 1 yard wide, from
a point the creature can reach.
- Holy Cross
assembling parts from your bag
into a suit of armor, a weapon, - Cloak (suit) with 16 pockets
ammunition, or an engineering - Reputation for beeing a badass
item by spending parts from the
bag with a value equal to the
item’s price. It takes 1 minute to

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