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Hallowed

Stats:
Health
Sanity
Essence
Races:
Aristocrates
The undesirables
The country Folk
The Working Class
Backgrounds:
Orphan
Lost Twin
Dark Fate
Fate seer
Dark secret
Cursed fortune
Ex Clergy
Puppett
Medium
True Bealeiver
Keeper of a relic
Occultist
Renfeild
Host
Awakened
Risen
Other
Jobs:
Smuggler
Companion
Kingpin
Clergy
Investigator
Thug
Illusionist
Professor
Scientist
Artist
Butler/Maid
Ariciologist
Cowboy
Entertainer
Reporter
Town drunk
Craftsmen
Soldier

Pit fighter
Woodsmen
Hunter
Politician
Student
Phyciitrist
Other

Skills:
Blades
Firearms
Fists
Lore
Seduction
Poison
Stealth
Acedemics
Intimidation
Interogation
Bargining
slight of hand
Insight
Belif
Composor
Occult
Art
Repair
Phycietry
Medicine
Magic:
Shamanism
Faith
Necromancy
Elder
Rules
All weapons deal 1 damage unless specializes
Must specialize to dual weild dual wealding only dose 1 damage
Only alowed one specialization per weopon.
Every magic circle requires the loss of a sanity Elder requires 2. The sanity Lost this way cant be
Heald.
Every 2 Sanity Lost requires the Player to drow from the Sanity Deck.

Magic:
Shamanism
Call element (2)
Can throw an elemental blast of the weilders choosing Doing 3 damage.
Soothsay(2)
By reading cards,casting runes or sending themselves in a trance the Shaman can ask one
yes or no question of the a Game Master.

Faith
Healing Light(2)
A healing ball of light sournds the Weilders hands. By touching a themselves or a wounded
Person this Spell heals 3 points of Health.
Know The Wicked(Passive)
Those of faith can smelll Ender And Necro Taint on those around them. Further more They Have a
free negation on Spells and social skills used by those tainted one per person.

Necromancy
Raise Dead (3)
You may raise any Mortal beings remians in your presense.They become a shambling Undead
creature and can only cary out basic 3 word comands. Creatures smaller then cats cannot be
reanimated. Renamimation must be donr in the presence of a GM.
Speak With dead (1)
The weilder of this spell may ask 3 quetions of a dead Human being.This commouniction crouses
any lanuage bariers.

Elder
Cause Madness (2)
The weilder of this spell May inflift 2 points of insanity Damage. To a target.
That target can imidietly ask a yes our no question retaining to the Plot from a GM before Pulling a
card from the Insanity Deck. The elder may do this to themsealves.
My Dreams a Darker then You (-2 Sanity Passive)
The weilder of this spell is imunne to Sanity tests by monsters.
And Always sees a Monsters true Form. Much like the Sanity loss from gaining this occult
Knowledge this Sanity loss can never be healed.

Race:
Aristocrates: Health 6 Sanity 9 Essence 4
Seduction
Firearms
Interogation
Art
Acedemics
The undesirables: Health 5 Sanity 8 Essence 6
slight of hand
Fists
Stealth
Intimidation
Seduction
The country Folk: Health 6 Sanity 5 Essence 8
Blades
Medicine
Belif
Insight
Poison
The Working Class: Health 6 Sanity 6 Essence 6
Repair
Composor
Insight
Lore
Bargining

Jobs:
Smuggler:Bargining,Slight of hand
Kingpin: Intimidation,Interogation
Clergy:Belif,Composer
Investigator:Insight,Stealth
Thug:Fists,Intarogation
Illusionist:Slight of hand, Occult
Scientist: Acedemics,Poison
Artist: Art,Repair
Butler/Maid:Repair,Composor
Ariciologist:Acedemics,Occult
Cowboy:Firearms,Slight of hand
Entertainer:Seduction,Art
Reporter:Insight,interogation
Town drunk:Insight,Poison
Craftsmen:Repair,Firearms or Blades
Soldier:Firearms,intimidation
Pit fighter:Fists,Intimidation
Hunter:Firearms,Bargining
Politician:Acedemics.Intimidation
Student:Acedemics,Art
Phyciitrist,Phycietry,composor.
Other :Pick two

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