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#5
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Don't be afraid to spin the WHEEL OF FORTUNE!

The circles are spun in order. After the first circle, you can:
1. Spin again and move on to the next one
2. Move on to the next one
3. End 
And so on up to the fourth circle

Circle of the Soul

Stutterer (5%)
The character cannot speak clearly. -3 to etiquette and charisma
Madman (25%)
A random mental deviation
S (10%)
+10% to damage, +1 to sanity when dealing damage
M (10%)
-10% incoming damage, +1 to sanity when taking damage
Genius (5%)
Any peaceful activity is more effective, +4 to intellect
Idiot (10%)
Any peaceful activity is ineffective, -4 to intellect
Braveheart (5%)
Fear check rolls are doubled, sanity cannot be reduced during combat
Coward (10%)
The character gets -1 to sanity each round of combat. A chance to avoid participating in a group battle. All fear checks fail automatically
Leader (5%)
+5 to etiquette, ability to recruit NPCs into the party
Oblivion (10%)
The character remembers nothing
Liar (20%)
Meaningful truthful remarks reduce sanity. The character is harder to catch in a lie
Loner (10%)
All attributes decrease by a third when the character acts in a group and increase by a third when acting alone. Communication lowers sanity.

Circle of Life

Healthy (15%)
+5 to endurance
Dexterous (10%)
+5 to reflexes
Eagle Eye (10%)
+5 to accuracy for ranged attacks, the character automatically passes perception checks
Giant (5%)
+5 to strength and endurance, -2 to reflexes, -2 to etiquette and charisma
Beauty (5%)
The character is very handsome
Glass (10%) Endurance is always 1, +3 to HP, +5 to strength, reflexes, and intellect
Blind (5%)
The character is blind
Deaf (5%)
The character is deaf and mute
Sickly (30%)
A random incurable disease
Cripple (10%)
A random incurable injury
Ugly (10%)
The character is extraordinarily ugly
Shadow (10%)
+10 to stealth. The character's appearance cannot be remembered; NPCs ignore all non-hostile actions except persistent attempts at dialogue

Circle of People

Rich (10%)
+1-20 gold coins at the start
Relic (5%)
A valuable item at the start (type determined by the player)
Noble (15%)
+10 to etiquette among the aristocracy, +10 to charisma among commoners, improved starting equipment
Commoner (30%)
No starting capital, worse equipment, -1 to all characteristics
Outcast (10%)
-4 to authority and charisma, no starting capital or equipment
Great Warrior (10%)
A free combat specialization devised by the player, +8 XP for it
Authority (15%)
The character has access to and influence within some organization matching their skills (order, gang, etc.)
Loyal Companion (15%)
The player has the right to create a second character
Nemesis (10%)
A sworn enemy pursues the character
Slave (15%)
The character starts the game as a slave of another character
Slave Owner (10%)
The character starts the game with 1-3 slaves created by the GM

 

Circle of the Void

Unlock vampire origin (5%)
Unlock doppelganger origin (5%)
Unlock mage specialization (5%)
Zero (10%)
Resets the wheel
Two (20%)
Allows spinning the wheel again
Empty (15%)
The sanity mechanic is abolished. The character cannot be resurrected. Charisma is always 1
Artifact (5%)
A cursed item of a random type
Chosen One (5%)
+3 to all characteristics, 5% critical success in any action
Cursed (10%)
With a 10% probability, any action, including peaceful ones, is doomed to critical failure
Prophet (15%)
The character can receive a hint from the GM once per phase on any question
Werewolf (5%)
The character transforms into some animal with the onset of day or night

Statistics

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