Exalted 2nd Edition Character Sheet

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EXALTED 2ND SHEET BY VOIDSTATE - FEEDBACK WELCOME TO FERG@ VOIDSTATE.COM - MORE RPG STUFF AT WWW.VOIDSTATE.COM/RPG.
EXALTED 2ND SHEET BY VOIDSTATE - FEEDBACK WELCOME TO [email protected] - MORE RPG STUFF AT WWW.VOIDSTATE.COM/RPG

INTIMACIES (Max = WP + Compassion) CHARACTER NAME

CONCEPT: PERSONALITY: MOTIVATION: CASTE:

HAIR:

ANIMA TOTEM:

EYES:

VIRTUES

SKIN: FEATURES:

HOMELAND: SEX:

CONVICTION

COMPASSION

VIRTUE FLAW EFFECT/DURATION

AGE: NOTES / PORTRAIT / ANIMA BANNER

ATTRIBUTES

TEMPERANCE

STRENGTH

CHARISMA

PERCEPTION

DEXTERITY

MANIPULATION

INTELLIGENCE

STAMINA

APPEARANCE

WITS

WILLPOWER & ESSENCE

TWILIGHT

LARCENY

-

Cause anima to glow brightly enough to read by for a scene (1 mote)

= AVAILABLE

STEALTH

Know the precise time of day for the rest of the scene (1 mote)

PERIPHERAL MOTES

INVESTIGATION

PRESENCE

LORE

RESISTANCE

MEDICINE OCCULT

SURVIVAL

BUREAUCRACY

-

LINGUISTICS

-

RIDE

COMMITTED

PERFORMANCE

ECLIPSE

ZENITH

INTEGRITY

DODGE

Cause Caste Mark to glow (1 mote)

-

COMMITTED

MELEE

ANIMA EFFECTS

PERSONAL MOTES

AWARENESS

NIGHT

DAWN

ATHLETICS

MARTIAL ARTS

WAR

Inc. mob. pen.

Caste/ Favoured

CRAFT

THROWN

WILLPOWER

PERMANENT ESSENCE

Caste/ Favoured

ARCHERY

LIMIT BREAK CONDITION

LIMIT

ABILITIES Caste/ Favoured

VALOUR

SAIL SOCIALISE

-

SPECIALTIES

= AVAILABLE

Specialty (Ability)

MOTES SPENT

COMBAT Armoured / Unarmoured / Mass Combat

JOIN BATTLE

DODGE DV

Wits + Awareness

WEAPONS

Solo / Complementary

JOIN WAR

( (Dex + Dodge + Essence) / 2 ) - Mob. Pen., / War caps Dodge

DAMAGE

RATE

DEFENCE / PDV

RANGE BONUS SUCCESSES

Weapon

Weapon / Total / MC / Type

Weapon

Weapon / Total / Mass

Weapon

Punch

5

+1

Kick

5

Clinch

6

0

B

3

+0

3

B

2

-2

+0

0

B

1

+0

STEALTH DIFFICULTY

ANIMA ACTIVATES?

1-3

Caste mark glitters

Normal

No

4-7

Caste mark shines

+2

No

8-10

Coruscant aura

Impossible

No

11-15

Brilliant bonfire

Impossible

Yes

16+

Totemic aura

Impossible

Yes

Wits + Awareness / Wits + War - Magnitude

SPEED ACCURACY Weapon / Total / MC

BANNER FLARE

SOCIAL COMBAT

Might / Attack / Total

JOIN DEBATE

+2

DODGE MDV

Wits + Awareness

ATTACKS

SPEED

(Willpower + Integrity + Essence) / 2

HONESTY / HONESTY MDV

Dex + Ability War caps Ability for MC

ARMOUR

SOAK

MOB. PEN.

Dex + Ability / 2 War caps Ability for MC

Strength Add unit damage for MC

FATIGUE

HARD NESS

Bashing / Lethal

SOAK BASE SOAK ARMOUR

4

2

6

1

INVESTIGATION

5

2

DASH

Stamina / Stamina 2

JUMP Horizontal

Vertical

Use Lethal soak for Aggravated

Add unit’s Armour rating

Threshold / Pool to Resist

COMMON ACTIONS Action (Speed / DV Penalty)

1. 2. 3. 4. 5. 6. 7. 8. 9. 10.

Declare Attack Declare Defense Attack Roll Attack Reroll Subtract Penalties/ Apply Defenses Defense "Reroll" Calculate Raw Damage Apply Hardness & Soak, Roll Damage Counterattack Apply Damage, Knockdown & Stunning

Join Battle (Varies/None) Ready Weapons (5/-1) Physical Attack (Varies/-1) Social Attack (Varies/-2) Co-ordinate Attack (5/None) Simple Charm (6/-1) Guard (3/None) Move (0/None) Dash (3/-2) Jump (5/-1) Rise From Prone (5/-1) Miscellaneous (5/Varies) Inactive (5/Special)

CURRENT DV / MDV PENALTY Use paper clips or markers to trackyour character’s current penalty. Penalty resets on your action.

-0

-1

STUNNING

-4

Sta + Resistance / [Sta or Dex]+ [Athletics or Resistance]

Stamina / Stamina + Resistance

Characters are knocked down if an attack deals more raw damage than their (Stamina + Resistance). Roll [Stamina or Dexterity] + [Athletics or Resistance] (difficulty 2) to avoid. Rising from prone requires an action. Prone characters take a -1 external penalty to all nonreflexive physical rolls.

Characters who suffer more health levels of damage than their Stamina in a single blow must make a reflexive Stamina + Resistance roll (difficulty = damage - Stamina) or be stunned until their attacker next acts. Stunned characters take a -2 internal penalty to all non-reflexive physical rolls.

-3

-4

Ox-Body Health Levels

Threshold / Pool to Resist

KNOCKDOWN

-2

HEALTH LEVELS

-2

For Hardness total, use highest value not sum

ORDER OF ATTACK EVENTS

WOUND PENALTY

-0 -1

TOTAL + MASS COMBAT

Manipulation + Ability Divide by 2 for MDV

MOVEMENT & HEALTH MOVE

TOTAL

TOTAL

RATE

PERFORMANCE

(Attack successes added by unit in Mass Combat) Bashing / Lethal / Aggravated

DECEPTION / DECEPTION MDV

PRESENCE

Charisma + Ability Divide by 2 for MDV To calculate total add:

REGAINING ESSENCE Only regain essence when at ease (no combat, etc. ); 4 motes per hour, x2 when completely relaxed (sleeping, massage, etc.); Personal Essence regained first, then Peripheral; Hearthstones grant a bonus of Manse level x 2; Cult background grants varying bonus; Half rate in shadowlands; None regained in the Underworld.

-5

-6

-7

-8

Dexterity - Mob Pen. - Wound Penalty

Dex + 6 - Mob. Pen. - Wound Penalty

(Str + Athletics - Mob. Pen. - Wound Penalty) x 2

Str + Athletics - Mob. Pen. - Wound Penalty

Dying Health Levels

INCAP/ DYING

Stamina Bashing

HEALING: Bashing damage heals 1 health level per 3 hours. Lethal damage healing rate varies (-0 = 6 hours; -1 = 2 days; -2 = 4 days; -4 = 1 week; Incapacitated = 1week). Double these times if not resting. Agg. damage cannot be healed magically.

TICK TRACK

Use paper clips or markers to track the ticks until your character’s next action

GO

1

Lethal

Aggravated

DEATH & DYING: Characters reduced below Incapacitated by L damage, must take the Inactive action, losing one Dying Health Level each action. All character’s should have the opportunity for a last dramatic soliloquy before death.

2

3

4

5

6

CHARMS / COMBOS / SORCERY

(ABILITY) ESSENCE FLOW

GENERAL CHARMS

PAGE

INFINITE (ABILITY) MASTERY

KEYWORDS / DESCRIPTION

THIRD (ABILITY) EXCELLENCIY

DURATION SPEED / STEP

SECOND (ABILITY) EXCELLENCY

TYPE

FIRST (ABILITY) EXCELLENCIY

COST

Archery Athletics Awareness Bureaucracy Craft Dodge Integrity Investigation Larceny Linguistics Lore Martial Arts Medicine Melee Occult Performance Presence Resistance Ride

First (Ability) Excellency

1m/die

Reflexive

Instant

1 or 2

Add dice to roll. Max = Attribute + Ability

183

Sail

Second (Ability) Excellency

2m/success Reflexive

Instant

1 or 2

Add successes to roll. Max = (Attribute + Ability) / 2

184

Socialise

Third (Ability) Excellency

4m

Instant

4 or 5

Reroll and choose best of two results. Add (Ability / 2) to DVs

185

Stealth

Infinite (Ability) Mastery

2m + 1wp Reflexive

Reduce cost of 1st - 3rd excellencies by 1m per 2m committed

185

Survival

(Ability) Essence Flow

none

1st - 3rd excellencies do not count as charms

187

Thrown

Reflexive

1 Scene

Permanent Instant

Solar Exalted may use only one Charm each action. Supplemental and Reflexive Charms may be used multiple times until the user’s next action. Simple and Extra Action Charms cannot be included in mundane flurries. Permanent Charms permanently enhance a character’s capabilities. Charms may never add more than the relevant Attribute + Ability in dice (or half that in successes) to any given roll

LANGUAGES

BACKGROUNDS & ARTIFACTS RATING

War

DESCRIPTION

EXPERIENCE

UNSPENT

SPENT

POSSESSIONS LOCATION

LOCATION

MASS COMBAT UNIT NAME MAGNITUDE

HEALTH

SPEED ENDURANCE

ARMOUR

CLOSE

Members’ Lethal soak / 3, round up

Average x 40

MOB. PEN.

RELAXED Drill + Stamina

MIGHT

DRILL

Average of all members

Average x 70

HARDNESS

SKIRMISH

Average of all members

Average x 100 Close Combat / Ranged

ATTACK (Dex + Ability + Accuracy) / 2, round down

Close Combat / Ranged

DAMAGE (Stength + Weapon Damage) / 3, round up

MORALE

UNORDERED Average x 30 Commander’s maximum health levels

Lower of members’ average or commander’s valour

UNIT FORMATION CLOSE: x2 close combat rating, x2 DV from shields/cover, opponents at x2 magnitude for ranged attacks, -2 difficulty to hesitation rolls. RELAXED: x2 DV from shields/cover vs. ranged. SKIRMISH: x2 DV from shields/cover vs. all attacks, +3 DV vs. ranged, opponents gain x2 magnitude in close combat (x3 in close formation), +2 difficulty to hesitation rolls. UNORDERED: +2 difficulty to hesitation rolls.

COMMON ACTIONS Action (Speed / DV Penalty)

Move (0/None) Dash (3/-2) Guard (3/None) Inactive (5/Special) Change Formation (5/-1) Disengage (0/None) Turn (3/-1) Split Unit (3/-1) Expel Special Character(0/None) Merge Unit (3/-1) Signal Units (3/-0) Rally (4/-1) Spell (5/-2) Requires roll (usually Cha + War)