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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)