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ATTRIBUTES

STRENGTH CHARISMA PERCEPTION

DEXTERITY MANIPULATION INTELIGENCE

90 STAMINA APPEARANCE WITS 90


ABILITIES PERSONALITY
Terr.

80 LINGUISTICS
1st 2 nd 3 rd Reinf.
MOTIVATION 80
LORE
AIR

OCCULT INTIMACIES
70 STEALTH 70
THROWN

AWARENESS
60 CRAFT
60
EARTH

50 50

40 INTEGRITY
VIRTUES 40
RESISTANCE
WAR
PERMANENT ESSENCE
30 ATHLETICS 30
DODGE
FIRE

MELEE
WILLPOWER
20 PRESENCE
Sum of two highest virtues
LIMIT
20
SOCIALISE

BUREAUCRACY
COMPASSION TEMPERANCE
WATER

10 INVESTIGATION 10
LARCENY
CONVICTION VALOUR
MARTIAL ARTS

Peripheral Essence
00 SAIL
00
Personal Essence

ARCHERY
WOOD

SPECIALITIES
MEDICINE
PERFORMANCE
RIDE

9 SURVIVAL
9
COMBAT
8 ATTACKS Speed Attack Damage Defense Rate Range Excl.
8
Accuracy Total Excl. Weapon Base Type Weapon Total JOIN BATTLE Steps in Combat:
Punch 5 +1 0 B +2 3 0 Wits + Aware. 1. Declare Attack
Excl. 2. Declare Defense
Kick 5 +0 3 B -2 2 0 3. Attack roll
7 DODGE DV
(Dex. + Dodge
4. Attack reroll 7
6 +0 0 B +0 1 0 5. Subtract penalties/
Clinch + Essence)/2
Excl. Apply defenses
PARRY DV 6. Defense reroll
Defense/2 7. Claculate raw damage
6 Threshold. Pool
8. Apply hardness and soak 6
then roll damage
KNOCKDOWN 9. Counterattack
Sta. + Res. [Sta. or Dex.] 10. Apply damage, knockdown,
+[Ath. or Res.] and stunning
5 Threshold. Pool 5
Dex. Str. Dex. STUNNING MOB. PEN.
+ Ability + Ability
Sta. [ta. + Res.
WOUND
MOVE DASH JUMP
PENALTY
4 Horizontal Vertical Health Levels B L A
4
-0 Base Soak (Sta.)/(Sta/2) 0
-1 Other

3 NATURAL TOTAL 3
-2
Ordinary Piercing Ordinary Piercing
Armour Soak

2 Other 2
-4
(Str. + Str. +
FINAL TOTAL
Dex. Dex. + 6
Ath.)x2 Ath. INCAPACITATED
Sta.
1 Bashing Damage heals one health level per 3 hours. Lethal healing rate varies
(-0 = 6 hours; -1 = 2 days; -2 = 4 days; -4 , Incap= 1 week). Double if not resting. HARDNESS 1
Agg. Cannot be healed magically. Bashing Lethal Lethal

+2 STEALTH DIFFICULTY STEALTH IMPOSSIBLE ANIMA ACTIVATES

0 1D/min L (Exalts Immune) 1D/tick L (Exalts Immune) 1D/tick L


0
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16+
ESSENCE

PERSONAL ESSENCE
ANIMA EFFECTS
Essence + Willpower + Breeding Bonus

90 Caste Abilities: 90
Available

80 80
=
PERIPHERAL ESSENCE
70 [Essence x 4] + Willpower + Sum of two highest virtues + Breeding Bonus
70

60 60

50 50
Available

Mote Recovery: Strenuous Activity: none Additional Mote Recovery:


40 At ease: 4m/hour 40
Totally Relaxed: 8m/hour
=

30 SOCIAL COMBAT 30
Steps in Combat:
1. Declare Attack
20 SOCIAL ATTACKS Speed
Attack
Honesty
Excl. Parry DV Excl. Attack
Deception
Excl. Parry DV Excl.
Rate
Excl.
2.
3.
Declare Defense
Attack roll
20
Presence 4 2 4. Attack reroll
JOIN DEBATE
5. Subtract penalties/
Performance 6 1 Wits + Aware.
Apply defenses
10 5 2 DODGE MDV
Excl.
6. Defense reroll
7. Determine effect
10
Investigation (Cha. 8. Defender may spend
Cha. Man. (Man.
(Willpower +
+ Ability + Ability)/2 + Ability + Ability)/2 Integrity willpower
+ Essence)/2
9. Counterattack
Peripheral Essence

00 00

Personal Essence
10. Apply effects

BACKGROUNDS

9 9

8 8

7 7

6 6

5 5

4 4

3 SOLO UNIT EXPERIENCE 3


TOTAL BANKED SPENT
MOVE CHARGE

2 ENDURANCE
2
Sta. + Res. (Dex.)x100 (Dex.
+6)x100
Apply target unit’s magnitude as an external penalty to all attacks.

Upon each succesful attack roll (Charisma + War) against a difficulty of your Armour’s
INCREASE: Attribute, Rx4; Favoured or Aspect NEW: Ability, 3; Speciality, 3; Aspect Charm, 10;
1 fatigue value, on failure lose a dot of Endurance. A character with no remaining
endurance has a -2 penalty on all actions.
Ability, (Rx2)-1; Ability Rx2;Essence Rx10;
Virtue Rx3;Willpower Rx2
Charm, 12; Celestial M.A. Charm, 12 (15 if
M.A. not Aspect or Favoured); 1

ANIMA ACTIVATES STEALTH IMPOSSIBLE +2 STEALTH DIFFICULTY

0 1D/tick L 1D/tick L (Exalts Immune) 1D/min L (Exalts Immune)


0
16+ 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0

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