exalted_crib

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							                                              Exalted Crib Sheet
                                         Combat                                                                             Order of Modifiers
1. Attack Roll. Multiple actions are [-Total 2. Subtract penalties. If penalties           1. Apply Bonuses from stunts, specialties, equipment, and other similar effects.
Actions] from initial pool, -1 cumulative       negate all successes, attack is            2. Apply negative modifiers. Subtract negative mods from things such as splitting
to subsequent pools.                            stopped before bonuses apply.              the dice pool for multiple actions, but also include range and wound penalties.
3. Defense roll (Dodge or Parry). May be        4. Determine Damage: Base damage           3. Apply Charm modifiers. Apply charms that alter the character’s dice pool.
able to reduce attacker’s successes with a      of weapon (usually Str + Weapon’s          Remember that, usually, charms can not add more dice than the Attrib+Ability
Dex+Dodge or Dex+Parry roll. Each               Damage Value) and add attacker’s           that form the basis of that dice pool.
success on this roll reduces attack roll by     remaining successes. This is the raw                                        Ranged Weapons
one. If all successes are lost, the attack is   damage of the attack.                      Rate: The maximum number of times a ranged weapon can be used per turn,
negated.                                                                                   without magical assistance (Charms).
                                                                                           Range can be fired without penalty. Double that range can be fired with a –2
5. Apply soak. Bashing Soak is Stamina +       6. Roll Damage: For every point of          penalty to dice penalties. Attacks between two and three times the range are at –
Armor. Lethal is one-half stamina +            damage remaining after soak, roll           4.
Armor. UnExalted cannot soak lethal.           one die. This cannot be botched, and
Soak cannot reduce damage below 1.             10’s do not count twice.



                   Shields and Cover Table                        Full Dodge: May use full dodge pool versus first attack,       Infection: Resist lethal damage with Stamina +
 Type                 H2H             Ranged                      and –1 cumulative for each subsequent attack. May be           Resistance. Difficulty based on conditions where
 Buckler              -1              -0                          aborted to, prior to taking an action.                         injury was received. Battlefield normally diff 3.
 Target               -1              -1                          Moving while injured: [-0] Move at Dex +12 yards per           Fighting in a swamp or dirty weapons cause diff of
 Tower                -1              -2                          turn. [-1] Dex+8. [-2] Dex+4. [-4] Dex+0. Charms that          4+. Dressing wound quickly requires only one roll
 25% (Shoulder        -0              -1                          enhance movement beyond normal are cut the same way            to resist. Undressed or maltreated requires more
 n Leg)                                                           – 30% at –1, 60% at –2, and 90% at –4.                         rolls every time the wounds are exposed. Wound
 50% (half body)      -1                -2                        Dying: After hitting below Incap, character dies in            penalties do not apply here. UnExalted who
                                                                  Stamina turns. Additional damage reduces this one turn         becomes infected must roll daily or die. At the first
 75% (all but         -1                -3
 shoulder, arm,                                                   per level. Mortal physicians cannot help; magical aid          day, difficulty is normal. Ever day thereafter has a
 and face)                                                        must raise a character to incapacitated, first. Unable to      cumulative penalty of 1. This difficulty modifier
                                                                  act. Those immune to wound penalties may act normally          applies to all other actions. If roll is botched, or
 90% (all but         -2                -4
                                                                  during death turns.                                            difficulty modifier > Sta+End, the character
 eyes)
                                                                  Bleeding: Occurs after taking lethal damage, after taking      succumbs to infection. Die in a number of days
                          Healing Times
                                                                  a blow that did more than one level of lethal. Staunching      equal to Stamina, without magical aid. Sta+End
Lethal, unExalted: -0 a day, -1 in one week, -2 in two weeks,
                                                                  bleeding of unExalted requires Wits + Medicine.                total to resist wound is modified by wound
-4 or Incapacitated one month.
                                                                  Difficulty is number of lethal levels suffered in any single   penalties when making the roll to overcome the
Lethal, Exalted: -0 six hours, -1 two days, -2 four days, -4 or
                                                                  wound. After resuming combat, these may reopen.                infection. Exalted Characters subtract 2 from
Incapacitated one week. If not resting, -0 and –1 doubled, can
                                                                  Wounds of Exalted can be closed at will; make a Stamina        difficulty of initial Sta + Resist roll to resist. Those
not heal –2 or worse.
                                                                  roll versus difficulty 1. If given attention by a character    who do become infected must make Sta + End roll
Bashing, UnExalted: One level of bashing every twelve hours
                                                                  with at least one dot in medicine, the wounds can be           at diff. 1 every morning. Failure is –2 to all pools
of rest.
                                                                  closed without rolling.                                        for the day. Success shrugs off the infection.
Bashing, Exalted: One level of bashing every three hours of
rest.
Aggravated: Healed like Lethal, but immune to magical aid.        Knockdown: If pre-soak damage is > Sta + Resist, player must roll Sta + Resist at diff. 1 or be knocked to the
                                                                  ground. Characters that take more HL damage from a single blow than their Sta, must roll Sta + Resist vs. HL’s –
                     Healing Complications
                                                                  Sta. Failure stuns (-2 to all pools for 6-Sta turns). This combines with fighting prone.
      If a wound is not medically treated, wound
                                                                  Fighting Prone: Knocked to ground can’t move, -2 penalty to all actions until they rise. Rising is one action,
      penalties will persist even after wounds are healed.
                                                                  causes split pools.
      Healing this requires resetting of bones, surgical
                                                                  Knock back: Enough damage to take knockdown may choose to be knocked back, taking one yard per three
      removal of tissue, etc.
                                                                  points of raw damage. If striking a wall, will be blasted through it, landing in the rubble. Will not take a lethal
      At –4 or Incap, a limb may require amputation.
                                                                  fall due to knock back.
      Exalted to not suffer these problems.
Off Hand: Weapons in the off-hand get –1 dice pool. Still
requires splitting pools.
Fighting Mounted: All combat abilities limited by their Ride.      Height Modifiers                                         Narrow/Unstable Areas: Dex+Ath each turn. Diff
Ride score of less than mount’s control must make Wits +           Situation                     Dice Pool Penalty          according to instability; snowstorm +2, tightrope is +2 or
Ride roll each turn to stay mounted during combat. Typical         Steps                         -1                         more. This check is not reflexive; split pool. Failing
control value 3. Roll to stay mounted is action, causes split      Defensible Spiral             -2 when wrong way          loses ability to act for round or may fall off (his choice).
pools. Mounts as large as those that carry howdahs do not          Gentle Slope                  -1                         Botches always fall. If hit, player must make reflexive
apply to this rule. Only the driver need roll Dex + Ride to        Steep Slope                   -2                         Wits + Ath to remain on surface. One successes per 5
control and guide the mount. Fighting from Howdas uses full        Too Steep to climb            -3                         raw damage needed. Failing falls. PC’s using Graceful
pool if character has even one dot of ride. Without ride at –2     w.out hands                                              Crane Stance charm need never roll while charm is in
penalty to pools. If howdah-carrying creature panics, character                                                             use, even when hit.
                                                                   Scaling ladder                -3
may need Wits + Ride to stay mounted, or Dex + Dodge to                                                                     Water or Mud: Less than ankle, no problem. Water to
                                                                   Scree, Thorns, Abatis         -1 additional
escape the beast if it crashes. Chars on foot fighting mounted                                                              knee, mud up to mid-calf are –1. Water to waist or mud
                                                                  Scree; covered in layer of loose stones.
opponents at –2 dice, unless using spears or poleaxes. Attacks                                                              to knee, -2. Water above waist, mud above knee may
                                                                  Thorns; any dense underbrush.
vs howdahs w/out long weapons at –4 and can attack only                                                                     only wrestle in hand-to-hand, ranged as normal.
                                                                  Abatis; erected barrier, usually of sharpened sticks.
mount. Long weapons can hit passengers at –2. Attacks
against straps at –4 /-2 according to weapon length.
                         Poor Visibility                             Attacks from rear: Attacked from behind do not          Attacking Objects: Don’t roll damage; all that
 Condition                    End Clear           End Hazy Sight get shields or ability to parry or dodge. Charms can        penetrates soak succeeds.
                              Sight                                  be used to defend from rear attacks, but have 0 dice
  Fog, Day                    10 yards            30 yards           to start.                                                Object        Soak         HL Dmg        HL
  Fog, Night                  0 yards             3 yards            Ambushes: May make reflexive Perc + Aware                              (B/L)                      Destroy
  Heavy Snow, Day             0 yards             20 yards           versus Dex + Stealth of assassin to detect ambush         House        3/1         3              10
  Heavy Snow, Night           0 yards             0 yards            before it is sprung. If detected, they respond            Door
  No Moon, Snowy              5 yards             25 yards           normally. Characters successfully ambushed roll           Oak         5/3          10           20
  Ground, Desert                                                     Wits + Aware. If failed, they are surprised, may not      Door
  No Moon, Grass,             0 yards             3 yards            parry or dodge (save with charms). If succeeds, they      Fortress    10/8         20           40
  Leafless Forest                                                    are startled, and may act only on defensive. 3+           Gate
  No Moon, City or            0 yards             0 yards            successes means they can act fully normally.              Wood        4/2          3            16
  Forest                                                             Called Shots: Pulling blows; subtract one success,        Statue
                                                                     to make weapon do bashing damage. Can not be              Stone       8/4          4            28
  Full Moon, Grass, or        25 yards            50 yards
                                                                     done with thrown weapons or arrows. Small targets         Statue
  Leafless Forest
                                                                     hit according to size and difficulty. An apple off        Iron        12/6         6            50
  Full Moon, City or          0 yards             3 yards
                                                                     someone’s head is normal difficulty, grazing it so        Statue
  Forest
                                                                     that it flies off someone’s head into the hands of a
  Torchlight                  3 yards             5 yards                                                                      Wood        5/3          8            12
                                                                     young lady; 2 or 3 diff. Marking an opponent              Wall*
Torchlight replaces local     Murky vision        Characters         (slashing off buttons, nicking a cheek); difficulty 3
light. Can be seen from       subtracts –1        attacking blind for simple mark, diff 4 for very difficult. Can be           Brick       10/6         24           40
miles in open terrain, or     from suxx on        subtract 2 suxx parried or dodged. Disarming; Difficulty 3 to disarm         Wall*
hundreds of yards in          any attack roll.    from all attack in hand to hand, 5 with a ranged weapon. This may            Stone       18/12        30           80
forest or urban. Can be                           rolls.                                                                       Wall*
                                                                     be parried/dodged. If suxx, wielder makes reflexive
attacked at range, though                                            Wits + combat ability, needing to equal extra suxx      * Section of wall big enough for one character to
–1 sxx for poor lighting.                         Human sense can scored on disarm roll or else weapon is flung.             squeeze through.
                                                  not attack blind atDex+Combat ability to retrieve weapon; not
                                                  over 100 yards. reflexive.                                                 Throw: Subtract 1 sx from roll. No damage; fly for
                                                                                                                             yards = str. Target must roll Wits + athl vs. 2, or suffer
                                                                                                                             knockdown on landing. Str-1 bashing on landing, every
                                                                                                                             2 sx on attack roll add one die of bashing to this.
Wrestling Clinch: First turn Str+2 bashing. Extra successes         Sweep: Subtract 1 sx from attack roll, do Strength in    Withstanding Illness: Stamina + Endurance to recover.
do not add damage. Thereafter, act on normal init. Only two         bashing. Extra sx add to dmg as normal. Target may       For mortals, diff according to virulence. Failure is death.
actions allowed; inflict further clinching (str+2), or try to       resist Dex + Ath vs 2.                                   Most Exalted may suffer a dice penalty for a few days,
escape with Dex + Brawl /MA, resisted with the same,                Tackle: Subtract 1 sx from roll. Str +2 bashing          but do not worry about death. Only the Great Contagion
reflexive. Escapee needs to win more suxx to escape.                damage. Both must make refl. Sta + Athl at dif 3 or      may slaughter them.
Hold: Similar to clinch. Make normal roll, no damage. If            be knocked down. Even if target succeeds, attacker       Staying awake: Sta + End once/day game time, each
successful, target is held until his next action. At that time,     is unbalanced and at –2 dice on all his actions for      time left alone and bored. For each day awake, -1 to all
usual escape/resist roll.                                           next turn.                                               pools, max –3.

Enduring Fatigue: May perform hard labor for Sta +End               Treading Water: Sta +End with diff set by temp           Performing: Cha + Perform. Diff set to conditions. +1
hours without fatigue. Longer than this, -1 to all pools. –1        and weather. Number of sxx rolled is number of           dice pool when performing his composition. Prepared
cumulative penalty each hour until incapacitated. May roll          hours possible to tread water before fatiguing.          scripts w/out bonus.
Stam + End to negate this penalty. This may only be used for        Driftwood reduces difficulty.                            Seduction: Cha + Presence (romance/ flirting), Manip +
Sta + End days, before they must rest and eat well. This may        Composing: Int+Perform. Difficulty set by quality        Presence for outright seduction. Diff according to status,
also be used after a party; failure is –1 to dice pools for day     desired. Extended rolls often take years.                Appearance, etc.
due to hangover.
Persuasion: Charisma, Manip, or Int + Presence. Diff                Intimidation: Str + Presence to threaten violence.       Leadership: Charisma + Presence, though occasionally
according to strength of argument, strength of target’s             More elaborate threats are Man + Presence.               App + Presence or Manip + Presence needed. Planning
convictions, surrounding conditions, and target’s willpower.        Difficulty set by credibility of threat, severity, and   their next move may be Int + Presence, understanding an
Winning requires only one suxx, converting someone to new           target’s Valor. Unlikely threats against high-valor      enemy’s leadership is Perc + Presence.
way of thinking is high-difficulty extended action, where suxx      characters who have no reason to believe it are diff.
> target’s will. Process may be voluntary, or brainwashing          3.
(minimum diff. 3).
Drinking: Consume drinks = stamina without being drunk.             Being Poisoned: Resisting is Sta + Resist. Weak          Holding Breath: Hold breath for Stam x 30 seconds.
Drunks are –2 to all actions. Stamina + Resistance can be           poisons diff 1, medium 2, strong 3+. Typically two       Drowning is 1 level bashing every additional 30. Falling
rolled, suxx are number of extra drinks beyond stamina              effects; one for failure, one for suxx. Damage           unconscious causes bashing until dying of lethal.
possible.                                                           applied without roll. For mortals, diff are double,      Reflexive Stam + Resist extends length of time, one suxx
                                                                    and almost always lead to death or perm. Injury.         = 30 seconds. Extremely cold can increase diff by 1 or 2.
Venom Type                            Diff.                                Successes.                             Failure                           Duration/Penalty
Coral Snake Venom                     3                                    1L                                     4L                                1 minute/-6
Arrow Frog Venom                      3                                    2L                                     6L                                6 hours/-4
Poison Snake Venom                    2                                    1L                                     4L                                4 hours/ -2
Court Poison (Arsenic)                2                                    2L                                     6L                                6 hours/-3
Resisting Disease: Stam + Resist to avoid contracting.              Environmental Damage: Sta + Resist to resist              Finding Shelter: Survival in woods with knife and flint
Difficulty according to virulence and degree of exposure.           environmental damage (treat as poison). Creatures         is diff 1. Unprepared and naked in deep desert is 4. Only
Fleeting contact is diff 1 or 2. Wallowing is higher.               that cannot soak lethal with stamina automatically        one player need succeed. Foraging is Perc+Survival.
                                                                    fail resistance.                                          Temperate is normal diff, desert is 2 higher. Lack of
                                                                                                                              equipment also raises diff.
Tracking/Evasion: Extended opposed roll. Target makes Wits          Tracking Cont’d: Use of dogs or other such                Taming Animals: Extended Charisma + Survival roll.
+ Survival, hunter makes Perception + Survival. Rolls are           animals adds at least 2 dice to hunters Survival roll,    Required sx dictated upon age and domestic ability of
made twice a day, at morning and afternoon. Impossible at           up to 5. Attempting to throw pursuers with false          animal in question. Young wolf pup needs 4 or 5, grown
night without dogs and/or charms. Number of suxx needed             trails or lead them into traps adds diff to the evasion   tiger needs 20 or more. Typically, one roll can be made
depends on relative speeds. Evenly matched in speed means           roll but can potentially lead them into the den of a      every few days. Friendship With Animals Approach
one must need 3 more than the other. If a man on horse chases       dangerous animal, or cause them long delays.              Charm add three dice to ro these rolls. These are not
a man in leg irons, the hunter need only one suxx, while            Remember that the diff. Mod for the fugitive is how       magical animals; they are purely mundane.
fugitive needs 5 to escape. If target has a long lead, then he      time-consuming and dangerous it is for him to
should be awarded automatic suxx by ST to reflect the cold          execute, not on how difficult it is for the pursuers to
trail and distance advantage.                                       handle.
Predicting Weather: Perception + Survival, diff determined          Creating Items: Step 1, planning, Int + Craft.            Creating Items Cont’d: Step 3 is creation, using Dex +
by the changeability of local weather. Suxx is number of days       Extended roll possible. As suxx grows, new time           Craft or Int + Craft (if it’s shipbuilding or architecture).
in advance the character can predict the weather. Weather at        increases – every few days, weeks, then months,           Can roll as long as she likes, but suxx are limited to Int +
sea is different than on land. Characters using Survival to         perhaps years. Step 2, assessing materials. Perc +        Craft total. Any spillover suxx on the last roll are,
predict weather operate at –2 dice when on open water.              Craft. Suxx allow better results from the given           however, retained. A magical item requires high
                                                                    material.                                                 amounts of Essence and a magic material. Non-magic
                                                                                                                              items that are very well made can give up to three dice in
                                                                                                                              bonuses. Making items with MM that isn’t aligned to
                                                                                                                              their caste suffer a +1 diff to all rolls.
Searching: Int + Investigation. Diff based on how well the          Concealing A Search: Concealing the fact that an          Commanding Knowledge: Int + Lore to recall a fact or
object is hidden, and the amount of time the characters have to     area was searched is a Wits + Investigation roll, diff.   solve a math problem. Difficulty based on relative
search. Searching for specific things more likely to find           = number of objects and cleanliness of the room.          obscurity of knowledge. Common Realm knowledge is
something than haphazard searching. On the other hand,              Roll must be made once for every character who            standard. Trivia, difficult math, or knowledge about
they’re less likely to notice incidental details. Simply turning    searched an area.                                         isolated kingdoms is 3 or 4. Pre-Contagion history is 5.
over a room is Perc + Investigation, difficulty determined by       Reconstructing Event: Difficulty determined by            Coming up with a snap answer is Wits + Lore, raising
whether or not the characters have any idea what they’re            amount of info already knows and freshness of             difficulty by 1 or 2.
looking for, and time allotted.                                     physical evidence.
Using First Age Magic: Int + Lore to figure out it’s function,      Spirit Knowledge: Perception + Lore to recognize a        Spirit Cont’d: For each suxx, he may add one die to a
with diff according to complexity. A weapon is standard,            spirit by appearance and demonstrated abilities. Dif.     single roll involved in the summoning. This roll may
flying machines are 4, and the defenses of the Realm are 6. No      Depends on rarity and power level. More powerful          either be one of the Willpower + Essence rolls or the
need to roll if instructed by another. Characters forced to use     spirits are rarer and harder to study. Soreror’s can      Wits + Occult roll to banish the elemental after the failed
the item without practice, under pressure, requires a Wits +        use Lore to help; Int + Lore for character to tailor a    binding attempt. Demons are the least known sort. Rolls
Lore roll at standard difficulty.                                   summoning ritual to local conditions, by assaying         to gain knowledge about demons are the same, but +2
                                                                    the date and mood of the local Essence and the spirit     diff.
                                                                    to be summoned.
Attuning To Demesne: Int + Lore, diff 1. De-attuning                Infected Wounds: Int+ Med to halt the progress of         Infected Wounds Cont’d: The physician must attend to
requires altering the structure’s architecture slightly.            an infection. For number of days = sxx rolled, the        his patient during this period, and may not tend to more
                                                                    diff of Sta + End rolls for the wounded to overcome       than one person for every dot of Medicine he possesses.
                                                                    the illness stays where it was when she was treated,      When the grace period granted by a successful roll ends,
                                                                    rather than increasing daily. If the Int + Med roll       the difficulty of the Sta + End rolls begins to increase
                                                                    fails, the character can not treat the infection.         again. If a character does not recover by the time the
                                                                    Thereafter, the infection can only be treated by a
                                                                    character whose Medicine score is higher than the
                                                                    initial trater’s.
Infected Wounds Cont’d: infection begins to increase again,         Staunching Bleeding: Wits + Med will stop a               Treating Illnesses: Effective treatment of a disease
she may be treated again, but this time the infection is only       single wound. A separate roll must be made for each       requires Int + Med roll, with diff set by availability of
halted for a number of days equal to half the suxx. If she still    wound. Each is at diff 1 for wounds of 1 or 2 HL’s        meds. Increase in diff from 1-3 (inferior meds to none).
doesn’t succeed, it continues to Sxx/4. Diff can be increased       and at diff 2 for wounds of 3 or more HL’s. Increase
by +3 if there’s no access to proper meds.                          the diffs by 1, if the proper dressings are not
                                                                    available.

Sensing Magic: Can detect charms or sorcery on a target so          Geomancy: A survey of a Demesne or Manse                  Sensing Spirits: Accomplished occultist can sense
long as the magic remains in effect. Closely observe target; if     requires specialized equipment and hours or days of       spirits within ten yards. Perc + Occult roll, diff is 10, -1
object, must be able to touch and handle it. If individual, she     work. Diff is usually 1, though it can increase with      for every 10 points of Essence possessed by the spirits in
must have at least an interrupted turn of either eye contact or     rushing or complexity. Result is a map of the local       the area. Multiple spirits add up their Essences to
skin contact. Perc + Occult, vs. 11, decreased by 1 for every       area’s flows of luck and power.                           determine how far the difficulty of this roll falls. Diff
mote of Essence used to cast a spell on the target, and for                                                                   cannot fall below 1. This grants no knowledge about the
every mote currently dedicated to Charms affecting it.                                                                        spirits, simply their presence.
Minimum diff is 1.
Astrology: To draw up a horoscope, one needs information             Breaking and Lifting Things: Str + Athletics             Encumbrance: Comfortably carry half her lift value.
about their births and deaths and other important events. This       compared to Feats of Strength chart. A player that       For every 10% over that, suffer a –1 mobility penalty
either requires their participation, or a great deal of research.    wishes to exert himself may spend a point of             and +1 fatigue value. Can not carry more than her lift
After info is gathered, Int + Occult, diff = detail desired and      willpower and roll willpower as a regular action. He     value for extended period, and will be at –5/+5 even
obscurity of target. More sxx = more accuracy and farther into       may add the number of sxx on this roll to the            when staggering short distances under the burden.
the future.                                                          Character’s Str + Ath for this.
                                                                                    Feats of Strength
Strength + Athletics           Lift (in Lb’s)                  Feat                           Strength + Athletics            Lift (in Lb’s)                 Feat
1                              90                              Lift anvil, heavy armor        11                              1,500                          Lift a portcullis
2                              160                             Lift full-grown man            12                              1,600                          Kick oak to splinters
3                              250                             Life a mule.                   13                              1,800                          Lift elephant
4                              350                             Break sword over knee.          14                             2,000                          Snap iron manacles
5                              450                             Lift warhorse                  15                              2,200                          Punch stone wall
6                              550                             Carry log on one shoulder      16                              2,500                          Lift locked portcullis
7                              650                             Lift an ox                     17                              3,000                          Punch through iron door.
8                               800                             Throw mule.                    18                                3,500                           Rip iron bars out of a
                                                                                                                                                                 stone sill with one hand.
9                               1,000                           Pull a full wagon.             19                                4,000                           Tear apart welded steel
                                                                                                                                                                 bars of portcullis
10                              1,200                           Throw a warhorse.              20                                4,500                           Kick down iron barred
                                                                                                                                                                 gates of a fortress.
Leaping: Str + Athletics in yards vertically and twice that          Climbing Conti’d: Take temperature into account.            Falling: 1 level bashing for five feet. Falling more than
distance horizontally. Dex or Wits + Athletics rolls may be          If the surface sloped outward, add at least +1 to diff.     fifty feet or striking jagged rocks or a pit with spikes,
required to land on slipper, unstable, or dangerous surfaces         Packs add 1 to diff. Armor gives mobility penalty.          takes lethal. Deep water or very soft mud may negate all
Climbing: Athletics 1 can safely climb any dray, sloping             Characters with proper equipment have fewer                 damage. May roll Wits + Athletics to better her situation,
surface with easy handholds. Roll to see if chars w/out              difficulties; characters properly belayed only fall on      setting his own diff; and interpreting success (grabbing a
Athletics (or climbing difficult or vertical surfaces) succeed.      a botch. However, a belay must be set up at the top         ledge, snags a tree limb, etc.)
Diff. Based on handholds and possible slickening of surface.         of the climbing area.
Picking Locks: Dex + Larceny, diff according to complexity           Picking Pockets: Dex + Larceny. Diff is set by              Blending into Underworld: Making a contact is
and quality of the lock. Characters must have lock picks.            where the valuables are carried; pouches and back           Charisma + Larceny, diff. Determined by degree of
Improvised lock picks are at +1 diff.                                pockets are diff 1, purses and front pockets are diff       organization of local crime, and degree local police
Small Details: Covers noticing something when he isn’t               2. Items in breast pockets or against the skin of the       forces criminals into hiding. Hard to find contacts in a
paying attention. Diff set by obviousness of the detail, and         chest are diff. 3 Snatching a purse is diff. 2.             city full of organized criminals and strict police. Number
how distracted the character is.                                     Characters robbed may roll Wits + Awareness to              of sxx. Dictates quality of contact made. One sxx allows
Countering Stealth: Used in resisted rolls vs Stealth, as a Dex      notice in time to react. Diff is equal to number of         him to purchase illegal goods, three involves her in a
+ Stealth vs Perc + Aware roll.                                      extra suxx scored on the Larceny roll.                      crime ring, five gets her into the eye of a major local
                                                                                                                                 criminal endeavor
Casing A Target: Perc + Larceny, diff. Set by degree of              Disguise: Concealing her own identity is Int +              Disguise Cont’d: Serious imitation of someone without
access the character has to location and attentiveness of its        Larceny with diff. Determined by how distinctive            study and without looking very much like her is dif. 5. A
inhabitants. Number of sx dictate information garnered. One          looking the character is. Players looking for               char must study for weeks or months and have access to
sx gets a good idea of exterior layout, three is a strong grasp of   disguised characters make reflexive Perc + Aware            detailed personal information to have any chance at
exterior and a good grasp of public areas inside. Five is a good     rolls with diff. Equal to suxx scored by player in          successful impersonation in close quarters. Sxx dictate
idea of entire structure’s layout, down to the habits of             disguise. Bad visibility and crowded conditions can         diff. Of other people recognizing imposter while
inhabitants and the night watchmen’s taste in girls.                 increase the diff. To recognize. A character looking        interacting. If interacting very briefly, or seen only from
                                                                                                                                 a distance, diff. to recognize rises significantly.
                                                                     to disguise herself as someone else must roll Int +
Detecting Ambush: Perc + Aware to notice an ambush.                                                                              Character attempting to simply look like a member of a
                                                                     Larceny with diff. Set by degree to which the
Players who fail may make a reflexive Wits + Awareness roll                                                                      specific group need only study for a few weeks, and in
                                                                     character resembles the target, and the amount of
to overcome surprise.                                                                                                            many cases, individuals will simply overlook her.
                                                                     study she’s done of her target.
Evaluating Goods: Perc + Bureaucracy, unless the merchant            Buying and Selling: Haggling is an extended Wits            Bribes: Convincing an official to accept a bribe is a
is trying to deceive the player, in which case it is a contested     + Bureaucracy opposed roll. Both can continue to            Manipulation + Bureaucracy roll. Diff. depends on
roll. If the merchant is just trying to fast-talk, the merchant      roll and accumulate suxx until one of them chooses          probity of official, and how severe punishment is if
opposes the Perc roll with a Charisma + Bur roll. If he’s trying     to stop the contest. Typically, every 5 accumulated         caught.
to commit some sort of fraud, the merchant rolls Wits +              suxx allow the price to be doubled/halved.
Larceny. A character buying an item relating to one of her
abilities may substitute that ability (may roll Perc + Melee for
a sword).
              Hazard                                    Diff.                        Resisted Effect                           Failed Effect                           Interval
Hearth                                  1                                   0                                     1B                                     5 min.
Severe Sandstorm                         2                                  0                                     1L                                     1 min.
Supernatural Ice Storm                  2                                   1L                                    3L                                     1 min.
Bonfire                                 3                                   2L                                    6L                                     1 turn
Acid Bath                               5                                   2L                                    8L                                     1 turn
Bureaucratic Maneuvering: A player trying to delay or             Composing: Composing a play, poem, or prepared              Lost/Secret Languages: Decoding a cryptic or lose
expedite something rolls Int + Bureaucracy. Every successes       speech. Writing requires an extended Int +                  tongue is extended action. For codes, diff. is determined
speeds or slows something by 20%. To seize control of a           Performance roll. Quality of desired output                 by strength of the code. Simple use of numbers or occult
bureaucracy should be RP’d, but can be settled with an            determines difficulty of the roll, and the number of        symbols in place of letters is standard difficulty. Actual
extended Int + Bur opposed roll, rolled once every few weeks      successes required is set by length of the piece.           secret tongues are +1 to +4. Lost tongues are similar;
or months.                                                        Short love poem or homily may be one or two                 diff. set by rarity and antiquity of lost tongue. Courtly or
                                                                  successes, an epic poem or book of history might            antique dialect of a common tongue is standard. High
                                                                  take many hundreds.                                         holy speech of the Dragon Kings who ruled the world
Evaluating Mounts: Perc + Ride. IF seller is trying to be         Training Mounts: Breaking an animal is Charisma             before the First Age of Man is diff. 5. In both cases,
fraudulent, char rolls Perc + Ride, opposed by merchant’s         + Ride, diff. according to fierceness. Extended roll,       number of successes. That must be accumulated relate to
Charisma + Bur (Fast-talk), or Wits + Larceny (con job).          number of sx required determined by degree of               length of the text. 10 successes for a few pages, or
                                                                  domesticability. Already domesticated take 1                hundreds for a long book.
                                                                  successes, wild take 3 – 5. Fully grown animals are
                                                                  +1 diff.
Riding Under Stress: Forcing horse into stressful conditions      Pushing Horses: Charisma + Ride to try and force            Navigation (Sea): Int + Sail roll, diff. according to
is Charisma + Ride, diff according to how disagreeable it is.     the mount to act when it does not want to.                  complexity of course. Handling a ship in a tight passage
                                                                                                                              requires Wits + Sail to choose right tack, diff. according
                                                                                                                              to which the wind and the passage align, and general
                                                                                                                              diff. of passage. Failure means the character not take that
Shipboard Movement: Minimum sail level required to                Shipboard Mvmt Cont’d: Inexperienced sailors                passage; must wait for better wind, or use oars. Player
operate w/out penalty, determined by roughness of sea.            must roll Stamina + Sail every few days or become           must then make a number of Dex + Sail rolls equal to (5
Characters with Sail below that must roll Dex + Sail checks       seasick. Diff by state of sea. Failing is –2 to dice        – successes on the Wits + Sail roll), with diff.
every turn, or be at +1 Diff. on any task involving agility or    pools, ca not stomach food. Once successful, char           determined by ship’s handling characteristics and
co-ordination. On very heavy seas, /all/ characters may be        fine for voyage. Graceful Crane Stance’s immune to          constancy of the wind. Failure means ship has taken
required to make these rolls. Botching means falling, possibly    pitch and roll, but should still roll Dex + Sail during     damage.
overboard.                                                        heavy seas to avoid being thrown overboard by
                                                                  water.
Sensing Social Situations: Perc + Socialize, after having a       Making Friends: Perception + Socialize to find   Poisoning The Waters: Poisoning the waters against
while to acclimate himself. Diff based on the complexity of       good allies, and Charisma + Presence to become   someone is a Manipulation + Socialize roll, diff is the
the situation, both in terms of number of people and amount of                                                     degree of competence demonstrated by opponent and the
                                                                  friends with them. Difficulty of Perc + Socialize is
history their relationships carry. Number of successes                                                             opponent’s own political situation. Number of successes
                                                                  set by attractiveness of the character as a friend.
indicates how clear a picture the character receives. It should   Difficulty of the Presence roll to cement the    determines degree of effect. One plants doubts, five
be noted that when a character doesn’t realize the complexity                                                      changes opinions forever. Note that it can take hundreds
                                                                  friendship is set by the relative stations of the parties
of the situation, one or two successes can be more dangerous      and degree of compatibility between their        of accumulated successes in interactions with dozens of
than none at all.                                                                                                  people to really change opinions. A Campaign of
                                                                  personalities and beliefs. Extended roll, intervals
                                                                                                                   whispered slander and insinuation takes months of effort
                                                                  dependant on degree of contact, and circumstances.
                                                                                                                   to bring to maturation. A botch probably makes this a
                                                                  10 sx is acquaintance, 20 is mild friendship, 80-100
                                                                  is a lifelong (and longer) bond.                 public feud, or possible bring a duel. Framing someone
                                                                                                                   for a crime is Int + Socialize, diff being the legitimacy of
                                                                                                                   the victim.
                                 Experience Costs                                                                       Training Times
               Trait Increase                                Cost                                  Mundane Traits                                     Time
  Attribute                               Current Rating x 4                            Favored /Caste Abilities                   No Training Needed
  Favored/Caste Ability                   (Current Rating x 2) –1                       New Ability                                3 weeks
  Ability                                 Current Rating x 2                            Improving an Ability                       Rating x Weeks
  Essence                                 Current Rating x 8                            Improving Attributes                       Rating x Months
  Virtue                                  Current Rating x 3                            Gaining Specialty                          3 weeks
  Willpower                               Current Rating x 2                            Improving Virtues                          No Training Needed
                 New Trait                                   Cost                       Improving Willpower                        No Training Needed
  New Ability                             3                                                         Magical Traits                                    Time
  New Specialty (max 3/ability)           3                                             Improving Essence                          Rating x Months
  New Charm                               10 (8 if in Favored or Caste ability)         Learning New Spells                        Circle x Weeks
  New Spell                               10 (8 if Occult is a favored or Caste)        Learning Caste/Favored Charms              Minimum ability x Days
  Spirit Charm/ Charm of another Ex.      20                                            Learning Other Charms                      (Minimum Ability + Minimum
                                                                                                                                   Essence) x Days
                                                                           Hand to Hand Weapons
Name                      Speed                  Accuracy                   Damage                Defense                   Resources                   Minimum
Chopping Sword            +0                     +1                         +4L                   +0                        •••                         S••
Great Sword{}             +0                     +2                         +6L                   -1                        •••                         S•••
Knife                     +3                     +0                         +1L                   -2                        •                           S•
Short Sword               +0                     +1                         +2L                   +1                        •                           S•
Slashing Sword            +3                     +1                         +2L                   +1                        ••                          S•
Straight Sword            +0                     +1                         +3L                   +1                        ••                          S••
Axe                       +0                     +0                         +5L                   +0                        •                           S••
Club/Staff                +0                     +0                         +2L                   -1                        •                           S•
Great Axe []              +0                     +0                         +7L                   -1                        ••                          S••
Hammer                    -3                     +1                         +4L                   +1                        •                           S••
Mace                      -3                     +1                         +5L                   +0                        •                           S••
Poleaxe []                -3                     -1                         +8L                   +0                        ••                          S••
Sledge []                 -6                     -1                         +10L                  -1                        ••                          S••••
Lance [**]                +10                    +0                         +2/+8L                -3                        •                           S••
Short Spear []            +1                     +1                         +3L                   +0                        •                           S•
Spear []                  +3                     +1                         +3L                   +0                        •                           S••
Bare Fist                 +0                     +0                         +0B                   +0                        N/A                         S•
Cestus                    -3                     +0                         +0L                   +0                        •                           S•
Fighting Gauntlet         +0                     +0                         +1L                   +0                        •                           S••
Khatar                    -3                     +0                         +2L                   -1                        ••                          S•
Kick                      -3                     -1                         +2B                   -1                        N/A                         S •, D • •
Tiger Claws               -3                          -1                         +2L                       +0                       ••                         S••
Hook Sword                +0                          -1                         +3L                       +3                       •••                        S • •, D • • •, MA • • •
Seven-Section Staff       +3                          -2                         +2L                       +2                       ••                         D • • • •, MA • • • •
Wind-Fire Wheel           +0                          -2                         +0L                       +2                       ••                         D • • •, MA • • •
[] Can be used by a character on foot to attack a mounted opponent without penalty.
[**] May use lance as a jabbing weapon for Str + 2 damage. Setting a lance under his arm and charges does Str + 8. The player who successfully attacks with a lance must make a
difficulty 1 Dex + Ride roll. A failed roll means he loses his lance or is unhorsed. Flawless Partnership Meditation charm negates the need for this roll.
                                                                                         Bows
Name                           Accuracy                         Max Strength                  Rate                          Range                          Resources
Self Bow                       +0                               3                             2                             150                            •
Long Bow                       +1                               4                             3                             200                            ••
Composite Bow                  +0                               5+                            3                             250                            •••
 Broadhead Arrows: Str + 2 damage.             Fowling Arrows: Str +2, bashing damage.        Frog Crotch: Str + 4 damage, armor lethal   Target: Str damage, halve target’s armor
                                                                                              soak is doubled.                            lethal soak.
                                                                                   Thrown Weapons
Name                           Accuracy                         Damage                        Rate                          Range                          Resources
Chakram                        +0                               +1L                           3                             20                             •
Hatchet                        -1                               +3L                           2                             10                             •
Javelin                        +1                               +3L                           2                             30                             •
Throwing Baton                 +0                               +3B                           2                             10                             •
Throwing Knife                 +0                               +2L                           3                             15                             •
                                                                          Thrown Weapons in Hand-to-Hand
Name                           Speed                            Accuracy                      Damage                        Defense                        Minimums
Hatchet                        +0                               +0                            +2L                           -1                             S••
Javelin                        +1                               +1                            +2L                           +0                             S•
Throwing Baton                 +0                               +0                            +2B                           -1                             S•
Throwing Knife                 +2                               +0                            +1L                           -2                             S•

                                                                                         Armor
Name                                  Soak (L/B)                           Mobility Penalty                       Fatigue                               Resources
Breastplate                           4/2                                  -1                                     1                                     ••
Buff Jacket                           3/4                                  -1                                     2                                     •
Chain Shirt                           3/1                                  -O                                     1                                     ••
Chain Hauberk                         6/7                                  -3                                     2                                     •••
Lamellar                              6/8                                  -2                                     1                                     •••
Reinforced Buff Jacket                5/6                                  -2                                     2                                     ••
(Concealed Plates)                    5/6                                  -2                                     3                                     ••
Articulated Plate                     9/9                                  -3                                     2                                     •••••
Plate-and-Chain                       8/10                                 -4                                     3                                     ••••
Reinforced Breastplate                7/6                                  -2                                     1                                     ••••
Chain Swathing                        11/14                                -6                                     5                                     ••••
Super heavy Plate                     12/12                                -4                                     3                                     •••••
Armor Fatigue: Diff of Sta + End roll for armor. Each failure is –1 to all actions; each die disappears per eight hours rest outside armor. Frequency of roll according toweather and
exercise; normal activity, partly cloudy sky, one roll per four hours. Very hot/cold, strenuous labor, etc; for each factor, halve interval between rolls. Shade and lack of labor can
double time between rolls.
                                                                                   Artifact Weapons
Name                       Speed                      Accuracy                   Damage                      Defense                    Artifact                  Minimums
Daiklaive                  +3                         2                          +5L                         +2                         ••                        S••
Dire Lance []              +6                         +2                         +5L                         +0                         ••                        S•
Dire Lance [**]            +14                        +1                         +3/12L                      -1                         ••                        S••
Goremaul                   +0                         +1                         +6L                         +1                         •                         S••
Grand Daiklaive            -3                         +2                         +11L                        +0                         •••                       S•••
Grimcleaver                +0                         +1                         +7L                         +0                         ••                        S••
Reaver Daiklaive           +0                         +2                         +8L                         +0                         ••                        S••
Serpent-sting Staff        +3                         +0                         +3L                         +3                         ••                        D • • • •, MA • • • •
Smashfist                  +3                         +1                         +3L                         +1                         •                         S••

Name                       Accuracy                  Damage                   Rate                      Range                     Artifact                    Minimums
Short Powerbow             +2                        +2                       2                         250                       ••                         S•••
Long Powerbow              +1                        +3                       2                         350                       •••                         S••••
Daiklaive details: Setting for one hearthstone.
Grand Daiklaive: Setting for three hearthstones.
Reaver Daiklaive: Setting for a single hearthstone.
Commitment: Daiklaive weaponry requires 5 motes of committed essence. Attuning to the weapon takes at least twenty minutes of handling and practicing. Grand Daiklaives are
even heavier than others, and require 8 essence instead of 5. Short powerbows require 4 essence, and long require 7. Both have a setting for one hearthstone.
                                                                            Five Magic Materials
Oricalchum, Solar:                        Moonsilver, Lunar:               Jade, Terrestrial:          Starmetal, Sidereal:         Soulsteel, Abyssal:
Melee            +1 speed, accuracy,      +2 accuracy.                     +3 speed.                   +2 damage.                   +1 accuracy, drains a number of
                 and defense.                                                                                                       motes of Essence = wielder’s
                                                                                                                                    permanent Essence whenever it
                                                                                                                                    strikes and does at least one HL
                                                                                                                                    damage.
Ranged           +1 accuracy, damage,     +1 accuracy, +100 yards          +1 rate, +50 yards range.   +2 damage.                   +2 accuracy
                 and 50 yards to range.   range.
Armor            +2 L/B Soak              No mobility penalty.             No fatigue value.           -1 from opponent’s           +2 L/B Soak.
                                                                                                       successes when determining
                                                                                                       damage; can be below 0.

                                                                               Artifact Armor
Name                         Soak (L/B)                   Mobility Value                Fatigue                Commitment                 Artifact
Articulated Plate            12/14                        -2                            1                      6                          ••••
Breastplate                  6/4                          -0                            0                      2                          •
Reinforced Breastplate       10/9                         -1                            1                      4                          •••
Reinforced Buff Jacket       7/10                         -1                            0                      3                          ••
Superheavy Plate             15/15                        -2                            2                      8                          •••••

						
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