exalted_crib
Document Sample


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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