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Leaping Mist Princess of the Seven Seas Essence

Rules: 2nd Edition Player: TheAlex


Concept: Pirate Queen Caste: Zenith Personal Pool 14 (14) Total / Available
Motivation: Destroy the Silver Prince and his Black Fleet Peripheral Pool 32 (32) Total / Available

Attributes Virtues Anima


Strength Compassion Temperance ♦ Cause Caste Mark to glow brightly (1 mote)
♦ Cause anima to glow bright enough to read by (1 mote)
Dexterity
♦ Know the precise time of day (1 mote)
Stamina
Conviction Valor ♦

Charisma
Manipulation
Motes Banner Flare Stealth
Appearance
1-3 Caste Mark glitters Normal
Virtue Flaw
Perception 4-7 Caste Mark burns +2
8-10 Coruscant Aura Impossible
Intelligence
Red Rage of Compassion: The character sees 11-15 Brilliant Bonfire Impossible
Wits 16+ Totemic Aura Impossible
innocents

Abilities Willpower Social Combat


Archery Join Debate 8 Dodge MDV 6
Martial Arts Attack Speed Honesty Deception Rate
Dawn

Attack/MDV Attack/MDV
Melee
Presence 4 3 2 1 1 2
Thrown
Intimacies Performance 6 3 2 1 1 1
War
Investigation 5 3 2 1 1 2
Her pet cat, Mephistopheles
Integrity Common Actions Common DV Modifiers
Action Speed DV Source Modifier
Performance
Zenith

Join Debate 5 None Appearance Difference


Presence Attack Above -2 Motivation +/- 3
Monologue 3 -2 Virtue +/- 2
Miscellaneous 5 -2 Intimacy +/- 1
Resistance
Survival
Arsenal
Craft Name Speed Accuracy Damage Defence Rate Range Tags
Twilight

Investigation Punch 5 +1 6 +0 5 B +2 4 3 N
Lore Kick 5 +0 5 +3 8 B -2 2 2 N
Medicine Weapons, Armours and Equipment 6 +1 11 +0 5 L 3 200 B
Occult for Xokhe - Longbow
Weapons, Armours and Equipment 6 +1 7 +7 12 L -1 3 2 2,O,R
Athletics for Xokhe - Great Sword
Awareness
Night

Dodge
Larceny
Stealth Panoply
Name Soak (B/L/A) Hardness (B/L) Mob.Pen. Fatigue
Bureaucracy
Natural Soak 1 0
Eclipse

Linguistics
Ride
Sail
Total 1 0 0 0 0 0 0
Socialize
Close Combat Range
Crafts
Craft - Air Movement & Health
Craft - Earth Move Dash Jump (H/V) Health Levels Rules
♦ Health: Bashing damage heals 1 health level
Craft - Fire 5 11 20 10 -0 per 3 hours. Lethal damage healing rate varies (
-0 = 6 hours; -1 = 2 days; -2 = 4 days; -4 = 1
Craft - Water 4 10 18 9 -1 week; Incapacitated = 1 week). Double these
Craft - Wood times if not resting. Aggravated damage heals
at the same rate as lethal but cannot be healed
3 9 16 8 -2 magically.
♦ Death and Dying: If characters incapacitated
by Lethal or Aggravated suffer further damage,
they lose one Dying level per "Inactive" action.
1 7 12 6 -4 Dying ♦ Marking Damage:
Subtract Mob. Pen. Twice for h. jump. Incap. Bashing Lethal Aggravated

Specialties Combat
Join Battle 8 Dodge DV 6 Knockdown 6 10 Stunning 1 6
-Mob.Pen Threshold / Pool Threshold / Pool

Order of Attack Events Knockdown Common Actions


Characters are knocked down if an attack deals Action Speed DV Pen
more raw damage than their Knockdown
1. Declare Attack Threshold. Roll Knockdown Pool (2) to avoid. Join Battle Varies None
2. Declare Defence Rising from prone requires an action. Prone Ready Weapon 5 -1
3. Attack Roll characters take a -1 external penalty to all Physical Attack Varies -1
4. Attack Reroll nonreflexive physical rolls. Coordinate Attack 5 None
5. Subtract Penalties/Apply Defenses Aim 3 -1
6. Defence "Reroll" Stunning Guard 3 None
7. Calculate Raw Damage Characters who suffer more health levels of Move 0 None
8. Apply Hardness & Soak, Roll Damage damage than their Stun Threshold in a single Dash 3 -2
9. Counterattack blow must make a reflexive Stun roll (damage - Miscellaneous 5 Varies
10. Apply Damage, Knockdown & Stunning Stamina) or be stunned until their attacker next Jump 5 -1
acts. Stunned characters take a -2 internal Rise from Prone 5 -1
Full combat rules on pages 140-158. penalty to all non-reflexive physical rolls. Inactive 5 Special
: This ability is commonly affected by mobility penalty.

Inspired by Voidstate Created with Anathema ©2007 Exalted ©2007 by White Wolf, Inc.
http://www.voidstate.com http://anathema.sf.net http://www.white-wolf.com
Backgrounds Possessions Languages
Contacts Seatongue, Low Realm
Resources
Familiar

Experience
0 total - 0 spent = 0 banked

Generic Charms

Performance

Investigation

Bureaucracy
Martial Arts

Resistance

Awareness

Linguistics
Presence

Medicine

Socialize
Athletics
Integrity

Survival

Larceny
Archery

Thrown

Stealth
Dodge
Occult
Melee

Craft

Ride
Lore
War

Sail
First (Ability) Excellency
Second (Ability) Excellency
Third (Ability) Excellency
Infinite (Ability) Mastery
(Ability) Essence Flow

Charms
Name Cost Type Duration Details (Keywords, Targets) Source

Generic Charms
First (Ability) Excellency 1 m per die Reflexive (1/2) Instant Add dice, Max = Attribute + Ability Ex2, 183
Second (Ability) Excellency 2 m per success Reflexive (1/2) Instant Add successes, Max = (Attribute + Ability) / 2 Ex2, 184
Third (Ability) Excellency 4m Reflexive (4/6) Instant Reroll and choose best. Add (Ability / 2) to DVs Ex2, 185
Infinite (Ability) Mastery 2 m+, 1 wp Simple One scene Excellency cost reduced by 1m per 2m spent Ex2, 185
(Ability) Essence Flow - Permanent Permanent Excellencies do not count as charms. Ex2, 187
Integrity
Integrity-Protecting Prana 5 m, 1 wp Reflexive (2) One day Combo-OK Ex2, 199
Dodge
Reflex Sidestep Technique 1m Reflexive (2) Instant Combo-OK Ex2, 227
Seven Shadow Evasion 3m Reflexive (2) Instant Combo-OK, Obvious Ex2, 227
Shadow Over Water 1m Reflexive (2) Instant Combo-OK Ex2, 227
Resistance
Durability of Oak Meditation 3m Reflexive (7) Instant Combo-OK Ex2, 206
Iron Skin Concentration 2m Reflexive (7) Instant Combo-OK, Obvious Ex2, 207
Larceny
Lock-Opening Touch 3m Supplemental Instant Combo-OK Ex2, 229
Archery
Trance of Unhesitating Speed 2 m or 4 motes per Extra Action Instant Combo-OK, Obvious Ex2, 187
attack
Essence Arrow Attack 2m Supplemental Instant Combo-OK, Obvious, Fiery Arrow Attack Ex2, 188

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