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ATTRIBUTES

STRENGTH CHARISMA PERCEPTION

DEXTERITY MANIPULATION INTELIGENCE

STAMINA APPEARANCE WITS

ABILITIES PERSONALITY
Inf. Ess.
1st 2 nd 3 rd Mas. Flo. MOTIVATION
ARCHERY
DAWN

MARTIAL ARTS
MELEE PERMANENT ESSENCE LIMIT

THROWN
VIRTUE FLAW
WAR
WILLPOWER
INTEGRITY Sum of two highest virtues
ZENITH

PERFORMANCE
PRESENCE
VIRTUES AND INTIMACIES
RESISTANCE COMPASSION TEMPERANCE
SURVIVAL

CRAFT
TWILIGHT

INVESTIGATION
LORE CONVICTION VALOUR
MEDICINE
OCCULT

ATHLETICS
NIGHT

AWARENESS
DODGE
LARCENY
Personal Essence

STEALTH

BUREAUCRACY
ECLIPSE

SPECIALITIES
LINGUISTICS
RIDE
SAIL
SOCIALISE

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

NATURAL TOTAL
-2
Ordinary Piercing Ordinary Piercing
Armour Soak

Other
-4
(Str. + Str. +
FINAL TOTAL
Dex. Dex. + 6
Ath.)x2 Ath. INCAPACITATED
Sta.
HARDNESS
Bashing Lethal Aggravated
Bashing Damage heals one health level per 3 hours. Lethal healing rate varies
(-0 = 6 hours; -1 = 2 days; -2 = 4 days; -4 , Incap= 1 week). Double if not resting.
Agg. Cannot be healed magically.
Threshold. Pool KNOCKDOWN Threshold. Pool STUNNING
If an attack deals more Raw Damage than If an attack deals more HL of Damage than the Stunning threshold MOB. PEN.
Characters reduced below Incapacitated with Lethal damage must take the the Knockdown threshold roll the pool roll the pool (diff. DMG - Thresh.) or be stunned until next action
innactive action, losing one health-level per action. (diff. 2) or be knocked down (-2 internal pen. to all non-reflexive physical rolls).
Sta. + Res. [Sta. or Dex.] Sta. [ta. + Res.
+[Ath. or Res.]
ESSENCE

PERSONAL ESSENCE
ANIMA EFFECTS
[Essence x 3] + Willpower

Anima Powers:
Available

=
PERIPHERAL ESSENCE

[Essence x 7] + Willpower + Sum of virtues

Available

Mote Recovery: Strenuous Activity: none Additional Mote Recovery:


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

SOCIAL CONFLICT
Steps in Social
SOCIAL ATTACKS Rate Excl. Conflict:
Attack Excl. JOIN DEBATE
DODGE MDV Emotion Compulsion 1. Declare Attack
2. Declare Defense
Presence 2 Wits + Aware.
(Willpower +
Essence)/2
Laudable/Expected -2 +1
3. Attack roll
Excl. Excl.
Normal -1 +2 4. Attack reroll
Performance 1 NATURAL PARRY MDV 5. Subtract penalties/
DAMAGE
Cha. + Soc. (Attack)/2
Unusual 0 +3 Apply defenses
Investigation 2 Excl. 6. Defense reroll
Innapropriate +1 +4
Man. NATURAL MDV Modifiers 7. Calculate Raw Damage
+ Ability SOAK Intimacy/Influence +/- 1 each Damgerous +2 +5 8. Apply Soak/Roll Damage
Temp. + Int.
All attacks take a dice bonus or penalty equal to the difference between the
+ Essence Strong Virtue +/- 2 9. Counterattack
Motivation +/- 3
attacker’s Appearance and the Defender’s Temperance.
10. Apply effects

BACKGROUNDS

SOLO UNIT EXPERIENCE


TOTAL BANKED SPENT
MOVE CHARGE
ENDURANCE
Sta. + Res. (Dex.)x100 (Dex.
+6)x100
Apply target unit’s magnitude as an external penalty to all attacks.

Upon each succesful attack roll (Charisma + War) against a difficulty of your Armour’s INCREASE: Attribute, Rx4; Favoured or Caste NEW: Ability, 3; Speciality, 3; Favoured/Caste
fatigue value, on failure lose a dot of Endurance. A character with no remaining Ability, (Rx2)-1; Ability Rx2;Essence Rx8; Charm, 8; Charm, 10; Non-solar Charm, 16;
endurance has a -2 penalty on all actions. Virtue Rx3;Willpower Rx2 Favoured/Caste Spell, 8; Spell, 10

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