3rd Ed General Cheat Sheet PDF
3rd Ed General Cheat Sheet PDF
Lexicon
• Ability: A trait representing learned skills or knowledge. Abilities are added to an Attribute to • Health Track: A series of boxes measuring a character’s physical well-being. When these are all
determine your basic dice pool for most tasks. filled in with damage, a character is unconscious, dying, or dead.
• Action: Something a character does that’s resolved within the Storyteller system. There are several • Initiative: A trait abstracting combat advantage, and determining the order in which characters take
types of action, described in more detail on page 188-189. Additionally, two particular types of turns during combat. This very important trait changes rapidly during battle. See pages 192-194.
actions are important in combat— combat actions and reflexive actions. • Initiative (damage): Produced by withering attacks, Initiative damage causes the character’s
• Aggravated Damage: Produced by certain magical effects that modify lethal damage, aggravated Initiative rating to drop (and usually the attacker’s Initiative rating to increase by an equal
damage cannot be healed magically. amount).
• Attribute: A trait representing innate capabilities, Physical, Social, or Mental. An Attribute is added • Initiative Break: An Initiative bonus granted for forcing an enemy into Initiative Crash.
to an Ability to determine your basic dice pool for most tasks. • Initiative Crash: A state wherein a character is on the ropes and losing a fight, signified by an
• Base Initiative: The value that a character’s Initiative resets to after landing a successful decisive Initiative value of 0 or below.
attack. This is usually 3 Initiative. • Initiative Shift: A dramatic reversal of fortune which occurs when a character in Initiative Crash
• Bashing Damage: Produced by decisive attacks. The least severe variety of Health Track damage a Crashes the enemy who Crashed him.
character can suffer, representing blunt impacts, contusions, and bruising. A character whose • Inspire: A social action which inflames passions, often with unpredictable results.
Health Track is filled with bashing damage is rendered unconscious. • Instill: A social action which creates or modifies Intimacies.
• Botch: A failed roll which has failed in some dramatic fashion, due to gaining no successes and • Interval: The amount of time between rolls in an extended action.
displaying one or more results of 1. • Intimacy: A trait which describes people, places, things, or ideals that are important to a character.
• Combat action: The action a character takes on her turn in combat—usually an attack. A character • Lethal Damage: Produced by decisive attacks. Severe damage to a character’s Health Track,
can take only a single combat action per round, unless she flurries. representing edged weapons, arrows, and other attacks which inflict grievous bodily harm. A
• Damage: The result of attacks launched by one character against another. Damage may be applied character whose Health Track is filled with lethal damage is either dead or dying.
either to a character’s Initiative score or to his Health Track. The latter comes in three varieties: • Minimum Damage: The lowest possible number of damage dice a withering attack can roll. Soak
bashing, lethal, and aggravated. cannot reduce a withering attack below this value. Minimum damage is normally equal to the
• Decisive attack: A risky, pivotal attack within a combat scene, which may decide the outcome of a Overwhelming value of the weapon used to make the attack—see page 580.
fight. Attempts to damage an opponent’s Health Track. • Onslaught Penalty: A -1 penalty to a character’s Defense, lasting until his next turn, which is
• Defense: A static value which establishes how difficult it is for others to attack the character, based incurred every time he suffers an attack.
on the higher of the character’s Evasion or Parry. See page 194. • Parry: A static value describing how well a character can block or parry attacks. Can be used to
• Dice Pool: The number of dice rolled to determine failure or success (and the degree of success) for a determine Defense.
character’s action. Dice pools are usually determined by adding an Attribute to an Ability, plus any • Persuade: A social action which convinces characters to do things.
relevant modifiers. • Reflexive Action: An action that takes little to no time or concentration, or which occurs
• Difficulty: The number of successes required on a roll for an action to succeed. automatically.
• Double 10s: A result of 10 on any rolled die is counted as two successes. This rule applies to almost • Resolve: A static value which establishes how difficult it is for others to change the character’s mind
all rolls save for decisive damage rolls. through argument or emotional appeal. See page 214.
• Double 9s: When this rule is in effect, a result of 9 or 10 on any rolled die is counted as two • Soak: A value which determines how well-protected the character is from injury, due to toughness
successes. and armor. Soak only protects against withering attacks.
• Double 8s: When this rule is in effect, a result of 8, 9, or 10 on any rolled die is counted as two • Static value: A fixed value generated by a character’s traits, used as a difficulty rating for hostile
successes. individuals attempting to act on the character in certain ways. Exalted has static values: Defense,
• Double 7s: When this rule is in effect, a result of 7, 8, 9, or 10 on any rolled die is counted as two Evasion, Guile, Parry, and Resolve.
successes. • Stunt: An action which is described in a dramatic fashion, granting the player a bonus.
• Evasion: A static value describing how well a character can dodge attacks. Can be used to determine • Success: (1) A die which matches or exceeds a roll’s target number. (2) A roll whose number of
Defense. successes match or exceed the difficulty of the action.
• Flurry: A rule allowing characters to take two combat actions in a single turn in exchange for • Target Number: Abbreviated as TN. The number which a dice pool’s dice must match or exceed in
suffering certain penalties. See page 195. order to produce successes. Virtually all dice pools are rolled against TN 7.
• Gambit: A special maneuver whose execution is similar to a decisive attack, but which is intended to • Terminus: The number of rolls allowed during certain extended actions (p. 189).
shift the tactical parameters of battle, such as by disarming or unhorsing an opponent. • Threshold Successes: Successes in excess of the minimum number required to succeed at an action.
• Goal number: The total number of cumulative successes necessary to complete an extended action. These are relevant to some types of actions, particularly attacks.
• Guile: A static value which establishes how difficult it is for others to read the character’s intentions • Withering attack: An attack or series of attacks which move a combat scene toward its conclusion,
and motives. See page 214. but which will not end the fight in and of themselves. Attempts to damage an opponent’s
• Hardness: A value establishing a character’s incredible toughness, due to magic, mystical armor, or Initiative.
superhuman prowess. Protects against decisive attacks.
Important Time Intervals
• Chronicle— A complete game focusing on a continuous series of characters or events. Similar to the full run of a television series of cycle of books.
• Story— A discrete portion of narrative that often takes several sessions to play out. Stories generally have an overall goal or framework, such as “Overthrow the satrap,” “Find the ancient ruins of Lost Zarlath,” or
“Escape from the Wyld Hunt after being ambushed and trapped in the city.”
• Session—A single evening of gaming, generally encompassing several scenes.
• Scene—A segment of action and roleplaying that takes place without a cut in time and location, like a scene in a film. A scene takes as few or as many rounds as are necessary to resolve events—in-setting, a scene
might be as short as a few minutes or as long as a few hours.
• Round—A unit of time used to measure combat scenes, considered long enough to take one action. A round normally lasts about three seconds in combat situations, but could potentially represent more time
during fights involving large battle groups. The point during a round when you declare your character’s action is called your turn.
• Tick—A unit of time that denotes a single initiative score within a round.
• Instant—Not much of a unit of time at all, this refers to a single action even within a single Tick.
Stunts
The Basics
• The action must be cooler than a basic declaration of intent (see below for examples).
• The action cannot be boring, any stunt so long and overwrought that it bores rather than excites isn’t a stunt.
Levels & Bonuses
1. A quick descriptive action that includes dramatic flair: +2 Dice or +1 to Static Values
2. A poetic or well worded dramatic description with dramatic & story flair, the high point of a scene: +2 Dice & +1 Success, or +2 to Static Values + Gain 1 WP.
3. Often the High Point of a Story, you must wow everyone at the table with your description: +2 Dice & +2 Successes, or +3 to Static Values + Gain 2 WP.
Ranges
• Close: Very close together, enough to touch or reach hand out and touch. This range is required for Melee/Close Combat. Whispering distance.
• Short: Outside of the immediate reach of others but within a quick sprint’s distance. Comfortable talking distance.
• Medium: A fair distance away, this is the absolute reach of mundane thrown weaponry. You can communicate at these distances if you yell.
• Long: The limit for mundane archery weapons, and the favorite range of snipers. Communication is possible with signal flags or war drums.
• Extreme: At this range even seeing each other becomes a problem as people are mere specs.
Combat Steps
Withering Attack Decisive Attack
1. Strike Roll: Roll [Dex+(Ability)+(Weapon Accuracy)+(Mods)] vs The Target’s chosen Defense 1. Strike Roll: Roll [Dex+(Ability)+(Mods)] vs The target’s chosen Defense (Parry or Evasion).
(Parry or Evasion) a. If your attack fails and is less than 11: Reduce your Initiative by 2.
a. Parry [Dex+(Brawl, Martial Arts, or Melee)]/2 (round up), +1 w/ specialty. b. If your attack fails and is greater than 10: Reduce your Initiative by 3.
b. Evasion [Dex+Dodge]/2 (round up) – Mobility Penalty, +1 w/ specialty. 2. If Successful: Check your Initiative vs the target’s Hardness. If your Initiative is greater, roll it as a
2. Find Raw Damage: [Strength+(Weapon Damage)+(Extra Successes from Step 1)] pool. (NOTE double tens rule does not apply).
3. Find Damage Pool: [Raw Damage-(Target’s Total Soak)], check vs Weapon’s Min Damage. Roll the 3. Apply the number of successes vs target’s Health Track in the type of damage appropriate to the
higher of the 2 dice pools weapon or charm.
4. Reduce target’s Initiative by damage rolled & increase your own by the same +1. 4. Reset your Initiative to your Base Initiative (3).
5. If the target has been reduced to 0 or less by this attack, add another 5 to your Initiative.
Combat Actions
Attack (Combat Action): See above for combat steps. Defend Other (Combat Action): This may be used to defend anyone in close range. You may use your
Aim (Combat Action): At Short or Close range the Aim action grants a +3 bonus to strike. Required for Parry to against the incoming attack. If the attack is successful the Attacker can choose to apply the
Medium or longer ranges, no bonus unless a second Aim action is used. Aim cannot be flurried. attack to the protector or the protectee. If the attack is Decisive, and he chooses the original target then
Clash Attack (Combat Action): Clash Attacks are a special roll used when two characters attack one the damage pool he rolls against the original target is reduced by the half Defender’s Defense +1.
another on the same tick. Clash Attacks ignore both characters’ Defense. Instead, the two attacks act as Delayed Action (Combat Action?): A character may delay his turn, waiting until a point later than his
an opposed roll (p. 189). The character who accumulates more successes wins, striking his opponent, Initiative to act, if he desires. The delayed action may be deployed on any tick later in the round. This is
while the loser’s attack is thwarted. If a Clash Attack is withering, then it adds the threshold by which a way to force Clash Attacks for characters who know powerful Clash-enhancing Charms. Delaying an
the winning fighter beat his opponent’s roll to its raw damage. A successful withering Clash attack action drops the character’s Initiative by 2.
adds 3 additional points of Initiative damage after damage is rolled. A successful decisive Clash attack Disengage (Combat Action): This action must be taken when a character at close range with one or more
adds one additional automatic point of Health Track damage after damage is rolled. Finally, in addition hostile opponents wishes to retreat to short range—the standard reflexive move action cannot be used to
to suffering damage, the loser of the Clash Attack suffers a -2 penalty to his Defense until his next turn. do so. Disengaging is an opposed roll of (Dexterity + Dodge) against the (Dexterity + Athletics) of all
Countermagic (Combat Action): You may shape sorcery against another sorcerer. This is an opponents who wish to contest the disengage action. If the character defeats all of his opponents, then
Intelligence+Occult roll that must be done within short range of the target caster. You must also be he moves out to short range; furthermore, if one of the opponents he disengaged moves toward him on
capable of casting spells from the target spell’s Circle of Sorcery. When the Sorcerous Motes are her next turn, the character immediately and reflexively retreats one further range band away from her,
reduced to 0, the spell shatters. The resulting backlash prevents the target sorcerer from shaping a spell even if this means he would move outside of his turn. Like a rush action, this reflexive movement does
the next round. not count as a movement action. It occurs only the first time after a disengage action that a disengaged
• If you know the Spell: Each success counters 1 Sorcerous Mote. opponent moves toward the character. If the disengage roll fails you cannot move away.
• If you do NOT know the spell: Each 2 successes counters 1 Sorcerous Mote. Successful or Not, this action costs you 2 Initiative.
• Countermagic cannot be Flurried Distortion (Combat Action): Once a spell is cast it cannot be countered, but it can be distorted. You must
Gambits (Combat Action): These are special forms of Decisive Attacks that forgo doing damage to be within short range of the spell effect and initiated into the Spell’s Circle of Sorcery. This is an
achieve some other ends. Each also has a base difficulty which must be succeeded against by rolling Extended Intelligence+Occult roll with a difficulty based on the Spell’s Circle (1, 3, or 5 respectively).
your Initiative. If the Gambit fails you lose a number of initiative equal to the Gambit’s difficulty+1. This has a terminus of 5 rolls, the goal and effects of distortion are listed by spell.
You cannot attempt a Gambit that can potentially put you into a Crash. Draw/Read Weapon (Combat Action): If a character wishes to change weapons during battle he must use
• Disarm (Dif 3): A successful disarm gambit allows the character to knock an opponent’s weapon a draw/ready weapon action to do so. This action reduces a character’s Defense by 1 until his next turn.
out of his hand, flinging it away to short range. Retrieving a disarmed weapon normally requires Characters are assumed to begin combat with a weapon of their choice already drawn or readied,
moving to the weapon’s location and using a draw/ready weapon action to reclaim it. unless they are ambushed (p. 203). Natural weapons such as fists and claws never need to be readied
• Unhorse (Dif 4): A successful unhorse gambit allows the character to knock an opponent off his before use, making unarmed fighters very resistant to being blindsided.
mount. An unhorsed character suffers one level of bashing damage and is rendered prone, and the Full Defense (Combat Action): Until his next turn, his Defense rises by 2. Using Full Defense causes the
mount usually flees in the confusion. character to lose one Initiative point. This action cannot be placed in a flurry with anything save
• Distract (Dif 3-5): The character leads, threatens, or feints his target into the path of an ally’s social influence actions, nor used during Initiative Crash.
decisive attack. The attacker declares an ally (who is not in Initiative Crash) as the beneficiary of Join Battle (Reflexive): Your Starting Initiative is your 3+Successes on a [Wits+Awareness] roll, this
this distraction; that ally gains the Initiative the character loses as a result of successfully executing cannot be botched. A few power such as the Dawn Caste anima power can change this formula.
this gambit. The transferred Initiative must be used to attack the gambit’s target on the ally’s next Miscellaneous (Combat Action): The character takes some non-combat action which can be completed in a
turn, or it is lost. A character can only benefit from one distraction bonus at a time. matter of only a few seconds. The character’s Defense is reduced by 1 until his next turn.
Move (Reflexive Action): You may move one range band toward a location.
• Grapple (Dif 2): Grapples are initiated through a grapple gambit. Upon succeeding at the gambit,
Rise From Prone (Combat Action): This action is usually automatic, but if an opponent is at close range
the grappler makes a control roll, which determines how long she can keep the grapple locked on.
then the character must roll (Dexterity + Dodge) against difficulty 2 to rise from prone successfully.
This is an opposed (Strength + [Brawl or Martial Arts]) roll between the grappler and her target.
Rush (Combat Action): This action may only be directed at an opponent within short range of the
Should the target win or tie, then the target escapes the grapple on his next turn. Should the martial
character, and it may explicitly be used even after taking a reflexive move action. A rush action is a
artist win, she gains control of the grapple during her current turn, and for a number of additional
contested (Dexterity+Athletics) roll between the character and an opponent at short range. If the
rounds equal to the number of successes by which she beat her target. After those turns elapse, the
rushing character is successful, then as soon as his opponent moves a range band, he will immediately
grappled target automatically escapes the grapple. A grapple will also immediately end if the
and reflexively move one range band toward that opponent, keeping pace. This reflexive movement
grappler suffers Initiative Crash. Each time the grappler suffers an attack and/or damage from any
does not count as a movement action, and so it can occur outside the character’s turn, regardless of
source, she forfeits one turn of control of the grapple.
whether he has already taken a movement action that round.
While grappling or being grappled, both characters suffer a -2 penalty to their Defense and cannot
Shape Sorcery (Combat Action): Declare spell being cast, (Intelligence+Occult) roll—each success
perform flurries. Victims caught in a grapple cannot take movement actions, and suffer a -1 penalty
generates a sorcerous mote. If you have not generated enough motes you may continue performing
to all attacks, or a -3 penalty to all attacks using two-handed weapons.
Shape Sorcery Actions until the necessary motes are generated. Once the needed motes are generated
Every Round (Including the First) the Grappler may choose one of the following sub-actions:
the spell instantly takes effect.
1. Savage: The savage action applies withering or decisive damage to the grappled opponent
without chance of failure or opportunity for defense. If the grappler chooses to inflict withering • Shape Sorcery Cannot Be Flurried!
damage, she makes an unarmed attack roll against Defense 0 for the purpose of determining • Pausing Casting: Lose 3 motes per turn until sorcerous actions continue for the same spell.
extra damage. Again, this attack hits the opponent automatically, even if the character generates • Changing the Spell: Sorcerous motes for the first spell are dispersed and you may start again.
0 successes on the attack roll. With a decisive attack, no attack roll is necessary—just roll • Willpower Rebate: If you successfully cast a spell that requires Willpower to be cast you regain 1
Initiative, apply damage, and reset to base as usual. willpower. If you fail or are interrupted or change spells, the willpower is lost.
2. Restrain/Drag: This action uses up two rounds of control, and can’t be used if the victim wins • Casting in Crash: In Crash you cannot claim the “Willpower Rebate” mentioned above.
the control roll. The attacker locks the victim up in an immobilizing hold. This inflicts no Additionally all spells require an additional 3 motes to cast.
damage, but prevents the victim from taking any action at all on his next turn. While restraining Take Cover (Combat Action): Taking cover requires a (Dexterity+Dodge) roll—the Storyteller sets the
her opponent, the character may take a movement action, and in doing so, drag the victim with difficulty according to how easy it is to find and reach appropriate cover.
her. • Light cover protects a significant portion of the character’s body, such as leaning into a doorway or
3. Throw/Slam: The grappler ends the clinch prematurely, slamming the victim into the ground or standing behind a waist-high wall. +1 Defense
surface within close range. This inflicts damage like savaging the opponent, with the following • Heavy cover protects the majority of a character’s body, leaving at most part of the head and an arm
difference: the attack’s damage dice pool is boosted by 2 dice per turn of control forfeited by and shoulder exposed—shooting through an arrow slit would provide heavy cover, as would
ending the clinch prematurely if withering, or by 1 die per turn if decisive. The opponent is left shooting around the edge of an ancient redwood tree. +2 Defense
prone by this maneuver. A throw/slam maneuver can only benefit from a maximum of up to • Full cover protects the character’s entire body—standing behind a six-foot-high wall or retreating
(Strength) turns of control forfeited; any greater number of turns are simply lost with no benefit. inside of a building are examples of full cover. Ranged attacks impossible.
Decisive slams normally in bashing damage but can inflict lethal damage if the chosen impact Withdraw (Combat Action): This action is used to escape from the battlefield completely. It is an extended
point is particularly deadly (such as into a bonfire, or onto a spike). (Dexterity + Athletics) roll, difficulty 1, goal number 10, interval one round. It may only be attempted
4. Release: The attacker simply releases the clinched victim without harming her. Release is a if the character is at medium or greater range from all opponents. Using a withdraw action moves the
reflexive action rather than a combat action, and may be performed at any time. character one range band away from his enemies, and causes the character to lose 10 Initiative per
round—this can be done even if it would result in a negative Initiative value. Succeeding at the
extended roll causes the character to move an additional range band away from his opponents. If the
character succeeds at a withdraw action’s extended roll while at extreme range from all opponents, he
successfully escapes the battlefield for the rest of the scene, evading all pursuit.
Statuses and Conditions
Initiative Crash: A character whose Initiative is 0 or below is “Crashed,” utterly on the ropes and losing the fight. These rules apply during this time.
• Crashed characters have Hardness 0 regardless of armor or magic, unless the magic specifically states it works under Initiative Crash.
• Crashed characters cannot launch Decisive Attacks.
• Crashed characters cannot use charms with the Perilous Keyword.
• Withering Attacks can drive your Initiative down deep into the negatives. If a crashed character is deemed by the ST to have no hope of recovery he may declare the character defeated by a withering attack.
• Crashed characters that survive 3 rounds of Initiative Crash, reset to 3 at the beginning of 4th round.
• If a character enters Initiative Crash as a result of his own actions reduce his Initiative by another 5.
Initiative Break: When a character forces an opponent into Initiative Crash with an attack, he gains what is known as an Initiative Break bonus. An Initiative Break bonus is a +5 bonus to Initiative. A character
cannot gain an Initiative Break bonus from an enemy during the round that enemy recovers from Crash, or during the round that follows that.
Initiative Shift: While suffering Initiative Crash, if you are able to Crash the opponent who Crashed you, you instantly return to Base Initiative (unless this would cause you to lose Initiative) and make a Join Battle
roll, adding the result to your Initiative. Your turn is then refreshed: any combat or movement actions you have used that turn are reset, allowing you to act again, immediately; however, should this renewed action
be used to attack, you can only attack the character you Shifted against.
Mounted: Assuming Standard Mounts
• Aggressive Mounts: Commanding the mount to attack or use an attack technique uses up its rider’s combat action. This is an attack action, and can be placed in a flurry.
• Attacking Mounts: Mounts generally don’t have their own Initiative track, though the Storyteller may waive this if it seems appropriate (such as a Fair Folk noble entering battle on the back of a behemoth more
dangerous than its rider). Unless a mount has its own Initiative track, all withering attacks against it are considered to target its rider. Decisive attacks can be used to target mounts with the intent of killing them
out from under their riders; in many circumstances, however, the unhorse gambit is a more effective option.
• Combat: Mounted fighters employing close-range weapons enjoy a +1 bonus to withering attacks against non-mounted opponents of human scale, or +2 against battle groups not armed with weapons with the
reaching tag. Mounted fighters also enjoy a +1 Defense bonus against attacks from close-range weapons wielded by non-mounted opponents, so long as those weapons lack the reaching tag.
• Movement: With standard mundane mounts add -1 to +4 to movement related actions.
Prone: A prone character must take a rise from prone combat action (see p. 183) to regain his footing. As long as a character is prone, he suffers a -1 penalty to his Parry, a -2 penalty to his Evasion, a -3 penalty to
attacks, and cannot take any movement actions other than to rise from prone. He also automatically fails all attempts to resist dash and disengage actions.
Soak: Soak determines how well-protected the character is from successful withering assaults. As such, soak is determined by a character’s Stamina rating and the quality and type of his armor.
• Natural: Your Stamina
• Armored: See pg. 591 to find your armor
• Total Soak: Add your Natural + Armored soak.
Unexpected Attacks
• Ambush: An ambush is defined as an attack against a target completely unaware of the attacker’s presence—generally only possible during the first round of a fight, against a target with a lower Initiative value
than the attacker. An ambush attack completely ignores the target’s Defense; the target is considered to have Defense 0 against the attack.
• Surprised: an attack launched from hiding against an opponent who knows he’s in battle and who is actively on the lookout for attacks, even if he isn’t sure exactly where all of his opponents are at the moment. A
target faced with a surprise attack suffers a -2 Defense penalty against that attack.
Environmental Hazards (Varies): Hazards have a Damage Value (# & type), Time Interval, & Difficulty. All hazards are decisive attacks that ignore hardness and soak.
• Resisting Dice Pool Hazards Damage Interval Difficulty
o Stamina+Resistance: Heat/cold, dehydration, fatigue, poisons, etc… Acid Bath 3 Lethal Round 5
o Dexterity+Dodge: Falling Boulders, dart traps, etc… Severe Heat/Cold 1 Bashing Hour 1
o Wits+Survival: Finding shelter, making a fire, etc… Bonfire 4 Lethal Round 5
o Strength+Athletics: Stopping a crushing ceiling, catching a falling stone, etc… Lava 6 Lethal Round 5
NOTE - IT’S A TRAP! : Traps work identically to Environmental hazards with 2 differences Sandstorm 1 Lethal Minute 3
1. Notice: You have a chance to notice a trap. Roll Perception+Awareness to spot the trap with a Elemental Storm 2 Lethal Minute 3
difficulty based on the trap’s nature. The Silent Wind 4 Ag Round 4
2. No Interval: With few exceptions traps don’t generally reset, so there is no interval. If a trap does
reset it is treated like a new attack each time.
Falling: You can’t dodge Creation. Falling inflicts damage based on falling heights identical to ranges in Fall Range Level of Damage Dice of Damage
combat. Falling damage ignores soak, hardness and inflicts automatic levels of damage in addition to Short: 3 Bashing 5 Bashing
rolled damage dice. These are treated as a decisive attack. Medium: 4 Lethal 7 Bashing
Long: 5-7 Lethal 8-12 Lethal
Extreme: 7-10 Lethal 10-14 Lethal
Deprivation: Exalted are mortals and require the normal food, water, respiration, etc…
• Suffocation: A character will die after Stamina minutes without Air. If the character is exerting himself or didn’t have a good breath to begin with will perish after Stamina x2 ROUNDs.
• Starvation: A character will suffer a -3 to all actions after Stamina days without food, and die after Stamina Weeks without food.
• Dehydration: A character will die from dehydration after Stamina days without water.
Poison
• Resisting Poison: When a poison is inflicted on a victim, he may roll Stamina+Resistance to reduce Poison Damage Interval Duration Penalty Vector
the duration of the poison. Exalted and supernatural beings can reduce a duration to zero nullifying Arrow Frog Venom 3 Initiative Round 5 Rounds -2 Wound or Ingestion
the poison. Mortals and animals can reduce it by half (rounded up). Arsenic 2 Lethal Day 7 Days 0 Ingestion
• Vector: This shows in what way the poison must be administered. If the Vector is Wound, then the Curare 1 Initiative Round 10 Rounds -2 Wound
Poison can only be inflicted in battle by a decisive attack. Hemlock 2 Lethal Hour 5 Hours -4 Ingestion
• Damage: Poisons may inflict wounds or initiative damage, either way they ignore Soak and Hardness. Snake Venom 2 Initiative Round 3 Rounds -3 Wound
Poison inflicts levels of damage not dice or damage the victim’s Initiative. Dream Wisp 1 Bashing 5 Minutes 1 Hour -3 Ingestion
• Poison Penalties: The penalties from poison affect all actions taken by the victim. Wood Spider Venom 3 Initiative Round 2 Rounds -3 Wound
NOTE - Multiple Does?: Multiple doses of a venom stack durations only. Yozi Venom 1 Lethal Minute 10 Minutes -5 Wound
NOTE - Combat Poisons: Poisons that have intervals of rounds that will be effective in combat should
have Initiative Damage not health levels damage.
Disease: Once you are exposed to a disease you roll Stamina+Resistance vs the Virulence of the disease.
You roll the same vs the Morbidity of the disease to get better/worse. Common Diseases Virulence Morbidity Interval Max Symptoms
• Virulence: The difficulty to avoid contracting the disease. Influenza 5 2 Week Major
• Morbidity: The difficulty to avoid becoming worse, and taking greater symptoms. Consumption 2 2 Week Death
• Interval: The duration of time between morbidity rolls. Cholera 4 3 Day Death
• Symptoms: Analogous to Intimacies, the symptoms of a disease are graduated. Failing morbidity rolls Hemorrhagic Fever 5 5 Day Death
moves you up the symptoms stages. Note that not all diseases have Defining Symptoms or Death as Festered Wounds 3 1 Week Death – Does not Affect Exalted
possible stages. The general stages are as follows: Leprosy 1 5 Month Defining
1. Minor Symptoms: Lose 1 Willpower, but no other mechanics penalties, but your character Rabies 2 4 Day Death
doesn’t feel good… Plague 4 5 3 Days Death
2. Major Symptoms: Serious symptoms, it can get really annoying at this stage. The story teller can Syphilis 3 1 Year Defining
inflict an automatic botch once per session based on the symptoms. Mystical Diseases Virulence Morbidity Interval Max Symptoms
3. Defining Symptoms: The disease defines the character’s lifestyle interfering with nearly Puppeteer’s Plague 4 3 Week Death
everything. Storyteller may inflict a botch once per scene based on the symptoms.
4. Death: Exalted rarely die from a disease but mortals often do. Exalted ignore death from non-
magical diseases.
Influence (Social Combat)
Influence Roll: [(Social Attribute)+(Social Ability)+(Mods)] vs Resolve or Guile NOTE – Purpose of Social Combat (What you can do with it)
• Resolve is used to resist Instill, Inspire, Persuade, Bargain, & Threaten actions. • Discover the Intimacies of Others
Resolve = [(Wits+Integrity+Specialty)/2 round up]+Intimacy Mod • Protecting your own Intimacies from discovery.
• Guile is used to defend against the Read Intentions action. • Exploiting others’ Intimacies after discovery to:
Guile = [(Manipulation+Socialize+Specialty)/2 round up] o Instilling others with new Intimacies.
o Strengthening or Weakening an Intimacy they hold.
Project Time Required Slots Needed CXP Cost CXP Completion Reward
Basic Minutes to Hours 0 0 2 SXP per crafting objective triggered. With exceptional success, +1 SXP for each basic objective triggered.
Major Hours to Days 1 10 SXP 2 GXP and 1 SXP per basic objective triggered. With exceptional success, +1 GXP for each basic objective triggered.
Superior/Mundane Ask Storyteller 2 2 GXP 3 WXP (There is no max number of rolls to complete the project so it can’t grant bonus GXP)
Superior/Artifact Varies* 1 per Dot 10 GXP Based on the dot level (2=3 WXP, 3=5 WXP, 4=7 WXP & 5=9WXP). Each unused interval grants double the dot rating in GXP
Legendary Decade 0 (5 WXP) 10 WXP 10 WXP + Roll double your craft dice pool. Each success is a GXP, each fail is a SXP.
First Age Wonder
* - 2 dot: 6 weeks, 3 dot: 3 Months, 4 dot: 1 Year, 5 dot: 2 years
Labor Time: The longer work times given assume the character is dedicating a reasonable portion of her efforts each day to advancing her project, while still leaving time to attend to affairs of court, study sorcery,
pursue the goals of her Circle, or otherwise participate in the game the Storyteller is running. If the character must completely put aside a project for extended periods of time, the Storyteller should adjust the amount
of time required before the character can attempt to complete her project accordingly.
Repair Rules
Repair works largely the same as creation—repairing a simple tool is a basic project, while re-forging a broken sword is a major project. Repairing artifacts, similarly, requires a superior or legendary project,
although depending on how badly damaged the item is, the Storyteller may opt to set the goal number lower than if the character were forging the artifact anew. The Storyteller may also significantly reduce the
minimum time spent working on repairs, again based on the severity of the damage. Unlike standard superior or legendary projects, artifact repairs have no terminus.
Repairing damage to structures such as manses or ships requires a series of major projects, as the character repairs damaged rooms or elements of the vessel one by one. Such repairs generally require hours or
days of work. When dealing with ships, a single major project is sufficient to restore one lost hull point (p. 244).
Repairing Rewards: Repairing items generally requires a smaller investment of time and materials than making them anew, and as such, offers smaller rewards.
• A basic repair project awards 2 SXP per basic objective triggered.
• A major repair project grants 1 GXP per basic objective triggered.
• Repairing a broken artifact with a superior repair project awards (Artifact’s rating - 1) WXP.
• Repairing a broken N/A artifact with a legendary repair project grants no crafting experience points—the reward for such endeavor is restoring the Essence and power of a lost wonder of the ages.
Repairing First Age Wonders
• First Age Wonder Skill Requirements: To attempt the creation of a legendary artifact requires Lore 5, Occult 5, Craft (Artifact) 5 [or Craft(Geomancy) for an Manse], Relevant other Craft 5+ have Craft(First
Age Artifice) and be Initiated into at least Terrestrial Circle Sorcery.
• Sorcerous Working: Repair must be proceeded by a successful Sorcerous Working with the focus on the repair and of the appropriate scope and ambition to complete the repair. Artifacts 2-3 are Terrestrial
Sorcerous Workings, while 4-5 require Celestial Sorcerous Workings and N/A level Artifacts require a Solar Circle Sorcerous Working and multiple Celestial Sorcerous Workings.
Mundane Armor
• Category: The general statistics for an armor are based on 3 categories. Light, Medium and Heavy. Additional modifications to weapons come from armor tags.
• Soak: Amount of Withering damaged removed from an attacker’s pool Light: +3, Medium +5, & Heavy +7
• Mobility Penalty: Penalty to Evasion and Athletics pools. Light: -0, Medium -1, & Heavy -2
• Hardness: Amount of Decisive damage the armor allows you to ignore. Light: 0, Medium 0, & Heavy 0
Note: Exceptional Armor have no special bonus unless made from special materials.
Armor Category Cost Tags Armor Tags
Breastplate Light 2 None Buoyant: This armor is made from something that doesn’t
Buff Jacket Light 1 None interfere with swimming.
Chain Shirt Light 2 Concealable Concealable: This armor can be worn under clothing.
Haulberk Medium 3 None Silent: This armor gives no penalties to stealth.
Lamellar Medium 3 None
Rein. Breatplate Medium 3 None
Rein. Buff Jacket Medium 2 Silent
Articulated Plate Heavy 5 None
Plate and Chain Heavy 4 None
Artifact Armor
• Category: The general statistics for an armor are based on 3 categories. Light, Medium and Heavy. Additional modifications to weapons come from armor tags.
• Soak: Amount of Withering damaged removed from an attacker’s pool Light: +5, Medium +8, & Heavy +11
• Mobility Penalty: Penalty to Evasion and Athletics pools. Light: -0, Medium -1, & Heavy -2
• Hardness: Amount of Decisive damage the armor allows you to ignore. Light: 4, Medium 7, & Heavy 10
• Attunement: Number of motes need to attune. Light: 4, Medium 5, & Heavy 6
Without a commitment the armor is bulky, rigid, and immobile adding a -5 Mobility Penalty
Armor Category Tags Artifact Armor Tags
Breastplate Light None Not-Armor: Doesn’t count as armor for the purposes of
Silken Light Silent, Not-Armor Martial Arts that do not allow armor.
Chain Shirt Light Concealable
Lamellar Medium None
Rein. Buff Jacket Medium Silent
Rein. Breatplate Heavy None
Articulated Plate Heavy None
Mundane Weaponry
• Category: The general statistics for a weapon are based on 3 categories. Light, Medium and Heavy. Additional modifications to weapons come from weapon tags.
• Accuracy: Bonus to Withering Attack rolls Light +4, Medium +2, & Heavy +0 Note: Archery and Thrown weapons have range based accuracy bonuses.
• Damage: Bonus to Withering Damage rolls. Light +7, Medium +9, & Heavy +11
• Defense: Bonus to Parry. Light +0, Medium +1, & Heavy -1 Note: Archery and Thrown weapons have no defense bonuses.
• Overwhelming: Minimum Damage pool All Mundane = 1
• Thrown Weapon Accuracy Bonuses by Range: Close+4, Short+3, Medium +2, Long -1, Extreme -3
• Archery Weapon Accuracy Bonuses by Range: Close-2, Short+4, Medium +2, Long+0, Extreme -2
Note: Exceptional Weapons have no special bonus unless made from special materials.
Note: Heavy Weapons require a strength 3 to wield properly.
Note: Dual Wielding – When dual wielding you may simply choose which weapons to use. If you have identical 2 weapons you gain +2 to Clash Attacks.
Weapon Category Cost Tags Weapon Tags
Cestus Light 1 Bashing, Brawl, Smashing, Worn Balanced: +1 Overwhelming
Club Light N/A Bashing, Melee, Smashing, Thrown (Short), Improvised Bashing: Inflicts Bashing Damage.
Khatar Light 2 Lethal, Brawl, Piercing Brawl: Uses the Brawl ability
Knife Light N/A Lethal, Melee, Thrown (Short) Chopping: Costs 1 Defense & 1 Initiative, +3 withering
Sai Light 2 Lethal, Melee, Disarming damage, reduce Hardness of Target by 2.
Short Sword Light 1 Lethal, Melee, Balanced Disarming: -1 difficulty & cost of Disarming gambits.
Tiger Claws Light 1 Lethal, Brawl, Worn Flexible: Weapon ignores target’s Full Defense action bonus.
Unarmed Light N/A Bashing, Brawl, Grappling Improvised: Usable with Melee or Brawl, -1 Initiative/attack
Whip Light 1 Bashing, Melee, Disarming, Flexible, Grappling, Reach Grappling: Can be used to make grappling gambits.
War Fan Light 2 Lethal, Martial Arts, Disarming Lethal: Inflicts lethal damage
Axe/Hatchet Medium 1 Lethal, Melee, Thrown (Short), Chopping Martial Arts: Requires a Martial Arts ability that uses it.
Chopping Sword Medium 2 Lethal, Melee, Chopping Melee: Uses the Melee Ability
Fighting Chain Medium 1 Bashing, Martial Arts, Disarming, Flexible, Grappling, Reach Natural: Part of the users body, cannot be disarmed.
Hook Sword Medium 3 Lethal, Martial Arts, Disarming Piercing: Costs 1 Defense & Initiative, but reduces a target’s
Javelin Medium 1 Lethal, Melee, Thrown (Medium) soak by 4.
Mace/Hammer Medium 1 Bashing, Melee, Smashing Reach: Negate the bonuses of mounted opponents.
7-Section-Staff Medium 2 Bashing, Martial Arts, Disarming, Flexible Shield: Full Defense action becomes able to be part of a flurry, but not
Shield Medium 1 Bashing, Melee, Shield with an attack. Shield weapons have 2 less damage than normal.
Short Spear Medium 1 Lethal, Melee, Thrown (Short), Piercing Smashing: -1 Defense & -2 Initiative, to knock back your
Slashing Sword Medium 2 Lethal, Melee, Piercing, Reaching target 1 range band or prone.
Spear Medium 1 Lethal, Melee, Piercing, Reach Thrown: Uses the Thrown ability. Also lists the max range.
Straight Sword Medium 2 Lethal, Melee, Balanced 2H: Uses both hands. +2 to Clash attacks.
Staff Medium N/A Bashing, Melee, Reach Worn: Can be removed but account as natural when worn.
Great Sword Heavy 2 Lethal, Melee, Balanced, Reach, 2H
Great Axe/Scythe Heavy 3 Lethal, Melee, Chopping, Reach, 2H
Lance Heavy 1 Lethal, Melee, Piercing, Reach, 2H Concealable: Can be easily concealed (dif 1 Larceny roll).
Poleaxe/Halberd Heavy 2 Lethal, Melee, Chopping, Reach, 2H Cutting: Weapon has a bladed edge that can cut thin objects.
Sledge/Tetsubo Heavy 2 Bashing, Melee, Reach, Smashing, 2H Mounted: Can be used from mounted position.
Chakram Light 1 Lethal, Thrown (Med), Cutting, Mounted Poisonable: Designed to be used with Poison. Pg 232.
Dart Light 1 Lethal, Thrown (Med), Concealable, Mounted, Poisonable Special: An unusual property.
Needle Light 1 Subtle, Thrown (Short), Concealable, Poisonable Subtle: Weapon inflicts 0 damage, it can poison however.
Shuriken Light 1 Lethal, Thrown (Short), Concealable, Mounted, Poisonable
Sling Light 1 Bashing, Thrown (Med), Concealable, Special Archery: Uses the Archery ability. Also lists the max range.
Staff Sling Medium 1 Bashing, Thrown (Med), Special Archery weapons require 2H unless they have 1H Tag
War Boomerang Medium 1 Lethal, Thrown (Med), Cutting, Mounted, Special Crossbow: Do not add Strength instead add +4 for withering.
Hand Crossbow Light 2 Lethal, Archery (Medium), Crossbow, Mounted, 1H, Piercing, Slow Flame: Shoots a narrow blast of fire. Do not add strength
Concealing Xbow Light 3 Archery (Medium), Crossbow, Mounted, 1H, Piercing, Slow, Concealable instead add +4 to withering damage. Accuracy is +0.
Self Bow Light 1 Lethal, Archery (Long), Mounted 1H: A ranged weapon that can be used in one hand.
Composite Bow Medium 3 Lethal, Archery (Long), Mounted Powerful: At close range it inflicts damage as per Heavy.
Crossbow Medium 3 Lethal, Archery (Long), Mounted, Piercing, Powerful, Slow Slow: This weapon takes a combat action to reload.
Flame Piece Medium 2 Lethal, Archery (Short), Flame, Mounted, 1H, Slow
Longbow Medium 2 Lethal, Archery (Long)
Firewand Heavy 3 Lethal, Archery (Long), Flame, Slow
Artifact Weaponry
• Category: The general statistics for a weapon are based on 3 categories. Light, Medium and Heavy. Additional modifications to weapons come from weapon tags.
• Accuracy: Bonus to Withering Attack rolls Light +5, Medium +3, & Heavy +1 Note: Archery and Thrown weapons have range based accuracy bonuses.
• Damage: Bonus to Withering Damage rolls. Light +10, Medium +12, & Heavy +14
• Defense: Bonus to Parry. Light +0, Medium +1, & Heavy +0 Note: Archery and Thrown weapons have no defense bonuses.
• Overwhelming: Minimum Damage pool Light 3, Medium 4, & Heavy 5
• Attunement: Number of motes need to attune. Basic Artifact Weapons all require 5 motes to Attunement.
NOTE – Unattuned Weapons: An unattuned weapon is at -5 to Accuracy & Defense, and costs 2 Initiative per attack.
• Artifact Thrown Weapon Accuracy Bonuses by Range: Close+5, Short+4, Medium +3, Long +0, Extreme -2
• Artifact Archery Weapon Accuracy Bonuses by Range: Close-1, Short+5, Medium +3, Long+1, Extreme -1
Weapon Category Tags Artifact Weapon Tags
Direlash Light Lethal, Melee, Disarming, Grappling, Flexible, Reach Always Returning: Even when it strikes its target it still
Razor Claws Light Lethal, Brawl, Concealable, Worn returns. It must be caught and held to stop this or the
Short Daiklave Light Lethal, Melee, Balanced wielder must botch his attack roll.
Slayer Khatar Light Lethal, Brawl, Piercing, Worn Hidden: +3 Bonus to Stealth rolls to conceal this artifact.
Smashfist Light Bashing, Brawl, Smashing, Worn Melee/Thrown (range): This weapon can be used as a ranged
Daiklave Medium Lethal, Melee, Balanced weapon when thrown using the thrown ability, or as a
Dire Chain Medium Bashing, Martial Arts, Disarming, Flexible, Grappling, Reach melee weapon when using it in hand using the melee ability.
Goremaul Medium Bashing, Melee, Smashing HB: Homebrewed weapon from my gaming table.
Grim Cleaver Medium Lethal, Melee, Chopping
Longfang Medium Lethal, Melee, Thrown (Short), Piercing
Dancer’s Daiklave Medium Lethal, Melee, Piercing, HB
Divine Bulwark Medium Bashing, Melee, Shield, Smashing, HB
Reaper Daiklave Medium Lethal. Melee, Balanced
Reaver Daiklave Medium Lethal, Melee, Chopping
Serpent-Sting Staff Medium Bashing, Martial Arts, Disarming, Flexible, Reach
Wrackstaff Medium Bashing, Melee, Reach, Shield
Direlance Heavy Lethal, Melee, Piercing, Reach, 2H (when on foot)
Grand Daiklave Heavy Lethal, Melee, Balanced, Reach, 2H
Grand Goremaul Heavy Bashing, Melee, Smashing, Reach, 2H
Grand Grimcleaver Heavy Lethal, Melee, Chopping, Reach, 2H
Grimscythe Heavy Lethal, Melee, Piercing, Reach, 2H
Infinite Chakram Light Lethal, Thrown (Medium), Cutting, Always Returning
Sling of Surprise Light Lethal, Thrown (Long), Hidden
Glorious Staff Sling Medium Lethal, Thrown (Medium)
Skycutter Medium Lethal, Thrown (Long), Cutting, Always Returning
Guardian’s Discus Medium Bashing, Melee/Thrown (Short), Shield, Always Returning, HB
Grand Skycutter Heavy Lethal, Thrown (Long), Cutting, Always Returning, Slow, HB
Short Power Bow Light Lethal, Archery (Long), Mounted
Powerbow Medium Lethal, Archery (Long)
Siege Crossbow Medium Lethal, Archery (Long), Crossbow, Piercing, Powerful, Slow
Dragon Sigh Wand Heavy Lethal, Archery (Short), Flame, Slow
Battle Groups
Battle groups are collections of similar, and generally lesser, foes that are treated as a single unit for the purposes of speeding up combat. These groups operate as normal combatants with a few alterations and a
few different statistics to represent them.
Battle Group Statistics
• Size: Denotes the rough number of men in the group. • Drill: The average traits of the members of the group. Grants a bonus to certain rolls
• Might: A measure of the mystical power of the group. Grants a bonus to certain rolls. Poor: No to minimal training in working together or fighting in general. Conscripts.
• Magnitude: The number of “health levels” of the group per size. It is determined by adding the Average: Trained to fight together, and well drilled in their weapons. Average soldiers.
average number of health levels of the group’s members + its size. Elite: Drilled extensively together in group movements and maneuvers. Superior soldiers.
Note: A Battle Group with the “Perfect Moral” tag, gains +3 Magnitude.
Rank Size of Men Might Example Might Bonus Drill Drill Bonuses
0 1-2 Mortals None Poor -2 to Order & Rally Actions. +1 to Rout roll difficulties
1 6-12 Beastfolk, Wyld Mutants +1 Accuracy, Damage & Defense Average +1 Defense
2 20+ Lesser Spirits and Fairfolk +2 Accuracy/Damage & +1 Defense Elite +2 to all Command Rolls. +2 Defense
3 100+ Dragonblooded, Greater Spirits +3 Accuracy/Damage & +2 Defense
4 500+
5 1000+
Battle Group Rules: The following is how the standard rules apply to a battle group.
• Attacking A Battle Group: You can only make withering attacks against a battle group. However you do not inflict initiative damage against a battle group, instead the final damage pool is rolled as damage
against the Battle Group’s Magnitude. You gain only 1 initiative from successfully attacking Battle Groups.
• Battle Group Attacks: Battle groups only make withering attacks against you, inflicting initiative damage as per normal. However once you slip below 0 any additional attacks will inflict wounds instead of
initiative damage.
NOTE: Battle groups never use the Double 10s rule on damage.
• Area Attacks: Battle Groups can make a melee attack all enemies within or adjacent to them. The battle group rolls a single attack and applies it to all targets. The Battle Group’s size will determine how big of an
area this may cover. When making a ranged attack the Battle Group chooses a primary target and then an area radiating out from that target is also hit. Again one roll for everyone in the target area.
• Inert Initiative: The Battle Group’s Initiative never changes, any initiative it takes from others just disappears.
• No Health Penalties: Simple as that.
• Routing: When a Battle Group loses all its Magnitude (health) it reduces a Size level and checks for route. Roll a group Willpower vs dif 1 +1 for each size this unit has already lost +1 if Allied units have been
routed +1 if Allied Heroes/Commanders have been defeated +1 if route check was cause by impressive magical powers.
• Don’t Care about Disengaging: They do not suffer any penalty from disengaging without using the special action unless it is from a Battle Group of one size level less than it, or more.
• Are considered Rough Terrain for Individual Enemies: Additionally all individuals wading through end a hostile Battle Group loses 1 Initiative each round.
Command Styles
These are the different ways that different leadership styles are emulated. Leaders may make leadership actions for the Battle Group.
Appearance: Used to lead at the front by example. The Hero that charges forward in front of his host, leading the vanguard and inspiring his men with action!
Charisma: Used to direct soldiers at the front with speeches and force of personality. The Commander within the battle group that raises his men’s spirits and urges them on with his commands.
Intelligence: Used by rear line commanders not active in the battle themselves. The Strategist commanding multiple battle groups with ease of clear thought, but disengaged from the battle.
Command Actions
• Rally Ally: This action can be taken after an allied battle group suffers a rout. Roll [Charisma or Appearance + War] against the difficulty of the other unit’s failed rout check. If successful the Target unit regains
the routed Size loss.
• Rally Unit: This action can be taken after the Battle Group suffers Magnitude damage. Roll [Charisma or Appearance + War] dif 1. Each 2 successes restores a lost Magnitude.
Strategic Warfare
1. Each Commander for each side decides on a desired Stratagem.
2. Each Commander tallies up any advantages they may have that would provide modifiers for them.
3. Each Commander makes an opposed Intelligence+War(Strategic Maneuver) roll. The higher roll wins over the other and the battle plays out according to the winner’s stratagem.
4. Battle unfold as per normal from here.
Stratagems
Stratagems are maneuvers that can give your Battle Group the upper hand when facing opponents. Each has a Threshold. You must beat the other Commander’s opposed Stratagem roll by that much to make you
Stratagem effective.
Back to the Sea (1): The enemy is forced into terrain that makes escape or retreat impossible. The enemy force cannot take withdraw actions; Size loss indicates massive deaths or surrenders rather than soldiers
fleeing the battlefield, so that later regrouping and recovery becomes vastly more difficult if not impossible. Slaughter actions are vastly more effective than normal. Rally for numbers actions require three
successes per point of Magnitude restored.
Strategic Placement (1): The enemy is forced to fight somewhere advantageous by dint of its nature enhancing your own—often used by Fair Folk to force opponents to pursue them into the Wyld, or Abyssal
Exalted to force confrontations in shadowlands. This stratagem offers no mechanical advantage in and of itself—it’s up to the general to have a battle strategy in mind to exploit the ground she’s chosen.
Demoralize (2): The enemy is demoralized before the battle begins. Perhaps their supply lines have been ravaged and they must fight hungry; perhaps vengeful ghosts have been sent to haunt their camps. In any
event, the enemy takes a -1 penalty on all rout checks and all command actions.
Fortifications (2): The enemy has no choice but to confront you on a battlefield prepared in advance by you. This may be an entrenched camp on a hill surrounded by palisades of stakes, or it may mean street-to-
street fighting in a city where the victorious force has prepared avenues of swift movement with which the enemy is unfamiliar. In any event, the opposing force begins the fight at long range, and treats the entire
battlefield as difficult terrain, whereas the victorious force treats the battlefield as normal terrain.
Ambush (3): The enemy is tricked into a trap, joining battle when it is least expected! All attacks launched by your forces during the first round of combat are considered ambush attacks. All attacks launched by your
forces in the following 3 rounds are considered surprise attacks.
Pincer Attack (3): The victorious general arrays her forces to attack her opponent on several fronts simultaneously. The enemy force is considered to suffer a -1 onslaught penalty throughout the entirety of the battle.
Naval Combat
The key to naval combat is Momentum (M), a pool of points gained from the positioning naval stratagem. Momentum is required to attempt all other stratagems, and so the goal of naval combat is to accumulate
Momentum faster than one’s enemies, then expend it to damage their ship or board them.
Note: Changing your target vessel zeros out your Momentum.
1. Each Captain chooses a ship to engage.
2. Choose a Naval Stratagem, pay the momentum cost.
3. Roll the Chosen Naval Stratagem against the opposing Captain’s Naval Stratagem (varies by stratagem)
Naval Stratagems & Boarding Actions
Positioning (Wits+Sail+Manueverability, Cost: 0): Maneuver into a favorable position. Each success over the opposing captain becomes 1 Momentum.
Broadside (Wits+Sail+Manueverability, Cost: 5M): You move into an attack position and fire ship-to-ship weapons inflicting 1 Hull damage on the target vessel. +1 if using Anti-Ship Sorcery or First Age weapons.
Escape (Wits+Sail+Speed, Cost: 12M): Make a run for it! Success on this stratagem requires a new Pursuit to begin (see Dramatic Actions under Sail)
RAM! (Wits+Sail+Manueverability, Cost: 7M): You ram your vessel into your target. This causes 1 Hull damage +1 for every 3 successes beyond your opponent’s roll. Performing this maneuver without a ramprow
inflicts the same damage on your own vessel as well.
Concealment (Wits+Sail+Manueverability, Cost: 2M): You steer into a fog bank, detour around a sand bar, slide up a tributary or into a mangrove swamp. Obviously such things need to be present or you must have
the ability to generate them for this stratagem to be used. If successful this add +3 to your next Naval Stratagem roll.
Boarding Action (Wits+Sail+Manueverability, Cost: 8M): You hook & lash your vessel to the target’s and a normal combat begins! (Join Battle anyone?)
Seize the Initiative (Wits+Sail+Manueverability, Cost: 10M): Your crew surges over the rails and pounds the opposition! Enemies have a -2 Defense for the first round.
Shock and Board (Wits+Sail+Manueverability, Cost: 12M): Your vessel slams into the other as you board her. The enemy crew and heroes start combat prone unless they roll Dexterity+(Athletics or Sail) with a
difficulty equal to your Sail+(Naval Stratagem Successes).
Drowning Tide (Wits+Sail+Manueverability, Cost: 15M): Combined benefits of Shock-and-Board with Seize the Initiative
Ship Traits
• Speed: Speed is added to rolls where getting from one place to another in a hurry is important, as well as to attempts to pursue another ship or to evade pursuit. Cruising speed of the vessel in mph is double its
speed and can be pushed higher depending on the type of locomotion the vessel uses.
• Maneuverability: Vital in combat maneuvering, or to steer through treacherous shallows. Under these circumstances, Maneuverability adds to a character’s Sail rolls.
• Hull: The health track of the ship. As a ship loses Hull points, it confers penalties to all Sail rolls to control it. With no Hull points left, a ship is dead in the water but necessarily sinking.
• Crew: The crew’s skill is vital to the operation of a vessel. A captain may add +2 bonus to all Sail rolls if the average Sail score of her crew is 4+. If the crew has an average of Sail 1 or below, the captain takes a
-1 penalty to all Sail rolls.