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3rd Ed General Cheat Sheet PDF

This document provides definitions for key terminology used in the 3rd edition of Exalted. It defines concepts like Attributes, Abilities, damage tracks, initiative, actions, social actions, extended actions and more. Time intervals for Chronicles, Stories, Sessions and Scenes in an Exalted game are also outlined.

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Alan Rideout
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0% found this document useful (0 votes)
157 views9 pages

3rd Ed General Cheat Sheet PDF

This document provides definitions for key terminology used in the 3rd edition of Exalted. It defines concepts like Attributes, Abilities, damage tracks, initiative, actions, social actions, extended actions and more. Time intervals for Chronicles, Stories, Sessions and Scenes in an Exalted game are also outlined.

Uploaded by

Alan Rideout
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Flint’s 3rd Ed Cheat Sheets

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.

Social Combat Actions


Instill: The instill action is used to change the feelings and beliefs of others. When a player takes an instill action, he declares what he wants to make his target feel or believe. The Storyteller may apply penalties to the
roll if this belief is particularly implausible or hard to accept, up to a maximum penalty of -5 for truly unbelievable claims. On a successful roll, the target forms an Intimacy towards that belief. Retry: Either get a
new argument/Intimacy or wait until after current adventure is over.
Inspire: The inspire action is used to incite emotions and passions in others, usually with the Performance Ability. When a player takes an inspire action, he chooses which emotion he is attempting to inspire—anger,
sorrow, hope, lust, hatred, delight, or any other. On a successful inspire roll, the target is impassioned according to the emotion evoked—but the target’s player chooses what form that passion takes. An impassioned
character might form a new passion, or act upon an existing Intimacy that aligns with the emotion evoked. Retry: Wait until the current scene has ended to Inspire same Intimacy.
Persuade: The persuade action allows you to convince other characters to perform an action or task that you give to them. The extent of the action you can compel with persuade depends on the Intimacies of your
target. Without an Intimacy to support your influence roll, you can only convince others to take relatively trivial and risk free actions. Retry: Either get a new argument/Intimacy or wait until after current adventure
is over.
• Knowing A Minor – Inconvenient Tasks: With this level of Intimacy, you can persuade people to do things that take longer than a scene to complete, if the amount of time needed is not so long as to disrupt the
target’s life and so long as the risk to themselves or those they care for isn’t so great.
• Knowing A Major – Serious Tasks: Characters who have an appropriate Major Intimacy can be convinced to perform even tasks that carry the risk of extreme harm or impediment but certain death or total ruin.
Tasks that take extended amounts of time are possible at this level, even if they require a long term commitment such as joining an organization.
• Knowing A Defining – Life Changing Tasks: At this level, you could convince them to do almost anything. Only in cases where death or utter ruin are absolutely, unavoidably certain will they balk, and even then
the Storyteller might decide they’re willing to do it despite all odds.
Bargain: You offer a bribe, gift, or favor that the character you’re convincing believes is worth the difficulty or danger of the task you’re asking him to perform. The Storyteller should take into account the Intimacies,
wealth, and social status of the character in deciding what they will consider sufficient payment. Retry: Bigger Offer.
Threaten: When all else fails, pain and intimidation are brutally effective motivators. You can convince people to do things without having to appeal to their Intimacies, only rather than offering something they want,
you present them with something they don’t—usually the threat of bodily harm, although social blackmail, economic ruin, and general intimidation will also do the job. It can also be used as an instill action which
gives the target a Tie of fear towards you, or intensifies such an Intimacy he already has.
Read Intentions: allows a character to discern what another character wants to achieve in a scene of interaction. Reading someone’s intentions is not an influence roll—instead, it is a (Perception+Socialize) roll
against the target’s Guile. Retry: Current target cannot be retried until after the current scene is over.
• Alternate Use: Can be used in order to determine what Intimacies a character has. Before rolling for the action, the player should generally describe what kind of Intimacy he wants to discern (“Does he love
anyone?” “How does he feel about me?” “Is he a devout Immaculate?”). However this is not magic (without a charm) and the ST can limit what you can learn from a given encounter. If you observe the target
while he is unawares he suffers a -2 to his Guile.
NOTE ON APPEARNACE: If a character’s Appearance rating is higher than his target’s Resolve, then he gains a dice bonus on all instill and persuasion attempts against that individual equal to the difference. Thus,
a character with Appearance 5 attempting to use a persuade action on an individual with Resolve 3 would gain a +2 bonus. This comparison is made before any bonuses to Resolve are factored in. When used
against a group assume an average Resolve for the group.
Intimacies (Heart of Social Combat)
Intimacies represent a character’s relationships, beliefs, ideals, and goals. A character’s Intimacies help determine what types of influence will affect him.
Intensity: The strength of an Intimacy is defined by its intensity—Minor, Major, or Defining. When a character is targeted by an influence roll that opposes one or more of his Intimacies, add a bonus to his Resolve
based on the intensity of the most applicable Intimacy. On the other hand, if one or more of a character’s Intimacies supports an influence roll applied against him, then he suffers a corresponding penalty to Resolve
based on the most applicable Intimacy(ies).
• Minor: Notable relationships or beliefs. Generally apply when you are directly around the subject of the Intimacy.
Minor Intimacies apply a +2 Resolve bonus to defend against rolls that oppose them, or a -1 Resolve penalty against rolls that align with them.
• Major: A relationship or belief that influences most areas of your life and can alter your behavior even in situations indirectly related to the Intimacy.
Major Intimacies apply a +3 Resolve bonus to defend against rolls that oppose them, or a -2 Resolve penalty against rolls that align with them.
• Defining: A relationship or belief that you place above all others and on which you refuse to compromise.
Minor Intimacies apply a +4 Resolve bonus to defend against rolls that oppose them, or a -3 Resolve penalty against rolls that align with them.
Resisting Influence Rolls
Willpower: Even if a character’s Resolve is overcome, he may still have an opportunity to deny the influence. If the influence is trying to change how he feels, such as by creating, destroying, or changing his
Intimacies, he may spend a point of Willpower to:
• Stop a new Intimacy from being created. Although the character is moved, he just can’t afford to invest himself in a new person or cause!
• Stop a Major or Defining Intimacy from being weakened. Even though the influence was convincing, the character just has too much invested in the Intimacy to give up now, even if he wants to!
• Reject a successful inspire action—the character uses his force of will to deny his swelling passions.
Decision Points: Refusing successful influence to make the character do something is trickier. When a character fails to resist such influence with his Resolve, he enters into a special state called a Decision Point. In
the Decision Point, the player must choose an Intimacy and explain how it justifies resisting that specific influence. The Intimacy he chooses must be of equal or greater intensity than the Intimacy which supported
the influence roll, and it can’t be the one that strengthened his Resolve against the roll in the first place—the influence already overcame that particular source of reluctance when it beat his Resolve, after all.
If those requirements are met, and if the Storyteller accepts the player’s argument for why one of his Intimacies would make him reject the influence, then the character may spend one Willpower point to resist
the influence roll.
Unacceptable Influence: If a request is so antithetical to the nature and personality of its target that it cannot possibly succeed, it is said to be unacceptable influence. A character targeted by unacceptable influence
may reject it outright without spending Willpower, even if his Resolve would not normally be high enough to defend against it. Unacceptable influence includes:
• Any instill action to strengthen or weaken an Intimacy which doesn’t exploit an appropriately strong Intimacy to do so.
• Any persuasion attempt which doesn’t exploit an Intimacy strong enough to support the proposed task.
• Any bargain attempt which fails to offer a properly enticing incentive or threaten action which is insufficiently threatening.
• Any influence that would cause a character to kill himself, or to do something that he knows would result in his certain death.
• Any influence that would cause a character to completely abandon or end one of his Defining Intimacies is unacceptable.
• Any seduction attempt that violates a character’s sexual orientation (as defined by the player the character) is unacceptable.
• Certain Charms allow characters to define special kinds of influence that they may treat as unacceptable.
Social Complications
One Vs Many: Whenever an influence roll targets more than one character, it suffers a -3 penalty. Determine success of failure of important targets within a crowd individually, for a crowd of mooks, assume an
average Resolve.
Written Social Actions: The Ability used when rolling for a written social action is always Linguistics. (Appearance doesn’t apply)
Gestures & Body Language: When a character attempts to communicate through gestures, appearance, and body language alone, the target of such silent influence adds +2 to his Resolve.
Overturning Influence: Changing the mind of someone acting in accordance to a previous social attack grants him +3 Resolve to resist a new attack to make him abandon that course of action.
Social Actions in Combat: Any social action can be made in combat as a Combat Action, but any such attempt must be conveyable in the 3 second time span or require multiple actions. You may also flurry Social
Actions with your normal Combat Actions with the standard penalties.
Willpower
Willpower Points: A character begins with a number equal to their willpower score. Spending them can be used to use charms, sorcery, resist social effects, etc…
Note – Points can Exceed Score: Your willpower points can exceed your willpower score but cannot exceed 10.
Note 2 – When Rolling Willpower: You never roll your willpower points, they are spent as a resource. Whenever you are asked to roll your willpower, you roll your willpower score.
Common Willpower Point Expenditures
• Add 1 Success to a single roll.
• Increase a Static Value (Defense, Guile or Resolve) for a single use of that value.
• Reject certain kinds of social influence.
• Use a charm that requires Willpower.
Regaining Willpower Points
• A good night’s rest restores 1 willpower point.
• You may, once per scene, regain 1 willpower point when you undergoing a hardship/sacrifice for a Major or Defining Intimacy.
• Regain 1-3 points of willpower upon achieving a major character or story goal.
• Performing a level 2 stunt grants 1 willpower point (this allows your points to exceed your willpower score).
• Performing a level 3 stunt grants 2 willpower point (this allows your points to exceed your willpower score).
• At the beginning of an adventure your willpower points are reset to your score.
• When you come out of limit break your willpower points are reset to your score.
Projects
1. Is the Project Possible?: Make certain the character has what they need before they even start. 3. Responding to Failure Conditions: You react to the possibility of failure. This can be done with
a. Materials: All projects take materials be it building: a ship (wood, pitch, etc..), a manse (demesne, Merits or personal intervention.
stone, labor, etc…), an army (people, arms, training grounds, etc…), etc…
b. Skills: All projects require the understanding to create them: a shipwright, a geomancer, a drill 4. Result: Failures only occur if the Players either don’t respond to the Failure Condition or don’t
sergeant, etc… respond adequately to resolve it. Sometimes even then the project will “succeed” but with
c. Time: How much time does it take? Does the character have the time to do this? complications to the greater story. The following are a few possibilities:
2. Does the Project Succeed?: Does anything happen that threatens the project? This is largely the a. Political Unrest: A common response to a large project can be political unrest either from the
dictation of the Storyteller and may give Failure Conditions. envy/fear of your neighbors or from the anger of the oppressed.
a. Shortages: Do any of the Materials, Skills or Time conditions above fall into question? b. Loss of Assets: A common result is a project going over budget or alienating some of those
b. Sabotage & Opposition: Are there opponents to the project? How do they respond? involved. This may cause loss of merits.
c. The Unexpected: Rain, drought, war, death of the architect, etc… Things that happen that wouldn’t c. War: If the neighboring forces see the project as a provocation they may go to war over it.
normally affect you may cause problems for a project but aren’t directly related. d. New Merits: You may also make friends and coin from your project depending on what it is.
Common Dramatic Actions
Feats of Strength (Varies): Lore
• Special - Holding up a Collapse: An Extended Action, Roll Strength+Atheletics vs dif, Terminus of • Introducing a Fact (???): Once per scene a character with Lore 3+ (and a relevant backstory), can
5, with no goal number. At each interval roll must achieve successes equal to the difficulty. Failure attempt add a fact to the story that his character knows. If the storyteller deems it appropriate the
= damage to Hero of the Feat + possible damage to everyone inside collapse. Botch = total collapse. player rolls Intelligence+Lore vs a difficulty set by the Story Teller based on how likely the
• Special – Martial Arts Breaking Tournament: Roll Strength+Martial Arts vs dif of Target information is correct and the character would know it.
Note: You must have a strength of 3 to attempt feats of strength. • Challenging a Fact (???): Once per scene a character with Lore 3+ (and a relevant backstory) or
Min Strength Successes Example Feats Lore 1+ with a specialty, may notice when things are wrong. If the storyteller deems it
3+ 1 Lift a man or anvil. Break a pine board. appropriate the player rolls Intelligence+Lore vs a difficulty set by the Story Teller based on
2 Tote a bale of cotton. Kick an oak door down. how likely the information is incorrect and the character would know it. The character know
3 Lift a mule. Break a sword over your knee. something is false or does not ring true but not necessarily what or why.
4 Lift a warhorse or bend an iron bar. Medicine
5+ 5 Lift an ox, pull a laden wagon or bend horseshoes into pretzels. • Diagnosis (5 min): To determine the origin of the ailment roll Perception+Medicine. To diagnose
6 Throw a mule, snap an axe haft or kick an oak door to splinters. the ailment based on symptoms and study of the patient roll Intelligence+Medicine. If rushed
7 Lift a boulder, throw a warhorse. add +1 or +2 to the difficulty of the roll (one combat action instead of 5 min).
8 Lift a rhino, snap iron manacles, or slowly bash a brick wall. NOTE: If you make any medical actions without a Diagnosis then you increase the difficulty of
9 Throw an ox, twist off a steel lock, kick down an iron door. all those medical actions by +2 to +4.
7+ 10 Lift an elephant, raise a draw bridge, punch through brick. • Treating Wounds (5 min): To bind a wound and stop the bleeding roll Intelligence+Medicine vs dif
11 Lift a locked portcullis, punch through a city gate. = to the wound penalty of the person you are trying to help.
12 Pull a laden wagon from a sand trap, rip out iron bars out of stone • Treating Disease (1 hour / day of disease’s interval): At the end of the treatment roll
13 Lift a boulder with one hand, tear down the pillars of a temple Intelligence+Medicine vs dif = to the Morbidity of the disease. This can be substituted for the
14 Lift a tyrant lizard, carry an enormous status, open locked gates. Victim’s roll at that next interval roll.
10+ 15 Uproot a mighty tree and slowly bash through fortress walls. • Treating Poison (5 min): Roll Intelligence+Medicine, difficulty is based on the lethality and
16 Lift a mammoth, hurl an elephant, tear apart a portcullis. commonness of the poison. Therefore the difficulty = 1 + 1 if lethal + 1 if uncommon +2 if
17 Pull an entire caravan, snap a mighty tree in half exotic + 2 if being done in combat or other perilous situation.
18 Uproot mighty tree with one hand, Crack a boulder in two Sailing
19 Throw a mammoth, slowly push over a stone tower. • Gauge Tides/Currents/Winds (1 min): Roll Intelligence+Sail vs difficulty
20 Smash through a city wall, Lift a yeddim or pull a herd of yeddim. • Avoid Obstacles (N/A): Roll Wits+Sail+Manueverability vs difficulty to avoid.
Investigation • Pursuit: Pursuit is an extended, contested (Wits + Sail + Speed) roll, with the first ship to
• Case Scene (15 min): Roll Perception+Investigation vs general difficulty to investigate the scene accumulate 10 more successes than the opponent succeeds in getting away or catching their
or the Conceal Evidence action previously used at this scene. target.
• Profile (5 min): Roll Perception+Investigation vs the Target’s Guile. Success gives you a basic run • Troubled Waters: Navigating treacherous waters (reefs, shallows, rocks, etc...) or braving a storm is
down of the character. an extended action Wits+Sail roll with a difficulty assigned by the dangers involved and a
Larceny number or rolls based on the duration of the danger. Each roll must succeed or face the
• Conceal Evidence (15 min): Roll Intelligence+Larceny, successes = difficulty to Investigate the characters with a consequence (blown of course, hull damage, etc…).
scene. Survival
• Disguise (5 min): Roll Intelligence+Larceny, successes = difficulty to recognize the target with • Tracking/Counter-Tracking (??): Tracker rolls Perception+Survival (+/- Environmental modifiers)
Perception+Awareness. vs Counter Tracker’s roll (Wits+Survival)
1. Drastic Change: -2 to disguise rolls to change sex, race or body type, each.
2. Imitating Friends & Love Ones: -4 to trick anyone that has an intimacy for the character you
are disguised as.
• Lockpicking (5 min): Roll Dexterity+Larceny difficulty = to Lock (Mundane 1-2, Magical 3, First
Age 4+)
• Pick Pocket (Instant): Roll Dexterity+Larceny opposed by the target’s Perception+Awareness.
Healing Times Essence
These healing times assume primarily resting and avoiding strenuous activities. If a character pushes Raising Essence: 1 = 0-49, 2 = 50-124, 3 = 125-199, 4 = 200-299, 5 = 300+
himself despite his condition double all these times. Note: Solar Experience does not count towards raising your Essence.
Exalted Exalted Mortal Mortal Solar Personal Essence Pool: Essence x 3 + 10
Health Level Bashing Lethal/Ag Bashing Lethal Solar Peripheral Essence Pool: Essence x 7 +26
-0 1 Hour 1 Day 12 Hours 2 Days Note: You cannot spend motes from multiple pools unless one pool doesn’t have enough.
-1 12 Hours 2 Days 1 Day 4 Days Regaining Motes
-2 1 Day 3 Days 4 Days 1 Week • In Combat: Regain 5 Motes at the end of each round.
-4 2 Days 5 Days 1 Week 1 Month • Out of Combat: Regain 5 Motes per hour.
Incap Varies Varies if at all Varies Varies if at all Anima Banner: Each 5 Peripheral Motes raises a level of
1. Dim: Anima is invisible.
2. Glowing: Anima outlining character & Caste Mark appears. Stealth/Disguise at -3.
3. Burning: Character blazes with light, stealth impossible
4. Iconic: Grand display of power featuring your personal Icon. Stealth impossible

Anima Powers Twilight Anima Effects


• Aegis of Twilight (5m/Anima Iconic): Reflexively gain 5 hardness for one turn. At Iconic anima
General Solar Anima Effects: Spend one mote for any of the following.
displays this power activates for free.
• Soul Sundial: Know the exact time of day in Creation.
• Ride the Dragon (10m,1wp): For 1 round you burn away into pure essence and then vanish. So long
• Blazing Caste Mark: Cause your caste mark to appear as a gold mark or growing symbol as the Twilight doesn’t move or suffer knock down he vanishes. He reappears at Sunset the
Dawn Anima Effects following day, at a random place of power, within 10 miles.
• Rising Sun Initiative (Anima Iconic): When your anima is Iconic your Base Initiative is • Sage’s Binding (10m): You may bind an Elemental or Demon of the First Circle (Essence 1-3 only)
3+Essence/2(round up). as a familiar. Roll Intelligence+Occult vs Target’s Resolve. You may summon such bound creatures
• Inevitable Dawn (10m): You may reset all movement and combat charms. Once per day only. to you side for 3 motes and banish it for free. You may have up to Essence such bound spirits.
• Terrifying Might: You add Essence/2 (round up) to all intimidation checks, and you may attempt to Night Anima Effects
intimidate which do not feel fear (Golems, zombies, etc…) • Subtle Essence (2m): By paying the extra motes any charm powered by peripheral essence doesn’t
Zenith Anima Effects add to your anima display.
• Purification of the Fallen (1m): Touch a corpse and consume it in solar flame sending the Hun to • Unseen Shadow (3m): Ignore up to 3 or Essence penalties to stealth rolls (whichever is higher)
Lethe and the P’o to oblivion. You also perceive the Strongest Intimacies of the dead. If you choose • Mask of Night (Anima Iconic): Your anima banner wraps around and suffuses her from hiding
to take them on. You may touch the target of said intimacy granting them visons appropriate to the figure and visage alike. Your identity is perfectly obscured.
intimacy and relationship.
Eclipse Anima Effects
• Divine Judgement (10m): Once per day you may make a Decisive attack against a Creature of • Oath Binding (10m): You may bind an oath you have witnessed.
Darkness without resetting your initiative.
• Heaven’s Diplomat: You have diplomatic immunity when treating with the enemies of Creation. So
• Priest King’s Summons (7m): You may order dematerialized spirits to manifest using long has you have legitimate business and observe the rules of hospitality you and your companions
Charisma+Presence with Essence in successes.
are protected.
• Essence Under Heaven: You may learn the charms of spirits, Fairfolk and other beings so long as
the charm has the keyword Eclipse. (8XP)
Sorcerous Workings
These are shapings of the fabric of Creation’s Tapestry, compelling the world, its essence or spirits into creating mystical and wondrous effects. This is completed as an extended Sorcerous Shaping roll
(Intelligence+Occult). The Difficulty, Terminus and Goal are set by the player’s choices. Once a Sorcerous working is completed the player must pay XP to finalize it based on ambition.
XP Cost = 2Ambition
Ambition: The general power level of the Sorcerous Workings. These are rated 1 to 3 under each Circle of Magic (Terrestrial/Emerald, Celestial/Sapphire & Solar/Adamant). The Ambition dictates the Goal required
for the extended Sorcerous Shaping roll.
• Terrestrial: Rooted in transforming, enhancing, or weakening pre-existing elements of the natural world, rather than directly invoking supernatural forces. Emerald Circle workings are typically limited either in
power or scope. It may be a spectacular result within a single chamber, or a mild blessing over a village.
1 (Goal 5) Create/Bind magical entities to perform mundane chores in service to a person, organization, or structure. Enchant a path to prevent travelers from becoming. Invite an unbound First Circle
demon into Creation in a ritual that culminates at midnight. Make permanent but small scale geographical alterations i.e. freshwater spring or flattening a hill. Ward a town or neighborhood-sized region
against a particular type of mundane nuisance, i.e. forest fires, crop-eating pests, etc…
2 (Goal 10) Cross two different species of plant or animal to create a hybrid species with the best traits of both. Grant mutations to oneself or a willing subject. Instill a plant, animal, or object with human-
level intelligence. Ward a chamber against scrying, teleportation, or intrusion by a particular type of spirit.
3 (Goal 20) Bless a region to enhance its natural properties, causing a field to always deliver a bountiful harvest or a freshwater river to always run clean. Create a completely new but mundane form of
life, or breed a specimen of an existing species with a minor supernatural power that augments its traits. Place a curse on a small region in a way that diminishes, warps, or blights its mundane aspects
such as flora, fauna, or natural resources, making it all but impossible to make a livelihood off the cursed land. Create a rift between two realms of existence that allows communication, possession, or
similar forms of limited interaction, but not actual transportation.
• Celestial: Miracles of outright supernatural power, either rewriting the laws of the natural world on a relatively large scale or instilling supernatural power into the mundane world. Scope sufficient to place
powerful blessings or curses upon an entire village or a particular neighborhood or feature of a city, and their power is either an overt manifestation of supernatural magic, or a dramatic and drastic change to
the properties of the natural world
1 (Goal 25) Create a bond between two characters allowing them to communicate at any distance. Bestow a useful but limited supernatural blessing. Create persistent illusions that haunt a structure or
town-sized region. Invite an unbound Second Circle demon into Creation in a ritual that culminates on the night of the new moon. Transform a chamber so that its interior emulates the environment of
any natural terrain within Creation. Ward a chamber or structure against all intruders with magical traps or barriers.
2 (Goal 30) Alter the weather of a town-sized region over a long duration, extending the harvest season by a month every year or making every winter exceptionally harsh. Enchant fortifications against
mundane assault or give resilience to supernatural powers. Grant a power to one’s self or to a willing subject, i.e. a burning gaze, a hypnotic tongue, or cursed blood that turns into scorpions when shed.
Make alterations to the nature of a willing supernatural being, such as imbuing a fire elemental with the aspect of earth to turn it into a being of molten magma, or reshaping a demon to express a
different facet of its oversoul and altering its Charms to match. Spread mutations throughout the mundane flora and fauna of an entire ecosystem.
3 (Goal 35) Create a loyal minion with supernatural powers comparable to a Second Circle demon or notable god. Enchant the architecture of an entire structure to grant it limited mobility, the capacity to
rearrange its internal structure, intelligence comparable to a human, or similar powers. Open a permanent portal between two different realms of existence, such as a small shadowland or a faerie ring that
leads travelers into the deep Wyld.
• Solar: Rewrite the laws of reality, or write new ones into being. Their scale can be huge, encompassing entire cities at the low end of Ambition 1 or the whole of the cosmos at its upper, nigh-unattainable end. Its
power can bend time, space, or the boundaries of worlds to the sorcerer’s will, and manipulate the fine workings of Essence down to the level of changing a being’s very soul. As long as the Storyteller feels
that something should be possible through a sorcerous working, it can be attained through workings of the Adamant Circle.
1 (Goal 40) Completely transform the terrain of a region to raise lush tropical paradises out of deserts, curse forests to wither away into scrubland, dry up seas, and so on. Enchant a village or small city
sized region to emulate the nature of another realm of existence, possibly acting as a point of meeting between the two worlds. Purify a hundred miles of shadowland or Wyld zone. Extract the soul of a
willing mortal from his body and transfer it into a new vessel, such as an automaton, manse, or similar form. Restore someone’s body to the prime of its youth. Ward an entire city against invasion with
supernatural traps, barriers, or concealment.
2 (Goal 50) Alter major metaphysical properties of a city-sized region: make it capable of moving across Creation, cause it to rise up and float in the sky, alter the nature of space within it so that it’s bigger
on the inside of its borders than the outside, meddle with the flow of time within it, make it invisible or intangible to those who do not meet certain conditions. Enchant a city-sized region or a group to
change the nature of the afterlife for those who die within it, such as designating particulars of how they reincarnate or transforming the souls of the dead into elementals. Lay a potent curse on a city,
region, or group of people that can only be broken when specific circumstances are met. Utterly transform the nature of a supernatural being—remaking a demon as a god, or turning an elemental into a
specter composed of the corpse-elements of the Underworld, or similar.
3 (Goal 75) Make subtle alterations to the metaphysics of the entire cosmos. Create a supernatural being of a singular nature and considerable power. Cast a city-sized region into a different realm of
existence, or outside of time and space altogether, with set conditions for when it returns or how it can be accessed.
Finesse: The extent to which a sorcerer controls how its effects manifest and what form they take, rated on a scale of 1, 3, or 5 and set by the player. This is the difficulty of the Sorcerous Shaping roll.
1 – Storyteller Runs Wild: You may have come up with what happens but the HOW is left completely up to the Storyteller. He should not try to screw with you on this but how it manifests is up to him.
3 – Rough Description: You give a rough idea of how it manifests but the storyteller fills in the gaps and details.
5 – Total Control: You have to come up with everything, and can control every aspect of its manifestation (within limits).
Means: The resources that a sorcerer has available to put to use beyond the baseline of her own sorcerous power. Means take many forms, but the same benefit—adding to the working’s terminus. Multiple Means stack
their benefit, and it is intended that more ambitious workings will require the extra rolls from these to succeed. A sorcerous working with no Means has a terminus of 5 rolls.
• Complementary Abilities: A sorcerer who’s mastered an Ability that naturally lends itself to the sorcerous working may claim that as one of her Means, adding one to the Terminus.
• Complementary Spells: A sorcerer may claim one of her known spells as a Means if its function is related to the working she is trying to perform, adding one to the Terminus.
• Cooperation: The assistance of another sorcerer initiated into the Circle of the working adds one to the Terminus..
• Extra Time: A sorcerer willing to invest months or even years of preparation, research, and diligent practice may claim that extra time as one of her Means. Extending the interval from one week to one month
adds one to the Terminus. Extending the interval to one cycle (three months) adds 2 to the Terminus. Extending the interval to one year adds 3 to the Terminus..
• Exotic Components: Esoteric or rare materials may be consumed in the process of a working to count as a Means, adding one to the Terminus.
• Sorcerous Infrastructure: Sorcerous laboratories or ritual chambers stocked with esoteric texts, occult reagents, and other tools add one to the Terminus.
Beyond the Bounds
Unlike spells, which demand initiation into the proper circle before they can be learned, it is possible for a sorcerer to perform a working of a Circle that she has yet to master. Working beyond the boundaries is
difficult, dangerous, and always requires extraordinary effort on the part of the sorcerer. The sorcerer’s player must describe the extraordinary efforts of her character and the great lengths to which she goes as she
describes the enactment of the sorcerous working—it’s not something that can be done routinely, easily, or safely. Going beyond the boundaries of one’s sorcerous initiation has the following consequences:
• The base difficulty of the (Intelligence + Occult) roll at each interval is increased by 2 for each Circle beyond the sorcerer’s own initiation. For example, a Terrestrial Circle sorcerer attempting a Solar Circle
working would make rolls at a difficulty equal to (4 + Finesse), rather than (Finesse). Because of this, most sorcerers deliberately choose a low Finesse for such workings.
• Each failed interval roll on a working counts as one botch to complicate the final outcome of that working. Actually botching a roll completely ruins the effort, in addition to adding disastrous consequences to
that failure.
• A Terrestrial Circle sorcerer cannot attempt Solar Circle workings of Ambition 3.
• Default interval of such workings is increased from one week to three months, if reaching one Circle above the sorcerer’s capacity, or one year if reaching two levels above the sorcerer’s mastery. The
requirement to gain additional means by dedicating extra time and effort to the working rises to one year, three years, or five years (for those reaching one Circle above their mastery), or three years, five
years, or ten years (for Terrestrial Circle sorcerers attempting Solar Circle workings).
• Experience costs are increased by four points per Circle the sorcerer has not mastered.
Crafting Rules
Projects: All crafting is divided into projects of varying difficulties. To complete greater and greater projects you must earn crafting experience from lesser projects to spend on them. Crafting XP cannot be used on
anything other than completing greater and greater projects and adding additional Crafting Slots (see below).
• Basic Projects: The simplest tasks a craftsman can undertake. Generally mundane items of lesser to average quality and take little time. This requires a single roll. Completing them gives you Silver XP (SXP)
see table below.
• Major Projects: Significant endeavors within your craft. Crafting good to superior quality mundane items and are a significant burden on time and resources. This requires a single roll. Completing Major projects
requires the expenditure of SXP and gives you Gold XP (GXP) see the table below.
• Superior Projects: This describes the creation of either Artifacts or of large scale constructions like a warship, manse, dam, city wall, palaces, etc… This requires an Extended Roll, difficulty 5, terminus 6, and
goal # dependent on the Artifact Level (2=30, 3=50, 4=75 & 5=100). Completing Superior projects uses 10 GXP and grants White XP (WXP) See table below.
Note - Mortals: This is the highest level achievable by mortals but they cannot make artifacts without special abilities or powers, like sorcery or thaumaturgy.
Note 2 – Botches & Failures: When working on an Artifact a botch on any roll results immediately ruins the item all Craft XP and materials are wasted. Failure one a give roll does little but waste a roll.
Failure to achieve the Goal by the last roll ruins the project and materials.
Note 3 – Making Artifacts & Manses: Making Artifacts requires Craft(Artifacts), Making Manses requires Craft(Geomancy).
• Legendary Projects: Legendary works include the greatest artifices known to the First or Second Ages. An Artifact Ship or Legendary Manse. This requires an Extended Roll, difficulty 5, terminus 6, and goal of
200.
Note – Legendary 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.
Note – First Age Wonder Requirements: A character must be capable of the Legendary Requirements + have Craft(First Age Artifice) and be Initiated into at least Terrestrial Circle Sorcery.
Basic Objectives - Gaining Crafting XP: What kind of Crafting XP you receive from a project is dictated Projects Slots: Crafters can only keep so many balls in the air at one time.
by the level of project as stated above, but how many or if it grants any XP is based on the following • Basic Project Slots: As many as you want. These projects are considered to take so little time that
conditions: you don’t need slots for them.
• Finishing the project caused a character to gain or strengthen an intimacy toward you. • Major Project Slots: You start with 3 slots. If all of your slots are full you may pay 5 SXP to buy a
• Finishing the project produces a very clear in-game non-trivial gain for your character. temporary spot for a new project.
• Finishing the project upholds, furthers or protects one of your intimacies. • Superior Project Slots: To create a Superior slot requires using a number of GXP equal to the artifact
NOTE – Bonus Craft XP: At the End of the Story a Crafter gains 3 SXP for each Craft ranked 3+, rating and uses a similar number of Major Slots to create it. If you lack enough open Major Slots
& 5 SXP for each rank 5+ Craft, that was used to complete a project you can temporarily create more as above.
during the story. Additionally the Crafter gains 5 GXP for each artifact • Legendary Project Slots: To create a legendary slot you must pay 5 WXP. This does not affect your
created during the Story. other Project Slots at all.

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.

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