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PERI
PHER
AL M
OTE
S
ARMOUR
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BASED UPON EXALTED 2ND SHEET BY VOIDSTATE - [email protected] - MORE RPG STUFF AT WWW.VOIDSTATE.COM/RPGTHIS VERSION BY JAMES P. BARRETT - [email protected] - WWW.BAZZALISK.ORG.UK
See Craft Section
Excellency Excellency Excellency
Excellency Excellency
HON DEC EXC.
HON DEC
AIR
EA
RT
H
FIR
E W
AT
ER
WO
OD
Terestrial Reinforcement
ASPECT:
ANIMA FLUX
No
No
1Die/min. L
1Die/tick. L
1Die/tick. L*
* Characters who soak Lethal with their stamina are not immune at this level
Weapon/Total/Excellency
+2
3
COMMON ACTIONS
Move (0/None)Dash (3/-2)Guard (3/None)Inactive (5/Special)Disengage (0/None)Spell (5/-2)
Action (Speed / DV Penalty)
MASS COMBAT SOLO UNIT
Endurance
Stamina + Resistance Dexterity x 100
MOVE CHARGE
(Dexterity +6) x 100
Apply target unit’s magnitude as an external penalty to all attacks.
Upon each succesful attack roll (Charisma + War) against a difficulty of your Armour’s fatigue value, on failure lose a dot of Endurance. A character with no remaining endurance has a -2 penalty on all actions.
Attribute, Rx4; Favoured or Aspect Ability, (Rx2)-1;Ability Rx2;Essence Rx10; Virtue Rx3;Willpower Rx2
Ability, 3; Speciality, 3; Aspect Charm, 10; Charm, 12; Celestial MA Charm, 12 (15 if MA not Aspect orFavoured)
Increase:
New:
Terrestrial Exalted may only use one non-reflexive charm each action. Reflexive Charms may be used freely. Supplemental charms may be used multiple times up until the user’s next action. Simple and Extra Action Charms cannot be included in mundane flurries. Permanent Charms permanently enhance a character’s capabilitoes. Charms may never add more than the relevent Ability + Speciality in dice (or half that in successes) to any given roll.
ASPECT