Bubble in Solar

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Name: Player:

Concept: Caste:
Mark

Attributes
Strength Dexterity Stamina
5+ 5+

5+

qq q q

Charisma Manipulation Appearance

5+

5+ 5+

q q q

Perception Intelligence Wits

5+

5+
5+

q q q

Abilities
Dawn
Archery Martial Arts Melee Thrown War Athletics Awareness Dodge Larceny Stealth
5+
5+

Zenith
Integrity Performance Presence Resistance Survival Bureaucracy Linguistics Ride Sail Socialize
5+

Twilight
Craft Investigation Lore Medicine Occult
5+
5+
5+ 5+

5+
5+
5+ 5+

5+
5+ 5+

5+

Night
5+

Eclipse
5+
5+

Other
5+
5+

5+
5+ 5+

5+
5+

5+
5+

5+

5+

5+

Essence
Anima Effects
Write
5+

Cause the caste mark to glow brightly for a scene (1 mote) Cause the anima to glow brightly enough to read by for a scene (1 mote) Know the precise time of the day (1 mote)

q
/ /
Calculate

Anima Banner Levels


1 3 motes: Weak caste mark 4 7 motes: Strong caste mark 8 10 motes: Mild aura 11 15 motes: Bonfire aura 16+: Iconic aura
Anima power auto-activation Fades when no peripherally essence is used Stealth impossible Stealth at -2e difficulty Perception + Awareness to notice

Personally: Peripherally:

Anima Banner

Advanced
Health Levels
-0i Bruised -1i Hurt

Specialties
s s s s s

ssss sss sssss -2i Wounded sss sssss


-4i Crippled Incapacitated

sss sss sss sss sss

s s s s s

s s s s s

Dying

ssss sssss

Healing Times, for each health level


Bashing: 3 hours per level Lethal and Aggravated: -0: 6 hours, -1: 2 days, -2: 4 days, -4 and incapacitated: 1 week

Dying: Losing one dying level per 5 tick, can be saved with a Wits + Medicine diff 5 + (number of dying levels lost) roll

Calculate

Social Traits
Join Combat:
Wits + Awareness

Dodge MDV:
(Wp + Integrity + Essence + spe) / 2

Willpower: q

Social Attacks
Ability
Investigation Performance Presence

Speed
5 6 4

Acc (Cha / Man)

PMDV (Cha / Man)

Rate
2 1 2

Notes
Attacks a whole area

Calculate

In Debate
Action Options (Speed / DV modifier) Attack (weapon/-2): Attack a target Coordinated Attack (5/-2): Charisma + Socialize, diff: number of participants / 2 Dash(3/-3): Sprint: 10 * (Dex. + 6 - Armor mobility) meters per long tick Flurry (longest action/sum of defense penalties): Multiple actions Guard (3/none): Doing nothing, may be aborted Inactive (3/special): Social invulnerable Miscellaneous Action (5/-1 to -3): Do something else Monologue/Study (3/-2) : +1D per long tick, may be aborted to attack Move (0/none): Move 10 * (Dex. - Armor mobility) meters per long tick Additional
Attack support an Intimacy: -1 to DV Attack according to dominating Virtue (rate 3+): -2 to DV Attack aligned with Motivation: -3 to DV Appearance: (Defenders App Attackers App) to DV (max 3) If the attack violates Motivation: Must refuse to consent Natural persuasion: Can only spend 2 Willpower per scene, will become jaded and suspicious (attack automatically fails) a stunt and new attack approach is needed for further attacks Unnatural persuasion: Exalted gain 1 point of Limit when resisting the attack Consent to the attack: Performing the behavior described in the initial attack Refuse to consent: Reflexive pay 1 Willpower point to resist.

Building / Eroding Intimacies: Takes Conviction success full attacks, one per scenes to build or erode an Intimacy Compelling Behavior: Spend a scene doing a task, that do not go against Motivation Betray Motivation: Must be reduced to zero Willpower by attacks against Motivation, goes permanent Willpower + Essence days without gaining full Willpower.

Effects of Social Attacks

Virtues

Compassion q Conviction q

Temperance q Valor
q

Virtue Flaw: Duration: Limit Break Condition: Partial Control: No Control:

Limit points

Write

Intimacies

Motivation

Calculate

Soak and Defense


Lethal Soak:
Stamina / 2 + Armor (L)

Bashing Soak:
Stamina + Armor (B)
Calculate

Aggravated Soak:
Armor (L)

Dodge DV:
(Dex. + Dodge + Essence + spe) / 2

Join Combat:
Wits + Awareness

Move / Dash:
Dex. armor mobility (+ 6)

Weapons
Weapon Speed Acc Damage PDV Rate Range Tags Notes

Calculate
Melee Melee
Melee

Melee

Melee

Melee
Melee Melee

Melee
Melee

Melee
Melee

Clinch Kick Punch

6 5 5

+0 +0 +1

+0B +3B +0B

-2 +2

1 2 3

C, N, P N N

Martial Arts

Martial Arts

Martial Arts

Armor
Armor Type Soak (L/B) Hardness Fatigue Mobility Notes

Grappling (Clinch Attack)


If clinch is successful victim is Inactive, attacker can choose to: Break hold: Throw opponent up to Strength meters away knockdown check. Or throw to the ground prone. Or release the victim. Crush: Strength + additional successes from attack, Piercing bashing. Hold: Keep holding her opponent. On additional actions: Opposed Strength or Dexterity + Martial Arts to control the clinch.

In Combat
Effects
Bleeding: Stamina + Resistance. Difficulty: 2 to stop bleeding Knock back: 1 meter per 3 raw damage, will be prone Knockdown: If raw damage > Stamina + Resistance, then: Dexterity or Strength + Athletics or Resistance. Difficulty: 2, will be prone Stunned: If damage > Stamina, then: Stamina + Resistance. Difficulty: damage stamina

Special Attacks
Coup de Grace (-1e): Maim instead of killing Disarming (-2e close or -4e range): Reflexive Wits + Ability to hold on to weapon Fierce Blows (-1e): +2 lethal or aggravated, or +3 bashing damage to target Pulling Blows (-1e): Makes lethal or aggravated damage bashing Showing Off (-1e to -4e): Make the Z on an opponent Sweeping (-1e): Target must test for knockdown

Action Options (Speed / DV modifier)


Aim (3/-1): +1D per tick, may be aborted to attack Attack (weapon/-1): Attack a target Change Weapon(s) (weapon/-1): Speed of the slowest weapon Climb, Swim (3/-2): Move: (Dex. - Armor mobility) / 2 meters per tick Coordinated Attack (5/-0): Charisma + War, diff: number of participants / 2 Dash(3/-2): Sprint: Dex. + 6 - Armor mobility meters per tick Flurry (longest action/sum of defense penalties): Multiple actions Guard (3/none): Doing nothing, may be aborted Inactive (5/special): DV = 0 Join Battle (varies/-0): Wits + Awareness. Speed: highest roll own success. Max 6 ticks, min 0 ticks Jump (5/-1): Up: Strength + Athletics. Ahead: 2 * Up Miscellaneous Action (5/-1 to -3): Do something else Move (0/none): Move Dex. - Armor mobility meters per tick Read Strategy (5/-0): Perception + War, diff: opponents (Manipulation + War) / 2 Rising from prone (5/-1): Will be at -1e when prone Range shooting (varies e): x = weapon listed range. range: x0 > x1: -0e, x1 > x2: -1e, x2 > x3: -2e
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Languages

Charms
Charm Cost Duration Type Keywords Effect

Languages

Combos
Combo Cost Charms

Languages

Sorcery
Sorcery Cost Duration Type Target Effect

Languages

Artifacts & Panoply


Rate Name Description

Languages

Backgrounds

Familiar
Familiars Name: Creature: Str/Dex/Sta: Cha/Man/App: Per/Int/Wits: Willpower: Spd/Acc/Dmg/Rate: Dodge/Soak (L/B): Abilities: Notes: Health Levels -0 -1 -2 -4 Inc.
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Languages

Manse & Hearthstones


Rate Name Description

Possessions

Total: Total spent:

Experience

Age, actual: Height: Gender: Eyes: Hair: Homeland: Skin:

Description

Age, apparent: Weight:

Spent on:

Picture

History

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