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    Bugbear in the Playground
     
    Mr.Bookworm's Avatar

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    Sep 2007
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    Default General Exalted Discussion Thread X: Playground Cosmic Principle

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    Art by Melissa Uran, colors by kirubanzai.


    First Welrub Excellency
    Cost: 1m per die; Mins: Essence 1; Type: Reflexive
    Keywords: Combo-OK
    Duration: Instant
    Prerequisite Charms: None

    The Giant of the Playground expresses whimsical humor in all he does. He wanders where he may, creating art as he goes and spreading good cheer. He is never malicious and always optimistic, but he loves argument and debates of all kinds, fostering them wherever he goes.

    Characters may apply this Charm to any action that causes laughter or hope. Any action that would deliberately inflict harm, physical or otherwise, upon someone who has shown no hostility to the Infernal is forbidden. This Charm may also always be used to create art, for such are his greatest loves.

    Popular Homebrew/Fixes
    • Kyeudo's warstrider fix.
    • Extra Ox body techniques(or equivalent charm) equal to Stamina/Essence
    • Pete Schaefer on Lunar Character Generation
    • Extra Excellencies. Generally, Solars/Abyssals get 5, Lunars get two, Sidereals 4, and Dragonblooded are 3, spread amoung caste and favored. Infernals get their caste Yozi's first Excellency free, including all future purchases of it.


    List of Previous Threads:
    General Exalted Discussion: There's a God for that! Except for Sorcery, of course.
    General Exalted Discussion II: No Longer Mortal
    General Exalted Discussion III: Weddings Are An Act of Villainy
    General Exalted Discussion IV: Roll Join Debate
    General Exalted Discussion V: Our Armies are Pants
    General Exalted Discussion VI: Ascendancy Mantle of the Playground
    General Exalted Discussion VII: Playground Eternal Essence
    General Exalted Discussion VIII: Ten Thousand Playgrounders Post As One!
    General Exalted Discussion Thread IX: Errata is Combo-Ok!


    Useful Links:
    The White Wolf Exalted Forum
    Exalted Character Repository

    Reynard's Sheets:
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    Infernal, Solar, and Abyssal Sheet
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    Name:
    Exalt Type and Caste:
    Anima:

    Motivation:

    Urge [If Infernal]

    Background:

    Attributes
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    Primary (Physical/Social/Mental): 8
    Secondary (Physical/Social/Mental): 6
    Tertiary (Physical/Social/Mental): 4

    Physical:
    Strength ●
    Dexterity ●
    Stamina ●

    Social:
    Charisma ●
    Manipulation ●
    Appearance ●

    Mental
    Perception ●
    Intelligence ●
    Wits ●

    Abilities (Specializations +)
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    [Note: Place [C]aste and [F]avoured tags, for clarity.]
    Total without BP/XP: 28
    (If using Dawn Solution rules, 4 free specialty dots, and Abilities can be raised to 5 without BP)

    Archery
    Martial Arts
    Melee
    Thrown
    War

    Integrity
    Performance
    Presence
    Resistance
    Survival

    Craft
    Investigate
    Lore
    Medicine
    Occult

    Athletics
    Awareness
    Dodge
    Larceny
    Stealth

    Bureaucracy
    Linguistics
    Ride
    Sail
    Socialize

    Backgrounds, Artifacts and Equipment:
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    Backgrounds:

    Artifacts and Equipment:
    Artifact: X [What it is], fluff name
    Important features.
    [Source]

    Manse: X
    Stone: [Which Hearthstone] (Location, if socketed) [Source]
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    Creation Points: [(Value of Manse x2)+bonus from Manse Flaws]
    > [List what the points are spent on]

    Resources: X
    Reason for value
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    > [List of purchases, and sources]

    Charms
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    Ability/Yozi
    Excellencies
    [Charms]

    Combos:

    Combat Stats:
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    Join Combat:

    Attacks:
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    Hands:
    Acc: X [(((Dex+Martial Arts)+1)+Any other dice bonuses)] | Damage: [Str+0B] | Parry DV: [(((Dex+Ability)+2)= X /2 round up) = Base + Modifiers] | Rate: 3

    Feet:
    Acc: X [(((Dex+Martial Arts)+0)+Any other dice bonuses)] | Damage: [Str+3B] | Parry DV: [(((Dex+Ability)-2)= X /2 round up) = Base + Modifiers] | Rate: 2

    Clinch:
    Acc: X [(((Dex+Martial Arts)+0)+Any other dice bonuses)] | Damage: [Str+0B] | Parry DV: - | Rate: 3

    Dodge DV: X [((((Dex+Ability)+Essence)+Bonus Dice From Equipment) = X /2 round up) = Base + Modifiers]

    Permanent Charms (Effects)

    Soak:
    Bashing: [((Stamina+Armour)+Any other Modifiers)]
    Lethal: [(((Stamina /2)+Armour)+Any other Modifiers)]
    Aggravated: [Armour+Any other Modifiers)]

    Hardness:
    Bashing: [Highest value from any source]
    Lethal: [Highest value from any source]
    Aggravated: [Highest value from any source]

    Health:
    -0 [ ]
    -1 [ ][ ]
    -2 [ ][ ]
    -4 [ ]
    X [ ]

    Mental Defenses:
    Dodge MDV: [((((Willpower+Integrity)+Relevant Specialty)+Essence)+Any other dice modifiers) /2 round down) + Any other bonuses.]
    Charisma Parry MDV:
    >Presence: [(((Charisma+Presence)+Relevant Specialty)+Any other dice modifiers) /2 round up) + Any other bonuses.]
    >Performance: [(((Charisma+Performance)+Relevant Specialty)+Any other dice modifiers) /2 round up) + Any other bonuses.]
    Manipulation Parry MDV:
    >Presence: [(((Manipulation+Presence)+Relevant Specialty)+Any other dice modifiers) /2 round up) + Any other bonuses.]
    >Performance: [(((Manipulation+Performance)+Relevant Specialty)+Any other dice modifiers) /2 round up) + Any other bonuses.]

    Virtues:
    Compassion ●
    Conviction ●
    Temperance ●
    Valor ●

    Virtue Flaw/Flawed Virtue:

    Intimacies:

    Languages:
    ??? (Native)

    Willpower: ●●●●●

    Essence:
    Permanent: ●●
    Personal: Current (Max) [(Permanent Essence x3)+Willpower]
    Peripheral: Current (Max) (Value Attuned) [(Permanent Essence x7)+Willpower)+Sum of Virtues]

    Bonus Points and XP:
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    Bonus Points:

    Total: 15/15 (18/18 If using Dawn Solution rules.) | Flaws:

    Experience Points. Spent: X | Left: Y | Total: Z

    Lunar Sheet
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    Name:
    Caste:
    Spirit Animal:
    Anima:
    Tell:

    Motivation:

    Background:

    Attributes
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    Primary (Physical/Social/Mental): 8 [9 If using Peter Schaefer's rules]
    Secondary (Physical/Social/Mental): 6 [7 If using Peter Schaefer's rules]
    Tertiary (Physical/Social/Mental): 4 [5 If using Peter Schaefer's rules]
    [Note: Place [C]aste and [F]avoured tags, for clarity. Casteless do not get Caste abilities, obviously]
    (Specializations +)

    Physical:
    Strength ●
    Dexterity ●
    Stamina ●

    Social:
    Charisma ●
    Manipulation ●
    Appearance ●

    Mental
    Perception ●
    Intelligence ●
    Wits ●

    Abilities (Specializations +)
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    [Note: Place [F]avoured tags, for clarity.]
    Total without BP/XP: 25 [28 If using Peter Schaefer's rules]
    (If using Dawn Solution rules, 4 free specialty dots)

    Archery
    Martial Arts
    Melee
    Thrown
    War

    Integrity
    Performance
    Presence
    Resistance
    [F]Survival

    Craft
    Investigate
    Lore
    Medicine
    Occult

    Athletics
    Awareness
    Dodge
    Larceny
    Stealth

    Bureaucracy
    Linguistics
    Ride
    Sail
    Socialize

    Backgrounds, Artifacts and Equipment:
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    Backgrounds:

    Artifacts and Equipment:
    Artifact: X [What it is], fluff name
    Important features.
    [Source]

    Manse: X
    Stone: [Which Hearthstone] (Location, if socketed) [Source]
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    Creation Points: [(Value of Manse x2)+bonus from Manse Flaws]
    > [List what the points are spent on]

    Resources: X
    Reason for value
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    > [List of purchases, and sources]

    Charms and Knacks
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    Attribute
    Excellencies
    [Charms]

    Knacks:

    Combos:

    Combat Stats:
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    Join Combat:

    Attacks:
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    Hands:
    Acc: X [(((Dex+Martial Arts)+1)+Any other dice bonuses)] | Damage: [Str+0B] | Parry DV: [(((Dex+Ability)+2)= X /2 round up) = Base + Modifiers] | Rate: 3

    Feet:
    Acc: X [(((Dex+Martial Arts)+0)+Any other dice bonuses)] | Damage: [Str+3B] | Parry DV: [(((Dex+Ability)-2)= X /2 round up) = Base + Modifiers] | Rate: 2

    Clinch:
    Acc: X [(((Dex+Martial Arts)+0)+Any other dice bonuses)] | Damage: [Str+0B] | Parry DV: - | Rate: 3

    Dodge DV: X [((((Dex+Ability)+Essence)+Bonus Dice From Equipment) = X /2 round up) = Base + Modifiers]

    Permanent Charms (Effects)

    Soak:
    Bashing: [((Stamina+Armour)+Any other Modifiers)]
    Lethal: [(((Stamina /2)+Armour)+Any other Modifiers)]
    Aggravated: [Armour+Any other Modifiers)]

    Hardness:
    Bashing: [Highest value from any source]
    Lethal: [Highest value from any source]
    Aggravated: [Highest value from any source]

    Health:
    -0 [ ]
    -1 [ ][ ]
    -2 [ ][ ]
    -4 [ ]
    X [ ]

    Mental Defenses:
    Dodge MDV: [((((Willpower+Integrity)+Relevant Specialty)+Essence)+Any other dice modifiers) /2 round up) + Any other bonuses.]
    Charisma Parry MDV:
    >Presence: [(((Charisma+Presence)+Relevant Specialty)+Any other dice modifiers) /2 round up) + Any other bonuses.]
    >Performance: [(((Charisma+Performance)+Relevant Specialty)+Any other dice modifiers) /2 round up) + Any other bonuses.]
    Manipulation Parry MDV:
    >Presence: [(((Manipulation+Presence)+Relevant Specialty)+Any other dice modifiers) /2 round up) + Any other bonuses.]
    >Performance: [(((Manipulation+Performance)+Relevant Specialty)+Any other dice modifiers) /2 round up) + Any other bonuses.]

    Virtues:
    Compassion ●
    Conviction ●
    Temperance ●
    Valor ●

    Virtue Flaw/Flawed Virtue:

    Intimacies:

    Languages:
    ??? (Native)

    Willpower: ●●●●●

    Essence:
    Permanent: ●●
    Personal: Current (Max) (Value Attuned) [Permanent Essence+(Willpower x2)]
    Peripheral: Current (Max) (Value Attuned) [(((Permanent Essence x4)+Willpower x2)+Highest Virtue x4]

    Bonus Points and XP:
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    Bonus Points:

    Total: 15/15 (18/18 If using Dawn Solution rules.) | Flaws:

    Experience Points. Spent: X | Left: Y | Total: Z

    Sidereal Sheet
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    Name:
    Exalt Type and Caste:
    Anima:
    Anima Power:

    Motivation:

    Faction:

    Background:

    Attributes
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    Primary (Physical/Social/Mental): 8
    Secondary (Physical/Social/Mental): 6
    Tertiary (Physical/Social/Mental): 4

    Physical:
    Strength ●
    Dexterity ●
    Stamina ●

    Social:
    Charisma ●
    Manipulation ●
    Appearance ●

    Mental
    Perception ●
    Intelligence ●
    Wits ●

    Abilities (Specializations +)
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    [Note: Place [A]uspicious and [F]avoured (You get four) tags, for clarity.]
    Total without BP/XP: 35, with at least 15 in Auspicious and Favoured.
    (If using Dawn Solution rules, 4 free specialty dots)
    Caste Requirements:
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    The character must have at least Awareness , Bureaucracy , Linguistics (Old Realm) , Lore , Martial Arts , Occult , Socialize , Stealth and at least one dot in Archery, Melee or Thrown. There are additional restrictions based on caste:

    Chosen of Journeys must have Athletics , Linguistics (Old Realm and an appropriate additional language) , Resistance , Survival and Ride or Sail .

    Chosen of Serenity must have either Craft or Performance , Linguistics (focusing on eloquent speaking and writing rather than languages), Medicine , Presence and Socialize .

    Chosen of Battles must have Archery or Melee , Athletics , Dodge , Presence and War .

    Chosen of Secrets must have Awareness , Investigation , Larceny , Socialize and Stealth .

    Chosen of Endings must have Awareness , Dodge , Integrity , Martial Arts and Stealth .

    Journeys
    Resistance:
    Ride:
    Sail:
    Survival:
    Thrown:

    Serenity
    Craft:
    Dodge:
    Linguistics:
    Performance:
    Socialize:

    Battles
    Archery:
    Athletics:
    Melee:
    Presence:
    War:

    Secrets
    Investigation:
    Larceny:
    Lore:
    Occult:
    Stealth:

    Endings
    Awareness:
    Bureaucracy:
    Integrity:
    Martial Arts:
    Medicine:

    Backgrounds, Artifacts and Equipment:
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    Backgrounds:

    Artifacts and Equipment:
    Artifact: X [What it is], fluff name
    Important features.
    [Source]

    Manse: X
    Stone: [Which Hearthstone] (Location, if socketed) [Source]
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    Creation Points: [(Value of Manse x2)+bonus from Manse Flaws]
    > [List what the points are spent on]


    Resources: X
    Reason for value
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    > [List of purchases, and sources]

    Charms
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    Ability
    Excellencies
    [Charms]

    Combos:

    Combat Stats:
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    Join Combat: 9 +1 Sux

    Attacks:
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    Hands:
    Acc: X [(((Dex+Martial Arts)+1)+Any other dice bonuses)] | Damage: [Str+0B] | Parry DV: [(((Dex+Ability)+2)= X /2 round up) = Base + Modifiers] | Rate: 3

    Feet:
    Acc: X [(((Dex+Martial Arts)+0)+Any other dice bonuses)] | Damage: [Str+3B] | Parry DV: [(((Dex+Ability)-2)= X /2 round up) = Base + Modifiers] | Rate: 2

    Clinch:
    Acc: X [(((Dex+Martial Arts)+0)+Any other dice bonuses)] | Damage: [Str+0B] | Parry DV: - | Rate: 3


    Dodge DV: X [((((Dex+Ability)+Essence)+Bonus Dice From Equipment) = X /2 round up) = Base + Modifiers]

    Permanent Charms (Effects)

    Soak:
    Bashing: [((Stamina+Armour)+Any other Modifiers)]
    Lethal: [(((Stamina /2)+Armour)+Any other Modifiers)]
    Aggravated: [Armour+Any other Modifiers)]

    Hardness:
    Bashing: [Highest value from any source]
    Lethal: [Highest value from any source]
    Aggravated: [Highest value from any source]

    Health:
    -0 [ ]
    -1 [ ][ ]
    -2 [ ][ ]
    -4 [ ]
    X [ ]

    Mental Defenses:
    Dodge MDV: [((((Willpower+Integrity)+Relevant Specialty)+Essence)+Any other dice modifiers) /2 round up) + Any other bonuses.]
    Charisma Parry MDV:
    >Presence: [(((Charisma+Presence)+Relevant Specialty)+Any other dice modifiers) /2 round down) + Any other bonuses.]
    >Performance: [(((Charisma+Performance)+Relevant Specialty)+Any other dice modifiers) /2 round down) + Any other bonuses.]
    Manipulation Parry MDV:
    >Presence: [(((Manipulation+Presence)+Relevant Specialty)+Any other dice modifiers) /2 round down) + Any other bonuses.]
    >Performance: [(((Manipulation+Performance)+Relevant Specialty)+Any other dice modifiers) /2 round down) + Any other bonuses.]

    Virtues:
    Compassion ●
    Conviction ●
    Temperance ●
    Valor ●

    Virtue Flaw/Flawed Virtue:

    Intimacies:

    Languages:
    ??? (Native)

    Willpower: ●●●●●

    Essence:
    Permanent: ●●
    Personal: Current (Max) (Value Attuned) [(Permanent Essence x2)+(Willpower)]
    Peripheral: Current (Max) (Value Attuned) [(((Permanent Essence x6)+Willpower 2)+Sum of all Virtues]

    Bonus Points and XP:
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    Bonus Points:

    Total: 15/15 (18/18 If using Dawn Solution rules.) | Flaws:

    [B]Experience Points. Spent: X | Left: Y | Total: Z

    Dynast Dragonblooded Sheet.
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    Name:
    Aspect:
    Anima:

    Motivation:

    Background:

    Attributes
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    Primary (Physical/Social/Mental): 7
    Secondary (Physical/Social/Mental): 6
    Tertiary (Physical/Social/Mental): 4

    Physical:
    Strength ●
    Dexterity ●
    Stamina ●

    Social:
    Charisma ●
    Manipulation ●
    Appearance ●

    Mental
    Perception ●
    Intelligence ●
    Wits ●

    Abilities (Specializations +)
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    [Note: Place [A]spect and [F]avoured tags, for clarity.]
    Total without BP/XP: 35
    13 of these MUST be placed into Aspect or Favoured. Also, I placed Dots where Dots must be. (Archery 1, Lore 2, Martial Arts 1, Melee 1, Performance 1, Presence 1, Ride 1, Socialize 2 and War 1.) You cannot remove these Dots, or Peleps Deled will come for you for a discussion on literature. These dots count towards the Total and the requirement.

    Linguistics
    Lore ●●
    Occult
    Stealth
    Thrown

    Awareness
    Craft
    Integrity
    Resistance
    War ●

    Athletics
    Dodge
    Melee ●
    Presence ●
    Socialize ●●

    Bureaucracy
    Investigation
    Larceny
    Martial Arts ●
    Sail

    Archery ●
    Medicine
    Performance ●
    Ride
    Survival

    Backgrounds, Artifacts and Equipment:
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    Backgrounds:
    Dynasts start with 12 and may choose from Allies, Arsenal, Artifact, Backing, Breeding, Command, Connections, Familiar, Family, Henchmen, Manse, Reputation, Resources and Retainer. Also, note that Dynasts can go into the 4-5 range without using BP.

    Artifacts and Equipment:
    Artifact: X [What it is], fluff name
    Important features.
    [Source (Both it's Book and in-Game location]

    Manse: X
    Stone: [Which Hearthstone] (Location, if socketed) [Source]
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    Creation Points: [(Value of Manse x2)+bonus from Manse Flaws]
    > [List what the points are spent on]

    Resources: X
    Reason for value
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    > [List of purchases, and sources]

    Charms7 Charms, at least four of which must be from Aspect or Favored Abilities; Immaculate martial artists get 5 Immaculate Martial Arts Charms instead, all of which must be from the same elemental tree.
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    Ability
    Excellencies
    [Charms]

    Combos:

    Combat Stats:
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    Join Combat:

    Attacks:
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    Hands:
    Acc: X [(((Dex+Martial Arts)+1)+Any other dice bonuses)] | Damage: [Str+0B] | Parry DV: [(((Dex+Ability)+2)= X /2 round up) = Base + Modifiers] | Rate: 3

    Feet:
    Acc: X [(((Dex+Martial Arts)+0)+Any other dice bonuses)] | Damage: [Str+3B] | Parry DV: [(((Dex+Ability)-2)= X /2 round up) = Base + Modifiers] | Rate: 2

    Clinch:
    Acc: X [(((Dex+Martial Arts)+0)+Any other dice bonuses)] | Damage: [Str+0B] | Parry DV: - | Rate: 3

    Dodge DV: X [((((Dex+Ability)+Essence)+Bonus Dice From Equipment) = X /2 round up) = Base + Modifiers]

    Permanent Charms (Effects)

    Soak:
    Bashing: [((Stamina+Armour)+Any other Modifiers)]
    Lethal: [(((Stamina /2)+Armour)+Any other Modifiers)]
    Aggravated: [Armour+Any other Modifiers)]

    Hardness:
    Bashing: [Highest value from any source]
    Lethal: [Highest value from any source]
    Aggravated: [Highest value from any source]

    Health:
    -0 [ ]
    -1 [ ][ ]
    -2 [ ][ ]
    -4 [ ]
    X [ ]

    Mental Defenses:
    Dodge MDV: [((((Willpower+Integrity)+Relevant Specialty)+Essence)+Any other dice modifiers) /2 round down) + Any other bonuses.]
    Charisma Parry MDV:
    >Presence: [(((Charisma+Presence)+Relevant Specialty)+Any other dice modifiers) /2 round up) + Any other bonuses.]
    >Performance: [(((Charisma+Performance)+Relevant Specialty)+Any other dice modifiers) /2 round up) + Any other bonuses.]
    Manipulation Parry MDV:
    >Presence: [(((Manipulation+Presence)+Relevant Specialty)+Any other dice modifiers) /2 round up) + Any other bonuses.]
    >Performance: [(((Manipulation+Performance)+Relevant Specialty)+Any other dice modifiers) /2 round up) + Any other bonuses.]

    Virtues:
    Compassion ●
    Conviction ●
    Temperance ●
    Valor ●

    Crazy Aspect Mode: (Differs, see your aspect entry in the DB book)

    Intimacies:
    You're a Realm-based DB. There will be many. See with your ST if you can arrange 'lesser' intimacies to represent your dozens of distant cousins and other members of your family that your character isn't that close to. List them in their own subsection just under this one, if so, and just use this for the Intimacies that will actually matter.

    Languages:
    High Realm (Native), ???

    Willpower: ●●●●●

    Essence:
    Permanent: ●●
    Personal: Current (Max) [(Essence + Willpower) + any gained from
    Breeding]
    Peripheral: Current (Max) (Value Attuned) [(Essence x 4) + Willpower + [the sum of the two highest Virtues] + any gained from Breeding]

    Bonus Points and XP:
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    Bonus Points:

    Total: 18/18 | Flaws:

    Lookshy Dragonblooded Sheet.
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    Name:
    Aspect:
    Anima:

    Motivation:

    Background:

    Attributes
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    Primary (Physical/Social/Mental): 7
    Secondary (Physical/Social/Mental): 6
    Tertiary (Physical/Social/Mental): 4

    Physical:
    Strength ●
    Dexterity ●
    Stamina ●

    Social:
    Charisma ●
    Manipulation ●
    Appearance ●

    Mental
    Perception ●
    Intelligence ●
    Wits ●

    Abilities (Specializations +)
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    [Note: Place [A]spect and [F]avoured tags, for clarity.]
    Total without BP/XP: 35
    13 of these MUST be placed into Aspect or Favoured. Also, I placed Dots where Dots must be. (Archery 2, Linguistics 3, Lore 2, Martial Arts 2, Melee 2, Performance 1, Presence 1, Ride 1, Stealth 1 and War 2.) You cannot remove these Dots.

    Linguistics ●●●
    Lore ●●
    Occult
    Stealth ●
    Thrown

    Awareness
    Craft
    Integrity
    Resistance
    War ●●

    Athletics
    Dodge
    Melee ●●
    Presence ●
    Socialize ●●

    Bureaucracy
    Investigation
    Larceny
    Martial Arts ●●
    Sail

    Archery ●●
    Medicine
    Performance ●
    Ride ●
    Survival

    Backgrounds, Artifacts and Equipment:
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    Backgrounds:
    Lookshy Dragonblooded start with 13 points of Backgrounds and may choose from Allies, Arsenal, Artifact, Backing, Command, Connections, Familiar, Family, Manse, Mentor, Reputation, Resources and Retainer.

    Artifacts and Equipment:
    Artifact: X [What it is], fluff name
    Important features.
    [Source (Both it's Book and in-Game location]

    Manse: X
    Stone: [Which Hearthstone] (Location, if socketed) [Source]
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    Creation Points: [(Value of Manse x2)+bonus from Manse Flaws]
    > [List what the points are spent on]

    Resources: X
    Reason for value
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    > [List of purchases, and sources]

    CharmsLookshy characters all start play with Wind-Carried Word Technique and Elemental Bolt Attack, to which they add 6 Dragon-Blooded Charms, 4 of which must come from Aspect or Favored Abilities; Lookshy DBs may not start play with Immaculate Martial Arts Charms.
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    Ability
    Excellencies
    [Charms]

    Combos:

    Combat Stats:
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    Join Combat:

    Attacks:
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    Hands:
    Acc: X [(((Dex+Martial Arts)+1)+Any other dice bonuses)] | Damage: [Str+0B] | Parry DV: [(((Dex+Ability)+2)= X /2 round up) = Base + Modifiers] | Rate: 3

    Feet:
    Acc: X [(((Dex+Martial Arts)+0)+Any other dice bonuses)] | Damage: [Str+3B] | Parry DV: [(((Dex+Ability)-2)= X /2 round up) = Base + Modifiers] | Rate: 2

    Clinch:
    Acc: X [(((Dex+Martial Arts)+0)+Any other dice bonuses)] | Damage: [Str+0B] | Parry DV: - | Rate: 3

    Dodge DV: X [((((Dex+Ability)+Essence)+Bonus Dice From Equipment) = X /2 round up) = Base + Modifiers]

    Permanent Charms (Effects)

    Soak:
    Bashing: [((Stamina+Armour)+Any other Modifiers)]
    Lethal: [(((Stamina /2)+Armour)+Any other Modifiers)]
    Aggravated: [Armour+Any other Modifiers)]

    Hardness:
    Bashing: [Highest value from any source]
    Lethal: [Highest value from any source]
    Aggravated: [Highest value from any source]

    Health:
    -0 [ ]
    -1 [ ][ ]
    -2 [ ][ ]
    -4 [ ]
    X [ ]

    Mental Defenses:
    Dodge MDV: [((((Willpower+Integrity)+Relevant Specialty)+Essence)+Any other dice modifiers) /2 round down) + Any other bonuses.]
    Charisma Parry MDV:
    >Presence: [(((Charisma+Presence)+Relevant Specialty)+Any other dice modifiers) /2 round up) + Any other bonuses.]
    >Performance: [(((Charisma+Performance)+Relevant Specialty)+Any other dice modifiers) /2 round up) + Any other bonuses.]
    Manipulation Parry MDV:
    >Presence: [(((Manipulation+Presence)+Relevant Specialty)+Any other dice modifiers) /2 round up) + Any other bonuses.]
    >Performance: [(((Manipulation+Performance)+Relevant Specialty)+Any other dice modifiers) /2 round up) + Any other bonuses.]

    Virtues:
    Compassion ●
    Conviction ●
    Temperance ●
    Valor ●

    Crazy Aspect Mode: (Differs, see your aspect entry in the DB book)

    Intimacies:

    Languages:
    ???

    Willpower: ●●●●●

    Essence:
    Permanent: ●●
    Personal: Current (Max) [(Essence + Willpower) + any gained from
    Breeding]
    Peripheral: Current (Max) (Value Attuned) [(Essence x 4) + Willpower + [the sum of the two highest Virtues] + any gained from Breeding]

    Bonus Points and XP:
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    Bonus Points:

    Total: 18/18 | Flaws:

    Outcaste Dragonblooded Sheet. Poor buggers.
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    Name:
    Aspect:
    Anima:

    Motivation:

    Background:

    Attributes
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    Primary (Physical/Social/Mental): 7
    Secondary (Physical/Social/Mental): 6
    Tertiary (Physical/Social/Mental): 4

    Physical:
    Strength ●
    Dexterity ●
    Stamina ●

    Social:
    Charisma ●
    Manipulation ●
    Appearance ●

    Mental
    Perception ●
    Intelligence ●
    Wits ●

    Abilities (Specializations +)
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    [Note: Place [A]spect and [F]avoured tags, for clarity.]
    Total without BP/XP: 25
    13 of these MUST be placed into Aspect or Favoured.

    Linguistics
    Lore
    Occult
    Stealth
    Thrown

    Awareness
    Craft
    Integrity
    Resistance
    War

    Athletics
    Dodge
    Melee
    Presence
    Socialize

    Bureaucracy
    Investigation
    Larceny
    Martial Arts
    Sail

    Archery
    Medicine
    Performance
    Ride
    Survival

    Backgrounds, Artifacts and Equipment:
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    Backgrounds:
    Outcastes get 7, and use the Backgrounds from the Core Exalted book; no Background may be higher than 3 without spending bonus points. Note that this means you don't get the awesome version of the Artifact background.

    Also, you get Breeding.

    Artifacts and Equipment:
    Artifact: X [What it is], fluff name
    Important features.
    [Source (Both it's Book and in-Game location]

    Manse: X
    Stone: [Which Hearthstone] (Location, if socketed) [Source]
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    Creation Points: [(Value of Manse x2)+bonus from Manse Flaws]
    > [List what the points are spent on]

    Resources: X
    Reason for value
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    > [List of purchases, and sources]

    Charms Outcastes get 7 to choose from, 4 must be from Favoured or Aspect. Abilities; an outcaste with a Mentor 5 sifu who opts to learn Celestial martial arts [see sidebar on p. 95] get 5 Celestial Martial Arts Charms instead, all of which must be from the same elemental tree.
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    Ability
    Excellencies
    [Charms]

    Combos:

    Combat Stats:
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    Join Combat:

    Attacks:
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    Hands:
    Acc: X [(((Dex+Martial Arts)+1)+Any other dice bonuses)] | Damage: [Str+0B] | Parry DV: [(((Dex+Ability)+2)= X /2 round up) = Base + Modifiers] | Rate: 3

    Feet:
    Acc: X [(((Dex+Martial Arts)+0)+Any other dice bonuses)] | Damage: [Str+3B] | Parry DV: [(((Dex+Ability)-2)= X /2 round up) = Base + Modifiers] | Rate: 2

    Clinch:
    Acc: X [(((Dex+Martial Arts)+0)+Any other dice bonuses)] | Damage: [Str+0B] | Parry DV: - | Rate: 3

    Dodge DV: X [((((Dex+Ability)+Essence)+Bonus Dice From Equipment) = X /2 round up) = Base + Modifiers]

    Permanent Charms (Effects)

    Soak:
    Bashing: [((Stamina+Armour)+Any other Modifiers)]
    Lethal: [(((Stamina /2)+Armour)+Any other Modifiers)]
    Aggravated: [Armour+Any other Modifiers)]

    Hardness:
    Bashing: [Highest value from any source]
    Lethal: [Highest value from any source]
    Aggravated: [Highest value from any source]

    Health:
    -0 [ ]
    -1 [ ][ ]
    -2 [ ][ ]
    -4 [ ]
    X [ ]

    Mental Defenses:
    Dodge MDV: [((((Willpower+Integrity)+Relevant Specialty)+Essence)+Any other dice modifiers) /2 round down) + Any other bonuses.]
    Charisma Parry MDV:
    >Presence: [(((Charisma+Presence)+Relevant Specialty)+Any other dice modifiers) /2 round up) + Any other bonuses.]
    >Performance: [(((Charisma+Performance)+Relevant Specialty)+Any other dice modifiers) /2 round up) + Any other bonuses.]
    Manipulation Parry MDV:
    >Presence: [(((Manipulation+Presence)+Relevant Specialty)+Any other dice modifiers) /2 round up) + Any other bonuses.]
    >Performance: [(((Manipulation+Performance)+Relevant Specialty)+Any other dice modifiers) /2 round up) + Any other bonuses.]

    Virtues:
    Compassion ●
    Conviction ●
    Temperance ●
    Valor ●

    Crazy Aspect Mode: (Differs, see your aspect entry in the DB book)

    Intimacies:

    Languages:
    ???

    Willpower: ●●●●●

    Essence:
    Permanent: ●●
    Personal: Current (Max) [(Essence + Willpower) + any gained from
    Breeding]
    Peripheral: Current (Max) (Value Attuned) [(Essence x 4) + Willpower + [the sum of the two highest Virtues] + any gained from Breeding]

    Bonus Points and XP:
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    Bonus Points:

    Total: 18/18 | Flaws:
    Last edited by Mr.Bookworm; 2012-04-12 at 06:15 PM.
    Awesome Cyborg Doom Monkey avatar by Lord Fullbladder, Master of Goblins. Offer up your robo-bananas to him.