Older D&D/AD&D and Other SystemsThe forum for discussions specifically related to the rules and procedures of either any of the older editions of Dungeons & Dragons (1e, 2e, BECMI, OD&D) or any other non-D&D roleplaying rules (Vampire: The Requiem, Dread), including non-fantasy d20 systems (such as Mutants & Masterminds).
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.
[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)
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)
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 ●
[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 ••.
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
[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]
[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]
[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]
Re: General Exalted Discussion Thread IX: Errata is Combo-Ok!
Errata Is Combo-OK! Shame fewer developers ( or publishers ) release it.
Good thread title. Also, charms are by default not compatible with other charms unless they have a key-word. So...you're suggesting that Default or Combo-NO could be new key-words?
Last edited by Story Time : 02-11-2012 at 09:11 AM.
Reason: Added Content
Re: General Exalted Discussion Thread IX: Errata is Combo-Ok!
I'm suggesting that instead of having a general rule ("no combo by default") that necessitates most Charms are exceptions from it (Combo-OK), you could have the opposite general rule ("combo by default") and point out the much much fewer exceptions (Combo-No).
It'd save word count, and look neater.
__________________
Quoth the raven, "Polly wants a cracker."
Canon is the official state of a story. Cannon is a ranged weapon. Just thought you'd like to know.
Pony avatar by the Great and Powerful DirtyTabs. Lotsa hugs!
Re: General Exalted Discussion Thread IX: Errata is Combo-Ok!
Quote:
Originally Posted by Weimann
I'm suggesting that instead of having a general rule ("no combo by default") that necessitates most Charms are exceptions from it (Combo-OK), you could have the opposite general rule ("combo by default") and point out the much much fewer exceptions (Combo-No).
It'd save word count, and look neater.
Well, yeah, but that would make sense.
That should explain to you plenty enough why the Exalted writers of the day didn't do it .
__________________
There is no God but Haruhi, and Kyon is Her prophet.
Re: General Exalted Discussion Thread IX: Errata is Combo-Ok!
That's...a pretty good idea. Either way there would have to be a clause of, "Charms use Key-Words to determine what kind of Combos can be made with those charms, if any."
But actually, that perspective turns mine up-side down. It's a much more...permissive way of wording things.
Re: General Exalted Discussion Thread IX: Errata is Combo-Ok!
Nah. The benefits would be that it might free up word count for authors and please my own aesthetic senses better. For the end user, it'd be about the same. I'm just bitching, really.
__________________
Quoth the raven, "Polly wants a cracker."
Canon is the official state of a story. Cannon is a ranged weapon. Just thought you'd like to know.
Pony avatar by the Great and Powerful DirtyTabs. Lotsa hugs!
I ship you/Anyone./Infernal Gardevoir from outside the playground, by Recaiden//ExtendedSig
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Quote:
Originally Posted by Kalmageddon
"You know, if I had blood I would be totally flying right now" says Kalmageddon the skeleton-man at the barman, pouring whisky after whisky through his ribcage, the alcohol forming a puddle on the floor...
I ship you/Anyone./Infernal Gardevoir from outside the playground, by Recaiden//ExtendedSig
Spoiler
Quote:
Originally Posted by Kalmageddon
"You know, if I had blood I would be totally flying right now" says Kalmageddon the skeleton-man at the barman, pouring whisky after whisky through his ribcage, the alcohol forming a puddle on the floor...
Re: General Exalted Discussion Thread IX: Errata is Combo-Ok!
Quote:
Originally Posted by Andreaz
Mr Gensh, you're the only person I recall feeling like that about the term "Chernozem". Are you sure it isn't localized among you and your inner circles?
It's not that I actually find the name sinister (though I certainly don't like how it completely ignores the previous style for names), but rather from a writing standpoint, it's absolutely terrible. I've had enough writing classes that I have a spider sense about these things.
Quote:
Originally Posted by Story Time
Actually, napalm would be a great element for an undiscovered primordial. Liquid corrosive fire. Ouch.
I'm pretty sure vitriol is flammable.
Quote:
Originally Posted by AdjectiveNoun
So, I think we've found the Flame Kimbery marched against.
That was the EC. So if napalm is flaming vitriol, then it all actually makes sense. I love it when a plan comes together.
Though on the topic: Intolerable Burning Truths represents things Kimbery learned from the EC. Existence is Agony in particular raises some questions. While Malfeas has lost all sense of subtlety he may have had as the EC, does he kill because he cares?
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Re: General Exalted Discussion Thread IX: Errata is Combo-Ok!
Quote:
Originally Posted by Gensh
It's not that I actually find the name sinister (though I certainly don't like how it completely ignores the previous style for names), but rather from a writing standpoint, it's absolutely terrible. I've had enough writing classes that I have a spider sense about these things.
No offense intended, but (at least to me) "sounds evil if you growl it" and "my spider sense tells me" are not cogent arguments. It's fine if you don't like it; it's less fine if you say it's bad because you don't like it, and can't make a substantial argument as to why.
I'll admit, I might be a little biased - I've never even met a Satanist, let alone had him rifle through my gardening book for words to steal - but I just don't see a problem with it.
Quote:
Originally Posted by Gensh
I'm pretty sure vitriol is flammable.
This is Exalted; I'm pretty sure everything is flammable. If it doesn't burn, you just haven't used enough fire yet. This includes fire.
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Daybreak Caste Abyssal by Gnomish Wanderer!
Quote:
Originally Posted by Holden, on Exalted Week
It's like Shark Week only with way more sharp-toothed unreasoning predators
Last edited by TheCountAlucard : 02-11-2012 at 12:27 PM.
Re: General Exalted Discussion Thread IX: Errata is Combo-Ok!
Quote:
Originally Posted by TheCountAlucard
No offense intended, but (at least to me) "sounds evil if you growl it" and "my spider sense tells me" are not cogent arguments. It's fine if you don't like it; it's less fine if you say it's bad because you don't like it, and can't make a substantial argument as to why.
I'll admit, I might be a little biased - I've never even met a Satanist, let alone had him rifle through my gardening book for words to steal - but I just don't see a problem with it.
The comments about growling and spider sense was just me trying to keep the debate from getting dead serious, because there's no reason for things to get all uptight over something as minor as names. Also I was trying to avoid linking TVTropes. But like my comment about "cellar door," the standard interpretation of certain linguistic constructs leads to well-mapped linguistic interpretations: if you're listening to elvish, you expect it to sound like a Romance language. I just feel that by stressing the players call the Liminals Chernozem, they're trying to invoke standardized tropes and draw "awesome" from them. While as Terrestrials (-ish), I wouldn't mind that they had an epithet that broke the pattern as does "dragonblooded," the deliberate use of a foreign word to invoke mystique seems to be poor writing to me more than anything. And they don't even have the "they're alien" excuse as with raksha and demons. I mean, calling them Chernozem in the Polish book makes sense. Calling them Chernozem in the English book is silly.
And note that I said fake Satanist. The real ones actually have dignity.
Re: General Exalted Discussion Thread IX: Errata is Combo-Ok!
So the next Fire Aspect should be "The flaming fire", whose motivation is along the lines of "burn the world". Or would that be a loyalist midnight. Or whatever the abyssal equivalent of a zenith is.
Re: General Exalted Discussion Thread IX: Errata is Combo-Ok!
Quote:
Originally Posted by Weimann
Hah, great title.
On a tangent, Combo-OK is a stupid keyword. If 90% of all Charms have it, there should be an opposite keyword for the other 10% instead.
Eyup.
On the other hand, the total wordcount lost to Combo-OK is something on the order of 3000 words, spread out across something like 23 different publications. That would be enough to have maybe an extra paragraph or sidebar in each of those books, not even a full Charm.
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Re: General Exalted Discussion Thread IX: Errata is Combo-Ok!
Quote:
Originally Posted by The Demented One
Eyup.
On the other hand, the total wordcount lost to Combo-OK is something on the order of 3000 words, spread out across something like 23 different publications. That would be enough to have maybe an extra paragraph or sidebar in each of those books, not even a full Charm.
But we love sidebars!
I figured the wasted wordcount was fairly insignificant, hence why I wasn't raising a big fuss over it.
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Daybreak Caste Abyssal by Gnomish Wanderer!
Quote:
Originally Posted by Holden, on Exalted Week
It's like Shark Week only with way more sharp-toothed unreasoning predators
Last edited by TheCountAlucard : 02-11-2012 at 01:37 PM.
Re: General Exalted Discussion Thread IX: Errata is Combo-Ok!
Quote:
Originally Posted by The Demented One
Eyup.
On the other hand, the total wordcount lost to Combo-OK is something on the order of 3000 words, spread out across something like 23 different publications. That would be enough to have maybe an extra paragraph or sidebar in each of those books, not even a full Charm.
There are 3000 Charms now? And that just the Combo-OK ones, too...
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Re: General Exalted Discussion Thread IX: Errata is Combo-Ok!
Quote:
Originally Posted by Turalisj
1500 Charms across 23 publications. It's two different words
No, it's around 3000 Charms the last time someone did an official count.
"Combo-OK" is counted as one word by wordcount.
__________________
I no longer actively read the forums, and probably won't respond to any PMs. I'm fine with people using my homebrew in anything, including fan-compilations and wikis, as long as you credit me.
Re: General Exalted Discussion Thread IX: Errata is Combo-Ok!
I have a question.
My GF and I want to make Exalted characters based on Sherlock Holmes and John Watson, specifically from the BBC show. Sherlock would be a Solar, and John would be his Lunar. However, we don't know much about the system or the fluff. Any advice on building this?