Exalted Character Sheet Dragon Blooded


Character Name
Concept:
DRAGON-BLOODED
Motivation:
Sheet v2.1 by Democritus - www.dcs-designs.de
Personality:
Portrait / Crest / Anima Banner / Quote
Player: Description:
Attributes Essence Willpower
Strength Charisma Perception
Dexterity Manipulation Intelligence
Stamina Appearance Wits Base Pool Bonus Total
Personal
Abilities Virtues
Peripheral
Personal: Ess+WP+Breeding
Air Aspect 1 2 3 TR Earth Aspect 1 2 3 TR Fire Aspect 1 2 3 TR Compassion Conviction
Peripheral: (Ess x4)+WP+Top 2 Virtues+Breeding
Linguistics Awareness Athletics
Commited Essence Personal Peripheral
Lore Crafts Dodge
Occult Melee
Temperance Valor
Stealth Presence
Thrown Socialize
Water Aspect 1 2 3 TR Wood Aspect 1 2 3 TR
Bureaucracy Archery
Acting against a Virtue:
When acting contrary to a Virtue ranked at 3 or
Investigation Medicine
higher, the character has to fail at a Virtue roll. If the
roll succeeds then 1WP may be spent to suppress the
Larceny Integrity Performance
Virtue for the scene and to act as desired. If the
Martial Arts Resistance Ride
primary Virtue is suppressed, gain 1 point of Limit.
Available
Sail War Survival
Manse Cult Other Virtue Flaw
Respiration
Flaw:
Specialties
At Ease: +4m / hour Shadowland:  50%
Relaxed: +8m / hour Calibration: +50%
Duration:
Effect:
Anima
Condition:
Backgrounds
Rating Description / Details
Limit
Experience
Total Remaining
Level Anima Flux Other Effects
1-3 none none
4-7 none Stealth +2 diffculty
8-10 1L / Minute Stealth impossible
11-15 1L / 9 Ticks Anima Power activates
16+ 1L / Tick Totemic Aura visible
Weaponry Social Attacks
2 Actions 3 Actions 4 Actions
Honest Decietful Honest Defense Decietful Defense
Weapon Speed Accuracy Damage Rate Range Defense Tags
-2 -3 -3 -4 -5 -4 -5 -6 -7 Ability Speed Rate
Attack Attack Base Final Base Final
Punch 5 +1 +0B 3 ---- +2 N
Presence 4 2
Kick 5 +0 +3B 2 ---- -2 N
Performance 6 1
Clinch 6 +0 +0B 1 ---- N/A N, C, P
Investigation 5 2
+Charisma +Manipulation (+Charisma)/2 (+Manipulation)/2
Mood /
Base Bonus Lies Intimacy
Mental Dodge DV Read Motivation
(WP+Integrity+Ess)/2
Lies: Perception+Investigation
DV Modfiers:
Intimacy: Perception+(Socialize or Investigation)
Supporting/Opposing Intimacy +1 / -1
Supporting/Opposing Virtue at 3+ +2 / -2
Mood / Lies Intimacy
Supporting/Opposing Motivation +3 / -3
+Dex+Ability +Strength (+Dex+Ability)/2
Only highest bonus and penaly apply
Hide Motivation
Difference in Appearance. Maxmimum +3 / -3
Mood: Manipulation+Socialize/2
Battle/Debate War
vs. Melee vs. Ranged Penalty Base Bonus Armored
Botched attack last action -2 Intimacy: Manipulation+Socialize
Join Conflict
Shield Dodge DV
Battle/Debate: Wits+Awareness
User Either Shield or Cover Bonus (Dex+Dodge+Ess)/2 -Penalty
War: Wits+War (-Magnitude)
Intimacies
Intimacies
Threshold Dice Pool Threshold Dice Pool
Established? Maximum: Willpower+Compassion Intimacies
Stunning Knockdown
Soak and Armor
Threshold: Stamina Threshold: Stamina + Resistance
Soak Hardness
Dice Pool: Stamina+Resistance Dice Pool: (Dex or Sta)+(Athletics or Resistance)
Permanent B L A B L A
If more HL damage than Threshold roll Dice Pool If Raw Damage exceeds Threshold roll Dice Pool
If failed, -2 Internal Penalty until next attacker action If failed, character is prone (-1 External Penalty) Natural 0 0 0 0
Possessions
Total
Pierced
Temporary
Total
Pierced
Penalty Fatigue
New Intimacies need to reach a rating of Conviction to take effect and become Established. They remain active
Health
until they are reduced to 0 and thus destroyed. An Intimacy can not change by more than 1 point per scene.
Health Levels
Penalty Healing
Combat Actions Movement Languages Social Actions
0 6h rest
Wound Jump
Join Battle ( Varies / -0 )
Move Dash Join Debate ( Varies / -0 )
Penalty Vertical Horizontal
-1 2d rest
Attack / Ready Weapon ( Weapon / -1 )
Social Attack ( Varies / -2 )
-0
Coordinate Attack ( 5 / -2 )
Simple Charm ( 6 / -1 )
-1
Simple Charm ( 6 / -1 )
-1 Guard ( 3 / -0 )*
Guard ( 3 / -0 )*
Monologue/Study ( 3 / -2 )*
-2 4d rest
-2
Aim ( 3 / -1 )*
Coordinate Attack ( 5 / -2 )
Move ( 0 / -0 )
Move ( 0 / -0 )
-4
-2
Dash/Climb/Swim ( 3 / -2 )
Dash/Climb/Swim ( 3 / -3 )
Move: Dexterity-Penalties* (min 1 yd)
Jump/Rise From Prone ( 5 / -1 )
Read Motivation ( 5 / -2 )
Dash: Dexterity+6-Penalties* (min 2 yd) -4 2w rest
Stamina Dying HL
Misc. Action ( 5 / Varies ) Jump (Vert.): Strength+Athletics-Penalties*
Misc. Action ( 5 / Varies )
Jump (Horiz.): As Jump (Vertical) but x2
Inactive ( 5 / Special )
Incap. Death Inactive ( 3 / Special )
* Penalties: Wound Penalty+Mobility Penalty
* Aborting does not refresh DV
* Aborting does not refresh DV
Double Healing Times when active
Charms and Spells
Combos
Name Trait Cost Type Duration Obvious? Effect / Keywords / Description Source
1 2 3 4 5
First (Ability) Excellency Varies 1m / 2 dice Reflexive (1/2) Instant Add dice up to (Ability+Specialty) to a roll MoEP: DB 128
Second (Ability) Excellency Varies 2m / sux Reflexive (1/2) Instant Add up to (Ability+Specialty)/2 (round down) successes MoEP: DB 128
Third (Ability) Excellency Varies 3m Reflexive (4/6) Instant Use after a roll to reroll, new result is optional or add (Ability/2) to a static rating (DV) MoEP: DB 128
Terrestrial (Ability) Reeinforcement Varies 1m / 2 dice Simple (6 tix) 1 scene Grant Ability dice to (Essence) people up to own Ability rating or double that of target for 1m / person MoEP: DB 128
Combo 1 Combo 2 Combo 3 Combo 4 Combo 5
Name Name Name Name Name
Looks Looks Looks Looks Looks
Effect Effect Effect Effect Effect


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