Table of Contents

Character Sheet

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Fundamentals

Mundane


Attributes

PhysicalSocialMental
Strength 3 Charisma 3 Perception 3
Dexterity 5 Manipulation 2 Intelligence 2
Stamina 4 Appearance 3 Wits 4


Abilities

DawnZenithTwilight
x Archery 5 x Integrity 4 Craft
Martial Arts 1 Performance x Investigation 2
Melee 1 Presence 3 Lore 2
Thrown x Resistance 4 Medicine 2
War 3 x Survival 5 Occult
NightEclipseSpecialties
x Athletics 4 Bureaucracy Archery (powerbow) 3
x Awareness 5 Linguistics Survival (wilderness) 1
x Dodge 5 Ride 1
x Larceny 3 Sail
x Stealth 5 Socialize 2


Advantages

Virtue Rank Used
Compassion 1 [ ]
Conviction 3 [ ][ ][ ]
Temperance 1 [ ]
Valor 4 [ ][ ][ ][ ]
Dots Used
Willpower 5 [ ][ ][ ][ ][ ]
Health Levels 0 -1 -2 4 I
[ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] . [ ] [ ] [ ] [ ] [ ] [ ] [ ]

Supernatural

Rank Personal (21) Peripheral (51) Overdrive (10)
[ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] . [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ]
Essence 5 [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] . [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ]
[ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] . [ ] [ ] [ ] [ ] [ ]
[ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] . [ ] [ ] [o] [o] [o]
[ ] [o] [o] [x] [x] [x] . [x] [x] [x] [x] [x]
[x]

Anima benefits: When spending peripheral essence, can spend additional motes in order to prevent the expenditure from adding to their anima banner. For not obvious charms, pay 1 additional mote. For obvious charms, play twice the cost.

For a scene, can spend 10 essence to increase the difficulty to track or notice the exalted by half the exalt's essence (rounded up). When anima is flaring, the exalts features are obscured, making it impossible to identify the exalt if the witness did not see them prior to their anima flaring.

Charms

ARCHERY
Charm Cost Book Description
1st Excellency 1m/die Core Reflexive, Spend 1 mote per die to gain bonus die for archery rolls. Max: Attribute + Ability in dice.
3rd Excellency 4m Core Reflexive, Spend 4 motes to re-roll, taking the new result if preferred.
Infinite Archery Mastery 2m+, 1wp Core Simple, For the scene, every 2 motes committed reduces cost of first three excellencies by one, to a min of 0
There Is No Wind 3m or 5m Core Supplemental, nullifies all penalties except wound and multiple action penalties to a single Archery based attack. For 2 extra motes, extends range of weapon to maximum visibility range
Trance of Unhesitating Speed 2m or 3m per att Core Extra Action, can buy up to Essence + 1 attacks at full die pool, regardless of rate. 2m for arrows, 3m for firewands/siege crossbows
Flashing Vengeance Draw 3m Core Permanent, can spend 3 motes to add Essence # of bonus successes to join battle roll, reflexively drawing and readying an archery weapon. If highest join battle roll, first attack is unexpected.
Essence Arrow Attack 2m/3m Core Supplemental, add Essence rating in damage dice to attack, Fiery Arrow Attack: Flammable material struck automatically ignites, Dazzling Flare: Makes attack Holy, doing Aggravated damage to creatures of darkness, Righteous Judgement Arrow: Spend third mote for an additional 4 dice of damage
Phantom Arrow Technique 1m per arrow Core Permanent, Can make any kind of arrow type from essence at a cost of 1m per arrow, not considered a charm activation
Inexhaustible Bolts of Solar Fire 8m, 1wp Core Simple, can shape firedust charges or any kind of arrow type from ambient essence at will for duration of scene. Ammo created in this way does 1 extra die damage and never strikes an unintended target
Solar Flare Methodology 3m, 1wp Core Simple, Creates a Holy Plasma Tongue Repeater for the scene, can summon weapon to hand from anywhere it has fallen as a misc, diceless action
Rain of Feathered Death 3m per duplicate Core Supplemental, can create essence duplicate attacks at a cost of 3m per duplicate- treat original and duplicate attacks as single attack when making attack and defense rolls, but if it hits, roll the damage for each seperately
AWARENESS
Charm Cost Book Description
1st Excellency 1m/die Core Reflexive, Spend 1 mote per die to gain bonus die for awareness rolls. Max: Attribute + Ability in dice.
Keen Sight Technique 3m Core Reflexive, for scene get two bonus successes for visual awareness rolls, can perceive details normally too faint for human senses
Keen Hearing/Touch Technique 3m Core Reflexive, for scene get two bonus successes for auditory/touch based awareness rolls, can perceive details normally too faint for human senses. External penalty for targeting unseen characters is -1, internal penalty from blindness reduce to -2
Unsurpassed Sight Discipline 3m Core Reflexive, for scene double number of successes on awareness rolls before subtracting external penalties
Eyes of the Unconquered Sun 12m, 1wp Core Reflexive, anima flares to 16+ mote level while in use. For scene all stealth effects, deception effects, and concealment effects, natural and unnatural are inapplicable. This includes invisibility, mundane disguises, disguises augmented by lunar shapeshifting or sidereal astrology, and compulsion and illusion effects that force the solar to deny reality. If another charm contests this affect, add double the solar's essence in automatic successes to the opposed roll. This charm is considered a defense to prevent a surprise or social attack
DODGE
Charm Cost Book Description
Shadow Over Water 1m Core Reflexive, can ignore all penalties to dodge DV for a particular attack
Seven Shadow Evasion 8m Core Perfect Dodge, Conviction Flaw
Reflex Sidestep Technique 1m Core Reflexive, Can use Dodge DV and charms against unexpected attacks
Refinement of Flowing Shadows (+3m or +3m, 1wp) DotFA Permanent, enhances Seven Shadow Evasion. For a surcharge of +3m, can extend duration to one tick rather than activating it against each separate attack. For a surcharge of +3m and 1 wp, extend duration to one action, ending only when the solar's DV refreshes
INTEGRITY
Charm Cost Book Description
Righteous Lion Defense N/A Core Treat any mental influence to betray or forsake an intimacy (avenging the Unconquered Sun) as an unacceptable order
Rising Sun Soul N/A GotMH Permanent, Solar's anima counts as real, natural sunlight for all purposes. Affects being of (essence) radius at 8-10 mote level display, 30 yards at 11+ mote level of display
RESISTANCE
Charm Cost Book Description
1st Excellency 1m/die Core Reflexive, Spend 1 mote per die to gain bonus die for resistance rolls. Max: Attribute + Ability in dice.
Ox Body Technique x4 N/A Core Permanent. Increases health levels by one -1 health level and two -2 health levels
Essence Gathering Temper N/A Core Permanent. Creates 10 mote overdrive pool. Filled by attacks on exalt and allies: 1 mote for no damage, 2 per bashing, 3 per lethal/agg
Willpower Enhancing Spirit 4m Core When hit by an attack that causes at least one health of damage, the solar may invoke this to roll a number of dice equal to the number of health levels lost. This charm restores 1 point of temporarily willpower + one point for each success rolled. Cannot raise willpower above its normal value.
STEALTH
Charm Cost Book Description
Easily Overlooked Presence Method 3m Core Simple, for scene all Awareness and Investigation rolls to notice the exalt auto fail unless they are joined in battle or the observer has a minimum 2 die bonus from circumstances
SURVIVAL
Charm Cost Book Description
Hardship Surviving Mendicant Spirit 10m Core Reflexive, negate all environmental external penalties for survival rolls made by the Solar indefinitely as long as essence is committed
Element-Resisting Prana N/A Core Permanent, Upgrades Hardship Surviving Mendicant Spirit, becomes immune to all environmental hazards- only take damage or suffer poison, crippling, or sickness effects when directly afflicted by another character's action
Eternal Elemental Harmony N/A Core Permanent, reduces cost of Hardship Surviving Mendicant Spirit to 5m, can activate even if inactive

Combos

Combo Charms
Overwhelming Essence Arrow Trance 1st Archery Excellency + Trance of Unhesitating Speed + Essence Arrow Attack
Torrential Essence Arrow Downpour of Death 1st Archery Excellency + Trance of Unhesitating Speed + Essence Arrow Attack + Rain of Feathered Death

Backgrounds/Equipment

Background Rank
Artifact 3
Breeding 1
Command 1
Henchmen 1
Manse 3
Resources 3
Artifacts Rank Description
Orichalcum Hearthstone Bracers 2 3 die bonus to dodge rolls, +2 dam to ranged and hand to hand attacks, Attuned: 4m
Weapon Spd Acc Dmg Def Rate Rng Attune Flags Notes
Orichalcum Long Powerbow 6 +5 +4L N/A 3 400 6 2,B,O(2) Gladestalker hearthstone inset (+3 acc, +3 dam)
Straight Sword 5 +2 +3L +1 2 N/A N/A -
Ironwood Flamepiece x2 4 +2 9L N/A 1 8 N/A F,S Exceptional
Holy Plasma Tongue Repeater 5 +2 10L N/A 1 20 N/A F Does aggravated damage to creatures of darkness
Armor Soak Hardness Mobility Attune Notes
Orichalcum Breastplate +8L/+6B +3L/+3B 0 2 May be concealed under heavy jacket or coat
Hearthstones Rank Benefit
Gem of Night Vision (Fire) 1 Can see clearly in low light; in complete non-magical darkness, can see clearly out to 10yds, murkily to 20yds
Gladestalker Stone (Wood) 3 +3 Acc, +3 Dam when set in Powerbow
Stone of Healing 1 +3 to Medicine Rolls

Derived Values

Combat
Name Value/Pool Calculation
Join Battle 9 (WITS 4 + Awareness 5)
Dodge DV 9 (DEX 5 + Dodge 5 + Essence 5 + Hearthstone Bracers 3)/2
Parry DV (short sword) 4 (DEX 5 + Melee 1 + Def 1)/2
Soak (natural) 0A/2L/4B (Aggie = 0), (Lethal = (STA/2)), (Bashing = (STA)).
Soak (w/armor) 8A/10L/10B Orichalcum Breastplate, +8A/+8L/+6B to natural soak
Hardness (w/armor) 3B/3L
Attack (long powerbow) 18 [DEX 5 + Archery 5 + Accuracy 5 (w/Gladestalker Stone) + powerbow specialization 3]
Damage (broadhead arrow) 13L (STR 3 + Weapon 3L + Arrow 2 + hearthstone bracers 2 + Gladestalker Stone 3)
Damage (fowling arrow) 13B (STR 3 + Weapon 3 + Arrow 2 + hearthstone bracers 2 + Gladestalker Stone 3)
Damage (frogcrotch arrow) 15L (STR 3 + Weapon 3 + Arrow 4 + hearthstone bracers 2 + Gladestalker Stone 3), on hit, use double target's lethal soak
Damage (target arrow) 11L (STR 3 + Weapon 3 + hearthstone bracers 2 + Gladestalker Stone 3), on hit, use half target's lethal soak, round down
Attack (flame piece) 12 (DEX 5 + Archery 5 + Accuracy 2)
Damage (flame piece) 9L (Weapon 9)
Attack (holy plasma tongue repeater) 12 (DEX 5 + Archery 5 + Accuracy 2)
Damage (holy plasma tongue repeater) 10L/10A vs creatures of darkness (Weapon 10)
Movement
Name Value/Pool Calculation
Move 5 (DEX 5) yds
Dash 11 (DEX 5 + 6) yds
Jump (Vertical) 7 (STR 3 + Athletics 4) yds
Jump (Horizontal) 14 (STR 3 + Athletics 4)*2 yds
Climb Speed 2 (DEX 5)/2
Swim Speed 2 (DEX 5)/2
Social Combat
Name Value Calculation Notes
Effective APPEARANCE 3 (APP 3)
Mental DV 7 (Willpower 5 + Essence 5 + Integrity 4)/2
Join Battle 9 (WITS 4 + Awareness 5)

Experience

1