Table of Contents

General Cheatsheet

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Time

Page 184

Difficulty

Page 185

Health

Types (Page 171-174):

Health boxes heal in order from heaviest penalty to lightest penalty (I=Incapacitated, then -4 thru -0)

Health Level Heal Rate Exalt Bashing Exalted Lethal Mortal Bashing Mortal Lethal
-0 1 hour 1 day 12 hours 2 days
-1 12 hours 2 days 1 day 4 days
-2 1 day 3 days 4 days 1 week
-4 2 days 5 days 1 week 1 month
I ST decision ST decision ST decision ST decision

Essence

Page 174

Essence Pools Solar Lunar Sidereal Dragonblood
Personal ([Essence x 3] + 10)
Peripheral ([Essence x 7] + 26)
Combat Regen 5/round
Downtime Regen 5/hour
2-dot Hearthstone (see notes) +2/hour
4-dot Hearthstone (see notes) +4/hour

Stunts

Heroic characters do awesome things. Describe them. STs are encouraged not to be too harsh on failed stunts in order to encourage people to continue attempting to do them. Page 187.

Stunts have two criteria:

Types of Stunts:

Experience

Each character gains 5 experience points at the end of every session. Players may also gain Solar experience which can be spent on anything BUT Solar charms. Page 177-178.

Trait Cost Training Time
Attribute Increase current rating x 4 (new rating) months
Non-Caste/Non-Favored Ability current rating x 2 (new rating) weeks
Caste/Favored Ability (current rating x 2)-1 (new rating) days
New Ability 3 Caste/Favored: (new rating) days
Non: (new rating) weeks
Specialty 3 2 weeks
Purchased Merit new rating x 3 (new rating) weeks
Willpower 8 1 month
Solar Charm 10 (or 8, if Caste/Favored) (ability minimum (+ essence minimum if not caste/favored)) days
Martial Arts Charm 10 (or 8, if Brawl is Caste/Favored) ditto
Spell 10 (or 8, If Occult is Caste/Favored) 2 weeks per circle
New Evocation 10 (essence minimum x 4) days

Solar Experience may gained once from each category per session:

Limit

Gaining Limit Description
Once per Scene When a character acts in a way that opposes one of his Major Intimacies, roll a die. Gain limit for each success. Weakening an intimacy always counts as opposing it, as does spending willpower to resist an influence roll supported by that Intimacy.
Once per Scene When a character acts against one of his Defining Intimacies, his player rolls two dice for Limit (or one die if he's already rolled against a Major Intimacy). This otherwise functions the same as above.
Limit Trigger All Solars have a special condition under which a character can gain limit. When the Limit Trigger is met, his player rolls 3 dice for Limit, gaining one point per success.
Losing Limit Description
Legendary When a Solar successfully completes a major, landmark goal or accomplishment, they may lose a point of Limit at the ST's discretion.

Limit Break manifests at the worst time imaginable. When a Solar hits 10 limit, they will suffer Limit Break at a time within the next few days that will cause significant turmoil or suffering to those around him. The precise manifestation of Limit Break for a character is called a Virtue Flaw, and is chosen by the ST each time the character reaches Limit Break. Limit Break lasts for either one session or one scene, as appropriate. Once Limit Break ends, the character loses all points of accumulated Limit.

See page 136-137 for example Virtue Flaws.

Feats of Strength

Example Feats in Number of Successes. Page 231.
Strength 3+ feats:

Strength 5+ feats:

Strength 7+ feats:

Strength 10+ feats: