General Cheatsheet
Time
Page 184
Round (3 sec)
Scene (a few minutes to an hour)
Session (one gaming evening)
Story (a major chapter of the overall story)
Chronicle (the overall story)
Difficulty
Page 185
Difficulty 1: Run of the milll
Difficulty 2: Performing challenging tasks under significant duress
Difficulty 3: Tasks which might daunt even heroes
Difficulty 4: Performing tasks that even heroes shy from under significant duress
Health
Types (Page 171-174):
Bashing: blunt trauma. Can be soaked by full Stamina plus bashing armor rating.
Lethal: piercing/slashing trauma. Can be soaked at 1/2 stamina plus lethal armor rating.
Aggravated: magical trauma (only things tagged as aggie damage can deal aggie damage). Soaked only by the Lethal rating of armor. cannot be healed by magic.
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 | | | |
Can only split spending from Peripheral and Personal for a single charm if you empty one pool and need to spend from the other
In combat, Characters with mote pools regain 5 motes AT THE END OF each round
Out of combat, Characters with mote pools regain 5 motes per hour.
Peripheral is replenished before Personal.
Hearthstone essence regen is only during downtime. Your hearthstone must have the keyword “Linked” in order to gain these regen benefits (Demesne p160, Hearthstone p161-162).
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:
One-Point Stunt: Characters should be able to use a one-point stunt on almost every turn
Two-Point Stunt: An action that stands out memorably as the highlight of a scene
Gain two extra dice and one auto-success on a roll, or
Gain +2 to a static value
Gain +1 willpower (cannot exceed permanent willpower rating)
Three-Point Stunt: The action is memorable and perhaps the coolest thing to happen the entire session
Gain two extra dice and two auto-successes on a roll, or
Gain +3 to a static value
Gain +1 willpower (CAN exceed permanent willpower rating)
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:
Expression Bonus
2 pts for engaging a Major or Defining Intimacy that develops the character personally
2 pts for being significantly challenged, endagered or harmed in the course of upholding a Major or Defining Intimacy
2 pts for being impeded, endangered, or harmed by a Flaw
Role Bonus
Intentionally ceding the spotlight of the scene's focus to another player to shine in the role of their Caste
Dawn: defeating a powerful foe, defending a vulnerable circlemate, upholding a Major/Defining Intimacy through physical prowess
Night Caste: Removing a major obstacle to the group through assassination, stealing, or other underhanded means, gaining significant advantage over an enemy using the same means, or upholding a Major/Defining Intimacy through the same means.
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:
1 Lift a full-grown man or an anvil. Break a pine board with a kick.
2 Tote a bale of cotton on one shoulder. Kick an oak door open.
3 Lift a mule. Break a sword over your knee.
4 Lift a full-grown warhorse. Bend an iron bar with both hands.
Strength 5+ feats:
5 Lift an ox. Pull a fully laden wagon. Bend a horseshoe into a pretzel.
6 Throw a mule. Snap an axe haft over your knee. Kick an oak door to splinters.
7 Lift a boulder. Throw a full-grown warhorse.
8 Lift a rhinocerous. Snap iron manacles. Slowly bash through a brick wall.
9 Throw an ox. Twist a steel lock off a door with your bare hands. Kick down an iron-shod door.
Strength 7+ feats:
10 Lift an elephant. Raise a drawbridge by hand. Punch through a brick wall.
11 Raise a locked portcullis by hand. Punch through the wooden gate of a fortress.
12 Pull a fully laden wagon from a sand trap. Rip iron bars out of their stone settings with one hand. Rip loose the stone supports of a city gate.
13 Lift a boulder with one hand. Tear down the pillars holding up a mighty temple.
14 Lift a tyrant lizard. Carry an enormous statue on one shoulder. Tip over a Guild wagon. Push open a locked and reinforced fortress gate.
Strength 10+ feats:
15 Uproot a mighty tree. Slowly bash through the stone wall of a fortress.
16 Lift a mammoth. Hurl an elephant. Tear apart the welded steel bars of a portcullis.
17 Pull an entire caravan, chained cart-to-cart. Snap a mighty tree in half.
18 Lift a mighty tree with one hand. Crack a boulder in two. Rip a portcullis from its setting.
19 Throw a mammoth. Slowly push over a stone tower. Tow a boat away from a waterfall while on the shore.
20 Tear open the earth to create a crevasse. Smash through ten feet of solid stone. Lift a yeddim or outpull a team of them. Tow a boat away from a waterfall while swimming.