Basic Earth Terrestrial Wyld Hunt

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Name: Concept:

Player: Aspect: Earth Mark

Attributes
Strength 5+
●●●● Charisma 5+
●● Perception 5+
●●●
Dexterity 5+
●● Manipulation 5+
●● Intelligence 5+
●●
Stamina 5+
●●●● Appearance 5+
●● Wits 5+
●●●

Abilities
Air Earth Fire
Linguistics 5+ ● ● ● ■ Awareness 5+ ● Athletics 5+ ● ●
Lore 5+
● ● ■ Craft Earth 5+ ● ● Dodge 5+
● ●
Occult 5+
● ■ Integrity 5+
● ● ● Melee 5+
● ●
Stealth 5+
● ■ Resistance 5+
● ● ● ● Presence 5+

Thrown 5+
● ■ War 5+
● ● Socialize 5+

Water Wood Other


Bureaucracy 5+
Archery 5+ ● ● 5+

Investigation 5+
Medicine 5+ 5+

Larceny 5+
Performance 5+
● 5+

Martial Arts 5+
● ● ● Ride 5+ 5+

Sail 5+
Survival 5+ 5+

Essence
Anima Effects Write
Anima Banner Levels
May soak lethal damage with full 5+
● ● 1 – 3 motes: Weak caste mark
stamina.
Adds Essence to resist grappling attacks 4 – 7 motes: Strong caste mark
and avoid knockback.
Adds Essence to Stamina for all purposes Personal: 11/ Calculate
8 – 10 motes: Mild aura
while standing on earth or stone.
Peripheral: 26/
Duration: One scene 11 – 15 motes: Bonfire aura
Cost: 5 motes Anima Banner
Works automatic after spending 11 motes 16+: Iconic aura
peripheral essence

Advanced
Health Levels Specialties
-0i Bruised
-1i Hurt ■■ ■ ■
■■■■ ■ ■
-2i Wounded ■■ ■ ■■■■■ ■
■■■■ ■ ■■■■■ ■
-4i Crippled
Incapacitated
Dying ■ ■■■■■

Healing Times, for each health level


Bashing:
Lethal and Aggravated:

Dying:

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Calculate Social Traits
Dodge MDV: 6. Join Combat: 4
(Wp + Integrity + Essence + spe.) / 2 Wits + Awareness

Willpower: ● ● ● ● ● ●

Social Attacks
Calculate
Ability Speed Acc (Cha / Man) PMDV (Cha / Man) Rate Notes
Investigation 5 2/2 1/1 2
Performance 6 3/3 2. / 2. 1 Attacks a whole area
Presence 4 3/3 2. / 2. 2

In Debate
Action Options (Speed / DV modifier) Additional
Attack (weapon/-2): Attack supporting/against an Intimacy:
Coordinated Attack (5/-2): Attack according to/opposed to dominating Virtue (rate 3+):
Attack aligned with/violates Motivation:
Dash (3/-3): Appearance:

Flurry (longest action/sum of defense penalties): If the attack violates Motivation:


Natural persuasion:
Guard (3/none):
Inactive (3/special):
Miscellaneous Action (5/-1 to -3): Unnatural persuasion:
Monologue/Study (3/-2):

Move (0/none): Consent to the attack:

Refuse to consent:

Effects of Social Attacks


Building / Eroding Intimacies:
Compelling Behavior:
Betray Motivation:

Virtues
Write
Compassion Temperance Primary Virtue: Temperance Limit points
●● ●● ●● Duration: One full day
Conviction Valor Limit Break Condition: Violating or ignoring Temperance
●●● ●● ● Partial Control: Storytellers discretion
No Control: Focus your totality on the things you consider important and to destroy those that do not match these levels of devotion
Intimacies

Motivation

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Calculate Soak and Defense
Bashing Soak: 10 Lethal Soak: 9 Aggravated Soak: 7
Calculate

Dodge DV: 1 Join Combat: 4 Move / Dash: 1 / 6

Weapons
Calculate
Weapon Speed Acc Damage PDV Rate Range Tags Notes
Goremaul 4 6 (+1) 21B (+17B) /5 3 (+1) 2 - O,P 5m Attune Martial Arts

Melee

Melee

Melee

Melee

Melee

Melee

Melee

Melee

Melee

Melee

Melee

Clinch 6 5 (+0) 4B (+0B) - 1 - C, N, P Martial Arts

Kick 5 5 (+0) 7B (+3B) 2. (-2) 2 - N Martial Arts

Punch 5 6 (+1) 4B (+0B) 4. (+2) 3 - N Martial Arts

Armor
Armor Type Soak (L/B) Hardness Fatigue Mobility Notes
Ashigaru Skirmish Armor Power (7L/6B) (4L/4B) 1 -2 4m Attune

7 6 -2

In Combat
Grappling (Clinch Attack) Effects Special Attacks
If clinch is successful victim is Inactive, Bleeding: Coup de Grace (-1e):
attacker can choose to: Difficulty:
Knock back: Disarming (-2e close or -4e range):
Break hold:
Knockdown: Fierce Blows (-1e):

Pulling Blows (-1e):


Crush: Difficulty:
Stunned: Showing Off (-1e to -4e):
Hold:
Difficulty: Sweeping (-1e):
On additional actions:

Action Options (Speed / DV modifier)


Aim (3/-1): Guard (3/none):
Attack (weapon/-1): Inactive (5/special):
Block Movement (5/-1): Join Battle (varies/-0):
Speed:
Change Weapon(s) (weapon/-1): Jump (5/-1): Up: Ahead:
Climb, Swim (3/-2): Miscellaneous Action (5/-1 to -3):
Coordinated Attack (5/-0): Move (0/none):
Read Strategy (5/-0):
Dash(3/-2): Sprint:
Defend Another (5/-1): Range: Rising from prone (5/-1):
Range shooting (varies e):
Flurry (longest action/sum of defense penalties): Range:
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Languages

Charms
Charm Cost Duration Type Keywords Effect
Wind-Carried Word Technique 1m+ Instant Simple Combo-OK Base Range Essence x 100 feet, increases by a
factor of 10 per mote, up to 25 words.
Combo-OK, Acc: (Dexterity+Athletics/Archery)+Essence
Elemental Bolt Attack 1m per 2L Instant Simple Cooperative,
Range: Essence x 20 yards
Damage: 2L per mote spent, maximum Stamina
Elemental, Obvious Earth: Target (Dexterity+Athletics) dif 4 or fall prone

Force of the Mountain 2m Instant Supplemental Combo-OK +Essence on a single Melee/Martial Arts
Attack
Unmoving Mountain Stance 3m MA Minutes Reflexive (Step 10) Combo-OK +[Essence] to attempts to resist being moved or
knocked down or maintain a grapple.
Stone Dragon's Skin 2m Until next action Reflexive (Step 7) Combo-OK +MA to natural lethal/bashing soak, parry
weapons
Earth Dragon Form 4m One Scene Simple (-0 DV) Form-type, +MA to Bashing/Lethal/Aggravated
Obvious including Hardness.

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Languages

Combos
Combo Cost Charms

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Languages

Sorcery
Sorcery Cost Type Duration Target Effect

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Languages

Artifacts & Panoply


Rating Name Description
●● Jade Goremaul
Sensory Augmentation Visor*: +2 bonus to Awareness; negates all penalties from darkness less than pitch black.
●●● Ashigaru Skirmish Armor Filtration Baffles*: +2 bonus to Resistance against poison or all forms of disease (including wound infection); one-hour supply of fresh air (refilling the tank in fresh air takes one minute per five minutes of air added to the tank).
Adaptive Camouflage Subsystem*: +2 bonus to Stealth while moving, or +3 while stationary.

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Languages

Backgrounds
Breeding ●●●

Familiar
Familiar’s Name: Spd/Acc/Dmg/Rate: Health Levels
Creature: Dodge/Soak (L/B): -0
Str/Dex/Sta: Abilities: -1
Cha/Man/App: -2
Per/Int/Wits: -4
Willpower: Notes: Inc.

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Languages

Manse & Hearthstones


Rating Name Description
●● Cold Iron Bauble Any weapon fitted with a cold iron bauble inflicts aggravated damage to Fair Folk, just as if the weapon itself was
made of cold iron. This hearthstone also inflicts a -1 external penalty on any Fair Folk powers used against its bearer.

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Possessions

Experience Description
Total: Age, actual: Age, apparent:
Height: Weight:
Total spent: Gender:

Spent on: Eyes:

Hair:

Homeland:

Skin:

Picture

History

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