Character Skills: Lock Picking, Pickpocketing, Toxins, Motivation, Environment, Evaluating, Study notes of Medicine

Various abilities and their corresponding mechanics for a role-playing game. Topics include lock picking, pickpocketing, toxins, reading motivation, environmental effects, evaluating goods, operating technology, diagnosis, obtaining food, tracking/evasion, and enduring hardships. Each ability has specific rules for success and failure, as well as modifiers and penalties.

Typology: Study notes

2021/2022

Uploaded on 07/05/2022

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General Notes
internal penalty= subtract dice from dice pool
external penalty= subtract successes from roll
Running
Short distance- dexterity + Athletics
Long distance- stamina + Athletics
Falling
Bashing damage =1/2 yards fallen, piercing
- heroic characters get wits + Athletics roll to save from long fall
Jumping
Up strength + Athletics yards
Over strength + Athletics x 2
- spend 1 will for a +2 yards
- stunts, channeled virtues add yards= bonus
- wound penalties, mobility penalties subtract yards
Disguise
Target number gets +1 for each obstacle, i.e. +1 another gender, +1 for
specific person, etc.
Lock picking
Dexterity + larceny, need first age lock picks for first age locks
Pickpocketing
Dexterity + larceny vs wits + awareness
- threshold of successes needed for degrees of difficulty
1 for back pocket
2 for front pocket
3 for vest pocket
Toxins
damage value = dice damage of one dose during # intervals
resist with reflexive stamina + resistance vs toxicity
if failed
- character takes unsoakable 1 die of damage initially, then takes
it again after interval
- repeat damage # times=damage code of poison
- multiple doses stack damage rating, prolonging duration
if succeeded
- aggravated becomes lethal, lethal becomes bashing, bashing
does nothing
- if get 2x toxicity, damage downgrades 2 levels
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Download Character Skills: Lock Picking, Pickpocketing, Toxins, Motivation, Environment, Evaluating and more Study notes Medicine in PDF only on Docsity!

General Notes

internal penalty= subtract dice from dice pool external penalty= subtract successes from roll Running Short distance- dexterity + Athletics Long distance- stamina + Athletics Falling Bashing damage =1/2 yards fallen, piercing

  • heroic characters get wits + Athletics roll to save from long fall Jumping Up strength + Athletics yards Over strength + Athletics x 2
  • spend 1 will for a +2 yards
  • stunts, channeled virtues add yards= bonus
  • wound penalties, mobility penalties subtract yards Disguise Target number gets +1 for each obstacle, i.e. +1 another gender, +1 for specific person, etc. Lock picking Dexterity + larceny, need first age lock picks for first age locks Pickpocketing Dexterity + larceny vs wits + awareness
  • threshold of successes needed for degrees of difficulty 1 for back pocket 2 for front pocket 3 for vest pocket Toxins damage value = dice damage of one dose during # intervals resist with reflexive stamina + resistance vs toxicity if failed
  • character takes unsoakable 1 die of damage initially, then takes it again after interval
  • repeat damage # times=damage code of poison
  • multiple doses stack damage rating, prolonging duration if succeeded
  • aggravated becomes lethal, lethal becomes bashing, bashing does nothing
  • if get 2x toxicity, damage downgrades 2 levels

“L” toxicity means damage is whole levels, not dice of damage

  • successful stamina + resistance removes this tag
  • 2x successes downgrades damage type “M” toxicity, mortals do not get +2 to toxicity with these poisons tolerance=# doses character can have before risking damage penalty = internal penalty as result of pain Environmental effects roll stamina + resistance vs trauma, success and failure like toxins mortals roll at same dif as Exalted damage occurs at damage levels after every interval Exalted may use natural soak, minimum 1 die Reading motivation perception + investigation/socialize vs target # of ½ manipulation + socialize
  • success= gets dominant emotion, detects lie
  • 2x success= learn an intimacy relevant to situation Predict whether perception + survival for land perception + sail for sea Visibility murky vision = +1 modifier, external blind= +2 modifier, external invisible characters= +2 to hit, external Evaluating goods intelligence + bureaucracy, standard difficulty of 1 for general knowledge
  • to know exact value, add resources value to target number Examined scene/conceal evidence perception + investigation to uncover
  • must spend at least 15 minutes
  • difficulty 1-5, depending on subtlety wits + investigation to conceal/tamper
  • must spend at least 15 minutes
  • successes replace difficulty of uncovering roll, if they are better Operate technology/artifact intelligence + lore to know function
  • difficulty 1-2 personal weapons, memory crystals
  • difficulty 4 flying machines, artillery
  • difficulty 6 realm defense grid once this is known, character must familiarize the controls
  • +1 success on each roll to winner of each contest for next one
  • party that gains 3 successes over the other wins contest Holding breath see water/muck in combat section Endearing hardship Starvation characters go for ½ stamina + resistance days without food, no penalty
  • after that, - 1 die to all actions per day w/out food
  • character dies when penalty exceeds stamina + resistance Dehydration
  • 1 die for every day without water past 1
  • character dies when penalty exceeds stamina + resistance Sleep deprivation every day past 1 without sleep, cumulative 1 die penalty
  • penalty cannot exceed 3

- characters must roll stamina + resistance vs 1 to stay awake

during calm periods

Wounds and Healing

Incapacitation/Death bashing overflows, becomes lethal characters have number of Dying levels below incapacitated = stamina mortally wounded character takes 1 lvl lethal damage during their combat action can stabilize dying characters through emergency surgery

  • wits + medicine vs 5+ Dying levels filled w/ injury
  • charms that directly restore health automatically stabilize dying character
  • need advanced medical tools, resources 4 Bleeding characters suffering lethal/aggravated damage continue to bleed bleeding characters suffer 1 lethal every stamina minutes Exalted characters make reflexive stamina + resistance vs 2 to stop it
  • in combat, they try this on any tick they act on
  • outside combat, they try every 5 seconds
  • bleeding stops as soon as anyone with medicine treats it mortals require wits + medicine vs difficulty=damage from injury
  • during combat, is standard miscellaneous action Infection Lethal/aggravated damage runs risk of infection must make virulence check stamina + resistance
  • virulence 3, or 4+ for dirty weapons, undead, tropical climate, etc.
  • only one check is needed, unless wound is exposed to possible contagion again
  • if wound is sterilized with alcohol after an hour it is received, virulence drops to 2
  • if is cauterized within an hour, no virulence check is required but character takes 1lvl bashing
  • Exalted get – 2 to virulence rating, morbidity never exceeds 1 If failed virulence check
  • make daily stamina + resistance vs morbidity roll to overcome infection
  • wound modifiers apply
  • botches, or if dif exceeds stamina + resistance, character spends stamina days with - 4 penalty
  • mortals have - 2 internal penalty to act while fighting infection
  • untreated morbidity 1, +1/day after first
  • treated morbidity, same as above stops increasing after treatment

Combat

A. Roll join battle all characters roll wits + awareness

  • highest roll sets the initial "reaction count,” up to 6
  • first action for each character = reaction count- character successes
  • speed of actions (weapon speed for attacks) are then initiatives
  • DV refreshes on character actions B. basic movement character may move dexterity yards/tick and still perform an action C. Basic Combat
  1. Declare Attack characters who act at the same time get to act simultaneously attacker declares attack, what charms they are using
  2. Declare defense defender declares defense, what charms they are using. May use either dodge or parry DV
  • previous actions defender has taken subtract values from both DVs Shields, cover adds to DV, with multiple cover only greatest value applies Exalted automatically defend if DV > accuracy of extra
  1. Attack Roll attack- weapon speed, - 1
  • roll dexterity + ability + accuracy of weapon +charm mods
  • botched attacks result in off-balance, - 2DV, might hit bystander
  • offhand attacks=-1 die to attack
  1. Attack reroll charms that allow reroll of dice take effect now
  2. Subtract external penalties subtract external modifiers from attack roll successes defenders DV is always last to be subtracted
  3. Defense charms defender may use charms to improve DV
  4. Calculate damage dice pool Mellee/bows= successes from attack + strength + weapon damage Firewands= successes from attack + weapon damage
  1. Apply soak/hardness subtract defender’s soak from attacker’s damage pool soak comes from armor - if attack damage does not exceed armor hardness, no need to roll damage characters get natural soak=1/2 stamina
  2. Counterattack counterattack charms occur now
  3. Damage roll attacker rolls remaining damage pool
    • 7s=successes, each success is 1 damage level
    • 10s do not count double for damage D. other combat actions Aim 3,- 1 every tick spent aiming =+1 to attack roll DV does not refresh during aim, or if aim is aborted character may attack after however many ticks of aiming DV refreshes after attack maximum bonus/speed is 3 dice/3 ticks
  • may continue longer than this, but that is max benefit Dash 3,- 2 character sprints dex+6-wounds-armor mob yards per tick character takes – 2 DV for doing so may use “dash” for climbing, swim but must roll to do so
  • may climb/swim dexterity yards/tick Guard 3, no penalty action does not reduce defense value may abort a guard action for any action except aim
  • new action does not refresh DV Flurry , multiple attacks, or multiple actions decide how many actions character will take subtract number of actions from first action roll add – 1 die to that penalty for every action after speed= highest speed of any action in flurry every action in flurry imposes its own DV penalty Inactive 5,no DV character is unconscious if condition ends, next available tick character has full DV Miscellaneous 5, character picks a lock, does something unrelated
  • no DV if character focuses entirely on task, no task penalty
  • retrieve weapon=diff 1 dexterity + ability roll, if possible fierce blow, - 1
  • Grants character +2L/A or +3B F. Ambushes
  1. Characters may be surrounded by up to 5 opponents, 3 in closed area
  • player chooses one of opponents to gain unexpected attack
  • character has - 2 DV
  1. Unexpected attacks- ambushes, backstabbing
  • roll dexterity + stealth vs wits + awareness
  • victim has – 2 internal if distracted by something else
  • victim has +1 is is wary, expecting something
  • attacker gets +2 difficulty to stealth if suddenly attacks while in plain sight
  • if defender wins, battle proceeds normally
  • if the attacker wins, defender gets no DV
  • go to join battle G. Environment
  1. Flight melee characters can attack against flying attackers only on tick attackers dive at them
  • if friends wish to help attack during dive, they have - 2 external penalty
  • penalty is – 1 with long spears and the like
  1. Mounted combat mounted characters use lower ability of ride or attack ability for attacks characters ride ability must exceed the amount control rating
  • if it does, no rolls necessary
  • if it doesn't, must concentrate on mount entirely w/ riding roll vs control rating, or flurry to do other actions, too
  • if ride roll fails, mount does as it pleases
  • if mount panics, can jump from mount on reflexive dexterity + Dodge or stay in the saddle with wits + ride vs control rating mounts large enough to carry a howadah, passengers can use abilities instead of ride
  • passengers with ride have no penalty, - 1 external if they do not mounted characters get +1DV vs close combat, howadah get +2, mount gets bonuses too characters on the ground get – 1DV vs mounted, - 2DV vs hawadah
  1. Unstable footing treat like control rating for mount, except use athletics instead of ride dexterity + Athletics to avoid falling vs instability rating
  • failure= cannot take further actions, falls down
  • botch = fault prone or something more precarious characters struck by new attack must make new dexterity + Athletics reflexive roll mounted characters add +1 to control rating for use environmental rating, whichever is greater instability ratings
  • slickness, +1 Frost, puddles-+3 oil, smooth ice
  • narrowness, +1 parapet or bridge-+3 tightrope
  • wind, +1 gale-+3 hurricane
  • moving ground, +1 deck of a ship- +3 major earthquake 4.Water/muck water up to knees or mud up to calves
  • movement is 1/2, - 1 external penalty to dexterity rolls water up to waste or mud up to knees
  • movement is ¼, - 2 external penalty swimming and fighting
  • difficulty depends on condition of water
  • Athletics caps combat abilities
  • must flurry to swim and do anything else
  • botch means character starts to drown
  • underwater, can move and act without flurry but suffer - 2 to dexterity/movement rolls unless are aquatic by nature characters can hold breath for stamina x 30 seconds
  • +30 seconds/success on stamina + resistance, dif 1- 3
  • when drowning, character takes 1 unsoakable bashing/30 sec
  1. Apply effect apply effects of attack
    • defender may give in, or spend willpower reflexively to refuse
    • MUST refuse if it violates motivation
    • may resist things that violate intimacies, but do not have to
    • If character is reduced to 0 to temp willpower during attacks against motivation and goes willpower + essence days without recovering full willpower, will is broken and more social attacks can make her betray motivation E. social combat actions
  2. Move 0, no penalty and dash 3, - 3 characters can move 10 times movement they can in normal combat a dash action is for actually running away, forfeiting rebuttals
  3. Guard 3, no penalty character is wary and guarded, acts like combat counterpart
  4. Inactive 3, invulnerable character is unconscious
  5. monologue/study 3, - 2 counterpart to aim
  • monologue does not need to be directed at single target
  • attack at end of monologue does need to be conclusion of what came before
  • study action is for singular target, more closely like aim
  1. Miscellaneous action 5,- 2 character does something tangential applying full attention does not reduce DV to 0, gain invulnerability if so engrossed
  • must not be physically restrained to gain this
  • if they do so, they risk automatically gaining surprise attack modifiers from attacker read motivation is an example of miscellaneous action
  1. Flurry behaves like normal flurry attacks, string several points together in a barrage
  2. Attack varies,- 2 social attack

Virtues, Will, and Essence

Willpower Willpower may be used for the following:

  • free success, 1 will=1 suc, declare prior to rolling
  • activate a virtue, see virtues
  • resist mental powers, resist charms and spells that do mind control, see social combat
  • spend will to resist acting on virtue, but will have to roll virtue for limit break Regaining willpower
  • roll conviction every morning, every success regains willpower
  • perform a stunt that furthers motivation
  • 1 or more for achieving special success at a special task
  • may regain willpower instead of motes for 2/3 die stunt
  • get temporary will= willpower rating at end of story
  • during limit break, get temporary will= related virtue, may go over willpower rating
  • regain willpower or every morning with cult background Virtues Once per story, for every dot of a virtue, character may channel temporary will through it
  • add dice = virtue rating to dice pool for 1 task
  • virtue must be relevant to task at hand Limit rises when character spends will to resist acting on primary virtue, according to flaw. Roll related virtue, successes add to limit break. when limit break occurs:
  • regain temporary willpower= related virtue, may go over willpower rating
  • characters can remain in partial control during limit break, but will not regain willpower
  • reset limit break to 0
  • duration of limit break depends on flaw Essence beings with high essence are hard to affect with magic regaining essence
  • regain 0 motes during strenuous activity
  • regain 4 motes/hr during leisurely activity
  • regain 8 motes/hr while resting Manses
  • when inside attuned manse/demesne, regain extra essence=4x manse/demesne rating
  • when carrying attuned hearthstone, character regains extra motes=2x manse rating