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4. Abilities: Abilities cover the breadth of antroductioncapabilities. Each Ability governs the S

wixalted is finished and includes everything you needbeneath it and whenever a value or roll

play The following is my vision for this crazy idea andneeded, the parent Ability determines th

e project that spent a year percolating in the back ofAbilities are rated 1 6 and are roughly describe

y mind.Poor, Average, Good, Expert, Master, and

ternatively, aiklaves Version is a bit different and aand Attributes are detailed later.

le less Indie RPG influenced than my own.? Lunars have a single Ability at 5,

th games are ready to rock right now so feel free toand the ast at 1.

e them? All other characters have a singleharacte Sheets another at 4, then 3, 2, & 1.

ey feature abbreviated rules for most of the game opper Jaguar begins with Dawn 5, Zenithd ll of the character specific stuff. Night 4, and Eclipse 3. byssals DragonBlooded God-Blooded Heroic Mortals 5. Favored: Favored Abilities represent thenars Sidereals Solars superhuman potential. They st rt slightly higher

normal and are the only Abilities that character Creation? Lunars and God Blooded are Favored only

eating a Character in Qwixalted is simple and quick.their Caste or Archetype Ability, i

u shouldnt need a whole session to make characters,? Other Exalts are Favored in their C

d you should be ready to play in about an hour (for(Aspect for Dragon Blooded) nd one other,

ur first time making a Qwixalted character) or about increase both by 1.minutes (if youre a Qwixalted vet

? Heroic Mortals have no Favored Abile storyteller (GM) should take special note of the

may never raise Abilities to 6.ayer characters Motivations, Intimacies, and Virtues,

Copper Jaguar is Zenith caste, Zenith ance hooking into these is an easy way to engage the

Favored (becoming 3 and 2). aracters for a more compelling story.

6. Essence: Essence is the energy that fuelsfamiliar with the power levels in Exalted? onsider this handySorcery and Charms of the Exalted. Recorde...characters Essence rating and note the a

e Heroic Game: The group consists mainly of Heroic Mortal, God ? Solars and Abyssals begin with 5 Esooded, or Dragon Blooded Motes.racters. This is the power level of most fantasy rpgs. Rulers will

? Lunars and Sidereals begin with 4 Eoverthrown, monstersMotes.l be slain, princesses will be sa ed, and Heaven may take notice.

? DragonBlooded begin with 3 Essence ae Epic Game: The group consists mainly of Solar, Abyssal, Lunar, (+Breeding) Motes.d Sidereal characters. ? God-Blooded begin with 2 Essence ands is the power level thats almost exclusive to Exalted.

? Heroic Mortals begin with 1 Essenceperors will be overthrown,As a Solar, Copper Jaguar begins with 5ds will be slain, worlds will be sav d, and Heaven will tremble.pool of 10 motes. ep By Step7. Charms: Charms are the supernatural poweConcept: Think up an interesting word or two toExalted. Charms are written next to thescribe the character.modify, creating a useful way to augment

att thinks hed like to play an Ardelethain Brigand. Starting characters select a number of CName: Names in Exalted vary from mundane toCircles or Fighting Styles. More on theslorful.

? Siderals choose 8 of these.att decides the name Co per Jaguar has a nice ring? Solars, Abyssals, Dragon Blooded choose 6 oit.

these.Exaltation and Caste: Choose which type of character? Lunars choose 4 of these.u want to play and pick the Caste (Aspect for Dragon? God-Blooded do not begin with any ofooded and Archetype for Heroic Mortals and God? Heroic Mortals may not learn Charmsooded) that seems most applicable or fun for your

begin with any Fighting Styles.nceptpper Jaguar is a Zenith Caste Solar Exalt. Seealtations and Castes below

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opper Jaguar takes Overwhelmin and Multiple Melee, ne Taken Out). Resistance charms, Stamiverwhelming Presence, Paced Resistance, Supernatural rant access to a number of additional Hhletics and the Tempest Blade Fighting Style. starting from the bottom.Backgrounds: Beyond their own Abilities, characters Lunars gain +4 Health boxes per Chave relationships and possessions that can provide a Solars and Abyssals gain +3 Health xes perluable edge in times of need. Backgrounds are Charm.tailed later. ? DragonBloods gain +2 Health boxes pe

? Sidereals begin with 8 dots for Backgrounds. ? Sidereals gain +1 Health boxes per? DragonBlooded begin with 6 dots for ? God-Blooded gain a number of Health

Backgrounds. Charm, dictated by Heritage.? All other characters begin with only 4 dots for aced Resistance (1 Resistance Charm) gr

Backgrounds. Jaguar 3 additional 3 Helth boxes -0 X X Xopper Jaguar has Artifact 2 (a light Daiklave and-1 X X Xarhstone bracers), Contacts (Friends in Low Places)-1 X X X X

d Manse 1 (The Sentinel). -3 X X X X

Virtue Flaw: All heroes possess heroic Virtues, but -3 X ? ? ?e powerful Exalts are also cursed with tragic Flaws. aken Out

eate an epic and interesting Virtue and/or Flaw. Exaltations and Castesopper Jagua s Virtue is Compassion and his Flaw is

Qwixalted can be used to play just aboutinful Isolation.

covered by Exalted 2nd Edition. These ru. Motivation and Intimacies: Create an epic goal orSolar, Lunar, Sidereal, Dragon Blooded, and Abyssal

stiny for your character and choose a number ofcharacters, as well as the God Blooded and Heroic

timacies equal to Integrity.Mortals. You can use Daiklave's fine rul lchem

opper Jaguars destiny is to Restore Ardeleth to Glory. or Infernal Exalted.

. Totem: For most Exalts, save for Sidereals andThis section covers the abilities and sp

agonBlooded, truly incredible feats cause a totemicgovern each type of Exalt and Caste cove

age to appear in a brilliant display of essence.rules.

escribe the characters Totemic Display.Solarsopper Jaguars anima lights up with a predatory cat ofOnce known as the Lawgivers, the chosenhitegold solar flame. Unconquered Sun have returned to Creatio

. Weapons Equipment: Note any items or Artifacts their mark once again.u character regularly carries.Solar Characteristicsopper Jaguars carries Arclight (a small daiklave), hisGreat Virtue / Fatal Flaw: All Solars possess a Gacers and a light chain shirt. Virtue and a Fatal Flaw. Embracing the V. Defenses: Defensive maneuvering in Qwixalted isbonus die on a related roll while opposimpletely reflexive. Your character constantly has aincreases Limit by 1. When Limit is full ar isvel of passive defense that penalizes any attempt toimmediately overtaken by the Fatal Flawack.duration of the scene. Limit is reduced

? PDV: Physical Defense Value protects againsteach Limit Break.physical attacks.Tell Time: All Solar Exalts may spend 1 moteo PDV = (Dodge/2) or (Dexterity/2) forto tell the precise time of day.LunarsSolar Castes

? Soak: Damage resistance protects against? Dawn: Peerless warriors nd generals.physical harm.

For 1 mote, they can appear terrible and mighty,o Soak = (Resistance/2) or (Stamina/2) for following benefits for the duration of the scene

Lunars +1 PDV against mortals or anything else afraid t+1 MDV against anything due to their righteouslyMDV: Mental Defense Value protects against

? Zenith: Righteous philosopher kings.ocial attacks.For 1 mote, they can embody their holy patron, g MDV = (Essence + Integrity)/2 or (Essencefollowing benefits for the duration of the scene+ Appearance)/2 for Lunars+1 Damage and +1 PDV against Outsiders to Creati

. Health: Characters start play with only the (any being not native to those realms).

derlin d Health Boxes (one 0, two 1s, two 3s and

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nctify Dead wit a touch. Bodies burn, leaving no ghost or uration of the scene. Limit is red ced to zero aftepse. each Limit Break.

? Twilight: Brilliant scholars and sorcerers. Lunars also gain 1 Limit each night at mr 1 mote, they can strengthen their anima, gaining the following

the Full Moon.nefit:Display Tell: All Lunar Exalts may spend 1 mogate 2 Wounds from a single incoming attack.time to display their Tell.? Night: Deft assassins and spies.Tell Time: All Lunar Exalts may spend 1 mote1 mote, they can shroud themselves, gaining the following for

duration of the scene: time to tell the precise time of day.to all Stealth rolls so long as their anima remains hidden. Lunar Castes

? Full Moon: Swift and powerful warriorsditionally, they can use a charm without flaring their anima byFor 1 mote, they can strengthen their limbs, gainding 1 additional mote. Combos and sorcery can NEVER befor the duration of the scene:den this way.Double successes after ny roll for movement or feats o

? Eclipse: Gifted ambassadors and mediators.? Changing Moon: Cunning agents relyingr 1 mote, they can sanctify any oaths, pacts, or deals made in

and subtlety.ir presence by touching the parties involved.For 1 mote, they can alter their human form, gaieaking an Eclipse's pact inflicts (Eclipses Essence) Wounds on thefor the duration of the scene:thbreaker. This damage is unsoakable.Perfectly mimic any known person so long as theihidden.ditionally, they are capable of learning non Solar charms (2xp

? No Moons:Wise mystics possessing intch, Lunar charms are tied to indiv dual skills as normal) and, dueancient pacts, and knowledge.nnot be attacked by Fair Folk, Demons or Spirits while on For 1 mote, they can flood their anima with Esselomatic business with those beings. following for the duration of the scene:lar Charms Reduce sorcery C st by half (minimum of 1).

+1 PDV as their blurred anima makes attacks moreverwhelming: Lawgivers are capable of overcomingLunar Charmseat adversity and performing far beyond he capacityTriumphant: Stewards can easily handle advemortal men.would crush the bodies and spirits of mo 1m adds (Skill) bonus dice to a single roll or

? 1m adds (Attribute/2) bonus dice tooubles a Defense against a single attack.or increases a Defense by half agairfect: Lawgivers accomplish many tasks withattack.fortless grace.

Furious: A wounded Steward's rage is a thin? 1m avoids a single roll by granting 1 automaticfor those that appreciate such things ansuccess or reduces a sin le attack to only 1nightmare for the rest.uccess.

? 1m adds (Current Wound Penalty) sucyou can see, there's no reason to use Perfect for defense againsterfect attack. The attack is only producing 1 success already successful attack ro l.

'Attack' is meant to be very loose here. Anythinunarsdamages, impedes, or otherwise hurts an enemy, oso called Stewards, the chosen of Luna excel atinstitution isrviving at the maddening fringes of Creation.considered an 'attack' for the purposes of the F

nar Characteristics Swinging a sword? Yeah Crafting a sword? No. Cr ng jade airit Shape: Lunar characters possess an animal shape nto raw materials for

a sword? Totallyhat can be taken at will.Lunar Shapeshifting

ell: The physical hint of the Spirit Shape that remains Every Lunar has two True Forms, the Humaubtle yet constant in every form the Lunar takes,were born into and the Spirit Shape (tothether learned, mimicked, o True. Tells areshape) they chose upon Exaltation. A Lunupernaturally difficult to spot, however, and require abetween these forms refl xively and at no cost.oll (Awareness Lunars MDV) to be noticed at all.Additionally, Lunars can learn new formslion shape may leave cat eyes in every form, or ahuman, animal, or other creature and speolden mane, or a tail, etc. learn its Form. Assuming a Learned Formeat Virtue / Fatal Flaw: All Lunars possess a Greatper scene to maintain.rtue and a Fatal Flaw. Embracing the Virtue grants aBeyond the benefit of camouflage, alternonus die on a related roll while opposing the Virtue(including the Lunar's Spirit Shape) grancreases Limit by 1. When Limit is full, the Lunar is

mediately overtaken by the Fatal Flaw for the

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nuses equal to Essence/2. These bonuses can grant Bronze Faction: The majority of Sidereale following benefits: DragonBlooded rule and the status qu

? Increased Attributes: These bonuses grant +1 to ? Gold Faction: A growing number of Siderea relevant Attribute. A be r shape might grant the returning Solars and long for t+1 Stamina and +1 Strength while a monkey First Age.shape could grant +1 Dexterity. These increased Independent: Some Sidereals hold no fovalues become the Lunars rueAttribute rating Allegiance or serve a smaller or sewhen calculating DVs, charms, and the like. ? Ronin: Rarely, Sidereals rebuke their

? Physical Abilities: These bonuses can also Heaven and pursue more personal goals.

provide a y innate physical abilities the creature tanding: For some, Allegiance is by name opossesses such as night vision, water breathing, thers, its a creed worth dying for. Staflight, etc. the commitment to their cause.

? Size: These bonuses increase Size, allowing the reat Virtue / Flawed Fate: All Sidereals possessLunar to fight effectively as a Mass Combat Unit. reat Virtue and a Flawed Fate. Embracin(See Mass Combat below.) grants a bonus die on a related roll whi

henever a new Form is learne , its bonuses are based irtue increases Limit by 1. When Limitthe Lunars Essence t that time If a young Lunar Sidereal is immediately driven to advocaows one bear shape and desires a more powerful heir Flawed Fa e for the duration of the scear shape, it will have to gain experience (Essence) and educed to zero after each Limit Break.y a more powerful bear. Sense Gateway: All Sidereal Exalts may spendnatural shapeshifters, Lunars are alway in control of their own ny time to activate or sense the directm. No charm, magic, sorcery or godly will can force a Lunar into gateway to Yu Shan.

Tell Time: All Sidereal Exalts may sp nd 1 mote at anwanted shape. Lunars are always free to assume ANY of theirtime to tell the precise time of day.ssible shapes at ANY time.Sidereal Castesr Form

pon Exaltation, every Lunar also gains a War Form Journeys: Heavens well traveled messengerFor 1 mote, they hasten themselves and all nearbhich i a deadly hybrid of their human shape and thethe following for the duration of the scene:imal of their Spirit Shape. It costs 1m to reflexivelyTriple the successes of a y movement rolls.

sume the War Form and the Lunar becomes a terrible? Serenity: Heavens gifted courtesans.

ast so long as the Exalt attacks or hunts every turn. For 1 mote, they calm themselves and all nearby

e effect ends as soon as the Lunar takes n action following for the duration of the scene:at isn t destroying something or moving toward 1 to any and all peace seeking Social actions.

mething to destroy. ? Battles: Heavens brilliant tacticians solFor 1 mote, they protect themselves and all nearar Form grants the following benefits:the following for the duration of the scene:? Prowess: The Lunar gains +2 in the Full MoonEach received attack inflicts 1 Wound for those protected.

Ability.? Secrets: Heavens piercing and secretiv

? Regeneration: The Lunar heals 1 Wound each For 1 mote, they fortify heir minds and those of all neaturn. gaining the following for the duration of the sc

? No Pain: The Lunar ignores any and all Wound Immunity to any and all Mind Control or Mind Rea

Penalties, though Furious still grants the bonus Endings: Heavens perpetually unwelcomesuccesses. gardeners.

For 1 mote, they empower themselves and all near es, ga Luna s Fury: All Furious charms activated whilethe following for the duration of the scene:in War Form remain active until another Form isEach successful attack inflicts +1 Wound for tho

assumed.Sidereal Charms

dereals Auspicious: Viziers can see the subtle tracence the Viziers of Creation, the chosen of the Maidens use those threads for great benefit.rform th duties of Heaven with both subtle hands ? 1m adds (Essence/2) bonu dice to a singld iron fists. or increases a Defense by half agaidereal Characteristics attack.legiance: All Sidereals must choose where theirlegiance lies

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teful: Viziers arent limited to the existing flows of eavy armor of a powerful warrior, but a idete, occasionally they can reweave an instant of ould be incapable of creating such a Deance into an inevitability. Piercing the veil of a Resplendent Desti

? 1m lowers the Target Number to 2 (2 5 is 1 requires a suspicious witness to roll Awsuccess, 6 is still 2) for a single roll or doubles a Sidereals MDV) and bonus dice from theDefense against a single attack. may be used to defend its validit .

e Defense applied against a single attack can be Auspicious OR Dragon-Bloodedeful, but NEVER both. The Laws of Heaven can be bent only so

Chosen of the Elemental Dragons, the TerExalted were created as mere soldiers, bdereal Astrologyover their crumbling Scarlett Empire. agents of the Celestial Bureaucracy of Heaven,Dragon-Blooded Characteristicsdereals have a unique connection to Fate.Origin: Most Terrestrials hail from one ofcane Fate: After hiding their involvement as theIsle, Looks y, or some other privileged bloostigators of the Usurpation, Sidereals are now blessed,the occasional Outcaste springs up as wed cursed, with Arcane Fate. After a Sidereal departs,House:Since Dragon Blooded Exaltations are pwitnesses will forget their name, their face, and eventhrough bloodlines, the Exalts House orat the Sidereal was ever present at all An onecertainly worth noting.shing to remember the Sidereal must roll IntegrityGreat Virtue / Fatal Flaw: All Drag n-Blooded possessidereals MDV).Great Virtue and a Fatal Flaw. Embracingdereal Astrology: By petitioning the departments andgrants a bonus die on a related roll whi

reaus of Heaven, Sidereals can grant a minor boon Virtue increases Limit by 1. When Limit1) or curse ( 1) to a particular Skill used by themselvesDragonBlood may embrace the Flaw for thetargets of their choosing. The Sidereal rolls Essencethe scene to gain 1 ote or resist the Flaw byd uses any successes to increase the cope and ime1 mote. Limit is reduced to zero after ethe effect (as with Sorcery).Tell Time: All Dragon Blooded may spend 1 moteree successes allow Yan to bless a chosen army withtime to tell the precise time of day.Melee for an upcoming battle. Alternatively, theReflexive Combos: Though other Exalted considme successes ould curse an opposing general with 1individually wea er, Dragon Blooded charms are muesence for an entire year. more utilitarian than those of the otherultiple uses of Sidereal Astrology MUST apply to separate Skills,Terrestrials can create Named Combos atcondary uses simply override the first. Additionally, no being can

spending XP. So long as new charm combinbject to more Astrological effects than thei Essence rating. named, the Dragon Blooded never need to pay tsplendent Destinies: To better fulfill the duties of Mote surcharge or a Improvised Combo.

eaven, or simply to bypass the mental fog of Arcane Dragon-Blooded Aspectste, Sidereals often develop fake identities known as ? Air: Subtle and intelligent.splendent Destinies. To create a new Destiny, the or 1 mote, they can imbue their anima with air,

following for the duration of the scene:dereal chooses an alt rnate Concept and rolls Essence.Triple the successes of any jumping rolls.ccesses become a pool of bonus dice for Stunts while+1PDV vs. Ranged attacks.ing the alternate Concept. When all the bonus diceAir Immunity (falls, wind, cold, etc.).

ve been depleted, the Resplendent Destiny has? Earth: Stable, deliberate and strategi

pired. For 1 mote, they can imbue their anima with earte Destiny of Tonbo, the Arrogant Dynast, has a pool of following for the duration of the scene:

+1 Soak (and Resistance)dice. While wearing this Destiny, 4 bonus dice canEarth Immunity (falling rocks, earthquakes, e c.).prove a single Stunt involving a moving speech about

? Fire: Passionate and swift to act.ynastic privilege. With only 2 dice remaining, however,For 1 mote, they can imbue their anima with fire,e Sidereal must be careful if he wishes to retain thefollowing for the duration of the scene:

estiny for long. +1 Damage with unarmed attackssingle act on is required for the Sidereal to create a ire Immunity (fire, heat, etc.).w Destiny or don a previous (and unexpired) one, but Water:Fluid in mind, body and intell

For mote, they can imbue their anima with water,he Sidereal must equip a prop appropriate to the newfollowing for the duration of the scene:entity. A heavy cloak may appear to witnesses as theMove Freely on, in or under water (even using That no penalty).

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ter Immunity (floods, drowning, etc.). Loyalty: Is the Abyssal slavishly loyal, en? Wood: Experts at healing, nature nd the rebellious, or something else entirely?

outdoors. Flawed Virtue / Blight: All Abyssals possess a Fr 1 mote, they can imbue their anima with wood, gaining the Virtue and a terrible Blight. Embracinglowing for the duration of the scene:

a bnus die and increases Resonance by 1.xic Skin (touched victims roll Resistance each minute or suffer 1Resonance is full, the Abyssals Blight mund, success cancels the effect).wreaking havoc for the duration of the sPDV vs. Wood (arrows and wo d shafted weapons).

od Immunity (plant toxins, thorns, etc.). Resonance is reduced to zero after eachagonBlooded Charms Break.

cellent: Terrestrials can achieve excellence with only ell Time: All Abyssal Exalts may spend 1 monor skill and effort. time to tell the precise time of day.? 1m adds (Skill/2) bonus dice to a single roll or ense Shadowland: All Abyssal Exalts may spe

increases a Defense by half against a single t any time to sense the direction of thattack. Shadowland.

inforcing: Terrestrials share a unique talent for byssal Castesnforcing the efforts of their allies. ? Dusk:Experts in murder and war.

? 1m adds (Skill/2) bonus dice to an allys Skill roll or 1 mote, they can appear terrible and mighty, g thefollowing benefits for the duration of the scener incr ases an allys Defense by half against a+1 PDV against the living or anything else afraisingle attack.+1 MDV against anything due to their nihilisticaally can be Reinforced by only one Dragon Blood at a time.

? Midnight: Dark priests and cult leaderwever, multiple Dragon Blooded can take turns to keep an allysFor 1 mote, they can embody their unholy patron,ill increasedfollowing benefits for the duration of the sceneextreme lengths of time.+1 Damage bonus for all nearby dead, whether ghonima Fluxother Abyssals.

hether a ble sing or a curse from the Elementalagons, the animas of the Dragon Blooded possess the Additionally, they can raise 1 Zombie per turn uique property of causing serious damage to friends, orpse supply runs out.

Zombies raised this way last (Abyssals Essence)emies, and surroundings.away.henever a Dragon Bloods anima flares at the bonfire

? Daybreak: Deathly savants and necromanvel (4+ motes), the anima su ges with raw elementalFor 1 mote, they can strengthen their anima, gaiergy related to the Aspect. The resulting Anima Fluxbenefit:

flicts 1 Wound per turn (soakable) on anything within Negate 2 Wounds from a single ncoming attack.ach of the Dragon Blood and adds +1 Damage to the ? Day: Assassins, traitors and spies.alts Martial Arts and Melee attacks as uncontrollable or 1 mote, they can shroud themselves, gaining

the duration of the scene:emental fo ces burn, crush, or drown everything+2 to all Stealth rolls so long as their anima rarby.

hough Anima Flux never damages a Dragon Bloods own clothingAdditionally, they can use a charm without fl ring their animaequipment, Terrestrial Exalted commonly employ thespending 1 additional mote. Combos and sorcery cpernatural charmhidden this way.allow their mounts (Supernatural Ride), troops (Supernatural

? Moonshadow:Emissaries and messengersr), o ships (Supernatural Sail) to remain undamaged.dead.

d although Dragon Blooded never suffer damage from their own or 1 mote, they can sanctify any oaths, pacts,mas, they are still susceptible to the Anima Flux of others. their presence by touching the parties inv lved.

Breaking a Moonshadow s pact inflicts (MoonshadobyssalsWounds on the oathbreaker. This damage is unsoak

ually respected and feared by others, the chosen ofe Deathlords, ommonly referred to as Deathknights, Additionally, they are capable of learning non Abyssal charms (2ht for the dead as the champions of the Underworld ach, Lunar charms are tied to individual skills

to ancient pacts,nd the enemies of Creation.cannot be attacked by the Dead or Undead while obyssal Characteristicsbusiness with those beings.

eathlord: All Abyssals serve a master, though some areAbyssal Charmsewilled agents while others are simply slaves. Eit er

ay, the Exalts Deathlord is worth noting.

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verwhelming: Deathknights wallow in adversity and ll beings possess Essence, but most canin, making them capable of performing far beyond ike the Exalted. Heroic Mortals use Esse capacity of mortal men. limited fashion, but simply using it at

? 1m adds (Skill) bonus dice to a single roll or bove the unenlightened.doubles a Defense against a single attack. Charms:Heroic Mortals are incapable of us

rfect: Deathknights can call on the power of the r orcery like the Exalted, but a patienverborn to accomplish difficult tasks with effortless nlighten the rare Heroic Mortal to use

ace. Fighting Styles.? 1m avoids a single roll by granting 1 automatic illpower: Enlightened are not, all Heroic

success or reduces a single attack to only 1 ain some small benefit from their Essensuccess. sheer Willpower. This is the onlyway their Essence

you can see, there's no reason to use Perfect for defense against e used.erfect attack. The attack is only producing 1 success already ? 1m adds 1 bonus die to a single roltropic Essence Defense by 1 against a single attac

byssal Exalted no longer live and therefore take no Exaltationstenance from the life giving essence of Creation. Whether they awaken elemental blood, bectropic essence fuels the Underworld as well as its imbued by divine favor or give themselveathknights. forces, the possibility exists for Heroic Mortals

nderworld vs. Creation: Abyssals regain Essence transition into any type of Exalted. Thermally while in the Underworld or in a Shadowland at to go about this process, though both arght, but do not naturally regain Essence in Creation, quick:aven, or Malfeas. Likewise, Outsiders to the New Exalt: Usually, the Heroic Mortal will

nderworld do not naturally replenish themselves from new character and thus have much lower Aentropic essence. than a starting Exalt. In this case, itseding: When needed, or simply desired, Abyssals can simply use the character creation rulesenish themselves by feeding on the flesh and blood and take inspiration from the previous Hsentient beings. The living and the freshly dead offer sheet.

e most common meals, but gods and Fair Folk provide Should a warrior priest Heroic Mortal (Wusual delicacies. Abyssals feeding in this way gain 1 4) become a new Sola Exalt, simply create asence for each Wound inflicted wi h a Martial Arts with Dawn and Zenith as Favored Abilitie

ack. point spread for Abilities should be simeroic Mortals Zenith 4), but altering the point spreadhile most mortals are subject to the whims and Zenith 5) shouldnt be a cause for worry. achinations of their Exalted betters, those rare Heroic Experienc d Exalt: Some Heroic Mortals Exalt lortals stand strong beside, and sometimes even their lives, however, and have gatheredainst, the Exalted. abilities (XP) from their adventures. Throic Mortal Characteristics transitioning a seasoned Heroic Mortal ichetyp: Without castes, Heroic Mortals are defined could involve mapping the Heroic Mortals ous5 broad Archetypes. Ability scores onto their new Exalted sh

rthplace: Without no divine patron to guide them, ossible. The player and GM should fullyeir heroic roots define much about their beliefs and new Exalts Abilities and Fighting Stylesitudes. If a veteran soldier Heroic Mortal (Warreat Virtue: All Heroic Mortals possess a Great Virtue. Criminal 4, Savant 3, Broker 3 and 2 Ter strial Fight

mbracing he Virtue grants a bonus die on a related Styles) Exalts as a Lunar, the Exalt woul. Moon with better than beginning Abilityroic Mortal Archetypes Moon 5, Changing Moon 3, No Moon 3 and 2

? Warrior: Soldiers and commanders. Fighting Styles). ? Priest: Philosophers and cultists. Although traits like Motivations and Vir? Savant: Scholars and healers. remain the same, Exaltation often shifts? Criminal: Thieves and cutpurses. ideals into new perspectives. These can? Broker: Merchants and politicians. changed if the player desires.

roic Esse ce God-Blooded

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Lunar charms learned by Lunar Half Caste apply to each Skilsence is a powerful thing. When enlightened beingscovered by the appropriate Lunar Attribute. Thery with mortals, their offspring are inevitabl markedTriumphant Strength, the

an otherworldly heritage, yet fully capable forging HalfCaste would learn riumphant Melee and Martial Arteir own paths. simultaneously.od-Blooded Characteristics

Additionally, all Half Caste gain a second Favored Abilitchetype: Without castes, God Blooded are defined byoften an Ability Favored by their Exalted parent,e same Archetypes that govern Heroic Mortals.be.

eritage: The GodBloods heroic roots dete mineAscension

hich charms are available to them and defines muchWhether they are elevated by their divin r

out their beliefs and attitudes. given Exaltation by approving gods, thevine Parent: The GodBloods parent is often a

for God Blooded to transition into the staominent character in their story and defines many of

parent. Transitioning a Half Caste into a full Exae God Bloods beliefs and views.

easily done by following the guidelineseat Virtue: All God Blooded possess a Great Virtue.

Heroic Mortals. Transition ng a God Blood into a fulmbracing the Virtue grants a bonus die on a related

Spirit, Demon, Ghost or Fair Folk, howevl.

something that these rules will attemptod-Blooded Archetypes

Abilities and Skills Warrior: Soldiers and commanders.? Priest: Philosophers and cultists. Abilities are the basic traits of Qwixal? Savant: Scholars and healers. determines the rating of the Skills or es for? Criminal: Thieves and cutpurses. Lunars) beneath it and dictates how many? Broker Merchants and politicians. rolled when a task involving one of thos

eritage attempted.eritage describes the source of the God Bloods power Skills represent specific areas of experd divides them into two broad categories, the xalted, save for Lunars, attach their Cildren of the Exalted and the children of inhuman wixalted features 25 Skills covering the entiretyings. characters actions.

? God-Blooded: These are the children of spirits, Archery: Physical Attacks with rangedgods, nd elementals. such as bows, crossbows, and firewa

? Demon-Blooded: Many demons take mortal as first age artillery.

lovers, their children bear an odd heritage. ? Athletics: Movement and other physical? GhostBlooded: Powerful ghosts can become like jumping, running, swimming, ba

flesh long enough to bear children. climbing.? Fae-Blooded: For each mortal ensorcelled by ? Awareness: Initiative and keen senses,

Fair Folk glamour, another simply falls victim to ime, and general perception.otherworldly beauty. ? Bureaucracy: work within bureaucratic s

d-Blooded, as the children of spirits are known, can learn the bribe, haggle, and most business re ed skillarms of known to their parents. Charm effects for God Blooded ? Craft: make, build, and create tools,

basedand art.n Essenc /2, just as they are for spirits.

? Dodge:PDV and otherwise avoiding phyharm.ditionally, God Blooded can never suffer harm from the

vironmental effects of their Native Regions Heaven, Malfeas, Integrity: MDV, Binding summoned creatuUnderworld or the Wyld) and general mental stability.

d may spend 1 Mote at any time to Sense Native Beings Spirits,? Investigation: uncover hidden or obscuremons, Ghosts or Fair Folk) for a scene.

information, research a library or? HalfCaste: Celestial Exaltation is potent enoughinterrogate, analyze a crime scene.to set the children of Solars, Lunars, Sidereals

? Larceny: sleight of hand, disguise, gaand Abyssals apart from mere mortals.lock, and most other criminal skilllfCaste learn the charms of their parents, meaning charm

? Linguistics: Social Attacks through textfects are based off Skill, Essence/2, Attribute/2, or Skill/2 just asy are for their parents. use and knowled e of speaking and writi

languages. A character knows 1 lang

of Linguistics.

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? Lore: knowledge of current events, history, Wits:Mental speed and flexibility. Igeography, and foreign customs, as well as the arceny, and Sail.operation and maintenance of First Age Backgroundstechnology.

Backgrounds encompass a characters resou s,? Martial Arts: Physical ttacks without weapons

possessions, and relationships that canand grappling.

valuable edge. While Backgrounds typical? Medicine: treat Wounds, injury, sickness,

rating as bonus dice to relevant actionspoison, and other illness.

Backgrounds have alternate or additional? Melee:Physical Attacks with hand to-hand

discussed below. Only one Background canweapons such as swords, axes and spears. dice to a single action or defense.

? Occult: knowledge and familiarity with Sorcery,Backrounds begin at 0 2 during character creati

spirits, and magi al creatures of all kinds.can be increased to 3 when the story dic

? Performance: Social Attacks against groups,GM permits.

oratory, and artistic expression.A pirate might have Backing 2 within a f

? Presence: Social Attacks against individuals, lies,promotion to admiral should probably bri n

persuasion, and seduction. Backgrounds and the objects or relationships the? Resistance: Soak and general physical hardiness. typically considered Off Limits for GMs.? Ride: Movement while ounted and animal For example, a ship captain should never be stri

(Backing), weapon (Artifact),usbandry.or loyal first mate (Ally) unless the story rovides an exception? Sail: Movement while piloting, navigation, andgood reason. The charactersoperation of water vessels, sky ships, and own actions could sever ties to a Background, bu

automated chariots. willingly accept this outcome? Socialize: Social Attacks against societies, eforehand.

nderstand motives, and negotiate foreignOn the other hand, if an attacker reduces the chcustoms.Out, the GM has a perf ct opportunity

? Stealth: Ambush, av id physical detection, and to mess with a Background. Losing an ally (to cacamouflage a person or object. a great way to inflict loss on a

? Survival: track, hunt, navigate on land, find food, haracter without simply killing them.

and avoid dangers of life in the wilderness. Ally? Thrown:Physical Attacks with thrown weapons n ally is a capable retainer, lieutenan

such as spears, knives, darts, and slings. that travels with the character. T e allys rating ca? War: Physica Attacks in Mass Combat, warfare, pplied as bonus dice to actions involvi

and strategy. Concept (Bodyguards fight and defend, Thstead of training in a focused technique, Lunars trust nd sneak, Scholars inform and educate,eir instincts and operate on raw potential. As such, etermines the number of actions the allnars possess Attributes which cover a range of ndependently durin the session (using their

dividual Skills. Whenever a Skill roll is ne ded, Lunars pools and charms).While an ally can be anything from a mortal to ae the governing Attribute instead.allys Essence can never? Strength: Raw power. Melee and Martial Arts.exceed the characters own rating. Otherwise, the

? Dexterity: Hand-eye coordination, speed, andshould probably be reversed.

precision. Archery, Athletics, Dodge, Thrown andArtifactStealth. Artifacts are potent magical items, crea

? Stamina: Endurance and fortitude. Resistance. by the Exalted. Artifact rating can be a? Charisma: Personality and social grace. Ride, artifact or split between weaker artifac

Performance, Presence, and War. determines the number of Artifact Levels? Manipulation: Social cunning and deceit. the Artifact or Artifacts. An a tifact s Level repre

Bureaucracy, Linguistics, and Socialize. raising the bonus of normal Equipment, t? Appearance: Attractiveness and poise. Integrity. traits that can be increased beyond thos? Perception: Sensory acuity and alertness. Equipment and/or provides the artifact w

Awareness and Survival. special effect (use charms effects as gu? Intelligence: Mental power and knowledge. especially Supernatur l).

Craft, Lore, Medicine, and Occult. ? Examples

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o Arclight 1): a light weapon with +2 owever, and losing the subject of the bDamage. profound mental effect on the Lunar. If

o Hearthstone Bracers 1): bracers provide are circumstances can allow a Lunar to+1 to PDV. trauma enough to eventually form another

o Dragons Tears Tiara 2): grants +1 to reeding Dragon Blooded)Awareness and +1 to Occult. Breeding represents the purity of the li

o Stone Dragon Armor 2): heavy armor ragonBlood hails from, increasing theirthat with +3 to Soak and only 1 to PDV. and even their potential power. Rating c

o Perfected Boots 2): aside from being the ice to social actions involving other D Blooded

most comfortable footwear ever worn or others hat cater to Terrestrial breedin special effect), the boots grant +1 to lementals and the Immaculate Order). RaAthletics. increases the number of Motes available

nce the Dragon Blooded pass artifacts through their lood.mily lines and produce more throughout each ontactsneration. Dragon Blooded haracters double the Contacts are valuable sources of informaectiveness of their Artifact rating. A rating of 2 would illing to deal. Rating indicates the number of areas

ovide 4 points worth of artifacts, though no single overed by the characters informants thifact can use more than 2 points. Guild, Malfeas, Gold Faction, etc.). Rat

uly impressive artifacts can be rated 3, but such relics are dds bonus dice to actions related to inredibly rare and are never available gathering within these areas and determi

character creation. These artifacts can and should be used by the number of pieces of information tha can be gathereM as McGuffins, plot devices,automatically during the session.d doomsday machines, as well as rare rewards for ExaltedFamiliarroes.

cking Familiars are loyal, and often mythic, acking represents the characters rank in a military unit ompanions. Rating can be applied as bonother structured organization. Rating provides bonus ealings with the familiar itself Ride

ce to actions involving the organizations Concept s actions involving the familiars oncept Hounds foldiers, Thieves, Sorcerers, etc.) and determines the nd defend, Predators hunt and frighten,mber of actions the group can perform independently nd charge, etc.). Rating also determinering the session using their own d ce pools and actions the familiar can perform indepen

ilities). the session using their own dice poolse rating also determines the sheer number of nfluence

dividuals that can be called upon with ease, 10/Fang nflence represents the characters pull wr Backing 1 or 50/Scale for Backing 2. over an organization or group. Rating prond Lunars) dice to actions dealing with or involvinond represents a subject lucky, or unlucky, enough to etermines the number of favors the grouceive the incr dible devotion and fierce loyalty that or the character each session Gold Fac on can provly a Lunar can provide. The Lunar commonly applies alse identities, the Guild can smugglee bonds rating as bonus dice to actions related to mmaculate Order can call a Wyld Hunt, eotecting and defending the subject of the bond and anseo determines the number of times during the session manse is an arcane fortress built on ase actions may be rerolled. and primarily channels essence from theternatively, the bonds rating can also be applied as and to the manses ow er. Rating primarily adnus dice to the subjects actions against the Lunar umber of Motes regained each hour, butd determines the number of automatically successful lso be applied as bonus dice to a widecial attacks the subject can make against the Lunar ctions at the manse libraries can aidring he session. The Lunar cannot defend against an aid Crafts, infirmaries aid Medicineese attacks without charms, but they can still be esourcesfused by spending 1 Mote and increasing Limit by 1. Resources measure the characters materianars can, and do, form bonds almost anything, ating can be applied as bonus dice to a

cluding individuals, groups, artifacts, and locations. benefit from spending wealth bribe, dis

e Lunar can only be bonded to a single thing, rafting, etc.) and determines the numbe

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ality of items that can be purchased during th Thieves have lockpicks, Soldiers have wssion. Resources 1 allows a single Good item +1 rmor, Craftsmen have tools and materialnus) to purchased each session while Resources 2 quipmentows the character to purchase a single Great item +2 quipment refers to any item that providnus) or to useful items during the session. specific use of a Skill Climbing, Runnivant Sidereals) Jumping, etc.). Normal items pr vide no bonus at avant represents accumulated knowledge of the First ut Good and Great Equipment grant bonus

ge that has not been forgotten by the Sidereal Exalted. Good Equipment: Comfortable Bootsting commonly adds bonus dice to actions related to unning), Nice Clothes +1 Seductio

owledge of First Age Lore for history, Crafts for ock picking), etc.hnology, etc.) or use of First Age a tifacts and ? Great Equipment: Climbing Claws +2hniques Archery for essence artillery, Martial Arts ntidote +2 Resist Toxin), Star C art +2 forgotten Fighting Styles, etc.). Rating also avigation)termines the number of First Age items, artifacts, or Artifactsuctures that can be instantly repaired or repaired) Characters can begin with any number ofch session. but usually dont start with Equipment. I

Equipment is purchased during a sessionotivation and Intimaciesresources background.otivations and Intimacies represent what theArtifacts build on the bonus of Great Eqaracter holds most dear. This is what the character

for a bonus to the Skill itself Athletihts for and what theyre willing to die for. minor or major magical effect.otivation? Level 1 Artifact: Pendant of SweetMotivation is a short description of the characters

Seduction), Torc of Command +1 Preving goal and provide he backbone of their drive andRing of Acquaintance learn a namell. The Motivations of the Exalted are truly epic whilehandshake)ortal Motivations are much smaller in scope.

? Level 2 Artifact: Pendant of Undeniable Dehen pressured to act contrary to Motivation, the+4 Seduction), Torc of Dominancearacter adds +3 to MDV. When urged to act in line

Presence), Ring of Hearts Desire lth Motivation, owever, the character adds 3 toMotivation with a handshake)DV. An Exalts Motivation can everbe changed

Artifacts are too rare to be purchased wainst their will, but can and should change whenInstead, they are discovered, passed dowpropriate to the story.looted, and made.imaciesTruly wealthy individuals, Resources 3, may be aimacies are the individuals, groups, items, locationsLevel 1 artifacts. Attaining Resources 3 is disc

d even ideals that a chara ter feels strongly about. Backgrounds.aracters begin the game with a number of Intimacies Weaponsual to their Integrity rating. While this number may Weapons represent Equipment dedicated sower and be raised again through play, a character can inflicting injury. Weapons have the follver possess more Intimacies than their Integrity ? Light Weapons Sword, Tiger Claws,ing. Flamepiece, Short Bow): One Handed, +1hen pressured to act against an Intimacy, the Damage, 1 Initiative, 0 PDV, and Short Ranaracter adds +1 to MDV. When urged to act for or applicable.ward an Intimacy, the character adds 1 to MDV.

? Heavy Weapons Maul, Great Sword, Fmeaningful scene of interaction with a subject is the Long Bow): Two Handed, +2 Damage, 1ly excuse necessary to form an Intimacy with it and a Initiative, 1 PDV, and Long ange if applica

milar scene of negative interaction could break an And for reference:imacy just as quickly. Social Attacks can also form and ? Unarmed Punch, Kick, Knee, Headbut

eak Intimacies in others. Handed or Footed), +0 Damage, 0 Initiativequipment and 0 PDV.

Artifact Weaponsl characters are assumed to possess whatever tools ofArtifact Weapons grant a number of traithe trade are required by their Skills and Conce t

equal to the artifacts Level, to their m e

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unterparts. A Level 2 Artifact Maul could have +4 Heroic Mortals and God Blooded = (Essenceamage or both +3 Damage and 0 PDV. Rating)

Regainin EssencermorEssence users regain spent Motes naturalmor is Equipment that offers increased Soak at theautomatically at the following rates:ost of impeded movement. Armor has the following

? 0 Motes per Hour are regained while ightinaits:otherwise competing. Light Armor (Chain Shirt): +1 Soak, 1 Mobili y

? 1 Mote per Hour is regained while ot FightinHeavy Armor (Articulated Plate): +2 Soak, 2but performing some sort of activitobility

? 2 Motes per Hour are regained while estingShield: +1 PDV, 1 Athleticssleeping, or relaxing.obility penalties apply to PDV nd Athletics rolls.

mor explicitly lowers PDV while it increases Soak. This is a specific dditionallyign goal ensuring ? 1 Moteis regained after each successt no combination of weapon or armor is more universally

Anima Flarefective than going unarmed, unarmored,both. Normally, an Exalt s aura is so faint th

imperceptible to mundane senses, but whehile many RPGs feature obviously more effective weapons and

spends motes o Essence the anima flares. Emor, I chose to have the decisionspent in a scene increases the intensityFull Plate vs. Studded Leather be based on style instead of

ploted math. In my opinion, this anima flare. At the end of the scene, or

vides far more Exalted Flavor and also explains why one exceptionally long scenes, the flare decperior weapon (Firearms anyone?) step.esnt become universally adopted by every soldier producing

? 1 Mote: The Exalts Caste Mark appearsboncopy armies.Exalt s forehead and is visible frotifact Armorangles by making a successfultifact Armor grants a number o trait increases, equalAwareness/Perception roll. The charthe artifacts Level, to its mundane counterpart. Ause the Stealth Trait normally to hvel 2 Artifact Shield could have +2 PDV nd grant +1

? 2 Motes: The Caste Mark burns and willesence.through anything placed over it. It

ssence to mistake the character for anythie most basic building block of Creation, Essence is the she is. This usually provides a Comergy that unites all things and from which all magic die penalty) to Stealth rolls.rings. To channel Essence is to work miracles, and the ? 3 Motes: The Exalt is surrounded by aght of the Exalted comes from their ability to do so. aura bright enough to read by, whilsence Rating Mark becomes a blazing brand. S ealth ise Essence ra ing represents an individual s control impossible.d understanding of his own Essence and that of o Note: Sidereal Exalted never feation. Unenlightened mortals and other beings this point and their Caste Powthout this control have an Essence rating of 1. Exalts, automatically at this level.irits, demons, ghosts, Fair Folk, and other ? 4 Motes: The Exalt is engulfed in a brpernatural b ings can have an Essence rating higher bonfire of Essence and becomes visi

an 1, though the maximum possible Essence for any The Exalts Caste Mark r mains etched in thing is 10. vision of anyone who sees it for miotes afterward. Caste Powers activate auotes are the individual units of essence that a at this level.pernatural being can access for Charms, Sorcery, and o Note: Dragon Blooded never flareher powers. The method for determining motes beyond this point, Anima Fluxailable calculating a character s Essence Pool varies and their Aspect Powers activacording to the type of Exaltation. automatically at this level.

? Most Exalted = (Essence Rating x 2) ? 5+ Motes: The Exalt is surmounted or? DragonBlooded = (Essence Rating x 2) + (dots of surrounded by a burning image totem

Breeding) person a warrior might be surround d by t

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image of a great golden bull, a Twilight Caste atingmagician by an incredibly elaborate mandala, New Charm, Fighting Style, Sorcer

1and so on. Necromancy CircleExalts anima flare can never drop below the total Mote cost of

1 Name a Combo or Spelly active Combos (see below).otection of Celestial Bliss provides poten protection, yet the New Heritage Charm (God Blooded/Half

2alts anima will remain a bright aura Caste)bonfire if the Combo is Improvised) as long as the Combo

Non-Solar/Abyssal Charmsmains active. 2(Eclipse/Moonshadow)agonBlooded Animas

ith no Caste Marks to display, the Dragon Blooded XP Cost Traits for Lunarsow signs of their elemental Aspect. Inste d of a Caste New Rating Raise Essenceark becoming more prominent as the anima flares,

New Rating xe Dragon Blood's elemental aura strengthens. Raise an Ability2bstitute Element for Caste Mark and apply the2 New Charmules as usual.

ample New Fighting Style, Sorcery, or1? At 1m, a fire aspected Dragon Blood's skin will Necromancy Circle

heat up or a small f ame will dance behind his 1 Name a Combo or Spelleyes.

1 Learn a new shape shifting Form (Lun? At 2m, the smell of smoke and the sound of aBackgrounds are not purchased with XP. Icrackling fire make Stealth difficult.are acquired throughout the story as app? At 3m, the Exalt is surrounded by a red/orangeend of a session is a great opportunityglow bright enough to read by.request a Background increase or for the? At 4m+, the anima explodes into a iteral bonfire,provide one.burning anything the Exalt touches.

Basic RulesxperienceChosen by the gods of Creation, Exalted accoharacters in Qwixalted start their careers as powerfulmost tasks without rolling at all. Exalt nlywhend potent individuals, but heroes dont stop there.Complications make a task more difficult nd failure iperience points are rewarded at the end of eachjust as interesting, cool, or fun as sucssion and can be spent to improve the character atDice Poolsny time. Characters in Qwixalted are encouraged to1. Gather Skill Dice: Pick the most appropriate Skill fpontaneously develop new charms and techniques justthe task and grab a pool of dice equal then theyre needed mostparent Ability.he amount of XP awarded each session can beSurvival tasks are covered by Zenith fordjusted for different rates of play:for Lunars, Wood for Dragon Blooded, etc. 1XP per Session facilitates long term campai n2. Add Bonus Dice: Usually, youll grab some bolay with a slow and steady increase in powerto add to your poo .nd ability. A new charm can be purchased eachCharms, Spells, Stunting, Backgrounds, Eession, but players will have to save up forArtifacts, Virtues, Help Dice, etc. igher cost traits.

3. Apply Complications: Various complications s 2XP per Session allows a moderate pace for dice from your pool. Usually, 1 per Complication ( 5evelopment that should work for most groups.Max) stated by the GM.layes can pick up a new charm each sessionHeavy Rain, Darkness, Unfamiliar Language, Behindnd still bank an XP to save for more expensiveCover, Missing Pages, etc. ncreases.4. Apply Penalties: Additional penalties subtra 3XP per Session makes for very quick stories anddice, but they have their own rules.eteoric rises to power. Players can buy 3 newWound Penalties, Opponents Defenses, etc harms per session or save to fully Master anExalts ALWAYS roll at least 1 die. This rule appAbility (previo sly Excellent) in just two sessionssupernatura beings as well, Spirits, Demons, Fair

XP Cost Traits for Non Lunars

ew Raise Essence or an Ability

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the other hand, God Blooded and Heroic Mortals can be As with most games, combat deserves specuced to a dice pool of 0, failing the action automatically. in Qwixalted to make fight scenes more iDetermine Success: After the roll, dice showing 4s dynamic than a simple die roll.d 5s are successes. 6s are 2 successes each Physical Combat

? Regular, non heroic mortals, count 6s as singleInitiative

successes. When combat begins, all characters roll arenessnly a ingle success is required to accomplish a given

(charms, complications, and penalties apk, though more successes can add flourish or

The character with the most successes tatency. first, followed by the second most succe

dditional combat successes inflict additional Wounds. To ease play, the GM should group similar NPCs tchieving o successes results in failing the task and ingle Initiative roll for the entire group.

ually means the character suffers for it. Failing an ovementack grants +1 bonus dice to the defenders next efore or after taking their action, chation. 1 range step along the following line:ve successes on a task can create an Exceptional hort < Medium < Long < Far < Sight ccess which brings additional ben fits. In combat, Optionally, a character can choose to sk

ese are almost always additional Wounds, but outside ake an Athletics oll, moving 1 range step pecombat, they represent exceptional performance. On their turn, mounted characters make aaft Great Equipment, Learn Additional Facts, Resist a ove and perform an action.xin Permanently, etc. Attacksmmary Attack rolls use the Basic Rules above,

oll = Skill + Bonus Dice Complications Penalties Combat specific qualities:tional Rule: Chance Die Attack Skill + Weapon Damage + Bonus Dic

Complications Penalties PDV Soakhenever a die pool is reduced to 0, a single Chance Die is rolled.

Defensese Chance Die scores a single successAll characters have three basic defensesa 6 and a critical failure on a 1. Results of 2 5 are simple fa lures.

MDV. These Defenses provide the most comuntspenalties during combat.ver the top action is a staple in Qwixalted. ToBonus dice can be applied to Defenses whcourage creative and flavorful actions, describing aappropriate, increasing the Defense by (unt earns bonus dice and sometimes essence

rounding up or down as normal.unts: Describing a stunt adds +1 bonus dice to the If the Jeweled Tortoise Fighting Style ction.bonus to Resistance, then stunting defenccess: Succeeding at a stunt also earns 1 MoteSoakghting Styles: Fighting Styles increase the stunt bonusPDV = Dodge/ +2, +3 or even +4 for attached Skills.Physical Defense Value (PDV) representsstunt is anything more descriptive than simply statingability to dodge, block, sidestep, duck,e intended action. I hit him with my sword isnt aavoid attacks. PDV is based on Dodge andnt, but I swing my sword in a wide, powerful arcbenefit from Dodge charms.ally is. As long as the added description doesntApplying PDV requires a character to bequire its own roll, its fair game for a Stunt.the atta k nd physically capable of avoidingontested Rollssituations (sneak attacks ) and inescapahile attacks are handled with Combat, many non(falling ) are the most common situation

mbat rolls will be contested by a other character.inapplicable.ch character gathers their dice pool and appliesSoak = Resistance/2

nuses and penalties, but their successes are Soak represents a characters ability tompared. The victor is the character with the most bear, wi hstand and otherwise endure damageccesses and applies extra successes as above. based on Resistance and can therefore beealth vs. Awareness, Athletics vs. At letics, Resistance charms.vestigation vs. Larceny, etc. Soak only applies when an attack intendsombat damage nd the character is capable of end

damage. Exploitive attacks (Holy an Unholy ) and n

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maging attacks (Grapples ) are the most common hese rules add additional detail to comuations where Soak is inapplicable. plays excellently without them, but sometermine Damage enjoy that added options. While I personhile some attacks may not be intended to damage the ecommend all of these rules, the groupget (grapples, practice blows, trips, etc.) at all, hich of these rules they wish to includ r gaccessful attack rolls typically inflict 1 Wound per urpriseccess. Optionally, the attacker may wish to inflict he stealthy character rolls Stealth whiwer Wounds in order to channel Help Dice (extra pposes by rolling Awareness. If the Steccesses) to another character. succeeds, the character can move to the

alth and ignore the targets PDV for a singlenytime a character suffers damage, the Wounds are ttack, both parties roll Initiative.arked in the top most Health boxes first. When a Whether by a successful Awareness roll oaracter takes a Wound in the last health box, they are urprise attack, PDV functions as normalken Out. is aware of the attacker.und Penalties Help Dicee lowest Wound on the health track determines the Additional successes, beyond those necesaracters current Wound Penalty. Wound Penalties task, can grant Help Dice. The activ player namesply to ll rolled actions, but specifically o not apply another character and an action they wishDefenses. the other player (or GM for NPCs) agreesken Out the help dice provide a bonus for the sphen Taken Out, characters are placed at the whim and 4 additional successes grant a single heercy of their enemy. Unable to take any action or additional su cesses grant 2 help dice. llhelp dice mufense, the character is completely helpless. be given to a single character and they ll applyhen a player takes out an enemy, they can choose any a single action.e for thei opponent that seems fun or fitting. Setup Dice

byssals will usually slay their foes, but more honorable An expansion of Help Dice, setup rolls aaracters will simply leave them disgraced or to aid, support, and prepare for futureconscious. their own r anothers. The player simply sthen the GM takes out a player, they should be willing intended result and rolls the most approd encouraged to make the character suffer or it. normal. 1 4 successes provides a single set

ckgrounds (Artifacts, Ally, etc.) can be taken away, 5+ provides two. Setup dice can be usedpes can be dashed, limbs can be severed, plans can bonus dice for applicable actions (or de s, seeruined, and loved ones can be killed (all future Combat).mplications). In most cases, however, Taken Out oes These dice are not necessarily limited tt result in a PCs death that created them and using the dice depmed NPCs are the one exception, however. Characters can use all dice on a single

gnificant (and therefore named) NPCs can choose to between rolls as desired.l a player character reduced to Taken Out or apply ? Examplesother form of loss. Players should always be aware ? Strategy (War): Clever battle p ans providesat fighting such an important NPC brings great risk. bonus dice to upcoming battle.ken Out should ALWAYS bring negative consequences. If losing a

? Be Prepared (Survival): Proper supptle in the worst possible bonus dice to traveling, survival,y doesnt bring sorrow, tragedy, loss, or death, then there was

? Bardic Knowledge (Lore): Related stobably little reason for the conflicthe first place. bonus dice to related events.aling ? Size Them Up (Awareness): Clues glearacters naturally heal 1 Wound per day (lowest first, careful study provide bonus dice ducourse). Paced Medicine and Lunar shape shifting are ? Native Speaker (Linguistics): Localmmonly used to dramatically increase healing times. phrases provide bonus dice during sen without charms, a successful roll of Medicine with natives.argets Wound Penalty) allows a character to naturally Setup rolls are not general preparednessal Wounds hatday, instead of 1. Instead they should only prepare for a pecif c event or

dditional Combat Rules task and only one setup roll should be m

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aracter. Theres no reason why a character cant iseases bring a few additions to these Theply benefits from multiple setups to a single event or ounds inflicted by a disease can oftenk, however. either Resistance r Medicine. Additionally, avsome cases, setup rolls can be made to negate amage during an interval means the diseother characters set p dice. Successes on these rolls vercome, cured, etc. and can cause no mn subtract setup dice from an opponents pool. to the character.scouting mission could negate another generals oisonategy setup. Poison can be andled effectively as a hazarappling another use of setup dice.

apples are Martial Arts actions that simply provide ocial Combattup dice as discussed above. In lieu f taking an Initiativetion, however, the defender can roll Martial Arts or nitiative in social combat is determinehletics with successes removing the setup dice or physical combat.nerated by the attacker. Movementaps Characters are free to move on their turaps are special attacks made of two phases, Conceal ovement during social ombat rarely offersd Damage. mechanical advantage.onceal a trap, a character rolls t hide or disguise Attacks

e trap (usually Stealth). Successes on the conceal roll ocial attacks are used whenever a charaust be matched by an Awareness roll to notice the hange the behavior or outlook of a targp. If the Awareness roll fails, the trap makes a olls are similar to physical attacks, brprise attack. defenses like PDV and Soak are inappli able.amage is determined by an attack roll as usual. The ttack Skill + Bonus Dice Complications Penaltiesp' damage is based on its quality (see Equipment DVove) and the unaware defender does not use PDV. Social Defenseap Attack Roll = Craft + Trap's Damage Soak MDV is the primary defense against sociaazards: Environment and Disease provides the most common penalties durinere are many circumstances when no attacker is ombat.

esent, but the circums ances can still cause great onus dice can be applied to MDV when aprm to a character. Environmental hazards represent ncreasin the Defense by (Bonus/2), roundi

ngs like burning buildings, frigid blizzards, burning own as normal.serts, etc. Diseases can be anything from a mundane f the Silent Mountain Fighting Style cax to a supernatural contagion. All hazards are rated onus to Integrity, then stunting defensDamag and Interval. Soak

MDV = (Integrity + Essence)/2amage is the number of Wounds caused by theMental Defense Value (MDV) represents aazard. Instead of applying Soak, affected charactersability to ignore, rationalize, sidestepoll Resistance with each success soaking a Wound ofotherwise avoid social attacks. MDV is bamage.Integrity and can therefore benefit fromnterval measures the rate at which the hazard inflictscharms. Since social surprise is not posamage. Hazards cause damage every Second/Turn,applied to verysocial attack.nute, Hour/Scene, Day, or Month. The Paced charm isMotivationmmonly used to slow a hazards interval. If theMotivation defines and drives a charactererval of a hazard is more than a month, it usually isn social attack opposes the targets Motivaorth tracking. The Paced charm is often used to slowreceives a +3 bonus to MDV. When a sociaextend a hazards interval.enforces the targets Motivation, the tar? Examples3 penalty to MDV. Knowing a targets Moti can? Deep Southern Heat: 1W/Houra powerful edge.? Bonfire: 2W/TurnIntimacies? Pox: 2W/DayLess powerful than Motivation, a charact? Silent Wind of Malfeas: 3W/Turnstill hold sway over thought and action.

? Great Contagion: 3W/Day

attack opposes an Intimacy, the target r

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nus to MDV per applicable Intimacy. When a social Talon 250ack enforces an Intimacy, the target eceives a 1 4 Wing 500nalty to MDV per applicable Intimacy. Occasionally,

5 Dragon 1000me Intimacies will provide an MDV bonus while

6 Legion 5000hers will provide a penalty.tue Size determines the relative strength ofke Intimacies, a characters Virtue provides a bonus to dds the following bonuses:DV as well. When a social attack opposes a characters ? Damage Reduction: Units subtract Srtue, the target receives a +1 bonus to MDV. When a he number of Wounds it receives fr

cial attack enforces a characters Virtue, the target ttack.ceives a 1 penalty to MDV. ? Wound Bonus: Units add Size) to thtermine Result Wounds caused with each attack.ccessful social attacks typically compel the behavior nit Actionsthe target, persuading, in imidating, or forcing them nits attack with the same Pools, Defenscomply for the moment. Optionally, the attacker can oxes that an individual Extra would andsault a characters Intimacies directly. Instead of ppropriate Size bonus. The main advantampelling behavior, the attacker can add or remove an ies wi h its leader, however.propriate Intimacy. Every round, Unit leaders can roll War tsence and command their Units. Successes on th

y spending only 1 Mote of essenc , supernatural bonus dice for the Units next action. Things Exalts, Spirits, Demons, Ghosts, etc.) can ignore sed as additional attack dice, improvedy successful social attack. Once 2 Motes are spent to efense per 2 bonus dice), additional movnore social attacks during the same scene, the tc. This War roll functions identicallyaracter becomes aded Jaded characters become mention above.mune to further attempts t sway them and Rallying and Recruitingtomatically ignore further social attacks during the ollowing a conflict, leaders can Rallyene. scattered members of their Unit with a Parms can create powerful social attacks, however, he Unit recovers 1 Wound per successesd simply ignoring them with essence becomes more ailure inflicts 1 additional Wound as dstly. Whenever a social attack is augmented by a etween conflicts, leaders can Recruit n

arm, spending a Mote o ignore it also increases the heir Unit with a similar Presence or sgets Limit by 1. Also, characters everbecome jaded Bureaucracy) roll. Recruitment efforts t 1 week anainst these attacks, even an Exalt will eventually fall an only be attempted in a populated aresuch an assault. recovers 1 Wound per success rolled, whi

inflicts 1 additional Wound as desertersass CombatBureaucracy can sometimes be used to makass Combat is an add on for the usual rules forrequest for additional troops, but failure inflictsombat and is commonly used when one group ofadditional Wound as current troops are rombatants has more than ten members and possessesSorcery and Necromancyunified Concept see Quick NPCs). These groups areWhile individual characters are normallyferred to as Units, with Essence, Pool, Defenses, andUnits during Mass Combat, powerful spellalth Levels based on type and rank from the Quickbenefit of Size. The spells Scope determ itsPC Table.effective Size for the purposes of Damagior to comb t, Units may be split as the commanderand Wound Bonus.sires, so long as there is a Hero available to lead each

? Scope 1 = Solonit.? Scope 50 = Size 2ze? Scope 500 = Size 4Units? Scope 5000 = Size 6ze esignation umber

Beyond direct damage, spells affecting aSolo 1 ways bonuses, penalties, etc.) must posFang 10 Scope for the ntire Unit for the spell to prod

effect.Scale 50

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ttlefield Hazards ? X = Skill for Solars and Abyssals. Theeroic characters involved in a Mass Combat scenario he Sun are only equaled by their de vulnerable to attacks from all directions friend and reflections.e alike both intentional and unintentional. To model X = Essence/2 for Sidereals. This rules, all areas involved in Unit scale combat present a other supernatural beings as well,

azard, with stray Wounds being avoided by Awareness Demons, Fair Folk, Ghosts, etc.ls. The Hazards Interval is usually Per Turn and the X = Attribute/2 for Lunars. Increased At

amage is based on the Size of the Units involved. hrough shape shifting allow them to rittlefield Hazards affect only important, named for sheer power.

aracters such as PCs, villains, love interests, and loyal X = Skill/2 for Dragon Blooded. Even theainers. weakest of the Exalte are far more potentamples mortals.

? Mercenary Band vs. Barbarian Tribe: 2W/Turn Charm effects are always based on the atural value? Boarding Actions on a Large Ship: 3W/Turn the Skill, before bonuses. Experience po? Realm Legion vs. Undead Invasion Army: shapeshifting are the only ways to alter

6W/Turn value.cial Mass Combat Exalts ALWAYS round up This rule applies o other supernatur

beings as well, Spirits, Demons, Fair Folk, Ghoshe only thing more convincing than a crazed zealot ise hundred of them. Attempting to sway the o inion

On the other hand, God Blooded, Heroic Mortals, and evea large group features the same Size bonus/penalty else ALWAYS round down.physically attacking them and leading a large Unit of Holy / Unholyotesters brings the same social advantages that a This charm raises the minimum number ofge force brings to the battlefield. Units behave against Outsiders to the characters nati

entically whether they perform p ysical or social regardless of Wounds Penalties, Defensesmbat. modifiers. Gods, Spirits, and most Exaltnless a particularly violent protest is being waged, effects against Outsiders to Creation a d Heaven.wever, Battlefield Hazards usually do not apply to Demons and Infernals can use Unholy agaicial Mass Combat. to Malfeas. Ghosts and Abyssals can use

Outsiders to the Underworld.harmsExamplesharms allow their users to perform superhuman feats

? War: A battle formation, symbolizinth the Skill (or Attribute) they are at ached to andof Heaven, capable of devastating aovide the most common means for channelinghorde.sence. Charms are the primary tools that place the

? Presence: A word of power to cow analted and other supernatural beings above mere? Crafts: A clever trap, blessed agaiortals.? Linguistics: A symbol of righteousnost charms are common and can be learned by any

shakes the morale of any Outsider tsence wielder to varying levels of effectiveness. OtherMultiplearms, however, are unique to certain types of ExaltedThis charm multiplies the number of targd may only be learned by them (see Exaltationsaction by (X). While Multiple does not aove).attacks against a single target, a singl

ch time a charm is learned, the player permanently applied to several targets. When individaches it to a particular Skill (or Attribute). While onlydifferent Defense Values, subtract onlychar can be used with a single action or defense,penalty from the roll and apply the res lt to all tarombos allow multiple charms to be stacked for trulyExamples

credible feats.? Martial Arts: A blow powerful enoug

l charms cost 1 Mote with each use.shockwave harms additional opponent

ommon Charms? Survival: Why build yourself a shel

r each of the charms listed below, (X) determines the can build them for your entire circect achieved by the power Although they may know

? Medicine: A prayer capable of mendie same charm, a Solar will get a much more potent wounds of sev ral soldiers.ect than a Dragon Blood.

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? Larceny: The only thing better than picking one Linguistics: A whispered word can b edpocket is picking five. distant allies.

? Sail: Graced by heaven, the Exalted captain can upernaturalskillfully pilot a small fleet. This charm allows a Skill to be used nor

ced of (X) circumstances that would normallyis charm extends, delays, speeds, or slows the effect se. If Archery can be used to deal damaan action by (X) steps a ong the following line: at range, then Supernatural Archery can

stant Second/Turn < Minute Hour/Scene < damage at range without an arrow, or a bDay < Month < Year underwater

ced can also be used in a Combo (see below) to he key here is that the Skill is still ormally tend the duration of other Charms, although this upernatural Presence may persuade a bouevents the Exalts anima flare from decreasing below ersuaded boulder is fairly identical toMote cost of the Combo. one.

amples Examples

? Thrown: The assassins knife may ppear ? Archery: Fire n arrow constructed of puharmless now, yet the damage is merely delayed ssence.to ease the killers escape. ? Resistance: Apply Soak normally aga

? Resistance: A combo with Excellent can boost nsoakable attack like Holy or UnhoSoak for an entire battle. ? Craft: Temper a childs laughter int

? Medicine: The progression of a asting disease blade.can be slowed until proper treatment is ? Dodge: Apply PDV normally against aavailable. undodgeable effect like a surprise

? Stealth: A combo with Perfect ensures one earthquake.success on every Stealth roll for minutes, Socialize: Convince a hostile junglallowing a Perfect escape. DragonBlooded travelers more favorab

? Bureaucracy: Unwanted laws can be tied up in ombosdeliberation for years. Normally, only a single charm can be app

aching action or def nse. Combos, however, allow chis charm extends the effective range of an action by o combine several charms together for t) steps along the following line: feats.

uch <> Short < Medium <> Long < Far < Improvised Combosght By spending 1 additional Mote, any charadditionally, Reaching allows an attack to inflict n Improvised Combo. The extra Mote becoockback of up to (X) range increments. Targets it by 'glue' that holds the various harm effects togethee attack can be knocked (X) steps away. Dodging Mote surcharge must be spent each timed/or Soaking the attack also avoids this effect. Improvised Combo is used, regardless ofuch: Within arms (or blades) reach. Whisper. times the combo has been used before.ort: Within range of thrown object. Conversation. Examplesdium: Within range of small bows, crossbows, and firewands.

? Supernatural+Multiple Melee: Strikeout.

incorporeal enemies at once.ng: Within range of heavy bows, crossbows and firewands.? Holy+Reachin Presence: A word of power: Within range of siege weapons and artillery.

ht: Within sight. enough to force an Outsider to fleeamples ? Paced+Supernatural Craft: Instantly

? Thrown: A spear can reach any opponent that surrounding laughter into a mightycan be seen. ? Perfect+Supernatural Dodge: Perform

? Performance: A moving speech can be eard dodge against an surprise attac .throughout an entire city. ? Excellent+Holy+Reaching Ride: Convi

? Medicine: Treat wounded patients anywhere on mount to buck its rider (a single athe field of battle, without leaving a fortified Holy rebuke ( X Soak).position. Named Combos

? Dodge: A powerful sidestep can carry an Exalt far Particular useful charm combos can be lebeyond their enemys reach.

XP) nd named to create permanent tools for

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aracter. Named Combos ever require the 1 Mote Bloodedrcharge and create signature moves for the character. and Goddditionally, Named Combos can never be combined Bloodedth additional charms or combos. Each action or Solars,fense can benefit only from a single charm, a single Abyssals,

Celestial 2 Motes +3 1 Scenemprovised Combo, or single Named Combo. andmentioned above, the Dragon Blooded can create Lunarsmed Combos freely, at no XP cost.

Sidereal 3 Motes +4 Sidereals 1 SceamplesExalts can intuitively learn (or create )

? Five Point Exploding Heart Technique Styles available at their level or belowAuspicious+Fated+Paced Martial Arts): AExalt can learn a Fighting Style one levidereal can inflict grievous damage to antaught by a Sifu (typically a Sidereal Mopponent that wi l not be felt until minutes later.Mortals can learn Terrestrial Fi hting Styles thishe victim suffers no ill effects until then, saveA Sifu refers to a willing teacher that knows thfor the gripping realization of their inevitablelevel or higher. Additionally, the learned Styledeath.the

? Protection of Celestial Bliss same Skills as the taught Style.(Overwhelming+Paced+Multiple Resistance): The xamples

? Silent Hippo Style (Terrestrial): M Arts,olar's Soak is doubled against (X) pponentsResistanceach turn for a duration of (X).

? Apprentice Needs No Tools ? Tempest Blade Style (Celestial): At(Triumphant+Paced+Supernatural Craft): The MeleeLunar is able to forge an item with inhuman skill Thousand Chimes of the Waking Dawnand speed, despite a lack of proper materials, Sidereal): Awareness, Melee, Presegaining (X) dice to the Craft roll and reducing the With Tempest Blade Style, Copper Jaguartime required by (X) steps. normal dice pool for actions or Stunt wi n attached

? Leaves in the Wind (Reinforcing+Multiple kill for +3 dice (Celestial bonus) forDodge): Up to (X) of the Dragon Bloods allies scene.

Despite the name, Fighting Styles need not be tincrease their PDV by (X) for a single attack.or even physical Skills. An Exalted burglar coul? Skeletal SteedShadow Style

(Unholy+Paced+Perfect+Reaching+Supernatural (Larceny and Stealth), while an enlightened guard used SteaRide): For a duration of (X), the Abyssal Sentinel Style (Awareness and Resistance) to stasummons a skeletal steed of inhuman speed and Sorcery and Necromancyunfailing loyalty whose black hooves cause

Where Charms channel essence through Skiterrible wounds on the living.and Necromancy command and shape essence

ighting Styles sheer will. These two disciplines perfo m differently,ghting Styles are customizable Charms that make owever, as described below.unting more effective with the attached Skills for the While powerful, these arts are completelration of the scene. While Stunting normally adds 1 ith Charms. Spells can never be part ofnus die, Fighting Styles can increase this bonus to 2, asting actions can never benefit from C

or even 4 dice Fighting Styles com only emulate Additionally, neither Sorcery nor Necromimals (Snake Style) or represent ideals (Solar Hero eleportation, time travel, divination,yle), but Sidereal Fighting Styles are famed and feared controlling sentient beings, or the alte exploiting esoteric connections understood by the r celestial bodies.ziers alone (Prismatic Arrangement of Creation Style). Sorceryghting Styles ar learned like any other Charm, except Sorcery works the very essence of Creatighting Styles are attached to more than one Skill. and Malfeas into flexible and potent Speghting Styles are categorized by the following levels: apply t e following effects to the followi

Cost to kills tunt vailable ? Sorcery Effects: Create, perfect, strengtDurationActivate ttached onus To heal, alter, shape, destroy, deteri

manipulate, and summon.rrestrial Mote 2 +2 Dragon 1 Scene

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? Sorcery Purviews: Living things, objects, the Targets/Scale/Buildielements, spirits, demons, Creation, Hea en, and Time Second/Instant our/Scene YearMalfeas.

? Power refers to the raw force of thech Circle must be learned before an Exalt can cast

can be applied in a variety of waysells of that level and each Circle must be learned

o Power adds bonus dice to the cquentially.

for Spells representing attack? Emerald Circle Sorcery: Available to Exalts,

determines the dice pool for SSpirits, Demons, God Blooded and Heroic will of their own.Mortals.

o Power represents the Rank of c? Sapphire Circle Sorcery: Available to Solars, Created or Summoned.

Lunars, Sidereals, and Abyssals.? Creating/Summoning multip

? Adamant Circle Sorcery: Available to Solars only.creatures requires Scope

ecromancy reduces their Rank by halecromancy twists the dark essence of the Underworld ? Summoned creatures retaino a much more focused discipline than Sorcery, with free will and must be Bouells t at can apply the following effects to the before serving the casterlowing purviews: involves Occult Caster)

? Necromancy Effects: Create, perfect, Integrity Creature) rollstrengthen, heal, alter, shape, destroy, reach Opponents Essence)deteriorate, control, manipulate, and summon.

successes wins. Bound cre? Necromancy Purviews: The dead and the can peform a taskUnderworld. Additionally, Necr mancy Spells ? Created creatures can becan use destroy and deteriorate effects on any of mindless automatons thatthe purviews of Sorcery. mindlessly perform tasks

ch Circle must be learned before an Exalt can cast willed beings that must bells of that level and each Circle must be learned o Power determines the Damage anquentially. Interval of magical Hazards li

? Shadowlands Circle Necromancy: Available to poisons, diseases, etc. PointsAbyssals, Solars, Lunars, Sidereals, God Blooded split between the hazards damage anand Heroic Mortals. interval. Damage begins at 0

? Labyrinth Circle Necromancy: Available to interval begins at spells Time 1 PaceAbyssals and Solars. step per).

? Void Circle Necromancy: Available to Abyssals o Power/2 determines the value oand Deathlords only. bonuses or penalties applied t

hile Necromancy is much more limited in scope, the Spells target. This includes bility to augment a Spells Cost by sacrifice makes debuffs, damage bonuse for conjureese twisted arts more than a match for Sorcery. weaponry, number of steps shif

mprovised Spells the Reaching or Paced charts,provised Spells can be created on the fly, by o Spells with Power 0 completelytermining the necessary Components of the spell, potency. These Spells involve

ending the Motes required by the Cost, a d taking the and cantrips that are easily icessary Shaping actions see Shaping below). Higher create no lasting change or efrcles allow more Motes to be gathered, thus allowing ? Range determine the distance the Spelore potent Components to be included. reach or the distance something cre

? Emerald/Shadowland Circle: Cost 1 3 Motes controlled, or manipulated. Range a? Sapphire/Labyrinth Circle: Cost 4 6 Motes represents the size of the targeted? Adamant/Vid Circle: Cost 7+ Motes of effect Spells as well as the dis

omponents +0 Motes +1 Mote +2 Motes +3 Motes reated/summoned beings can travelcaster.ower 0 2 4 6

? Scope refers to the number of targetsRange Touch/Self In Sight Same Region Anywherecan affect or how many things can b

Scope 1 Target/Solo 50 500 5000

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summoned. Scope does not distinguish between ecromancy has one major advantage overfriend and foe, though the caster can remain ince sacrifice can supplement the Costunaffected. In Mass Combat, the Scope of a spell aster is willing to spill his own bloodmust be sufficient to eff ct the entire Unit, or uffered provides 1 Mote toward the Cos of the Spethe spell suffers a penalty see section on Units he caster is willing to spill the bloodfor more detail). Essence rating of the victims provides

? Time indicates the duration of the Spell after the oward the Cost of the Spell.initial Casting action. While the total Cost and Circle) of the

amples unchanged, the resourceful necromancer an produc

rrestrial Circle impressive feats while spending very few? Stormwind Rider Power 4, Hour, 3 Motes): Named SpellsTravel a months journey in an hour 2 Paced Useful or common Spells can be learned ndsteps). named to create permanent tools for a ch

? Wood Dragon Claw Power 4, Hour, 3 Motes): +2 Named Spells become second nature and gaDamage with Martial Arts for the scene. benefit of 1 Mote discount to Cost. However,

? Skin of Bronze Power 6, Scene, 3 Motes): +3 must be cast using the same Components eSoak for the scene. Shaping

? Summon Firt Circle Demon Power 2, Sight, Shaping a Spell requires a number of act o gathHour, 3 Motes): A Rank 2 demon serving for an the Essence necessary for the cost of thhour while remaining within sight.

these actions require total concentratio? Infallible Messenger Anywhere, 3 Motes): Send is reduced to DV 0 while Shaping. Higher levea message to a named target anywhere in require more actions to Shape:Creation.

? Emerald/Shadowland Spells: Require 1 Shapilestial Circle action.

? Travel Without Distance Po er 6, 50, Hour, 5? Sapphire/Labyrinth Spells: Require 2 Shapin

Motes): Take a scale of soldiers for a years actions.journey in only an hour 3 Paced steps).

? Adamant/Void Spells: Require 3 Shaping? The Battles End Power 4, Sight, Wing, Hour, 6 actions.

Motes): A social attack Occult+4 MDV) The first Shaping action involves spendicompelling 500 soldiers within sight to cease fire Motes as the character begins gatheringfor the sc ne. the required essence. Players are enc uraged to Stun

? Cantana of Empty Voices Power 4, Sight, Wing, each Shaping action, with Stunts addingHour, 6 Motes): Ghostly singers attack 500 bonus dice to the final Casting roll.enemies with 2 Wounds per turn for the scene. Receiving any Wounds while Shaping force

? Demon of the Second Circle Power 4, Region, to roll Integrity Wounds received) to maintaiYear, 6 Motes): A Rank 4 demon serving for a concentration. Failure inflicts an essen lash ofyear while remaining wit in the same region. Spells Cost) Wounds on anything, includ

lar Circle and any allies, within Short Emerald/Sh? Rain of Doom Power 6, Sight, City, Month, 9

Medium Sapphire/Labyrinth), or Long ranMotes): Acidic rain and green lightning lash at Adamant/Void). These Wounds can be reduthe punished city, creating a month long

Soak, but not dodged without Supernaturaenvironmental hazard inflicting 2 Wounds perCasting

turn.As long as the necessary Shaping actions

? Cleansing Solar Flames Power 6, Cit ,taken, most Spells are Cast with no rollPermanent, 8 Motes): Permanently cleanse anSpells, however, require a Casting roll.

area of Creation, thus eliminating a formerroll is a normal attack action, the cast

Shadowland and making the area hostile towardavailable as normal. As with th Multiple charm, wundead 3 to their rolls).individual targets have different Defens

? Demon of the Third Circle Power 6, Anywhere,subtract only the highest penalty from t

Year, 8 Motes): A Rank 6 demon serving for athe result to all targets.year and travelling anywhere that is desired.Casting Roll = Occult + Spells Power Applicable

crifice Defenses

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Permanent Limit) becomes trapped in a peountermagicBreak.ountermagic is the def nsive use of Sorcery orMortals are typically driven mad as theyecromancy. Countermagic is Shaped defensively andthough adherence to strict diets, ritualoes not require an action. Whether currently beingpacts with Fair Folk offer them minor re ces tohaped or previously Cast, Spells are automaticallymutation. Each observed taboo allows a mhattered, causing an essence backlash as described1 Mutation per month.bove. Spells previously Cast are shattered, creating aDeliberate Mutationmilar backlash. Higher Circle countermagic will dispel

wer Circle spells harmlessly, but Sorcery and air Folk, Demons, and Infernals often t

ecromancy lose some effectiveness when countering nemies with the Mutation charm rather te other. them outright. These attacks can be avoi

MDV as appropriate, but not Soak, and inoteCircle Shatters Dispels of Mutations instead of causing Wounds.ost

Exalts and can resist these Mutations witEmerald 3 Emerald Nonerolls, negating 1 Mutation per success.

Sapphire or resist them by observing Taboos, howeverapphire 6 EmeraldShadowlands attacks count toward their monthly resis

Emerald, Healing MutationsAdamant orAdamant 9 Sapphire, or While usually permanent, existi g Mutations can beLabyrinth

Shadowlands healed with Supernatural Integrity (Self)adowlands Shadowlands None Medicine (others).

Labyrinth or AntagonistsLabyrinth 6 ShadowlandsEmerald Antagonists in Qwixalted come in two var

Shadowlands, NPCs and Full NPCs. The vast majority of playerVoid orVoid 9 Labyrinth or characters in Qwixalted can be Quick NPCSapphire

Emerald NPCs are usually reserved only for the mvillains) of a story.MutationQuick NPCs

utation is a reasonably common blight caused fromQuickNPCs can handle almost every opponeno primary sources, exposure to the chaotic essence of

Qwixalted, from a Sidereal assassin to he Wyld and attacks with the Mutation charms of fact, I use Quick NPCs lmost exclusively when I run themons, Infernals, and Fair Folk.game, probably statting up only 2 3 Full NPCs durin shape changers themselves, Lunars and Fair Folk areentire campaign There are a few tricks aking thempletely immune to Mutation of any sort.basic stats feel like more than a cardboyld Tainthowever, and youll find them below.

ing in the Wyld is dangerous and merely travellingBuilding Quick NPCs

rough can change a man, plaguing him with MutationsThe following table contains all the inf

at warp his body and erode his sanity. Wyld Taint is a for Quick NPCs, but some additional explzard that inflicts Mutations instead of Wound :

required.? Examples

Quick NPC St ts? Bordermarches: 1/Week Celestial errestrial o? Middlemarches: 1/Day Rank escription ssence

Pool Pool Pool? Deep Wyld: 1/Hourch mutation grants ither a simple bonus to an action Poor 1 8/4 4/2 2/1g. Claws: +1 to melee attacks) or a minor unusual 2 Average 2 10/5 6/3 4/2ilities (e.g. winged flight). However, mutations are a 3 Good 4 12/6 8/4 6/3werful stigma that often marks the victim as a

4 Expert 6 14/7 10/5 8/4onster, providing social Penalties accordingly. Exalts5 Master 8 16/8 12/6 10/5d other supernatural beings can soak these

utations by rolling Integrity. Mutations that arent Legend 10 18/9 14/7sisted also bring Permanent Limit increases and analt with 5 Mutations (and therefore 5 points of

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uick NPCs are divided into three main types, Celestial, Matronly Housewife: Rank 4 Mortal, MDV 8rrestrial, and Mortal: PDV+Soak 2, Health 7

? Celestial NPCs are Solar, Lunar, and Sidereal o Pool 8 while Inside Home, Deal wiExalted, as well as Spirits, Ghosts, Behemoths, Husband, etc.and other potent beings. o Pool 4 for Warfare, Athletics,

? Terrestrial NPCs are Dragon Blooded, Demons, ? Spirit of a Minor Trade Wind: Rank 2 Spirit,Fair Folk, God Blooded and other supernatural 10, PDV+Soak 3, Health 12beings. o Pool 10 for Moving, Trading, S

? Mortals NPCs are Heroic and Non Heroic o Pool 7 for Fighting, Academics

Mortals a d other mundane creatures. ? AirAspected Wyld Hunt Scout: Rank 5 Dragonnk describes the NPCs mastery of their Concept, as lood, MDV 6, PDV+Soak 4, Health 13

ell as their Ability rating for In Concept Skills. ssence o Pool 12 for Stealth, Tracking,arks the NPCs Essence rating as well as the number of tc.e Motes that can be spent on Common Charms. ool o Pool 6 for Close Combat, Lore,

presnts the NPCs dice pool for all In Concept before Newly Exalted Solar Thief: Rank 1 Solar, MDVsh) and Out of Concept after slash) traits. The NPCs DV+Soak 6, Health 15ill and bonus dice from Charms, Backgrounds, Fighting Pool 8 for Stealth, Larceny, Ayles, and Virtue are included in the Pool. The only Pool 4 for War, Occult, ail, Integriturces of additional dice for a Qui k NPC are ? 2nd Circle Demon of Barter: Rank 4 Demon,propriate Equipment and Artifacts. MDV 12, PDV+Soak 4, Health 13

? PDV+Soak= Pool), but this value is halved if o Pool 12 for Presence, Bureaucreither Defense is inapplicable. Socialize, etc.

? MDV = Pool or Pool ) for Mortals. o Pool 6 for Combat, Athletics,tra Health Boxes are based on Pool. NPCs begin with etc.

e standard 7 and add extra boxes b sed on the NPCs ? Experienced Lunar Sorcerer: Rank 3 Lunar, Mpe: 12, PDV+Soak 4, Heal h 19

? Lunars Behemoths, and other durable beings o Pool 12 for Attack Spells, Occgain Pool x 2) additional boxes. Spirit Bargains, etc.

? Solars, Abyssals, Dragon Blooded Spirits, o Pool 6 for Combat, War, SocialGhosts, and other hardy beings gain Pool) Ageless Aquatic Behemoth: Rank 6 Behemoth,

additional boxes. MDV 9, PDV+Soak 16, Health 43? Sidereals Fair Folk, and other frail beings gain o Pool 18 for Swimming, Eating,

Pool/2) additional boxes. etc.? Mortals Heroic or otherwise, gain o additional o Pool 9 for Knowing, Talking, P

boxes. etc.It is important to note that Pool) refers to onharms involving bonus dice or more successes areConcept traits and another fornsidered lways in use and do not require Motes.Out of Concept traits. A Soldier probably derive

dditional Charms can be used at the usual Mote cost Health from his In Concept pool, butwever, with the value of X) determined as follows: MDV is probably Out of Concept. Meanwhile, an Assassi

? X = Rank for the In Concept charms of Solars and erive PDV/Soak and MDV from theIn Concept pool, but additional Health may be Oubyssals. Out of Concept charms use Rank/2.Using Quick NPCs? X = Essence/2 for the In Conc pt charms ofWhile the stat blocks above provide allSidereals, Spirits, Demons, Fair Folk, and Ghosts.complexity you need. Simply presenting N as aut of Concept charms use Essence/4.handful of dice to oppose the player cha? X = Rank/2 for the In Concept charms of Lunarsincredibly dry.and Dragon Blooded. Out of Concept charms useAdding EquipmentRank/4.The pools above take the vast majority ozecan be added to Behemoths, Third Circle Demons,resources into account, but specifically o not accound other large NPCs to make them effective Units offor Equipment and Artifacts. When usingeir own. Size should never be higher than Rank.take a moment to consider the kind of toamples

character uses and the bonuses they rece

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? Does the NPC use Light or Heavy Weapons? erisimilitude to characters since theyMelee, Archery, Martial Arts, or Thrown? tactics and tricks during each encounter

? Does the NPC wear Light or Heavy Armor? Do dditionally, I t y to limit the number of addithey carry a shield? charms I give to each Quick NPC. I give

? Does the NPC ca ry any mundane Equipment like ecessary for the desired In Concept effboots, rope, picks, bandages, etc.? go out of my way to assign many charms b

? Are they lucky enough to carry Artifacts? Artifact akes choosing their tactics easier andWeapons, Armor, or otherwise? to use similar tactics in similar situat

Stunt Those ActionsIs the Equipment appropriate to the character

Since Stunts are expected to be constantJade Armor on a Dragon Blood) or out of place the Motes used for dice adding charms, G(a Mortal with an Orichalcum dagger)?constantly describing Stunts for NPCs Use tarying weapons and armor is a great way to spice upas a way to support t e genre, feel, and atmospombat while using the same base stats for eachyour story. Use them to describe strangeponentFighting Styles. Use them to demonstrateke Them Unique

en if the characters are facing squad of five assassins an and cannot accomplish. Use them to eth identical traits. Giving each a unique uality or trait ore Stunting from your players. Just se them

Whats In A Name?oes a long way to grant individuality.Quick NPCs should be given names when thsually start by making one of the NPCs an obviousbecome ersonalities and not just a ollection of stader. Leader NPCs will usually be one Rank,This can happen because the NPC is especmetimes two, above their companions. They oftenimportant to your story (villain, love irry a heavier weapon or wear different armor s well.etc.) or because the players take a spec l interest iaried roles or tactics can give the impression offormerly unimportant character (love intparate personalities for each NPC. I often splitmentor, etc.).ombat NPCs into roles like Hitter, Tank, Archer, Leader,Remember, NPCs must be named before theyorcerer, and the like. Some characters may attackendanger the life of a player character.ectly, others may fire cautiou ly from range, andlife threatening enemies and opponents ust beome may spend every action simply aiding theirnamedompanions with Setup Dice or other tactics.Full NPCsaried appearances help distinguish between foes and

Occasionally, very occasionally for me, ahow differing style as well. One NPC might have longto draw up an NPC using the full rules fue hair, while another has short, muddy-brown hair.Creation. Personally, I reserve these Fuhere one wears rags another may display the latestthe major villain of a story (or entirealm finery. Tattoos, scars and body weights are handyinterest, an ally that ill appear of en, or otherools as well.important and re occurring NPC.nd for Exalts, dont forget to describe the appearanceExalts, God Blooded, and Heroic Mortals, cann effects of various anima flares

ng Charms built from the standard rules for creatiaracters capable of using charms are considered to be ith the desired Exaltation. For supernang dice adder charms with almost every In Concept ike Spirits, Demons, Fair Folk and the , you couldion. The lower Mote pools and increased dice pools tick to the Quick NPC rules above or cheady factor those basic charms into each action. awesome rules for emeses.yond basic dice adding charms, Quick N Cs should be Tips, ricks, and Advice

ven any other charm that fits their core Concept. EachHere are some of the things Ive picked we of these additional charms costs 1 Mote, as usual,great many games of Qwixalted.t these Motes annot be regained through Stunting.Err on the Side of Epicotes that would normally be regained through StuntsQwixalted has one fundamental rule abovemply pay for the NPCs boosted action Pools andall others: rr On The Side Of Epic Every other rulfenses.the game is mea t to enforce, guide and faciso, make note of which additional charms are used bystories of heroes, monsters, and everythe NPC. Referring to this list in the future addsIf you or your group ever has doubts abo

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ndle any given situation or whether or not a rule a Great lock 3, its pitch black 2, pinnould be applied, rr On The Side Of Epic by a fallen stone tower 4, etc.

Example Complicationsothing Neve Happens? Archery: Cheap Weapn, Bent Arrow, Toon Qwixalted, othing never happens Something is

Bright, Too Dark, Behind Coverways more interesting, fun, and entertaining than? Athletics: Sheer Surface, Strong Currenothing. For this reason, something must lways

Gravel, Overgrown, Poor Leverageappen.? Awareness: Too Noisy, Dim, Pungent Odoce rolls should never be Pass/Fail. Any roll that

Numb Fingers, Foreign Spicesemains Pass/Fail, due to lack of c eativity from the

? Bureaucracy: Suspicious Mark, Impatientoup, utomatically succeeds Actions are only rolledCompliated Form, No Bribe, Foreignehen the dice will produce one of two outcomes, both

? Craft: Poor Tools, Poor Materials, Nowhich are interesting, fun, or entertaining. PreferablyInstructions, Rushed, Difficult Medl three

? Dodge:Slippery Surface, No Cover, Cl Pass/Fail: A lock can be picked (pass) or notQuarters, Heavy Armor, Wide Attackicked (fail .

? Integrity: Peer Pressure, Aggressive Mun Qwixalted, a character attempting the above rollInner Conflict, Trusted Friend, Ulterior Motould succeed automatically, since failure would leave

? Investigation: Actively Hidden, Contaminhe character exactly where he started, staring at anCrime Scene, Willful Subject, Unorgnpicked lock. Since nothing changes, nothingLibrary, Incomplete Libraryappened, and othing never happens

? Larceny: Quality Lock, Crowded, BeingPass/Pas : A trap can be disarmed (pass) orPoor Tools, Suspicious Markriggered (pass).

? Linguistics: Rare Language, Rushed Writi g,his roll is more interesting because either optionForeign Language, Dead Language, Inoduces a change in the story. With a little thought,Languageny Pass/Fail roll can be changed into a Pass/Pass roll. In

? Lore: Rare Knowledge, First Age, Deadhe first example above, not picking the lock could meanCivilization, Oral History (no booketting caught by the guards, being separated fromKnowledgelies, or being forced to take a less desirable route.

? Martial Arts: Unfamiliar Style, Fatiguedaking ComplicationsDisguise, Chained, Underwateromplications provide the primary source difficulty for

? Medicine: Unsanitary, Mid Battle While Movils and are often the entire cause for the roll in theNo Tools, Inhuman Anatomyst place. That said, here are a few guidelines to help

? Melee:Unfamiliar Style, Fatigued, Ime GM set Complications:Weapon, Chained, In the Rigging? Complications range from 1 to 5 only

? Occult: Forbidden Secrets, First Age,? List each Complica ion whenever a player rolls.Spirit, Warded, Unfamiliar ArtSay them out loud. Even the secret ones.

? Performance: Tough Crowd, Improvising,? Difficulty should always stem from the numberAmateur Cast, Poor Costumes, Poor Sof Complicating factors, ot the desired penalty.

? Presence: Hostile Subject, Foreign Lan? Dont rack your brain for additionalObvious Lie, Suspicious Mark, PrefeComplications because you hink the roll should

? Resistance: Aggressive Poison, Supernatbe hrder. Blight, No Sleep, No Food, No Water? Feel free to ask the other players (or the acting

? Ride: Wild Animal, No Saddle, Hectic Battplayer ) if you forgot anything.Disloyal Beast, Loose Gravel? If you cant think of a ingle Complication,

? Sail: Strong Wind, No Wind, Angered Spconsider letting the action succeedMutinous Crew, Small Crewautomatically.

? Socialize: Bizarre Customs, Foreign Lan? Avoid commandeering PCs with ComplicationsHostile Targets, Blatant Fiction, Olike youre scared or it gross. Let thePropagandaplayers choose how their characters feel.

? Stealth: Too Bright, Crowde , Alert Subject,? Occasionally its okay to grant a higher penaltyLeaves, Heavy Armorto a single Complication.

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? Survival: Foreign Lands Outside CreationBarren Old Tracks Sparse Food

? Thrown:Unbalanced Weapon In Chains BehindCover Heavily Poisoned Small Target

? War: Low Morale Fatigued Troops MonstrousEnemy Infer or Numbers Lower Ground

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Q WIXALTED S OLARS

Name: _____________________Player: ____________________Caste: _____________________Experience: _________________

Concept: ___________________Motivation: _________________Intimacies: _________________ __________________________

ABILITIES □ DAWN ●○○○○○ □ ZENITH ●○○○○○ □ T WILIGHT ●○○○○○

Archery ____________________________Martial Arts _________________________Melee _____________________________ Thrown ____________________________ War _______________________________

Integrity ___________________________Performance ________________________Presence ___________________________Resistance __________________________Survival ____________________________

Craft ______________________________Investigation ________________________Lore ______________________________Medicine ___________________________Occult _____________________________

□ NIGHT ●○○○○○ □ ECLIPSE ●○○○○○ CHARMS Athletics ____________________________Awareness __________________________Dodge _____________________________Larceny ____________________________Stealth _____________________________

Bureaucracy ________________________Linguistics __________________________Ride ______________________________Sail _______________________________Socialize ___________________________

Overwhelming, Reaching, Multiple,Paced, Supernatural, Holy

ADVANTAGES BACKGROUNDS LIMIT ANIMA

AlliesArtifactBackingContacts

○○ ○○ ○○ ○○

FamiliarInfluenceManseResources

○○ ○○ ○○ ○○

□ □ □ □ □ Great Virtue: _________________Fatal Flaw: __________________ ___________________________

Embrace Virtue for +1 die, Oppose Virtue for +1 Limit

Totemic Image ______________Caste Power ________________ __________________________ __________________________

Generic Power: 1E to Flare Anima or Tell TimeFlare: Caste Mark, Mark Glows, Aura, Bonfire, Totem

Grant +1/+2 if Applicable to a Roll

W EAPONS DEFENSE HEALTH ESSENCE ____________________________ ____________________________ ____________________________ ____________________________

Unarmed: +0 Damage / Light: +1 Damage, − 1 InitiativeHeavy: +2 Damage, − 1 Initiative, − 1 DV

Artifact Weapons raise 1 trait per dot by +1

PDV = Attack/Dodge2

− 0□ □ □ □ □

− 1□ □ □ □ □

− 1□ □ □ □ □

− 3 □ □ □ □ □

− 3 □ □ □ □ □

Taken Out □

●●●●● ○○○○○ Available

□ □ □ □ □ □ □ □ □ □ □ □ □ □ □ □ □ □ □ □ Essence Score x 2 = Available Essence

Regain 1/hour when Not Fighting or 2/hour Resting

Soak = Resistance/2

MDV = Integrity/2

L. Armor +1 Soak,− 1 MoveH. Armor +2 Soak, − 2MoveShield +1 PDV,− 1 Athletics

R ULES R EFERENCEGENERAL

Difficulty: − 1 per Complication ( − 5 Max)Minimum: Exalts always roll at least 1 dieStunts: +1 for cool description, success earns 1E

COMBATInitiative: Roll AwarenessAttack: Roll Attack Skill+ Damage – PDV– SoakRange: − 0 at Short, − 1 at Medium, − 2 at LongDamage: 1 Wound per successHealing: 1 day of rest heals 1 WoundMove: Applies to PDV and Athletics rolls

SOCIALCOMBATInitiative: Roll AwarenessAttacks: Roll Presence–MDV(+/ − for Intimacies) Success: Compel Behavior or +/ − an IntimacyEssence: 1E negates an attack, Jaded after 2E

SOLARCHARMSOverwhelming: 1E to add (Ability) bonus dice

or set Defense to (Ability)Reaching: 1E to shift range (Ability) steps

Reach, Short, Medium, Long, Extended, SightMultiple: 1E to affect (Ability) targetsPaced: 1E to shift duration/pace (Ability) steps

Instant, Seconds, Hours, Days, Weeks, MonthsSupernatural: 1E to ignore a rule or allow a rollHoly: 1E to add (Ability/2) unsoakable damage vs. Creatures of Darkness

CHARMNOTES

Combos: Multiple charms may affect 1 action,but only 1E may be spent per charm

Resistance: +3 Health per Resistance charm Sorcery: cannot benefit from charms

SORCERYShaping: Spend Essence and Shaping actionsCasting: Attack spells roll Occult + PowerElements: 4 Elements determine spell’s Cost

Defense: DV is 0 when Shaping or Casting0E 1E 2E 3E

Power 0 4 6 8

Range Reach Sight Region Anywhere

Scope 1/Object 10/House 1k/Town 10k/City

Time Instant Scene Story Forever

SORCERY/ N ECROMANCY CIRCLESMust Learn Sequentially, 3 Circles Max

Terrestrial or Shadowland: 1− 3E, 1 turn to Shape Celestial or Labyrinth: 4− 6E, 2 turns to Shape Solar or Void: 7E+, 3 turns to Shape

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Q WIXALTED L UNARS

Name: _____________________Player: ____________________Caste: _____________________Spirit Shape: ________________ Tell: ______________________

Concept: ___________________Motivation: _________________Intimacies: _________________ __________________________Experience: _________________

ABILITIES □ FULLMOON ●○○○○○ □ CHANGINGMOON ●○○○○○ □ NO MOON ●○○○○○

Strength _______________________Melee, Martial Arts

Dexterity _______________________Archery, Athletics, Dodge, Thrown, Stealth

Stamina ________________________Resistance

Charisma _______________________Ride, Performance, Presence, War

Manipulation ____________________Bureaucracy, Linguistics, Socialize

Appearance _____________________Integrity

Perception _____________________Awareness, Survival

Intelligence _____________________Craft, Lore, Medicine, Occult

Wits __________________________Investigation, Larceny, Sail

CHARMS Triumphant, Reaching, Multiple, Paced,

Supernatural, Enduring

SHAPE− SHIFTING True Forms: can freely shift to Human or Spirit ShapeHunted Forms: 1E to take form of anything the Lunar

has hunted and killed for 1 scene, +1 to an Ability

W ARFORMCost : 1E to take Deadly Beastman Form for 1 sceneBonus: +2 Full Moon, Heal 1W/Turn, Ignore PainPenalty: must Hunt and Kill every turn or end effect

ADVANTAGES BACKGROUNDS LIMIT ANIMA

AlliesArtifactBackingContacts

○○ ○○ ○○ ○○

FamiliarInfluenceManseSolar Bond

○○ ○○ ○○ ○○

□ □ □ □ □ Great Virtue: _________________Fatal Flaw: __________________

Embrace Virtue for +1 die, Oppose Virtue for +1 imitLLight of Full Moon earns +1 Limit per night

Totemic Image ______________Caste Power ________________ __________________________ __________________________

Generic: 1E to Flare Anima, Tell Time, Display TellFlare: Caste Mark, Mark Glows, Aura, Bonfire, Totem

Grant +1/+2 if Applicable to a Roll

W EAPONS DEFENSE HEALTH ESSENCE ____________________________ ____________________________ ____________________________ ____________________________

Unarmed: +0 Damage / Light: +1 Damage, − 1 InitiativeHeavy: +2 Damage, − 1 Initiative, − 1 DV

Artifact Weapons raise 1 trait per dot by +1

PDV = Strength/Dex2

− 0□ □□□□□

− 1□□□□□□

− 1□□□□□□

− 3 □□□□□□

− 3 □□□□□□

Taken Out □

●●●● ○ ○○○○○ Available

□ □ □ □ □ □ □ □ □ □ □ □ □ □ □ □ □ □ □ □

Essence Score x 2 = Available EssenceRegain 1/hour when Not Fighting, 2/hour Resting

Soak = Stamina/2

MDV = Appearance/2

L. Armor +1 Soak,− 1 MoveH. Armor +2 Soak, − 2MoveShield +1 PDV,− 1 Dexterity

R ULES R EFERENCEGENERAL

Difficulty: − 1 per Complication ( − 5 Max)Minimum: Exalts always roll at least 1 dieStunts: +1 for cool description, success earns 1E

COMBATInitiative: Roll PerceptionAttack: Roll Attack Attribute + Damage – PDV – SoakRange: − 0 at Short, − 1 at Medium, − 2 at LongDamage: 1 Wound per successHealing: 1 day of rest heals 1 WoundMove: Applies to PDV and Dexterity rolls

SOCIALCOMBATInitiative: Roll PerceptionAttacks: Roll Cha/Man – MDV (+/− for Intimacies)Success: Compel Behavior or +/ − an IntimacyEssence: 1E negates an attack, Jaded after 2E

LUNARCHARMSTriumphant: 1E adds (Ability/2) bonus successes

or set Defense to (Ability)Reaching: 1E to shift range (Ability/2) steps

Reach, Short, Medium, Long, Extended, SightMultiple: 1E to affect (Ability/2) targetsPaced: 1E to shift duration/pace by (Ability/2)

Instant, Seconds, Hours, Days, Weeks, MonthsSupernatural: 1E to ignore a rule or allow a rollEnduring: 1E to rollat least (Ability/2) dice

CHARMNOTES

Combos: multiple charms may affect 1 action,but only 1E may be spent per charm

Shape Shift: charms use boosted Ability scoreTriumphant: penalties subtract rolled dice

before bonus successesResistance: +4 Health per Resistance charmSorcery: cannot benefit from charms

SORCERYShaping: Spend Essence and Shaping actionsCasting: Attack spells roll Intelligence + PowerElements: 4 Elements determine spell’s Cost

Defense: DV is 0 when Shaping or Casting0E 1E 2E 3E

Power 0 4 6 8

Range Reach Sight Region Anywhere

Scope 1/Object 10/House 1k/Town 10k/City

Time Instant Scene Story Forever

SORCERY& NECROMANCY CIRCLESMust Learn Sequentially, 2 Circles Max

Terrestrial or Shadowland: 1− 3E, 1 turn to Shape Celestial or Labyrinth: 4− 6E, 2 turns to Shape

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Q WIXALTED S IDEREALS

Name: _____________________Player: ____________________Caste: _____________________Allegiance: __________________Standing: ___________________

Concept: ___________________Motivation: _________________Intimacies: _________________ __________________________Experience: _________________

ABILITIES □ JOURNEYS ●○○○○○ □ SERENITY ●○○○○○ □ BATTLES ●○○○○○

Resistance __________________________Ride ______________________________Sail _______________________________Survival ____________________________ Thrown ____________________________

Craft ______________________________Dodge _____________________________Linguistics __________________________Performance ________________________Socialize ___________________________

Archery ____________________________Athletics ___________________________Melee _____________________________Presence ___________________________ War ______________________________

□ SECRETS ●○○○○○ □ ENDINGS ●○○○○○ CHARMS Investigation ________________________Larceny ____________________________Lore _______________________________Occult _____________________________Stealth _____________________________

Awareness __________________________Bureaucracy ________________________Integrity ___________________________Martial Arts _________________________Medicine ___________________________

Auspicious, Reaching, Multiple, Paced,Supernatural, Fateful

ADVANTAGES BACKGROUNDS Limit ANIMA

AlliesArtifactBackingConnections

○○ ○○ ○○ ○○

FamiliarManseSalarySavant

○○ ○○ ○○ ○○

□ □ □ □ □ Great Virtue: _________________Flawed Fate: Will advocate/seek _______ ___________________________

Embrace Virtue for +1 die, Oppose Virtue for +1 Limit

Anima Color _________________Caste Power _________________ ___________________________ ___________________________

Generic: 1E to Flare Anima, Tell Time, Sense GatewayFlare: Caste Mark, Mark Glows, Bright, Obvious, Aura

Grant +1/+2 if Applicable to a Roll

W EAPONS DEFENSE HEALTH ESSENCE ____________________________ ____________________________ ____________________________ ____________________________

Unarmed: +0 Damage / Light: +1 Damage, − 1 InitiativeHeavy: +2 Damage, − 1 Initiative, − 1 DV

Artifact Weapons raise 1 trait per dot by +1

PDV = Attack/Dodge2

− 0 □ □ □ □

− 1 □ □ □ □

− 1 □ □ □ □

− 3 □ □ □ □

− 3 □ □ □ □

Taken Out □

●●●● ○ ○○○○○

Available□ □ □ □ □ □ □ □ □ □ □ □ □ □ □ □ □ □ □ □ Essence Score x 2 = Available Essence

Regain 1/hour when Not Fighting or 2/hour Resting

Soak = Resistance/2

MDV = Integrity/2

L. Armor +1 Soak,− 1 MoveH. Armor +2 Soak, − 2 MoveShield +1 PDV,− 1 Athletics

R ULES R EFERENCEGENERAL

Difficulty: − 1 per Complication ( − 5 Max)Minimum: Exalts always roll at least 1 dieStunts: +1 for cool description, success earns 1E

COMBATInitiative: Roll AwarenessAttack: Roll Attack Skill+ Damage – PDV – SoakRange: − 0 at Short, − 1 at Medium, − 2 at LongDamage: 1 Wound per successHealing: 1 day of rest heals 1 WoundMove: Applies to PDV and Athletics rolls

SOCIALCOMBATInitiative: Roll AwarenessAttacks: Roll Presence – MDV (+/− for Intimacies)Success: Compel Behavior or +/ − an IntimacyEssence: 1E negates an attack, Jaded after 2E

SIDEREALCHARMSAuspicious: 1E to drop target number to 2 or set

Defense to (Ability)Reaching: 1E to shift range (Essence/2) steps

Reach, Short, Medium, Long, Extended, SightMultiple: 1E to affect (Essence/2) targetsPaced: 1E to shift duration/pace (Essence/2) steps

Instant, Seconds, Hours, Days, Weeks, MonthsSupernatural: 1E to ignore a rule or allow a rollFateful: 1E to add/subtract (Essence/2) dice to the

target’s next use of that Skill

CHARMNOTES

Combos: Multiple charms may affect 1 action, butonly 1E may be spent per charm

Resistance: +1Health per Resistance charm Sorcery: cannot benefit from charms

SIDEREAL ASTROLOGYGrant +1 or − 1 to Target’s Skill Use, Roll Essence andSpend Successes on Scope and Time (Sorcery Chart)

SORCERYShaping: Spend Essence and Shaping actionsCasting: Roll Occult (+ Power if applicable)Elements: 4 Elements determine spell’s CostDefense: DV is 0 when Shaping or Casting

0E 1E 2E 3E

Power +0 +1 +2 +3

Range Reach Sight Region Anywhere

Scope 1/Object 10/House 1k/Town 10k/City

Time Instant Scene Story Forever

SORCERY/ N ECROMANCY CIRCLESMust Learn Sequentially, 2 Circles Max

Terrestrial or Shadowland: 1− 3E, 1 turn to Shape Celestial or Labyrinth: 4− 6E, 2 turns to Shape

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Q WIXALTED D RAGON − BLOODED

Name: _____________________Player: ____________________Aspect: ____________________Origin: ____________________House: _____________________

Concept: ___________________Motivation: _________________Intimacies: _________________ __________________________Experience: _________________

ABILITIES □ AIR ●○○○○○ □ EARTH ●○○○○○ □ FIRE ●○○○○○

Linguistics __________________________Lore _______________________________Occult _____________________________Stealth _____________________________ Thrown ____________________________

Awareness __________________________Craft ______________________________Integrity ___________________________Resistance __________________________ War ______________________________

Athletics ___________________________Dodge _____________________________Melee _____________________________Presence ___________________________Socialize ___________________________

□ W ATER ●○○○○○ □ W OOD ●○○○○○ CHARMS Bureaucracy ________________________Investigation ________________________Larceny ____________________________Martial Arts _________________________Sail _______________________________

Archery ____________________________Medicine ___________________________Performance ________________________Ride ______________________________Survival ____________________________

Excellent, Reaching, Multiple, Paced,Supernatural, Reinforcement

ADVANTAGES BACKGROUNDS Limit ANIMA

AlliesArtifactBackingBreeding

○○ ○○ ○○ ○○

ConnectionsFamiliarManseResources

○○ ○○ ○○ ○○

□ □ □ □ □ Great Virtue: _________________Fatal Flaw: __________________ ___________________________

Embrace Virtue for +1 die, Oppose Virtue for +1 LimitEmbrace Flaw for +1E, Spend 1E to Resist it

Caste Power _________________ ___________________________ ___________________________

Generic: 1E to Flare Anima or Tell TimeFlare: Glint, Glow, Elemental Aura, Display, Bonfire

Elemental Bonfire inflicts +1 Damage on contactGrant +1/+2 if Applicable to a Roll

2 Artifacts (or 2pt Artifacts) per dot

W EAPONS DEFENSE HEALTH ESSENCE

____________________________ ____________________________ ____________________________ ____________________________

Unarmed: +0 Damage / Light: +1 Damage, − 1 InitiativeHeavy: +2 Damage, − 1 Initiative, − 1 DV

Artifact Weapons raise 1 trait per dot by +1

PDV = Attack/Dodge

2− 0 □ □ □ □

− 1 □ □ □ □

− 1 □ □ □ □

− 3 □ □ □ □

− 3 □ □ □ □

Taken Out □

●●● ○○ ○○○○○ +1 per dot of Breeding

Available□ □ □ □ □ □ □ □ □ □ □ □ □ □ □ □ □ □ □ □ Essence Score x 2 = Available Essence

Regain 1/hour when Not Fighting or 2/hour Resting

Soak = Resistance/2

MDV = Integrity/2

L. Armor +1 Soak,− 1 MoveH. Armor +2 Soak, − 2 MoveShield +1 PDV,− 1 Athletics

R ULES R EFERENCEGENERAL

Difficulty: − 1 per Complication ( − 5 Max)Minimum: Exalts always roll at least 1 dieStunts: +1 for cool description, success earns 1E

COMBATInitiative: Roll AwarenessAttack: Roll Attack Skill+ Damage – PDV – SoakRange: − 0 at Short, − 1 at Medium, − 2 at LongDamage: 1 Wound per successHealing: 1 day of rest heals 1 WoundMove: Applies to PDV and Athletics rolls

SOCIALCOMBATInitiative: Roll AwarenessAttacks: Roll Presence – MDV (+/− for Intimacies)Success: Compel Behavior or +/ − an IntimacyEssence: 1E negates an attack, Jaded after 2E

DRAGON− BLOODEDCHARMSExcellent: 1E to add (Ability/2) bonus dice or

increase Defense by halfReaching: 1E to shift range (Ability/2) steps

Reach, Short, Medium, Long, Extended, SightMultiple: 1E to affect (Ability/2) targetsPaced: 1E to shift duration/pace by (Ability/2)

Instant, Seconds, Hours, Days, Weeks, MonthsSupernatural: 1E to ignore a rule or allow a rollReinforcement: 1E to add (Ability/2) bonus

dice to the skill of (Essence) allies for a scene

CHARMNOTES

Combos: multiple charms may affect 1 action,but only 1E may be spent per charm

Resistance: +2 Health per Resistance charm Sorcery: cannot benefit from charms

SORCERYShaping: Spend Essence and Shaping actionsCasting: Roll Occult (+ Power if applicable)Elements: 4 Elements determine spell’s CostDefense: DV is 0 when Shaping or Casting

0E 1E 2E 3E

Power 0 4 6 8

Range Reach Sight Region Anywhere

Scope 1/Object 10/House 1k/Town 10k/City

Time Instant Scene Story Forever

SORCERY/ N ECROMANCY CIRCLESMay Only Learn 1

Terrestrial or Shadowland: 1− 3E, 1 turn to Shape

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Q WIXALTED A BYSSALS

Name: _____________________Player: ____________________Caste: _____________________Deathlord: __________________Loyalty: ____________________

Concept: ___________________Motivation: _________________Intimacies: _________________ __________________________Experience: _________________

ABILITIES □ DUSK ●○○○○○ □ MIDNIGHT ●○○○○○ □ DAYBREAK ●○○○○○

Archery ____________________________Martial Arts _________________________Melee _____________________________ Thrown ____________________________ War _______________________________

Integrity ___________________________Performance ________________________Presence ___________________________Resistance __________________________Survival ____________________________

Craft ______________________________Investigation ________________________Lore ______________________________Medicine ___________________________Occult _____________________________

□ DAY ●○○○○○ □ MOONSHADOW ●○○○○○ CHARMS Athletics ____________________________Awareness __________________________Dodge _____________________________Larceny ____________________________Stealth _____________________________

Bureaucracy ________________________Linguistics __________________________Ride ______________________________Sail _______________________________Socialize ___________________________

Overwhelming, Reaching, Multiple,Paced, Supernatural, Entropic

ADVANTAGES BACKGROUNDS R ESONANCE ANIMA

AlliesArtifactBackingContacts

○○ ○○ ○○ ○○

FamiliarInfluenceManseResources

○○ ○○ ○○ ○○

□ □ □ □ □ Flawed Virtue: ________________Blight: _____________________ ___________________________

Embrace Flawed Virtue for +1 die and +1 Resonance

Totemic Image ______________Caste Power ________________ __________________________ __________________________

Generic: 1E to Flare Anima, Time, Sense ShadowlandsFlare: Caste Mark, Mark Glows, Aura, Bonfire, Totem

Grant +1/+2 if Applicable to a Roll

W EAPONS DEFENSE HEALTH ESSENCE ____________________________ ____________________________ ____________________________ ____________________________

Unarmed: +0 Damage / Light: +1 Damage, − 1 InitiativeHeavy: +2 Damage, − 1 Initiative, − 1 DV

Artifact Weapons raise 1 trait per dot by +1

PDV = Attack/Dodge2

− 0□ □ □ □ □

− 1□ □ □ □ □

− 1□ □ □ □ □

− 3 □ □ □ □ □

− 3 □ □ □ □ □

Taken Out □

●●●●● ○○○○○ Available

□ □ □ □ □ □ □ □ □ □ □ □ □ □ □ □ □ □ □ □ Essence Score x 2 = Available Essence

Regain 1/hour when Not Fighting, 2/hour Resting, or1/Wound when Feeding (Martial Arts attack)

Soak = Resistance/2

MDV = Integrity/2

L. Armor +1 Soak,− 1 MoveH. Armor +2 Soak, − 2MoveShield +1 PDV,− 1 Athletics

R ULES R EFERENCEGENERAL

Difficulty: − 1 per Complication ( − 5 Max)Minimum: Exalts always roll at least 1 dieStunts: +1 for cool description, success earns 1E

COMBATInitiative: Roll AwarenessAttack: Roll Attack Skill+ Damage – PDV – SoakRange: − 0 at Short, − 1 at Medium, − 2 at LongDamage: 1 Wound per successHealing: 1 day of rest heals 1 WoundMove: Applies to PDV and Athletics rolls

SOCIALCOMBATInitiative: Roll Awareness

ABYSSALCHARMSOverwhelming: 1E to add (Ability) bonus dice

or set Defense to (Ability)Reaching: 1E to shift range (Ability) steps

Reach, Short, Medium, Long, Extended, SightMultiple: 1E to affect (Ability) targetsPaced: 1E to shift duration/pace (Ability) steps

Instant, Seconds, Hours, Days, Weeks, MonthsSupernatural: 1E to ignore a rule or allow a rollEntropic: 1E to inflict a − (Ability/2) penalty

CHARMNOTES

Combos: Multiple charms may affect 1 action,but only 1E may be spent per charm

Resistance: +3 Health per Resistance charm

SORCERYShaping: Spend Essence and Shaping actionsCasting: Attack spells roll Occult + PowerElements: 4 Elements determine spell’s Cost

Defense: DV is 0 when Shaping or Casting0E 1E 2E 3E

Power 0 4 6 8

Range Reach Sight Region Anywhere

Scope 1/Object 10/House 1k/Town 10k/City

Time Instant Scene Story Forever

NECROMANCY/ SORCERY CIRCLESMust Learn Sequentially, 3 Circles Max