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saber - melee, bureaucracy, presence

archer - archery, awareness, investigation, firearms


lancer - thrown, performance, medicine, socialize
rider - ride, sail, war, drive
caster - occult, linguistics, craft, lore
berserker - martial arts, resistance, survival, integrity
assassin - stealth, athletics, dodge, larceny

primary ability charm costs 5. other favorite abilities charm costs 25. non-
favorite abilities charms costs 125. may buy charms from solar, abyssal, sidereal
and terrestrial without cost change. may not buy charms from infernal, alchemical
and lunar charm lists

experience remaining from an area that can not be spend due to not having enough to
raise ANY of the relevant traits in the area goes to a pool that, in the end of
character creation, must be used to buy merits, when there is no experience left to
buy more merits with a cost equal to twice its cost in bonus points, that remaining
experience is lost

costs 1m per combat turn (at the end of turn), 1m per scene materialized (at the
end of the scene, if dematerialize before, costs 1m anyway), sleeping recovers 1/10
of total essence and 1 willpower (round up, at least 8 hours of uninterrupted
sleep, at awakening), 1m per day (at midnight)

no peripheral essence, instead, sum it with personal essence

noble phantasm is a combo, sum all the minimum ability scores of all the charms
involved in the combo and then multiply it by 10 to have its cost. may have up to
essence/3 rounded down noble phantasms. cannot activate combos other than noble
phantasms

make solar character by taking class instead of caste, then spend


3250+(100xsuccesses on the summoning, up to 1000) xp in a 4:3:2:1 ratio. 4 is
charms and noble phantasm, 3 is abilities and specialties, 2 is attributes and
virtues and 1 is essence and willpower

masters are built with a solar, sidereal, terrestrial or abyssal standard template

servants are heroes (fictional or otherwise) from this world, summoned in the
exalted world by taking upon the legend of a hero of that world

servants can spend 1m to change between their normal clothing and armor as a
reflexive action (the set they are not wearing are stored in Elsewhere)

servants may use their craft levels to ANY sort of craft

servants are considered solar exalted for any mechanical purpose

motes are mana

servants starting languages are the predominant language where they are summoned
plus the master's mother language

immune to disease and aging effects


resources can be accessed anywhere in Creation and refresh to their original rating
at midnight (regardless if that brings the new rating up or down)

luck points from the luck merit are refreshed at a rate of 1 per 24h not spending
luck points (but so does bad luck points, if any)

noble phantasms are always 3 dice stunts and a servant must spend 1 extra willpower
point to activate them (2 points if he activates a broken phantasm instead)

incapacitated becomes -5. any damage done beyond incapacitated drains 1mana from
the servant instead of causing health levels of damage (the mana is lost,
effectively burned, as such, it can not be absorbed by another)

servant's essence pool is calculated as follows: Essence x 20 + Willpower x 5 +


Highest Virtue x 2 + Sum of All Virtues x 3

servants may use reflexive charms as if they were terrestrial exalted

Anima is class power. caste is class. name must be that of the real world and then
a slash with the exalted world hero's name

servants may start play with any amount of non-artifact items their resources could
buy, as long as he does not carry any of them in a backpack, pocket, or hands
(unless it is an artifact or weapon/shield item)

mutations of any kind can be purchased at any given point during character
creation, with its appropriate costs

10m to regrow a limb. when essence is full, any additional gain of essence restores
health levels at this rate: 2m=1Bhl; 4m=1Lhl; 6m=1Ahl. Have aggravated soak equal
to half of lethal soak (round up). do not heal with time

servants have no virtue flaws and may parry melee, thrown and archery attacks
unarmed

Saber Class Power - Magic Resistance: Sorcery charms that target the Servant or an
area in which the Servant is are done at +Essence difficulty. Plus, servant takes
-Essence damage caused by a Sorcery charm.
Archer Class Power - Independent Action: Servant recovers (Essence x 2) Mana at the
moment of sunrise or sundown everyday (chosen at character creation). The Servant
may harm or kill his own Master without the Grail's permission.
Lancer Class Power - Piercing Strike: The Servant's attacks all ignore Essence soak
gained from armor and/or charms inherently, overcoming Hardness completely as well.
Rider Class Power - Riding: May use any Transport, Vehicle, Mount or Warstrider
with no pennalties from not knowing how to properly ride them. As soon as the
Servant takes hold of the Ride, he is considered attuned for all purposes and
subtract his Essence from any Mana cost to activate an effect that the Ride already
had.
Caster Class Power - Item Creation: May magickaly create any Artifact (that is not
a Bound Artifact in this war) or item with a rating of 3 or less as a miscellaneous
(Speed 14, DV-10) action. If the Servant dies or returns to the Grail, all the
items created in this faction vanish from existence immediately.
Berserker Class Power - Mad Enhancement: When the Servant rolls to Join Battle he
immediately enters in a state identical to that of the Valor Flaw: Berserk Anger
for two scenes (he also gains the Willpower in the same manner as if he was
entering a Limit Break), without the possibility of taking Partial Control (keep in
mind that a Servant is suppernaturally forbidden by the Grail to deliberately
attack or otherwise harm his own Master, even if the Servant is under a Limit Break
or some other similar non-magical condition). While in this state, all Physical
Attributes are increased by (Essence/2) rounded down and the cost to fight turns
from 1 Mana per turn to 2 Mana per turn. The Servant's Master may pay the Servant's
Valor rating as motes plus a Willpower point to force the Servant into Partial
Control and reduce the duration to one scene (though that also reduces the Physical
Attribute bonus to [Essence/2]-1 rounded down). Nothing short than a Command Seal
will force the Servant completely out of that condition.
Assassin - Presence Concealment: The servant adds Essence automatic successes to
any Stealth roll he makes, and may make a Stealth roll while in battle (that allows
him to trigger Surprise even after joining battle).

sterile and unaging. do not recover essence naturally, relying on master or other
means to provide it. if essence reaches 0, the servant is unsummoned and returns to
the throne of heroes, not being able to be summoned in that war again. masters
cannot summon the same heroic spirit in the same war, even if they are in different
classes. servant cannot attack a master, all masters are completely immune from any
damage that directly results from a servant's action (like a falling building, an
explosion, a direct strike or a servant's minions, like undead, etc., but not
immmune to things like an army that has been roused by a servant to attack another
master, as long as they are not in direct control, magickal or otherwise, of the
servant), servants are likewise protected from a master's actions. do not need to
sleep, though doing that recovers mana. servants do not have a caste and are not
exalted per say, therefore they do not have anima, anima powers, or exalted special
powers

masters can see all of the servant's attributes, abilities, specialties, essence,
willpower, health, soak, DVs, and background levels by just looking and focusing at
them (though the ultra-speed most servants have can make that quite a challenge).
masters can communicate with their respective servants telepathically, regardless
of distance or plane of existance, at any time, as a reflexive action, though the
master should not phisically talk while having a mental conversation, all of this
also apllies to the servants

master has 3 magical seals that can be used to command the servant (speaking out
loud). servants resist by rolling temporary willpower +5 with a difficulty equal to
the master's essence plus permanent willpower. very direct commands double the
difficulty while very vague commands have the difficulty halved (round down).
usually the roll should be made only once, but if the scene has passed and the
command could still be applicable, then the servant must roll again with the usual
difficulty. the master can roll essence+permanent willpower with difficulty equal
to a previous command issued that has not yet been fulfilled to cancel the command
as a full-round action (the master must speak that out loud and gotta have at least
one command remaining to do that). the master may use a command to teleport the
servant to his location, doing that allows the servant to roll initiative and act
right away as if the servant was prepared all along

if the master dies or all 3 commands are used or somehow the connection between
master and servant is magickaly severed, the servant may forge a new contract with
a human that has at least 2 points of permanent essence, doing that gives the human
3 command seals and effectively makes him a master as a miscellaneous action (speed
3, DV-2)
summoning requires at least occult 1, and a wits+occult roll at difficulty 1, if
the summoner has a catalyst to a specific servant, he can choose his servant's
class and the target number becomes 6, if two or more masters want to summon the
same class, the one with more successes in the ritual wins, and the loser gets the
servant at the most appropriate class (also one that has not been taken by someone
with a catalyst). if all masters involved get the same number of successes, rol
1d(number of disputing masters) to determine who gets the class. summoning after
his servant has been killed can be done with that system as well, but the master
does not gain more command seals from that, and cannot do that if he doesnt have
command seals left. a servant without a master cannot make a contract with a master
that has used all of his command seals, unless he only used them in another war.
basic xp servant gets is 3250, each success on the summoning adds 100 to that xp,
up to 1000 bonus xp. alternatively, the master may choose a number from 1 to 10 and
substitute that by the successes on the summoning roll (only regarding how many xp
a servant gets), that should be done after the master actually rolls to summon, if
the master chooses to do that, the storyteller chooses that number worth of flaws
to give the servant, without granting any bonus points

dematerializing and materializing is a speed 2 diceless action. servants can see


immaterial beings. a material servant may use martial arts and melee to attack an
immaterial servant (if it causes damage after soak, that makes him material and
inflicts an additional -2DV penalty from the shock of materializing against his
will), but not thrown or archery (unless he has some way to strike immaterial
targets at range, if that happens than the above penalty also applies, just as if
any immaterial servant takes damage somehow from any source). immaterial servants
are invisible for anyone that is not capable of seeing immaterial beings, and they
cant fight each other in that form

if the master has 2 essence, the servant cannot dematerialize nor drain mana from
the master the usual way (or the master donate to the servant). it is necessary to
engage in sexual activity in order for the servant to drain mana from the master
(or the master donate), or otherwise transfer mana by other magickal ways

servants may drain mana from the master as a reflexive action, but may only drain
mana once per scene. draining requires the servant to roll permanent essence
against a difficulty equal to the master's permanent essence, each success allows
the servant to drain up to 10 mana from the master. if the master thinks the
servant would be draining too much mana, he may roll temporary willpower as a
reflexive action with difficulty 1, and each success reduces total mana that can be
drained that scene by 10 (though that may not help much, a servant that could drain
100 mana in a scene from a master with 9 willpower, will be able to drain at least
10 mana from that master even if the master gets all successes in the willpower
roll, and even against the master's will). servants recover all willpower points
when they effectively kill another servant, and may roll reflexively temporary
willpower with a dificulty equal to the master's temporary willpower halved,
rounded up, to drain up to 2 willpower points from the master, that can only be
done once per day, and the master cannot roll to resist

consecrate a combo as noble phantasm at the beggining of play. servant may use
noble phantams at half of all costs (round up), though that can only be done once
per noble phantasm, after that, the combo can no longer be used in that war (a
broken phantasm). if the servant has a non-hearthstone artifact above level 3, he
must have a noble phantasm in which the artifact can be properly used (a level 4
bow would require a noble phantasm of archery, for example), that noble phantasm
and that artifact are considered bound (the artifact must have its own name and the
noble phantasm must have a title, the name probably links the artifact to the
servant, allowing for others to identify him, and whenever the character uses a
noble phantasm bound to it, he must scream the artifact's name, if a character has
amnesia or doesnt have a bound artifact, he simply screams the noble phantasm
title) and he must be able to direct the bound noble phantasm through the artifact.
if the servant uses a broken phantasm that has a bound artifact, the artifact also
vanishes (it is possible for a servant to break his own bound artifact at any point
as a speed 3 action if he ever feels like it, if he does so, the noble phantasm
bound to it vanishes together with the artifact). as there is a cap of 3 noble
phantasms (no servant will ever be able to start play with essence greater than 11
by these character creation parameters), one can not have more than 3 artifacts at
level 4 or over. bound atifacts can only be broken by the two ways presented here.
noble phantasms can be supernaturally teleported to the original owner's hand at a
cost of 4wp as a miscellaneous action. only the original owner may use the noble
phantasm of an artifact bound to his noble phantasm, unless a noble phantasm
dictates otherwise. can not have a bound artifact which the ability to use it is
not on the servant's class standard abilities

if the limb where the command seal is, is cut off from the main body, it can no
longer be used by that master. if the master dies, the command seals disappear. one
can pay 2wp to transfer all of his own command seals to someone else as a
miscellaneous action. command seals on a severed limb may not be used unless the
limb is attached to someone again. anyone that is not already a master, with the
limb, may pay 2wp to transfer the command to himself (as long as he is holding the
limb, uncontested)

4250xp [(100-0)x10+750+1000+1500]
1700-1695(-5)/1275-1275/850-850/425-412(-13)

Lament Bolt of Annihilation 50; Dragon-Graced Arrow (Fire, Wood) 30; Ravenous Thorn
Technique 50; Twisting Spiteful Shaft 40; Piercing Ghost Barb 50; Essence Arrow
Attack (Dazzling Flare, Righteous Judgment Arrow) 20; Iron Sleet Attack 30; There
Is No Wind 40; Rain of Feathered Death 40; Falling Star Maneuver 20 = 370

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