0% found this document useful (0 votes)
311 views5 pages

Qwixalted Character Sheets

__________________________ BACKGROUNDS Allies ○○ Artifact ○○ Backing ○○ Contacts ○○ Manse LIMIT ○○ ○○ ○○ ○○ Grant +1/+2 if Applicable to a Roll WEAPONS ____________________________ ____________________________ ____________________________ ____________________________ Unarmed: +0 Damage / Light: +1 Damage, −1 Initiative Heavy: +2 Damage, −1 Initiative, −1 DV Artifact Weapons raise 1 trait per dot by +1 ANIMA □ □

Uploaded by

Jason Stierle
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
311 views5 pages

Qwixalted Character Sheets

__________________________ BACKGROUNDS Allies ○○ Artifact ○○ Backing ○○ Contacts ○○ Manse LIMIT ○○ ○○ ○○ ○○ Grant +1/+2 if Applicable to a Roll WEAPONS ____________________________ ____________________________ ____________________________ ____________________________ Unarmed: +0 Damage / Light: +1 Damage, −1 Initiative Heavy: +2 Damage, −1 Initiative, −1 DV Artifact Weapons raise 1 trait per dot by +1 ANIMA □ □

Uploaded by

Jason Stierle
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 5

QWIXALTED

SOLARS

Name: _____________________
Player: ____________________
Caste: _____________________
Experience: _________________

Concept: ___________________
Motivation: _________________
Intimacies: _________________
__________________________

ABILITIES
DAWN

ZENITH

TWILIGHT

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
Allies

Familiar
Artifact
Influence
Backing
Manse
Contacts
Resources

LIMIT

Grant +1/+2 if Applicable to a Roll

WEAPONS
____________________________
____________________________
____________________________
____________________________
Unarmed: +0 Damage / Light: +1 Damage, 1 Initiative
Heavy: +2 Damage, 1 Initiative, 1 DV
Artifact Weapons raise 1 trait per dot by +1


Great Virtue: _________________
Fatal Flaw: __________________
___________________________
Embrace Virtue for +1 die, Oppose Virtue for +1 Limit

DEFENSE
PDV =

Attack/Dodge

Soak =

Resistance/2

MDV =

Integrity/2

L. Armor +1 Soak, 1 Move


H. Armor +2 Soak, 2Move
Shield +1 PDV, 1 Athletics

HEALTH
0
1
1
3
3
Taken Out

ANIMA
Totemic Image ______________
Caste Power ________________
__________________________
__________________________
Generic Power: 1E to Flare Anima or Tell Time
Flare: Caste Mark, Mark Glows, Aura, Bonfire, Totem

ESSENCE

Available



Essence Score x 2 = Available Essence
Regain 1/hour when Not Fighting or 2/hour Resting

RULES REFERENCE
GENERAL
Difficulty: 1 per Complication (5 Max)
Minimum: Exalts always roll at least 1 die
Stunts: +1 for cool description, success earns 1E

SOLAR CHARMS
Overwhelming: 1E to add (Ability) bonus dice
or set Defense to (Ability)
Reaching: 1E to shift range (Ability) steps

COMBAT

Multiple: 1E to affect (Ability) targets


Paced: 1E to shift duration/pace (Ability) steps

Initiative: Roll Awareness


Attack: Roll Attack Skill + Damage PDV Soak
Range: 0 at Short, 1 at Medium, 2 at Long
Damage: 1 Wound per success
Healing: 1 day of rest heals 1 Wound
Move: Applies to PDV and Athletics rolls

SOCIAL COMBAT
Initiative: Roll Awareness
Attacks: Roll PresenceMDV (+/ for Intimacies)
Success: Compel Behavior or +/ an Intimacy
Essence: 1E negates an attack, Jaded after 2E

Reach, Short, Medium, Long, Extended, Sight

Instant, Seconds, Hours, Days, Weeks, Months

Supernatural: 1E to ignore a rule or allow a roll


Holy: 1E to add (Ability/2) unsoakable damage
vs. Creatures of Darkness

CHARM NOTES
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

SORCERY
Shaping: Spend Essence and Shaping actions
Casting: Attack spells roll Occult + Power
Elements: 4 Elements determine spells Cost
Defense: DV is 0 when Shaping or Casting
0E

+1E

+2E

Power

Range

Reach

Sight

Region

Anywhere

1k/Town

10k/City

Story

Forever

Scope 1/Object 10/House


Time

Instant

Scene

+3E

SORCERY / NECROMANCY CIRCLES


Must Learn Sequentially, 3 Circles Max

Terrestrial or Shadowland: 13E, 1 turn to Shape


Celestial or Labyrinth: 46E, 2 turns to Shape
Solar or Void: 7E+, 3 turns to Shape

QWIXALTED
LUNARS

Name: _____________________
Player: ____________________
Caste: _____________________
Spirit Shape: ________________
Tell: ______________________

Concept: ___________________
Motivation: _________________
Intimacies: _________________
__________________________
Experience: _________________

ABILITIES
FULL MOON

CHANGING MOON

NO MOON

Strength _______________________

Charisma _______________________

Perception _____________________

Melee, Martial Arts

Ride, Performance, Presence, War

Awareness, Survival

Dexterity _______________________

Manipulation ____________________

Intelligence _____________________

Archery, Athletics, Dodge, Thrown, Stealth

Bureaucracy, Linguistics, Socialize

Craft, Lore, Medicine, Occult

Stamina ________________________

Appearance _____________________

Wits __________________________

Resistance

Integrity

Investigation, Larceny, Sail

SHAPESHIFTING

CHARMS
Triumphant, Reaching, Multiple, Paced,
Supernatural, Enduring

True Forms: can freely shift to Human or Spirit Shape


Hunted Forms: 1E to take form of anything the Lunar
has hunted and killed for 1 scene, +1 to an Ability

WAR FORM
Cost : 1E to take Deadly Beastman Form for 1 scene
Bonus: +2 Full Moon, Heal 1W/Turn, Ignore Pain
Penalty: must Hunt and Kill every turn or end effect

ADVANTAGES
BACKGROUNDS
Allies

Familiar
Artifact
Influence
Backing
Manse
Contacts
Solar Bond

LIMIT

Grant +1/+2 if Applicable to a Roll

WEAPONS
____________________________
____________________________
____________________________
____________________________
Unarmed: +0 Damage / Light: +1 Damage, 1 Initiative
Heavy: +2 Damage, 1 Initiative, 1 DV
Artifact Weapons raise 1 trait per dot by +1

ANIMA


Great Virtue: _________________
Fatal Flaw: __________________
Embrace Virtue for +1 die, Oppose Virtue for +1 Limit
Light of Full Moon earns +1 Limit per night

DEFENSE
PDV =

Strength/Dex
2

Soak =

Stamina/2

MDV =

Appearance/2

L. Armor +1 Soak, 1 Move


H. Armor +2 Soak, 2Move
Shield +1 PDV, 1 Dexterity

HEALTH
0
1
1
3
3
Taken Out

Totemic Image ______________


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

ESSENCE

Available



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

RULES REFERENCE
GENERAL
Difficulty: 1 per Complication (5 Max)
Minimum: Exalts always roll at least 1 die
Stunts: +1 for cool description, success earns 1E

LUNAR CHARMS
Triumphant: 1E adds (Ability/2) bonus successes
or set Defense to (Ability)
Reaching: 1E to shift range (Ability/2) steps

COMBAT

Multiple: 1E to affect (Ability/2) targets


Paced: 1E to shift duration/pace by (Ability/2)

Initiative: Roll Perception


Attack: Roll Attack Attribute + Damage PDV Soak
Range: 0 at Short, 1 at Medium, 2 at Long
Damage: 1 Wound per success
Healing: 1 day of rest heals 1 Wound
Move: Applies to PDV and Dexterity rolls

SOCIAL COMBAT
Initiative: Roll Perception
Attacks: Roll Cha/Man MDV (+/ for Intimacies)
Success: Compel Behavior or +/ an Intimacy
Essence: 1E negates an attack, Jaded after 2E

Reach, Short, Medium, Long, Extended, Sight

Instant, Seconds, Hours, Days, Weeks, Months

Supernatural: 1E to ignore a rule or allow a roll


Enduring: 1E to roll at least (Ability/2) dice

CHARM NOTES
Combos: multiple charms may affect 1 action,
but only 1E may be spent per charm
ShapeShift: charms use boosted Ability score
Triumphant: penalties subtract rolled dice
before bonus successes
Resistance: +4 Health per Resistance charm
Sorcery: cannot benefit from charms

SORCERY
Shaping: Spend Essence and Shaping actions
Casting: Attack spells roll Intelligence + Power
Elements: 4 Elements determine spells Cost
Defense: DV is 0 when Shaping or Casting
0E

+1E

+2E

Power

Range

Reach

Sight

Region

Anywhere

1k/Town

10k/City

Story

Forever

Scope 1/Object 10/House


Time

Instant

Scene

+3E

SORCERY & NECROMANCY CIRCLES


Must Learn Sequentially, 2 Circles Max

Terrestrial or Shadowland: 13E, 1 turn to Shape


Celestial or Labyrinth: 46E, 2 turns to Shape

QWIXALTED
SIDEREALS

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
Allies

Familiar
Artifact
Manse
Backing
Salary
Connections
Savant

Grant +1/+2 if Applicable to a Roll

WEAPONS
____________________________
____________________________
____________________________
____________________________
Unarmed: +0 Damage / Light: +1 Damage, 1 Initiative
Heavy: +2 Damage, 1 Initiative, 1 DV
Artifact Weapons raise 1 trait per dot by +1

Limit

ANIMA

Anima Color _________________


Caste Power _________________
___________________________
___________________________

Great Virtue: _________________


Flawed Fate: Will advocate/seek_______
___________________________
Embrace Virtue for +1 die, Oppose Virtue for +1 Limit

DEFENSE
PDV =

Attack/Dodge

Soak =

Resistance/2

MDV =

Integrity/2

L. Armor +1 Soak, 1 Move


H. Armor +2 Soak, 2 Move
Shield +1 PDV, 1 Athletics

HEALTH
0
1
1
3
3
Taken Out

Generic: 1E to Flare Anima, Tell Time, Sense Gateway


Flare: Caste Mark, Mark Glows, Bright, Obvious, Aura

ESSENCE

Available



Essence Score x 2 = Available Essence
Regain 1/hour when Not Fighting or 2/hour Resting

RULES REFERENCE
GENERAL
Difficulty: 1 per Complication (5 Max)
Minimum: Exalts always roll at least 1 die
Stunts: +1 for cool description, success earns 1E

SIDEREAL CHARMS
Auspicious: 1E to drop target number to 2 or set
Defense to (Ability)
Reaching: 1E to shift range (Essence/2) steps

COMBAT
Initiative: Roll Awareness
Attack: Roll Attack Skill + Damage PDV Soak
Range: 0 at Short, 1 at Medium, 2 at Long
Damage: 1 Wound per success
Healing: 1 day of rest heals 1 Wound
Move: Applies to PDV and Athletics rolls

Multiple: 1E to affect (Essence/2) targets


Paced: 1E to shift duration/pace (Essence/2) steps

SOCIAL COMBAT
Initiative: Roll Awareness
Attacks: Roll Presence MDV (+/ for Intimacies)
Success: Compel Behavior or +/ an Intimacy
Essence: 1E negates an attack, Jaded after 2E

Reach, Short, Medium, Long, Extended, Sight

SORCERY
Shaping: Spend Essence and Shaping actions
Casting: Roll Occult (+ Power if applicable)
Elements: 4 Elements determine spells Cost
Defense: DV is 0 when Shaping or Casting

Instant, Seconds, Hours, Days, Weeks, Months

Supernatural: 1E to ignore a rule or allow a roll


Fateful: 1E to add/subtract (Essence/2) dice to the
targets next use of that Skill

CHARM NOTES
Combos: Multiple charms may affect 1 action, but
only 1E may be spent per charm
Resistance: +1 Health per Resistance charm
Sorcery: cannot benefit from charms

SIDEREAL ASTROLOGY
Grant +1 or 1 to Targets Skill Use, Roll Essence and
Spend Successes on Scope and Time (Sorcery Chart)

Power

0E

+1E

+2E

+3E

+0

+1

+2

+3

Range

Reach

Sight

Region

Anywhere

Scope

1/Object

10/House

1k/Town

10k/City

Time

Instant

Scene

Story

Forever

SORCERY / NECROMANCY CIRCLES


Must Learn Sequentially, 2 Circles Max

Terrestrial or Shadowland: 13E, 1 turn to Shape


Celestial or Labyrinth: 46E, 2 turns to Shape

QWIXALTED
DRAGONBLOODED

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 ___________________________

WATER

WOOD

CHARMS

Bureaucracy ________________________
Investigation ________________________
Larceny ____________________________
Martial Arts _________________________
Sail _______________________________

Archery ____________________________
Medicine ___________________________
Performance ________________________
Ride ______________________________
Survival ____________________________

Excellent, Reaching, Multiple, Paced,


Supernatural, Reinforcement

ADVANTAGES
BACKGROUNDS
Allies

Connections
Artifact
Familiar

Backing
Manse

Breeding
Resources
Grant +1/+2 if Applicable to a Roll
2 Artifacts (or 2pt Artifacts) per dot

WEAPONS
____________________________
____________________________
____________________________
____________________________
Unarmed: +0 Damage / Light: +1 Damage, 1 Initiative
Heavy: +2 Damage, 1 Initiative, 1 DV
Artifact Weapons raise 1 trait per dot by +1

Limit

ANIMA

Caste Power _________________


___________________________
___________________________

Great Virtue: _________________


Fatal Flaw: __________________
___________________________
Embrace Virtue for +1 die, Oppose Virtue for +1 Limit
Embrace Flaw for +1E, Spend 1E to Resist it

DEFENSE
PDV =

Attack/Dodge

Soak =

Resistance/2

MDV =

Integrity/2

L. Armor +1 Soak, 1 Move


H. Armor +2 Soak, 2 Move
Shield +1 PDV, 1 Athletics

HEALTH
0
1
1
3
3
Taken Out

Generic: 1E to Flare Anima or Tell Time


Flare: Glint, Glow, Elemental Aura, Display, Bonfire
Elemental Bonfire inflicts +1 Damage on contact

ESSENCE

+1 per dot of Breeding

Available



Essence Score x 2 = Available Essence
Regain 1/hour when Not Fighting or 2/hour Resting

RULES REFERENCE
GENERAL
Difficulty: 1 per Complication (5 Max)
Minimum: Exalts always roll at least 1 die
Stunts: +1 for cool description, success earns 1E
COMBAT
Initiative: Roll Awareness
Attack: Roll Attack Skill + Damage PDV Soak
Range: 0 at Short, 1 at Medium, 2 at Long
Damage: 1 Wound per success
Healing: 1 day of rest heals 1 Wound
Move: Applies to PDV and Athletics rolls

SOCIAL COMBAT
Initiative: Roll Awareness
Attacks: Roll Presence MDV (+/ for Intimacies)
Success: Compel Behavior or +/ an Intimacy
Essence: 1E negates an attack, Jaded after 2E

DRAGONBLOODED CHARMS
Excellent: 1E to add (Ability/2) bonus dice or
increase Defense by half
Reaching: 1E to shift range (Ability/2) steps
Reach, Short, Medium, Long, Extended, Sight

Multiple: 1E to affect (Ability/2) targets


Paced: 1E to shift duration/pace by (Ability/2)
Instant, Seconds, Hours, Days, Weeks, Months

Supernatural: 1E to ignore a rule or allow a roll


Reinforcement: 1E to add (Ability/2) bonus
dice to the skill of (Essence) allies for a scene

CHARM NOTES
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

SORCERY
Shaping: Spend Essence and Shaping actions
Casting: Roll Occult (+ Power if applicable)
Elements: 4 Elements determine spells Cost
Defense: DV is 0 when Shaping or Casting
0E

+1E

+2E

+3E

Power

Range

Reach

Sight

Region

Anywhere

1k/Town

10k/City

Story

Forever

Scope 1/Object 10/House


Time

Instant

Scene

SORCERY / NECROMANCY CIRCLES


May Only Learn 1

Terrestrial or Shadowland: 13E, 1 turn to Shape

QWIXALTED
ABYSSALS

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
Allies

Familiar
Artifact
Influence
Backing
Manse
Contacts
Resources

RESONANCE

Grant +1/+2 if Applicable to a Roll

WEAPONS
____________________________
____________________________
____________________________
____________________________
Unarmed: +0 Damage / Light: +1 Damage, 1 Initiative
Heavy: +2 Damage, 1 Initiative, 1 DV
Artifact Weapons raise 1 trait per dot by +1


Flawed Virtue: ________________
Blight: _____________________
___________________________
Embrace Flawed Virtue for +1 die and +1 Resonance

DEFENSE
PDV =

Attack/Dodge

Soak =

Resistance/2

MDV =

Integrity/2

L. Armor +1 Soak, 1 Move


H. Armor +2 Soak, 2Move
Shield +1 PDV, 1 Athletics

HEALTH
0
1
1
3
3
Taken Out

ANIMA
Totemic Image ______________
Caste Power ________________
__________________________
__________________________
Generic: 1E to Flare Anima, Time, Sense Shadowlands
Flare: Caste Mark, Mark Glows, Aura, Bonfire, Totem

ESSENCE

Available



Essence Score x 2 = Available Essence
Regain 1/hour when Not Fighting, 2/hour Resting, or
1/Wound when Feeding (Martial Arts attack)

RULES REFERENCE
GENERAL
Difficulty: 1 per Complication (5 Max)
Minimum: Exalts always roll at least 1 die
Stunts: +1 for cool description, success earns 1E

ABYSSAL CHARMS
Overwhelming: 1E to add (Ability) bonus dice
or set Defense to (Ability)
Reaching: 1E to shift range (Ability) steps

COMBAT

Multiple: 1E to affect (Ability) targets


Paced: 1E to shift duration/pace (Ability) steps

Initiative: Roll Awareness


Attack: Roll Attack Skill + Damage PDV Soak
Range: 0 at Short, 1 at Medium, 2 at Long
Damage: 1 Wound per success
Healing: 1 day of rest heals 1 Wound
Move: Applies to PDV and Athletics rolls

SOCIAL COMBAT
Initiative: Roll Awareness
Attacks: Roll PresenceMDV (+/ for Intimacies)
Success: Compel Behavior or +/ an Intimacy
Essence: 1E negates an attack, Jaded after 2E

Reach, Short, Medium, Long, Extended, Sight

Instant, Seconds, Hours, Days, Weeks, Months

Supernatural: 1E to ignore a rule or allow a roll


Entropic: 1E to inflict a (Ability/2) penalty

CHARM NOTES
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

SORCERY
Shaping: Spend Essence and Shaping actions
Casting: Attack spells roll Occult + Power
Elements: 4 Elements determine spells Cost
Defense: DV is 0 when Shaping or Casting
0E

+1E

+2E

Power

Range

Reach

Sight

Region

Anywhere

1k/Town

10k/City

Story

Forever

Scope 1/Object 10/House


Time

Instant

Scene

+3E

NECROMANCY / SORCERY CIRCLES


Must Learn Sequentially, 3 Circles Max

Shadowland or Terrestrial: 13E, 1 turn to Shape


Labyrinth or Celestial: 46E, 2 turns to Shape
Void or Solar: 7E+, 3 turns to Shape

You might also like

pFad - Phonifier reborn

Pfad - The Proxy pFad of © 2024 Garber Painting. All rights reserved.

Note: This service is not intended for secure transactions such as banking, social media, email, or purchasing. Use at your own risk. We assume no liability whatsoever for broken pages.


Alternative Proxies:

Alternative Proxy

pFad Proxy

pFad v3 Proxy

pFad v4 Proxy