Qwixalted Character Sheets
Qwixalted Character Sheets
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 ___________________________
ADVANTAGES
BACKGROUNDS
Allies
Familiar
Artifact
Influence
Backing
Manse
Contacts
Resources
LIMIT
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
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
SOCIAL COMBAT
Initiative: Roll Awareness
Attacks: Roll PresenceMDV (+/ for Intimacies)
Success: Compel Behavior or +/ an Intimacy
Essence: 1E negates an attack, Jaded after 2E
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
Instant
Scene
+3E
QWIXALTED
LUNARS
Name: _____________________
Player: ____________________
Caste: _____________________
Spirit Shape: ________________
Tell: ______________________
Concept: ___________________
Motivation: _________________
Intimacies: _________________
__________________________
Experience: _________________
ABILITIES
FULL MOON
CHANGING MOON
NO MOON
Strength _______________________
Charisma _______________________
Perception _____________________
Awareness, Survival
Dexterity _______________________
Manipulation ____________________
Intelligence _____________________
Stamina ________________________
Appearance _____________________
Wits __________________________
Resistance
Integrity
SHAPESHIFTING
CHARMS
Triumphant, Reaching, Multiple, Paced,
Supernatural, Enduring
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
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
HEALTH
0
1
1
3
3
Taken Out
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
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
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
Instant
Scene
+3E
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 ___________________________
ADVANTAGES
BACKGROUNDS
Allies
Familiar
Artifact
Manse
Backing
Salary
Connections
Savant
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
DEFENSE
PDV =
Attack/Dodge
Soak =
Resistance/2
MDV =
Integrity/2
HEALTH
0
1
1
3
3
Taken Out
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
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
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
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
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 ____________________________
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
DEFENSE
PDV =
Attack/Dodge
Soak =
Resistance/2
MDV =
Integrity/2
HEALTH
0
1
1
3
3
Taken Out
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
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
Instant
Scene
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 ___________________________
ADVANTAGES
BACKGROUNDS
Allies
Familiar
Artifact
Influence
Backing
Manse
Contacts
Resources
RESONANCE
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
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
SOCIAL COMBAT
Initiative: Roll Awareness
Attacks: Roll PresenceMDV (+/ for Intimacies)
Success: Compel Behavior or +/ an Intimacy
Essence: 1E negates an attack, Jaded after 2E
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
Instant
Scene
+3E