servant - exalted

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7/21/2019 Servant - Exalted http://slidepdf.com/reader/full/servant-exalted 1/5 saber - melee, socialize, bureaucracy archer - archery, awareness, investigation lancer - thrown, performance, medicine rider - ride, sail, war, survival caster - occult, linguistics, craft, lore berserker - martial arts, resistance, presence, integrity assassin - stealth, athletics, dodge, larceny primary ability charm costs 8. other favorite abilities charm costs 16. non-favo rite abilities charms costs 32. may buy charms from solar, abyssal, sidereal and  terrestrial without cost change. may not buy charms from infernal, alchemical a nd 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, tha t remaining experience is lost costs 1m per combat turn (at the end of turn), 1m per hour materialized (at the end of the hour, 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 t o essence/3 rounded down noble phantasms. cannot activate combos other than nobl e phantasms make solar character by taking class instead of caste, then spend 3250+(100xsucc esses 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 templa te servants are heroes (fictional or otherwise) from this world, summoned in the ex alted 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 ref lexive 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

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Page 1: Servant - Exalted

7/21/2019 Servant - Exalted

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saber - melee, socialize, bureaucracyarcher - archery, awareness, investigationlancer - thrown, performance, medicinerider - ride, sail, war, survivalcaster - occult, linguistics, craft, loreberserker - martial arts, resistance, presence, integrityassassin - stealth, athletics, dodge, larceny

primary ability charm costs 8. other favorite abilities charm costs 16. non-favorite abilities charms costs 32. 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 experienceleft 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 hour materialized (at theend of the hour, 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 charmsinvolved in the combo and then multiply it by 10 to have its cost. may have up t

o 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 isessence 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 ex

alted 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

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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 willpo

wer 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 th

en 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: 1m=1Bhl; 2m=1Lhl; 4m=1Ahl. Have aggravated soakequal 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 directly target the Servant are done at +Essence difficulty. Plus, servant takes -Essence damage caused directly by a Sorcery charm.Archer Class Power - Independent Action: Servant recovers (Essence x 2) Mana atthe 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 (Essencex 3) soak gained from armor and/or charms inherently.Rider Class Power - Riding: May use any Transport, Vehicle, Mount or Warstriderwith 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 alreadyhad.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 h

e 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

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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 fightturns from 1 Mana per turn to 2 Mana per turn. The Servant's Master may pay theServant'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 thana 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 retur

ns 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 stuff like an army that has been roused by a servant toattack 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, regarded 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 doublethe 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 difficultyequal 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 toteleport 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 betweenmaster 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

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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 getsthe 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 do

esnt have command seals left. a servant without a master cannot make a contractwith 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 asif 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 bedrained 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 (abroken 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 nameand 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 chara

cter 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

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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 isa 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 th

e 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 nolonger be used by that master. if the master dies, the command seals disappear.one can pay 2wp to transfer his own command seals to someone else as a miscellaneous action. command seals on a severed limb may not be used unless the limb isattached 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