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Choose one of the four Virtues described below. This is your character's strongest Virtue; whenever that Virtue is tested, you may add +1 dice to your rolls during a Conflict.
 
Choose one of the four Virtues described below. This is your character's strongest Virtue; whenever that Virtue is tested, you may add +1 dice to your rolls during a Conflict.
  
* '''Compassion''': Empathy and forgiveness
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* '''Compassion'''
* '''Conviction''': Emotional endurance
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* '''Conviction'''
* '''Temperance''': Self-control and level-headedness
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* '''Temperance'''
* '''Valor''': Courage and bravery
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* '''Valor'''
  
==Limit, Limit Break & Flaws==
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==Limit Break & Flaws==
===Gaining Limit===
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{More on how to choose a Flaw later.}
Once per Conflict, before a roll is made, a character may choose to get a point of Limit to gain an automatic Ebon success. However, whenever he does this, he rolls dice equal his total Limit; if any dice come up 6s, the character then undergoes Limit Break.
 
  
===Limit Break Effects===
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When undergoing Limit Break, characters find themselves ''restricted'' by their Flaw, and must act out according to it. If they resist their Flaw, they suffer the following penalties:
While undergoing Limit Break, characters find themselves ''restricted'' by their Flaw, and must act out according to it. If they resist their Flaw, they suffer the following penalties:
 
 
* '''Solars''': TN reduced to 1 for all Conflicts until the Limit Break ends.
 
* '''Solars''': TN reduced to 1 for all Conflicts until the Limit Break ends.
* '''Lunars''' & '''Sidereals''': Subtract 1 from TN (minimum 1) for all Conflicts until the Limit Break ends.
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* '''Lunars''' & '''Sidereals''': Subtract 1 from TN for all Conflicts until the Limit Break ends.
 
* '''Dragon-Blooded''': May not regain Motes by fulfilling their Motivation.
 
* '''Dragon-Blooded''': May not regain Motes by fulfilling their Motivation.
  
 
A character's Limit score is reset to zero at the end of the Limit Break. Furthermore, if a character did not resist her Flaw during Limit Break, she regains a Mote at the end of it.
 
A character's Limit score is reset to zero at the end of the Limit Break. Furthermore, if a character did not resist her Flaw during Limit Break, she regains a Mote at the end of it.
 
===Choosing a Flaw===
 
 
====Solars:====
 
Choose a Flaw related to your Virtue. Here are some examples.
 
 
'''Compasson Flaws'''
 
* Compassionate Martyrdom - Throws himself into helping victims in the most direct and dramatic way possible.
 
* Heart of Tears - Weeps uncontrollably
 
* Red Rage of Compassion - Attacks the cause of suffering without consideration for himself or the situation.
 
 
'''Conviction Flaws'''
 
* Deliberate Cruelty - Uses terror and cruelty to accomplish goals.
 
* Heart of Flint - Feels and expresses no emotions. Lacks empathy
 
 
'''Temperance Flaws'''
 
* Ascetic Drive - Turns back on worldly affairs.
 
* Contempt of the Virtuous - Loses respect for the faults of others and has to show them a better way of life.
 
* Overindulgence - Self-control fails and he character surrenders to all forms of excess.
 
 
'''Valor Flaws'''
 
* Berserk Anger - Attacks anything that moves.
 
* Foolhardy Contempt - Knows no fear.
 
 
====Lunars:====
 
 
====Sidereals:====
 
 
====Dragon-Blooded:====
 
  
 
==Attributes==
 
==Attributes==
  
 
The three Attributes, '''Physical''', '''Mental''' and '''Social''', describe the raw capabilities of characters in those three basic kinds of Conflicts. They are rated from 1 to 3; 1 is as good as an ordinary person; 2 is impressive and heroic; 3 is legendary.
 
The three Attributes, '''Physical''', '''Mental''' and '''Social''', describe the raw capabilities of characters in those three basic kinds of Conflicts. They are rated from 1 to 3; 1 is as good as an ordinary person; 2 is impressive and heroic; 3 is legendary.
 
'''Examples''': Herakles, son of Zeus, was reputed to be a warrior of legendary strength and prowess; he had Physical 3. King Solomon, renown for his wisdom throughout the ages, had Mental 3.
 
  
 
==Abilities==
 
==Abilities==
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====Lunars====
 
====Lunars====
* '''Glory''' (Archery, Martial Arts, Melee, Ride, War)
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* '''Glory''' (Archery, Martial Arts, Melee, Thrown, War)
* '''Mettle''' (Athletics, Integrity, Resistance, Sail, Survival)
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* '''Purity''' (Athletics, Awareness, Integrity, Resistance, Survival)
* '''Cunning''' (Awareness, Dodge, Larceny, Stealth, Thrown)
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* '''Cunning''' (Dodge, Larceny, Sail, Socialize, Stealth)
* '''Succor''' (Bureaucracy, Performance, Medicine, Presence, Socialize)
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* '''Honour''' (Craft, Linguistics, Performance, Presence, Ride)
* '''Wisdom''' (Craft, Investigation, Linguistics, Lore, Occult)
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* '''Wisdom''' (Bureaucracy, Investigation, Lore, Occult, Medicine)
  
 
====Sidereals====
 
====Sidereals====
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=Conflict=
 
=Conflict=
  
==Calculating Target Number==
 
 
Your Target Number (TN) for dice rolls is equal to the Attribute + Ability related to the Conflict at hand.
 
  
For example, a Solar engaged in a duel with Physical 2 and Dawn 1 has a Target Number of 3.
 
  
 
==Types of Conflict==
 
==Types of Conflict==

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