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  1. MExalted 3rd Dicepool Thresholds
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  3. For a given level of 'threat' from an opponent's dicepool, use the following values:
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  5. 1-3: Trivial Opponent. PCs guaranteed to crush with main specialty, guaranteed success with secondary, success very likely with tertiary. Fair challenge against no-investment areas. (Generally just worth handwaving. No point to rolling this except for ego-stroking)
  6. 4-6: Lesser opponent. PCs guaranteed to crush with main specialty, success highly likely with secondary, fair match against tertiary investment. Actually competent opposition begins here.
  7. 7-8: Challenging opponent. PCs likely to succeed with main specialty, fair match with secondary (leaning towards PC before charm use), Difficult challenge for tertiary investment. Difficult, but not unbeatable opposition before charms.
  8. 9-11: Masterful opponent. PCs evenly matched on main specialty, slightly outmatched with secondary, grossly outmatched with tertiary investment. Charm use needed to guarantee success.
  9. 12+: Superhuman opponent. Charm use needed to compete against, as well as a maxed out dicepool OR heavy Excellency use.
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  11. Remember weapon values for Withering attacks!
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  13. Melee
  14. Light Mortal Weapons: +4 Acc +7 Dam
  15. Medium Mortal Weapons: +2 Acc +9 Dam
  16. Heavy Mortal Weapons: +0 Acc +11 Dam
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  18. Archery
  19. Light: +7 Dam
  20. Medium: +9 Dam
  21. Heavy: +11 Dam
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  23. Accuracy by range band (Close/Short/Medium/Long/Extreme): -2/+4/2/0/-2
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  25. Thrown
  26. Light: +7 Dam
  27. Medium: +9 Dam
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  29. Accuracy by range band (Close/Short/Medium/Long/Extreme): +4/3/2/-1/-3
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  31. For fast chargen, also refer to Building Quick Characters, Pages 669-674.
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