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Manual

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User reviews and opinions

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Comments to date: 6. Page 1 of 1. Average Rating:
sboss 2:18pm on Thursday, August 26th, 2010 
I love this game. Massive range of cars, tracks and so realistic. Not for arcade racers. Hundereds of cars No Ferraris or Lambourghinis!!
AnielloD 12:27am on Monday, May 31st, 2010 
I bought Gran Turismo 4: Prologue being very excited about what it was that I would see.
mimi 8:20pm on Saturday, May 8th, 2010 
After feeling your heart flood with air guitar warmth during the opening sequence.
marsmemories 7:12pm on Friday, May 7th, 2010 
I bought this game for my birthday and I was so excited to play it. Its great to get a glimpse at what we are about to see in the full version of Gran Turismo 4. But is this prologue really needed ,I think not.
dewy 6:31pm on Wednesday, April 28th, 2010 
This is a great racing game. but it does have its low points. This game is very fun, I had Gran Turismo 1-3 as well, GT games are always hot! I love hooking up my cars and beating my friends. So addicting.
hrdrck 10:58am on Wednesday, April 21st, 2010 
I bought Gran turismo 4 prologue Limited edition (includes "Making of Gran Turismo 4 DVD) as soon as it hit the shops.

Comments posted on www.ps2netdrivers.net are solely the views and opinions of the people posting them and do not necessarily reflect the views or opinions of us.

 

Documents

doc0

Official Frequently Asked Questions from www.heroscape.com
Getting Started Glyphs Movement Movement (Double-Space Figures) Attacks Special Attacks Terrain Questions Common Special Powers Card/Rules Errata Figure Questions

Version 8.3 June 2008

My question is not answered below. If you can't find the answer to your question in the FAQ, the Wizards of the Coast Customer Service Team will be happy to help you. You can contact Customer Service by sending an e-mail, using the E-mail Us Tab on their Help page, or by calling 1-800-324-6496 (US/Canada) or 425-204-8069 (All other countries). In the overall story, which Valkyrie Generals are allies, which ones are enemies? Normally the good/bad lines are drawn as follows: Good: Jandar & Aquilla Bad: Utgar Neutral with slight leanings toward one side or the other: Ullar, Vydar, Einar. Currently, with the evolution of the conflict described in Thormuns Journal: Jandars alliance consists of Jandar, Ullar, Einar, Vydar, & Aquilla all pitted against Utgars terrifying forces.
2008 Hasbro, Inc. HEROSCAPE and its logo are trademarks of Hasbro, Inc. in the USA and other countries. Permission granted to photocopy for personal use only.

Getting Started

When building a battlefield, can you stack water tiles? No. Water (and tiles like water) are considered on the level below them, so we do not recommend stacking them. What do I do if I have more figures than spots in the starting zone? Count out the number of spaces your Army will consist of (counting 2 spaces for each double-space figure). If your Army (including figures that do not start on the board) consists of more spaces than the scenario allows in your given starting zone, you must remove figures from your Army until the number of spaces your Army consists of matches, or is less than the number of starting zone spaces. Order Markers - Can you place all of your order markers on one card if you want? Yes. On some of the Marvel Heroscape Cards, there is an S symbol on the card. What does that S symbol mean? Per page 7 of the Marvel: The Conflict Begins rulebook, The S stands for Super Strength. Not all figures in the Marvel Universe have Super Strength. A figure with Super Strength is not affected by the Falling and Major Falling rules, and they will also ignore any special powers that give automatic shields to Destructible Objects. Can you ever have the same Unique figure(s) in an Army twice? A: No. You can never under any circumstances have 2 of the same Unique figure(s) or (Unique Heroes/Squads with the same name) in the same Army. What figures are considered friendly? Per Page 8 of the Swarm of the Marro rules, friendly figures are your own figures and teammates figures. All figures you control are always considered friendly. Whenever you are allied with a teammate at the beginning of a scenario and you have the same goals & victory conditions, any figures you both control are considered friendly. A temporary alliance between opponents during a battle doesnt change anything. Remember, alliances can always change (unless stated at the beginning of a scenario), so even when you have a temporary truce with an opponent, that opponents figure is never considered friendly. Winning: In an all out battle where you have to destroy all of your opponents figures, when are victory conditions checked? Victory conditions are checked at the end of each turn. This is important, as there are many powers where figures can change hands temporarily. Victory conditions (unless otherwise stated in the scenario) are checked at the end of each turn, not in the middle of it.

Glyphs

See below for a list of all glyphs Do water/glyphs add height to the tile they are on? No, they are considered on the same height as the hex below them. From page 9 of the Swarm of the Marro rules: "Note: Glyphs, water tiles and swamp water tiles do not add height to any spaces on which theyre placed Do flying/leaping figures have to stop when flying over Glyphs? Flying & leaping figures (as well as figures that have other leap-like powers) can pass over glyphs without stopping. If I step on the Glyph of Kelda with one of my squad figures, can one of my previously destroyed squad figures come back to life? No, because only figures with one or more wound markers can step on this glyph. All squads have a life of 1, which means they would never have a wound marker placed on them. Thus, they cannot step on the glyph. If I have a figure on the Glyph of Lodin, is adding one to the die roll optional? For example, if Im rolling for Massive Curse (Glyph of Mitonsoul) on an opponents figure and I roll a one, can I choose not to add one to my die roll and destroy his figure? Yes. The keyword in the Glyph of Lodin wording is may. You may add one to any 20 sided die roll while standing on the Glyph of Lodin. If you think it helps you by not adding the one, you may choose not to. Can the Glyph of Lodin help with a D20 roll on a Special Attack? No. Per the SOTM Rules, (page 14: Special Attacks): "Special attacks can never be modified by Glyphs, other special powers, or height advantages." When a flying figure steps off of the glyph of Rannveig, they cannot fly and must walk, but after they take that first step, can they then start to fly since there is no figure on the glyph? Yes. Flying figures may choose to walk, or fly, but they can also switch how they move mid-turn.

Which glyphs have been released to date, what sets were they in, and what do they do?
Rise of the Valkyrie (Master Set 1) Permanent Glyphs: Astrid (Attack +1): For each figure you control, roll one extra attack die. Brandar (Artfact): The rules for these two Glyphs vary, depending on the game scenario. Dagmar (Initiative +8): When you roll for initiative, add 8 to your die roll. Gerda (Defense +1): For each figure you control, roll one extra defense die. Ivor (Range +4): For each figure you control with a Range number of 4 or more, add 4 to the Range number. Valda (Move +2): For each figure you control, add 2 to the Move number. (Do not use this power when moving off the glyph).
Temporary Glyphs: Kelda (Healer): Only figures with one or more Wound Markers may stop on this Glyph. When one of your figures stops here, remove all wound markers from its Army Card. This glyph cannot be placed symbol side up in any scenario you create. Erland (Summoning): When one of your figures stops here, you may summon any other figure (yours or your opponents) by moving it to a space adjacent to the figure on the Glyph. The summoned figure does not receive a leaving engagement roll if it was engaged. Note: If there is no empty adjacent space, you cant use the Summon power. Mitonsoul (Curse): For each figure on the battlefield (yours and your opponents), roll the 20-sided die. If you roll 1, the figure is destroyed. If you roll 2 through 20, the figure is safe.
Malliddons Prophecy (Collection 1) Permanent Glyphs: Jalgard (Defense +2): Included in the "IX Roman Legions" set. For each of your figures, roll two extra defense dice. Lodin (Lucky 20-Sider): Included in the "Heroes of Bleakwoode" set. Any time you roll the 20-sided die while standing on the Glyph of Lodin, you may add one to your die roll. Rannveig (Wind): Included in the "Snipers and Vipers" set. All Figures with the Flying special power lose this power and cannot fly while standing on the Glyph of Rannveig. Temporary Glyph: Sturla (revive): Included in the "Grut Orcs" set. One at a time, roll the 20-sided die for each figure destroyed in this battle (yours, your teammates' and your opponents') If you roll a 19 or a 20, place a figure in any starting zone of your choice. If you roll 1 through 18, the figure remains destroyed. Swarm of the Marro (Master Set 2) Permanent Glyphs: Brandar (Artfact): The rules for this Glyph vary, depending on the game scenario. Crevcor (Common Attack +1): All common figures un your Army may add one extra attack die when attacking normally. Proftaka (Pit Trap): Your figure is trapped. The trapped figure cannot move from this space. The figure can move off the Glyph of Proftaka only if a friendly figure occupies an adjacent space. Thorian (Thorian): All opponents figures must be adjacent to your figures to attack your figures with a normal attack. Ulaniva (Unique Attack +1): All Unique figures in your Army may add one extra attack die when attacking normally.

Wannok (Wound): At the end of every round, roll the 20-sided die. If you roll a 1, the figure on the Glyph receives one wound. If you roll a 2 or higher, you may choose an opponent who must give one wound to any figure he or she controls on the battlefield. Temporary Glyphs: Nilrend (Negation): When one of your figures stops here, you may choose any opponents Unique figure. Roll the 20-sided die. If you roll a 1-4, nothing happens. If you roll a 5-20, place the Gold Negation Marker on the chosen figures Army Card. All of that figures special powers are negated for the rest of the game. Oreld (Intercept Order): When one of your figures stops here, roll the 20-sided die. If you roll a 1-9, nothing happens. If you roll a 10-20, you may remove one random Order Marker from an opponents Army Card. Marvel: The Conflict Begins (Marvel Master Set) Mysterious Item (Artifact): The rules for this Glyph vary depending on the Game Scenario. Object of Power (Artifact): The rules for this Glyph vary depending on the Game Scenario.

Movement

Does each individual member of the squad move and attack before the next one, or do they all move, then all attack in turn? First you may move any or all Squad figures shown on your chosen Army Card, if you want to. Then after all desired movement, you may attack with those figures. Can I shift an opponent's figure a little bit to make room on an adjacent space for mine? You cannot move or touch your opponents figures. A figure cant move through or onto a space that it cant fit completely onto. So if Grimnaks tail is blocking your figure from standing correctly on a space, you cant move there. Can I adjust a figure after it attacks in order to make gaining line of sight difficult for my opponent? You can adjust any figure you control on your turn, even after attacking. Can I adjust any figure I control on my turn even if Im not taking a turn with that figure? Yes, you can adjust any figure you control on your turn. Can a figure walk or move over a ruin to get to the space on the other side? Yes, but normal movement rules still apply. The ruin (from the Rise of the Valkyrie Master Set) is 6 levels high, so it would take a move of at least 7 to get onto the other side, and the figures height would have to be higher than 6 in order to move over it. When does a figure actually receive a leaving engagement attack? Is it when he is on an adjacent space and moving away, or when he makes the complete step and is standing on the next space, thus leaving the engagement. The leaving engagement attack occurs as soon as you declare that the figure is moving onto a space that is no longer adjacent. Remember, adjacency is checked only on spaces, not the area in between spaces. Once you do that, your opponent can take a leaving engagement attack. The figure is considered to be still on the adjacent space when it receives or doesn't receive the leaving engagement attack. When do you check for adjacency when a figure is moving up or down levels of terrain or over a battlement. You only check for adjacency on each SPACE as you move. A space is any hex shaped space as well as any ladder rung. Can a figure standing on a ledge and not adjacent to any other figure fall off the ledge, fall past another figure and take a leaving engagement attack from that figure? No. You check for adjacency on each space as you move, when that figure was on the top of the cliff it was not engaged, and when it landed it was not engaged, thus no leaving engagement attacks occurred. Remember, the only things considered spaces are actual hexes a figure can stand on, and ladder rungs. You never check for adjacency as you climb a battlement, as you climb up terrain, or as you fall. You only check adjacency on each space as you move.

Movement (Double-Space Figures)
When can you flip a double-space figure? You can flip a double-space figure any point before, during ,or at the end of that figure's movement. If Im flipping a double-space figure, do I have to be able to have enough room on both sides to slide or spin around? No. Sliding from one space to another never matters on any movement; it's actually fitting on each space as you go. If you were flipping around, you would lift the figure up, spin it, and then place it back down on those same 2 hexes. As long as it can fit once you have flipped around, you can flip the figure at no movement cost. While moving a double-space figure to the next space of its movement, can I flip it so it can fit? You cannot flip midair in between movement spaces. You must stop on 2 spaces, then flip on those same 2 spaces and be able to stand facing both directions for the flip to work. (The only exception would be if you were going up or down levels of terrain). After flipping in this manner, you may continue your movement if applicable. After flipping, do I have to continue with the same leading side (the side that is now facing the direction I just came from)? No. After flipping, you can decide which end will be the leading side now.

Attacks

Do you need Line of Sight when attacking an adjacent/engaged figure? No, once you are engaged with a figure, you do not need line of sight. Can I use a special power on a ranged figure when I'm engaged with a different figure? When you are engaged with another figure, Special powers (NOT Special Attacks) can still affect figures you are not engaged with. If you are going to use a normal/Special Attack, it must affect the figure you are engaged with. Can a figure target itself with a ranged attack? No, a figure cannot target itself unless otherwise stated on the Army Card. If a single space figure is not facing another figure that he is attacking, does he have line of sight? Facing does not matter when determining Line of Sight for the single spaced figures. The best way to tell if your Attacker has a clear Line of Sight is to get behind its head and look at the targeted figure. If you can see any part of the targeted figures Hit Zone from its head, you have a clear Line of Sight. The facing of the attacker's head does not matter. With double-space figures, facing does matter, as certain areas of the body may block Line of Sight. Remember that you can flip your figure anytime during a double-space figures move, so keep Line of Sight in mind when you are moving. How do you know if figures are adjacent when one figure is on a ledge? If the base of the character on the ledge is equal to or higher than the height of the figure on the lower level they are NOT adjacent. If the base of the higher character is not higher than the height of the figure on the lower level they ARE adjacent. Count only the sides of the hexes not the top flat level when determining adjacency. Can I roll less attack/defense dice if I want? No, on page 12 of the Swarm of the Marro Rules; number 2 under "To carry out the attack" states you have to roll the number listed on your Army card, plus any enhancements. I have range to one side of a double-space figure, but Line of Sight is obstructed because of a cliff or other obstacle. However, I have Line of Sight to another part of the figures hit zone. Can I still attack the figure? Yes. The instructions state you need to be able to "see" any part of the targeted figure's hit zone. So if you have range to 1 of the figure's 2 hexes, and you have LOS to ANY part of that figure's Hit Zone, you can attack.

Special Attacks

Does elevation give a +1 die bonus to a Special Attack? What about Auras and Glyphs? Special Attacks are NEVER modified. Can I use a Special Attack and a normal attack in the same turn? No. A Special Attack is used instead of a normal attack for each figure. Squads that have Special Attacks are normally covered under the all or none rule, because most special attacks list that all of the Squad members are involved, however there may be exceptions in the future. Can you add dice to your defense roll against a special attack for height advantage? Yes! You absolutely can roll extra dice for height advantage, glyphs, and auras when rolling defense against either a normal or special attack. An engaged figure must attack the figure it's engaged with, but can that figure use a special attack in close combat? Yes.

Terrain Questions

Lava Road/Fortress/Destructible Objects Snow Lava
Can figures that have "water" abilities on their cards (Slither, Water Suits, Water Weakness, etc) consider Lava the same as Water as stated in the Volcarren Wasteland instructions? The note in the Volcarren Wasteland instructions is in reference to height/ movement questions for molten lava tiles. Any card that lists a special ability that uses water would still need a water tile to complete that ability. For example, the Venoc Vipers cannot slither across molten lava. The Microcorp Agents do not get added defense, nor would they be able to use their water suits in the lava. If a double-space figure crosses over a river of molten lava, does it get injured since it doesn't have to stop? Yes, you roll for molten lava damage once, when the leading hex crosses the river. If you happen to survive you may continue moving. The trailing hex does not roll for molten lava damage.
Road/Fortress/Destructible Objects
See Errata Section Below. Which Special Powers and Attacks can target the door, Breakable Wall Section (from the Marvel Master Set) or other Destructible Objects? Per the Fortress instructions: The Door may be attacked by a normal attack, a special attack, or by special powers that only cause wounds. The Door cannot be targeted or attacked by special powers that may destroy it in one attack. Remember, that the Door is not a figure, but it can be targeted and attacked much the same way a figure is targeted and attacked, with some exceptions. The Door does not have a size. Special Powers/Special Attacks that target or enhance the attacking figure if the defending figure is a certain size will not work. Examples: Deadyeye Dans Ullar Enhanced Rifle Special Attack, Jotuns Throw, and Sir Denricks Giant Killer, & Gladiatrons Cyberclaw The Door cannot be destroyed. Special Powers/Special attacks that even mention destroy as one of the effects cannot be used against the Door. Examples: Deadeye Dans Sharpshooter, & Grimnaks Chomp. The Door is not a figure. Special Powers that are not necessarily an attack cannot affect the door. Examples: Morsbanes Rod of Negation, Ne-Gok-Sas Mind Shackle, & Agent Carrs Ghost Walk. Also, the door is not affected by Raelins Defensive Aura. Do enhancements work on the attacking figure when attacking the door? Yes, but only if they do not specify anything about the size of the defending figure. Sir Denricks Giant Killer for example, cannot affect Sir Denrick because the Door doesnt have a size. Normal enhancements like Taelords Attack Aura, Omnicron Snipers Deadly Shot, Agent Carrs Sword of Reckoning 4, and Valguards First Assault 3, and effects like those will all work when those figures attack the door. See the previous question for more detail on which Special Powers/Special Attacks can affect the door. If I target the closed door with an explosion attack (that also affects adjacent figures), will it affect figures that are adjacent to it, even if they are on the other side? Yes.

Locked Movement Special Powers
Examples: Stealth Leap, Swing Line 4, Grapple Arm, Gladiatron Movement Bonding, and Disappearing Ninja Are the movement values listed in the special power section of the cards (Like Shaolin Monk's Stealth Leap) affected by enhancements (road, glyphs, etc)? No, they are not affected by enhancements; they are static move values that cannot increase. Note: Movement ENHANCING powers like the Kozuke Samurai are not covered by this FAQ.

Mindshackle/Soul Devour

Can a figure with Mindshackle or Soul Devour use either of those powers on an opponents Unique figure if you already have that same Unique figure (or a figure of the same name) in your Army? If successful, that would allow you to have 2 of the same Unique figure in your Army. No. You can never under any circumstances have 2 of the same Unique figures in your Army.

Spirits

Examples: Warriors Attack Spirit, Warriors Swiftness Spirit For the Spirit special power, it just says place this figure on any Unique Army Card. Can I place that figure on any Unique Army Card in the game (including my opponents), on any friendly card, or only my own Unique Army Card? You may place that figure on any Unique Army Card that is in play. It can be a friendly Army Card, or an opponents Army Card. Do you have to place a spirit-based figure on a different Army Card if you dont want to? All spirits are optional powers unless they say, you must.

Card/Rules Errata

Blastatrons Thoras Vengeance HOMING DEVICE: When attacking a non-adjacent figure, add 1 attack die for every Soulborg you control who follows Vydar that is adjacent to the defending figure. Castle Door Rules Fortress of the Archkyrie ERRATA: You may only open/close the door during your teammate's turns, or your own turn. You can now no longer open or close the door during an opponents turn, so before you finish yours or your opponents turn, make sure the door is in the position that you want it!
Chardris Defenders of Kinsland FIRE STRIKE SPECIAL ATTACK: Range 6. Attack 2 + Special. When Chardris attacks with Fire Strike Special Attack, add 1 to Chardris attack dice for every additional Elf Wizard you control within 3 clear sight spaces of Chardris, up to a maximum of +3 dice. ERRATA: Chardris Fireball is not a Hit Zone.
Deathreavers Thoras Vengeance SCATTER: After a Deathreaver you control rolls defense dice against a normal attack from an opponents figure, you may move any 2 Deathreavers you control up to 4 spaces each.
Deathwalker 9000 Rise of the Valkyrie RANGE ENHANCEMENT: Any Soulborg Guards you control with a Range number of 4 or more that are adjacent to Deathwalker 9000 add 2 spaces to their Range. Marro Hive Swarm of the Marro What was: If the Marro Hive is destroyed, it becomes a terrain obstacle and is not removed from the battlefield. Is now: If the Marro Hive was placed on the battlefield by a player as part of his Army, when it is destroyed remove the hive and the 6-hex swamp water tile base. If the Marro Hive was placed on the battlefield as directed by a scenario, when it is destroyed remove the Hive and leave the 6-hex swamp water tile base on the battlefield. Parmenio "Zanafor's Discovery" SACRED BAND DEFY DEATH 15: When an adjacent Sacred Band figure you control receives one or more wounds, roll the 20-sided die before removing that figure. If you roll a 15 or higher, ignore any wounds.

Roman Legionnaires Malliddons Prophecy SHIELD WALL: When defending with a Roman Legionnaire, add 1 defense die for each adjacent Roman Legionnaire you control up to a maximum of +2 dice, for the Shield Wall power. Sentinels of Jandar "Jandar's Oath" ERRATA: The Sentinels of Jandar's official height is 6. Sir Dupuis Defenders of Kinsland ERRATA: Sir Dupuis shield is not a Hit Zone. Taelord "Malliddon's Prophecy" STEALTH FLYING: When counting spaces for Taelords movement, ignore elevations. Taelord may fly over water without stopping, pass over figures without becoming engaged, and fly over obstacles such as ruins. When Taelord starts to fly, if he is engaged he will not take any leaving engagement attacks. Templar Cavalry "Fields of Valor" ERRATA: The symbol on the Templar Cavalry card should be Jandar, not Einar.

Figure Questions

If a question on a figures special power is not answered here, check the Common Special Powers & Errata sections above. 4th Massachusetts Line "Utgar's Rage" Does Wait then Fire stack each turn I use it? No, Wait then Fire does not stack. If my non-Valiant figures are destroyed, and only Valiant figures are left on the battlefield, can the 4th Massachusetts Line use their Valiant Army Defense Bonus? Yes. Airborne Elite "Rise of the Valkyrie" If I decide not to throw a grenade with one Airborne Elite, Can I throw 2 Grenades with one of the other ones? No, you can only throw one grenade with each Airborne Elite. They must be thrown in the same turn. If one of your Airborne Elite is out of range or chooses not to attack with his Grenade Special Attack, he cannot throw a grenade and loses the ability since it is a once per game special attack. Can you use The Drop to drop the Airborne Elite into an area below an overhang? No. Can the Airborne Elite use The Drop more than once per game? No. When you use the Grenade Special Attack power, does each Airborne Elite have to lob a grenade if they have an enemy in sight? No. They don't have to. But if one uses his grenades, they all have to use them, or lose them. You can't split it up across turns. Alastair Macdirk "Jandar's Oath" Can you place the 6th wound marker on Alastair & take your last turn according to Overextend Attack? No, as soon as you placed the 6th wound marker on Alastair he would die and be removed from the game. Anubian Wolves "Utgar's Rage" Does Unleashed Fury stack each turn? No, Unleashed Fury does not stack. Arkmer Defenders of Kinsland Does Arkmer get +2 defense dice if Kyntela Gwyn is adjacent to him (+1 for Staff of Lerkintin and +1 for Kyntellas Strength of the Oak Aura 1)? Yes! Blastatrons Thoras Vengeance See Errata Section Above. 2008 Hasbro, Inc. HEROSCAPE and its logo are trademarks of Hasbro, Inc. in the USA and other countries. Permission granted to photocopy for personal use only.

Brunak "Orm's Return" Can Brunak place a figure that he carried onto a high spot adjacent to himself once he stops moving? Yes, as long as the figure would still be considered adjacent to Brunak. See adjacent rules on page 11 of the Swarm of the Marro rulebook. Once I kill a figure using Brunak's Blood Hungry Special Attack, can I move and attack again with Brunak? No, you can only attack again. If you are not adjacent to any other figures, your turn ends. Charos "Orm's Return" Does Charos' Counterstrike work against Samurai? Yes it works against everyone. No one is safe from Charos. Chardris "Defenders of Kinsland" See Errata Section Above. Cyprien Esenwein Fields of Valor Can Cyprien use his Chilling Touch special power even if he doesnt move? A figure can move 0 spaces, so yes. He can stay where he is and use Chilling Touch. Deathreavers Thoras Vengeance See Errata Section Above. Deathwalker 8000 "Orm's Return" If any figure has a special power that allows it to ignore the wound(s) inflicted by Deathwalker 8000's Rapid Fire Special Attack, can he keep attacking? No, if the figure ignores the wound it is the same as blocking it with a shield. The wound was never received, so Deathwalker 8000's Special Attack would stop there. If Deathwalker 8000 kills a squad member with his Rapid Fire Special Attack, can he continue to attack? Yes. He inflicted a wound to destroy that squad member, so he may continue to attack. Deathwalker 9000 "Rise of the Valkyrie" See Errata Section Above. Doctor Doom Marvel: The Conflict Begins Can Doctor Doom use Mind Exchange 17 on an opponents Unique figure if you already have that same Unique figure in your Army? If successful, that would allow you to have 2 of the same Unique figure in your Army. No. You can never have 2 of the same Unique figures in your Army. Can your own Doom figure use Mind Exchange 17 to take a turn with your own Unique Hero that you control? Yes.
Dzu-Teh Thaelenk Tundra Can a Dzu-Teh Glacier Traverse across several Glacier Mountains in one turn if they are all connected? No, the wording of the power states any unoccupied space adjacent to that Glacier Mountain. You can only Glacier Traverse across one mountain per move. If a Dzu-Teh is engaged to an opponents figure, and uses Glacier Traverse to leave the engagement, is it subject to a passing swipe? Yes, the Dzu-Teh would still take a passing swipe from the figure it was engaged with. Elite Onyx Vipers Exclusive Figure Where can I get the Elite Onyx Vipers? The Elite Onyx Vipers were an exclusive Squad available in an exclusive Master Set in 2006. They are currently not available at retailers, but we are looking into different avenues to make these Vipers and any other exclusive figures available. Finn the Viking Champion "Rise of the Valkyrie" Can Finn's Attack Aura affect a figure you control that has a range greater than 1 if that figure is attacking an adjacent figure? No, because the figure has a range greater than 1. Gladiatrons "Zanafor's Discovery" Are the Gladiatrons also stuck in the engagement because of their own Cyberclaw? No. Cyberclaw only affects figures that are engaged to a Gladiatron. Once any opponent's figures enter a space adjacent to a Gladiatron, they cannot move. That includes movements around the Gladiatron while still staying engaged. However, the Gladiatrons can leave the engagement if they choose to. On a side note; if 2 opposing sides both have figures with Cyberclaw, they would lock each other down. Is a character with Ghost Walk or Disengage also affected by Cyberclaw? Yes. As soon as they pass onto a space adjacent to a Gladiatron, they are locked into the engagement. No special power on an Army card or glyph can get them out of the engagement. Grimnak "Rise of the Valkyrie" Do you have to Chomp each turn? No, it is an optional ability. Can Grimnak chomp before he moves? No, Grimnak can only chomp after moving (if he chooses to) and before he decides to attack. Gurei-Oni Aquillas Alliance Does Gurei-Oni need line of sight to use Evil Eye Defense? No. If Gurei-Oni attacks the Castle Door with Kanabo Special Attack, can the second figure that the Kanabo hits be on the other side of the door? Yes.

Major Q9 Raknars Vision Can Major Q9s shoulder pads block his own line of sight? Yes. When checking to see if you have a clear line of sight with Q9, you may want to look behind the targeted figures Hit Zone to see if you can see Q9s head, or the side of his face. He cannot fire directly behind himself. Major Q10 Swarm of the Marro Can Major Q10 use both of his Special Attacks in the same turn? No. He can either attack normally, or use one of his Special Attacks. Major X17 "Zanafor's Discovery Is Major X17 also stuck in the engagement because of his own Cyberclaw? No. Cyberclaw only affects figures that are engaged to a Major X17. Once any opponent's figures enter a space adjacent to Major X17, they cannot move. That includes movements around X17 while still staying engaged. However, Major X17 may leave the engagement if it chooses to. On a side note; if 2 opposing sides both have figures with Cyberclaw, they would lock each other down. Does Cyberclaw also affect a character with Ghost Walk or Disengage? Yes. As soon as they pass onto a space adjacent to Major X17, they are locked into the engagement. No special power on an Army card or glyph can get them out of the engagement. Marcu Esenwein Fields of Valor If each player is playing with a Marcu Esenwein in their Army, and you have to use Eternal Hatred (because of your roll), who takes control of Marcu? You cannot choose an opponent that already has a Marcu Esenwein in their Army because you can only have 1 of each Unique figure in an Army. If all players have a Marcu in their Army, Eternal Hatred would be negated and would not come into play. Remember that even if one of the Marcu Esenweins were to die, that figure would still be in that players Army. Marrden Hounds "Jandar's Oath" If I have 2 Marrden Hounds next to 1 figure, how many wounds can that figure receive in one turn? That figure can only receive 1 wound depending on the D20 roll. Marro Plague can only affect a figure once per turn, no matter how many Hounds are adjacent to it. Marrden Nagrubs Swarm of the Marro Can a Hivelord choose to destroy an adjacent Nagrub before moving if he was taking a turn from his own Army card, and not activated by Hivelord Life Bonding? No. Marro Drones "Utgar's Rage" If I only have 6 Marro Drones on the Board and I roll a 17-20, can I move with 6 of them, attack, and move with 3 again to meet the 9 requirement? No, you can only move & attack with as many Marro Drones as you have on the board. You cannot move & attack multiple times in one turn with any Marro Drones.

Parmenio "Zanafor's Discovery" See Errata Section Above. Can Sacred Band Defy Death 15 help against Grimnak's Chomp, or things like Massive Curse that "Destroy" the figure? No. Sacred Band Defy Death 15 only works when the adjacent Sacred Band figure is receiving a wound, not when they are "destroyed" or "removed from the game". Can Sacred Band Defy Death 15 help to stop passing swipes and falling damage? Yes, but only if the Sacred Band figure is adjacent to Parmenio when they would receive that damage. For example, if the Sacred Band figure is adjacent to Parmenio and an opponent's figure, and they move away from both, the opponent's figure would then be able to hit them with a passing swipe, and Parmenio WOULD be able to use Sacred Band Defy Death 15 because the figure is considered to be on the last adjacent space to the figure that is using the leaving engagement attack when/if it receives any wounds from that attack. (Look under Movement above for more detail on Leaving Engagement Attacks.) Rechets of Bogdan Fields of Valor Does Lethal Sting allow a Ninja/Isamu to use Vanish or Disappear? No. When the Rechet rolls a skull on every die, the attack phase is over, and the figure is IMMEDIATELY destroyed. Much like other D20 destroy powers, things like Disappearing Ninja, and Stealth Armor 15 do not help against it. Its an instant removal from the board. Roman Archers "Malliddon's Prophecy" Do all 3 Archers need to have range and Line of Sight in order to use Arrow Volley? Yes, they all need to have Range and Line of Sight to the target. If you only have 2 Archers left, can you still use Arrow Volley and just roll 4 dice instead of six? No, once you are down to 2 Archers, you lose the ability to use Arrow Volley. Roman Legionnaires Malliddons Prophecy See Errata Section Above. Sacred Band "Zanafor's Discovery" If my non-disciplined figures are destroyed and I'm left with only disciplined figures on the board. Do I get the Disciplined Army Defense Bonus? Yes. Saylind Jandars Oath When Saylind uses her Spear of Summoning to move a figure with a special power like Carry that says Before moving, can that power on the moved card take effect? No, the note of Before moving on powers like Carry refers to the normal movement of the figure. Can Saylind use her Spear of Summoning to summon herself? No. Saylind, and her Spear of Summoning would need to stay on the board in order to determine adjacency with the newly summoned figure. Saylind cannot summon herself.

Swog Rider Utgars Rage If I have multiple Swog Riders around an Orc Archer, does that Archer receive multiple enhancements from the Orc Archer Enhancement special power? Yes, Orc Archer enhancement would stack for each Swog Rider you have adjacent to an Orc Archer. Tagawa Samurai Zanafors Discovery If a Tagawa Samurai destroys a figure with a Counter Strike roll, can I add an Experience Marker for Bloodlust? Yes. Taelord "Malliddon's Prophecy" See Errata Section Above. Templar Cavalry Fields of Valor See Errata Section Above. Can you use 2 different special powers at the same time? For example, if you move 6 spaces to reach an opponents Utgar figure, can you roll 6 attack dice (3 for the base attack +2 for Galloping Charge, +1 for Righteous Smite)? Yes. You could even roll 7 attack dice if you managed to gain height advantage over that poor defenseless Utgar figure. Thanos Marvel: The Conflict Begins If I have a turn order marker on an Army Card, but every figure on the Army Card has been destroyed, can I still roll for Rejected By Death? No. If the every figure on the Army Card is destroyed, you cannot take that turn, and Rejected By Death would never activate. If I have a turn order marker on a destroyed Thanos, but he is brought back onto the board by Rejected By Death before I would have used that Turn Order Marker, can I take that turn with him when the time comes? Yes. The turn order markers are not removed from the cards once a figure is destroyed. If Thanos is on the board when his turn would come up (even if he was destroyed the turn before), he can take that turn. Tor-Kul-Na Swarm of the Marro Can Tor-Kul-Na start to use Trample Stomp even before he has moved 1 space? Lets say for example, he starts adjacent to Drake, can he roll for Trample Stomp without even moving? A figure can move 0 spaces, and the Army Card states at any point while moving. So yes, he can stay where he is and use Trample Stomp as long as he could move onto the space that Drake occupied if the wound from Trample Stomp happens to destroy Drake. Venom Marvel: The Conflict Begins If I use Web Special Attack on a figure that has 0 defense dice, do they get any extra damage because they should be rolling 1 defense dice? A figure cannot roll less than 0 defense dice.

Wolves of Badru Defenders of Kinsland Do the Wolves of Badru need Line of Sight to Pounce? Yes. Is a Wolf of Badru FORCED to move before it pounces? No. The note of moved but has not attacked is noting the point in its turn that it can pounce. It has to be past the movement phase of its turn, and that Wolf cannot have attacked normally because each Wolf can either use its normal attack or Special Attack. If one of the Wolves of Badru attempts to Pounce and fails to destroy the defending figure, the attacking Wolf is destroyed. For figures like Cyprian Esenwein, Zombies of Morindan, and Tagawa Samurai, does the defending figure get credit for destroying the figure? They each have powers that trigger when destroying an opponents figure. No. The defending figure does not get credit for the kill when a Wolf of Badru fails in its Pounce Special Attack.

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Whispering Fury

A Melodramatic Exalted-to-Wushu Conversion by Shreyas Sampat
or those of you already familiar with Exalted, be unalarmed. This conversion doesnt do anything strange to the setting, though it makes some tweaks and adjustments. The idea is to get the Exalted setting to jive with Dans slick, exciting game engine. So, none of the style and concepts are changed, though they are reinterpreted a little, just enough to keep things flowing. he thing that struck Benjamin Bailywolf Baugh and I - he wrote a different conversion for these games - when we saw Wushu is that it rewards players directly and immediately for describing dramatic and interesting actions. It accomplishes this by awarding players with character effectiveness - for each cool detail a player adds to an action, he gets an extra die to throw when resolving it, and more dice are always better. Its smooth and intuitive. imple constraints keep this embellishing from getting dull; any player can veto the die bonus from a detail if he thinks that its not exciting enough or not appropriate to the tone of the game. That covers the etiquette. Anything that the table likes goes. ost of the Wushu rules remain undescribed in this document; I describe only the alterations I have made to either game. You will need both Wushu and Exalted to play this, and it wouldnt hurt to take a look at Bailys conversion either. Mines a little less crunchy; you may prefer his if you like more mechanically detailed characters and such. his conversion covers Solars, Abyssals, Lunars, Alchemicals, and the Dragon-Blooded. Ill add Sidereals and Fair Folk as their hardbacks make it to print, and (heroic) mortals and ghosts if someone asks for them. Spirits require some thinking; Ill get back to those.

Introduction

s in Bailys conversion, the vast majority of the terminology in here comes from Exalted, but one convention is unique to the conversions: Wushu uses Yang and Yin dice to indicate different types of actions; here I use Scarlet and Ebon. Scarlet dice are used for actions, while Ebon dice are used for countering action, such as attack and parry.

Verbiage

haracters have four Virtues: Compassion, Conviction, Temperance, and Valor. These are the engines that power the character; they are what divide the heroes from the ones who tell their tales. Virtues in this conversion map both to themselves and to Willpower in straight Exalted. henever a character is performing an action where a Virtue applies, he can add the score of his relevant Virtue to his Target Number. Rolled dice equal to or below the Target Number are successes. ompassion is the Virtue of humanity. It aids in any task where the character is trying to right injustices, protect the weak or the beloved, or understand his fellow man. he Virtue of inhumanity is Conviction, Compassions counterbalance. It helps characters when they must commit or endure atrocities for the sake of their principles, to hold fast to their beliefs even when the gods of the world have turned against them. atience, caution, obedience, foresight: all these are the province of Temperance. Temperance is the Virtue of the Middle Way of moderation, the straight and narrow path of prudence. Temperance aids characters when they wish to hold back their temptations or see their way safely through an endeavor. It counterbalances Valor. alor is a Virtue of extremes, of the duellists steely silence and the berserkers bone-breaking roar. It aids men when they need to withstand great odds bravely, when their honour and grace are threatened, when it is a time for swift and decisive action. ll characters choose one Virtue to set at three, two at two, and the remaining one is set to one. In addition, all the Exalted patrons favored their children with a shard of their own power. For this, Solars and Abyssals can raise any Virtue by a single point; Lunars add a point to Valor, Terrestrials to Compassion. Sidereals get a bonus point of Temperance, and Alchemical Exalts get an extra point of Conviction. Whenever a character fails a roll with his highest Virtue, he acts out his Virtue Flaw; see the next section.

The Virtues

he dying Primordials, with their last couching breaths, cursed the Exalted to live a life of debauchery and degeneracy; their own virtues would destroy

The Great Curse

them. This is the Great Curse, the legacy of the gods before gods, the fallen builders of Creation. he Great Curse manifests differently in different types of Exalts. When Solars act out their Virtue Flaw, they become totally, destructively ruled by their dominant Virtue. A Compassionate Solar might suddenly collapse into tears or protective rage at the sight of suffering, while a Temperate one might perform severe asceticisms or loudly criticise the less virtuous in the face of excess. When acting in Flaw, a Solar can only add the Flawed Virtue to Target Numbers, or roll Attributes without a Virtue added. he lesser Celestials completely lose the effect of the Virtue when the Flaw kicks in. A Lunar with Flawed Conviction might turn into a listless slob when faced with seemingly insurmountable challenges; a Sidereal with bad Valor might cower pathetically when challenged or mocked. When Flawed, these Exalts lose the use of the Flawed Virtue entirely. od-Blooded and Terrestrials collapse into their roots when their Flaw becomes active, seeking refuge in their elemental or spiritual ancestry. They lose the use of all but their lowest Virtue, and must engage in elemental behavior (sexual violence, argumentation, etc., for a Fire Aspect, drinking, sloth, theft for Water, disrupting a play or target shooting for Wood, and so forth) or contact with their spirit environment (the woods for a forest spirit, fire and flight for a phoenix) before they recover. byssals have had their Curse bent and twisted to help the Malfeans better keep them in line. If the Abyssal is working directly in their service, the Curse manifests in the same way it would affect a Solar. If otherwise, then it manifests as a Black Miracle, a morbid perversion of Creation caused by the tainted Essence of the Abyssal. Depending on the severity of the Exalts mishap, the Black Miracle varies in its intensity; a minor misstep could simply turn the Abyssals eyes into windows to a world of screaming madness, while an epic failure could turn a city instantly to a smoking necropolis.

Mortal God-Blooded Terrestrial Alchemical Lunar Sidereal Abyssal Solar

Essence By Type

bolder, more intense. Different types of Exalts start with different Essence scores, and some are better at raising them than others. The most potent of an Exalts powers require a temporary reduction of Essence to activate. In addition, the number of dice that an Exalt can generate through description is limited by his Essence.
nce youve come up with your character concept, distributed his Virtues, come up with a Flaw and checked Essence, you need to work out Traits and anima abilities. errestrials, Sidereals, Abyssals, and Solars have Abilities as Traits; these represent realms of expertise that the character has access to. Five of these are Caste Abilities (Aspect for Terrestrials); they gain a +1 modifier to Target Number. You can then choose five (for Dragon-Blooded, three) abilities as Favored Abilities; these also gain a +1 TN modifier. You can choose a Caste Ability as Favored for a +2, as well. unars and Alchemicals have Attributes as Traits; these represent aptitudes intrinsic to the character. Three of these are Caste and three Favored.

Traits

ssence in this game works identically to Chi in Wushu, and parallels the function of Essence and Health Levels in Exalted. It indicates a characters vitality, his spirit, his power and expertise in controlling the flows of natural energy that pass through the world. Characters with more Essence are brighter,

Essence

ll Solars can spend 1 point of Essence to activate their Charm and double the dice they roll for a single action. This doubling is applied after any dice from details and special bonuses, but before the dice are rolled. A Solar under duress can lay waste very quickly to many lesser opponents. In addition, each Caste has a unique anima power. Solars regain 1 point of Essence each per day if they can rest and recover their energy. They also recieve a bonus point at their Castes time of day, a boon of the Unconquered Sun.

The Solars

awn Caste Solars have the Abilities Archery, Brawl, Melee, and Thrown. Their animas awe and terrify; spend 1 point of Essence and foes that dont have Essence higher than your own are dazzled and cowed; they must spend a Scarlet success willing themselves to action against you. This effect lasts a scene. eniths have the Abilities Endurance, Performance, Presence, Resistance, and Survival. Their animas cleans and purify; after spending 1 point of Essence, a Zenith can incinerate corpses with her gaze to protect them from possession, and can turn that same baleful glare to minions of the dead. The harm she inflicts on them is doubled, and they are affected by her anima as if she were Dawn as well. wilight Solars have the Abilities Craft, Investigation, Lore, Medicine, and Occult. Their animas enfold them in safety; for the cost of 1 Essence, they can double the effectiveness of their defensive actions for a scene. ight Caste Solars have the Abilities Athletics, Awareness, Dodge, Larcent, and Stealth. Their animas burn more quietly; for no cost a Night can make an anima manifest as one level lower. For 1 point of Essence, the Exalt can muffle the world around him, concealing himself in glorious subtlety. clipse Castes have the Abilities Bureaucracy, Linguistics, Ride, Sail, and Socialize. Their animas are physical embodiments of the ancient oaths of hospitality; no spirit creature would dare break such a vow in an Eclipses presence. Eclipses can spend 1 point of Essence to sanctify a vow into an unbreakable oath, or 3 points to use the special Charm of another type of Exalt.

idnight Caste Abyssals have the Abilties of the Zenith. For 1 point of Essence, they can touch a corpse with necromantic Essence; at the end of the scene, it rises as a faithful zombie extra. aybreak Caste Abyssals are the necrosurgeons and soulsteelsmiths of the Underworld; they have the Abilities and anima power of the Twilight Caste. ay Castes have the abilities and anima power of Night Caste Solars. Instead of muffling and distracting, though, the anima cloaks a place in silence and shadow, damaging any and all perceptions. oonshadows have the Abilities and anima powers of Eclipses, but not their ageless privileges; the Decievers can no longer take refuge in the oaths of civility that their purer brethren take advantage of.
he Charm of Abyssals weakens those around them; for 1 point of Essence they can make every success against them count as a half for a round - an opponent would need 2 unopposed Scarlet successes to damage the Abyssals Essence 1 point, for example. Abyssals in a shadowland or the Underworld regain 1 point of Essence each night, and one at their Castes time of day as a mark of the Malfeans favor. In Creation, Abyssals can only regain Essence through their life-draining magics; for one extra Scarlet success, they can change a lethal attack into a lethal, Essence-draining attack. usk Caste Abyssals have the Abilities and anima power of Solar Dawns. They are figures of dread and terror when their anima flares into darkness.

The Abyssals

unars can channel their Essence to transform their physical bodies, enhancing an Attribute by 1 point for a point of Essence. This lasts a round. If this increases the TN of a roll to 6 or more, every die on that roll is an automatic success. Lunars regain a point of Essence every night with a change to rest and relax, and another when Lunas motion marks their Caste - Full Moons at moonrise, Changing Moons at its zenith, and No Moons at moonset. t no cost, a Lunar can change into any of his trueforms as a detail, or into a Hearts Blood form as his action for the round. If a Lunars anima flares, he is locked into one of his trueforms for the remainder of the scene; though he can still use minor shapeshifting and moonsilver manipulation, full changes of limbs or body are beyond him. ull Moon Lunars have the Attributes Strength, Dexterity, and Stamina. They can spend a point of Essence to double the rolled successes on any athletic, non-combative action. hanging Moon Lunars have the Attributes Charisma, Manipulation, and Appearance. They can bend their animas into perfect, silent illusions for a point of Essence. o Moons have the Attributes Perception, Intelligence, and Wits. When they spend Essence to reduce the difficulty of a spell, they reduce it by 3 per point, rather than 2 per point. asteless Lunars have no Caste Attributes and 5 Favored Attributes; they have the anima power of the current phase of the moon.

The Lunars

he Sidereal Great Curse is hubris; they are proud and sure in their abilities, and are nearly incapable of doubting them or seeking assistance, particularly when they are gathered in groups. This Curse has no game-mechanical effect. The special Charm of Sidereals spins Fate to do their bidding; they may spent 1 point of Essence, before rolling, to double the Ebon or Scarlet successes of one action; in addition, each Sidereal Caste has a special anima power. Unlike the anima powers of the other Exalted, Sidereal animas always affect the Chosen and any of her nearby allies. Sidereals gain 1 point of Essence each day with a change to meditate and reflect, and an additional point at the moment of their Maidens rising in the sky. ourneys is the name of the first Maiden; her Chosen have the Abilities Endurance, Ride, Sail, Survival, and Thrown. For 1 point of Essence, the Chosen of Journeys can invoke the Lesser Sign of Mercury; within its amber light, the Chosen and her allies can run three times as fast and without fatigue for a scene. erenity is the province of the second House of Destiny. The Chosen of Venus have the Abilities Craft, Dodge, Linguistics, Performance, and Socialize. For 1 point of Essence, these Exalts can invoke their Lesser Sign, whose azure glow adds 1 to the TN of any action requiring compassion and grace. attles Caste Sidereals have the Abilities Archery, Brawl, Melee, Presence, and Resistance. The scarlet Lesser Sign of Mars, by which war is made, costs 1 point of Essence to invoke, and adds an extra Scarlet die to its beneficiaries offensive combat actions. ecrets is the House called the Forbidding Manse of Ivy. Chosen of its mistress Jupiter have the Abilities Investigation, Larceny, Lore, Occult, and Stealth; their special anima power illuminates the world in sparkling emerald and grants a free Ebon die to against attempts at mind-reading and compulsion, and a free Scarlet die to uncover things unknown. ndings Caste Sidereals, the Chosen of Saturn, have the Abilities Athletics, Awareness, Bureaucracy, Martial Arts, and Medicine. Their special anima power tolls like a violet funeral bell, automatically converting 1 Scarlet attack die into a success.

The Sidereals

Charm allows them to adapt versatilely to many situations; they may spend 1 point of Essence to increase their TN by 1 for a single action. Alchemicals regain 1 point of Essence every day with a chance to rest and recover, and another point with a day of concentrated, assisted maintenance. richalcum Alchemicals have the Attributes Strength, Intelligence, and Manipulation. They can spend 1 point of Essence to gain a bonus Scarlet success to damage for the duration of the scene. oonsilver Caste has the Attributes Stamina, Wits, and Charisma. They can spend 1 point of Essence to gain a bonus Ebon success for defensive actions for the duration of the scene. ade Caste Exalts have the Caste Attributes Dexterity, Intelligence, and Appearance. They can spend 1 point of Essence to quicken their bulky bodies, doubling the speed at which they move. tarmetal Alchemicals have the Attributes Dexterity, Perception, and Manipulation. Starmetal Caste Alchemicals can spend 1 point of Essence to add a free die to all combative actions for the duration of a scene. Choose Scarlet or Ebon when activating this Charm; the free die must always be this color. oulsteel Caste presides over the Attributes Stamina, Wits, and Appearance. Soulsteel Alchemicals can channel 1 point of Essence into their animas to increase the difficulty of attacks against them; the first Scarlet success of any attack must be used to cancel this effect.
lchemicals do not suffer from any version of the Great Curse; they do not experience emotional travail when their Virtues fail them. Their special

The Alchemicals

ragon-Blooded are efficient and flexible - they have to be, being the most delicate of the Exalts. For a point of Essence, a Dragon-Blooded can ignore the Scarlet-Ebon distinction for the rest of the scene. Dragon-Blooded recover 1 point of Essence a day with rest, and they can regain a bonus point for spending at least an hour immersed in the Element of their Aspect: dry saunas, gardens, soaking pools, caverns, windswept towers, and that sort of thing are built by the Dragon-Blooded for just this purpose. ir Aspect has the Abilities Linguistics, Lore, Occult, Stealth, and Thrown. For 1 point of Essence, an Air Aspect can enfold himself in the winds, becoming light and swift. For the duration of the scene he can run twice as fast, jump three times as far, and fall like an autumn leaf - slowly, gracefully, landing with poise and effortless panache.

The Dragon-Blooded

arth-Aspected Exalts have the Abilities Awareness, Craft, Endurance, Martial Arts, and Resistance. They can channel a point of Essence to harden their bodies with the spirit of stone, gaining a free Ebon success to defense for the remainder of the scene. ire-Aspected Dragonbloods have the Abilities Athletics, Dodge, Melee, Presence, and Socialize. For a point of Essence they can set their anim afire, gaining a free Scarlet success to offensive actions for the duration of the scene. ater Aspects have the Abilities Brawl, Bureaucracy, Investigation, Larceny, and Sail. They can spend a point of Essence to adapt to water, breathing in it as easily as air, seeing through its darkness and enduring its pressure. ood Aspect Exalts have the Abilities Archery, Medicine, Performance, Ride, and Survival. For a point of Essence they can become as supple as a willow sapling, gaining a free die of either type to any physical action for the duration of the scene.

B C C C

very character has 5 points to distribute among Backgrounds, which provide you with specific advantages. Some Backgrounds can be taken twice for an added benefit, and some can be taken only by certain types of characters. Some are based on Virtues; you may choose any Virtue for them that makes sense. You can link no more than two Backgrounds to a single Virtue. For Dragon-Blooded, the benefits of a variable Background are always at the two-pick level. Abyssals can gain this benefit as well, but only if they are faithful to their Deathlord lieges command, as can Sidereals, subject to Celestial approval. llies: You know 1 person per point of Virtue that is willing to aid you directly, or 3 if taken twice. Unavailable to Sidereals. rtifact: You have an item of power that adds a free die (not subject to Essence limit) to any relevant actions, as well as having any special effects you and the GM like. Taken twice, the Artifact is singularly special, granting two dice and major SFX. acking: You have influence and resources via your placement in a regional organization, for which you have responsibilities to fulfill. Taken twice, the organization is global. Your responsibilities decrease and benefits increase with a higher linked Virtue. For Sidereals, Backing is always from a division of the Bureau of Destiny or some other celestial organization.

Backgrounds

reeding: You have particularly good ancestry, which grants you social prestige and increases your Essence by 1. Dragon-Blooded Background. ommand: You command a military force composed of dangerous and well-trained mortals. This works like Followers. Dragon-Blooded or Abyssal Background; Abyssal troops are ghosts and the walking dead. ontacts: You know folks, based on your Virtue. Taken once, you know people who move in certain interlinked circles; taken twice, you know people from every walk of life. For Sidereals, this Background includes appropriate cover identities. ult: You are worshipped as a divine figure by a cult. The size of this cult depends on your linked Virtue. For two picks, your cult is large and growing, and you regain a point of Essence for presiding over a major cult gathering. Lunar and Abyssal Background. amiliar: You are mystically bonded to a special creature. It is like a character with 6 points distributed among Virtues and 5 among Abilities, and Essence 2. Taken twice, the creature is uniquely advantaged, having 8 Virtue points, 7 Abilities, and an Essence of 3. Sidereals may gain as many Familiars as their highest Virtue. ollowers: You have mooks with a total threat level equal to your highest Virtue, or three times that if taken twice. They may be a small, elite group or a sizable, ragtag band. If their threat level is reduced to 0, it takes at least a session for your following to recover. Unavailable to Sidereals. earts Blood: You have already tasted the hearts blood of many shapes. You know 3 times your highest Attribute score in forms, human or animal. For two picks, you know 5 times your highest Attribute score. Lunar Background. enchmen: You have one or more Nemesis rank NPCs who serve you. You have a total of 15 Abilities to distribute among them; they each get normal Virtues. Dragon-Blooded Background. nfluence: You have pull in a social circle based on your linked Virtue. Taken twice, you can stretch your influence outside this circle with an effort. anse: You are attuned to a Manse and regain an extra point of Essence each day, or two if taken twice. A Manse can be in Creation, the Underworld, or Heaven; Heavenly Manses grant their benefit to the owner regardless of where they are, and the others only function if the owner is in the same realm. Heavenly Manse is a Sidereal Background.

M R R R S

entor: You have a relationship with a more powerful character who can teach and advise you; he reduces the Experience cost to improve by 1 point per expenditure. Taken twice, the mentor is a power in the world and reduces Experience costs by two. enown: You are well-known in Lunar society. Taken once, you are known and spoken of, and you are treated with good respect. Taken twice, you are famous, and your legend is told to newborn Lunars as a model of achievement. Lunar Background, or double cost for Solars. eputation: You are known in Dragon-Blooded society based on your linked Virtue, for things associated with that. Dragon-Blooded Background. esources: You have a comfortable income and a fairly sizeable pool of assets. You own some property and live well. For two picks you have untold wealth, can buy nearly anything, and have a large serving staff and holdings. For Sidereals, this property is always in Yu-Shan, the city of gods. ifu: You have an Exalted martial arts teacher who reduces the Experience costs to improve your kung fu (and, subject to ST approval, Essence) by two. Sidereal Background.
into centipedes if the anima flares later; an Abyssal turns into a black silhouette filled with wailing stars, casting pale, sickly violet light all around. ne die less severe is the obvious display. This lasts only until the descriptive phase of the next round, and is just strong enough for anyone on the scene to know that the Exalt is using Essence. ess intense still is the telltale display. This too only lasts a round, and is only noticeable enough that a knowledgeable person paying attention would know what is going on. These occur whenever the Exalt generates dice through details.
he Exalted are imperfect beings, and as Essence courses through their frames, some of it spills out into the world, creating intense displays of mystical energy. Pillars of light, smoky spirit animals, paper birds, flocks of pebbles, rippling heat haze spelling words in the air, lambent icy darkness: the anima banner could be all these things and more. hen an Exalt generates as many dice as his Essence through details, his anima flares. An anima flare lasts until the end of the scene, and is nearly always visible for miles. The anima takes shapes iconic to the character when this occurs; a Wood-Aspect might scent the air with falling rain and create spectral images of vanishingly tall trees, while a Lunars anima could take the shape of a thousand moonsilver antelope stampeding through the scene. Anima flares always leave some trace behind that can be identified by someone with the proper learning. nim manifest as less-formed bonfires of Essence at the level of one die fewer than a flare. These are still visible for miles and scene-long, but do not leave trace. With a bonfire anima, a Solar might stand in a hazy mandala of writhing golden shapes that turn

The Anima

ritten by Shreyas Sampat with the excellent input of Benjamin Baugh and Daniel Bayn himself. Wushu is Daniel Bayns property; Exalted is the property of White Wolf Publishing, and Wushu for Exalted is the property of Benjamin Baugh. his document is meant as a reinterpretation of Benjamins, which is intended to allow a person to run a game in the Exalted setting, using the rules framework of Wushu. To get the best possible use out of this document, you should get a copy of Wushu, the Exalted main book, and Benjamins conversion, which sometimes explains things better than I do here, and has expanded rules for sorcery and Lunar shapeshifting, including beastman form stuff. larifying: This document is not intended as a challenge to any of the three copyrights its interacting with; it should be considered the work of an adoring fan who wishes to combine three excellent works in the best way he can imagine. everal elements in this work come directly from Benjamins, or are only slightly modified. These are repeated here mainly for accessibility, and not in an attempt to claim his work as my own. Specifically, these are: all the Backgrounds, excluding their application to Abyssals and Sidereals; the Essence mechanics; the Charm of Solars, Lunars, and Dragon-Bloods; the anima powers of those; the basis of the anima rules; the Scarlet-Ebon die terminology. ou can! Get a copy of Wushu at Daniel Bayns website, http://www.bayn.org/games/wushu.html. You can also contact me at torchbearer_rpg@yahoo.co.uk; Ill be glad to forward thoughts to Benjamin as well.

 

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