BraincraftRemakeofExalted
Exalted is great, but the system leaves a bit to be desired. Thus, I embarked on a mission to remake the Exalted game engine in my own image... or, at least, in an image more pleasing to me. Inspired by Spirit of the Century, Weapons of the Gods, and with a sprinkle of D&D4e, this is what I've got so far:
Attributes
Each attribute starts at a rank of one. Solar and Celestial Exalted have 11 points to add to these ranks, and Terrestrial Exalted have 10. All Exalted may raise their attributes to a rank of 5, though elder exalts have ways of raising them even further. Heroic Mortals, poor things, have to make do with only 8 points, and have a maximum rank of 4 when raising their attributes in this manner (though they may raise them further with bonus points). Lunar exalts have a single caste attribute, and may choose an additional favored attribute; each of these caste and favored attributes gain an additional point of rank, up to the normal maximum of 5.
By comparision, a normal human has three or fewer ranks to add to their basic ratings, and seldom has more than two ranks in any attribute.
Rank Scale for Attributes: 0 – Deficient. Automatically fails at associated tasks without assistance or favorable circumstances. 1 – Average. Most ‘normal’ adult humans have this rank in all attributes. 2 – Developed. Talented or well-trained mortals might have a few attributes of this rank, especially if they are not starving peasants. 3 – Impressive. Mortals with attributes at this level tend to be the elites in their sphere. 4 – Exceptional. It is rare for any mortal to achieve this level of talent in any area, and those who do always stand out among their peers. 5 – Superlative. This is the highest level of natural ability attainable by any mortal human. This is the realm of Olympians and the most famous of scientists and personalities; in a world without Exalted, those at this rank define excellence itself.
Might – The attribute of strength and hardiness. Adds to raw damage in close combat, soak against physical attacks, capacity for lifting and carrying objects, and is the basis for many other physical tasks.
Agility – The attribute of speed and precision. Adds to accuracy, dodge value, and parry value, and is the basis for many physical tasks.
Grace – The attribute of charm and influence. Involved in most social dice pools.
Intelligence – The attribute of thought and learning. Used for most mental tasks.
Cunning – The attribute of wits and perception. Useful for many tasks involving quick thinking or noticing things, and is often useful in social situations.
Skills
Skills aligned with a character’s caste or aspect, as well as all favored skills, start at a rating of one. Solar exalts have three caste skills, and may favor a further three. Sidereal and Terrestrial exalts have three caste skills, but may only favor a further two. Lunars have no caste skills, but may each favor any four skills. Solar and Lunar Exalted start with 15 ranks’ worth of skills, while Sidereal and Dynastic Terrestrials have 14, plus 4 ranks of automatically assigned skills based on background. Heroic Mortals, sadly, start with a mere 12 ranks of skills, and favor only a single skill at most. Skills may only be raised up to a maximum of rank 3 with these points, but may be increased further with bonus points (and often are).
By comparision, a normal human has at most five ranks of skills, and seldom more than two ranks in any.
Frequently, more than a single skill might me appropriate for a given task. While only one may be rolled in a given pool at one time, different skills reflect different approaches and applications of knowledge, and certain circumstances or charms might make it advantageous to have access to all of them.
Rank Scale for Skills: 0 – Uninitiated. The character has no knowledge of this skill. 1 – Familiar. The character has some facility with the skill, and is able to perform basic tasks or assist with more advanced ones. 2 – Professional. The character has a comfortable grasp of most of the skill’s applications, and should be able to practice it for a living. 3 – Expert. The character has a high level of proficiency with the skill, and is likely to be particularly talented or well-trained. 4 – Master. This rank of skill generally only comes from long experience and solid effort. Few can achieve this level without great devotion to study and practice; though the Exalted can attain with relative ease heights mortals struggle to reach. 5 – Grandmaster. At this point, the skill ceases to define the character and the character begins to define the skill. Others may seek the character out to benefit from their knowledge. Exalted, especially celestial exalts, tend to reach this rank in several skills by the time they outlive a mortal lifespan.
Solar/Abyssal
Dawn/Dusk Marksmanship – Combat at a distance, with projectiles or thrown objects Melee – Close-quarters combat, with weapons or one’s own body Warfare – Leadership and tactics suitable for bringing groups into battle
Zenith/Midnight Presence – Influencing others through sheer force of personality Resistance – Toughness and general health Survival – Knowledge of and attunement to the world around you
Twilight/Daybreak Craft – Making and fixing things Lore – Education and research Occult – Aspects of both Lore and Craft, as applied to the supernatural
Night/Day Athletics – Fitness and body control Awareness – Alertness and sharpness of senses Subterfuge – Stealth, and the capacity for less scrupulous arts
Eclipse/Moonshadow Culture – Knowledge of the arts and other civilized pursuits Ride – Controlling beasts or vehicles Socialize – Understanding and manipulating groups and individuals
Terrestrial
Air Awareness Lore Marksmanship
Fire Athletics Presence Socialize
Earth Craft Melee Resistance
Water Culture Subterfuge Warfare
Wood Occult Ride Survival
Sidereal
Journeys Athletics Ride Survival
Serenity Craft Culture Socialize
Secrets Lore Occult Subterfuge
War Melee Presence Warfare
Endings Awareness Marksmanship Resistance
Specializations
These skills are necessarily broad; within every skill, there are many different applications and areas of study. However, not all practitioners of a skill have mastered all of these purviews equally. For each point of rating in a skill, you must choose one specialty within that skill. You may not take the same specialty multiple times, but multiple specialties may apply to the same task.
These can be broad or specific, as you like; it is considered poor form to choose a specialty that covers all applications of the skill, or even a vast majority. Mind you, specialties have certain advantages for those that have them:
- Certain advanced or uncommon applications of the skill may require specialization to use - For each specialty that applies, you may ignore a single die of penalties - In ties between opposed skill rolls, the narrower specialty wins
Examples of specialties:
- (Melee) With Swords, With My Father’s Sword, While Wounded - (Culture) Sculpting, Jade Sculpting, Dancing, Singing - (Craft) Metalworking, Orichalcum Forging, Rush Jobs, Taking My Time
Mechanics
The basic engine is: roll two six-sided dice. One is positive, one is negative. You add the one and subtract the other from your rating (usually an attribute + a skill) and you get what you get. For a lot of things, you don’t bother rolling; like backflipping off of a third-story roof, or being able to read and write. Either you have the rating to do it, or you don’t.
The bell curve is relatively narrow, so if you’re at a significant disadvantage you need to use stunts to make up the difference. Unless you’re a mortal, in which case you die.
Mortals usually cope with their pathetically low numbers by getting circumstancial bonuses; taking extra time, having extra-nice tools, waiting for an extra-appropriate moment, or taking a stupid risk, or having help from assistants all give small amounts of dice. An old lady with a bum leg (Agility 0, Athletics 0) could walk up and down a flight of stairs, but she'd need to take longer than a healthy woman, or get help from a friendly boy scout. When you take a Risky Action, you get to roll two positive and two negative dice and use them all, so the spread is a little better; but you’re more likely to get a really bad roll, and failing a Risky Action means you get a Critical Failure. That granny taking the stairs could rush down, but if she fails (more than half the time, with the bell curve centering around zero) she's going to fall and break her hip or worse. Usually only stupid, reckless people make use of Risky Actions, but occasionally it comes in handy (especially if you weren't expecting to live anyway).
A 'round' is an abstract unit of time representing 'a couple of seconds'. Every round, you can take one Battle Action, one Move Action, and one Stunt Action. You can also take any number of Incidental Actions as you might reasonably be able to get away with (draw a weapon, speak aloud, stand or sit, notice what is going on around you). Rarely, an action might be designated as a Full-Round Action, in which case the action obviates the opportunity for Battle, Move, and Stunt actions (Incidental Actions are still allowed unless specifically noted otherwise, and defenses remain at their standard level unless otherwise noted).
With a Battle Action, a character may either attack or defend. With an attack, the character may choose to attack any valid targets within range. This is generally a roll of the character’s Speed vs. the target’s Combat Defense. If the character wishes to attack multiple targets, he takes a penalty to Speed equal to the number of targets, unless he is using an attack with Magnitude, in which case the attack is applied to all targets within the area of effect.
When defending, the character may instead add +2 to his Combat Defense at the expense of any opportunity to attack.
With a Move action, a character may either Walk or Dash. Walking allows a character to move one zone with no roll or penalty, assuming no barriers or difficult terrain or circumstances. A Dash allows the movement of two zones, but at a penalty of -2 to all actions and defenses.
A 'zone', here, being an abstract unit of space/distance representing 'a medium-sized room'; people within the same zone are close enough to talk or fight or interact in whatever interesting ways, and you could probably fit a five-man squad in it (two squads would be a little crowded, though, especially if they're doing something athletic like fighting each other). Moving more than one zone per round, or moving in difficult terrain, is a movement action, the efficacy of which is based on your Agility + Athletics.
With a Stunt Action, the character may use their various skills and abilities to try to gain an advantage. This is usually a roll of attribute + skill vs. a defense value or circumstantial difficulty. More details are in the Stunts chapter.
In conflict, initiative order is determined by descending Cunning value. Each participant may either act as their Cunning value comes up, or delay. If you delay, you may act at any time following your Cunning value; if you have not acted by the end of the round, you take no action. The highest Cunning value always gets to choose to have his actions resolved first, even if multiple participants have delayed, or some have delayed and some have not.
When making an attack, your Speed has a base equal to your Agility + (Fighting or Marksmanship) + (weapon), which for mortal weapons usually ranges from -1 to +1. Even artifact weapons might only grant another rank or two at most, so it's not a huge deal for exalted badasses with huge numbers to throw around.
Your Combat Defense value is equal to Agility + (Athletics or Fighting), plus the result of a +/- roll. If the Speed of an incoming attack is higher than this, that attack hits you, and the difference is used to purchase Victories for the attacker.
Damage for most weapons is Might + (weapon). Weapon damage values usually range from +0 to +4 for mortal-scale weapons.
Unarmed combat has stats of +0 accuracy, +0 defense, and +0 damage.
Soak has a base of (Might) + (armor). If the Power of a successful attack exceeds this value, the difference becomes a Wound with a rank of half the difference, rounded down. 0-rank Wounds are purely cosmetic, but higher ranks of Wounds act as a penalty to Soak against future attacks. Only the highest-ranked Wound applies in this way at any given time. The Wound penalty cannot reduce Soak below zero. Hardness behaves like Soak, but is not reduced by Wounds.
If a character is suffering from a Wound of rank equal to or greater than their Might + Essence, they are Downed. A Downed character is unable to take actions and may be unconscious. If a character is suffering from a Wound of a rank equal to or greater than their Might + Essence + 3, they are Dying. A Dying character is also Downed, and will be Dead at the end of the Scene unless they receive medical attention or use an ability that prevents this. A character that suffers a Wound of rank equal to or greater than their Might + Essence + 5 is Dead. A Dead character is dead. Deceased. Expired. Visiting their Auntie Saturn. Whatever.
Some effects, groups, creatures, or characters have Magnitude. Magnitude represents size and scope - and power. A full chart detailing what each level of Magnitude means is forthcoming, but Magnitude 1 is about one zone, so a Magnitude 1 attack hits everything within a zone, and a Magnitude 1 creature or unit generally fills that zone.
The Speed and Power of attacks are modified by the difference in Magnitude between the attacker and target, to a maximum of +/- 5, in favor of the larget Magnitude.
Stunts
Things to spend Victory Points on: - Advantage: An Advantage is a one-time bonus you can achieve by applying your skills to a related task. You can gain an advantage by spending a number of Victory Points equal to twice the value of the bonus as the roll is made, to a maximum of +3. The Advantage lasts for a single roll. Examples of Advantages include: Tearing a tree trunk out of the ground to bludgeon a monster with; using an acrobatic maneuver to flank an opponent; stealing the cigarette case from the pocket of the Guild boss just as he reaches into his coat pocket for it, to prove you’re the best thief he’s ever seen; sweeping the satrap off her feet on the dance floor, the better to seduce her; blinding the ninjas with the sudden flare of your Glorious Solar Saber before you cut them down. - Gambits: A Gambit is a bonus that you can hang on a target until you’re ready to use it. It usually comes as a surprise to the target. You can hang a Gambit on a character, a location, or even an object. To use a Gambit, spend a number of Victory Points equal to the rating of the Gambit, to a maximum of +5, and declare what type of roll the Gambit affects. Gambits apply their bonus to a single roll, once, and if they are not sprung before the end of the scene they are lost. Before springing a Gambit, you must let the Gambit hang for at least one round for each level of the Gambit. Examples of Gambits would be: Weakening the floorboards of the building you’re fighting in with your violent footwork, so that your opponent’s feet break through and trip him up at an inopportune moment; intentionally not mentioning a key fact, so that when your opponent tries to bring it up you can reveal it and make him look like a fool; “I am not left-handed”; concealing some of your troops in the trees to ambush the other general’s officers as they ride behind the advancing line; using your superior stamina to wear down your opponent, so that you can strike when he is weary. - Stratagem: A Stratagem is a persistent penalty that affects a target. To use a Gambit, spend a number of Victory Points equal to twice the value of the penalty (to a maximum of -3), plus two, and declare the type of roll it applies to. The Stratagem lasts for the remainder of the Scene, and disappears after it ends. Examples of Stratagems: Reminding your former lover of the good times you used to have, softening her mood; analyzing your opponent’s style, allowing you to target its weaknesses; leading your opponent into more favorable terrain. - Negate a Gambit or Stratagem: You can negate an unsprung Gambit or currently active Stratagem by spending the same number of Victory Points used to create the effect. Advantages cannot be negated, only countered with another Stunt. Examples of negating a Gambit or Stratagem: You spot the ambush just in time; “I am not left-handed either!”; if the enemy is using the ridge for cover, blow up the ridge! - Reverse a Gambit or Stratagem: Instead of negating a Gambit or Stratagem, you can spend an additional two VP and a tick of Willpower to reassign its targets and beneficiaries. Examples of reversing a Gambit or Stratagem: Your opponent tried to make you look uneducated by making the topic of conversation obscure poetry, but you corrected their error in recitation, making them look the fool; instead of stepping beneath the falling roof tiles your opponent knocked loose moments ago, you pull him forwards into them!
Essence
0 – Unawakened. Typical of nonheroic mortals. No talent or training in the control of the essential energies of Creation. Extremely simple and weak spirits or supernatural creatures may have this rating. 1 – Awakened. Particularly talented or spiritually advanced mortals may have this rating. Weak spirits and supernatural creatures probably have this rating. Exalted generally don’t, unless they’re very young or somehow spiritually crippled. 2 – Strong. Only the most superlative mortals achieve this level of capability. Spirits at this level or above always have names and some sense of self-awareness. Almost all adult Terrestrial Exalted have achieved at least this level of spiritual power, though in this age many go no further. Supernatural creatures at this rating are generally quite fearsome to mortals. 3 – Mighty. This is the minimum level for Celestial Exalts; even the weakest unschooled Solar or Lunar is simply bursting with spiritual energy. Terrestrials at this level are fairly talented or accomplished, or at least old. Spirits and supernatural creatures at this rating are often important or influential in their area, and can easily dominate in regions without strong competition. 4 – Overwhelming. Mature Celestials and the most powerful and ancient of Dragonblooded fall into this category. Spirits and supernatural creatures of this rating are frightening and practically elemental examples of their kind, such as Celestial Guardians and minor Titans. 5 – Divine. Elder Celestials continue to grow in spiritual might, outshining all but the most worthy spirits of Heaven. Major spirits and true Titans are the company you keep at this rating. Terrestrials cannot dream of this sort of power without the assistance of rare and dangerous artifacts or techniques. 6+ – Boundless. The true limits of Essence remain a secret to the majority of even the Awakened; beings of this category rarely travel outside of Yu-Shan, the Underworld, or Malfeas. The Deathlords and the major aspects of Demon Princes are known to reside among these echelons. Only the most primal of spirits can match these levels. The Unconquered Sun and his peers are believed to be at rating 10, but it is uncertain if the same rules apply to such radiant beings. The Primordials probably cannot be defined within the boundaries of Essence as they are known.
Essence Pool sizes:
- Awakened mortals can access twice their Essence as a pool of motes. It sucks to be mortal. - Spirits can access their Essence x3 in motes, but often have charms that allow them to draw on other sources of Essence. - Terrestrial Exalted can access their Essence x3 in motes, but frequently have the Breeding Background, which increases this slightly. - Celestial Exalted can access their Essence x5 in motes. - Solar and Abyssal Exalted can access their Essence x6 in motes.
Things that all characters with Essence ratings can do:
- Spend up to your Essence rating in motes per round without cost. This is called your Essence Flow. Some things can affect this value temporarily. Spending more than this expends your Essence Pool, and causes Anima Flare. - Sense Anima Flare. If [your Essence + (Awareness or Occult) + (the rating of the Anima flare) – (the distance between you and the Anima Flare in terms of the Magnitude table) – 5] is a positive number, you are aware that essence is being used somewhere, and the distance and direction and magnitude of the flare in broad terms. (“It’s… something big… about… a couple of miles thataway.”) A higher value means more precise information. At 1 or 2, you are barely aware of the sensation and inexperienced essence-users may write it off as nerves or the weather. At 10 or above, there’s pretty much no mistaking what’s going on and where (but that generally means someone’s channeling a huge amount of essence almost right next to you, so you’ve probably already figured that out from the explosions). - Lend a bit of your power to another Awakened character. As a Full-Round action, you may concentrate and spend up to your Essence in motes from your Pool (you cannot use your Flow for this purpose). For every two motes you expend, a recipient that you are in direct contact with may gain one mote to their Pool, up to their normal Pool maximum. You may perform this action across rounds, so if an Essence 1 character tries to lend Essence, it takes two rounds for the recipient to gain a single mote. If an Essence 5 character channels 5 motes per round, the recipient gains two motes on the first round (when the total is 5, halved to 2.5, rounded down) and three on the second (when the total reaches 10, halved to 5). - Recover your Essence Pool naturally. At the end of a scene in which a character’s Essence Pool is below its maximum value, that character recovers either a number of motes equal to half the difference between their current and maximum values (round in favor of the character) or a number of motes equal to their Essence, whichever is greater. - Blood for Power. If you’re short on fuel for your charms, you can instantly gain and spend up to twice your Essence in motes. However, after this expenditure, you also gain an Aggravated Wound with a rating equal to the number of motes you have gained in this way during this Scene. This sort of feat is even harder on mortals, for whom the wound gained is of a rating equal to twice the number of motes gained. Motes gained through the use of this ability are not stored, and disappear if not spent immediately.