XerExaltedLite/Basics

From Exalted - Unofficial Wiki
Jump to: navigation, search

Basic Rules

See theXerExaltedLite/Lexicon, it should help!

Die Rolling

  • Extras roll their Attribute + Skill, plus up to a single die for the quality fo their equipment or tools. Extras may not channel virtues.
  • Minor Characters (normal mortals and ghosts, small gods, first circle demons, common raksha, animals, etc.) and Extras roll their Attribute + Skill, plus a Virtue if they spend a temporary Willpower point to channel it. The quality of their equipment or tools can let them add a single die to roll.
  • Major Characters (Everyone Else) roll their Attribute + Ability, plus any Specialties (up to their permanent Essence score), plus a Virtue if they Channel it (this does not cost them Willpower). The quality of their equipment or tools can let them add up to their permanent Essence score in dice.
    • Celestial Exalted may not gain Specialties.
  • Charms have their own die adder limits, depending on Essence user type, as normal.
  • Very little modifies these rolls! Most penalties now add to difficulty, and most bonuses grant autosuccesses. In no case may a Character roll more than Attribute + Ability (or skill) + Virtue + twice Essence (Essence for Specialties and Essence for item quality), without the aid of Charms.
  • Extras and Minor characters may normally gain no more than a single die from the aid of Charms.

Stunting

Stunts count for specific benefits, rather than just dice. In addition, there are only two levels of Stunts:

  • The Neat Stunt (where your move is suitably described) grants one of the following benefits
    • Regain your permanent Essence in motes.
    • Gain a 'zero-die' pool where you normally cannot roll at all. This lets UnExalted channel a Virtue or spend a Willpower to roll dice and/or gain successes.
    • Gain an experience point.
  • The Cool Stunt (wow factor!) grants one of the following benefits. A Cool benefit may only be taken once per scene, unless the Storyteller -and- players deem otherwise.
    • Add your full permanent Essence in automatic successes to a roll.
    • Gain a die pool equal to your full permanent Essence when you normally have no pool.
    • Regain triple your permanent Essence in motes.
    • Regain a point of Willpower.
    • Regain a 'channelled Virtue' point.
    • Subtract your full permanent Essence from the tic cost of an action (minimum zero. Yes zero).
    • Use a different Defensive Value, that is typically not allowed. Ie, if a physical attack of some sort normally cannot be dodged but can be blocked, apply your DDV anyway. In a debate, apply your Emotional Defense Value instead of your Reason Defense Value.
    • Gain three experience points.
    • A miscellanious, but similarly potent effect. This can be nearly anything, including cheating death, arriving 'in the nick of time', and so on. Use dramatic license. This type of bonus should be allowed no more than once per Story.
  • Any Major Character can stunt. A character should state her action, and immediately roll, with the ST assigning whether it is Neat or Cool.
  • Storytellers are free to cap the amount of experience gained through stunting.


Core Notes

  • Natures are found on pages 114-117 of the 1st edition Core Book.
  • Willpower is detailed on page 146 of the 1st edition Core Book, except for the following:
    • Willpower may be spent to subtract a success from a roll, if failure is desired.
  • Virtues are described on pages 129-131 of the 1st edition Core Book, save for two caveats:
    • When a character needs to fail a Virtue roll to perform an act due to their Virtue being 3 or higher, they may substitute their Compassion score for the difficulty if the reason is a compassionate one. If their Compassion score is equal to or higher than the Virtue in question, they may automatically fail.
    • Major Characters do not need to spend Willpower to channel Virtues.
  • Will refer to the 2nd edition page numbers when I acquire it :-)

Comments