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This is for primarily non-combat actions.


General

Botches

  • For every 5 dice rolled, one 1 is subtracted from the rolled dice to determine whether a character has botched.
  • The more 1s rolled on a botch, the worse the botch.
|1s rolled - - - dice rolled --> - - - 1-4 - - - - - - - - - 5-9 - - - - - - - 10-14 - - - - - -|
|1 - - - - - - - - - - - - - - - - minor botch - - - - - - no botch - - - - - no botch - - - - -|
|2 - - - - - - - - - - - - - - - - major botch - - - - - minor botch - - - - no botch - - - - -|
|3 - - - - - - - - - - - - - - - critical botch - - - - major botch - - - minor botch - - - -|

-This has the effect of helping to encourage strategic dice pool splitting, and also keeps people with more than 5 dice from being unable to fail a roll without botching. It also means that more skilled people are not more likely to botch horribly when they do botch. Also, I play that many effects can counteract the effects of minor botches, such a summon the loyal steel countering dropping your weapon, or tiger form countering falling down. Players are so happy when they botch and fall down, but then realize that they still have tiger form up.

Spending Permanent Willpower - Once per story, a character may elect to spend a permanent willpower to assist him in a difficult roll. This roll may only be used on a roll which is absolutely critical to the character. It must be something at least as important as his own life, something he would give anything for. And then, it may only be done if the player promises to make this moment and the memory of this moment important to the character mentally or emotionally. The permanent willpower spends exactly like a temporary willpower, and can be used to power charms, take an automatic success, or channel through a virtue, etc. It may be spent when the character's temporary willpower has reached 0, or it may be spent while the character still has temporary willpower remaining. In this case, the permanent willpower overrides the normal rule regarding willpower expenditure, and may be spent in the same round or even at the same time as temporary willpower.
-This allows a character to do the impossible. Once. And it comes at a price. It allows characters who would be dead to defy their limits with their will alone. Once. If channelling through a virtue is climactic, this is truly epic.

No Dots in the Ability - Having 0 dots in the ability does not usually put the character at -2 when he uses that ability.
-I am not above subtracting dice from a character's roll because he doesn't have any idea what he's doing, but I find this penalty rarely necessary, and prefer to simply limit the things a character knows how to attempt to do with 0 in an ability.


Physical actions

Sleeping in Armor - Sleeping is only possible in armor with a mobility penalty of 0.\\ -It seems counter-intuitive, but I think that how much an armor impairs your movement is more relevant to your sleeping than how much weight the armor puts on you and how generally fatiguing it is. SilverMeerKat made the analogy that Jade is like wearing a suit of ultralight plastic. Moonsilver is like wearing bags and bags of pudding in bags. The pudding is heavy and uncomfortable, but it's gonna settle with you when you sleep. The Jade is light and comfortable, but it's still restricting to move in, and it's still not comfortable to sleep in. Now, I could be argued out of this. You should try.

Feats of Strength - The Feats of Strength table in the core is completely accurate. You just don't add your Athletics.
-Having realistic levels of strength in a game helps the game to feel more realistic for me - a goal.

MoPoison - A more detailed system for poison doing damage over time.

Social actions

Mental actions

Wits -

  • Oops - When a player decides that a character does something not horribly stupid, then decides to take it back, that character may roll Wits+Ability DC 1 to take it back. It has to be before the ST gets that awful look on his face signifying that you've done something bad and before the results of your actions are described.

-Sometimes players make mistakes. Sometimes characters make mistakes. But characters are usually better than players, and in any case have a much better understanding of the world they live in. In situations where a character forgets he's using a false name, that a door may be trapped, that the person he's talking to shouldn't be trusted, etc, I allow a Wits roll. That's the best I can do. That being said, everyone in my game has the automatic merit "Common Sense". I won't let anyone do anything that will get them or anyone else killed just because I haven't described the scene well enough.

  • Wits Pause - Players are not allowed to take as much time as they want to think about things, but players of characters with higher wits are given more time than other players.

-Part of a character concept for a high Wits character may involve that they are able to react quickly and intelligently most of the time. It's hard to put yourself in-character and react quickly. So, this is how that's resolved.


Comments

I like your botch rules. I think, I will use them, too. Your right about characters having alot of dice, that if they fail, they will certainly botch. While this is sometimes funny, it can really be a pain in the ass. So good idea. WyldSpawn

Thanks. - Morpheus

Hey Morpheus, your table was bothering me so I tried to make it better. If you don't like it I shall cower and change it back.
~ Shataina

Mm. Morph, question- you say the purpose of your botch rules is to encourage 'more strategic dicepool splitting'? What does that mean, exactly? What strategy are you trying to encorage? Especially outside of combat, where characters won't typically be doing multiple things at the same precise moment, and don't need to split their pool?

Also, what is so terrifying dramatic about the 'Permanent Willpower Expenditure'? It sounds like, at best, 5 additional bonus dice. And that's infering that you can channel a virtue twice in a round. Given the amount of build-up you had in the description, and the 'channeling a virtue can be trully epic', I'd suggest that spending a Permanent Willpower does one of the following-

  • The character temporarily ignores all damage and wound penelties they've taken, including falling Incapacitated or Dead, for either 1 round or a number of round equal to the appropriate Virtue's rating.
  • The character gains a number of automatic successes on the action equal to their original Permanent Willpower.
  • The character instantly regains 10x Virtue in motes of Essence. (The Super Saiyan effect)

Just thoughts :) -- DS

Turns. In Exalted, we call them turns. That said, I completely agree with you - spending permanent Willpower isn't the same thing as spending temp Willpower; it is on the level of the Greater Signs of the Maiderns, not a first-tier Charm (I totally see Zenith magic letting you channel multiple Virtues simultaneously, for instance.) - willows

Hi. Thanks for commenting. The strategic dice pool splitting means that it encourages characters whose only fear is the botch to think very carefully before bringing a dice pool below 5. And I appreciate the comments on spending permanent willpower. I tend to run relatively gritty games, and this rule is intended as something that even mortals can do. It's something that is completely independant of being powerful in any way, and this is about the upper end of powerlevel I like for that sort of thing. You see, I'm one of those STs who doesn't play with stunts or extras and nags on the details. And when you're out of essence, and you have just one chance, just one chance, spending that permanent willpower starts to become an option. - Morpheus


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