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Parry/Dodge AdvantagesEwindaleMoss/H1>
If the character's parry/dodge pool is 9 or above, they have Recoil/Feint added to their abilities. If a character with Recoil/Feint avoids an attack with 3 or more successes, the attacker suffers a -2 to their next defense attempt. Every two successes extra above 3 adds another -1 penalty to their defense.
If the character's parry/dodge pool is 12 or above, they have Counterstrike added to their abilities. If a character with Counterstrike accumulates 3 or more successes, they have the option of taking an attack of opportunity on their attacker. To make this attack, the character must split their pool accordingly. Counterstrike DOES overlay with Martial Arts “After Dodge” moves, allowing the Martial Artist to make the “After Dodge” technique at a full dice pool.
<H1>Weapon TypesEwindaleMoss/H1>
One Handed (1h) – Characters may make full attacks with both hands, each hand receiving a -3, -4, -5 to the first, second, and third attacks respectively. Either hand may only target one individual unless said individual dies or the character is stunting. Characters without the Ambidextrous merit still take a -1 penalty to their off hand.
Two Handed Light (2hl) – Characters using two-handed light weapons add their dexterity as well as their strength to the weapons damage when calculating damage dice. Characters with two-handed light weapons with a high enough speed rating may make multiple attacks on the same or separate targets at normal -3, -4, -5 split action penalties.
Two Handed Heavy (2hh) - Characters using two-handed heavy weapons double their strength when calculating damage dice. Characters with two-handed heavy weapons with a high enough speed rating may make multiple attacks on the same or separate targets at normal -3, -4, -5 split action penalties.
Unarmed Attack Aid (uaa) – These weapons add their ratings to the statistics for the appropriate brawling/martial arts attacks. If an attack has a special, that special is used in place of the weapon's special unless otherwise noted.
Martial Arts Attack (maa) – These attacks represent the discipline and grace with which masterful martial artists are gifted. Unarmed Attack Aids supplement the damage ratings on these attacks. These attacks may also be used in combination with any martial arts attack charms an Exalted character may have unless specifically stated otherwise in the charm. Multiple attacks may be made on multiple opponents. However, the penalty stacks at the number increases. A martial artist kicking ten times
would take a -3 to their first roll, a -4 to their second, and so on until taking a -12 to their tenth attack.
Brawling Attack (baa) - These attacks represent the sheer determination to destroy an opponent using any means available, barring formal weaponry. Unarmed Attack Aids supplement the damage ratings on these attacks. These attacks may also be used in combination with any brawling attack charms an Exalted character may have unless specifically stated otherwise in the charm. Brawlers are limited in their attacks the same way as Melee fighters. A brawler may attack only only one target for each pair of limbs that they have, their penalties resetting for either arm. Again, non-Ambidextrous brawlers will take a -1 penalty for off-hand attacks.
Archery (a) – Characters using “Archery” based weapons specialize in weapons that require specialized aiming skills and the use of weapons that have both an ammunition and a firing component. Archery weapon users add their Strength when calculating damage. Archery users may make full dice pool attacks with each of their attacks as long as said targets are no more than the users (Dexterity+Archery)/2 rounded down) x 5 feet) apart from each other. I.e. Kitira wants to shoot three zombies crossing the river towards her position. Her powerbow has a rate of 3, and she has both Dex 3 and Archery 3. She can therefore make 3 full dice pool attacks at one of the zombies or one full dice pool attack at each zombie so long as they are no more than 15 feet apart from the first target to the second, and from the second to the third.
Thrown (t) – Characters using “Thrown” based weapons specialize in hurling weapons at their foes with their own strength as opposed to firing them using another component. Thrown weapon users add their Strength when calculating damage. Thrown users may make full dice pool attacks with each of their attacks as long as said targets are no more than the users (Dexterity+Thrown)/2 rounded down) x 5 feet) apart from each other. I.e. Orion has a similar problem as Kitira. He wants to target four zombies crossing the river towards his position. His shuriken have a rate of 4, and he has both Dex 3 and Thrown 3. He can therefore make 4 full dice pool attacks at one of the zombies or one full dice pool attack at each zombie so long as they are no more than 15 feet apart from the first target to the second, and from the second to the third, and so on.
Weapon Specials
Amputation – If when attacking with this weapon, the attacker successfully defeats a defender's parry and deals 2 HLs of damage or more, the defender must roll Stamina+Resistance (diff. Attacker's Strength) in order to not lose the limb they parried with.
Breaker – When this weapon successfully parries an attack, the defender gets a reflexive disarm attempt. This disarm attempt does draw from the defender's attacking dice for the round.
Cleave – When a weapon with cleave successfully kills an opponent, the attacker may make another full dice pool attack at a target within weapon's reach.
Clobber – When a weapon with this special successfully attacks an opponent a number of times equal to its speed rating, regardless of end damage, the opponent has to make a Stamina+Resistance (diff. Attacker's Dexterity) in order to not be dazed by the attack and take a -2 for a number of rounds equal to the attacker's dexterity.
Flurry – When using a ranged weapon with flurry, the attacker may choose to fire triple the amount of ammunition from the weapon, taking a -3, -4, and -5 each time the weapon is fired. Again, multiple targets can be made as long as they are within range of each other. I.e. Kitira is being swamped by zombies now, and wants to target as many as possible before they reach her. Her bow has a rate of 2 and so she can flurry and fire three arrows two times. The arrows take a -3, -4, -5 to the first, and a -6, -7, -8 to the second.
Knockdown – Damage is doubled for the purposes of determining knockdown when this weapon successfully hits.
Knockback – Damage is doubled for the purposes of determining knockback when this weapon successfully hits.
Overrun – When this weapon kills an opponent on a charge, the attacker may continue moving forward and make another full dice pool attack at the target directly in front of him.
Pincushion – When a weapon with this trait hits equal to its speed rating and does at least 1 HL of damage, the opponent has to roll Stamina+Resistance (diff. Attacker's Strength) in order to not start bleeding out 1 HL per turn until making a successful Stamina+Resistance roll. The roll's difficulty drops by 1 with each turn.
Puncture – This weapon was designed to pierce armor. An attacker using this weapon may make a Strength+Athletics roll (diff. Armor Hardness) to reduce the target's armor soak. On a successful roll, the target's armor soak is halved.
Hailstorm – Forgoing targeting multiple opponents, a ranged weapon with shot may instead double their number of attacks, aiming all their ammunition at a single opponent. The attacks take consecutive penalties as they are fired and all hit the same target. I.e. Robin is using his sling to face off against a rather large automaton. Wanting to insure its quick demise, he puts all his ammo into his sling to hit it at once. His sling has rate 3 and so he flips another piece of shot into his sling as each is fired and flings all of them at a single target for a total of 6 attacks. The attacks take a -3, -4, -5, -6, -7, -8, as they are fired.
Trip – An attacker with this weapon may make a trip or disarm attempt at the weapon's full range without penalty.
<H1>Fighting StylesEwindaleMoss/H1>
Martial Arts isn't the only ability to gain weird charm trees with bizarre abilities. No, every ability that can perform a combat (social included) can have a style. These styles typically require a Sifu or Mentor to train the character, or if developing it themselves, will take significantly longer to train. (Significantly longer should be up to Storyteller's discretion. A tonfa style titled Undying Winter focusing on chilling bones, immobilizing, and permanent crippling probably isn't what someone in Gem is going to develop easily or naturally. However, if that same person were to develop the Furnace Heart style, a Fire/Valor focused Brawling style, that would take less time due to its feasibility.)