StarJaunter/LevelsOfAction
Levels of Action
Normal Action: The only action extras are capable of performing; normal action is the most basic and mundane of actions. This is what most actions are unless the player or storyteller actually does something to modify the roll. Fae Shapers would describe normal action as background imagery, which any true “hero” could ignore at will.
Heroic Action: Heroes and magical beings can perform another level of action known as heroic action. Heroic action is any action that has been stunted, that willpower has been spent on, or that any charms, even excellencies have been used to enhance. This action is what most even vaguely important actions become for Exalted, although heroic mortals can still make them happen. Fae Shapers recognize that Heroic actions carry at least some narrative weight and learn to respect those who wield them to some degree. With this distinction made it may be possible to have other magics that make action heroic, such as the potions that allow mortals to heal as exalts
Supernatural Action: These are actions that are blatantly beyond what a normal human can perform. These actions are usually the result of charms and powerful magics, although Solar Exalted have demonstrated Permanent Charms that let them become supernatural healers without further charm use. Supernatural Charms are distinct because the automatically defeat any normal actions that try to resist them. They are also harder for merely heroic actions to defeat, adding to the difficulty of attempts to resist. Dragonbloods and Fae commoners can add one to difficulty, Celestials and Fae Nobles can add 2 to the difficulty. The charms that enable supernatural actions usually have other bonuses and occasionally limitations, such bonuses are superhuman bonuses. With this distinction made other magics may be made that enable supernatural actions.
Perfect Action: These actions are the pinnacle, easily overcoming even supernatural resistance and being only able to be beaten by another perfect action… Maybe. When perfects collide, first employ the Unstoppable Force versus Immovable Object Rule, ie Immovable object wins. If that doesn’t work just use the no Exalt left behind Act and decide who would lose most if their perfect fails, than let their perfect work. Rules for perfects are pretty specific to the effect, just know that even supernaturally potent actions aren’t enough to provide any resistance.
Add - On Action
Superhuman: These are actions that while they may not have magic backing them up are still the benefit of inhuman advantages. Usually animals get this added onto their normal actions, but humans with mutations or magic can gain them as well. The benefit of Superhuman traits come in the form of extra successes. These bonus successes function mechanically like an external penalty, they just provide a bonus instead. Usually the unique biology of animals (or provided by mutations) gives the bonus, but technology and artifacts(such as warstrider's strength), or charms can also give this bonus. Any time a charm mentions adding successes in a way that does not interact with excellency that charm is granting a Superhuman bonus to the charm's action. Superhuman actions can sometime compensate for a supernatural action, if the number of successes granted by bonus equals or exceed two times the essence of the supernatural effect than the superhuman ability is considered effectively supernatural and, can compete evenly with the supernatural effect, the superhuman trait may even add any extra successes it has left as bonus to roll.