fate exalted

6
INTRODUCTION This document represents an ongoing project. I doubt that I'm going to ever quite finish the thing, but I intend to add more stuff toward that end. This draft is aimed at Solars. It's how the skill system is set up. That said, it should also function for Abyssals and Infernals without too much problem. I imagine that you could use it for other Exalted types, but it's missing key sub-systems, such as modularity for Alchemicals. One thing this document does not have is the basic rules of FATE. You will need to locate those. Free FATE and the Spirit of the Century System Reference Document are good spots to look. SKILLS FATE Ladder: +8 Legendary +7 Epic +6 Fantastic +5 Superb +4 Great +3 Good +2 Fair +1 Average +0 Mediocre -1 Poor -2 Terrible -3 Awful -4 Abysmal These Skills are organized by Solar Caste. *Dawn Fight Might Ranged War *Zenith Empathy Integrity Presence Resistance *Twilight Craft Investigation Lore Occult

Upload: ferruccio-detto-fer

Post on 28-Apr-2015

31 views

Category:

Documents


1 download

DESCRIPTION

Found on http://lnx.magoscuro.com/exalted/

TRANSCRIPT

INTRODUCTION

This document represents an ongoing project. I doubt that I'm going to ever quite finish the thing, but I intend to add more stuff toward that end.

This draft is aimed at Solars. It's how the skill system is set up. That said, it should also function for Abyssals and Infernals without too much problem. I imagine that you could use it for other Exalted types, but it's missing key sub-systems, such as modularity for Alchemicals.

One thing this document does not have is the basic rules of FATE. You will need to locate those. Free FATE and the Spirit of the Century System Reference Document are good spots to look.

SKILLSFATE Ladder:

+8 Legendary +7 Epic +6 Fantastic +5 Superb +4 Great +3 Good +2 Fair +1 Average +0 Mediocre -1 Poor -2 Terrible -3 Awful -4 Abysmal

These Skills are organized by Solar Caste.

*DawnFightMightRangedWar

*ZenithEmpathyIntegrityPresenceResistance

*TwilightCraftInvestigationLoreOccult

*NightAthleticsAwarenessContactingLarceny

*EclipseBureaucracyResourcesSocializeTravel

This is the number of FATE points that different people get.

Solars/Abyssals, Infernals: 35Sidereals/Lunars: 33Terrestrials: 30god-blooded: 27heroic mortals: 24non-heroic mortal: 20

ASPECTS

5 defined during char-gen, 2 as story Aspects.

5 defined:

OriginExaltationMotivationVirtue/FlawIntimacy

Story Aspects may be gained at any time during a story. They must tie the character somehow to the current story or situation. Players may choose to lose a story Aspect at the end of any story, although there is no obligation to do so. No character may have more than 2 story Aspects at a time.

Characters begin with 5 fate points.

STUNTS

Characters may purchase “generic” Stunts. Each Stunt may:

*Give a +1 bonus to a roll for a given skill in a certain situation. For example, +1 to all Lore rolls to provide medical treatment.*Give a +2 bonus to a roll for a given skill within a narrow situation. For example, +2 to all Lore rolls to provide medical treatment to cure poison.*Allow a given skill to replace another in a certain situation. For example, allow Fight to stand in for Presence to intimidate someone with a weapon.

*Purchase a Companion with 4 advances, as per the Companion rules. Additional purchases can either provide a new Companion or 3 additional advances to an existing one.*You have a Gadget with 3 improvements.*Add an additional Mild Consequence to one track. This may only be purchased once per track.*Finally, if something doesn't fit this pattern, pitch it as a Stunt. Some such Stunts require the expenditure of a fate point for each activation.

Solars/ Abyssals/ Infernals begin with 6 StuntsSidereals/ Lunars/ Alchemicals begin with 5 StuntsTerrestrials begin with 4 StuntsGod-blooded begin with 3 Stuntsheroic mortals begin with 2

STRESS

Stress is HP style, so 3 incoming points of stress cross off three boxes of stress. If the stress track becomes full, that character is taken out. Players may opt to give their character one or more Consequences to reducing incoming stress as low as 0.

Characters begin with 3 boxes in each stress track. Resistance and Integrity raise the number of boxes by half their positive value, round up. So a character with a Superb Resistance add 3 to their physical stress boxes.

Characters begin with one Mild, one Moderate, and one Severe Consequence. They reduce incoming stress by 2, 4, and 6 points respectively.

COMPANIONS

A Companion begins as Average quality, with 2 stress boxes, requires a fate poin to act alone, gives +1 to their leader when attached, and the leader can substitute their skill for his own if it is better. Only one Companion may attach at once.

Quality- Each purchase of this advance increases the rating of the highest skill the Companion has, the number of skills, and the amount of stress the Companion can take:

*One purchase – 1 Fair, 1 Average, 3 stress.*Two purchases – 1 Good, 1 Fair, 1 Average, 4 stress*Three purchases – 1 Great, 1 Good, 1 Fair, 1 Average, 5 stress.

No Companion may take this advance more than three times.

Communication – The Minion has some method of communication appropriate to the skill which allowed it to be purchased. Attempts to interfere with this communication face a difficulty of the higher of the Companion's rating or the rating of the skill used to purchase it. Additional purchases increase this difficulty by 2, to a maximum of three purchases (+6 difficulty).

Independent – This removes the 1 fate point cost for Companions to operate on their own. Furthermore, with the purchase of this advance, the player may give the Companion 2 fate points and access to two appropriate Aspects for use during a mission.

Keeping up – If the character has an unusual way to travel, the Companion may imitate that method of travel in order to keep up to the character, but only while attached to that character.

Skilled – The Companion gains an additional column to the right of his skill column. The first purchase of this advance buys a column level with the original, while each subsequent purchase produces a column cumulatively one lower. So a Great quality minion purchasing this advance one would receive 1 Great, 1 Good, 1 Fair, 1 Average skill. A second purchase would add an additional 1 Good, 1 Fair, 1 Average.

Stunt – This advance gives the minion access to a single Stunt. It may be taken no more than twice for a given Companion, and it may not grant access to additional Companions.

Summons – If summoned, the minion arrives in roughly one minute. A fate point may be spent to bring the Companion in a single round. If either the summoner or the Companion is taken out, the minion vanishes.

Variable Summons – The first time a Companion is summoned each story, the player may reallocate that Companion's advances. The minion then remains the same for the rest of that story. Players may choose to spend a fate point to reallocate the advances an additional time. (Requires Summons.)

GADGETS

Improvements include:

Additional Capabilities – It does something related to what it normally does in addition to that thing. So a boat might also work on land. A flying boat probably requires two improvements.

Alternate Usage – You can do something, but using a different skill.

Armed – Something that's not normally a weapon has offensive capabilities.

Armoured – Reduce incoming stress by one.

Futurization – Does something that “modern” things can't do yet.

Speculative Science – Does something that “modern” things can't yet do or even figure out how they might possibly do that. (Requires Futurization.)

Independent – Has an auto pilot of some sort.

Conscious – Can make its own choices. (Requires Independent if its own choices can do anything beyond communicate with its user.)

Minaturization – It's really small.

Maximaization – It's really big.

Craftsmanship – Gives +1 to one skill. May be taken only once per skill.

Rugged – Has 2 extra stress boxes over the normal capacity (usually 3).

Unbreakable – This can only be damaged by things that could damage the 5MM.

Upgrade – Gives +2 to a specific use of one skill. May be taken only once per skill, and does not stack with Craftsmanship.

MASS CONFLICT

One scale of mass conflict is unit based. This is used when groups start to get a bit large but aren't quite to the scale of whole armies. This is just the rules for attaching minions.

What follows is totally untested. Use it at your risk, but if you do please give me feedback.

This second system is for larger combats, with whole armies involved. It runs basically like normal combat, but using a slightly different setup. All rolls are made using the lower of your War and your troops' average Skill rating.

The size of the armies matters. For convenience, I will use the Magnitude ratings from Exalted:

Magnitude Members Equivalent 0 1 Solo 1 2-10 Fang 2 11-75 Scale(s) 3 76-150 Talon 4 151-300 Wing 5 301-650 Dragon 6 651-1,250 — 7 1,251-2,500 — 8 2,501-5,000 Legion 9 5,001-10,000 First Age Legion

When two or more forces are on different scales, add the difference to their attack rolls, to a maximum of +3. It is possible to go all 300 and use the terrain to limit the number of people that can attack you at once.

I've also retained the use of Drill and Might.

Drill-1 These guys have never seen battle before.0 Professional soldiers.+1 Tiger Warriors and the like.

Might0 Normal people.+1 Either the officers are Exalted, or the troops are mostly supernatural.+2 The officers are Exalted, AND the troops are supernatural.+3 Why are you picking fights with armies of Celestial Exalted?

Armies can move 1 zone supplementally, or can roll Athletics to dash. Use the lower of your War and the average Athletics of your troops to make this roll.

Determine stress tracks based on the average skills of your troops. Instead of the base of 3, use the Magnitude of the army. When you run out of stress boxes, your army is taken out, not reduced to a lower Magnitude. Doing the latter would make combat take all damned day.

Finally, armies have two Aspects that the leader can use as his own. They can have more than this if you need them to.

In summation, armies have the following things:* Magnitude* Might* Drill* A stress track* An average Resistance, Athletics, and whatever combat stats you want to use* Two or more Aspects

TO DO LIST

* anima banner mechanic. a stress track of its own?

* organization rules.

* integrate more with Virtues, possibly Essence.