This governs how many tasks a Character can take in a given
Interval. A Character has 7 Action Points in a given session and has 3 Training Action Points. The Character can forego sleep and gain 3 more AP and 2 more TAP. Foregoing sleep however, does incur a penalty of -1 for that
Interval. The time frame of an
Interval varies. It could be a week, a month or a Year. Speak with the Storyteller to determine the time.
Action Points are used to interact and change the World. You attend parties, interact with people, set your plans in motion, perform Sorcerous Workings or gather allies and material. After Character generation, you will need to spend AP to get or improve backgrounds.
Training Action Points are used to train up attributes, abilities and Charms or other miscellaneous actions. These are generally things that you roll in the background. Regarding TAP, it can be used only for self training or training others, researching etc. You can train one ability multiple times or multiple abilities etc.
Interval is the time taken to do something. They range as follows:
Decade > Year > Month > Week > Day > Hour > Minute > Second
All ratings are capped at 5. They represent not how strong or intelligent you are but rather how much of a thing you have mastered and can use effectively.
Rating | Mastery |
1 | Average for a being. Natural training through use. |
2 | The being has undergone Systematic training. |
3 | Fully trained. |
4 | Specialised/Olympic level training. |
5 | Once in a lifetime genius. |
You can roll as many successes as you want but beyond a point, the successes rolled do not do much in most non-combat rolls. Most tasks do not have degrees of success; a single success is always sufficient for an action to succeed well.
Multiple successes are only required for extended or contested actions, as penalties or bonuses are awarded by adding or subtracting dice from the dice pool, rather than by changing the number of successes required.
Scoring multiple successes only grants improved results in certain circumstances, though scoring five or more successes is usually counted as an exceptional success. Tasks which are contested between multiple characters are generally won by the character who scores the most successes when both roll for their side of the contest.
However charms may demand a number of successes and give better mechanical results accordingly.
There are three Attributes:
Physical,
Social, and
Mental. Each is capped at a maximum of 5.
Assign 4, 3, and 2 Dots to Attributes. A rating of five is the maximum achievable, two is about average for a mortal, and one is just not very good. You must have
4 Dots in your caste attribute.
Dawn | Zenith | Twilight | Night | Eclipse |
Melee | Presence | Craft | Larceny | Socialize |
Ranged | Leadership | Lore | Athletics | Linguistics |
War | Resistance | Medicine | Investigation | Bureaucracy |
Awareness | Survival | Occult | Stealth | Ride |
Each is capped at a maximum of 5. These abilities have the general meaning as Exalted Core, except Presence is all Honest social influence rolls while Socialize is all attempts at social Manipulation and Leadership is actual issuing of orders. Similarly Lore is inclusive of all Mainstream knowledge while Occult includes all exotic effects.
When purchasing the first dot the PC must declare an area of expertise encompassing their training and experience. They gain additional area of expertise per dot after the first up to a total of 5. This does not count towards the Ability Limit though as they do not add more dice to a roll.
Superhuman modifiers represent things like Super Strength, Speed, Intelligence, etc. They can be restrictive to Acts of Strength, speed etc or a general modifier on any Roll.
Keep in mind that most Superhuman modifiers
DO NOT APPLY to all rolls are generally very specific. They are there to help simulate super powers in a narrow scope.
So giving most characters 2 - 4 modifiers will suffice in general and a more specific modifier in their area of expertise. This varies depending on the power level of what a Character should be in and what their area of expertise is. They cannot be good at everything.
How this works is simple. Make a Roll. Then Multiply the final result with the Modifier. Eg. If the PC or NPC has Super Strength of say x2. Normally, If they roll Attribute + Ability and get 3 sux where their opponent gets 5 sux. The result is 3 v 5. Since they have a super strength modifier of x2, the final result is 6 v 5.
Superhuman Modifiers also alter difficulties based on the boost compared to the opponent in contested rolls.
For example, if the opponent has no superhuman modifier and you have a x4 boost, then you get a -4 difficulty on the contested roll. If the opponent has a x2 modifier and you a x4 Modifier, then reduce your difficulty by -2. For uncontested rolls, you directly gain a -4 difficulty to the roll if you have a x4 Modifier and so on.
Exalted: For Exalted, if they acquire any Superhuman modifiers, they stop being human and as a result, stop being Exalted.
Thus an Exalted cannot have any Superhuman modifiers.
Any 1s rolled reduce the total successes rolled by 1. So if you roll five successes, but two dice come up as 1 the roll only achieves three successes.
If the roll scores no successes and any of the dice come up with a 1, the action is considered a "botch". A botch is much worse than a normal failure. Not only does the action fail, but something terrible happens.