Just a word of warning, all of these mechanics are subject to change, this is just the typical CK2 quest that I'm working off of an adapting.
Turns
Turns at the start will encompass 3 months of time each, and will eventually transition to 1 year after a certain period of time. This is to accommodate the rapid changes required for a newborn Civilization in an otherwise inhospitable place to survive.
Every turn, a number of actions become available and can be taken. For overall rulers, 2 actions of each category can be taken (Military, Diplomacy, Stewardship, Intrigue, Piety, Learning and Personal). Each category uses the bonus of the Chief Minister in charge of that area rather than the ruler's, except for Personal Actions. Rulers can choose to sacrifice a Personal Action in order to perform another action in another category, using their own stats to perform it. For Chief Ministers, they can instead take up to 5 actions per turn, all of which uses their own stats, but at least 2 of which must be related to their job (after all, why do you have that position if you aren't doing your job?).
Actions, unless otherwise specified, have a Difficulty that must be rolled against and beaten. A d100 is used, with the relevant stat modifier added, and compared to the Difficulty. If it equals or beats it, it succeeds. If the result is at least 50 above the Difficulty, than it is a Notable Success, not really exceptional but a better result than you might have otherwise gained. If the result is 100 or more above the Difficulty, then the result is an Artificial Crit, producing a greater result than it otherwise would have. If the die roll itself is a Natural 100, then an even better result is gained, and a Trait as well for the person enacting the action.
For anyone except mortals, there is a risk of Critical Failures. By default, this only triggers for actions performed by the character in question which roll a Natural 1. Certain conditions, such as Exalt type or overwork, can increase this threshold further either permanently or temporarily.
Charms
[TO BE ADDED LATER]
Overwork
All Exalted characters can choose to "overwork" on a turn, essentially committing enough Essence to push themselves for more results. They gain an additional Action of any type which uses their stat bonus for every time they overwork. An Exalt has 3 "Anima" Slots, one of which is filled every time they overwork, and they can use as many slots as they'd like in a single turn up to their available amount. Sovereign Exalted, being focused around their Anima Banners, have 4 Slots instead.
Besides fueling their Anima Banners and making the Exalt shiny and sparkly, this overwork has consequences for future turn. After all, your character is pushing themselves both physically and magically to the point of exhaustion in order to fit more time onto their schedule, leaving them more vulnerable to the temptations of the Great Curse. On the turn that overwork is performed, no penalty is gained. On the subsequent turn however, all actions which can Critically Fail have their threshold increased by 2 per Anima slot filled. At the end of the penalized turn, if no further overwork was done, then 1 slot empties, reducing the Critical Fail threshold by 2. This continues for every turn without overwork being done until all slots are emptied.
For Example: Say you are a Sidereal Exalt. You Critically Fail on all actions which roll a Natural 1. You have 3 Anima Slots available to use. You decide to overwork twice this turn, filling up 2 slots, and you gain 2 additional actions to use. There is no penalty this turn for doing this. Next turn, you can only choose to overwork once, since you have only 1 available slot left. In addition, your threshold for Critical Fails increases from 1 to 1-5 for that turn. If you do not overwork again that turn, then at the turn's end, 1 slot will be opened up, and the Critical Fail Threshold will decrease to 1-3.
[MORE TO BE ADDED LATER]