Step 1: Declare Intent

Each player declares his character's goal, and the way in which he proposes to accomplish them.

Based on these methods, the ST chooses an Ability; this is the Ability the whole conflict will use. We'll call it the Focus. Determining the Focus also determines the Aegis for each player (see below). He chooses three Attributes, for Accuracy, Force, and Defence. For a shorthand, you might just want to use Dex/Str/Sta, Man/Cha/App, and Wit/Int/Per, but remember that this is a shorthand and not a full accounting of options. The Attribute set will not change throughout the conflict, but the Focus may shift repeatedly.

Each Caste has an Aegis, which is the ability used to defend against attacks when an ability in that Caste is the Focus.

  • Solar and Abyssal Aegis: Melee, Resistance, Lore, Larceny, Socialise
  • Sidereal Aegis: Endurance, Performance, Brawl, Stealth, Athletics
  • Dragon-Blooded Aegis: Linguistics, Awareness, Presence, Bureaucracy, Archery

Step 2: What You Do In A Turn

Conflicts proceed in "turns"; these are abstract time units whose lengths are defined at runtime.

Each turn, roll initiative (d10+Accuracy) and proceed with the characters in initiative order.

Each turn, you have one mobility action and one standard action.

Mobility Actions:

  • Change Focus. Describe how the conflict fundamentally changes, and change the current Focus to another ability in the same Caste for you.
  • Change Setting. Describe how you shift the current space-time location of the conflict. Gain a Style Die.
  • Mobile Charm. Describe the use of one of your Mobile Charms, and apply its effects.

Standard Actions:

  • Attack. See below.
  • Standard Charm. Describe the use of one of your Standard Charms, and apply its effects.
  • Mobility Action. See above.

Attacks

A standard action used to attack is a dice action that be split as per the standard Exalted rules.

  • The die pool for an attack is Focus+Accuracy.
  • Defenders have a DV, as in Exalted 2e. The DV against a given attack is Defense+Aegis for that Caste for you, divided by 2, and is subtracted from the attacker's successes.
  • The successes on the attack roll become the attacker's die pool for a damage roll. Successes on this roll cause injury to the defender's Focus:
    • Success: -1 dot
    • Difficult Success: -2 dots, to a minimum of 0
    • Legendary Success: -3 dots, to a minimum of 0
  • If the defender suffers an injury while they have 0 Focus, the attacker may apply it to their Accuracy, Force, or Defense instead. If one of these stats is 0, the attacker may instead choose to ravish, vex, or incumber the defender, and the defender no longer participates in combat.

Charm Templates

Combat-related Charm trees look essentially identical for each ability, although the individual Charms may have customized names, and some Charms are unique to specific Exalt types. Following are some templates for these combat Charms.

First (Ability) Excellency, Second (Ability) Excellency, Third (Ability) Excellency: As 2e.

First (Ability) Specialty
Cost: n/a
Duration: n/a
Type: Permanent
Min. (Ability): 3
Min. Essence: 2
Prerequisites: Solar, First (Ability) Excellency

This Charm modifies the use of the First (Ability) Excellency during an attack. The Solar may choose to use the ability being modified as the Focus and/or Aegis for the purpose of determining their attack roll and/or DV. Doing so costs 1 mote in addition to the normal cost of the Charm.

Second (Ability) Specialty
Cost: n/a
Duration: n/a
Type: Permanent
Min. (Ability): 5
Min. Essence: 2
Prerequisites: Solar, Second (Ability) Excellency

This Charm modifies the use of the Second (Ability) Excellency during an attack. The Solar may choose not to consider the use of this Charm as a Charm activation this turn. Doing so costs 2 motes in addition to the normal cost of the Charm.

Third (Ability) Specialty
Cost: n/a
Duration: n/a
Type: Permanent
Min. (Ability): 5
Min. Essence: 3
Prerequisites: Solar, Third (Ability) Excellency

This Charm modifies the use of the Third (Ability) Excellency during an attack. Instead of the normal effect, the Solar may use it to perfectly defend against an attack against which this ability is the Aegis. Doing so costs 1 willpower in addition to the normal cost of the Charm.

Charm Trees

Solar Melee

  • First Excellency: Excellent Strike
  • Second Excellency:
  • Third Excellency:
  • First Specialty:
  • Second Specialty: Perfected Warrior Discipline
  • Third Specialty: Heavenly Guardian Defense