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exalted:cheat_sheet

Exalted Cheat Sheet

Melee Combat

Social Combat

Mass Combat

Feats of Strength

Damaging Objects

Object Soak (L/B) Health Levels (Damaged/Destroyed)
House Door 1/3 3/10
Oak Door 3/5 10/20
Fortress Gate 8/10 20/40
Wood Wall 3/5 8/12
Brick Wall 6/10 24/40
Stone Wall 12/18 40/80
Wood Statue 2/4 3/16
Stone Statue 4/8 4/28
Iron Statue 6/12 6/50

Healing Times

Damage Type Level Exalt Mortal
Bashing All 1 level per 3hrs rest 1 level per 12hrs rest
Lethal/Aggravated -0 1 level per 6hrs of rest or 12hrs of normal activity 1 level per day of rest or two days of normal activity
Lethal/Aggravated -1 1 level per 2 days of rest or 4 days of normal activity 1 level per week of rest or two weeks of normal activity
Lethal/Aggravated -2 1 level per 4 days of rest or 8 days of normal activity 1 level per two weeks of rest or four weeks of normal activity
Lethal/Aggravated -4 1 level per 1 week of rest or 2 weeks of normal activity 1 level per month of rest
Lethal/Aggravated Incapacitated 1 level per 1 week of rest 1 level per month of rest

Poisoning

Poisons have a damage value separated from a time interval by a slash. This damage value indicates the maximum damage a single dose of the poison could ever inflict, while the time interval indicates the interval at which the poison inflicts one damage die. (An interval of “action” means the poison inflicts damage every 5 seconds of narrative time or the beginning of every tick that a character acts on during combat time.)

Effectively, a 5L poison can only ever inflict 5 points of lethal damage, no more, and only if the poisoned fails all their resistance rolls. This damage is taken 1 die (or level, if the poison is that virulent) at a time, and spread over a number of intervals equal to the number in the damage code. Thus, someone dosed with a poison that is 5L/action, will have to, at the beginning of every action, reflexively make a stamina+resistance roll at the beginning of every action against the poison's toxicity, for their next 5 actions.

A successful roll reduces the damage by one level, while double the number of successes required reduces it by two levels. Thus, if this 5L had a toxicity of 3, if the poisoned gets 3 successes on his sta+res roll, he only takes 1 level of bashing that interval, and if he got 6, he takes no damage. If the poison does levels of damage, succeeding the sta+res roll first gets rid of the tag, and additional successes reduce damage as normal.

After the interval, the damage code is reduced by 1, letting you know how many more times you have to make the roll- thus a 5L poison becomes 4L on the next interval, and so forth. This is important to note because of multiple doses.

Multiple doses of the poison stack their damage rating. Thus, someone struck with 2 doses of a 5L poison, the poison effectively becomes 10L, meaning they have to go through 10 intervals of checking whether they take damage from the poison. As such, if a person has gone through 2 intervals of a 5L poison, thus make it 3L, getting hit with another dose of 5L means the poison is back up to 8L and the poisoned must go through 8 intervals of poisoning.

So to be clear, getting poisoned twice does not mean they check twice for damage, rather it increases the number of intervals they have to check for damage overall.

Other notes: Mortals add 2 to the toxicity of any poison, unless it is marked with an “M” tag. Poison cannot be soaked. Willpower CANNOT be spent for an automatic success on the sta+res roll.

Wood Dragon Graced Arrow/Weapon: Damage code: 4L/Action, Toxicity: Exalt who used it's essence rating. The poisoned target must reflexively make a stamina+resistance roll against the Exalt's essence at the beginning of their next action for their next 4 actions. Failure means they take 1 die of unsoakable lethal damage. Success means they take 1 die of unsoakable bashing damage. Double the required number of successes means they take no damage at all.

Experience Costs and Training Time

Exalted p274, Dragonblood (p234)
For the purposes of this table, Ability == Skill (exalted uses the term “Ability”, but other systems use “Skill” and that is typically a more familiar term to most players).

Exalt Type Item Cost Training Time
Dragonblood Charm, Favored/Aspect 10 (Min Skill) days
Dragonblood Charm, Out-of-Aspect 12 (Min Skill + Min Essence) days
Dragonblood Charm, Celestial Martial Arts 12 (Min Skill) days
Dragonblood Charm, Martial Arts Unfavored 15 (Min Skill + Min Essence) days
Solar Charm, Favored/Aspect 8 (Min Skill) days
Solar Charm, Out-of-Aspect 10 (Min Skill + Min Essence) days
Solar Charm, Non-Solar 161) (Min Skill + Min Essence) weeks, MUST HAVE A TUTOR
Dragonblood Essence, to 3 Current Rating x 10 immediate
Dragonblood Essence, above 3 Current Rating x 10 (current rating) months
Solar Essence, to 3 Current Rating x 8 immediate
Solar Essence, above 3 Current Rating x 8 (current rating) months
All Spell, if Occult is Favored 8 (spell circle) weeks
All Spell, if Occult is not Favored 10 (spell circle) weeks
All Skill, New Favored or Caste 3 3 weeks
All Skill, New Non-Favored 3 3 weeks
All Skill, Raise Favored (current rating x 2) -1 immediate
All Skill, Raise Non-Favored Skill current rating x 2 (current rating) weeks
All Skill Specialty 3 3 weeks
All Attribute, Raise current rating x 4 (current rating) months
All Virtue current rating x 3 immediate
All Willpower current rating x 2 immediate
  • Training times assume 8hrs/day, 6 days/week
  • Exalted do not require tutelage/tutors for training Caste/Favored traits



Book Recommended XP (p273):

  • 4pts for showing up (per session)
  • 1pt for doing something cool (once per session)
  • 1pt stunt award (once per session)
  • 5pts for finishing a story
  • [Variable] pts for downtime (Exalted p275)

Calendar

Great Houses

Dragon-Blooded Great Houses quick reference (MoEP:DB pg 97)

House Aspect Description
Cathak Fire A pious and disciplined House of generals, strategists and martial philosphers
Cynis Wood Decadent hedonists and traders in slaves, drugs and other contraband
Iselsi Water A disgraced and shattered House fighting for its very survival, due to a failed assassination attempt of the Scarlet Empress
Ledaal Air Historians, scholars and visionaries learning from the past and preparing for the Realm's turbulent future
Mnemon Earth An ambitious and cunning House of strategists and plotters headed by the Empress's most powerful daughter, the sorceress Mnemon. In the war for the throne, Mnemon was defeated and killed, and her house is now in decline.
Nellens (none) Primarily a patrician House with very few Dragon-Blooded, resented by most other Dynastic Houses as untalented, undeserving bastards. Recently allied with Peleps in the war for the throne. Was defeated and is now in decline.
Peleps Water Master politicians and overseers of the Imperial Navy. The instigator in the recent war for the throne. Was defeated, and the house is now fractured.
Ragara Earth Bankers and schemers, the wealthiest of the Great Houses
Sesus Fire A powerful military House, seething with political ambition
Tepet Air Formerly a great martial House, now a fallen power scrambling to recover its dignity and standing. Rising to favor again, as the house from which the new empress hails.
V'neef Wood Merchants and traders. The youngest and smallest of the Dynastic Houses, but rapidly growing in wealth and influence

Martial Arts

Style Type Book Armor? Description
Air Dragon Celestial MoEP: DB Yes An extremely acrobatic style mimicing the movements of the wind. Form Weapons: Chakrams
Celestial Monkey Celestial SotM Special Mimicking the nimble movements of the monkey, this esoteric style is deceptively powerful, one of the most powerful celestial styles in fact. Once this style has been mastered, the martial artist can use its potent techniques with any weapon or armor. Form Weapons: Unarmed only initially, any once mastered.
Dark Messiah Celestial (Abyssal) MoEP:A Yes A deadly and extremely vicious fighting style utilized by Abyssals to maim and kill their enemies. Form Weapons: cestus, fighting gauntlet, khatar, tiger claws, razor harnesses, improvised weapons
Dreaming Pearl Courtesan Celestial SotM No Dreaming Pearl Courtesans are consummate performers, entrancing and defeating opponents with a graceful and seductive dance of death. Form Weapons: whips, weighted ropes, rope darts, war fans
Earth Dragon Celestial MoEP:DB Yes A vicious style of brute strength and stamina, it is slow but unstoppable. Form Weapons: Warhammers and Tetsubos
Ebon Shadow Celestial SotM No An extremely stealthy style, Ebon Shadow martial artists fade into the shadows, striking at their enemies from the cover of darkness. Form Weapons: fighting chains, sais
Fire Dragon Celestial MoEP:DB Yes Those who practice the Fire Dragon Style are wild and quick in combat, though they keep themselves in tight control. Form Weapons: paired short swords
Hungry Ghost Celestial (Abyssal) MoEP:A No An eerie style whose practitioners move like ghosts and feed upon the very bodies, minds, and souls of their victims, sucking away essence and knowledge. Unfortunate victims rise again as hungry ghosts that prey upon the living. Form Weapons: tiger claws, fighting chains, razor harnesses
Infernal Hero Celestial (Infernal) MoEP: I Yes An extremely brutal style characterized by berserk rage and incredible feats of strength. Infernal Hero stylists are adept at ensnaring an opponent in an inescapable grip, using them as a shield against attack or hurling them great distances for massive damage. Masters of this art have one of their hands permanently transformed into a demon artifact weapon. Form Weapons: cestus, fighting gauntlet, boot, all improvised weapons (typically other opponents!)
Laughing Wounds Celestial (Abyssal) SotM No A sadomasochistic dom-type style utilizing whips and fighting chains, blurring the lines between pain and pleasure. Its practitioners can take any punishment their opponents dish out, readily asking for more, all the while beating their enemies into submission and enslaving them to the laughing wounds stylist's will. Form Weapons: fighting chains, whips
Mantis Celestial SotM No A defensive style featuring hard blocks and crushing grabs and counterattacks. Form Weapons: seven section staves
Righteous Devil Celestial SotM Yes A “gunslinger” type style for use with firewands, flame pieces, and other flame discharge weapons. Combo-able with archery charms, the Righteous Devil artist must possess at least two dots of archery before he can learn this charm. Form Weapons: firewands, flame pieces
Silver Voice Nightingale Celestial SotM Special A martial art that derives its power from music and song. Silver Voice Nightingales often use specially crafted weapons and armor that harmonize with and amplify the power of their techniques. Form Weapons: Any weapon specially made or modified to have the “harmonic quality”
Snake Celestial Ex:2e Yes An agile, sinewy, style that attacks with the speed of a striking cobra and features crushing grapples akin to those of a mighty constrictor. Form Weapons: hook swords, seven section staves
Solar Hero Celestial (Solar) Ex:2e Yes A heroic fighting style harnessing the power and might of the Solars. Form Weapons: cestus, fighting gauntlet, khatar, tiger claws, improvised weapons
Tiger Celestial SotM No A powerful fighting style harnessing the power of the mighty tiger, used with tiger claws or bare handed. Their attacks can cleave through even the strongest of armors, cutting their enemies to ribbons. Form Weapons: Tiger Claws
Water Dragon Celestial MoEP: DB Yes Emulating the implacable force of water, those who know this style are fluid and implacable in combat. Form Weapons: Tiger Claws
Wood Dragon Celestial MoEP:DB Yes A secret and internal style, it is not as readily dangerous as the others but is certainly the most insidious. Form Weapons: Bows

Charm Combos and Restrictions

For Celestial Exalted:

  • Experience cost: sum of minimum ability points (skills) of all charms involved (Exalted, pg 244).


For Terrestrial Exalted (DBs, p 127):

  • Can freely use Reflexive Charms at the same time as any other charm without the use of a (purchased) Combo, even when the reflexive charms are associated with different abilities.
  • Any Charm activated from an out-of-aspect [HOUSE RULE: or non-favored] ability has a +1 mote additional cost. This is a per-charm cost, if the same charm is activated multiple times per tick, you only have to pay the 1 mote once.
  • Cooperative Keyword: multiple terrestrials who know this charm can use it simultaneously to improve the overall potency of the charm. Cooperative charms cannot be used in Combos if currently being used cooperatively (but can otherwise be Combo'd).

Lifespans

Lifespans of various Exalt Types:

  • Terrestials: ~250 years is about average. (Exalted p281-282. Book has a roll for determining when you kick the bucket after 250yrs. Items can can be used to halve your aging. Rich Earth exalts could live to be 600 given that combination.)
  • Sidereals: 3000-5000 years. (Exalted p29. no power can extend this)
  • Lunars: 2,000-3,000 years.
  • Solars: 2,000-3,000 years. (Zenith Castebook p72. Zenith charm “Extended Life Prana” can extend lifespan to 5,000 - 7,000 years)
  • Abyssals: essentially immortal.
  • Infernals: ???

Craft Skill/Item Creation

Calculated

General Formulas:

  1. Natural Soak: [Stamina]/2 in Lethal (Round down), [Stamina] in Bashing.
  2. Dodge Defense Value (DV): (Dexterity + Dodge + Specialty + Essence)/2.
  3. Parry Defense Value (DV): (Dexterity + Combat Ability + Specialty + Weapon Defense)/2.
  4. Mental Dodge Defense Value (MDV): (Willpower + Integrity + Specialty + Essence)/2 (Round down).
  5. Mental Parry Defense Value (MDV): (Charisma or Manipulation + Social Ability + Specialty)/2.

Futher

1)
Eclipse Caste only
exalted/cheat_sheet.txt · Last modified: 2013/11/14 13:05 by tara