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General Formulas:

Natural Soak: in Lethal (Round down [up? based on campaign])
in Bashing.

+(+ )+
Dodge Defense Value (DV):

+( + )+
Parry Defense Value (DV): 2

++ +
Mental Dodge Defense Value (MDV): 2
(Round down)

or +( + )
Mental Parry Defense Value (MDV): 2

Movement: yards on land (minus wound penalty and armor mobility penalty).
Climbing/Swimming is
(Round down).
Speed 0, DV -0 Reflexive action, used automatically during an Action.
Effected by Mobility.
Dash: + 6 yards on land (per tick, minimum 2 yards). Climbing/Swimming is
Speed 3, DV -2 (DV -1?) Action, once per Action/Flurry.
Effected by Mobility, voids Parry DV without a stunt or Charm.
Jumping: + yards vertical, ( + ) 2
horizontal. (minus wound penalty and armor mobility penalty)
Any bonus die adds one yard, any bonus successes add two yards.
Speed 5, DV -1 Miscellaneous action, once per Flurry. May combine with Move.
Effected by Mobility.
Join Battle/Debate: +
Join War: +
Order of Combat Steps:
Step 1: Attack type described, attack Charms/Combos are listed.
Step 2: Defense type described, defense Charms/Combos are listed.
Step 3: Attack is rolled, apply Attack Charms.
Step 4: Attack reroll (if any). < 3rd Excellency goes here.
Step 5: Subtract Defense penalties, apply Defense Charms.
Step 6: Defense reroll (if any). < 3rd Excellency goes here.
Step 7: Add up raw Weapon Damage + +
Step 8: If raw damage is greater than Hardness, Soak is subtracted from it.
Piercing halves Armor Soak (Round down).
Roll total damage remaining or Essence, whichever is higher.
Step 9: Counterattacks are used.
Step 10: Apply damage/effect/Charm-based result.

Combat Actions:
Draw Weapon Speed 5, DV -1
If the only other actions in a flurry are attacks with those weapons, this has Speed 0.
Attack Speed ??, DV -1
Speed varies by weapon.
Aim Speed 3, DV -1
Can only end by aborting; aborting never refreshes DV. Pick a target. If you abort to
attack that target, add an extra die to that attack roll for each tick spent Aiming (max +3).
If you abort to do anything else, subtract 2 dice from those rolls.
Guard Speed 3, DV 0
Can abort on any tick; aborting never refreshes DV.
Combat Complications
If a clinch succeeds, opponent becomes inactive, and attacker controls the clinch.
On controller's tick, both characters roll or +
If the controller wins, he may throw his enemy to the ground or yards
and end the clinch/crush the enemy/hold the enemy.
Each attach in a flurry against a target inflicts a cumulative -1 DV unless he stunts or
uses magic.
Also, he picks one assailant and suffers Unexpected Attacks from it.
Actions Two Actions Three Actions Four Actions Five Actions
1st -2 -3 -4 -5
2nd -3 -4 -5 -6
3rd -5 -6 -7
4th -7 -8
5th -9

A defender with no place to move suffers -2 Dodge DV unless he stunts or uses
Also, he picks one assailant and suffers Unexpected Attacks from it.
An attacker may hide by rolling + . Defender rolls +
(-2 dice if distracted, +1 if wary).
If trying to reestablish surprise, defender gets +2 dice
Unexpected Attacks:
Reduce all DVs to zero; can only defend with Charms and armor.
Essence Pools:
Type Personal Peripheral
7 + +
Solar/Abyssal/Infernal 3 +
4 + 2 +
Lunar + 2
4 .
6 + +
Sidereal 2 +
5 + 3 +
Alchemical 3 +
2 .
+ + 4 + +
. + .
Spirit 10 + 5 None.
10 + 3 +
Ghost None.
4 + 2 +
Dragon King None.
+ .
Mountain Folk
Fair Folk 10 None.
Empowered Mortal
Healing Times:
Type Mortal Time Exalted Time
Bashing (All) 12 hours rest per Level. 3 hours rest per Level.
-0 Lethal 1 day of rest per Level. 6 hours rest per Level.
-1 Lethal 7 days of rest per Level. 2 days rest per Level.
-2 Lethal 14 days of rest per Level.* 4 days rest per Level.
-4 Lethal or Incapacitated 28 days of rest per Level.* 7 days rest per Level.
Aggravated works as Lethal but can't be healed by magic or Charms.

Double all times if target continues to work, fight or otherwise not stop and tend to
themselves (i.e. not resting)

* Bed Rest Required.

Movement halts Healing Time entirely.

Health Levels, Death and Dying Levels:

All human or Exalted characters start with an initial
0/1/1/2/2/4/ ("Standard 7")
Health track before Charms, and have a number of Dying Levels beyond Incapacitated equal

Any damage that spills into Dying Levels counts as Lethal, and immediately triggers
Inactive status. For every 5 ticks of Inactive, the character takes another 1L until stabilized
or death.

Stabilizing a Dying character:

+ , with a Difficulty equal to 5 + # .
Success brings the character back up to Incapacitated.

Failure is obvious.
Condensed Poison Damage Rules:
When struck by Poison, roll + with a Difficulty equal to the
poison Toxicity at each Damage interval. Should the roll fail, the character takes the
Damage and comes under the listed Penalty.

Those without a listed interval are assumed to operate on one unsoakable damage die rolled
per tick until it has amassed it's Damage in dice rolled.

If the Resistance roll is successful, the character still takes the Damage and halves the
Penalty, but the Damage is reduced by one level of severity (Aggravated to Lethal, Lethal to
Bashing, Bashing to no damage). Twice the number of required successes reduces it by two
levels. Once the maximum damage has been expended, the penalty fades.

Another application of the same poison restores it to full potency from that tick
onward, and stacks the combined Penalties of all doses. This reduces as-normal as
doses fill up their total Damage and fade away.

L tag - Means it deals Levels of damage rather than rolled dice.

M tag - Effects Exalted as equally as mortals, otherwise mortals add 2 to the Toxicity.

Poison lacking a Tolerance means it is instantly effective. Others require that many
doses to be life-threatening.

Dice Caps
(Round up for Defense Value.)
Type Maximum
Solar/Abyssal/Infernal Attribute + Ability.
Lunar Attribute.
Sidereal Essence.
Alchemical Attribute.
Dragonblooded Ability + Specialty.
Spirit Essence.
Dragon King Path Rating + As Listed OR Ability
Fair Folk
Attribute + Ability.
Empowered Mortal
Combo Rules:
Burn 1w (WILLPOWER) per combo.

All Charms used in a Combo must be Combo-OK or Combo-Basic. Combo-Basic may

only be Combo'd with Reflexive Charms.

Simple/Extra Action: Only one of each may be used in a given Combo. If a Simple
and Extra Action are in the same Combo, the Simple must be used on every Extra
Action granted.

Supplemental: Must be applied to every action they qualify for, including those
granted by Extra Action Charms.

Reflexive: Any number may be included and need not all be applied, but those being
activated must be announced even if they go unused (such as defensive Charms).

e.g. Basic Combo: Cascade of Cutting Terror (Supplemental, 5m) + Reflex Sidestep
(Reflexive, 1m) + Seven Shadow Evasion (Reflexive, 3m).

Total Price: 1w + 5m per enhanced attack + 3m per Perfect Dodge (Optional) + 1m

per Unexpected attack (Optional).

Advanced Combo: Iron Whirlwind (Extra Action, 5m 1w) + Enemy-Castigating

Solar Judgement (Supplemental, 2m) + Heavenly Guardian Defense (Reflexive, 4m) +
Surprise Anticipation Method (Reflexive, 1m).

Total Price: 5m 2w + 2m per Holy attack + 4m per Perfect Parry (Optional) + 1m per
Unexpected attack (Optional).
Condensed Pricing Table
General Costs:
Bonus Point Cost
Trait Experience Cost (Normal, Caste/Favored)
(Normal, Caste/Favored)
Attribute 4bp, 3bp. Rating x4xp, Rating x3xp.
Rating x2xp, (Rating x2) -1xp
Ability 2bp, 1bp.
(First dot: 3xp).
Backgrounds 1-3 1bp. None.
Backgrounds 4-5 2bp. None.
Specialty 2bp, 1bp per 2. 3xp.
Virtue 3bp. Rating x3xp.
Willpower 2bp. Rating x2xp.

Exalted Costs:
Bonus Point Cost Experience Cost
(Normal, Caste/Favored) (Normal, Caste/Favored)
Charm/Spell (Solar/Abyssal) 5bp, 4bp. 10xp, 8xp.
Charm/Spell (Lunar/Sidereal/Dragonblooded) 7bp, 5bp. 12xp, 10xp.
Charm (Alchemical) 6bp, 5bp. 6xp.
Charm (Infernal) 5bp, 4bp. 10xp, 8xp.
Non-Type Charm
???bp. 16xp.
Bonus points equal to # of Experience equal to combined Ability
Charm Combo
Charms. Minimums.
Essence (Solar/Abyssal/Infernal) 7bp. Rating x8xp.
Essence (Lunar/Sidereal/Alchemical) 10bp. Rating x9xp.
Essence (Dragonblooded) 10bp. Rating x10xp.
Knack (Lunar Only) 6bp. 11xp.
Astrological College (Sidereal Only) 7bp, 5bp. Rating x3xp (First dot: 5xp).
Charm Slot (Alchemical Only) None. 12xp, 10xp.
Charm Slot Upgrade (Alchemical Only) None. 2xp.
Martial Arts Charm (Alchemical Only) 6bp. 11xp.
Celestial Martial Arts Charm (Dragonblooded
10bp, 7bp. 15xp, 12xp.
Sidereal Martial Arts Charm (Sidereal) 8bp, 6bp. 12xp, 10xp.
Sidereal Martial Arts Charm (Other) ???bp. 15xp, 12xp.
Man-Machine Protocol (Alchemical Only) None. 12xp.
God-Machine Protocol (Alchemical Only) None. 14xp.
Sorcery Spell (Infernal Only) None. 9xp.
NonExalted Costs:
Bonus Point Cost
Trait Experience Cost (Normal, Caste/Favored)
(Normal, Caste/Favored)
Charm (Mountain Folk) 7bp, 5bp. 12xp, 10xp.
Charm (Fair Folk) 7bp. 6xp.
Charm/Spell (Empowered Mortal) ???bp. 15xp, 12xp.
Essence (Mountain Folk) 10bp. Rating x10xp.
Essence (Fair Folk) 10bp. Rating x8xp.
Essence (Dragon King) 8bp. Rating x8xp.
Essence (Empowered Mortal) 8bp. Rating x20xp.
Craft Ability (Mountain Folk Only) 2bp, 1bp. Rating xp (First dot: 2xp).
2bp, 1bp per 2. (5 total, no more than
Craft Specialty (Mountain Folk Only) 2xp.
3 per)
Ability (Fair Folk Only) 2bp, 1bp. Rating x3xp, Rating x2xp (First dot: 3xp).
Specialty (Fair Folk Only) 1bp. (1bp per 3 for Commoner) 5xp. (2xp for Commoner)
Major Grace (Fair Folk Only) 3bp. (2bp for Commoner) Rating x3xp.
Minor Grace (Fair Folk Only) 5bp. Rating x6xp.
Heart Grace (Fair Folk Only) None. 20xp to Heart 4. (Only available at +200xp)
Path (Dragon King Only) 5bp, 4bp. (10bp, 8bp if Rating 4-5) Rating x5xp, Rating x4xp (First dot: 7xp, 6xp).
Sorcery/Spell (Dragon King Only) 7bp. 12xp.
Exalted Martial Arts
Terrestrial Martial Arts
Name Element Armor? Weapons
Terrestrial Hero Water Yes Unarmed only.
Five Dragon Water Yes Straight sword (Daiklave only), spear.
Falling Blossom Air No Sword, knife.
First Pulse Air Light armor Cestus, iron/axe-bladed boot, improvised weapons.
Golden Janissary Fire Light armor Spear.
Ill Lily Wood Yes Club, wooden weapons, green Jade weapons.
Jade Mountain Earth Yes Club, tetsubo/sledge, hammer/mace.
Night Breeze Air No Chakram, knife, sickle, kama, sling, throwing needle.
Orgiastic Fugitive Wood No Club, stick (hookas, pipes and bongs).
Seafaring Hero Water Yes Chain, rope weapons, short sword, slashing sword.
White Veil Neutral No Hand-needle, garrote.
Crimson Pentacle Blade Neutral No Polearm, staff, shield.
Even Blade Neutral Medium armor Slashing sword.
Short sword OR tonfa OR shuriken OR rope weapons OR
Fivefold Shadow Hand Neutral No
Golden Exhalation Fire Yes Flamepiece, firewand.
Armor with -0
Lightning Hoof Neutral Spear, lasso, self/composite bow.
Path of the Arbiter Neutral Varies Chosen weapon.
Terrible Ascent-Driven Beast Wood Yes Unarmed only.

Sidereal Martial Arts

Name Armor? Weapons

Charcoal March of Spiders No Knife, seven-section staff.
Citrine Poxes of Contagion No Staff, seven-section staff, hammer.
Prismatic Arrangement of Creation No Unarmed only.
Border of Kaleidoscopic Logic No Unarmed only.
Obsidian Shards of Infinity No Paired knives, sais or punch daggers.
Quicksilver Hand of Dreams No* Unarmed only.*
Scarlet-Patterned Battlefield No Unarmed only.
Sapphire Veil of Passion Buckler Urumi.

*Contain Charms that create armor and Form weapons, or allow the use of such.
Celestial Martial Arts

Name Armor? Weapons

Cestus, fighting gauntlet, khatar, tiger claws, pankrator's cestus, improvised
Solar Hero Yes
Lunar Hero Yes Natural weapons-only, tiger claws (no accuracy bonus).
Violet Bier of Sorrows No Sword, knife, seven-section staff.
Cestus, fighting gauntlet, khatar, tiger claws, razor harness, improvised
Dark Messiah Yes
Infernal Monster No Cestus, fighting gauntlet, iron boot, improvised weapons.
Snake No Seven-section staff, hook sword.
Fire Dragon Yes Paired short swords.
Air Dragon Yes Chakram.
Earth Dragon Yes Tetsubo/sledge.
Water Dragon Yes Tiger claws.
Wood Dragon Yes Bow.
Celestial Monkey No* Unarmed only.*
Dreaming Pearl Courtesan No Whip, weighted rope, rope dart, weighted sleeve/scarf/sash, war fans.
Ebon Shadow No Fighting chain, sai.
Laughing Wounds Fetish gear Whip, fighting chain.
Mantis No Any Martial Arts weapon, seven-section staff.
Righteous Devil Yes Flamepiece, firewand, alchemical firearms.
Silver-Voiced Nightengale No* Unarmed only.*
Tiger No Tiger claws.
Hungry Ghost No Tiger claws, fighting chain, razor harness.
Art of Forceful Declaration Light Armor Unarmed*, cestus, fighting gauntlet, khatar.
Art of Meditative Discussion Yes Hook sword, sai, seven-section staff.
Art of Relentless Persuasion Yes Unarmed only.
Art of Victorious Concession Yes Unarmed only.
Thousand Wounds Gear TBA Gyroscopic Chakram.
Crane No Paired hook swords, war fans.
Crystal Chameleon No Spear, rope dart, weighted rope.
White Reaper Yes Scythe, spear.
Arms of the Unconquered Sun Unarmed only.

*Contain Charms that create armor and Form weapons, or allow the use of such.

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