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== System == System Bottom Line: This game will primarily be freeform in nature. Your character will have some stats that will have ratings but for the majority of the game it will be used to compare rather than roll. When things are in doubt we can do some rolling. When that will happen will be left up to the players. If you want to go to the dice to resolve something we can do that. Otherwise character stats are a relative ordering of power for reference. Merit: A Merit is a noteworthy talent, skill, relationship, or resource of the character. Just about any positive aspect of a character can be represented by a Merit. Merits are rated by Ranks which determine how effective the Merit is in situations where it might apply. Techniques: A Technique is a more focused or specialized aspect of a Merit. It adds a boost if it is relevant to the situation. A boost is a bonus 1d6 or +1 to a roll. Rolling: Roll 3d6 and add your relevant merits, flaws, and technique bonus. If you add dice to a roll because of a technique(s) then you may only keep the 3 highest rolled dice. Compare rolls and determine a winner. Available exalts are Solars, Lunars, and Sidereal only. You begin with with five Merits at Good [+2]: Caste - You gain a bonus to rolls that are relevant to your chosen caste and the ability to use the case's special ability as noted in the Exalted core.<br> Special Ability - Depending on your Exalt type you gain access to a special ability. Solars have a Favored Ability. Lunars have Shapeshifting. Sidereal have Astrology.<br> Past - Related to something pre-exaltation, profession, group, heirloom, friend, etc.<br> Motivation - Something suitably epic that gives a bonus when you act towards it and a difficulty rank when against it.<br> Virtue: You have a single defining virtue that is above all others. It begins at +2. This can be one of the four listed in the Exalted core books or something of your own as long as it has the potential to go negative. Techniques: Your begin play with 5 techniques. These are the equivalent of a simple combo, charm or sorcery. You can use names in the Exalted books or make your own. Just make sure we know what it is for. Finally, you have 10 points to distribute among the starting merits, new merits, new techniques, or upgrading your virtue. No Merit should start higher than Master +6. New merits might be important parts of your panoply, followers, allies, etc, as well as, abilities. Spend one point to raise a Merit by +2, or to get two Techniques. Sorcery: "You would have to have Emerald circle as a merit and then you can cast 1 spell for each +1. Then you can be better at those spells by taking a technique. " Combat competence: A +4 in a single combatish skill and a technique is enough to be middle ground.
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