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== New Rules == There are a few new rules related to the Exalted setting: ''Failure Ranks and Qualities'': Normally, damage from mostly "nonlethal" sources (such as fists, sacks of potatoes, falling down a hill) take the form of Failure Ranks, which may be resisted with qualities related to innate toughness, durability or endurance (such as Good [+2] Tough Guy, or Expert [+4] Iron Body Training). However, mortals may not use these qualities to resist attacks or hazards which would inflict Damage Ranks (such as being stabbed with a sword or spear, falling off a cliff, being burned with fire), although qualities based on actual body armor may defend normally. Exalts do not suffer this restriction, and may resist all forms of damage with their own, innate toughness Qualities. Some animals and many supernatural creatures (such as wyld mutants and spirits) may resist damage like an Exalt. Note that these qualities may not be downshifted to absorb damage, by either mortals or Exalts. ''Recovery Scenes'': When exploring Shadowlands, ancient solar tombs, or fleeing from the Wyld Hunt characters may be considered in a constant state of danger. At the end of a conflict scene they recover 1d6 (plus the MOD of any Healing-based Qualities) Damage Ranks and all Failure Ranks. Spending a whole scene resting, tending wounds, and otherwise recuperating allows the recovery of another 1d6 (+MOD). The exact duration of the recovery scene depends on the situation and the form of the damage, for physical damage it usually is several hours of medical treatment, a full night's sleep, or similar. On the other hand damage inflicted on a person's reputation through rumormongering or outright slander may take weeks or months to recover. If there is no immediate danger in the foreseeable future all damage and failure ranks are recovered. If the source of damage still persists (such as a poison or environmental hazard) then no recovery is possible until it is eliminated. ''Multi-Attacks'': When attacking more than one target (or making multiple attacks against a single target) the character's rolls are downshifted twice for every attack beyond the first. (So a Master [+6] Swordsman attempting to attack 2 men at once rolls at just +2, likewise if he wanted to attack a single opponent 3 times he would make three separate rolls at a +2 bonus). Each separate attack must be modified by charms individually, so if a Master [+6] Swordsman uses a Solar Excelelncy for 9 motes to add +6 to his roll it would only apply to the first roll unless he spent an additional 9 motes for each separate attack (which still counts as only one charm use). ''Stunts'': Being Badass is the same basic concept as stunting. Normally being Badass grants an upshift and allows the character to recover 1 mote of essence. Truly exceptional and inspired stunts can net at most two upshifts and the recovery of 3 motes of essence or 1 damage rank or 1d6 failure ranks. ''Power Attacks'': Power attacks are exceptionally damaging or deadly attack Qualities which inflict far more damage than normal. On a sucessful attack roll the victim of a power attack recieves additional damage ranks equal to the Quality's MOD. Power Attacks are typically only available as Artifacts or through the use of Charms, although some supernatural entities might have natural power attack qualities, as well as exceptionally large animals. ''Armor-Like Qualities'': These qualities allow the character to downshift them in order to absorb damage from an attack, as well as being used for defense. When downshifted, the armor-like quality will absorb up to twice it's current MOD in damage ranks from a single attack. These Qualities are normally only available through artifacts, charms or the innate supernatural powers of some spirits and other entities.
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