Man Mechanics Protocol Updates


Whats being used from Exalted Errata 2.5:

Minimum Damage:

The minimum damage value of attacks not absorbed by Hardness is one die, rather than the attacker’s Essence rating. Attacks made with weapons possessing the Overwhelming tag, as well as certain Charms (such as Violet Bier of Sorrows Form), may produce higher minimum damage values.

Weapon Tags

Piercing: Piercing weapons ignore four points of soak from the target’s armor. If this would give the armor in question an effective soak value of less than 2, the weapon does not ignore the armor’s final 2 points of soak.

Th: This tag indicates that a weapon is a Thrusting weapon, capable of being used for Thrust actions. A Thrust action is identical to an Attack action, save that its DV penalty is -2 and it carries the Piercing tag.

All spears gain the Th tag

Shields

Rather than acting as mobile cover, shields are now modeled as high-defense, low-damage weapons. They are indicated by the Sh. tag. Weapons with the Sh tag are considered shields, and impose a mobility penalty on characters using them equal to their listed numerical rating.

Buckler: Speed 5, Accuracy +0, Damage +0B, Defense +3, Rate 1, Tags: M, Sh0
Target Shield: Speed 6, Accuracy +0, Damage +1B, Defense +4, Rate 1, Tags: M, Sh1
Tower Shield: Speed 6, Accuracy +0, Damage +1B, Defense +5, Rate 1, Tags: M, Sh2
Thunderbolt Shield*: Speed 5, Accuracy +1, Damage +2B, Defense +5, Rate 1, Tags: M, Sh0

  • Orichalcum and Soulsteel Thunderbolt Shields have Defense +6. Moonsilver shields add one point to the character’s Essence for the purpose of calculating Dodge DV. Jade Thunderbolt Shields inflict a -2 external penalty on all attempts to disarm the shield. Starmetal shields allow the user to apply their shield-derived DV against one unexpected attack per scene. Adamant shields’ jagged edges inflict Damage +4L, with Rate 2.

Unnatural Mental Influence

Unnatural mental influence does not clearly announce itself as magical mind control unless it comes from an Obvious source and fails to affect the targeted character—characters targeted even by Obvious unnatural mental influence only realize this fact once they have successfully resisted it (although unaffected bystanders who witness an Obvious Charm’s use can tell the target is being subjected to mental coercion of some sort).

Finally any instances of perfect attacks or defenses will follow the charm errata listed in the Scroll of Errata. This can be provided by the storyteller by request.

Pool Enhancing Charms

Ox Body/Reinforced Coil of Self (equivalents) and mote enhancers (reservoirs) do not take a charm slot. This also means they do not require a mote commitment – they are too important in the 2ed mechanics of hp/motes are your health bar to penalize people for taking them. I do not want to make everyone run around as paper tigers as the one true build.

Duel Wield and Such

Both weapons can be used for mundane flurries, for example if wielding two daggers with a rate of 4 – would allow the Exalt to attack 8 times. The flurry penalties for such a flurry would be ( -8,-9,-10,-11 // -13,-14,-15,-16 ) to attack pools and (-8) to D.V. ratings. Note the off hand penalty for any attacks with an off hand weapon, this has been included in the example above.

Off hand: By default, characters have a primary hand and an off hand. Those using a weapon in the off hand lose a die from all attacks using that hand. This does not apply to unarmed combat.

  • Meaning even a mortal can throw out three punches and two kicks in the same round – with hash penalties to attack pools.
  • It should be noted that all Exalted are automatically considered Ambidextrous and wave Off Hand penalties.

Grapple Rules and the Big Squeeze

Note first: Both parties in the grapple, regardless who controls, suffer a (-2 external penalty) to D.V.’s

The grapple action proceeds as follows:
1) Attack roll as normal
2) Attacker can choose, if successful, to take on of the following actions:

  • a) Throw the target
  • b) Squeeze/Crush the target
  • c) Pin opponent, inflicting a further (-1/2 [Dex. or Str.] external penalty, rounded down) to all D.V.’s and actions.
  • d) Attempt disarm maneuver (as per close combat disarm, -2 penalty)

3) On opponents turn they may take the following actions:

  • a) Escape grapple with an opposed (martial arts + Dex/Str) or (larceny+Dex) roll
  • b) Attempt to take control of grapple (and if successful, opportunity to make the same actions as 2a-2d)
  • c) Draw light weapon
  • d) Attack with (-1/2 [Dex. or Str.] external penalty) using light weapon2 or natural weapon

Note second: Should the character be able to exact a ranged clinch, typically with a net/man-catcher/whip 1 , the clinching character does not suffer the D.V. penalty. Such weapons tend to have a higher rate, meaning they could attack several times before enacting a clinch. It should also be noted that weapons must maintain the clinch, so they can not be used to attack while holding the foe immobile. The character also has modified options:

The grapple action proceeds as follows:
1) Attack roll as normal
2) Attacker can choose, if successful, to take on of the following actions:

  • a) Throw the target
  • b) Force target prone
  • c) If feats of strength is sufficient (some Exalted do not have the raw power to haul in a bull) they may drag the enemy to them up to (Threshold successes X 5 yards)

3) On opponents turn they may take the following actions:

  • a) Escape grapple with an opposed (martial arts + Dex/Str) or (larceny+Dex) roll
  • b) Attempt to take control of grapple which allows target to pull opponent (Threshold successes X 5 yards) towards them and knocking them prone if they fail a (Dexterity+Athletics) roll with a difficulty of (Threshold successes).
  • c) Draw light weapon
  • d) Attack weapon with light or natural weapon 2 (only works against mundane weapons, or artifacts using specific charms).
  • e) Attempt disarm maneuver (as per close combat disarm, -2 penalty)
  • f) Attack with (-1/2 [Dex. or Str.] external penalty) using light thrown, light reach, or natural weapon with reach (if that reach is enough to reach opponent) at -4 external penalty.

Note third: Shooting into a grapple has modified rules, see below.

  • Shoot into melee beyond 100 yards results in a -4 external penalty, furthermore should the attack miss, it must make an attack against others in the melee at the same die pool and with the same charm modifiers.
  • Shooting into a grapple at any range results in these same penalties and effects.

1 Exception do exist. Natural weapons often have the muscle power to allow crush actions such as the long tail of a wyrm of a psionic tentacle from some abhorrent behemoth of nightmare – but also weapons such as laser-whips or weapons that could cut into the target with the flick of the wrist.

2 Light weapons include weapons no larger than a dagger. Punch daggers, razor claws, switch klave, tonfa, small club or sap would all be game. Use your own discretion – subject to GM interpretation.

Man Mechanics Protocol Updates

Reintegration Protocol ChristopherRose