Exalted Nations

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Introduction
Xeriar again. So, why do I have two of these?

Simply put, Exalted doesn't scale to mass levels. It wasn't built to. You can do tricks to make small squads into individual 'characters', somewhat like 7th Sea's brute squads, but this only functions for very small units, only allowing for, at best, very large skirmishes.

Nations doesn't bother with any of that. It is similar in nature to the ideas behind Mandate of Heaven and the Mass Combat rules, but takes a completely different approach. In this, a powerful Celestial Exalted or a Primordial can face off against, say, Nexus, or a mountain, with these rules providing the medium for doing so.

At the core of Exalted Nations, a "character" can be nearly anything with suitably epic influence, typically referred to as an Entity. A hurricane qualifies, as does a sea or one of the Great Houses. Experienced Celestial Exalted show up on such scales, but lesser beings are rare - the Scarlet Empress, some Behemoths, and so on.

A number of an Entity's traits may simply be inapplicable - few entities will possess them all. A Celestial Exalt has zero Expanse, a city has no Move rating. Usually. Unless something helps them out. Scores that are at zero can be safely ignored for the mechanics that they offer.

Traits

Traits in Exalted Nations only need to be mentioned when they have a relevant value. An individual does not have Expanse, Infrastructure, or Resources. She has a magnitude (sort of) of one - she is capable of one action at a time and has a base pool of a single die.

Base Traits

Base traits cover those things that directly modify everything else. Something covers so many square miles, has so many people, and as far as Creation is concerned, has an Essence rating. None of this stuff directly tells someone what the Entity is capable of, but it gives people an idea.

  • Magnitude defines how many individuals make up the entity. This provides the simplest estimate of a group's strength, but is, of course, highly misleading. It sets most of the base derived statistics.
  • Expanse governs the raw size of an Entity. Fore powerful Celestial Exalted, this is often zero - they are either merged with their empire or tracked separately. Expanse is measured in square miles rather than individuals, and begins at '0' instead. It is frequently less than the magnitude of a being. Juggernaut or Mount Mostath would be a 1 one this scale.
  • Essence is the Entity's average Essence score, where extras contribute a zero to the average. When 1 or higher it represents a significantly heroic - and powerful - group

Magnitude

Magnitude is by default the number of Actions an Entity can perform, the Scale of these actions, and the base die Pool for a given action.

An entity typically has health levels equal to the number of members it has. An entirely heroic entity has twice this amount. For incredible or otherwise non-human-mortal entities, divide the total, non-incapacitated health levels by 3 from standard Exalted rules.

Scale, Action, and Pool are all linear attributes. This seems pretty brutal on the high end, and in many ways, it is. The default civilization is assumed to be corrupt, rather lacking in any sort of specialty or focus, and highly factionalized. It also sets the minimum competence for a set of sufficiently interesting people - those interesting enough that they're going to be played with these rules. More people means more with various skills, and more people better at them.

This also means that skills can be negative - if a culture is intensely recruiting the best and brightest in a specific field, that may result in surrounding cultures gaining an effective skill penalty in a craft. Action or scale penalties may happen as well, but they are not imposed in that manner.

  • Magnitude - Individuals
  • 00 - 0 (Non-entity)
  • 01 - 1
  • 02 - 2
  • 03 - 4
  • 04 - 8
  • 05 - 16
  • 06 - 32
  • 07 - 64
  • 08 - 125
  • 09 - 250
  • 10 - 500
  • 11 - 1,000
  • 12 - 2,000
  • 13 - 4,000
  • 14 - 8,000
  • 15 - 16,000
  • 16 - 32,000
  • 17 - 64,000
  • 18 - 125,000
  • 19 - 250,000
  • 20 - 500,000
  • 21 - 1,000,000
  • 22 - 2,000,000
  • 23 - 4,000,000
  • 24 - 8,000,000
  • 25 - 16,000,000
  • 26 - 32,000,000
  • 27 - 64,000,000
  • 28 - 125,000,000
  • 29 - 250,000,000
  • 30 - 500,000,000

Expanse

Expanse helps determine the number of resources under the Entity's control. This may be penalized or added to by various factors, or the 'resource' may not be entirely beneficial. In addition, depending on other attributes, Expanse penalizes defense.

  • Expanse - Maximum Square Miles
  • 00 - 0 (an acre or less)
  • 01 - 1
  • 02 - 2
  • 03 - 4
  • 04 - 8
  • 05 - 16
  • 06 - 32
  • 07 - 64
  • 08 - 125
  • 09 - 250
  • 10 - 500
  • 11 - 1,000
  • 12 - 2,000
  • 13 - 4,000
  • 14 - 8,000
  • 15 - 16,000
  • 16 - 32,000
  • 17 - 64,000
  • 18 - 125,000
  • 19 - 250,000
  • 20 - 500,000
  • 21 - 1,000,000
  • 22 - 2,000,000
  • 23 - 4,000,000
  • 24 - 8,000,000
  • 25 - 16,000,000
  • 26 - 32,000,000
  • 27 - 64,000,000
  • 28 - 125,000,000
  • 29 - 250,000,000
  • 30 - 500,000,000

Essence

The average Essence of the Entity. It is considered to be 0 if the Entity mostly consists of extras.

Outside of that caveat, Essence adds its value to the Entity's Base Die Pool, and a great many other attributes. This partly represents Charms and other subtle knowledges, arts, and rituals available to such a power, in addition to the direct benefits that higher Essence provides.

Infrastructure

A summarization of the tools, workshops, and other support networks that an Entity may possess. Mundane solutions limit this value to the entity's Magnitude, though it has little use for small units. It increases the maximum scale available to an Entity by its value.

  • This value can be negative in extreme situations.

Logistics

The amount of internal transportation and communication infrastructure that a nation possesses - or support an army receives. Mundane solutions limit this value to the entity's Magnitude, though it has little use for small units. It increases the maximum number of actions available to an Entity by its value.

  • This value can be negative in extreme situations.

Resources

A generalization of the number and quality of resources available to an Entity. It has no positive limit, but it has a negative limit equal to twice an Entity's Magnitude. Mundane means can increase or decrease the Resources available to a civilization.

Resources limits the Infrastructure and Logistics ratings, and by default, it is equal to the lower of an Entity's Magnitude and Expanse.

Scale

Scale is how much gets done per action. A single point of Scale represents a relatively complex project, such as forging a sword, a modest hut, and so on. A good suit of plate armor or equivalent house would be around a scale of 20. Specialization and other methods may increase this value for specific tasks.

This is fairly specific, and if a player of a large empire wants to get silly, they can be bandying about millions of points with ease. At some point, however, this comes at the cost of needed overhead - a group of four people is expected to acquire food on their own, for example, while a civilization of a million people is assumed to be self sufficient.

In combat, scale multiplies the resulting damage total. Note that casualties are not often deaths in this case - most of Creation's conscripts prefer playing dead to the actual state of being.

An Entity does not have to perform tasks at its full Scale, especially considering the limit on mundane power.

Actions

Actions are the number of actions an organization is capable of performing in a week. This partly carries over into the detailed battle rules.

  • Scale * Actions cannot exceed twice the number of individuals in a unit through mundane means.

Virtues

An entity's virtues are those that most strongly reflect its populace. They are each equal to the average for the population, meaning that they are generally 2 for most societies. However, some may show exceptional passion in some regard, deserving notice. What follows is mostly used to describe societies, rather than trained armies (an obvious exception) or small groups of people.

Some events or abilities may temporarily modify an Entity's overall virtue ratings - such as a festival that increases Compassion by 1 and reduces Conviction by 1.

Cultures typically have virtue ratings of 2 or 3, in 99% or so of cases. If a series of events - typically complacency of one form or another - leads a virtue to fall to 1, it is often the end of the nation. Likewise, the sort of benefits that come from a virtue rating of 4 will quickly suppress it.

Overly compassionate cultures are quickly taken advantage of, and bring in many who are less so. High-conviction nations have a tremendous output, drawing in leaches and tempting people to enjoy the fruits of their own labor. Extremely valorous societies are self-destructive, weeding out their most violent elements and taking on lesser elements as they inevitably conquer. Overtemperate civilizations seem initially more stable, but the rewards of corruption in such a society grow to such heights that few mortals can resist the temptation.

Compassion

  • ●○○○○ - The society is xenophobic and draconian. It's every being for themselves, and either the rules are very strict, or 'might makes right'. Most such societies are paper tigers, ready to collapse under the weight of their own internal strife.
  • ●●○○○ - The nation is typical. They are likely highly suspicious of outsiders, somewhat isolationist and are going to put their own concerns first long before they address an outsider's.
  • ●●●○○ - A civilization of plenty. They are openly friendly, and only harbor suspicion with reason to.
  • ●●●●○ - The civilization welcomes nearly everyone with open arms, and is naturally forgiving.

Conviction

  • ●○○○○ - The culture is lazy and slothful, and likely will not support its own girth for much longer. It does not add its Magnitude to scale.
  • ●●○○○ - The nation is typical in regards to the personal drive of its subjects.
  • ●●●○○ - The civilization is one for getting things done, though they can be stubborn, sticking to bad or inferior plans for no other reason then the fact that they started them.
  • ●●●●○ - Few societies exist at this level of conviction. Their drive is legendary, but so are their blunders - and their dogged persistence in the face of hardship or logic.

Temperance

  • ●○○○○ - The culture is rife with corruption and bias. It will buckle under the strain of graft and bribes unless drastic measures are taken.
  • ●●○○○ - The civilization is typical for most societies. Bribes and kickbacks may still be common, but they don't define the culture.
  • ●●●○○ - The society is atypically just. Corruption and bribery is seen as a sin, and may even offend those who are expecting otherwise.
  • ●●●●○ - The nation upholds the pinnacle of justice. Punishments will fit their crimes and few injustices last for long.

Valor

  • ●○○○○ - The society is built on cowardice. Tyrannies that rule by fear may end up with such a rating, wherein a suitable invader may easily replace them.
  • ●●○○○ - The culture is 'normal'. They will stand their ground if pressed but will put their survival first.
  • ●●●○○ - The nation is highly militaristic and bold. Many around them would consider them a threat.
  • ●●●●○ - The civilization is fanatical.

Attributes

This is similar to Virtues, in that it represents a certain base level which a culture can perform at with various tasks. These are taken from Exalted Lite attributes, so conversions are provided from standard Exalted rules. These numbers will generally be 2 for most societies. High numbers will have some pretty extreme effects.

Attributes typically have a maximum equal to Essence or 4, whichever is higher.

Dexterity

Brawn

  • Average of Strength and Stamina

Charisma

  • Average of Charisma and Manipulation

Willpower

  • Average Willpower, divided by 2.

Wits

  • Average of Intelligence and Wits

Perception

  • Average of Intelligence and Perception

Skills

Skills are just that - skills. They come in two varieties, Talents and Specialties. Talents are broad groupings of abilities that cover a wide variety of skills, while specialties are, naturally, far more focussed.

Specialties would normally qualify as sometimes limited specialties of abilities of previous editions, having a similarly narrow scope, depending on difficulty. Crossbow, for instance, is a single specialty, while Archery will have several - volley fire, hunting, target shooting, on horseback, and so on.

Broad skills typically have a maximum equal to Essence or 4, but this may be broken in some situations.

Athletics

  • Covers Athletics, Dodge, and Resistance.

Awareness

  • Covers Awareness, Integrity, and Investigation

Coordination

  • Covers Bureaucracy and War

Combat

  • Covers Archery, Brawl, Marksmanship, Melee, and Thrown

Craft

  • Covers most Craft, Mechanics (Sail), and Operation (Sail)

Expression

  • Covers Craft (Air), things like it, Expression, Linguistics, Performance, and Presence

Lore

  • Covers Lore, Medicine, Occult, and Science

Natural

  • Covers Husbandry (Ride), and Survival

Socialize

  • Covers Command, Integrity, Linguistics, and Socialize

Subterfuge

  • Covers Larceny and Stealth

Derived Traits

Base Die Pool

The Base Die Pool (BDP) is the initial number of dice the Entity rolls to perform any given task. This is typically equal to (Magnitude + Essence), if applicable. It is directly modified by skills and attributes.

Move

The distance the entity is typically capable of traveling in a week, in miles. This is 0 for most cities, of course.

  • For walking humans, this is equal to the lowest (Dexterity + Brawn + Athletics + Natural + 2*Essence if applicable) of the group, multiplied by twenty, or 80 for a typical army of extras.

Tasks

Many Tasks in Exalted Nations can be considered contested.