Second Edition Core

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This page covers minor fixes and errata for the core book for Exalted 2nd Edition. These can be found in page order in the long list below. Any areas which provoke more than about a paragraph of discussion should be spun off into their own subpage.

The Core book introduces the overall setting of Exalted, including a brief run down of the geography and politics of the major factions. It also covers each major 'type' of power (i.e. Animals, Mortals, Fair Folk, Ghosts, Demons, different Exalted) in moderate detail. The basic system is also introduced here, including Dramatic Rules, Physical, Mass and Social Combat, as well as Sorcery (includes a short list of spells from all three circles) and Martial Arts (Solar Hero and Snake Styles). The full rules for creating, playing and advancing Solar Exalted are found here as well, including all their charms.

Errata Legend
p. 666 – Objects with a red background are official errata. These were published by the White Wolf developers.
Source: Official Errata (provide download name or date)
p. 555 – Orange background signifies comments from the authors and developers. These are semi-official and taken from e-mails, conversations and messageboards.
Source: Author or Developer (provide source such as "WW Forum" or "Conversation 01-01-2001"
p. 444 – Text with a blue background is an unofficial, fan-written clarification that explains confusingly written rules or tries to make sense out of contradictory texts.
Source: Wiki User name
p. 333 – Objects with a green background are small unofficial, fan-made houserules that attempt to fill the holes in the Exalted system. These are only suggestions. Speak to your Storyteller about these.
Source: Wiki User name


Chapter One: Setting

Chapter Two: Character Creation

Chapter Three: Traits

p. 98Twilight Anima. By spending 5 motes, a Twilight Caste may roll a number of dice equal to his Essence rating, negating a number of levels of damage from an attack in step 10 of attack resolution equal to the number of successes. When his anima banner flares at the 11m+ level of display, he automatically subtracts one level of damage from attacks in step 10 instead; the character may choose to waive this benefit to invoke his anima effect in response to a source of damage at normal cost, if desired. The anima powers of the Daybreak and Defiler Castes also work in this manner.
Source: [Official Errata]
p. 91-100 – There are many people who feel that the Solar Anima powers are not properly balanced. There are a large number of possible fixes which have been suggested, they can be found at Second Edition Solar Anima Powers
Source: No source given
p. 107 – There are those who feel that if a single ability can cover every weapon then it is odd that there are five separate abilities for craft. Such people normally choose to replace the five elemental craft abilities with a single Craft (Elemental) ability. Generally the esoteric craft abilities (such as Craft (Magitech)) remain as seperate abilities. The five elemental versions then become valid specialities for Craft (Elemental).
Source: Bazzalisk 06:29, 13 October 2007 (PDT)
p. 112 – The Familiar Background appears to many to be remarkably weak compared to other similarly priced backgrounds. A number of suggested fixes have been made to this, which can be found at Familiar.
Source: No source given

Chapter Four: Drama and Systems

p.124 – Dice from stunts are added directly to DVs as though they had been successes, not rolled with successes then added to DVs.
Source: [Official Errata]
p. 124 – This ruling makes defensive stunts very powerful compared to offensive ones. Many GMs rule that stunts and uses of the 1st Excellency on a DV both produce a pool of dice which are rolled, and the successes are then added to the DV. Other GMs make other rulings (see the note for p. 183).
Source: Bazzalisk
p. 124 – The rules for order of modifiers allow 1st and 2nd Excellencies to be used to ensure that actions who's pool has been reduced below 0 by multiple action penalties may still be attempted. The 1st Excellency may be used to buy off the negative die-pool on a one-for-one basis, but by a strict reading of the rules any use of the second excellency causes the pool to succeed with one success regardless of how negative it had gone. When combined with Infinite Mastery and an action which can be flurried an indefinite number of times (such as an attack with an infinite rate weapon) this would allow a flurry of as many attacks as wished by the player all with a specified number of successes.
Source: Bazzalisk
p. 124 – To prevent the above infinite attack exploit from being used, but to preserve the usefulness of 2nd Excellency in making large flurries the following adjustment has been suggested:

In the order of modifiers box, in step six, replace the text with: "Add any successes gained from Charms, Willpower expenditure or other sources. If there are any automatic successes and the die-pool is negative, reduce the negative value of die-pool by two per automatic success until the pool is no longer negative or the number of automatic successes is exhausted. Any successes used in this way are lost. If the die-pool is still zero or negative and no automatic successes remain then the roll automatically fails."

Source: Bazzalisk
p. 131 – Poisons has a chart with Damage ratings. Each damage rating should have a rate of damage (known as the "interval"). Arrow Frog Venom and Coral Snake Venom do not have an interval listed. They should be intervals of 1 tick, and thus listed as Damage 8L/1 tick and 6L/1 tick.
Source: No source given
p. 135 – Blindness imposes a -4 internal penalty, which lines up with losing both eyes on page 152.
Source: [Official Errata]
p. 145 – When effects deal levels of damage, that damage is not rolled, but merely applied as if they were all successes. Soak applies as normal to this damage, with the automatic levels soaked first.
Source: [Official Errata]
p. 172 – Mental Defense Value: Dodge MDV is listed as being figured with ((Willpower + Integrity + pertinent specialty + Essence) / 2) rounded down. In this specific instance, Willpower is treated as an Attribute for the purposes of Charm bonus maximums.
Source: No source given
p. 172 – Replace the rules for relative appearance (which pits Appearance vs. Appearance) with an MDV modifier pitting the attacker's Appearance vs. the defender's Temperance. This avoids the somewhat odd construct that pretty people are somehow more resistant to persuasion and gives Temperance a purpose in social combat (as written, it is the only Virtue that isn't used). Plus, it just seems to fit what Temperance is supposed to represent. One ramification is that this changes the mathematics of this modifier, as Appearance can be (ultimately) raised higher than Temperance can.
Source: tk421 on the rpg.net forum. Added by Wordman
p. 172 – The fact that the Appearance vs. Appearance (or if you use the above rule Appearance vs. Temperance) modifier in social combat applies to MDV rather than attack rolls means that the Lunar Appearance Excellencies are twice as cost effective in Social Combat as the Charisma or Manipulation Excellencies, and also applicable twice as often. This problem could be fixed by halving the modifier before applying it to DVs or by applying the opposite modifier to the attack roll instead. The former is preferable as it allows a single social attack against multiple targets to use a single attack roll as in the standard system.
Source: Bazzalisk

Chapter Five: Charms, Combos and Sorcery

For more elaborate edits, go to Solar Charms.
p. 183 – The text on how the first excellency effects DVs directly contradicts p.124. The official Errata says to use the rule on p.124. Using the rule of p.183 instead would ensure that the mote efficieny of the 1st and 2nd Excellency remain the same for defensive actions.
Source: Bazzalisk 06:42, 13 October 2007 (PDT)
p. 183-184 – Some GMs like to rule that the solar Excellencies act on static values the same way that the Lunar ones do (see Manual of Exalted Power: Lunars), ie. that each mote spent on the 1st Excellency raises the effective rating of the relevant ability by 1 before the static value calculation is made, and that each 2m spent on the 2nd Excellency raises the relevant ability rating by 2. This retains the mote efficiency equality between the two and does not require any rolling for defenses in combat, but increases the amount of mental calculation needed slightly.
Source: Bazzalisk 06:42, 13 October 2007 (PDT)
p. 187 – The fact that (Ability) Essence Flow cannot be used in conjunction with the bonuses from Infinite (Ability) Mastery, combined with the sheer power of the latter charm at Essence 4 means that (Ability) Essence Flow is of limited use to many Solars (although it does allow Excellency effects to be used in combination with charms which cannot be comboed, which is something).
Source: Bazzalisk
p. 187 – Some GMs allow the non-charm excellency effects gained from (Ability) Essence Flow to benefit from the cost reductions provided by Infinite (Abilkity) Mastery. Some GMs do not allow this at Essence 4, but make it an automatic improvement to the charms which occurs at Essence 5. Some GMs prefer to have a custom permanent charm available which enhances (Ability) Essence Flow in this manner -- available at either Essence 5 or 6.
Source: Bazzalisk
p. 194 – The Charm Fivefold Bulwark Stance reduces the DV penalties for each action in the flurry independently.
Source: Rebecca Borgstrom
p.203Hypnotic Tongue Technique has the Compulsion Keyword
Source: MoEP: Abyssals p.143
p. 209 – The Charm Friendship with Animals Approach falsely lists Majestic Radiant Presence as a prerequisite. FwAA does not have a prerequisite.
Source: Rebecca Borgstrom
p. 219 – The Charm Wound-Mending Care Technique should have its text replaced with:

This Charm replaces the normal benefits of medical care, instead allowing the target to recover a number of lethal or bashing health levels equal to the number of successes at the end of the treatment. If the target spends the day resting, the target recovers a number of additional lethal and bashing health levels equal to the Solar's permanent Essence at the end of the day.

Source: Rebecca Borgstrom
p. 251 – A Sorcerer may not take volluntary reflexive actions such as speech, Move, or Dash whilst Shaping Sorcery. It is not clear whether this includes the use of DVs for active defense.
Source: Bazzalisk 02:56, 13 October 2007 (PDT)
p. 251 – A Sorcerer may use their DVs as normal whilst Shaping Sorcery.
Source: Official Errata

Chapter Six: Storytelling

p. 272-274Backgrounds and Experience The core book rules do not discuss how to raise a character’s Backgrounds. Storytellers are encouraged to adopt one of two methods for this, depending upon their personal preferences and what works for their game:
  • Method 1: Backgrounds Cost Experience. Backgrounds may be raised at the cost of 3 Experience per new dot (similar to the cost of a Specialty). Thus, an Exalt raising her Allies from 4 dots to 5 dots would pay 3 Experience points. Storytellers should generally let players recover Experience invested in this fashion if story circumstances force the character to lose dots in a Background. Such protection should not be absolute – dumb moves should have consequences – but players shouldn’t be afraid of permanent losses merely at a whim, either. Should the story demand that a character gain a Background in play without having the necessary Experience, she must spend at least half of all Experience she gains toward this Background until she is no longer in debt. For example, if Dace raids his own tomb and gains a reaver daiklave, but doesn’t have 6 Experience points banked, then he would still gain the daiklave but would need to invest the Experience as soon as possible or lose the daiklave to story development (perhaps it is stolen by a sneaky Wyld Hunt scout).
  • Method 2: Backgrounds Are Free. Backgrounds do not cost any Experience to raise, but they may only be raised with the explicit permission of the Storyteller. The Storyteller may only allow the increase (or loss) of Backgrounds when dictated by the story of the game. Although Backgrounds gained under this method are “free” they must still be earned via in-character play. For Dace to gain his ancient reaver daiklave, he must delve into his tomb, while building a mercenary unit requires active recruitment and campaigning.

Neither of these procedures is inherently better than the other, so Storytellers are encouraged to use whichever method proves best for their game. Neither method obviates the fact that the character must earn the Background in play. One method simply requires that players invest Experience in Backgrounds just as they do in other Traits.

Source: No source given

Antagonists

p. 279 – Farmer/Citizen template Dodge DV should be 1.
Source: No source given
p. 279 – Green Troops template Dodge DV should be 2/1.
Source: No source given
p. 280 – Elite Soldiers template Dodge DV should be 2/0.
Source: No source given
p. 280 – Mortal Hero template Dodge DV should be 4/2. Essence should be 1.
Source: No source given
p. 280 – Savants/Elders/Thaumaturges template Dodge DV should be 3/2.
Source: No source given
p. 282 – God-Blooded template Dodge DV should be 4/2.
Source: No source given
p. 291 – Gryphon has a listed Claw Speed of 9. It should be 5.
Source: No source given
p. 291 – Buck-Ogre template has no listed Defense value for its axes. It has a Parry DV of 2.
Source: No source given
p. 296 – Principle of Motion says that the Extra Actions gained via this Charm CAN be further split into multiple actions. This is wrong – the extra actions gained from this Charm cannot be used for a flurry. Also, the text says that the actions can be used to dodge/defend; this was a holdover from first edition, and should be ignored. And as a clarification, the Essence spent on this Charm is not committed.
Source: No source given
p. 302 – Dragon’s Suspire does not have a Speed listed in its write-up. It should be Speed 6.
Source: No source given
p. 303 – Fakharu template Dodge DV should be 8 (9 in Dragon Form). Fakharu’s Claws are listed at Speed 7, Bite at Speed 9 and Dragon’s Suspire at Speed 10 – this should be Claw Speed 5, Bite Speed 6, and Dragon's Suspire Speed 6.
Source: No source given
p. 303 – Huraka template Claws are listed at Speed 7, Bite at Speed 9 and Dragon’s Suspire at Speed 10 – this should be Claw Speed 5, Bite Speed 6, and Dragon's Suspire Speed 6.
Source: No source given
p. 306 – Wood Spider Dragon’s Suspire listed at Speed 10. This should be Speed 6.
Source: No source given
p. 309 – Octavian’s template has Malfean Iron Staff with Speed of 7. This should be 6.
Source: No source given
p. 310 – Erymanthoi bone club listed with Speed 7. This should be Speed 5, like other clubs.
Source: No source given
p. 318 – Hungry Ghost has a Claw Speed 7. This should be 5.
Source: No source given
p. 319 – Nemissaries Dodge DV should be 4/3.
Source: No source given

Panoply

p.366 – The list of Mundane Weapons here is divided into a number of categories: Blades, Impact Weapons, Spears, Martial Arts Weapons, Thrown Weapons, Bows, Other Archery Weapons. A lot of people miss this.
Source: Bazzalisk
p. 369 – Fighting Chain should have Cost 1 listed as Cost ●○○○○.
Source: No source given
p. 370 – Wind-Fire Wheel cost is correct at 2, but it should be ●●○○○.
Source: No source given
p. 370 – Sai should be Cost ●●○○○ for both lines of the item’s stat strip (bottom line has it listed as Cost ●○○○○).
Source: No source given
p. 370 – Axe/Hatchet has an asterisk (*) under Tags. That asterisk should be noted as “Weapon can also be used as a Melee weapon.”
Source: No source given
p. 371 – Club has an asterisk (*) under Tags. That asterisk should be noted as “Weapon can also be used as a Melee weapon.”
Source: No source given
p. 371 – Javelin has an asterisk (*) under Tags. That asterisk should be noted as “Weapon can also be used as a Melee weapon.”
Source: No source given
p. 371 – Thrown Knife has an asterisk (*) under Tags. That asterisk should be noted as “Weapon can also be used as a Melee weapon.”
Source: No source given
p. 377 – Tower Shield should read “suffers an additional” rather than “suffers an additionally”.
Source: No source given
p. 381Hearthstone Bracers "provide a three-die bonus to dodge attempts made by an attuned user" -- most players interpret this to mean that the [dexterity + dodge + essence] pool is increased by 3 for the purposes of calculating DV. Others prefer to roll 3 dice each time the Dodge DV is used and add the successes to the DV.
Source: Bazzalisk 05:48, 13 October 2007 (PDT)
p. 384 – Wilderness Gem description should read “take part” rather than “take place”.
Source: No source given
p. 384 – Wilderness Gem grants two successes on Survival rolls, not four, as per the update in Oadenol's Codex.
Source: [Official Errata]
p.366 – The list of Artifact weapons is not divided into categories the way the list of Mundane Weapons is. It seems reasonable to assume that: Daiklave, Grand Daiklave, Reaper Daiklave, Reaver Daiklave, Short Daiklave, and Wavecleaver Daiklave are Blades; Goremaul, Grand Goremaul, Grimcleaver, Grand Grimcleaver, and Grand Grimscythe are Impact Weapons; The Dire-lance is a Spear; All the Artifact Martial Arts Weapons are Martial Arts Weapons;All the artifact Thrown Weapons are Thrown Weapons; All Powerbows are Bows
Source: Bazzalisk
p. 388 – Serpent-Sting Staff should have Cost 2 listed as Cost ●●○○○.
Source: No source given
p. 388 – Sky-Cutter is Attune 4 and Cost ●●○○○. The values were switched.
Source: No source given
p. 389 – Sling of Deadly Prowess is Attune 3 and Cost ●○○○○. The values were switched.
Source: No source given
p. 389 – Infinite Jade Chakram is Attune 5 and Cost ●●○○○. The values were switched.
Source: No source given
p. 389 – Short Powerbow is Attune 4 and Cost ●●○○○. The values were switched.
Source: No source given
p. 389 – Long Powerbow is Attune 6 and Cost ●●●○○. The values were switched.
Source: No source given
p. 392 – Lightning Torment Hatchets should be Cost ●●●○○. This is correct in the header, but not in the actual stat strip.
Source: No source given
p. 392 – Daiklave of Conquest should be Cost ●●●●●. This is correct in the header, but not in the actual stat strip.
Source: No source given