Second Edition Power Combat
Just some notes for the moment, not yet ready to be linked from the main page.
A rewrite of the core Exalted 2nd Edition Combat Engine. Most of the ideas in the system are good, but some tweaks to the base engines could, in hindsight, help.
- 1 Explicit Goals
- 2 Pre-combat Procedure
- 3 Timing
- 4 Manoeuvres
- 5 Attack Resolution
- 6 Applying Effects
- 7 Health Levels
- 8 Charms
- 9 Abilities
- 10 Weapons
- 11 Armour
- Charm enhanced defenses should be needed to defend against charm enhanced attacks, not ordinary attacks.
- One-shot kills against exalts should not be possible without significant tactical resource expenditure on the part of the attacker.
- It should be possible to wear down an opponent to the extent that they are no longer able to defend against your charm-enhanced super-attack -- and this should be a viable way of fighting.
- Multiple attacks and individual attacks should both be useful tactics for different situations (against different opponents).
- The combat system needs to be balanced for Mortal Combat first, and only once that is done can it be balanced with charms.
- The combat system needs to be balanced for characters without easy access to perfect defenses.
- The combat system needs to be balanced for characters with perfect defenses.
- Artifacts are awesome, and should be a viable route to power, but should not be the only route to power. The same expenditure on other routes should produce similar results.
- Combat for mortals should feel realistic and plausible to within a certain margin of error for genre convention. Those differences between mortal and exalted combat should arise from explicit in-setting differences between mortals and exalts.
- Timing needs to be more important, positioning less so.
A combat scene begins when a character declares that they wish to Join Battle. When this happens the GM needs to go through a simple 4 step procedure to set-up the start of battle:
- Determine Involved Characters
- Determine if there is an Ambush
- Roll Surprise Checks
- Determine Surprise results
- Roll Join Battle
- Set up the Battlewheel
Determine Involved Characters
The first step in preparing for combat is determining which characters are present and involved in the scene. This will generally be every character in the same general location as the character which initiated the combat, but this need not be the case. In some combats a surrounding crowd of people are nothing but scenary and don't need to be tracked. In other combats participants can be very far from each other and yet still involved due to magical effects.
Determine if there is an Ambush
Most combats begin with all combatants aware of all other combatants -- however this need not be the case. Frequently one or more combatants will attempt to ambush others. As a rule of thumb the Character who initiated combat is at least aware of the presence of some other participant (otherwise they wouldn't have initiated combat). However which character is aware of which others is subject to determination. If, in the GM's opinion, a character has made a reasonable attempt at ambush (by concealing themselves or their weapons prior to combat, or by being invisible, for example) then they may force a check for Surprise against those characters from whom they are concealed.
Roll Surprise Checks
Each character who is attempting an Ambush must make a single Dexterity + Stealth roll (even if they are trying to conceal themselves from multiple opponents). The number of successes on this roll is compared in turn to the Surprise Detection Value of each of the characters from whom they are trying to remain hidden. The SDV is at base equal to (Perception + Awareness + Permanent Essence)÷2, modified as follows:
|Ambusher is Clearly Visible||+2 SDV|
|Ambusher is hidden in some sort of cover||No Modifier|
|Ambusher is hard to see, due to light levels or more than 50% concealment||-1 SDV|
|Ambusher is Impossible to see at all||-2 SDV|
|Ambusher is Considered to be an ally||-2 SDV|
Determine Surprise Results
After applying these modifiers compare the Ambusher's successes to the SDV of each character from whom she is attempting to conceal her intention. Any character who's SDV is greater than or equal to the number of successes rolled is Aware of the Ambusher, any character who's SDV was less than the attacker's successes is Unaware of the Ambusher, and the Ambusher has a Margin of Surprise against them equal to their excess successes.
A character is automatically Aware of all characters who made no attempt at concealing their intentions from her.
A character who is only Aware of characters who are her own allies is considered Totally Surprised, and has no reason to believe that combat is about to begin.
A character who is Aware of some, but not all, hostile characters is considered Partially Surprised.
A character who is Aware of all hostile characters is considered Unsurprised.
Roll Join Battle
All characters who are not Totally Surprised roll Join Battle. This is a Wits + Awareness Roll. The number of successes rolled by the character with the highest total number of successes is the Reaction Count. The characters who rolled as many successes as the Reaction Count are called the First Actors.
Set Up the Battlewheel
Pick any segment on the Battlewheel, place counters representing the First Actors in that segment. Moving clockwise around the Battlwheel place counters representing any character who rolled one less success than the Reaction Count in the next segment, counters representing any character who rolled two less in the segment after that, and so on. Any characters who rolled 6 or more fewer successes than the Reaction Count are placed together in the final segment together with any characters who botched the Join Battle roll.
Each segment of the battlewheel represents one tick of combat time. Each tick is approximately one second long.
There is a well defined procedure for how action occurs during each tick.
- Move Tick Counter
- DVs Refresh
- All Acting Characters Declare Flurries
- All Characters Declare Movement
- Flurries are resolved
- Apply Effects
- Reassess Surprise
- Apply DV Penalties
- Move Counters
Move Tick Counter
The first things which happens at the start of the tick is that the Tick Counter on the Battlwheel is moved one space clockwise. If this is the first tick of battle the counter is instead placed on the first segment of the battlewheel. The segment in which it now lies is the Active Tick and any characters who's counters lie in this segment are considered to be Acting Characters.
All Acting Characters refresh their DVs at this point. All DV penalties from 'Manoeuvres disappear, and any charm effects which say that they last "Until Next Action" (or similar) end at this point.
All Acting Characters Declare Flurries
At this point all characters who are Acting this tick declare what action they will be taking. Each character who is acting may perform one Flurry. A Flurry consists of one or more Manoeuvres. The list of Manoeuvres is in the next section of this document. Each Manoeuvre has both a Speed and a DV Penalty Associated to it. The Speed of the Flurry is equal to the highest Speed of any Manoeuvre in the flurry, and the DV Penalty of the flurry is equal to the sum of all the DV Penalties of the Manoeuvres in the Flurry. All Acting Characters should probably declare their actions simultaneously, but as that can cause trouble the GM should only enforce this if it would make a difference to game-play.
All Characters Declare Movement
At this point all characters involved in combat declare their movement for the tick. Characters are normally able to move a maximum of their Dexterity in yards each tick, but Manoeuvres, wound penalties, armor and charms can alter this amount.
Flurries and Movement are Resolved
All flurries are resolved at this point in the tick-sequence. All are considered to act simultaneously. Consult the sections of this page on Maneuvres and Attacks to see how to resolve flurries. Movement may occur at any point during the resolution of flurries within reason.
Effects applied to characters (such as damage) due to the resolution of flurries are applied at this step -- after all flurries have been resolved (see the section on attack resolution for how this specifically applies with Attack Manoeuvres).
If any character has Raised the Alarm (see later) then all characters affected by this are no longer considered to be Totally Surprised. Further any character who has moved out of cover, become visisble, etc ... has their Margin of Surprise against all characters reduced by the appropriate modifier from the SDV modifier table, if the Margin of Surprise is reduced to zero or less the character becomes Aware of that character. Any character who has been attacked by another in hand-to-hand combat automatically becomes Aware of that character. Attacking another character with a ranged attack that makes it possible to deduce the distance and direction of the attacker (certain Charms such as Observer-Decieving Attack circumvent this) reduces the Margin of Surprise by 1, cumulatively. Any Totally Surprised character who is now Aware of at least one hostile character becomes Partially Surprised. Any Partially Surprised Character Aware of all hostile characters becomes Unsurprised. Any characters who have just stopped being Totally Surprised may now roll Join Battle -- this is a Wits + Awareness roll with difficulty equal to the Reaction Count. If the character succeeds place their counter on the next segment of the battlewheel -- if they fail then place their counter one segment farther round for each success by which they failed to meet the difficulty of the roll -- to a maximum of six segments further round.
- Note to the writer: When is the MoS reduction from ranged attacks resolved? Immediately after the Attack Maneouvre? Or after the flurry which included the Attack Maneouvre?
Apply DV Penalties
At this point all Acting Characters apply the DV Penalty of their Flurry to all their DVs.
Finally move the counter for each Acting Character a number of segments round the battlewheel equal to the speed of their Flurry.
There are a number of Manoeuvres which may be chosen as part of any flurry. Most actions can be chosen multiple times in the same flurry, but some (marked with an asterisk) can only be used once per action. The first thing which must be declared when declaring one's action is whether one is using an Extra Action Charm. If so this counts as one's charm use until one's next action. Some Extra Action Charms turn the flurry into a Magical Flurry. Normally any rolled actions taken as part of a flurry suffer an Internal Penalty equal to one less than the number of Manoeuvres in the flurry on the first such action, increased by an additional -1 Internal Penalty on each subsequent dice action in the flurry. Magical Flurries do not take these penalties at all.
- Note for the writer: Mention the difference between Dice Actions and other Actions here... Has not been explained.
Raising the Alarm (1,-)
Shouting, ringing a bell, etc... generally this will affect all other characters in the combat, but some characters may have magical means of raising the alarm for their allies without doing so for their enemies. Raising the alarm makes any Totally Surprised characters aware that combat is going on, at least.
Activate Charm/Power/Combo* (varies/varies)
Simple charms are their own Manoeuvre and have their own Speed and DV penalty ((6,-1) if not stated). Most other charms are activated as part of another Manoeuvre. Normally Simple Charms must be the Only Manoeuvre in the flurry. Many charm activations count as dice actions.
Miscellaneous Action (5/Varies)
Exactly as in Exalted. As a general rule, Inactive must be the only Manoeuvre in its flurry. Some Miscellaneous Actions are dice actions.
Attack (varies, -1)
See the next section. Attacks are always dice actions, even if some sort of magic means that no dice are actually rolled.
This Manoeuvre raises the maximum amount of movement the character can perform each tick by 6 yards until his next action.
This variant of the Guard action obeys very similar rules. When the Block action is declared the player must specify what item, location, or character she is defending. For as long as she maintains the Block action the item receives a +1 cover bonus against missile (+2 if the guarding character has a tower shield). However any attack which would have hit if not for the cover bonus is instead applied against the blocking character (if multiple characters are blocking the same target then apply the cover bonus only once and which one is hit by these shots is up to the GM).
This is not, however, the main benefit of the Action. If any character attempts to engage the defended target in hand-to-hand combat they must first get past the Blocking character. The attacker rolls a die-pool equal to their movement rate in yards, against standard difficulty with an external penalty equal to the Blocker's (Movement Rate)÷2. The blocker's Movement rate becomes inapplicable in a number of circumstances -- for example ground-based movement is inapplicable against flying unless the area has a very low ceiling. If the attacker succeeds then he is able to make his attack against the intended recipient, if he fails then he is forced to abort the attack attempt, but may choose to instead retarget it at the Blocker. After the roll is made, whether the attacker succeeded or failed, all characters blocking the target may immediately abort their Block actions to attack the attacker, if they so wish.
A number of bonuses and penalties apply to the Movement roll:
|Confined space:||Between -1 and -10 to the attacker depending upon the narrowness.|
|Attacker Suffered Knockback Since Last Action:||-(number of yards knocked back)|
|Blocker Suffered Knockback Since Attacker's Last Action:||+(number of yards knocked back)|
Some flurries will contain one or more Attack Manoeuvres, all of which count as dice actions. As a general rule each weapon with which the character is armed may be used a number of times in a single flurry up to its rate. A character armed with multiple weapons may use all of them in their flurries, but remember that attacking with one's off-hand attracts a -1 internal penalty on the roll.
The Multiple Action penalties for a non-magical flurry most certainly (and most frequently) apply to Attack Manoeuvres. If there is more than one die-action in the flurry then the penalty for the first dice-action in the flurry is equal to the total number of Manoeuvres in the flurry, the penalty for each successive die-action is one higher than the previous penalty. Magical flurries take no such penalty at all. Flurries containing only one die-action take no penalty.
When resolving a flurry containing attack Manoeuvres begin by having the attacker and defender describe their stunts if they so wish. Then have both the attacker and the defender roll their stunt dice and count the successes. Resolve each Attack in order (the order of resolution must be declared when the flurry is declared), according to the 9-step process bellow. Then when the flurry is complete apply the effects as described in the final subsection of this section.
- Declaration of Attack: All Charms being used by the attacker must be declared here.
- Declaration of Defence: Most Defensive charms have to be declared here.
- Attack Roll: The attack roll is made (see the section below)
- Attack Reroll: Some charms grant effects at this step
- Apply Defenses
- Subtract External Penalties other than DV
- Choose DV
- Roll Defensive dice from virtues and charms
- Apply DV Modifiers
- Apply DV
- Apply other Defensive Effects
- Defense "Reroll" : Some charms grant effects at this step
- Calculate Raw Damage:
- Look at Weapon's Damage
- Add Strength if Appropriate
- Add Extra successes from attack roll
- Apply Charms
- Apply Static Defences
- Apply Hardness
- Apply Soak: See below
- Apply Post-soak charms
- Go through Steps 1-8 for the counter-attack.
The final step, rolling damage dice and applying their effects does not occur until all the attacks in the flurry have been resolved up to step 9.
Declaration of Attack
At this point all charms and effects being used on the attack by the attacker need to be declared -- except for those which are "rerolls". The attacker must also indicate if he is using any special rules (such as pulling blows). Some reflexive attack charms may wrongly say that they are activated at a different step.
Declaration of Defence
At this point all charms and effects being used in response to the attack by the defender need to be declared -- except for those which are "rerolls". The defender must also indicate if she is using any special rules. Some reflexive defense charms may wrongly say that they are activated at a different step.
The attack roll for most attacks is Dexterity + Ability with Accuracy automatic successes, where Accuracy and which ability to use depend upon the weapon. Weapons will say in their description which ability they are wielded with -- normally Melee, Brawl, Archery or Thrown.
No character may direct an attack against any character unless he is Aware of her.
The attack roll suffers the multiple action penalties as apropriate for its location in the flurry.
The successes rolled on the attack roll are counted and carried through to the next phase. Any automatic successes provided by accuracy, charms or willpower expenditure are added at this point, as are any successes rolled on the stunt dice for this flurry. Willpower expenditure has to be declared before the dice are rolled.
Some charms activate at this step.
First subtract any external penalties which apply to the attack roll due to effects other than the defender's active defence.
The target may choose to use any Defence Value which they have in order to defend. Characters with an Essence of 2 or higher have a Dodge DV equal to [(Dexterity + Dodge)÷2 + Essence - Mobility Penalty], plus for each hand-to-hand weapon they have ready (including natural weapons) a Parry DV equal to (Dexterity + Ability + Defence + Essence) ÷ 2, where Ability is the ability used to wield the weapon in question (normally Melee or Martial Arts) and Defence is the Defense rating of the weapon being used. Characters with Essence 1 have a Dodge DV equal to [(Dexterity + Dodge)÷2 - Mobility Penalty], plus for each hand-to-hand weapon they have ready (including natural weapons) a Parry DV equal to (Dexterity + Ability + Defence) ÷ 2. Additional DVs may be granted by charms, spells, or artifacts. Some attacks say that a particular DV (eg. Dodge, or all parries, or only unarmed parries, etc ...) is inapplicable against the attack -- in this case the DV in question may still be used, but is set to zero after all ordinary modifiers, but before any bonuses from charms. The defender chooses which of her DVs she will use.
The defender then rolls any dice provided by channelling virtues, or from charms, the successes on these rolls are added to the chosen DV together with any successes rolled on the stunt dice.
Now apply any external penalties to DV which affect the defender. Most commonly the defender's DV may be penalised due to Onslaught Penalty if the defender has been the target of previous attacks in the same flurry. The Onslaught penalty is equal to the number of previous attacks (successful or otherwise) in the same flurry which were targeted at the defender. She takes no penalty due to attacks which were targeted at other defenders, and she takes no penalty due to attacks targetted at her which were not part of the same flurry. Furthermore whenever a character attacks a character who is not Aware of him she subtracts the Degree of Surprise from the her DV. DV cannot be reduced below zero by these modifiers.
Next subtract the final DV from the attacker's total successes. If the result is Greater than zero then the attack has hit with a number of excess successes equal to the difference. Otherwise the attack has missed. Attacks which missed are considered to have Failed.
Finally some charms provide other defensive effects which occur at this step. Even if these charms say that they activate at this step they must still have been declared at step 2.
Some charms activate at this step. When these charms activate any actual dice rolled as part of the defence are rerolled as well as any other effects the charm provides. If the attack has missed then skip the remaining steps in this attack and continue to the next Manoeuvre in the flurry.
Calculate Raw Damage
The raw damage of the attack is two values, one number of dice, and one number of levels. The number of levels is equal to the sum of the Weapon's Basic Damage and any extra levels provided by charms divided by three. The number of dice is equal to the excess successes on the attack roll. Many weapons allow strength to be applied to damage, if using such a weapon the character's Strength is added to the number of dice. Reflexive Strength improving charms can be activated at this point to alter this amount as if it was a static value, if applicable, but would need to have been declared in Step 1.
Apply Static Defences
In this step start by comparing the sum of the Raw Damage and the pre-soak levels calculated in the previous step to the target's Hardness. If the sum is less than the target's hardness stop resolving this attack and skip straight to the next Manoeuvre in the flurry. This attack is considered to have Failed. Otherwise continue with this step.
Next consider the target's soak. Reflexive Stamina boosting charms may be activated at this step to improve the target's soak as if it was a static value, but still need to have been declared at step 2. Subtract the target's soak from the pre-soak levels to obtain the post-soak levels, subtracting soak from damage cannot reduce the damage from a single attack bellow zero. If the soak would have reduced the levels of damage below zero subtract any excess soak from any dice of pre-soak damage -- these cannot be reduced below zero this way.
At this point some charms activate, either for the attacker (to add additional post-soak damage dice) or for the defender (such as perfect soak charms).
The final result is a number of post-soak damage dice plus a number of automatic levels (which is normally zero). You might wish to record these numbers if there are many attacks in the flurry. Attacks which scored 0 dice and 0 levels of damage are not considered to have Failed.
At this step many charms activate. Some of them provide a counterattack (which is a single attack Manoeuvre with steps 1-8 but no step 9). Others provide instantaneous movement -- which may move the target beyond the range the of the remaining attacks in the flurry -- in which case they automatically miss.
For each flurry, and each target of that flurry:
- Calculate Ping Value
- Total Damage
- Apply Ping
- Roll Damage
- Apply Exalted Resilience
- Mark off Health Levels
Finally, after resolving all flurries this tick and any counterattacks induced by these flurries turn to each flurry that was performed this tick in turn, for each one consider each target who was targeted by attacks in that flurry in turn. For each pair of flurry and target there is a Ping Value, which is equal to the higher of the Attacker's Essence and the highest Overwhelming trait of any weapon used in a non Failed attack in that flurry against that target.
If all attacks in that flurry against that target Failed then that target takes no damage, otherwise total all the dice of damage from all Successful Attack Manoeuvres in the flurry against a specific target and all the levels of damage from all Successful Attack Manoeuvres in the flurry against this specific target. How many of these levels and dice are Lethal, Aggravated, or Bashing should be kept track of.
If the total of all dice and levels induced by the flurry against the target is less than the Ping Value add dice of Bashing to bring it up to the Ping Value.
Now all the Bashing dice should be rolled, and any Bashing Levels should be added.
Apply Bashing Health levels at this point, marking them with a single slash in the boxes on the character sheet. If the Incap. level is filled with Bashing then the character falls unconcious and any remaining levels of Bashing which would be dealt are transformed into Levels of lethal.
Next all the Lethal dice should be rolled, and any Lethal Levels should be added.
If the target has Exalted Resilience (ie. all exalts, but not mortals) then the Number of Health-Levels of lethal Damage which the target has already taken are subtracted from the number of levels of lethal generated. Any remaining levels of damage are applied to the target marking the boxes with a cross and pushing any bashing levels down the chart. If the Incap. level fills with bashing then the character falls unconscious and any further bashing levels pushed off the end of the chart are added on as Lethal levels. If the Incap. level fills with Lethal then the character is considered to be in critical condition and any further lethal levels are placed into the Dying Health Levels.
Finally all the Aggravated dice should be rolled, and any Aggravated levels added. Aggravated levels are then marked off on the character sheet with a star displacing any lethal and bashing levels downwards. If the Incap. level fills with bashing then the character falls unconscious and any further bashing levels pushed off the end of the chart are added on as Lethal levels. If the Incap. level fills with Lethal or Agg. then the character is considered to be in critical condition and any further lethal or Agg. levels are placed into the Dying Health Levels.
If all the Dying Health Levels are filled then the character dies unless a charm says otherwise.
(In each of these rolls a 7,8,9 or 10 counts as a single level of damage unless a charm says otherwise. Any charms which grant post-soak levels should be added to the appropriate total)
This may seem quite complicated, but in most situations it won't be. It's rare for a single flurry to do multiple types of damage, and what the "ping" level should be is normally quite obvious.
There are Six kinds of Health Level in general use: -0 Health Levels, -1 Health Levels, -2 Health Levels, -4 Health Levels, Incapacitated Health Levels and Dying Health Levels. The number of health levels a character has of each type (unless modified by charms) is as follows:
In the above table the value refers to Natural Stamina, not the current stamina which may vary by form for Lunars or be modified by spells or charms.
Extras have the same Health-level tracks as ordinary mortals, however all dice of damage dealt against extras are automatically transformed into Levels of damage.
The following rules are changes to the way that charms work to make them interact better with this system.
Every type of exalt has a die-cap, and a DV-cap. No more dice may be added by charms to any single roll than the die-cap, and no more points may be added to DV than the DV-cap.
The caps are as follows:
|Type of Character||Dice||DV|
|Terrestrial||Ability + Speciality||Ability + Speciality|
|Solar||Attribute + Ability||Attribute + Ability|
|Abyssal||Attribute + Ability||Attribute + Ability|
No charm may exceed these limits unless it specifically says that it can. Every automatic Success added by any charm counts as 2 dice added for the purpose of the die-cap (or 1 die for Sidereals) unless the charm specifically says otherwise.
- Note to Author: Isn't the DV cap in the basic Exalted Rules half this number?
The first purchase of this charm in addition to it's normal affects causes Exalted Resilience to apply to Bashing as well as Lethal damage -- levels are subtracted before any damage is applied, and Lethal is removed first, with Bashing levels only removed afterwards.
As a general rule when purchasing dice or successes with an excellency which costs more than one mote the character may only purchase a whole number of "levels" of effect and may not exceed the die-cap or DV-cap without paying any listed extra cost.
The First Excellency costs 1m/die (1m/2 dice for Dragon-bloods), each such purchased die counts as one die for purposes of the die-cap and the DV-cap. When used on a die-pool the dice are added directly to the pool. When boosting static values the dice purchased form a pool which is rolled and the effective value of the ability (or attribute for Lunars) is increase by 2 for the purpose of calculating the static value for every success rolled. When used to boost DV the purchased dice are rolled and twice the number of successes are added directly to the DV. This charm may explicitly violate the DV cap and purchase up to an extra (DV-cap)÷2 points of DV -- doing so, however, costs double the normal cost and cannot benefit from any cost reducers.
The Second Excellency costs 2m/success, each of which counts as 2 dice against the die-cap or the DV-cap. Each adds one automatic success to a die-pool. When used to boost a static value each "success" purchased increases the effective value of the ability (or attribute for Lunars) by 2 for the purpose of calculating the static value. When used to boost the DV each purchased "success" adds two points to DV. This charm may explicitly violate the DV cap and purchase up to an extra (DV-cap)÷2 points of DV -- doing so, however, costs double the normal cost and cannot benefit from any cost reducers.
The Third Excellency costs 4m (3m for Dragon-bloods) and counts as (ability) (attribute for Lunars) dice or points for the purposes of the die-cap or the DV-cap, it may only be used once at a time. On die-pools this allows the character to reroll the die-pool and take whichever result is better. When used to boost a static value it doubles the relevant ability (or attribute for Lunars) for the purpose of calculating the static value. When used to boost a DV this charm triples the relevant ability (or attribute for Lunars) for the purpose of calculating the DV. The third excellency may be combined with the other two provided the die-caps are observed. This charm may be explicitly used to raise DV above the usual DV-cap as long as the DV-cap has not already been exceeded by other charms -- this doubles the cost of the charm and prevents it from benefiting from any cost reductions.
The Fateful Excellency (and similar effects) (Sidereals only) costs 1m per -1 applied to the Target Number when used on a die-pool. As standard such affects come after any additional dice have been added to the pool, and do not count against the die-cap. For 4m and 1wp the fateful excellency may instead be used to convert all dice in a pool into automatic successes -- this comes after any other die or success adding effects and does not count against the success-cap. For 4m and 1wp this charm may also be used to boost a DV (though not any other static value), when used this way the charm changes the way DV is calculated to remove the "÷2" step. This does not count against the DV-cap and occurs after any other modifications to charms. Although effects similar to this charm are compatible with the use of the other excellencies on rolls and DVs the use of these effects to boost DV requires that any other excellencies used on that DV must abide by the normal DV-cap and not an extended one.
Seven Shadows Evasion, and Heavenly Guardian Defense cost 6m and 8m respectively. They are activated in response to an expected attack at step 2 and immediately end attack resolution causing the attack to miss without any roll occurring. They may only be used on an attack for which the appropriate DV is applicable unless an additional 1wp is spent.
Adamant Skin Technique costs 8m, it is activated in step 7 to nullify the damage of a single attack, which causes the attack to count as not having beaten hardness even if it would have done. This charm cannot be used against an unexpected attack, and requires the payment of a 1wp surcharge to be used against an attack which cannot be soaked with natural soak (including any attack which deals Aggravated damage).
The willpower surcharges applied above need only be payed once per action.
Supernatural Martial Arts
Blade of the Battle Maiden works as written except that it affects Martial Arts pools for Attack purposes only and has no effect on DV. Attacks which benefit from Blade of the Battle Maiden may not also benefit from the 3rd or Fateful Excellency.
Extra-Action charms which say that they ignore rate actually double the rate of any weapon used. At Essence 5 they instead triple the rate, and at Essence 7 they actually ignore rate.
The abilities remain unchanged except for Martial Arts, which is replaced by Brawl. Brawl is the ability used to make unarmed attacks, including attacks with gauntlets, boots, etc ... Martial Arts Charms will be aportioned out to whichever ability they most make sense under, many will come under Brawl, a few will be Mellee. Some Martial Arts charms may make sense as having a "Brawl or Mellee" minimum -- in which case the charm can be learnt if either minimum is met, but may only be used with an ability which meets the minimum.
All weapons have a number of statistics. Mostly these are the same as in the default system, however a few need comment. The keywords have been somewhat reworked. The Damage statistic is now a measure of automatic levels of damage dealt, rather than dice. Rate is always per weapon. All weapons now list what body part is required to use them, unless stated otherwise each body part can wield only one weapon at a time.
|C||Clinch-type||Weapon is used with the clinch rules.|
|N||Natural||This weapon is an intrinsic property of the body-part it employs and if possessed cannot be disarmed. If the weapon deals Bashing damage then it cannot be used to parry lethal or aggravated attacks without an appropriate stunt.|
|P||Piercing||The weapon is Armour Piercing. This tag should only be used for low-damage weapons. High damage weapons can punch through armour by themselves. Halve the contribution provided to soak by armour against this weapon.|
These are the default weapons for the listed body-parts, they are available unless the body-part is being used to wield some other weapon.
|Punch||5||+1||+0B||+2||1||Str ●○○○○||-||1 Hand||N|
|Headbutt||5||+1||+0B||+2||1||Str ●○○○○||-||1 Head||N|
|Kick||5||+0||+1B||-2||1||Str ●○○○○, Dex ●●○○○||-||1 Foot||N|
|Clinch||6||+0||+0B||-||1||Str ●○○○○||-||1 Torso + 2 Limbs||C,N,P|
Since an average human has 1 Torso, 2 Arms (with hands), 2 Legs (with feet), and one head they may attempt within a single flurry up to 2 punches, 2 kicks, and one head-butt. Attempting a clinch requires one to sacrifice either 2 punches, 2 kicks, or a punch and a kick.