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INTRODUCTION This document is an ongoing project.

I doubt I'm ever going to finish it to my satisfaction, but I do intend to continue to work on it for some time. As it stands, the rules found herein most well handle Solars. The Skill system -- for example -- is set up according to the Solar Castes. Most work has gone into making sure Solars are playable. That said, it still should be possible to play other Exalted types to varying degrees. Lunars and Sidereals are soon to get some love in the form of shape-changing and Astrology rules. The current version of the rules contains the basics necessary to play the game, but it isn't exhaustive. For more complete rules with examples, check out your favourite FATE game and fill in the blanks from there. This version of the rules changes: Rules for locked Aspects. Rules for Lunar shape-shifting have been added. Rules for Sidereal Astrology, including Resplendent Destinies. Look in the Aspects and Stunts sections. Snipped out some sections that no longer go with current rules. Put Skills into orders for some other Exalted splats. (Note, these partially mix 1st and 2nd edition ordering preferences where I felt they made the most sense.) Clarified how Scale rules interact with Magnitude penalty reduction Stunts.

BASIC RULES At its most fundamental, FATE 3rd edition resolves actions by having you roll dice and add a Skill rating, then comparing the result to a difficulty or another character's roll. There are a number of additional systems, but they all build on this. The dice used are called Fudge dice, or dF. They're d6s with two sides with minuses, two blank sides, and two sides with pluses. They each act like d3-2, producing a spread from -1 to +1. You roll four at a time, or 4dF. This produces a range identical to 4d3-8 if you wish to use a dice rolling program. 4dF generates a result from -4 to +4, with a heavy bias toward the center of the range, 0. If you don't have Fudge dice, you can use d6-d6 by using two different coloured dice. One is the plus die, the other the minus die. This produces a result from -5 to +5, with a little less bias toward 0 than actual Fudge dice. So long as everyone uses the same method, that shouldn't matter too much. I call this the heretical method, or dF(heretical) if I'm feeling silly. You roll the dice and add your Skill. If you roll equal to or greater than the difficulty, you succeed. Each number by which you roll over is called a shift. So if you need to produce a result of +1 and you get +3, you've produced two shifts. 0 shifts is a success, but barely. 1 is a normal success. 3 shifts represent a profound success. 5 or more shifts would be an incredible success. Skills and rolls are rated according to the following chart: FATE Ladder: +8 Legendary +7 Epic +6 Fantastic +5 Superb +4 Great +3 Good +2 Fair +1 Average +0 Mediocre -1 Poor -2 Terrible -3 Awful -4 Abysmal A note on rolling dice: This text is written assuming that everyone rolls for everything. It need not be so. In conflicts (see below), you may have only the players of characters making attacks roll dice; the defender is assumed to roll a 0 on the dice in order to speed things up. Or the game can be run so that players roll and the GM does not. Decide on the method used for your group. Extra shifts can do a number of things. Generally, they allow you to do things better or faster. Doing something better makes for more impressive results. It also adds the number of shifts to the difficulty of undoing what you've done. So if you secure a door and get 4 shifts, you add 4 to the difficulty of breaking the door down.

Doing things faster obviously reduces the time it takes to do things. Each extra shift moves a character one step up the time increments chart (below). So if something would normally take about an hour, a character spending 3 shifts to increase speed could perform that action in a few minutes. If the GM feels that, for whatever reason, it should be more difficult to increase the speed of something, he can require 2 shifts per bump on the chart. This would generally be for projects that are some combination of large, complex, and fragile. Some projects might require 3 shifts per bump, but this should be very rare. Finally, some projects cannot be sped up for whatever reason; this should be made clear to the players before they attempt to roll to reduce the amount of time such a project would require of them. Time Increments * instant * a few moments * half a minute * a minute * a few minutes * 15 minutes * half an hour * an hour * a few hours * an afternoon * a day * a few days * a week * a few weeks * a month * a season * half a year * a year * a few years * a decade * a generation * a mortal lifetime * several mortal lifetimes Etc. There are two other systems to the basic rules: Stunts and Aspects. Stunts are different than they are in the normal Exalted rules. They're things that give you a bonus or let you use a Skill differently than usual. The specifics are discussed in the Stunts section below. They can be used to represent Charms, Artifacts, certain Backgrounds that give you followers, and some things you could get from a Merits system. Aspects deserve a little more detail. An Aspect represents something that is narratively important about a character, place, or thing. They should generally be both positive and negative at the same time, although it's okay to have some Aspects that are more obviously positive than negative or vice versa.

When you use an Aspect, it is called an invocation. This costs a fate point (more about those below). You may invoke your own Aspects, those on other characters, those on objects, and those on the location. You spend 1 fate point for each Aspect you invoke, and they must somehow apply to the circumstances. For example, if you're trying to sneak through a dark room, you may use the room's "Shrouded in darkness" Aspect to assist you. Fate points are spent after the roll is made, and they may modify the roll in one of two ways. First, you may add +2 to the roll. Or you may reroll the dice and keep the higher result. You may continue to spend as many fate points as you wish, so long as you can continue to justify the use of Aspects; each Aspect may only be used a single time per task. If two characters are making a resisted roll, both players may spend fate points. If you should need some way to organize the expenditure of points, the acting player spends first, then the acted upon, back and forth. Take turns this way until both players agree that they're done. One important piece of an invocation is to tie the Aspect into the narrative. You don't just declare that you're spending fate points. You announce the expenditure, say which Aspect, and then narrate how the Aspect is applied. Any time one player spends fate points to invoke the Aspect of a character that doesn't belong to them, all fate points go to the player of the character after the roll is resolved. Basically, if you take advantage of someone else's Aspects, you have to pay them for the privilege of doing so. This payment comes after the roll resolves, so they don't get to use the fate points to modify the roll for which they're being paid. There are some ways to get free invocations of Aspects; these don't give the victim any fate points, because none are actually spent. (More on this below. See the part about Maneuvers in the Conflict section.) A second use of Aspects is that they allow you to declare something to be true. You spend a fate point, indicate the applicable Aspect, then declare what the true thing is. If the GM accepts the fate point, the thing is now true. Some negotiation may need to take place if the GM thinks your true thing oversteps. The third thing about Aspects is that they can be disadvantageous. This is in the form of a compel. Compels do not dictate behaviour, but they do dictate some constraints to it. When a compel is made, the GM offers you a fate point. If you accept the fate point, you accept the constraints. If you wish to resist the compel, you must turn down the offered fate point and spend one of your own, at which point the compel is resisted. For example, let us say that your Dawn Caste is at a state dinner with important emissaries from a foreign nation. The dinner must go well for things to resolve in the PCs' interest. Yet there is a drunk young noble among the emissaries, and he has just knocked the main course onto the Dawn's lap. Unfortunately for the noble, the Dawn has the Aspect "Quick to anger." The GM smiles an evil grin and slides over a fate point and says, "Well, your character IS quick to anger..." The player accepts the fate point, so his character begins to get a little hot under the collar... There are a few ways to find out about the Aspects of a character: *Guess -- If you suspect that someone has an Aspect, you can try to invoke it. State what you believe the Aspect to be. If the GM feels that you're close enough, you will find out the Aspect, and the

invocation goes as normal. If you're off but learning that doesn't tell you anything, the invoke is refused and you keep your fate point. If you're off but learning that gives you valuable information, the invoke fails, but you still lose the fate point. *Assess -- This generally uses some sort of knowledge or investigative Skill. The difficulty is +0 for obvious information about a place or thing. It is the rating of an appropriate Skill for a person. If someone has hidden the information about a place or thing, use that person's Skill rating as well. Success reveals the Aspect. Every two points of additional shift get you another Aspect. *Declare -- Declarations don't reveal Aspects. They create them. The base difficulty of the roll to do so is +0. It goes up by 2 for each "no" to the following questions: Is it interesting? Will action based on this have interesting consequences, right or wrong? Does it propose a specific, interesting course of action? So the more interesting, the less difficult it will be. And that's it. Those are the basic rules. That's enough to resolve any situation that isn't a conflict. Which brings us to...

CONFLICTS Conflicts are when one character tries to do something to another, and that other character tries to stop them. This can be a fight, a seduction attempt, a political campaign, or any number of other things. Broadly, you can break all conflicts into one of three categories: physical, mental, or social. Physical conflicts are generally fights, and you're generally hoping to hurt the other guy. Mental conflicts are those where you're trying to change the other guy's mind, sometimes literally. Social conflicts are external, focusing on someone's social standing or reputation. Normally, you don't mix conflict types. It's unlikely for a normal person to pull off a seduction in the middle of a bar brawl, for example. Some versions of FATE go so far as to forbid such things. But this is Exalted. If it seems justified, cross the various types of conflict freely. Actions using a different type of conflict that don't seem more difficult mixed with another type of conflict are resolved normally. Those that seem out of place get a +2 bump in difficulty. Those that seem really out of place or implausible should get a +4 difficulty bump. Such increases get added to the defending player's roll to resist the action. First you need to determine who gets to act. There are lots of possible ways to do this. Some include: *The person with the highest Awareness goes first. Break ties with Athletics. Double ties go at the same time. *Roll Awareness. You can break ties or not. *Start with someone, and then go clockwise around the table. Next round, begin with the person clockwise of the person who started last round (so the former first person now goes last). Keep track of who began first last time, even into the next conflict. *Whoever sends the author of this document the most money goes first. Feel free to compete among participants at the table. (A guy can wish, right?) Use what works for your table. I like rolling each round and not breaking ties. So now you know whose turn it is to act. Next we talk about the things people can do. Reflexive actions are free. They can be rolled or not. Defensive actions such as dodging are reflexive. So is talking; just don't expect to be able to cram five minutes of talking into a three second combat round. You can perform any number of reflexive actions so long as they are reasonable. Supplemental actions aren't generally rolled. Instead, you penalize your main action by -1 per action. Movement while fighting is supplemental, as is changing weapons. An action is supplemental if it takes some time and concentration but doesn't seem to qualify as your action for the round. Take as many as you want, but be careful, because this can quickly reduce your chance of success to nothing. Simple actions are what you do for the round. Punch a guy. Convince an angry automaton to attack your enemies instead of you. That type of thing. So, what can you do? Attack -- This is the generic term for trying to affect someone. You roll a Skill. The other guy rolls a

Skill. If you win, you apply your shifts as stress. Stress is applied to stress tracks (see below). If a stress track fills up and you do any more that won't fit on the track, you take the guy out. When someone is taken out, you get to narrate some appropriate result of their defeat, and they can no longer continue in this conflict. Being taken out removes you from the conflict in a way that makes sense. For a fight, you might kill the other person, knock them out, or whatever. In a mental conflict, you might be seduced or intimidated. In a social conflict, you might lose election or be humiliated in front of the god-emperor. Before you can attack someone, you need to be in range. In a physical conflict, this generally means being in the same zone (see below for what zones are). This applies to most attacks made with Fight or Might. Attacks made with Ranged can generally go three zones away, although some weapons might have greater or shorter range. Mental conflict is a little fuzzier. You'll need to judge on a case by case basis how many zones away someone can be and still be affected. This will have a lot to do with the social environment; you may need to be in the same zone to do something in a loud bar, but in a quiet park it might be possible from two zones away. Either way, conflict generally stops at three zones, with a few exceptions. Social conflict is a different animal. While you're inflicting stress on a character, he need not be present to take it, since its his reputation that's being affected. Follow the rules for mental conflict in regards to the attacker and the individuals with whom he is interacting in order to attack someone's repuation. When someone is successfully attacked and takes stress, they can take Consequences to reduce the stress. These represent substantive set backs. Most obviously these would represent injury, although they can also be nervousness, fear, or really any result of someone trying to do something you don't want them to do to you. Higher levels of Consequence represent more substantial setbacks and offset increasing amounts of stress. Follow this pattern: *Mild (2 stress) This is a minor setback, something likely to inconvenience you for a scene or two, which should be about an hour in game. Being winded or embarrassed would be suitable. *Moderate (4 stress) This is a more serious inconvenience, likely to represent a more lasting injury. Characters are likely to recover by the end of the session, or a day of in-game time. *Severe (6 stress) This level of Consequence creates lasting effects, remaining in place for the remainder of the story. Broken bones, permanently damaged relationships, and the like are suitable. Recovery should take anywhere from a few weeks to a month. *Extreme (8 stress) For a normal person, this degree of Consequence is something that cannot be recovered from. As an injury it might be a severed limb. In mental conflict, it might be Ravishment by a Fair Folk. Exalted heal such injuries, but even they do so slowly; Extreme Consequences remain in effect for three stories. This should probably be take at least a month, if not longer. These healing times are for Exalts. Normal humans should slide down the time chart roughly two spaces. So Mild Consequences should take an afternoon, Moderate a week, and Severe a few months at

least. As noted, mortals don't heal Extreme Consequences. In all ways, Consequences act like sticky Aspects. Compels and the invocations of others act as a sort of wound mechanic. Worse yet, the act of inflicting a Consequence behaves like a Maneuver (later this section), so the inflicting character gets one free invocation for which the victim receives no fate point. For more information, see the section on stress below. Defend -- If you forgo other actions for the round, you get +2 to all rolls to defend yourself. You basically guard yourself. There also exists the option that the defender doesn't actually roll the dice, as mentioned above. Instead, the attacker rolls versus a difficulty equal to the defender's Skill rating. The defender may still spend fate points to add to the defense "roll" but may no longer spend fate points to initiate a reroll. This changes the probabilities a little, but it shouldn't matter so long as it's applied consistently. If the defender ever rolls 3 or more shifts over the attack roll, the defender gets a bonus to a later action. This action must logically follow from defending well, such as sprinting away after a dodge or counter-attacking after a parry. The bonus is equal to 1 shift for each full 3 bonus shifts on the defense roll. Block -- A block is any action where you try to stop someone from doing something. Intimidating someone into staying in their seat, physically blocking people from moving across a bridge, and using a firedust cannon to trap someone behind a wall are all block actions. When performing a block action, determine what it is you mean to stop. This should generally be expressed in terms of an action performed with a particular Skill. If attempting to keep people from crossing a bridge, you might express this as stopping any attempts to use Athletics to move across the bridge. Whenever someone tries to do the thing you're blocking, they roll the specified Skill. You roll a Skill that could logically stop that action. They treat your roll as the difficulty of performing the action. If there is already a difficulty associated with the action (including someone else's resistance roll), use the highest difficulty. Blocks are incidentally how clinches and providing defense for another person are resolved. When clinching, the winner may elect to cause a single level of Health stress if he generates 1 or more extra shifts on the block action. Movement -- Before I can talk about movement, I need to discuss the concept of zones and borders. Zones are abstract areas used to define an area in which someone might move. A room might be a zone, as might be someone's garden. The important part is that characters can be assumed to be able to move anywhere within a zone without any effort and without any mechanical impact on the game. So if a shop is a single zone, you can move throughout the shop during a conflict with only narrative impact. Borders represent the difficulty of moving between zones. Normally, they are set to 0. This means that there's nothing complicated about getting from one spot to another. Higher border ratings represent increased difficulty. Needing to stop and open an unlocked door might be a 1, as might be uneven

terrain. 2 might represent downright dangerous footing or a short fence. A tall, smooth stone wall might be 5 or 6. In order to cross from one zone to the next, you need to take an Athletics based action. It costs 1 shift to move from one zone to the next. Add the border rating to the number of shifts you need to generate to move to the next zone. So a little uneven terrain might make it require 2 shifts, while the aforementioned wall might need 7. Characters opting to move have two choices: Walk or sprint. Walking is a supplemental action. It is considered to generate 1 shift of movement. Only one walking action may be taken in one round, and it may not be used to supplement a sprint action. Sprinting is a simple action. You roll your Athletics against a +0 difficulty and count up the shifts normally. If the GM doesn't like the idea of being able to fail a roll to move, simply consider characters to generate their Athletics in shifts. It is important to avoid modifying the difficulty of this roll, as border ratings already take that into account. When walking or sprinting continuously, the GM might wish to allow players to bank shifts they cannot use to generate movement over time. So if a player needed to use supplemental movement to cross between zones with a border rating of 1, the GM might allow the player to spend two consecutive turns taking walk actions. The shift generated by the first round would hold over until the 2nd, when the two shifts together are enough to overcome the cost of moving 1 zone with a border rating of 1. For example, a Night Caste Solar with Athletics +4 is rushing through the woods, trying to catch up with his friends. He declares that he's going to sprint. The GM decides the terrain warrants a border rating of 1. The player of the Night rolls his Athletics and generates +1 on the dice, for a total of +5. This is enough to cross 2 zones, with 1 left over. (1 per zone, with the border rating added to the cost for each zone. So 2 to cross from the first to the second zone, 2 more from the second to the third.) This leaves the Night with 1 extra shift that can be added to next turn's total. Maneuver -- A maneuver is an attempt to place an Aspect on another character, place, or thing. Determine the Aspect you wish to place. Then decide which Skill makes sense for doing this. Roll your Skill, with a default difficulty of +0. If it makes sense for someone to resist the roll, they may make a resistance roll against your Skill roll. If you succeed, you have applied the Aspect to the person, place, or thing. Success with 0, 1, or 2 shifts creates a "fragile" Aspect, that is one that can be used once. 3 or more shifts creates a "sticky" Aspect, which is one that remains until the end of the scene. Record the number of shifts you generated, because this adds to the difficulty of someone attempting to remove the Aspect; the base difficulty is also +0. The GM can rule that some Aspects lose their sticky nature if it makes sense. If you aimed to place the "In my sights" Aspect on someone, then put your gun away, the Aspect likewise goes away. Maneuvers are used to manipulate a conflict. They take the place of terrain modifiers, tactical decisions, and teamwork.

Optional As written, equipment is largely irrelevant. A fist is as effective as a sword, and a monk's robe is as good a choice on the battlefield as plate armour. This is intentional. First, it's simpler. Second, it makes unarmed martial artists in their robes a more intimidating presence on the battlefield. But since it's not terribly complicated to include, I'm adding some rules for weapons and armour. This will also include rules for Artifact versions of them as well. Weapons and armour have numerical ratings to determine their effect on combat. Weapons add their rating to inflicted stress, while armour subtracts the same (to a minimum of 0). This has the incidental effect on combat of allowing successful hits that none-the-less generate no shifts to inflict damage. weapon:0 -- fists, feet weapon:1 -- daggers, slings, small clubs weapon:2 -- swords, staffs, bows, spears weapon:3 -- battle axes, two handed swords, pole arms weapon:4+ -- catapults, Malfeas sitting on you armour:0 -- clothing armour:1 -- heavy clothing, leather armour armour:2 -- chain or scale armour armour:3 -- full plate armour:4+ you're standing behind a large stone wall Artifact weapons and armour are purchased as Stunts, using the Gadget rules. Most will have the Unbreakable upgrade. Craftsmanship can be taken once per item to increase its weapon/armour rating by 1. Some creatures have natural armour and/or weapon ratings. Just line them up with the weapons and armour above and estimate. Perhaps the bite of a large siaka seems equivalent to an attack made with a two handed sword, earning weapon:3. Or the skin of a claw strider seems like leather armour, earning armour:1.

SCALE This section is an expansion of the rules above in order to apply them to a scenario where one entity interacts with one or more entities that exist on a massively different size scale. For the purposes of these rules, the precise size of things doesn't really matter. Instead, I'm using very broad descriptions of the size of something and then letting the Skills, Stunts, and Aspects possessed by those things do the rest of the lifting. I'm categorizing the various sizes by Magnitude rating, listed below: 0 -- Personal. This is generally one thing that is on the scale of a human being or smaller. Even somewhat larger beings still exist on the same Magnitude, so a horse is still a Personal scale being. 1 -- Zone. Whatever this is, it's distinctly larger than a person. This could be a unit of soldiers, people sitting around a table, a cabin, or a tyrant lizard. 2 -- Scene. Entities of this Magnitude are big enough that Personal scale beings can move in or on them. The front gates of a city, an army of hundreds, the attendees of a festival, or the residents of a village might constitute this scale. 3 -- City. At this Magnitude, we're discussing something quite large. Generally several Scene scale beings or locales could exist in the same City sized place. This could be a mountain, an army of thousands, the population of an actual city, or the physical structure of a city itself. 4 -- Region. Several City scale entities can fit comfortably within a Region sized place. Depending on the particulars, someone standing in a City scale location might not even be able to see another such location within the same Region. This includes mountain chains, nations, and certain fantastical structures that exist in the Wyld. Higher Magnitudes can exist, but they probably don't need rules. It's unlikely, for example, that every person in one Direction of Creation would walk over to another Direction and start a fight involving hundreds of millions of people. Should such a thing happen, or should the PCs end up in direct conflict with a being the size of Malfeas, Magnitudes 5, 6, and 7 are Empire, Direction, and World respectively. When entities of the same Magnitude interact, these rules do not come into play. One army of hundreds as assumed to be roughly as large as another such army. If entities of two different scales come into conflict, you first need to determine whether they can meaningfully interact. As a general guideline, entities may only roll to affect another entity if it is within the bounds of one Magnitude higher to two lower (inclusive). Obviously, this varies from situation to situation. So a person (Magnitude 0) cannot generally meaningfully affect an army of 250 soldiers (Magnitude 2). Unfortunately for the lone guy, the army can perfectly well surround him and stab him to death. Should a large entity wish to affect a being smaller than 2 Magnitudes down the scale, sometimes they can detach units to do so instead. The general of an army of 5,000 soldiers (Magnitude 3) could send of a hundred solders (Magnitude 2) to deal with a human scale enemy.

When different scale entities can affect one another, it is generally to the disadvantage of one side, often the smaller one. The disadvantaged side takes a -2 penalty to their rolls versus the advantaged side per Magnitude of difference. If one side in the conflict can't roll because they fall outside the acceptable range of Magnitudes, the side that gets to roll (generally the larger) gets a +2 bonus for each Magnitude different. It's very important not to both apply a penalty to one side and a bonus to the other, as this effectively doubles the difference. For example, a single soldier fighting against a unit of 10 men takes a -2 to all rolls versus the soldiers. This includes attack and defense rolls, as well as blocks and maneuvers. Note: When a Stunt allows a character to ignore penalties from Magnitude, it can extend the range within which entities can interact. Each full 2 points of penalties negated extends this range by 1 Magnitude. For example, a person can normally only meaningfully attack a Magnitude 1 target. If a Solar had the ability to ignore 4 points of Magnitude penalty to an attack action, the Solar could extend this to Magnitude 3 targets, meaning the Solar could potentially cut a city or a mountain in half with her Daiklave. When running conflicts between entities of various Magnitudes, you give statistics to those entities. If the entity is an individual that's large enough to be non-Personal Magnitude, create that being like a normal character. It is generally appropriate to give such a being bonus points in the Health track equal to their Magnitude. For objects, you give them partial statistics. Inanimate objects generally only have a Health stress track, with three Consequences: Damaged, Broken, and Ruined. These are worth 2, 4, and 6 stress respectively. It is appropriate to Compel these Consequences as normal, such as saying that since a gate is Broken, people can get through one at a time. Objects have a Resistance score depending on how tough they are; this might be +0 for a piece of glass, or +7 for a stone wall. If using the optional armour/weapons rule, lower the Resistance slightly and use armour as appropriate. Generally, the Resistance should be lowered by slightly less than you lower the Resistance. About half should be appropriate. So the stone wall above might have 2 points of armour, and a Resistance of +6. Units of fighters have slightly simplified stats. Record their average Athletics, Resistance, Fight, and Ranged, as well as any other Skills you think are likely to come up. They also get Drill and Power (explained below). Construct stress tracks as appropriate for their Skill ratings, and add the unit's Magnitude to Health. Apply one or two Aspects to the force. Finally, if using the optional weapons/armour rules, record those ratings. Drill is how organized and experienced the army is. It is added to rolls to defend, move, and perform organized maneuvers. -1 0 +1 Drill These guys have never seen battle before. Professional soldiers. Tiger Warriors and the like.

Power is an abstraction of supernatural power. Rather than using the Stunts of every individual in an

army, you can apply blanket modifiers and assume that the individuals are using the benefits of their powers. Add power to attack rolls and to the length of the Composure and Health stress tracks. 0 +1 +2 +3 Power Normal people. Either the officers are Exalted, or the troops are mostly supernatural. The officers are Exalted, AND the troops are supernatural. Why are you picking fights with armies of Celestial Exalted?

Units of fighters require a leader. Use the statistics of the army, but limited by the leader's War rating. For every two points or fraction thereof that the leader's War rating is lower than the unit's Skill, reduce the Skill by 1. So a leader with War 2 leading a unit with a Fight of 5 has a score 3 lower than the unit, which reduces the score by 2

SKILLS These Skills are organized by Solar Caste. Following each description is clarification of what the Skill does. After that is a bracketed sections listing Trappings for each Skill; a Trapping is a specific circumstance in which a Skill will tend to be used. Note that some Trappings are shared between Skills. *Dawn -Fight -- All forms of up close fighting, armed or otherwise. May be used defensively. [attacks, parries, grapples, weapon knowledge, fighting style knowledge] -Might -- A character's strength, including some wrestling skills (also covered by Fight). [lifting things, breaking things, grappling, climbing, moving things] -Ranged -- All ranged combat, including muscle driven, mechanical, or Essence based. [throwing things, firing mechanical ranged weapons, firing Essence projectiles, weapon knowledge, aiming] -War -- Understanding of troop coordination and logistics. [organize troops, knowledge of troops, logistics, attacking with an army, defending with an army] *Zenith -Empathy -- Social perception. [social perception, social initiative, social defense against deceit, helping recovery from mental injury, getting people to open up] -Integrity -- The ability to resist being swayed or emotionally affected. [emotional fortitude, self control, shaping defense, concentration, adds to mental stress track] -Presence -- Force of personality. [making first impressions, closing down, emotion based social attacks, chit-chat, charisma] -Resistance -- Ignoring pain, staying awake, resisting poison, and other feats of endurance. [maintaining long term action, resisting poison, resisting disease, staying awake, adds to physical stress track] *Twilight -Craft -- Making things, and sometimes unmaking them. [making things, fixing things, breaking things, determining composition of things, knowledge of other craftsmen] -Investigation -- The skill of focused searches and questioning suspects. [examine locations, watch for lies, questioning people, surveillance, observing from a distance] -Lore -- Knowledge of academics and general knowledge. This includes medical ability. [languages, general knowledge, medicine, history, research] -Occult -- Knowledge of the supernatural world and of magics. [Exalts, the Wyld, Hell, Heaven, Underworld] *Night -Athletics -- Grace and speed. [climbing, dodging, jumping, running, tumbling] -Awareness -- Passive alertness and knowledge of one's environment. [initiative, noticing danger, passive perception, remembering details, noticing the details] -Contacting -- Who you know. Generally used to gather knoweldge. [learning information, knowing someone with a skill, knowing someone with a thing, spreading rumours, hearing rumours] -Larceny -- The skills of thievery. Sneaking, picking locks, and similar unsavory skills. [disguise, lies, breaking and entering, sneaking, ambushes] *Eclipse -Bureaucracy -- Knowledge of group organization, including business and governments. [social attacks against organizations, running a business, haggling, economic knowledge, navigating bureaucracies]

-Resources -- Your ability to get things, as well as what you already have. [buying things, having things, lifestyle, facilities, bribes] -Socialize -- Skill with words, which fork to use, and how to dance properly. [adds to social stress track, high society, social defense, impressing people, shifting the conversation] -Travel -- Knowledge of various aspects of traveling the world, including animals, boats, and languages. [riding, boating, area knowledge, language, survival] A note on languages: Characters know their native language automatically. Each point in Travel above +0 adds one language a character could possibly have experienced in their travels. Each point in Lore above +1 adds one language a character could possibly have studied. So a character with both at +3 knows 6 languages: Their native, 3 from their travels, and 2 from studying. This is the number of Skill points that different people get. Solars/Abyssals, Infernals: 35 Sidereals/Lunars: 33 Terrestrials: 30 god-blooded: 27 heroic mortals: 24 non-heroic mortal: 20 Skills follow the column format, so each Skill at a given rating must be supported by one Skill at the level beneath it. So in order to have one Skill at +4, you must have one or more at each of +1, +2, and +3. Non-heroic mortals may not purchase Skills higher than +3. Heroic mortals and god-blooded may not begin play with any Skill higher than +4. Exalts may begin play with Skills as high as +5. Any Skills without points added to them default to +0. Skill lists for other Exalted types Different Exalted types sometimes use different configurations of the same Skills. Abyssal and Infernal Exalted use the same spread as Solars. Terrestrials Air -- Lore, Occult, Ranged, Larceny Earth -- Craft, Integrity, Might, Resistance Fire -- Athletics, Presence, Socialize, War Water -- Bureaucracy, Investigation, Resources, Fight Wood -- Awareness, Empathy, Contacting, Travel Sidereals Journeys -- Athletics, Contacting, Resistance, Travel Serenity -- Empathy, Craft, Resources, Socialize Battles -- Fight, Presence, Ranged, War Secrets -- Investigation, Larceny, Lore, Occult Endings -- Awareness, Bureaucracy, Integrity, Might

ASPECTS 5 defined during char-gen, 2 as story Aspects. 5 defined: *Concept -- This Aspect sums up the character's basic concept. For any type of Exalt, this should almost always include their Caste or Aspect. For beings such as Fair Folk or Dragon Kings, this should generally include comparable information. Example: Wandering Eclipse noble. *Trouble -- For Exalts, this will detail their Great Curse; it should usually be connected somehow to a Virtue, although it needn't be directly. For those without some sort of Great Curse, this Aspect is about the issues of their life. Example: I just can't say, "No." (Temperance) *Motivation -- What does the character want? What is its greatest hope? Example: I must defeat the Mask of Winters! *Intimacy -- This is some sort of connection the character has. It can be another PC, an NPC, a place, or a thing. The significance is that it defines something that is somehow important to the character, but it is not worded in such a way as to imply a motivation. Example: I'm a Nexus boy. *Free -- This one is whatever you want. Want another Intimacy? Sure. Want to expand on your Virtue? Do that. Or maybe you want a connection to another PC that tells how you came to know each other. Story Aspects may be gained at any time during a story. They must tie the character somehow to the current story or situation. Players may choose to lose a story Aspect at the end of any story, although there is no obligation to do so. No character may have more than 2 story Aspects at a time. Characters begin with 5 fate points. Rules for the function of Aspects can be found in the basic rules section. You can find rules for Invocation, Compels, and Declarations there. Special rules Locked Aspects: In some instances, there is an option to cause an Aspect to create a specific effect all the time, without fate point expenditure. This is called "locking" the Aspect. Normally, a locked Aspect produces a specific Declaration or Invocation. It does this whenever it is applicable, for no cost. However, it loses the ability to be Invoked and Declared. So an Aspect locked

into an Invocation cannot be used for other Invocations and it cannot be used for any form of Declaration. It can be Compelled normally, however. Locked Invocations must apply to a specific Skill. Furthermore, they must apply to either a specific Trapping or circumstance. So it is appropriate to have the locked Invocation apply to climbing using the Athletics Skill, but this would provide no benefit to other Skills or other Trappings. Locked Declarations are generally used to provide some benefit outside of the realm of a specific Skill. A Wyld mutant might lock a Declaration that provides it the ability to breath water, for example. Such Declarations typically affect the character or the character's equipment. So, in effect, locked Aspects provide an effect roughly on par with a Heroic Stunt (see Stunts section). However, they also provide possible currency from Compels. Who gets locked Aspects, and how? Characters normally get to lock Aspects by using Stunts. This is not always the case, as the GM may opt to lock the Aspects of odd characters -- such as Wyld mutants, Behemoths, or Fair Folk -- in order to create specific effects not normally allowed within the parameters of the Stunt rules. Special cases: In some instances, characters gain the benefits of a locked Aspect but do not have the hindrances. That is, they get the specific Invocation or Declaration without cost, but doing so does not lose their access to normal Invocations or Declarations. Lunar shape-shifting Stunt technology works this way. Whenever such an exception exists, it is important that Invocations and Declarations from the same Aspect not stack. That is, if the character gains benefits from a locked Invocation on a roll, the player of that character may not opt to spend a fate point to Invoke that same Aspect on the same roll. The bonus provided by a locked Invocation counts as a Tier 1 Stunt and stacks accordingly. Example: A shape-changed Lunar in a bear form locks an Aspect to provide the Invocation "bears are good at climbing (+2 Athletics rolls to climb)." When using Athletics to climb, the character gets a +2 bonus. The player may not spend a fate point on that roll using the bear-based Aspect to provide further bonuses. If the player has a Tier 1 Stunt that would provide a bonus to Athletics rolls to climb, only the highest bonus is used; that character needs to have access to a Tier 2 Stunt in order to stack bonuses. Resplendent Destinies: Sidereal Exalted are capable of creating alternative identities for themselves, in the form of Resplendent Destinies. These are simply Story Aspects, taking up one of these slots as normal. Characters may only have one RD active at one time, and may thus only have one Story Aspect slot taken up with them at a time. Unlike normal Story Aspects, Resplendent Destinies may be swapped out any time the Sidereal has an unoccupied scene in which to activate a new one.

STUNTS (incomplete) Basic structural elements In order to accomplish this, I shall use two axes: Type and Tier. Type is the description for what sort of being uses the Stunt. Types include Heroic, Terrestrial, Sidereal, Solar, etc. Stunts will vary in focus and power within the Type axis. Tier is a description of vertical stacking of Stunts. It is meant as a multiplier for the differences created within the Type axis. For the moment, Tiers will be numbered 1, 2, and 3, here organized in increasing order of power. In order to make this system work, there are some necessary elements to drive it forward. First, beings can only take Stunts from their own Type (with some exceptions, if I ever get to anima powers). Solars take Solar Type Stunts, etc. There is one exception: Everyone can take Heroic Type Stunts. Second, bonuses from within the same Tier must be limited. For simplicity, only apply the highest bonus and the highest penalty reduction. At the same time, bonuses from different Tiers DO stack, thus increasing the scope of modification; in this circumstance, use the highest bonus and the highest penalty reduction from EACH Tier. It must be noted that even characters with different Type Stunts from different Tiers may still only apply the highest bonus and the highest penalty reduction from each Tier. So if you have a +1 Heroic Tier 1 Stunt, a +1 Solar Tier 1 Stunt, and a +1 Solar Tier 2 Stunt, you may only apply +2 to your roll, not +3. Third, in order to get a Stunt of a Tier above 1, you must have a Stunt that does the same thing from the Tier beneath it. So in order to get a Stunt of Tier 2 that gives +1 to one trapping of a Skill, you must have a Stunt of Tier 1 that also gives +1 to one trapping of a Skill. Note: The Type of Stunt doesn't matter for prerequisites of this so long as they do the same thing. Fourth, beings are restricted in how many Tiers high they may climb. Heroic and Terrestrial level beings may only climb to the 1st Tier. Celestial scale beings may only climb to the 2nd. Only Solar scale beings may ascend to the 3rd. Finally, when purchasing Stunts, you must have more Stunts of the Tier beneath. In order to have a Tier 3 Stunts, you must already have two or more Tier 2 Stunts, and three or more Tier 1 Stunts. Of course, not only Exalted get Stunts. Fair Folk can generally only go to the 1st Tier. Demons may purchase Stunts as high is their Circle. Many Primordial Behemoths can purchase 2nd or even 3rd Tier Charms. Primordials are certainly capable of purchasing 3rd Tier Charms. Many gods and elementals are restricted to the 1st Tier, but powerful gods such as regional war gods may purchase 2nd Tier Stunts; the Incarnae, Greater Elemental Dragons, and similarly powerful divinities may purchase 3rd Tier.

Who gets how much of what Typical starting Exalted and similarly powerful characters get 6 Stunts, regardless of type. Differences in power levels are dictated by starting Skill totals and the potency of Stunts, not by different numbers of Stunts. Starting heroic beings receive 4 Stunts. This includes heroic mortals, god blooded, minor divinities, Fair Folk, and the like. The power gap between these beings is substantial enough that not only do they receive less powerful Stunts, but they receive fewer of them. Non-heroic characters generally don't have Stunts. Should an exceptional non-heroic NPC be needed, provide a Stunt or two to make up the difference. These rules don't give a particularly large amount of attention to special rules for divinities, Fair Folk, and other characters that are normally NPCs. This isn't a design goal so much as it is a matter of limited bandwidth. Eventually, such rules are likely to exist. For the moment, you can cobble together such characters by putting together effects from the generic Stunt effect list that immediately follows this section. Stunts by Tier and Type To begin, I'll list some possible effects of Stunts. Some can be sub-divided when applied to actual Stunts: * +1 to one trapping of a Skill * +1 to the use of a Skill in some specific circumstance * +2 to the use of one trapping of a Skill in some specific circumstance * add a trapping to a Skill * negation of -1 of a specific penalty to a Skill * negation of -2 of a specific penalty to one trapping of a Skill * negation of the need for equipment * a 1 level bump up the time chart for one Skill * a Gadget with 3 advances * a Minion with 4 advances, or advancing an existing Minion by 3 * addition of Consequences (see the section on those in the existing Stunts chapter) Heroic Stunts * +1 to one trapping of one Skill * +1 to one Skill in a circumstance * a Gadget with 3 advances * a Minion with 4 advances * add one Trapping to one Skill Solar Stunts * +1 to each of two trappings for the same Skill * +2 to each of two trappings of one Skill against Creatures of Darkness * ignore -2 Magnitude penalty to one Skill

* use a Skill without requiring the necessary tools (Tier 1 only) * add 3 advances to a Minion (Tier 2 and 3 only) * bump two trappings of one Skill two places up the time chart * add a Moderate Consequences to one stress track (Tier 1 only, once per track) Abyssal Stunts * +1 to each of two trappings for the same Skill * +2 to each of two trappings of one Skill against Creatures of the Wyld * ignore -2 Magnitude penalty to one Skill * use a Skill without requiring the necessary tools (tier 1 only) * add 3 advances to a Minion (Tier 2 and 3 only) * bump two trappings of one Skill three places up the time chart, related to death or destruction * add a Moderate Consequence to one stress track (Tier 1 only, once per track) Infernal Stunts

Sidereal Stunts * add an unconventional Trapping to one Skill, then add +2 to one use of that Trapping * add a Moderate Consequence to Reputation or Health (Tier one, once per track) * add two Minor Consequences to Composure (Tier one, once per track) * gain access to one House of Astrology, modifying duration as below (Tier 1, once per House) * move the duration of all Astrology Aspects three places down the time table * ignore 2 points of penalties from Magnitude to all Astrology Maneuvers * add +2 to the roll to perform Astrological Maneuvers Lunar Stunts * add two Trappings to one Skill, in a way that relates to an "attribute" * add a Moderate Consequence to Composure or Reputation (Tier one, once per track) * add two Minor Consequences to Health (Tier one, once only) * add one suite of forms (Tier 1. see below. specify Declaration or Invocation.) Alchemical Stunts * add a Moderate Consequence to Composure or Health (Tier 1, once per track) * add two Minor Consequences to Reputation (Tier one, once only) Dragon Blooded Stunts * +1 to Maneuvers with one Skill, +2 if in support of an ally * two Gadgets, each with 2 advances * +2 to Block actions performed with one Skill if directly supporting an ally * add a Moderate Consequence to one stress track (Tier 1, one per track) Special rules: Lunar shape-shifting:

Each Stunt taken by a Lunar to enhance shape-shifting adds a suite of forms the Lunar can assume. All of these forms are mechanically interchangeable. So a Stunt that provides a bird form provides a limitless variety of bird forms which all provide the same bonuses, but allow for different narrative flavour. When assuming an animal form, Lunars replace one of their Aspects with an Aspect appropriate to their animal form. This may not replace their Concept or Trouble Aspect, but it can replace any of the other set or Story Aspects. Losing a given Aspect represents a shift in the nature of a character, so swapping out an Intimacy for a shape-changed Aspect means that the subject of the Intimacy is no longer dear to you, because the instincts of your new form overwrite the emotions toward the subject. If a slot for a Story Aspect is open, the player of a Lunar may opt to fill the open slot rather than replace an existing Aspect. A given character may not have more than one shape-shifting based Aspect at one time. Attempting to add a second one negates the first. This does give the player of the Lunar the option of shifting which Aspect is being replaced by the shape-shifting Aspect. Changing forms is a Supplemental action that may be taken once per action. Lunars assuming a new form gain an additional benefit: They may lock one instance of the shapeshifting Aspect without losing access to normal Invocations and Declarations. This allows for a persistent benefit from the Aspect, but without losing normal options. Bonuses from locked Invocations count as a benefit added from a Tier 1 Stunt and stack accordingly. Note that a given Stunt grants either locked Declarations or locked Invocations, so note this next to the suite provided. Locked benefits must be chosen and announced at the time of the action to change form. The benefit must be appropriate to whatever form the Lunar is assuming. In order to change the benefit, the Lunar must take another Supplemental action on a later turn than the one used to assume the current form. Sidereal Astrology: Astrology is the application of thematic Aspects to targets. The themes of these Aspects correspond with the Astrological Houses. For examples of the types of Aspects that fit these themes, look in the Astrology section of your Sidereals book. Remember that the Skills used in this conversion don't line up well with individual constellations, so feel free to ignore the constellations where they don't fit. The Skills associated with making the Maneuvers are as follows: Journeys uses Travel, Serenity uses Empathy, Battles uses War, Secrets uses Larceny, and Endings uses Bureaucracy. Unlike other Maneuvers, the roll to apply an Astrological Aspect need not take place in the presence of the target. The player of the Sidereal rolls the Maneuver and records the result in advance. Then the character need only make contact with the target. This contact can be in the form of a handshake, an unarmed attack, a casual brush against the target, or any other logical contact. Animate targets may roll to avoid being touched. Treat this as a normal Fight attack roll on the part of the Sidereal, resisted by a normal Fight or Athletics defense roll on the part of the defender. Targets

with some unusual method of defense that prevents them from being touched may use that as normal. Likewise, a Sidereal can attempt to use a social Skill to trick the target into allowing a touch, which the target resists as with any other social roll. When targeting a particularly large group of individuals, the Sidereal "attacks" against the defenses of whatever target they wish. For example, when targeting a whole city, the Sidereal may bump into or shake hands with any resident in order to inflict the Astrology Aspect on the whole city. At the moment of contact, a target capable of resisting the Maneuver may roll against the recorded result of the Maneuver roll. Generally, the defense roll against Astrology -- or any other form of Shaping -- will be Integrity. If the target is of a greater Magnitude than the acting character, apply the usual penalty to the recorded result of the Maneuver. Failure to resist results in the application of a sticky Aspect as chosen by the acting Sidereal's player. Note: Crowds of extras and unimportant NPCs will tend to make all rolls to avoid or resist Astrology using the average of their Skills. PCs and important NPCs that are part of a target group can be targeted by attacking the average Skill of a group (as with the city sized target example above). However, important characters always have the option of rolling to resist the influence of Astrology using their own Skill rating, or the average of the group, whichever is higher. Normal sticky Aspects last for the remainder of the scene, generally approximately 15 minutes. Astrological Aspects last an hour instead. This greater duration is granted by the Stunt that opens access to each given type of Astrology. Unlike normal Stunts which modify Skill rolls, the three Stunts that modify Astrological Maneuvers modify such Aspects placed by any of the Skills associated with the five Houses. So the Stunts that add duration, reduce Magnitude penalties, and add to Astrological Maneuvers apply to all such endeavors, regardless of which Skill is used.

STRESS Stress is HP style, so 3 incoming points of stress cross off three boxes of stress. If the stress track overflows, that character is taken out. Players may opt to give their character one or more Consequences to reducing incoming stress as low as 0. By default there are three types of stress: *Health -- This represents physical damage, exhaustion, illness, or anything similar. It is tied to Resistance. *Composure -- The stress track that represents your emotional wellbeing and mental fortitude. Attempts to talk you into something, make you angry, or intimidate you use this track. It is tied to Integrity. *Reputation -- Slightly different than the others, this doesn't represent something directly about your character. Instead, it represents how well thought of you are in society. Someone attempting to discredit your rulership, slander your name, or get you kicked out of high society will attack this track. It is tied to Socialize. Characters begin with 3 boxes in each stress track. Add 1/2 (round up) the rating of the associated skill to this total. So someone with Resistance +3 will have 5 Health boxes. Characters begin with one Mild, one Moderate, one Severe, and one Extreme Consequence, total. That is, these are shared among their three stress tracks, so losing your Mild to Health stress makes it unusable for anything else. They reduce incoming stress (to a minimum of 0 inflicted stress) by 2, 4, 6, or 8 points respectively. Characters can gain additional Consequences from two sources: nature and Stunts. Some characters are just extra tough in some ways. The Exalted were made to be weapons, and they are correspondingly capable of resisting harm. Likewise, some beings, by their very nature, may resist particular forms of harm very well. A regional war god is likely to be somewhat resistant to Health stress, for example. *Solars, Abyssals, and Infernals receive one bonus Mild Consequence in each of the three categories. *Lunars receive an additional Mild Health and an additional Mild Composure Consequence. *Sidereals have a bonus Mild Consequence for each Reputation and Composure. *Alchemical Exalted have an additional Mild Consequence for Reputation and Health. * Terrestrial Exalted only have one additional Mild Consequence, for their Health tracks. Most other beings receive no free Consequences, although there are some exceptions. City Fathers of powerful cities, mortal akuma, noble Fair Folk and the like probably have one free Mild Consequence. Powerful beings such as Directional war gods, 2nd Circle demons, or powerful Primordial Behemoths probably have two. The Incarnae, Deathlords, and 3rd Circle demons certainly have three.

Additionally, Stunts may be used to provide Consequences. The default is that no more than one may be purchased, and that provides a single Moderate Consequence. Exceptions exist, in that some beings may instead purchase two Mild Consequences with one Stunt; these are listed below: *Sidereals: 2 Mild Composure. *Lunars: 2 Mild Health. Alchemicals: 2 Mild Reputation. These are assumed to model some combination of inherent additional toughness, active defense Charms, and rapid recovery. Some particularly tough or powerful beings likely also use this model of Consequence addition. A Fetich soul or Incarna probably has these for all three tracks, as certainly do the Primordials. Beings that are not Exalts, Deathlords, powerful gods or demons, or some other mighty being cannot use Stunts to gain additional Consequences, or they do so under some limitations. Assume that mortals may not purchase such Stunts. Other beings might only be able to purchase Consequences for specific tracks and/or be able to apply them only under specific circumstances.

COMPANIONS A Companion begins as Average quality, with 2 stress boxes, requires a fate point to act alone, gives +1 to their leader when attached, and the leader can substitute their skill for his own if it is better. Only one Companion may attach at once. Quality- Each purchase of this advance increases the rating of the highest skill the Companion has, the number of skills, and the amount of stress the Companion can take: *One purchase 1 Fair, 1 Average, 3 stress. *Two purchases 1 Good, 1 Fair, 1 Average, 4 stress *Three purchases 1 Great, 1 Good, 1 Fair, 1 Average, 5 stress. No Companion may take this advance more than three times. Communication The Minion has some method of communication appropriate to the skill which allowed it to be purchased. Attempts to interfere with this communication face a difficulty of the higher of the Companion's rating or the rating of the skill used to purchase it. Additional purchases increase this difficulty by 2, to a maximum of three purchases (+6 difficulty). Independent This removes the 1 fate point cost for Companions to operate on their own. Furthermore, with the purchase of this advance, the player may give the Companion 2 fate points and access to two appropriate Aspects for use during a mission. Keeping up If the character has an unusual way to travel, the Companion may imitate that method of travel in order to keep up to the character, but only while attached to that character. Skilled The Companion gains an additional column to the right of his skill column. The first purchase of this advance buys a column level with the original, while each subsequent purchase produces a column cumulatively one lower. So a Great quality minion purchasing this advance one would receive 1 Great, 1 Good, 1 Fair, 1 Average skill. A second purchase would add an additional 1 Good, 1 Fair, 1 Average. Stunt This advance gives the minion access to a single Stunt. It may be taken no more than twice for a given Companion, and it may not grant access to additional Companions. Summons If summoned, the minion arrives in roughly one minute. A fate point may be spent to bring the Companion in a single round. If either the summoner or the Companion is taken out, the minion vanishes. Variable Summons The first time a Companion is summoned each story, the player may reallocate that Companion's advances. The minion then remains the same for the rest of that story. Players may choose to spend a fate point to reallocate the advances an additional time. (Requires Summons.)

GADGETS Improvements include: Additional Capabilities It does something related to what it normally does in addition to that thing. So a boat might also work on land. A flying boat probably requires two improvements. Alternate Usage You can do something, but using a different skill. Armed Something that's not normally a weapon has offensive capabilities. Armoured Reduce incoming stress by one. Futurization Does something that modern things can't do yet. Speculative Science Does something that modern things can't yet do or even figure out how they might possibly do that. (Requires Futurization.) Independent Has an auto pilot of some sort. Conscious Can make its own choices. (Requires Independent if its own choices can do anything beyond communicate with its user.) Minaturization It's really small. Maximaization It's really big. Craftsmanship Gives +1 to one skill. May be taken only once per skill. Rugged Has 2 extra stress boxes over the normal capacity (usually 3). Unbreakable This can only be damaged by things that could damage the 5MM. Upgrade Gives +2 to a specific use of one skill. May be taken only once per skill, and does not stack with Craftsmanship.

ADVANCEMENT Characters grow in power by means of Milestones. Milestones come in three tiers that relate to how much a character advances. These are Minor, Significant, and Major. Minor Milestones -- These represent a small change to characters. They come along frequently, normally at the end of every session. If a long period of time is skipped over, you may choose to offer players one or more Minor Milestones for their characters to represent their changes over that time. Players may choose one of the following: * Swap the values of two adjacent Skills, including those with +0 ratings. * Rename a single Aspect. Significant Milestones -- This form of Milestone represents substantive advancement. They generally occur at the ends stories or at other major happenings. If your game doesn't have discrete stories, every three or so sessions should be appropriate. Players may take all of the following: * 1 Skill rank. * 1 benefit of a Minor Milestone. Additional Skill ranks must conform to the guidelines in the Skills section. Each Skill above +1 must have a Skill to "support" it. If you have three +3 rated skills, you must have at least three +2s and at least three +1s. Major Milestone -- Major Milestones should usually happen after something pretty big has gone down, normally after every few stories. If your game doesn't have discrete stories, these should happen roughly every seven or so sessions. Players get all of the following: * A new Stunt. * Heal an Extreme Consequence. * All the benefits of a Significant Milestone. To some groups, this might seem like slow progress. You might be used to getting new Charms after every other session, so getting a new Stunt every 7 or 8 sessions might seem like a long time. If you want to increase the speed of advancement, just keep the space between Milestones shorter. Maybe your sessions can grant them in this pattern: Minor, Significant, Minor, Major. This will give a new Stunt every 4 sessions and a new Skill point every other. Just note that this is a big thing. Over the course of a year in a weekly game, this means 26 Skill points and 13 Stunts more than at the beginning of the game. In contrast, following the regular rules, the same game would grant roughly 18 Skill points and 6 Stunts. Skill caps -- As mentioned in the Skills section, non-heroic characters cap at +3, heroic characters at +4, and Exalts at +5. This is the presumed maximum level of skill of a somewhat inexperienced or

young individual. This FATE translation recognizes a number of points at which greater Skill becomes possible. Each point raises the cap by +1. Non-heroic characters may not benefit from any of these levels of advancement. Experienced -- The character has been around the block a few times. It is assumed that they've been active in the world in a heroic fashion for a few years. This is the highest degree of advancement that heroic characters may benefit from. Elder -- Characters at this level have at least human lifetime of experience under their belt. Typically, such characters are at least 100 years old. This is the highest degree of advancement that Terrestrial characters can benefit from. Ancient -- Characters of this level have at least 500 years of experience. Generally only Celestial Exalted, Primordials, Deathlords, and similar beings can benefit from this. These cap raises don't happen at predefined times. They occur instead when it seems appropriate.

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