Core Exxet (and other errata) rules changes The following rules were taken from t he Core Exxet book, and/or one of the web addendums hosted on the Spanish official site (edgeent.com). Not all rules from those documents are listed here, merely the ones that impact the English translations and/or current rules. (I.e. some flavor text corrections and other minor changes are ignored).
Revisions to Character Creation: Upon receiving any level, the character has a choice of a "natural bonus" that can be applied to several skills. 1. In Core Exxet they have the choice of where to distribute +10 to five different skills (similar to the freelancer class ability) as part of their natural bonus. This counts as a special bonus, and cannot exceed 1 00 in any skill in combination with the next part of the natural bonus. 2. The character has the ability to choose 1 physical skill (based on STR, DEX, AGI, or CON) and 1 mental skill (based on POW, W P, INT, or PER) to add their t heir characteristic bonus to that skill. This counts as a spe cial bonus and cannot exceed 100 in any skill in combination with the above part.
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Changed Advantage: Acute Senses Adds +50 to Notice and Search (instead of +30) Adds +1 to PER when performing a PER check. Changed Advantage: Natural Learner No 3cp option 1cp still is +10 per level, and 2cp is still +20 per level. Aptitude in a Subject: Changed Advantage: Aptitude No 3cp option, as there are no abilities with a ratio of 4. Changed advantage: Elan Now grants only 20, 40, 50 Elan for 1, 2, and 3cp respectively. The “Shamanism” disadvantage is changed to “Wizardry” (due to the Shamanism magic theorem introduced in Arcanna Exxet). The rules for this disadvantage remain unchanged. New Style Module: Chained Attack (50 DP) For the purposes of multiple attacks, the user can use the multiple attack penalty of the next lowest size.
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EX: Pasuzu has 10 in WP and chooses withstand pain as his skill for both parts of his natural bonus this level, and has a +80 in the special column for that skill already. He applies the +10 from the first part of a natural bonus, making it +90. Then he applies the characteristic bonus from WP (+15), making the total 105. Since it may not exceed 100, the extra 5 points are dropped. Pasuzu must still choose 4 more skills for part 1, and a physical skill for part 2, to complete his natural bonus.
i.e. A small weapon is still a small weapon for multiple attac k penalties. Any medium weapon is treated as a small weapon, and any large weapon is treated as a medium weapon, etc.
Changes to Secondary abilities o
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Ritual Calligraphy (arcana exxet): this skill is part of the creative category and is based on the character’s Dex. Athleticism Movement allows for a 1 turn increase in speed by the listed value, as if their Agi was increased by that amount. Running determines how long a person c an use their run speed before losing a fatigue Note: Calculate a characters running move value by t aking their regular move value -2. Max Move Duration is how long a player can run at maximum speed before losing a fatigue
Athleticism Result <40 40 80 120 140 180 240 280 320
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Movement Bonus No bonus No bonus No bonus No bonus No bonus +1 +1 +2 +2
Running Duration 1 min. 5 min. 5 min. 10 min. 40 min. 1 hour 2 hours 5 hours 1 day
Max Move Duration 1 Turn 2 Turns 5 Turns 10 Turns 15 Turns 1 minute 2 minutes 3 minutes 5 minutes
Swim
The movement value is applied to the character’s regular movement value to decide how fast they swim. This is floored at movement value 1. Checks at Zen difficulty are up to the GM’s discretion.
Swim Result <40 40 80 120 140 180 240 280 320
Difficulty Routine Easy Moderate Difficult Very Difficult Absurd Almost Impossible Impossible Inhuman
Movement Value -8 -5 -4 -3 -3 -2 -2 -1 +0
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Jump
Movement value is applied to the character’s normal movement value. After this, their movement in feet or meters is multiplied by 1/5th to determine the distance required for a running start. Checks at Zen difficulty are up to the GM’s discretion.
Jump Result <40 40 80 120 140 180 240 280 320 o
Difficulty Routine Easy Moderate Difficult Very Difficult Absurd Almost Impossible Impossible Inhuman
Movement Value -1 +0 +0 +1 +1 +2 +2 +4 +5
Feats of Strength For results below 120 (difficult), and above 320 (inhuman), the effects of this skill are up to GM discretion. The Strength modifier is only applied for one action and cannot be used in combat for extra damage.
Feats of Strength Result <40 40 80 120 140 180 240 280
Difficulty Routine Easy Moderate Difficult Very Difficult Absurd Almost Impossible Impossible
STR modifier +0 +0 +0 +1 +1 +2 +3 +4
Revisions to Magic: o
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In Core Exxet, the spell system was greatly reworked. Magicians still use Path m agic and zeon as well as accumulation to c ast their spells, but use degrees instead of added effects to power up their spells. Casters working with the new system will find their intelligence much more integral to casting powerful spells, while accumulation and innate magic not as effective. Others on the forum have graciously made a tabular translation of the spells and their effects which I have included as a separate document.
It is good to note that there are many advantages and disadvantages to each magic system, and neither is "more correct", since Arcana exxet seems to use both at various places in the book. Corrections to each system of magic are as follows: When using the AE magic system of degrees, any power or ability that gives a ‘free added effect’ instead lowers the cost of the spell at any degree, including base by 10 per ‘added effect’. When using the Core rules, and any power or ability grants a spell a free increase to the next degree (or other similar wordings like degree increment), instead the spell is cast as if 40 extra zeon was spent on the spell, without any actual increase in expended zeon. The spell must be c ast at the minimum (base) value to receive this benefit. When using both the Core rules and the rules for metamagic , the effect of the metamagic advantage Life Magic has the following effects: 1 sphere: increases the value of healing spells by 50% 2 spheres: increases the value of healing spells by 100% This metamagic advantage has no effect for spells that restore a percentage of a characters’ missing life points. In Arcana Exxet, the music sub-path spell Mezzo Forte uses Energy damage for its attacks made to determine the PhR difficulty. o
When a character creates a Sheele, as described in Arcana Exxet, the correct table for generating a Sheele’s type is the following: Roll Result
Sheele Type
1-10 11-20 21-30 31-40 41-50 51-60 61-70 71-80 81-100
Light Air Essence Earth Fire Illusion Water Darkness Character’s choice
When using the optional rules in Arcana Exxet for an Enchanted area, the following text should be added:
It is impossible to teleport into or out of an enchanted area, unless by a being of very high gnosis or an effect that ex plicitly allows it.
Revisions to impossible weapons (Dominus Exxet): o
All impossible weapons require the ki abilities ‘Use of Ki’ and ‘Inhumanity’. This is to
clarify the differences in the Spanish and English books for requirements. o
All impossible weapons that have a quality weapon requirement (such as Cancer) have their quality bonuses included in the stats presented. As well, t he character still adds bonuses to their attack/block for t he weapons quality.
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Leo: Weapon-Pistols
The speed for the spear-rifle is corrected to be -20 spear / -0 rifle.
The range for the weapons while using their gun attacks is as follows:
Pistol Virgo: Musical Instruments
50m.
Rifle
80m.
Cannon
250m.
Upon failing the resistance check from the ability Damage by Resonance, the loss of life points is corrected to be twice the failure level.
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Size Categories
Due to the revisions in combat that determine a weapons additional attack penalties based on size, the impossible weapons have been assigned sizes as follows. Ares Taurus Gemini Cancer Leo (sword-pistol) Leo (spear-rifle) Leo (mace-cannon) Virgo Ophiucos
Large Large Variable; based on the puppet size and wielded weapon. Small Medium Medium Large Medium Medium (when using an individual sword)
Revisions to Combat: o
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The combat section of Arcana Exxet details more formally the way to calculate the combat results and damage done to any combatant. The rules for combat and damage are as follows, but a GM can instead ignore these rules and continue to use the combat table presented in the core rulebook. If the Defender's Total is higher than the Attacker's Total, The counterattack bonus is 1/2 of the difference between the two combatants' totals, rounded down to the nearest group of 5. (Attacker's total(after modifiers) - Defender's Total (after modifiers) -20 for absorption 10* AT of the defender for that attack type) /100 (making a percentage)(Round down before the next operation) * the final damage of the weapon Shorthand: Floor[( A-D-a-10*AT )/100] *fd
It should be noted that both the Attacker's Total and the Defender's Total cannot become negative. If appropriate modifiers would result in negative values, they are simply floored at 0.
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Creatures with Damage Resistance roll a zero for defense, just applying absorption and armor. If a creature with Damage Resistance is surprised, he applies only HALF of his absorption and armor. Creatures with Damage resistance now roll -80 for magical or psychic shields. When creatures with Damage Resistance fumble, they no longer give double bonus to the opposing enemy. Multiple attacks with weapons are changed to be more dependent on the size category of the weapon. Size
Penalty per add. attack
Small
-20
Medium
-30
Large
-40
Enormous
-50
Note: Shift up or down based on Size. Eg: a large creature with a large weapon is treated as a medium weapon. A small creature with a medium weapon is considered to be weilding a large weapon. o
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Gaining surprise on any enemy denies the o pponent and any others you have surprise on from attacking you, as it is understood he has lost the turn automatically. Flight value 10-14(on table 40) is changed to flight values 7-14. The combination of the statuses ‘From behind’ and ‘vision partially obscured’ described in Dominus Exxet, chapter 2 has been changed slightly. The physical action column of that row in the table should read -90, not -30. If using the surroundings of high level combatants optional rules in Dominus Exxet, the following correction is made to the se ction titled 4th level (ability 400+) . In the text, the difficulty described is correct at values 280 and 320. The description should be corrected to “ (Impossible and Inhuman difficulty, depending on their proximity to the fighters)”. Using stealth as a combat maneuver grants you special bonuses. Using stealth successfully towards a target would gr ant a total of -170 (Surprise+ blinded) to the defender. A person can defend against a stealth attack using ½ MA, ½ Ki accumulations, and ½ Psychic Potential for using passive actions (spells, ki techniques, psychic powers). If a person is prepared for a stealth attack, he does suffer this penalty. If a character wants a stealth attack to be “stealthy” (aka no one can see it unless they are looking directly at the target), he uses the lower of Attack or Stealth to make the attack. MASTER MOVE: Decoultruse
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Requirements: Mastery in Hide Description: A person can attempt to hide in mid-combat using this maneuver, or while in plain sight
Game Effects: The character attacks and applies a -200 to their result if just facing one enemy or -250 if facing multiple enemies. If successful, the user will disappear leaving only an afterimage behind. The user will still need to find a nearby place to hide to stay hidden.
If a user has items like smoke bombs or something to obstruct light or the enemies’ view, he only applies a -100 (single enemy) and -125 (multiple enemies) for this maneuver. The obscuring objects are still noticed by the enemy (or enemies), but the source of the attack is not. No other actions are allowed during the round this maneuver is used, or the character will be revealed immediately o
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When using the Acrobatics maneuver to flank an enemy mid-combat, the enemy adds +10 to his attack value each time the character successfully uses the maneuver. This cumulative effect disappears after one day of the two not fighting. The defensive maneuver Absorb hits is changed to apply a -80 (minimum 0) to the defense ability chosen, after any penalties for multiple defenses and combat situations. However, unless a critical is dealt to the character using this maneuver, he may use an active action during their turn. The character using this maneuver cannot riposte, even if the attacker’s roll would normally allow it.
Revisions to Ki Abilities and techniques: o
Superior Change (Ki ability) This Ki ability causes the character to actually, physically change in size, but nothing else. That is to say, they c ould not use this to gain wings to fly. If the character has natural weapons (such as claws) before activating this ability, the change in size can affect the damage produced by these weapons. Form of Emptiness (Nemesis ability) Attacks benefiting from this ability are truly intangible, however, they maintain their original attack type. One with the nothing (Nemesis ability) The prerequisite for this ability should be corrected to Essence of Emptiness. Magic Cancellation (Nemesis ability) When using this ability with the magic system used in Core Exxet, the ability reduces zeon in the same way for spells. If the zeon value of the spell as it is cast is not enough for a given degree of the spell, it is reduced to the next lowest degree. If the spell’s zeon value is reduced past the base cost of the spell, the spell is cancelled immediately. Warlocks (casters) can, as a spell is cast, declare extra zeon to spend immediately (without accumulation) to try and counteract this effect. The amount of zeon spent does not need to be the cost to increase the spells degree. Mundus (Ars Magnus)
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When using the Defensive Barrier option, no ki cost is required to summon the supernatural shield. (Note: it never stated a cost originally for this section, but the wording in the general description is weird). Technique Creation In the section adjusting ki costs on page 26, the example should have a final cost of DEX 5, AGI 5, POW 2. Added state: Blindness The ki cost of this added state is +8, and the MK cost is +5. Interruption This advantage has it’s description changed The description is corrected to include this text: “If combined with the disadvantage Reduced damage (No damage) or Reduced damage (Half damage) the full damage before any reduction is used to calculate the PhR difficulty of the interruption effect.” Compendium of Techniques Corrections Spectral mark (pg 112 DE) Base damage for this technique is from t he character’s weapon. The Shadow of Death (pg 112 DE) The PhR difficulty of this technique is corrected to be 160. Gunslinger (pg 117 DE) The guns formed by this technique are copies o f lost logia and therefore have special statistics The guns created have a reload value of 1 The guns created are of superior design, and do not explode upon fumbling an attack. When a fumble does occur, t he gun is merely jammed and requires reloading. The guns created have a fortitude of 30 The guns created have a breakage of 7 The guns created have a range of 200m
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Revisions to Psychics: o
The maximum amount of psychic points that can be spent to permanently improve the potential of a single psychic power is correc ted to be 10, instead of 5. The maximum amount that a psychic power can be improved by is 100. Therefore one can achieve +100 potential on a psychic power by spending 10 pp. See: Strengthening a Power, Page 194 of the core rules. A missing power was added to the Cryokinesis Discipline Cold Immunity Level: 2 Action: Active Maintenance: yes Description: Allows the psychic or an individual designated by them immunity to various intensities of cold, even if from a supernatural source. In the event that they suffer an attack based on cold, each intensity of immunity reduces by 5 the base damage of the attack, and gives +5 to any resistance check based on cold. Effects:
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Routine
Fatigue 4
40 80 120 140 180 240 280 320 440
Easy Medium Difficult Very Difficult Absurd Almost Impossible Impossible Inhuman Zen
Fatigue 2 Fatigue 1
5 intensities 10 intensities 15 intensities 20 intensities 30 intensities 40 intensities 50 intensities
General Revisions:
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Characteristics checks now are reworked to use a "roll over" system instead of the "roll under" system described in the core rules. One now rolls 1d10 and adds their characteristic score (not their bonus) to the roll. The rule of 10 changes any roll of 10 into a 12. The rule of 1 is ignored (no extra penalties for rolling a 1). In opposed checks, every point above 4 that one character has over the other before rolling will count as 2 points for determining check results. EX. Arnold and Mia arm wrestle, and a STR check is made between the two. Arnold has 14 STR, while Mia has 8. Because of this difference, Arnold rolls 1d10 and adds 16 to the result (14 for base STR, plus 2 for the difference Arnold has over Mia). Mia simply rolls 1d10 and adds her 8 from S TR to the result. Level of Difficulties Simple actions: 6+ Normal actions: 10+ Complex actions: 15+ Extreme actions: 20+ Remove the +15 or -15 for calculating fumble levels when a fumble is rolled. The ability rolled always fails on a 1, 2, or 3 and a d100 is rolled to determine the fumble level. Complex weapons and Mastery still affect the fumble range as described in the core rules. Resistance checks automatically succeed if your base resistance is greater than the check difficulty, instead of 50 above it. Fumble levels for secondary abilities are changed to: 1 to 50: Basic failure 51 to 95: Major failure 96 to 100: Catastrophic failure Unarmed breakage now has a base value o f -2.
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Increased breakage from quality is now +2 pe r quality level instead of +5.
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Table 73: In Flames : The line ‘Scorching’ has the new range of “100 to 179”.
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Game Manager Optional Rules: o
To play a game with more of a superhero feel, a GM can add t he following advantage: Mutations: Description: The person has innate powers caused by a m utation
Effect: The player obtains 50 DP which he can purchase powers from chapter 26 as if he had 20 Gnosis. One can spend additional CP to increase it to 100 and 150. Cost: 1, 2, 3 A game master can always play with the table of combat presented in the cor e rules, instead of the absorption calculations used in core exxet and arcana exxet.
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Changes to Equipment: Such a drastic change that it needs to be mentioned, even though it’s from Prometheum and not core exxet. o
Armor:
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Through various means a player can have more than 3 layers of items that grant additional armor (such as clothing or natural armor), however only the best three are counted towards your armor total. Missing Costs for helmets in the core rules:
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Circlet: 50 SC Forehead Protector: 80 SC
Leather Hood: 40 SC
Casque: 1 GC
Mail Coif: 5 GC
Open Helm: 20 GC
Great Helm : 40 GC
Dominus Exxet Weapon ranges and rate of fire Bullet bow Daikyu Uchi-ne Kunai
Reload 1 40m Reload 1 90m ROF 100 30m ROF 40 20m