Cheat Sheet: Stats: Agility, Coordination, Physique, Intellect, Acumen, Charisma, Magic. Skills are all based on a stat, eg. Melee Combat is Agility + any skill points. Basic Roll: Stat + relevant Skill >= Difficulty (avg 10). All d6s. -One d6 is a "wild die". Reroll a 6; 1 means crit fail or (more often) a complication. -Character Points add wild dice that never crit-fail. Fate Points double # of dice. You can spend CPs after rolling! We'll call these Essence and Willpower to fit the theme. Combat: -Decide initiative: make Acumen rolls. -Declare number of actions for everyone. If you take N actions you're at a (N-1) die penalty to each. Waiting is an action; talking, short steps &c aren't. -Find to-hit difficulty: 10 typically. If your turn comes up you can set an active defense for the rest of the turn: dodge/parry skill roll replaces your 10. If you do nothing but defend, you get 10 + your roll. -Attacker rolls combat skill (unarmed, archery &c). -Damage? Roll (weapon's dice) + (your strength damage) vs. (enemy armor). Wounds happen if attacker's roll beats defenders. Getting hurt when already wounded worse bumps you down a level of wounds. -Your strength damage = 1/2 your Physique dice rounded up Special Stuff: -Since this is Exalted, "stunting" is part of the rules. You recover CPs/Essence for being awesome. -Obvious things to do include spending CPs/Essence to get extra dice... but you have to explain what you're doing! Weapons and Armor: -Weapons: Eg. Bow (2D+2), Sling (1D), Big Axe (3D), Club (1D+1), Spear (2D), 1H Sword (1D+2), 2H Sword (3D+1). See p.118. -Armor: +2 (good clothes), 1D (leather), 2D (fancy metal armor), or 3D (heavy plate). Shields: +2 (buckler) or 2D. See p.116. Wounds (p.64): Damage >= defense roll by... 1-3: stun 4-8: wounded 4-8 severely wounded 9-12: incap 13-15: dying 16+: dead