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Core Exxet and Another Errata
Core Exxet and Another Errata
The following rules were taken from the 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).
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 100 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, WP, INT, or PER) to add their
characteristic bonus to that skill. This counts as a special bonus and cannot
exceed 100 in any skill in combination with the above part.
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.
Athleticism
Result Movement Bonus Running Duration Max Move Duration
<40 No bonus 1 min. 1 Turn
40 No bonus 5 min. 2 Turns
80 No bonus 5 min. 5 Turns
120 No bonus 10 min. 10 Turns
140 No bonus 40 min. 15 Turns
180 +1 1 hour 1 minute
240 +1 2 hours 2 minutes
280 +2 5 hours 3 minutes
320 +2 1 day 5 minutes
o 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 Difficulty Movement Value
<40 Routine -8
40 Easy -5
80 Moderate -4
120 Difficult -3
140 Very Difficult -3
180 Absurd -2
240 Almost Impossible -2
280 Impossible -1
320 Inhuman +0
o 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 Difficulty Movement Value
<40 Routine -1
40 Easy +0
80 Moderate +0
120 Difficult +1
140 Very Difficult +1
180 Absurd +2
240 Almost Impossible +2
280 Impossible +4
320 Inhuman +5
o 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 Difficulty STR modifier
<40 Routine +0
40 Easy +0
80 Moderate +0
120 Difficult +1
140 Very Difficult +1
180 Absurd +2
240 Almost Impossible +3
280 Impossible +4
Revisions to Magic:
o In Core Exxet, the spell system was greatly reworked. Magicians still use Path magic
and zeon as well as accumulation to cast their spells, but use degrees instead of
added effects to power up their spells.
o 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.
o 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 cast 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.
When a character creates a Sheele, as described in Arcana Exxet, the correct table for generating a
Sheele’s type is the following:
When using the optional rules in Arcana Exxet for an Enchanted area, the following text should be
added:
Ares Large
Taurus Large
Gemini Variable; based on the puppet size and wielded weapon.
Cancer Small
Leo (sword-pistol) Medium
Leo (spear-rifle) Medium
Leo (mace-cannon) Large
Virgo Medium
Ophiucos Medium (when using an individual sword)
Revisions to Combat:
o 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.
o 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.
o (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.
o 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.
o Creatures with Damage resistance now roll -80 for magical or psychic shields.
o When creatures with Damage Resistance fumble, they no longer give double bonus to
the opposing enemy.
o Multiple attacks with weapons are changed to be more dependent on the size category
of the weapon.
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 Gaining surprise on any enemy denies the opponent and any others you have surprise
on from attacking you, as it is understood he has lost the turn automatically.
o Flight value 10-14(on table 40) is changed to flight values 7-14.
o 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.
o If using the surroundings of high level combatants optional rules in Dominus Exxet, the
following correction is made to the section 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)”.
o Using stealth as a combat maneuver grants you special bonuses.
Using stealth successfully towards a target would grant 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.
o MASTER MOVE: Decoultruse
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 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.
o 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 Psychics:
o The maximum amount of psychic points that can be spent to permanently improve the
potential of a single psychic power is corrected 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.
o 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:
20 Routine Fatigue 4
40 Easy Fatigue 2
80 Medium Fatigue 1
120 Difficult 5 intensities
140 Very Difficult 10 intensities
180 Absurd 15 intensities
240 Almost Impossible 20 intensities
280 Impossible 30 intensities
320 Inhuman 40 intensities
440 Zen 50 intensities
General Revisions:
o 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 STR to the result.
o Level of Difficulties
Simple actions: 6+
Normal actions: 10+
Complex actions: 15+
Extreme actions: 20+
o 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.
o Resistance checks automatically succeed if your base resistance is greater than the
check difficulty, instead of 50 above it.
o Fumble levels for secondary abilities are changed to:
1 to 50: Basic failure
51 to 95: Major failure
96 to 100: Catastrophic failure
o Unarmed breakage now has a base value of -2.
o Increased breakage from quality is now +2 per quality level instead of +5.
o Table 73: In Flames: The line ‘Scorching’ has the new range of “100 to 179”.
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:
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.
o Missing Costs for helmets in the core rules:
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