Refresh functions as per the rules in Jadepunk, however, the levels of refresh that people start with differ slightly.
- Mortals and equivalents begin with 5 refresh.
- Terrestrial Exalted begin with 7 refresh.
- Celestial Exalted (Solar, Lunar, Abyssal and Sidereals) begin with 10 refresh.
Refresh is reduced by purchasing assets, you may not reduce your refresh below one.
Assets are purchased in a similar fashion to those listed in the Jadepunk rules, there will be additional options available to represent exalted charms and how the construction of magi-tech style items differs between Exalted and Jadepunk, these will be covered in more detail in a later post.
Stress and Consequences
Every character begins with three stress boxes and three consequences (mild, moderate and severe); these function as per the rules in Jadepunk.
The below vehicle scale is based on the scale rules from Legends of Anglerre.
I was forced to scrap the idea of having no stress boxes, only consequences because I wanted to make the larger scale vehicles more difficult to kill but didn’t want the players/GM to have to track a vast number of additional consequences.
Each vehicle has it’s approaches rated at +0 by default and receives a number of points (based on their scale) to spend on increasing their ratings on a one to one basis.
Vehicles can only directly attack others that are a maximum of 2 scale points lower or higher than their own (individual human sized characters count as scale 1), each Stunt devoted to this matter can increase this limit by a single point.
Otherwise Stunts generally work the same as normal in Fate Accelerated (either adding a +2 in certain circumstances or allowing the vehicle to accomplish something ‘cool’ 1/session as per the Fate Accelerated rulebook); each Stunt costs a point of the vehicles Refresh (no vehicle may have a Refresh of less than 1).