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=System= ==Basics== Exile uses a hybrid percentile/success-counting system. You roll 1d100 and try to roll as high as possible ''without exceeding your skill''. If you roll over your skill, you fail. If you roll under your skill, you count the number on the tens die as your number of successes. Rolling very low is even worse than rolling too high, as you will critically fail if you roll 01, or under your Malaise/Exhaustion score. Character advancement resembles a combination of Storyteller and Call of Cthulhu, with an experience point granting a variable amount of skill gain depending on whether you manage to roll over your current skill or not when spending it. Skills are divided into six categories according the the ability they are based on: Coordination, Vigor, Presence, Expression, Reason and Intuition. ==Character Generation== One of the first things you do when creating a character is to determine his relationship with Syndics, the factions of the setting. You must be highly regarded by one, a member of another, be disloyal to a third, an enemy of a fourth, and have contacts within a fifth. This system would seem to lend itself to characters tightly entwined within the politics of the setting. Each such relationship grants you a certain number of points to spend on equipment (indulgences), skills and abilities related to that Syndic. Your Syndics also determine which memes you have (personal beliefs which grant you bonuses in certain situations). You also determine your three drives: Temper, Passion, and Pride, which are used to resist (or fail to resist) seduction, intimidation, fear and other social or emotional effects. Finally a character has logos, which is a form of karma or fate points allowing a degree of narrative control. ==Gameplay== Combat takes place upon a hex map. Each character declares an action and rolls the appropriate skill. If they succeed they spend their successes (plus three free successes) on initiative, movement, damage, defense, called shots and so on. If they fail the roll they still get to spend the free successes on movement and defense. Social conflict consists of making a skill roll to force your target to roll against his or her Drives. They can resist using other drives. For instance, if you try to seduce someone who is far too good for you, you might roll Charm, they would then have to fail a Passion roll to resist your advances. If they do, they might still be able to resist by rolling Pride.
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