Sneak Peek: Optional and Alternate Social Rules
2 months ago
– Wed, May 27, 2026 at 08:29:24 AM
Hello Super Storytellers,
We had an amazing manuscript drop yesterday, but that's only the first half of Chapter 2. In addition to combat, there are also options presented to tweak and modify the way you use your Social rules in the game.
Here's a sneak peek at some bits from our next manuscript section, coming next Tuesday.
We had an amazing manuscript drop yesterday, but that's only the first half of Chapter 2. In addition to combat, there are also options presented to tweak and modify the way you use your Social rules in the game.
Here's a sneak peek at some bits from our next manuscript section, coming next Tuesday.
Optional and Alternate Social Rules
This section offers new options for modifying the social influence system (Exalted: Essence p.128-135) with including rules for Defining Intimacies, changes to Virtues, and a reexamination of resisting social influence. Storytellers and groups should feel free to pick and choose which options best fit their games, or use them as starting points for their own rules tweaks.
Options for Influence
Exalted: Essence’s social influence system is a narrative vehicle for playing out singular dramatic scenes: the biting remarks over desert that humiliate the satrap, a stirring monologue to quell a mutinous starving pirate crew, or the spear-point interrogation of an earthbound hawkrider. The options below cover other situations.
Letters Like Knives
Writing a letter as a means of social influence use the creative works venture. Characters exchanging love letters or philosophical treatises to influence each other are opposed ventures (Exalted: Essence p. 154-157). If it would be more appropriate for a scene length written influence, such as hastily scrawled note or a poetry contest at a Dynastic salon, use social influence rules using an appropriate Craft, Embassy, or Performance roll. Influencing indirect readers, such as multiple targets (Exalted: Essence p. 134) or through the Incite influence effect (p. XX), add two to those character’s base Resolve.
Languages and Ciphers
Creating and deciphering coded written works, translating languages, and other actions are nominal parts of a court intrigue venture (Exalted: Essence p. 160) or an Embassy or Sagacity roll.
Language Families in Creation
In Exalted, the most common languages are divided into vast related language families, containing thousands of regional dialects. There are countless lost and isolate languages.
• Riverspeak: The most common language throughout Creation, it flows from the Scavenger Land trade routes into ten-thousand dialect streams.
• Forest-tongue: In the East this language flowered in isolation, seeded from an ancient forgotten tongue.
• Flametongue: In an era that is dust, a conquering empire seared this lexicon across the South.
• Seatongue: It is said in the West, a port is not a port without a sailor singing and fisher cursing in the sea’s tongue.
• Skytongue: The glossology of the North is frozen in the stone-carved runes shared among hundreds of isolated dialects.
• Guild Cant: Only the Guild’s most valuable members share this secret argot. It is learned in oaths and spoken in ceremonies as unconstrained as the syndicate itself.
• Old Realm: The magical language of gods, demons, sorcerers, and saints. Many languages descend from this ancient speech.
• High Realm: The Old Realm-derived administrative language of the Scarlet Empire is spoken by members of the Great Houses, patricians, and elites in satrapies across Creation.
• Low Realm: A slang, and regional-infused language descended from High Realm and spoken on the Blessed Isle and Realm’s satrapies.
• Dragontongue: Spoken in House Mnemon’s Realm and Threshold holdings, the Great House resurrected this poetic Shogunate language as a sign of learning among elites, savants, and artists.
• Autocthonic: Within the isolated Realm of Brass and Shadows, this Old Realm diverged tongue is the Octet’s official language and is written in pictographic script.
• Ten-Thousand Tongues: In addition to the major language families, there are unaccountable isolated and unique languages that are spoken in Creation and Beyond.
New Influence Effects
The following are secondary influence actions a character may take against her target, only as extra successes on another influence action.
- Bolster (3 successes): You create a situation where your allies remain resolute against manipulation. This could be through intimidation that quashes disloyal thoughts, genuine empathy or flattery to bolster their ego, or cutting off a persuasive argument. On a success add one to an ally’s Resolve on the next social influence used against him in the scene. Extra successes may add one more, to a maximum increase of two.
- Glean (5 successes): You learn a fact about your target’s history that is not widely known, or you learn something about the target that they don’t know about themselves. The Storyteller determines the details, but you may suggest ideas. Taking advantage of this information grants a two dice bonus to an appropriate roll.
- Incite (5 successes): Your influence affects another character in the target’s orbit in the scene whose Resolve doesn’t exceed the target’s, such as trivial subordinates, a lover, advisor, friend, or family member.
Changing Virtues
Virtues are a shorthand for describing what it is that a character values and cares about. What she is willing to stride into battle to support and what she considers before every hard decision. Virtues help players quickly define their characters’ worldview, but some game wish to focus on characters who embody virtuous ideas not covered by the seven Virtues in Exalted: Essence (Ambition, Compassion, Courage, Discipline, Justice, Loyalty, and Wonder). Alternatively, you may wish to eliminate Virtues completely for another kind of specific definition, several options are presented below.
Removing Virtues
The biggest hurdle with removing Virtues is it eliminates a primary means of defining what a character values, and a trait that raises their Resolve against social influence attempts. Major Virtues add or remove three and Minor Virtues add or remove two to Resolve. There are several options:
- Replace Virtues with Intimacies. Using Defining Intimacies (see above), character’s select one Defining Intimacy, and an additional Major Intimacy. If only using Intimacies, choose an additional Major and Minor Intimacy, but one Major intimacy must include a principle that speaks to the character’s motivation or worldview.
- Replace Virtues with other aspects. If choosing one of the other methods or your own defining aspect, ensure that it provides a similar resistance during social influence scenes, ranging from +1 to +5 bonus/penalty to Resolve, depending on the significance of the aspect.
- Remove Virtues. Eliminating Virtues entirely, increase the value of minor intensity Intimacies to add or remove three dice and major intensity Intimacies to add or remove four dice.

Again, these are just snippets from a much larger section. Just little tastes to get us excited about some of the options. I'll have another quick preview coming on Friday, and then the back half of Chapter 2 out to backers on Tuesday.
Remember to invite others to join in and spread the word about our campaign - every backer who joins in gets us closer to unlocking bonus rewards for all that participate, so the more the merrier!











