PDQ/Exalted Conversion Solars

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Castes[edit]

Dawn Caste[edit]

The Dawn caste are the warriors, generals and tacticians of the Exalted. Caste Powers: For 5 motes a dawn caste is surrounded by an aura of awesome power and fearsome strength. When first activated this power is an attack which affects all mortals within sight of the Dawn Caste using their Exalted Quality MOD (The attack inflicts failure ranks and is resisted by courage and discipline based qualities), mortals who see the Dawn's terrifying aura for the first time in a scene are automatically attacked as well. For the rest of the scene the Dawn adds his Exalted Quality MOD to all rolls made to intimidate or awe, whether the target is mortal, exalted, or spirit (mindless automata and walking dead are immune however). The Exalt may also make 'attacks' (inflicting Failure Ranks) based on his fearsome presence while the anima power continues. Caste Qualities: The dawn are chosen warriors of the Exalted and thus favor skill and profession type qualities related to martial arts, weapon skills, combat tactics, battle leadership, and the like. Examples: Swordsman, Bare-knuckle Brawling, General, Deadly Marksman, Peerless Tactician.

Zenith Caste[edit]

The Zenith are the chosen priests of the exalted, as well as the voices of the Unconquered Sun. Caste Powers: The zenith may burn the bodies of the dead with holy fire (2 bodies for every mote spent) which prevents the bodies or lower souls from rising as zombies or hungry ghosts. For 5 motes the Zenith glows with holy fire, adding his Exalted Quality to both offensive and defensive rolls when fighting hand-to-hand with creatures of darkness for the remainder of the scene. Caste Qualities: The Zenith are the voice of the unconquered sun and are gifted with surviving incredible trails and hardships, they favor Qualities related to persuasion, inspiration, leadership, survival and endurance. Examples: Orator, Impossible To Ignore, Inspirational Speeches, Wilderness Survivor, Iron Body Training.

Twilight[edit]

The twilight exalted are the masters of scholarship, magic and secrets. Caste Powers: The twilight may focus their anima into a protective shield as a last-ditch protection. For 3 motes they may add their Exalted Quality to one defensive roll against a damaging attack. Alternatively this can add their Quality to any roll to resist the direct effects of Sorcery or Thaumaturgy powers on them (damaging or not). Caste Qualities: The Twilight are natural scholars and occultists and so favor profession or skill type qualities related to teaching, knowledge, mysticism, and medicine. Examples: Village Herbalist, Forgotten Lore, Historian, Storyteller, Secrets of the Wyld, Occult Secrets.

Night[edit]

The Night were the spies, assassins, scouts, and double agents of the Exalted. Caste Powers: At the cost of one additional mote per charm a Night Case may prevent the expenditure of Peripheral Essence from adding to their anima display. In addition at the cost of 5 motes the Night Caste may shroud themselves in shadows, adding their Exalted MOD to any rolls to avoid detection and subtracting their MOD from any rolls made to track or locate them through other means, this effect lasts one scene. Caste Qualities: As the silent shadows of the Exalted the Night caste favor qualities related to stealth, theft, larceny, agility, and evasion. Examples: Acrobatic, Moves Like a Cat, Burglar, Escapist, Trap Setting.

Eclipse[edit]

The Eclipse are the diplomats and negotiators of the Solars. Caste Powers: The Eclipse may sanctify oaths with essence to forge them into a powerful, binding pact. This costs 5 motes and all those who took the oath (including the eclipse) suffer a terrible curse if they break it. The oathbreaker will suffer a number of disastrous failures equal to the Eclipse's Type MOD at the time the oath. These are automatic failures on a single roll (treat it as rolling triple 1’s on a 3d6 roll), and always happen at the worst possible time (the GM decides when the failures strike). In addition the Eclipse are protected by powerful and ancient pacts sworn with the fair folk, spirits, elementals, and even the demon lords. So long as the exalt has legitimate business, him and his companions are protected and cannot be attacked without just cause. Finally Eclipse Exalts have the ability to learn the charms of other Exalts, Fair Folk, or spirits, learning such charms requires a tutor who knows the charm, twice as much experience, the mote cost for these charms is increased by 1. If these new charms require a Quality that it is not possible for the eclipse to take (such as the Lunar's Type Quality for their shapechanging Knacks) then the Eclipse may not learn the Charm. Caste Qualities: As the peacemakers of the exalted the Eclipse favor Qualities related to negotiation, cultural knowledge, languages, and all forms of traveling. Examples: Smooth-Tongued Diplomat, Sailor of the West, and Comfortable in a Saddle, Cosmopolitan.

Solar Charms[edit]

Solar Charms may be based off of any appropraite quality so long as it represents something innate and personal to the solar (so they may not attach charms to qualities based on possessions, reputation, followers, or the like).

The most basic Charm is the Solar Excellency, which exists for almost any type of quality and is used to improve the odds of sucess. It's important to note that while the Excellency charm can allow incredible feats of skill or ability, it does not allow blatantly superhuman feats even with incredibly high rolls. A solar using the Excellency may still not leap 40 feet straight into the air, or lift up a 4 ton statue, no matter how high their roll. These are feats that are simply beyond a human's ability, and are impossible without more specialized charms.

Solar Excellencies grant upshifts, each one costing 3 motes.

No effect may give the solar a higher bonus than twice the original MOD of the quality. So a solar with a Master [+6] Swordsman Quality may have spend no more than 18 motes to receive an additional +12 to the roll.