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	<entry>
		<id>https://wiki.rpg.net/index.php?title=PDQ/Exalted_Conversion_Charms&amp;diff=74922</id>
		<title>PDQ/Exalted Conversion Charms</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=PDQ/Exalted_Conversion_Charms&amp;diff=74922"/>
		<updated>2008-02-01T06:58:19Z</updated>

		<summary type="html">&lt;p&gt;Orion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Charm Basics==&lt;br /&gt;
&lt;br /&gt;
Charms have their own requirements in PDQ/Exalted. In general, prerequisite charms are not important (a few exceptions, like sorcerery charms to cast spells, exist), but despite the lack of charm trees coherence should be maintained.&lt;br /&gt;
&lt;br /&gt;
Essence 1 and 2 Charms require a minimum rank of Good [+2] in the attached Quality, Essence 3-4 require at least Expert [+4], 5-6 require Master [+6]. And so on. &lt;br /&gt;
&lt;br /&gt;
The charm guidelines in Exalted are a good indication of what charms at a given Essence rating are capable of. &lt;br /&gt;
&lt;br /&gt;
Essence 1 is the most basic, only the Excellencies and a very limited number of other simple charms fall into this category.&lt;br /&gt;
&lt;br /&gt;
Essence 2 Charms tend to enhance abilities you already possess, to a supernatural degree. Inflicting more damage, letting you punch through steel armor, leaping across a chasm in a single bound, doing things you could always do but much faster, etc.&lt;br /&gt;
&lt;br /&gt;
Essence 3 Charms tend to involve the manipulation of raw essence, letting you make weapons from nothing or turn a melee attack into a ranged attack by firing bolts of essence. Creating something from nothing, and infusing normal objects or people with essence for your own purposes.&lt;br /&gt;
&lt;br /&gt;
Essence 4 and 5 charms are usually exceptional versions of the lower levels, allowing the manipulation of greater amounts of essence, for a longer duration, or to a greater effect.  &lt;br /&gt;
&lt;br /&gt;
==Sample Charms==&lt;br /&gt;
&lt;br /&gt;
These are sample solar charms made up for practice characters or players in my exalted games. &lt;br /&gt;
&lt;br /&gt;
===Essence 1===&lt;br /&gt;
&lt;br /&gt;
Almost all Essence 1 Charms currently fall under the Solar, Lunar, Sidereal, and Draconic Excellencies. &lt;br /&gt;
&lt;br /&gt;
===Essence 2===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Combat Charms&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Fists of Iron Technique: Grants an Upshift to damage on a sucessful attack, and transforms damage from Failure Ranks into Damage Ranks. 1 Mote.&lt;br /&gt;
&lt;br /&gt;
Sledgehammer Fist: Attack inflicts double damage against inanimate objects. 2 Motes.&lt;br /&gt;
&lt;br /&gt;
Heaven Thunder Hammer: Blasts the target backwards 2 yards/rank inflicted. Striking something (trees, walls, etc) is treated as a second attack using the base bonus of the attached Quality, possibly upshifted or downshifted depending on what is struck. 3 Motes&lt;br /&gt;
&lt;br /&gt;
Call The Blade: Functionally identical to the original charm. 1 Mote&lt;br /&gt;
&lt;br /&gt;
Wind Stealing Blow: Forces the victim of a sucessful attack to make a vigor/endurance test against the attached Quality&#039;s TN. Failure inflicts a downshift to all rolls for one turn. 1 mote.&lt;br /&gt;
&lt;br /&gt;
Peony Blossom Attack – Allows up to Essence in additional attacks. 4 Motes/attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Defensive Charms&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Seven Shadows Evasion/Heavenly Guardian Defense: There are no Flaws of Invulnerability. Instead, perfect defenses allow the reduction of all damage from a sucessful attack to 1 Failure Rank. Like the standard they may block/dodge the unblockable/dodgable but only against expected attacks. 6 motes.&lt;br /&gt;
&lt;br /&gt;
Bulwark Stance: Prevents opponents from gaining bonuses from coordinated attacks, and prevents the use of qualities or Special Moves which rely on them. 2 Motes. &lt;br /&gt;
&lt;br /&gt;
Solar Counterattack: Grants a counterattack in response to an opponent&#039;s attack, which is resolved after the opponent&#039;s attack. 2 motes.&lt;br /&gt;
&lt;br /&gt;
Ready in 8 Directions Stance: Grants a counterattack against every attack until the beginning of the next turn. All counterattacks follow the same rules as Solar Counterattack. 7 Motes. &lt;br /&gt;
&lt;br /&gt;
Durability of Oak Meditation: Transforms the attached Quality into an Armor-Like Quality against a single attack. 1 mote. &lt;br /&gt;
&lt;br /&gt;
Essence Gathering Temper: Gain motes equal to damage ranks suffered from an attack (before taking into account reduction from armor-like qualities or damage reducing charms). Cannot regain more than 2 x Essence. 1 mote. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Stealth Charms&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Eye-Blinking Vanish Technique: Should an opponent become distracted from the solar (essentially making an action or reaction not involving him) then this charm may be used to instantly conceal yourself (this still must defeat the opponent&#039;s sense-based Qualities in an opposed roll). If no appropraite concealment is available the Solar may still hide, but the concealment lasts only a single round. Note, this only functions against opponents who were distracted. 3 Motes.&lt;br /&gt;
&lt;br /&gt;
Mental Invisibility Technique: Anyone who fails to defeat the TN of the attached quality using mental defense Qualities simply does not see them, even if they stand in plain sight. This effect ends if the Solar initiates or joins into combat or otherwise blatantly draws attention to themselves (setting things on fire for instance). 5 Motes. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Social/manipulation charms&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Respect Commanding Attitude: Forces everyone within earshot to listen to the Solar quietly and respectfully until they complete their speech and/or performance. Those taking part (such as fellow actors in a play) may play their roles normally but are compelled not to intentionally disrupt or hinder the performance. Anyone who wishes to break the compulsion is subject to a Failure Rank &#039;attack&#039; from the compulsion, if they are Zeroed Out then they must listen until the end. Interruption of the performance breaks this effect. 4 Motes. &lt;br /&gt;
&lt;br /&gt;
Heart Compelling Method: Forces the listeners to intensely experience a desired emotion (usually giving them a new Poor [-2] Weakness related to the emotion) when used as part of a perfomance with the intent to inspire such feelings. Attempting to shake off the emotion subjects the victim to a Failure Rank attack, those who are Zeroed Out cannot escape the feeling. 5 motes.&lt;br /&gt;
&lt;br /&gt;
Riot Calming Announcement: With a few quick words all within earshot become incapable of violence for  a number of rounds equal to Essence (including the charm user and her companions), including verbal violence such as shouting or arguements, or even grabbing or other nonlethal force (someone already restrained may still be held, and indeed cannot attempt to break free). All other actions are acceptable. Those attempting to resist the effect are subject to a Failure Rank attack, treating the attached quality as a Power Attack Quality. Any act of violence immediately breaks the effect. 7 Motes. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Mental Defense Charms&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Righteous Lion Defense: Makes it impossible for mental influences to force a character to abandon pursuit of their motivation or (select one) act contrary to a Quality that represents an emotional connection to a cause or ideal. Permanent. &lt;br /&gt;
&lt;br /&gt;
Temptation Resisting Stance: Adds an additional bonus equal to the attached Quality&#039;s MOD to all rolls to resist unwanted temptation, corruption or other forms of manipulation based on desire. The quality is also treated as an Armor Like Quality for the rest of the scene for such conflicts. 6 Motes. &lt;br /&gt;
&lt;br /&gt;
Elusive Dream Defense: Automatically defeats any single attempt at mental influence (natural or unnatural), or shatters an ongoing effect. 8 Motes.&lt;/div&gt;</summary>
		<author><name>Orion</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=PDQ_Exalted&amp;diff=74207</id>
		<title>PDQ Exalted</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=PDQ_Exalted&amp;diff=74207"/>
		<updated>2008-01-26T08:11:35Z</updated>

		<summary type="html">&lt;p&gt;Orion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==&#039;&#039;&#039;PDQ/Exalted&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
This is the page for the PDQ Exalted game going on over at the PbP forums. Please post characters here. &lt;br /&gt;
&lt;br /&gt;
The rules for PDQ Exalted used in this game are found [http://wiki.rpg.net/index.php/PDQ/Exalted_Conversion here], courtesy of Oriong.&lt;br /&gt;
&lt;br /&gt;
==PCs==&lt;br /&gt;
&lt;br /&gt;
*[[Temujin]]: Night Caste Kung-fu master and lady&#039;s (or man&#039;s) man.&lt;br /&gt;
*[[Frozen Arrow Crescent]]: Lunar Changing Moon, Deadly warrior and master of transformation.&lt;br /&gt;
*[[Gracious Jade Ox]]: Dawn Caste martial artist of great strength and endurance.&lt;br /&gt;
*[[Lilly]]: Zenith sword-maid, carries her father&#039;s blade.&lt;br /&gt;
&lt;br /&gt;
==Significant NPCs==&lt;br /&gt;
*[[Frederika Voyevoda Kriegshund]]: Aka: &amp;quot;Fred&amp;quot;, an ally and quasi-stalker of Temujin.&lt;br /&gt;
*[[Kitsune]]: Young spirit, Temujin&#039;s companion.&lt;/div&gt;</summary>
		<author><name>Orion</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=PDQ/Exalted_Conversion&amp;diff=74206</id>
		<title>PDQ/Exalted Conversion</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=PDQ/Exalted_Conversion&amp;diff=74206"/>
		<updated>2008-01-26T08:00:52Z</updated>

		<summary type="html">&lt;p&gt;Orion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page contains my progress on an Exalted 2nd Edition to PDQ conversion. It&#039;s here to help with future progress on the project and to serve as a reference for the game which I&#039;m currently running [http://wiki.rpg.net/index.php/PDQ_Exalted here].&lt;br /&gt;
&lt;br /&gt;
This conversion attempts to emulate the spirit of the Exalted setting as strongly as possible, but I am not striving to keep the mechanics similar. There are no virtues/Willpower for instance, except as Qualities, and while many charms can be directly converted some will have no meaning whatsoever in the PDQ system. This conversion also assumes you have a fair amount of familiarity with the Exalted system, as well as having read the [http://atomicsockmonkey.com/freebies/di/pdq-core.pdf PDQ] core rules. &lt;br /&gt;
&lt;br /&gt;
==High Powered PDQ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The first step in the conversion was the modification of the PDQ system to suit a high powered game, with a large number of qualities and thus a very high potential bonus. The &#039;High Powered PDQ&#039; system is identical to normal PDQ except that it uses a 3d6 roll instead of 2d6 to determine sucess and failure, and has 7 Quality Ranks instead of the normal 5. &lt;br /&gt;
&lt;br /&gt;
===Quality Ranks===&lt;br /&gt;
&lt;br /&gt;
Unlike normal PDQ, there are two Ranks above Master [+6], they are Elite [+8] and Epic [+10]. They are functionally identical to the lower ranks, except they are more difficult to raise with XP and have limits on attaining them (this is true only for the Exalted conversion, because of charm mechanics unique to the system. In a normal PDQ game they should be treated just like normal Qualities). &lt;br /&gt;
&lt;br /&gt;
===Target Numbers===&lt;br /&gt;
&lt;br /&gt;
Because of the new dice scheme, and the increased Quality Ranks, there is a new Target Number scale for High Powered PDQ.&lt;br /&gt;
&lt;br /&gt;
All TN&#039;s are increased by 4 (poor becomes 9, Average becomes 11, and so on). Elite and Epic have their own target numbers as well, for truly incredible or impossible feats, they are 19 and 21.&lt;br /&gt;
&lt;br /&gt;
== New Rules ==&lt;br /&gt;
&lt;br /&gt;
There are a few new rules related to the Exalted setting:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Failure Ranks and Qualities&#039;&#039;: Normally, damage from mostly &amp;quot;nonlethal&amp;quot; sources (such as fists, sacks of potatoes, falling down a hill) take the form of Failure Ranks, which may be resisted with qualities related to innate toughness, durability or endurance (such as Good [+2] Tough Guy, or Expert [+4] Iron Body Training). However, mortals may not use these qualities to resist attacks or hazards which would inflict Damage Ranks (such as being stabbed with a sword or spear, falling off a cliff, being burned with fire), although qualities based on actual body armor may defend normally. Exalts do not suffer this restriction, and may resist all forms of damage with their own, innate toughness Qualities. Some animals and many supernatural creatures (such as wyld mutants and spirits) may resist damage like an Exalt. Note that these qualities may not be downshifted to absorb damage, by either mortals or Exalts.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recovery Scenes&#039;&#039;: When exploring Shadowlands, ancient solar tombs, or fleeing from the Wyld Hunt characters may be considered in a constant state of danger. At the end of a conflict scene they recover 1d6 (plus the MOD of any Healing-based Qualities) Damage Ranks and all Failure Ranks. Spending a whole scene resting, tending wounds, and otherwise recuperating allows the recovery of another 1d6 (+MOD). The exact duration of the recovery scene depends on the situation and the form of the damage, for physical damage it usually is several hours of medical treatment, a full night&#039;s sleep, or similar. On the other hand damage inflicted on a person&#039;s reputation through rumormongering or outright slander may take weeks or months to recover. If there is no immediate danger in the foreseeable future all damage and failure ranks are recovered. If the source of damage still persists (such as a poison or environmental hazard) then no recovery is possible until it is eliminated.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Multi-Attacks&#039;&#039;: When attacking more than one target (or making multiple attacks against a single target) the character&#039;s rolls are downshifted twice for every attack beyond the first. (So a Master [+6] Swordsman attempting to attack 2 men at once rolls at just +2, likewise if he wanted to attack a single opponent 3 times he would make three separate rolls at a +2 bonus). Each separate attack must be modified by charms individually, so if a Master [+6] Swordsman uses a Solar Excelelncy for 9 motes to add +6 to his roll it would only apply to the first roll unless he spent an additional 9 motes for each separate attack (which still counts as only one charm use).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stunts&#039;&#039;: Being Badass is the same basic concept as stunting. Normally being Badass grants an upshift and allows the character to recover 1 mote of essence. Truly exceptional and inspired stunts can net at most two upshifts and the recovery of 3 motes of essence or 1 damage rank or 1d6 failure ranks. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Power Attacks&#039;&#039;: Power attacks are exceptionally damaging or deadly attack Qualities which inflict far more damage than normal. On a sucessful attack roll the victim of a power attack recieves additional damage ranks equal to the Quality&#039;s MOD. Power Attacks are typically only available as Artifacts or through the use of Charms, although some supernatural entities might have natural power attack qualities, as well as exceptionally large animals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Armor-Like Qualities&#039;&#039;: These qualities allow the character to downshift them in order to absorb damage from an attack, as well as being used for defense. When downshifted, the armor-like quality will absorb up to twice it&#039;s current MOD in damage ranks from a single attack. These Qualities are normally only available through artifacts, charms or the innate supernatural powers of some spirits and other entities. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Creating an Exalted Character ==&lt;br /&gt;
&lt;br /&gt;
These are the rules for creating different types of characters within the Exalted universe. The primary focus is the Celestial Exalts. &lt;br /&gt;
&lt;br /&gt;
===Basic Exalted Abilities===&lt;br /&gt;
&lt;br /&gt;
Because of their supernatural nature all Exalts share some basic abilities:&lt;br /&gt;
*All Exalts are long lived. Dragon-blooded may live for centuries and Celestials for millenia. &lt;br /&gt;
*Exalts add their Exalted Quality to all Healing rolls and to any rolls made to resist mundane poison or disease.&lt;br /&gt;
*Durable: Because of their innate toughness and might Exalted may resist damage with Qualities based on personal toughness and durability, unlike mortals. Note that this just applies its bonus to the roll; it is not an armor-like quality. (see below for a full explanation)&lt;br /&gt;
*Exalted are never treated as Extras.&lt;br /&gt;
*Exalted have a starting Essence rating of 2 and possess Essence pools. Mortals have an Essence rating of 1 and usually only possess Essence pools if they have the Awakened Essence Quality at Good [+2] Rank or higher. In such a case they have a single essence pool equal to Essence + MOD of Awakened Essence Quality + MOD of Willpower type qualities.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Character Creation Steps===&lt;br /&gt;
&lt;br /&gt;
These are the same for all Exalts except as noted. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1)&#039;&#039;&#039; Pick your name, appearance, homeland, and any other background information you feel your character needs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2)&#039;&#039;&#039; Select Caste/Aspect. Exalts recieve a Good [+2] Caste/Aspect Quality of the appropraite type. The Caste Quality may be improved with bonus XP recieved at character creation, but not with Quality Points, and it is never considered Favored. God-Blooded recieve an Average [0] quality appropraite to their type (such as Average [0] Ghost Blooded) while mortals do not recieve any additional Quality. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3)&#039;&#039;&#039;Select a Pursuit: Your Pursuit is some general aspect of your character which they excel at. Everyone gets one pursuit. If a Quality falls under a Pursuit then it works as though it were Favored (obviously two Favorings don&#039;t overlap). Example Pursuits: Traveling, Martial Arts Studies, Voracious Reading, etc. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4)&#039;&#039;&#039; Select Motivation. If the character suceeds at something which makes significant progress towards completing her motivation she gains 1 XP and may choose to regain either motes equal to twice her Essence rating, or regain 1d6 Damage Ranks (or twice that many Failure Ranks). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5)&#039;&#039;&#039; Select Qualities. Starting characters recieve 18 points to invest in Qualities. At least 6 of these points must be invested in Caste-or-Pursuit-favored Qualities. In addition, each character must select a single Poor [-2] Weakness. For heroic mortals, it is generally suggested that they be granted 4 to 6 additional Quality points to make up for their lack of supernatural ability. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6)&#039;&#039;&#039;Determine Great Curse. All Exalts suffer under the great curse to a degree (although Solars have it the worst). Give your individual manifestation of the curse a name, choose what trigger &#039;sets you off&#039; and what happens when your limit is reached. Whenever your trigger condition is met you must make a roll (TN determined by the intensity of the trigger) penalized by your Curse Weakness. If you fail you gain 1 point towards your Limit break. once you reach 10 your Limit is reached and the curse takes hold. Mortals do not suffer from the Great Curse. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;7)&#039;&#039;&#039; Calculate Motes. For Solars this is (Essence x 3) + MOD of &#039;Will&#039; based Qualities +4 for their Personal pool. (Essence x6) + MOD of &#039;Will&#039; Type Qualities + Caste Quality+6. For Lunars this is (Essencex2) + 2xMOD of &#039;Will&#039; based Qualities +2 for their Personal pool. (Essence x4) + 3xMOD of &#039;Will&#039; Type Qualities + Caste Quality+4. Sidereals use Essence x2 +MOD of Will Qualities +2 for personal and Essence x 5 + MOD of Will Qualities + 2xMOD of Type Quality for peripheral. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;8)&#039;&#039;&#039;Select Charms. Solars recieve 10 charms and must place at least 4 in Favored Qualities. Lunars may select up to 8 charms and knacks but must select at least one Knack, and two charms from favored Qualities. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;9)&#039;&#039;&#039;Select 1 &#039;Special Move&#039;. A special move is a focused enhancement to a Quality. For instance, an Expert [+4] Blademaster might have the special move &#039;Double-Handed Slash!&#039;. When the Special Move applies the Quality recieves an Upshift. Characters may have only 3 special moves at one time, although an old move may be replaced with a new one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;10)&#039;&#039;&#039; Each character recieves 12 XP which may be spent to further customize the character, or it may be saved for later. See the end for XP costs. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Solars===&lt;br /&gt;
&lt;br /&gt;
The solars have the same &#039;base&#039; abilities detailed in Exalted (lighting their caste mark or anima banner, telling the time of day), except that these abilities may be used at will so long as the Solars have at least 1 mote of essence available. Further information on the Solars can be found [http://wiki.rpg.net/index.php/PDQ/Exalted_Conversion_Solars here]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Lunars===&lt;br /&gt;
&lt;br /&gt;
Lunars, like solars, may activate their anima and Tell based abilities without cost so long as they have at least one mote remaining. &lt;br /&gt;
&lt;br /&gt;
All Lunars must select a Tell, some kind of identifying mark which may be noticable, to some degree or another, whatever shape they may take. When in their natural form noticing a Lunar&#039;s Tell is extremely difficult (TN 19), but it&#039;s easier when they&#039;re in other forms (TN 15). Their tell also becomes much more obvious when using peripheral essence. &lt;br /&gt;
&lt;br /&gt;
In addition, each Lunar also selects a Spirit Form. a specific animal form which is the Lunar&#039;s second true form. The spirit form acts like a bonus Special Move for the Lunar which applies when using the Form Quality for that animal. &lt;br /&gt;
&lt;br /&gt;
More information on Lunar Castes and shapeshifting is [http://wiki.rpg.net/index.php/PDQ/Exalted_Conversion_Lunars here].&lt;br /&gt;
&lt;br /&gt;
===Sidereals===&lt;br /&gt;
&lt;br /&gt;
Sidereals are still very much in their planning stage and not nearly complete. For now the only certain aspect is their Excellency. For every six motes they spend Sidereals may reroll one die from the quality roll. This is limited by their Essence. At Essence 1-3 they may only reroll a single dice. At Essence 4-6 they may reroll up to 2 dice. At Essence 7-9 they may reroll 3. At Essence 10 they may reroll 4 (rerolling all dice and choosing one additional die to reroll). They always take the best roll. For every dice rerolled they also recieve an upshift to the roll. &lt;br /&gt;
&lt;br /&gt;
===Dragon-Blooded===&lt;br /&gt;
Dragon-blooded are also very incomplete. Their Excellency is much like a miniature of the Solar Excellency except it costs 2 motes per upshift and may grant a bonus no greater than the MOD of the quality plus any applicable special moves. However, for each dragon-blood cooperating on the attack the potential bonus increases by one. (so if 4 dragonblood are performing a coordinated attack, and the main attacker had an Expert [+4] Quality, then he could spend as much as 10 motes for a +10 bonus (or 12 for +12 if his special move applies) in addition to the bonuses granted by the coordinated attack).&lt;br /&gt;
&lt;br /&gt;
==Charms==&lt;br /&gt;
&lt;br /&gt;
All Charms are &#039;attached&#039; to specific Qualities and should be related to the Quality in question (although Sidereals recieve quite a lot of leeway in this regard). Like Qualities charms are a do-it-yourself process, determining the exact benefits of the charm is between you and the GM, but many do not need precise definition. &lt;br /&gt;
&lt;br /&gt;
In PDQ Exalted the mote cost of some charms (such as the Excellency Charms) can be quite a bit higher due to differences in the rules, while others are less potent and are cheaper. In general the cost for a charm should be decided between you and the GM.&lt;br /&gt;
&lt;br /&gt;
So far, several charms have been converted or created and can be found [http://wiki.rpg.net/index.php/PDQ/Exalted_Conversion_Charms here].&lt;br /&gt;
&lt;br /&gt;
In turn-by-turn combat, characters may use a number of charms per round equal to their essence, but may only use one per action or reaction (except in combos).&lt;br /&gt;
&lt;br /&gt;
In situations where a &#039;round&#039; is a longer period of time multiple charms might be used each round or even each action, with GM&#039;s approval. &lt;br /&gt;
&lt;br /&gt;
Combos inflict one Failure Rank on the user due to the intense focus and effort required to pull them off. &lt;br /&gt;
&lt;br /&gt;
==Advancement==&lt;br /&gt;
&lt;br /&gt;
The rules for purchasing new abilities in game and during character creation is the same. The reduced cost is for Favored Qualities and Charms.&lt;br /&gt;
&lt;br /&gt;
 Improvement                                          Cost&lt;br /&gt;
 -----------                                          ----&lt;br /&gt;
 Increase Essence by 1                                7 XP plus Current Essence&lt;br /&gt;
 Purchase a New Charm                                 6/5&lt;br /&gt;
 Purchase or Change a Special Move                    3/2&lt;br /&gt;
 Purchase a new Quality at Good [+2]                  6/5&lt;br /&gt;
 Raise a Quality one Rank (until Master)              4/3&lt;br /&gt;
 Raise a Quality one Rank (above master)              8/7&lt;br /&gt;
 Create a combo                                       1+1/charm&lt;/div&gt;</summary>
		<author><name>Orion</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=PDQ/Exalted_Conversion_Lunars&amp;diff=74205</id>
		<title>PDQ/Exalted Conversion Lunars</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=PDQ/Exalted_Conversion_Lunars&amp;diff=74205"/>
		<updated>2008-01-26T07:45:32Z</updated>

		<summary type="html">&lt;p&gt;Orion: /* Lunar Shapeshifting and Knacks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Lunar Castes==&lt;br /&gt;
&lt;br /&gt;
===Full Moon===&lt;br /&gt;
The Full Moon&#039;s anima power costs 4 motes and allows them to add their Type MOD to all rolls  related to speed, jumping, and feats of strength and endurance (not attack rolls however). This caste favors Qualities related to innate physical aspects, such as strength, size, endurance, agility or durability. &lt;br /&gt;
&lt;br /&gt;
===Changing Moons===&lt;br /&gt;
The changing moon anima ability costs 8 motes and allows the Lunar to appear as anyone they know, and grants the Type quality as a bonus to rolls to inspire trust. When their anima flares they must return to a true form, but they are surrounded by dazzling moonlight, making it difficult to determine their identity (use the type quality as the TN for this). 8 motes. Changing Moons favor innate qualities which relate to how others percieve them or react to them, such as charm, appearance (of any sort) and guile. &lt;br /&gt;
&lt;br /&gt;
===No Moons===&lt;br /&gt;
The no moon anima power allows them to invest motes (up to Essence x2) and all occult based charms or sorcery have their cost reduced by that amount (to a minimum of 1/2 the full cost) for the rest of the scene. At the same time the No moon is surrounded by a nimbus of shadows which downshifts any rolls that would require vision (unless the attacker can see in darkness). No moons favor Qualities related to intellect, wisdom, and other innate mental qualities. &lt;br /&gt;
&lt;br /&gt;
===Casteless===&lt;br /&gt;
The casteless change their caste depending on the current phase of the moon, and have no set type Quality (it shifts depending on phase). However, they also have a Poor [-2] Casteless Weakness which penalizes any rolls to resist the influence of the wyld.&lt;br /&gt;
&lt;br /&gt;
==Lunar Shapeshifting and Knacks==&lt;br /&gt;
&lt;br /&gt;
Lunars have two true forms (their human and spirit animal forms), switching to either of their true forms costs one mote.&lt;br /&gt;
&lt;br /&gt;
Lunars may change to other forms only if they have hunted and sampled the heart&#039;s blood of the creature or individual. Changing to a heart&#039;s blood form takes 3 motes of Essence. A lunar initially knows as many as half-a-dozen additional forms at no cost, and every XP spent for that purpose grants an additional 10 forms. Normally only creatures as small as a cat to as large as a moose may be taken as heartsblood forms and only normal animals, not supernatural creatures, wyld mutants, or spirits.&lt;br /&gt;
&lt;br /&gt;
Changing shape takes an action unless modified by a Knack.&lt;br /&gt;
&lt;br /&gt;
When a lunar takes on a new shape they immediately gain a quality associated with that animal (such as Good [+2] Wolf) at the same rank as their Lunar Caste Quality. This quality grants it&#039;s bonus on any rolls which the animal would reasonably be good at (for instance Good [+2] Wolf adds +2 to all rolls where a keen sense of smell, swift legs, and powerful jaws would be useful) and also allows feats normally impossible for humans (such as tracking by scent, or communicating with other wolves). However, while in the assumed shape the lunar&#039;s own physical qualities are not usable (although they may still absorb damage like normal) and the Lunar gains a new Weakness associated with the shape (Poor [-2] Wolf, which hinders things where being a four legged animal is concerned) and may find some things completely impossible (such as speaking).&lt;br /&gt;
&lt;br /&gt;
Lunars may take damage to qualities gained while shapeshifted, however, when these qualities are dismissed then the damage remains and must be redistributed. &lt;br /&gt;
&lt;br /&gt;
===Knacks===&lt;br /&gt;
&lt;br /&gt;
Knacks are not truly charms, so they do not follow the normal charm rules, and knacks and charms may be used freely together. Knacks may not be used with combos at all. Knacks serve as a modification of the Lunar&#039;s shapeshifting abilities, expanding the list of creatures which the lunar may hunt for their heart&#039;s blood, changing how quickly or how completely they may change shape, or otherwise aiding them in matters involvign their shapeshifting power. &lt;br /&gt;
&lt;br /&gt;
===Deadly Beastman Transformation===&lt;br /&gt;
&lt;br /&gt;
The Deadly Beastman transformation is a powerful knack that deserves special mention. This essentially gives the lunar a new form which is a hybrid of his two true forms into a terrifying humaniod combat beast. Transforming into the Beastman costs 6 motes and grants the lunar a Deadly Beastman Quality at the same rank as his Lunar Type Quality. This may be used for attack and defense rolls in combat, as well as for feats of physical prowess suitable for the hybrid form. In addition the lunar gains 4 additional Quality points which may be used to purchase additional &#039;features&#039; to the transformation. These features should be appropraite to the form and allow the lunar to gain exceptional qualities such as Power Attack or Armor-Like Qualities. Average Qualities can also be gained at the cost of 1 Quality point. &lt;br /&gt;
&lt;br /&gt;
Knacks may be spent to enhance this transformation, granting an additional 4 Quality Points, but this may only be purchased a number of times equal to Essence/2. &lt;br /&gt;
&lt;br /&gt;
Like normal, while in Deadly Beastman form the Lunar recieves a new Weakness related to the form&#039;s disadvantages.&lt;br /&gt;
&lt;br /&gt;
==Charms==&lt;br /&gt;
&lt;br /&gt;
All lunar Charms are attached to qualities related to the Lunar&#039;s natural abilities, not qualities related to outside forces, or even skills or education. (so Good [+2] Rippling Muscles would be suitable, but not Good [+2] Swordsman). &lt;br /&gt;
&lt;br /&gt;
The Lunar Excellency works by enhancing these qualities, and because of this it does allow significanlty greater &#039;superhuman&#039; feats than the Solar Excellency, but it&#039;s still not as strong as charms specifically made for that purpose. &lt;br /&gt;
&lt;br /&gt;
The lunar Excellency is powerful, but unpredictable. Rather than purchasing upshifts, lunars purchase additional dice. For 6 motes a Lunar may add +1d6 to a roll modified by the Quality the charm is attached too. No more dice may be purchased than 1/2 the MOD of the quality.&lt;/div&gt;</summary>
		<author><name>Orion</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=PDQ/Exalted_Conversion_Lunars&amp;diff=74204</id>
		<title>PDQ/Exalted Conversion Lunars</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=PDQ/Exalted_Conversion_Lunars&amp;diff=74204"/>
		<updated>2008-01-26T07:25:52Z</updated>

		<summary type="html">&lt;p&gt;Orion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Lunar Castes==&lt;br /&gt;
&lt;br /&gt;
===Full Moon===&lt;br /&gt;
The Full Moon&#039;s anima power costs 4 motes and allows them to add their Type MOD to all rolls  related to speed, jumping, and feats of strength and endurance (not attack rolls however). This caste favors Qualities related to innate physical aspects, such as strength, size, endurance, agility or durability. &lt;br /&gt;
&lt;br /&gt;
===Changing Moons===&lt;br /&gt;
The changing moon anima ability costs 8 motes and allows the Lunar to appear as anyone they know, and grants the Type quality as a bonus to rolls to inspire trust. When their anima flares they must return to a true form, but they are surrounded by dazzling moonlight, making it difficult to determine their identity (use the type quality as the TN for this). 8 motes. Changing Moons favor innate qualities which relate to how others percieve them or react to them, such as charm, appearance (of any sort) and guile. &lt;br /&gt;
&lt;br /&gt;
===No Moons===&lt;br /&gt;
The no moon anima power allows them to invest motes (up to Essence x2) and all occult based charms or sorcery have their cost reduced by that amount (to a minimum of 1/2 the full cost) for the rest of the scene. At the same time the No moon is surrounded by a nimbus of shadows which downshifts any rolls that would require vision (unless the attacker can see in darkness). No moons favor Qualities related to intellect, wisdom, and other innate mental qualities. &lt;br /&gt;
&lt;br /&gt;
===Casteless===&lt;br /&gt;
The casteless change their caste depending on the current phase of the moon, and have no set type Quality (it shifts depending on phase). However, they also have a Poor [-2] Casteless Weakness which penalizes any rolls to resist the influence of the wyld.&lt;br /&gt;
&lt;br /&gt;
==Lunar Shapeshifting and Knacks==&lt;br /&gt;
&lt;br /&gt;
Lunars have two true forms (their human and spirit animal forms), switching to either of their true forms costs one mote.&lt;br /&gt;
&lt;br /&gt;
Lunars may change to other forms only if they have hunted and sampled the heart&#039;s blood of the creature or individual. Changing to a heart&#039;s blood form takes 3 motes of Essence. A lunar initially knows as many as half-a-dozen additional forms at no cost, and every XP spent for that purpose grants an additional 10 forms. Normally only creatures as small as a cat to as large as a moose may be taken as heartsblood forms and only normal animals, not supernatural creatures, wyld mutants, or spirits.&lt;br /&gt;
&lt;br /&gt;
Changing shape takes an action unless modified by a Knack.&lt;br /&gt;
&lt;br /&gt;
When a lunar takes on a new shape they immediately gain a quality associated with that animal (such as Good [+2] Wolf) at the same rank as their Lunar Caste Quality. This quality grants it&#039;s bonus on any rolls which the animal would reasonably be good at (for instance Good [+2] Wolf adds +2 to all rolls where a keen sense of smell, swift legs, and powerful jaws would be useful) and also allows feats normally impossible for humans (such as tracking by scent, or communicating with other wolves). However, while in the assumed shape the lunar&#039;s own physical qualities are not usable (although they may still absorb damage like normal) and the Lunar gains a new Weakness associated with the shape (Poor [-2] Wolf, which hinders things where being a four legged animal is concerned) and may find some things completely impossible (such as speaking).&lt;br /&gt;
&lt;br /&gt;
===Knacks===&lt;br /&gt;
&lt;br /&gt;
Knacks are not truly charms, so they do not follow the normal charm rules, and knacks and charms may be used freely together. Knacks may not be used with combos at all. Knacks serve as a modification of the Lunar&#039;s shapeshifting abilities, expanding the list of creatures which the lunar may hunt for their heart&#039;s blood, changing how quickly or how completely they may change shape, or otherwise aiding them in matters involvign their shapeshifting power. &lt;br /&gt;
&lt;br /&gt;
===Deadly Beastman Transformation===&lt;br /&gt;
&lt;br /&gt;
The Deadly Beastman transformation is a powerful knack that deserves special mention. This essentially gives the lunar a new form which is a hybrid of his two true forms into a terrifying humaniod combat beast. Transforming into the Beastman costs 6 motes and grants the lunar a Deadly Beastman Quality at the same rank as his Lunar Type Quality. This may be used for attack and defense rolls in combat, as well as for feats of physical prowess suitable for the hybrid form. In addition the lunar gains 4 additional Quality points which may be used to purchase additional &#039;features&#039; to the transformation. These features should be appropraite to the form and allow the lunar to gain exceptional qualities such as Power Attack or Armor-Like Qualities. Average Qualities can also be gained at the cost of 1 Quality point. &lt;br /&gt;
&lt;br /&gt;
Knacks may be spent to enhance this transformation, granting an additional 4 Quality Points, but this may only be purchased a number of times equal to Essence/2. &lt;br /&gt;
&lt;br /&gt;
Like normal, while in Deadly Beastman form the Lunar recieves a new Weakness related to the form&#039;s disadvantages. &lt;br /&gt;
&lt;br /&gt;
==Charms==&lt;br /&gt;
&lt;br /&gt;
All lunar Charms are attached to qualities related to the Lunar&#039;s natural abilities, not qualities related to outside forces, or even skills or education. (so Good [+2] Rippling Muscles would be suitable, but not Good [+2] Swordsman). &lt;br /&gt;
&lt;br /&gt;
The Lunar Excellency works by enhancing these qualities, and because of this it does allow significanlty greater &#039;superhuman&#039; feats than the Solar Excellency, but it&#039;s still not as strong as charms specifically made for that purpose. &lt;br /&gt;
&lt;br /&gt;
The lunar Excellency is powerful, but unpredictable. Rather than purchasing upshifts, lunars purchase additional dice. For 6 motes a Lunar may add +1d6 to a roll modified by the Quality the charm is attached too. No more dice may be purchased than 1/2 the MOD of the quality.&lt;/div&gt;</summary>
		<author><name>Orion</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=PDQ/Exalted_Conversion&amp;diff=74203</id>
		<title>PDQ/Exalted Conversion</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=PDQ/Exalted_Conversion&amp;diff=74203"/>
		<updated>2008-01-26T06:29:58Z</updated>

		<summary type="html">&lt;p&gt;Orion: /* Lunars */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page contains my progress on an Exalted 2nd Edition to PDQ conversion. It&#039;s here to help with future progress on the project and to serve as a reference for the game which I&#039;m currently running [http://wiki.rpg.net/index.php/PDQ_Exalted here].&lt;br /&gt;
&lt;br /&gt;
This conversion attempts to emulate the spirit of the Exalted setting as strongly as possible, but I am not striving to keep the mechanics similar. There are no virtues/Willpower for instance, except as Qualities, and while many charms can be directly converted some will have no meaning whatsoever in the PDQ system. This conversion also assumes you have a fair amount of familiarity with the Exalted system, as well as having read the [http://atomicsockmonkey.com/freebies/di/pdq-core.pdf PDQ] core rules. &lt;br /&gt;
&lt;br /&gt;
==High Powered PDQ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The first step in the conversion was the modification of the PDQ system to suit a high powered game, with a large number of qualities and thus a very high potential bonus. The &#039;High Powered PDQ&#039; system is identical to normal PDQ except that it uses a 3d6 roll instead of 2d6 to determine sucess and failure, and has 7 Quality Ranks instead of the normal 5. &lt;br /&gt;
&lt;br /&gt;
===Quality Ranks===&lt;br /&gt;
&lt;br /&gt;
Unlike normal PDQ, there are two Ranks above Master [+6], they are Elite [+8] and Epic [+10]. They are functionally identical to the lower ranks, except they are more difficult to raise with XP and have limits on attaining them (this is true only for the Exalted conversion, because of charm mechanics unique to the system. In a normal PDQ game they should be treated just like normal Qualities). &lt;br /&gt;
&lt;br /&gt;
===Target Numbers===&lt;br /&gt;
&lt;br /&gt;
Because of the new dice scheme, and the increased Quality Ranks, there is a new Target Number scale for High Powered PDQ.&lt;br /&gt;
&lt;br /&gt;
All TN&#039;s are increased by 4 (poor becomes 9, Average becomes 11, and so on). Elite and Epic have their own target numbers as well, for truly incredible or impossible feats, they are 19 and 21.&lt;br /&gt;
&lt;br /&gt;
== New Rules ==&lt;br /&gt;
&lt;br /&gt;
There are a few new rules related to the Exalted setting:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Failure Ranks and Qualities&#039;&#039;: Normally, damage from mostly &amp;quot;nonlethal&amp;quot; sources (such as fists, sacks of potatoes, falling down a hill) take the form of Failure Ranks, which may be resisted with qualities related to innate toughness, durability or endurance (such as Good [+2] Tough Guy, or Expert [+4] Iron Body Training). However, mortals may not use these qualities to resist attacks or hazards which would inflict Damage Ranks (such as being stabbed with a sword or spear, falling off a cliff, being burned with fire), although qualities based on actual body armor may defend normally. Exalts do not suffer this restriction, and may resist all forms of damage with their own, innate toughness Qualities. Some animals and many supernatural creatures (such as wyld mutants and spirits) may resist damage like an Exalt. Note that these qualities may not be downshifted to absorb damage, by either mortals or Exalts.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recovery Scenes&#039;&#039;: When exploring Shadowlands, ancient solar tombs, or fleeing from the Wyld Hunt characters may be considered in a constant state of danger. At the end of a conflict scene they recover 1d6 (plus the MOD of any Healing-based Qualities) Damage Ranks and all Failure Ranks. Spending a whole scene resting, tending wounds, and otherwise recuperating allows the recovery of another 1d6 (+MOD). The exact duration of the recovery scene depends on the situation and the form of the damage, for physical damage it usually is several hours of medical treatment, a full night&#039;s sleep, or similar. On the other hand damage inflicted on a person&#039;s reputation through rumormongering or outright slander may take weeks or months to recover. If there is no immediate danger in the foreseeable future all damage and failure ranks are recovered. If the source of damage still persists (such as a poison or environmental hazard) then no recovery is possible until it is eliminated.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Multi-Attacks&#039;&#039;: When attacking more than one target (or making multiple attacks against a single target) the character&#039;s rolls are downshifted twice for every attack beyond the first. (So a Master [+6] Swordsman attempting to attack 2 men at once rolls at just +2, likewise if he wanted to attack a single opponent 3 times he would make three separate rolls at a +2 bonus). Each separate attack must be modified by charms individually, so if a Master [+6] Swordsman uses a Solar Excelelncy for 9 motes to add +6 to his roll it would only apply to the first roll unless he spent an additional 9 motes for each separate attack (which still counts as only one charm use).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stunts&#039;&#039;: Being Badass is the same basic concept as stunting. Normally being Badass grants an upshift and allows the character to recover 1 mote of essence. Truly exceptional and inspired stunts can net at most two upshifts and the recovery of 3 motes of essence or 1 damage rank or 1d6 failure ranks. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Power Attacks&#039;&#039;: Power attacks are exceptionally damaging or deadly attack Qualities which inflict far more damage than normal. On a sucessful attack roll the victim of a power attack recieves additional damage ranks equal to the Quality&#039;s MOD. Power Attacks are typically only available as Artifacts or through the use of Charms, although some supernatural entities might have natural power attack qualities, as well as exceptionally large animals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Armor-Like Qualities&#039;&#039;: These qualities allow the character to downshift them in order to absorb damage from an attack, as well as being used for defense. When downshifted, the armor-like quality will absorb up to twice it&#039;s current MOD in damage ranks from a single attack. These Qualities are normally only available through artifacts, charms or the innate supernatural powers of some spirits and other entities. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Creating an Exalted Character ==&lt;br /&gt;
&lt;br /&gt;
These are the rules for creating different types of characters within the Exalted universe. The primary focus is the Celestial Exalts. &lt;br /&gt;
&lt;br /&gt;
===Basic Exalted Abilities===&lt;br /&gt;
&lt;br /&gt;
Because of their supernatural nature all Exalts share some basic abilities:&lt;br /&gt;
*All Exalts are long lived. Dragon-blooded may live for centuries and Celestials for millenia. &lt;br /&gt;
*Exalts add their Exalted Quality to all Healing rolls and to any rolls made to resist mundane poison or disease.&lt;br /&gt;
*Durable: Because of their innate toughness and might Exalted may resist damage with Qualities based on personal toughness and durability, unlike mortals. Note that this just applies its bonus to the roll; it is not an armor-like quality. (see below for a full explanation)&lt;br /&gt;
*Exalted are never treated as Extras.&lt;br /&gt;
*Exalted have a starting Essence rating of 2 and possess Essence pools. Mortals have an Essence rating of 1 and usually only possess Essence pools if they have the Awakened Essence Quality at Good [+2] Rank or higher. In such a case they have a single essence pool equal to Essence + MOD of Awakened Essence Quality + MOD of Willpower type qualities.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Character Creation Steps===&lt;br /&gt;
&lt;br /&gt;
These are the same for all Exalts except as noted. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1)&#039;&#039;&#039; Pick your name, appearance, homeland, and any other background information you feel your character needs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2)&#039;&#039;&#039; Select Caste/Aspect. Exalts recieve a Good [+2] Caste/Aspect Quality of the appropraite type. The Caste Quality may be improved with bonus XP recieved at character creation, but not with Quality Points, and it is never considered Favored. God-Blooded recieve an Average [0] quality appropraite to their type (such as Average [0] Ghost Blooded) while mortals do not recieve any additional Quality. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3)&#039;&#039;&#039;Select a Pursuit: Your Pursuit is some general aspect of your character which they excel at. Everyone gets one pursuit. If a Quality falls under a Pursuit then it works as though it were Favored (obviously two Favorings don&#039;t overlap). Example Pursuits: Traveling, Martial Arts Studies, Voracious Reading, etc. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4)&#039;&#039;&#039; Select Motivation. If the character suceeds at something which makes significant progress towards completing her motivation she gains 1 XP and may choose to regain either motes equal to twice her Essence rating, or regain 1d6 Damage Ranks (or twice that many Failure Ranks). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5)&#039;&#039;&#039; Select Qualities. Starting characters recieve 18 points to invest in Qualities. At least 6 of these points must be invested in Caste-or-Pursuit-favored Qualities. In addition, each character must select a single Poor [-2] Weakness. For heroic mortals, it is generally suggested that they be granted 4 to 6 additional Quality points to make up for their lack of supernatural ability. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6)&#039;&#039;&#039;Determine Great Curse. All Exalts suffer under the great curse to a degree (although Solars have it the worst). Give your individual manifestation of the curse a name, choose what trigger &#039;sets you off&#039; and what happens when your limit is reached. Whenever your trigger condition is met you must make a roll (TN determined by the intensity of the trigger) penalized by your Curse Weakness. If you fail you gain 1 point towards your Limit break. once you reach 10 your Limit is reached and the curse takes hold. Mortals do not suffer from the Great Curse. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;7)&#039;&#039;&#039; Calculate Motes. For Solars this is (Essence x 3) + MOD of &#039;Will&#039; based Qualities +4 for their Personal pool. (Essence x6) + MOD of &#039;Will&#039; Type Qualities + Caste Quality+6. For Lunars this is (Essencex2) + 2xMOD of &#039;Will&#039; based Qualities +2 for their Personal pool. (Essence x4) + 3xMOD of &#039;Will&#039; Type Qualities + Caste Quality+4. Sidereals use Essence x2 +MOD of Will Qualities +2 for personal and Essence x 5 + MOD of Will Qualities + 2xMOD of Type Quality for peripheral. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;8)&#039;&#039;&#039;Select Charms. Solars recieve 10 charms and must place at least 4 in Favored Qualities. Lunars may select up to 8 charms and knacks but must select at least one Knack, and two charms from favored Qualities. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;9)&#039;&#039;&#039;Select 1 &#039;Special Move&#039;. A special move is a focused enhancement to a Quality. For instance, an Expert [+4] Blademaster might have the special move &#039;Double-Handed Slash!&#039;. When the Special Move applies the Quality recieves an Upshift. Characters may have only 3 special moves at one time, although an old move may be replaced with a new one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;10)&#039;&#039;&#039; Each character recieves 12 XP which may be spent to further customize the character, or it may be saved for later. See the end for XP costs. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Solars===&lt;br /&gt;
&lt;br /&gt;
The solars have the same &#039;base&#039; abilities detailed in Exalted (lighting their caste mark or anima banner, telling the time of day), except that these abilities may be used at will so long as the Solars have at least 1 mote of essence available. Further information on the Solars can be found [http://wiki.rpg.net/index.php/PDQ/Exalted_Conversion_Solars here]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Lunars===&lt;br /&gt;
&lt;br /&gt;
Lunars, like solars, may activate their anima and Tell based abilities without cost so long as they have at least one mote remaining. &lt;br /&gt;
&lt;br /&gt;
All Lunars must select a Tell, some kind of identifying mark which may be noticable, to some degree or another, whatever shape they may take. When in their natural form noticing a Lunar&#039;s Tell is extremely difficult (TN 19), but it&#039;s easier when they&#039;re in other forms (TN 15). Their tell also becomes much more obvious when using peripheral essence. &lt;br /&gt;
&lt;br /&gt;
In addition, each Lunar also selects a Spirit Form. a specific animal form which is the Lunar&#039;s second true form. The spirit form acts like a bonus Special Move for the Lunar which applies when using the Form Quality for that animal. &lt;br /&gt;
&lt;br /&gt;
More information on Lunar Castes and shapeshifting is [http://wiki.rpg.net/index.php/PDQ/Exalted_Conversion_Lunars here].&lt;/div&gt;</summary>
		<author><name>Orion</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=PDQ/Exalted_Conversion_Solars&amp;diff=74202</id>
		<title>PDQ/Exalted Conversion Solars</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=PDQ/Exalted_Conversion_Solars&amp;diff=74202"/>
		<updated>2008-01-26T06:22:54Z</updated>

		<summary type="html">&lt;p&gt;Orion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Castes==&lt;br /&gt;
&lt;br /&gt;
====Dawn Caste====&lt;br /&gt;
&lt;br /&gt;
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&#039;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 &#039;attacks&#039; (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.&lt;br /&gt;
&lt;br /&gt;
====Zenith Caste====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
====Twilight====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
====Night====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
====Eclipse====&lt;br /&gt;
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&#039;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&#039;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.&lt;br /&gt;
&lt;br /&gt;
==Solar Charms==&lt;br /&gt;
&lt;br /&gt;
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). &lt;br /&gt;
&lt;br /&gt;
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&#039;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&#039;s ability, and are impossible without more specialized charms. &lt;br /&gt;
&lt;br /&gt;
Solar Excellencies grant upshifts, each one costing 3 motes. &lt;br /&gt;
&lt;br /&gt;
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.&lt;/div&gt;</summary>
		<author><name>Orion</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=PDQ/Exalted_Conversion_Solars&amp;diff=74201</id>
		<title>PDQ/Exalted Conversion Solars</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=PDQ/Exalted_Conversion_Solars&amp;diff=74201"/>
		<updated>2008-01-26T06:03:57Z</updated>

		<summary type="html">&lt;p&gt;Orion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;====Dawn Caste====&lt;br /&gt;
&lt;br /&gt;
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&#039;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 &#039;attacks&#039; (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.&lt;br /&gt;
&lt;br /&gt;
====Zenith Caste====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
====Twilight====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
====Night====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
====Eclipse====&lt;br /&gt;
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&#039;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&#039;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.&lt;/div&gt;</summary>
		<author><name>Orion</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=PDQ/Exalted_Conversion&amp;diff=74200</id>
		<title>PDQ/Exalted Conversion</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=PDQ/Exalted_Conversion&amp;diff=74200"/>
		<updated>2008-01-26T06:03:41Z</updated>

		<summary type="html">&lt;p&gt;Orion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page contains my progress on an Exalted 2nd Edition to PDQ conversion. It&#039;s here to help with future progress on the project and to serve as a reference for the game which I&#039;m currently running [http://wiki.rpg.net/index.php/PDQ_Exalted here].&lt;br /&gt;
&lt;br /&gt;
This conversion attempts to emulate the spirit of the Exalted setting as strongly as possible, but I am not striving to keep the mechanics similar. There are no virtues/Willpower for instance, except as Qualities, and while many charms can be directly converted some will have no meaning whatsoever in the PDQ system. This conversion also assumes you have a fair amount of familiarity with the Exalted system, as well as having read the [http://atomicsockmonkey.com/freebies/di/pdq-core.pdf PDQ] core rules. &lt;br /&gt;
&lt;br /&gt;
==High Powered PDQ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The first step in the conversion was the modification of the PDQ system to suit a high powered game, with a large number of qualities and thus a very high potential bonus. The &#039;High Powered PDQ&#039; system is identical to normal PDQ except that it uses a 3d6 roll instead of 2d6 to determine sucess and failure, and has 7 Quality Ranks instead of the normal 5. &lt;br /&gt;
&lt;br /&gt;
===Quality Ranks===&lt;br /&gt;
&lt;br /&gt;
Unlike normal PDQ, there are two Ranks above Master [+6], they are Elite [+8] and Epic [+10]. They are functionally identical to the lower ranks, except they are more difficult to raise with XP and have limits on attaining them (this is true only for the Exalted conversion, because of charm mechanics unique to the system. In a normal PDQ game they should be treated just like normal Qualities). &lt;br /&gt;
&lt;br /&gt;
===Target Numbers===&lt;br /&gt;
&lt;br /&gt;
Because of the new dice scheme, and the increased Quality Ranks, there is a new Target Number scale for High Powered PDQ.&lt;br /&gt;
&lt;br /&gt;
All TN&#039;s are increased by 4 (poor becomes 9, Average becomes 11, and so on). Elite and Epic have their own target numbers as well, for truly incredible or impossible feats, they are 19 and 21.&lt;br /&gt;
&lt;br /&gt;
== New Rules ==&lt;br /&gt;
&lt;br /&gt;
There are a few new rules related to the Exalted setting:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Failure Ranks and Qualities&#039;&#039;: Normally, damage from mostly &amp;quot;nonlethal&amp;quot; sources (such as fists, sacks of potatoes, falling down a hill) take the form of Failure Ranks, which may be resisted with qualities related to innate toughness, durability or endurance (such as Good [+2] Tough Guy, or Expert [+4] Iron Body Training). However, mortals may not use these qualities to resist attacks or hazards which would inflict Damage Ranks (such as being stabbed with a sword or spear, falling off a cliff, being burned with fire), although qualities based on actual body armor may defend normally. Exalts do not suffer this restriction, and may resist all forms of damage with their own, innate toughness Qualities. Some animals and many supernatural creatures (such as wyld mutants and spirits) may resist damage like an Exalt. Note that these qualities may not be downshifted to absorb damage, by either mortals or Exalts.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recovery Scenes&#039;&#039;: When exploring Shadowlands, ancient solar tombs, or fleeing from the Wyld Hunt characters may be considered in a constant state of danger. At the end of a conflict scene they recover 1d6 (plus the MOD of any Healing-based Qualities) Damage Ranks and all Failure Ranks. Spending a whole scene resting, tending wounds, and otherwise recuperating allows the recovery of another 1d6 (+MOD). The exact duration of the recovery scene depends on the situation and the form of the damage, for physical damage it usually is several hours of medical treatment, a full night&#039;s sleep, or similar. On the other hand damage inflicted on a person&#039;s reputation through rumormongering or outright slander may take weeks or months to recover. If there is no immediate danger in the foreseeable future all damage and failure ranks are recovered. If the source of damage still persists (such as a poison or environmental hazard) then no recovery is possible until it is eliminated.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Multi-Attacks&#039;&#039;: When attacking more than one target (or making multiple attacks against a single target) the character&#039;s rolls are downshifted twice for every attack beyond the first. (So a Master [+6] Swordsman attempting to attack 2 men at once rolls at just +2, likewise if he wanted to attack a single opponent 3 times he would make three separate rolls at a +2 bonus). Each separate attack must be modified by charms individually, so if a Master [+6] Swordsman uses a Solar Excelelncy for 9 motes to add +6 to his roll it would only apply to the first roll unless he spent an additional 9 motes for each separate attack (which still counts as only one charm use).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stunts&#039;&#039;: Being Badass is the same basic concept as stunting. Normally being Badass grants an upshift and allows the character to recover 1 mote of essence. Truly exceptional and inspired stunts can net at most two upshifts and the recovery of 3 motes of essence or 1 damage rank or 1d6 failure ranks. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Power Attacks&#039;&#039;: Power attacks are exceptionally damaging or deadly attack Qualities which inflict far more damage than normal. On a sucessful attack roll the victim of a power attack recieves additional damage ranks equal to the Quality&#039;s MOD. Power Attacks are typically only available as Artifacts or through the use of Charms, although some supernatural entities might have natural power attack qualities, as well as exceptionally large animals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Armor-Like Qualities&#039;&#039;: These qualities allow the character to downshift them in order to absorb damage from an attack, as well as being used for defense. When downshifted, the armor-like quality will absorb up to twice it&#039;s current MOD in damage ranks from a single attack. These Qualities are normally only available through artifacts, charms or the innate supernatural powers of some spirits and other entities. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Creating an Exalted Character ==&lt;br /&gt;
&lt;br /&gt;
These are the rules for creating different types of characters within the Exalted universe. The primary focus is the Celestial Exalts. &lt;br /&gt;
&lt;br /&gt;
===Basic Exalted Abilities===&lt;br /&gt;
&lt;br /&gt;
Because of their supernatural nature all Exalts share some basic abilities:&lt;br /&gt;
*All Exalts are long lived. Dragon-blooded may live for centuries and Celestials for millenia. &lt;br /&gt;
*Exalts add their Exalted Quality to all Healing rolls and to any rolls made to resist mundane poison or disease.&lt;br /&gt;
*Durable: Because of their innate toughness and might Exalted may resist damage with Qualities based on personal toughness and durability, unlike mortals. Note that this just applies its bonus to the roll; it is not an armor-like quality. (see below for a full explanation)&lt;br /&gt;
*Exalted are never treated as Extras.&lt;br /&gt;
*Exalted have a starting Essence rating of 2 and possess Essence pools. Mortals have an Essence rating of 1 and usually only possess Essence pools if they have the Awakened Essence Quality at Good [+2] Rank or higher. In such a case they have a single essence pool equal to Essence + MOD of Awakened Essence Quality + MOD of Willpower type qualities.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Character Creation Steps===&lt;br /&gt;
&lt;br /&gt;
These are the same for all Exalts except as noted. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1)&#039;&#039;&#039; Pick your name, appearance, homeland, and any other background information you feel your character needs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2)&#039;&#039;&#039; Select Caste/Aspect. Exalts recieve a Good [+2] Caste/Aspect Quality of the appropraite type. The Caste Quality may be improved with bonus XP recieved at character creation, but not with Quality Points, and it is never considered Favored. God-Blooded recieve an Average [0] quality appropraite to their type (such as Average [0] Ghost Blooded) while mortals do not recieve any additional Quality. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3)&#039;&#039;&#039;Select a Pursuit: Your Pursuit is some general aspect of your character which they excel at. Everyone gets one pursuit. If a Quality falls under a Pursuit then it works as though it were Favored (obviously two Favorings don&#039;t overlap). Example Pursuits: Traveling, Martial Arts Studies, Voracious Reading, etc. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4)&#039;&#039;&#039; Select Motivation. If the character suceeds at something which makes significant progress towards completing her motivation she gains 1 XP and may choose to regain either motes equal to twice her Essence rating, or regain 1d6 Damage Ranks (or twice that many Failure Ranks). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5)&#039;&#039;&#039; Select Qualities. Starting characters recieve 18 points to invest in Qualities. At least 6 of these points must be invested in Caste-or-Pursuit-favored Qualities. In addition, each character must select a single Poor [-2] Weakness. For heroic mortals, it is generally suggested that they be granted 4 to 6 additional Quality points to make up for their lack of supernatural ability. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6)&#039;&#039;&#039;Determine Great Curse. All Exalts suffer under the great curse to a degree (although Solars have it the worst). Give your individual manifestation of the curse a name, choose what trigger &#039;sets you off&#039; and what happens when your limit is reached. Whenever your trigger condition is met you must make a roll (TN determined by the intensity of the trigger) penalized by your Curse Weakness. If you fail you gain 1 point towards your Limit break. once you reach 10 your Limit is reached and the curse takes hold. Mortals do not suffer from the Great Curse. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;7)&#039;&#039;&#039; Calculate Motes. For Solars this is (Essence x 3) + MOD of &#039;Will&#039; based Qualities +4 for their Personal pool. (Essence x6) + MOD of &#039;Will&#039; Type Qualities + Caste Quality+6. For Lunars this is (Essencex2) + 2xMOD of &#039;Will&#039; based Qualities +2 for their Personal pool. (Essence x4) + 3xMOD of &#039;Will&#039; Type Qualities + Caste Quality+4. Sidereals use Essence x2 +MOD of Will Qualities +2 for personal and Essence x 5 + MOD of Will Qualities + 2xMOD of Type Quality for peripheral. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;8)&#039;&#039;&#039;Select Charms. Solars recieve 10 charms and must place at least 4 in Favored Qualities. Lunars may select up to 8 charms and knacks but must select at least one Knack, and two charms from favored Qualities. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;9)&#039;&#039;&#039;Select 1 &#039;Special Move&#039;. A special move is a focused enhancement to a Quality. For instance, an Expert [+4] Blademaster might have the special move &#039;Double-Handed Slash!&#039;. When the Special Move applies the Quality recieves an Upshift. Characters may have only 3 special moves at one time, although an old move may be replaced with a new one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;10)&#039;&#039;&#039; Each character recieves 12 XP which may be spent to further customize the character, or it may be saved for later. See the end for XP costs. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Solars===&lt;br /&gt;
&lt;br /&gt;
The solars have the same &#039;base&#039; abilities detailed in Exalted (lighting their caste mark or anima banner, telling the time of day), except that these abilities may be used at will so long as the Solars have at least 1 mote of essence available. Further information on the Solars can be found [http://wiki.rpg.net/index.php/PDQ/Exalted_Conversion_Solars here]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Lunars===&lt;/div&gt;</summary>
		<author><name>Orion</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=PDQ/Exalted_Conversion&amp;diff=74199</id>
		<title>PDQ/Exalted Conversion</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=PDQ/Exalted_Conversion&amp;diff=74199"/>
		<updated>2008-01-26T06:02:34Z</updated>

		<summary type="html">&lt;p&gt;Orion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page contains my progress on an Exalted 2nd Edition to PDQ conversion. It&#039;s here to help with future progress on the project and to serve as a reference for the game which I&#039;m currently running [http://wiki.rpg.net/index.php/PDQ_Exalted here].&lt;br /&gt;
&lt;br /&gt;
This conversion attempts to emulate the spirit of the Exalted setting as strongly as possible, but I am not striving to keep the mechanics similar. There are no virtues/Willpower for instance, except as Qualities, and while many charms can be directly converted some will have no meaning whatsoever in the PDQ system. This conversion also assumes you have a fair amount of familiarity with the Exalted system, as well as having read the [http://atomicsockmonkey.com/freebies/di/pdq-core.pdf PDQ] core rules. &lt;br /&gt;
&lt;br /&gt;
==High Powered PDQ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The first step in the conversion was the modification of the PDQ system to suit a high powered game, with a large number of qualities and thus a very high potential bonus. The &#039;High Powered PDQ&#039; system is identical to normal PDQ except that it uses a 3d6 roll instead of 2d6 to determine sucess and failure, and has 7 Quality Ranks instead of the normal 5. &lt;br /&gt;
&lt;br /&gt;
===Quality Ranks===&lt;br /&gt;
&lt;br /&gt;
Unlike normal PDQ, there are two Ranks above Master [+6], they are Elite [+8] and Epic [+10]. They are functionally identical to the lower ranks, except they are more difficult to raise with XP and have limits on attaining them (this is true only for the Exalted conversion, because of charm mechanics unique to the system. In a normal PDQ game they should be treated just like normal Qualities). &lt;br /&gt;
&lt;br /&gt;
===Target Numbers===&lt;br /&gt;
&lt;br /&gt;
Because of the new dice scheme, and the increased Quality Ranks, there is a new Target Number scale for High Powered PDQ.&lt;br /&gt;
&lt;br /&gt;
All TN&#039;s are increased by 4 (poor becomes 9, Average becomes 11, and so on). Elite and Epic have their own target numbers as well, for truly incredible or impossible feats, they are 19 and 21.&lt;br /&gt;
&lt;br /&gt;
== New Rules ==&lt;br /&gt;
&lt;br /&gt;
There are a few new rules related to the Exalted setting:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Failure Ranks and Qualities&#039;&#039;: Normally, damage from mostly &amp;quot;nonlethal&amp;quot; sources (such as fists, sacks of potatoes, falling down a hill) take the form of Failure Ranks, which may be resisted with qualities related to innate toughness, durability or endurance (such as Good [+2] Tough Guy, or Expert [+4] Iron Body Training). However, mortals may not use these qualities to resist attacks or hazards which would inflict Damage Ranks (such as being stabbed with a sword or spear, falling off a cliff, being burned with fire), although qualities based on actual body armor may defend normally. Exalts do not suffer this restriction, and may resist all forms of damage with their own, innate toughness Qualities. Some animals and many supernatural creatures (such as wyld mutants and spirits) may resist damage like an Exalt. Note that these qualities may not be downshifted to absorb damage, by either mortals or Exalts.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recovery Scenes&#039;&#039;: When exploring Shadowlands, ancient solar tombs, or fleeing from the Wyld Hunt characters may be considered in a constant state of danger. At the end of a conflict scene they recover 1d6 (plus the MOD of any Healing-based Qualities) Damage Ranks and all Failure Ranks. Spending a whole scene resting, tending wounds, and otherwise recuperating allows the recovery of another 1d6 (+MOD). The exact duration of the recovery scene depends on the situation and the form of the damage, for physical damage it usually is several hours of medical treatment, a full night&#039;s sleep, or similar. On the other hand damage inflicted on a person&#039;s reputation through rumormongering or outright slander may take weeks or months to recover. If there is no immediate danger in the foreseeable future all damage and failure ranks are recovered. If the source of damage still persists (such as a poison or environmental hazard) then no recovery is possible until it is eliminated.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Multi-Attacks&#039;&#039;: When attacking more than one target (or making multiple attacks against a single target) the character&#039;s rolls are downshifted twice for every attack beyond the first. (So a Master [+6] Swordsman attempting to attack 2 men at once rolls at just +2, likewise if he wanted to attack a single opponent 3 times he would make three separate rolls at a +2 bonus). Each separate attack must be modified by charms individually, so if a Master [+6] Swordsman uses a Solar Excelelncy for 9 motes to add +6 to his roll it would only apply to the first roll unless he spent an additional 9 motes for each separate attack (which still counts as only one charm use).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stunts&#039;&#039;: Being Badass is the same basic concept as stunting. Normally being Badass grants an upshift and allows the character to recover 1 mote of essence. Truly exceptional and inspired stunts can net at most two upshifts and the recovery of 3 motes of essence or 1 damage rank or 1d6 failure ranks. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Power Attacks&#039;&#039;: Power attacks are exceptionally damaging or deadly attack Qualities which inflict far more damage than normal. On a sucessful attack roll the victim of a power attack recieves additional damage ranks equal to the Quality&#039;s MOD. Power Attacks are typically only available as Artifacts or through the use of Charms, although some supernatural entities might have natural power attack qualities, as well as exceptionally large animals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Armor-Like Qualities&#039;&#039;: These qualities allow the character to downshift them in order to absorb damage from an attack, as well as being used for defense. When downshifted, the armor-like quality will absorb up to twice it&#039;s current MOD in damage ranks from a single attack. These Qualities are normally only available through artifacts, charms or the innate supernatural powers of some spirits and other entities. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Creating an Exalted Character ==&lt;br /&gt;
&lt;br /&gt;
These are the rules for creating different types of characters within the Exalted universe. The primary focus is the Celestial Exalts. &lt;br /&gt;
&lt;br /&gt;
===Basic Exalted Abilities===&lt;br /&gt;
&lt;br /&gt;
Because of their supernatural nature all Exalts share some basic abilities:&lt;br /&gt;
*All Exalts are long lived. Dragon-blooded may live for centuries and Celestials for millenia. &lt;br /&gt;
*Exalts add their Exalted Quality to all Healing rolls and to any rolls made to resist mundane poison or disease.&lt;br /&gt;
*Durable: Because of their innate toughness and might Exalted may resist damage with Qualities based on personal toughness and durability, unlike mortals. Note that this just applies its bonus to the roll; it is not an armor-like quality. (see below for a full explanation)&lt;br /&gt;
*Exalted are never treated as Extras.&lt;br /&gt;
*Exalted have a starting Essence rating of 2 and possess Essence pools. Mortals have an Essence rating of 1 and usually only possess Essence pools if they have the Awakened Essence Quality at Good [+2] Rank or higher. In such a case they have a single essence pool equal to Essence + MOD of Awakened Essence Quality + MOD of Willpower type qualities.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Character Creation Steps===&lt;br /&gt;
&lt;br /&gt;
These are the same for all Exalts except as noted. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1)&#039;&#039;&#039; Pick your name, appearance, homeland, and any other background information you feel your character needs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2)&#039;&#039;&#039; Select Caste/Aspect. Exalts recieve a Good [+2] Caste/Aspect Quality of the appropraite type. The Caste Quality may be improved with bonus XP recieved at character creation, but not with Quality Points, and it is never considered Favored. God-Blooded recieve an Average [0] quality appropraite to their type (such as Average [0] Ghost Blooded) while mortals do not recieve any additional Quality. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3)&#039;&#039;&#039;Select a Pursuit: Your Pursuit is some general aspect of your character which they excel at. Everyone gets one pursuit. If a Quality falls under a Pursuit then it works as though it were Favored (obviously two Favorings don&#039;t overlap). Example Pursuits: Traveling, Martial Arts Studies, Voracious Reading, etc. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4)&#039;&#039;&#039; Select Motivation. If the character suceeds at something which makes significant progress towards completing her motivation she gains 1 XP and may choose to regain either motes equal to twice her Essence rating, or regain 1d6 Damage Ranks (or twice that many Failure Ranks). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5)&#039;&#039;&#039; Select Qualities. Starting characters recieve 18 points to invest in Qualities. At least 6 of these points must be invested in Caste-or-Pursuit-favored Qualities. In addition, each character must select a single Poor [-2] Weakness. For heroic mortals, it is generally suggested that they be granted 4 to 6 additional Quality points to make up for their lack of supernatural ability. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6)&#039;&#039;&#039;Determine Great Curse. All Exalts suffer under the great curse to a degree (although Solars have it the worst). Give your individual manifestation of the curse a name, choose what trigger &#039;sets you off&#039; and what happens when your limit is reached. Whenever your trigger condition is met you must make a roll (TN determined by the intensity of the trigger) penalized by your Curse Weakness. If you fail you gain 1 point towards your Limit break. once you reach 10 your Limit is reached and the curse takes hold. Mortals do not suffer from the Great Curse. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;7)&#039;&#039;&#039; Calculate Motes. For Solars this is (Essence x 3) + MOD of &#039;Will&#039; based Qualities +4 for their Personal pool. (Essence x6) + MOD of &#039;Will&#039; Type Qualities + Caste Quality+6. For Lunars this is (Essencex2) + 2xMOD of &#039;Will&#039; based Qualities +2 for their Personal pool. (Essence x4) + 3xMOD of &#039;Will&#039; Type Qualities + Caste Quality+4. Sidereals use Essence x2 +MOD of Will Qualities +2 for personal and Essence x 5 + MOD of Will Qualities + 2xMOD of Type Quality for peripheral. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;8)&#039;&#039;&#039;Select Charms. Solars recieve 10 charms and must place at least 4 in Favored Qualities. Lunars may select up to 8 charms and knacks but must select at least one Knack, and two charms from favored Qualities. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;9)&#039;&#039;&#039;Select 1 &#039;Special Move&#039;. A special move is a focused enhancement to a Quality. For instance, an Expert [+4] Blademaster might have the special move &#039;Double-Handed Slash!&#039;. When the Special Move applies the Quality recieves an Upshift. Characters may have only 3 special moves at one time, although an old move may be replaced with a new one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;10)&#039;&#039;&#039; Each character recieves 12 XP which may be spent to further customize the character, or it may be saved for later. See the end for XP costs. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Solars===&lt;br /&gt;
&lt;br /&gt;
The solars have the same &#039;base&#039; abilities detailed in Exalted (lighting their caste mark or anima banner, telling the time of day), except that these abilities may be used at will so long as the Solars have at least 1 mote of essence available. Further information on the Solars can be found [http://wiki.rpg.net/index.php/PDQ/Exalted_Conversion_Solars here]&lt;br /&gt;
&lt;br /&gt;
====Dawn Caste====&lt;br /&gt;
&lt;br /&gt;
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&#039;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 &#039;attacks&#039; (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.&lt;br /&gt;
&lt;br /&gt;
====Zenith Caste====&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
====Twilight====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
====Night====&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
====Eclipse====&lt;br /&gt;
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&#039;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&#039;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.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Lunars===&lt;/div&gt;</summary>
		<author><name>Orion</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=PDQ_Exalted&amp;diff=73874</id>
		<title>PDQ Exalted</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=PDQ_Exalted&amp;diff=73874"/>
		<updated>2008-01-22T21:10:56Z</updated>

		<summary type="html">&lt;p&gt;Orion: /* PCs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==&#039;&#039;&#039;PDQ/Exalted&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
This is the page for the PDQ Exalted game going on over at the PbP forums. Please post characters here. &lt;br /&gt;
&lt;br /&gt;
==PCs==&lt;br /&gt;
&lt;br /&gt;
*[[Temujin]]: Night Caste Kung-fu master and lady&#039;s (or man&#039;s) man.&lt;br /&gt;
*[[Frozen Arrow Crescent]]: Lunar Changing Moon, Deadly warrior and master of transformation.&lt;br /&gt;
*[[Gracious Jade Ox]]: Dawn Caste martial artist of great strength and endurance.&lt;br /&gt;
*[[Lilly]]: Zenith sword-maid, carries her father&#039;s blade.&lt;br /&gt;
&lt;br /&gt;
==Significant NPCs==&lt;br /&gt;
*[[Frederika Voyevoda Kriegshund]]: Aka: &amp;quot;Fred&amp;quot;, an ally and quasi-stalker of Temujin.&lt;br /&gt;
*[[Kitsune]]: Young spirit, Temujin&#039;s companion.&lt;/div&gt;</summary>
		<author><name>Orion</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=PDQ_Exalted&amp;diff=73873</id>
		<title>PDQ Exalted</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=PDQ_Exalted&amp;diff=73873"/>
		<updated>2008-01-22T21:05:41Z</updated>

		<summary type="html">&lt;p&gt;Orion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==&#039;&#039;&#039;PDQ/Exalted&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
This is the page for the PDQ Exalted game going on over at the PbP forums. Please post characters here. &lt;br /&gt;
&lt;br /&gt;
==PCs==&lt;br /&gt;
&lt;br /&gt;
*[[Temujin]]: Night Caste Kung-fu master and lady&#039;s (or man&#039;s) man.&lt;br /&gt;
*[[Frozen Arrow Crescent]]: Lunar Changing Moon, Deadly warrior and master of transformation.&lt;br /&gt;
*[[Gracious Jade Ox]]: Dawn Caste martial artist of great strength and endurance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Significant NPCs==&lt;br /&gt;
*[[Frederika Voyevoda Kriegshund]]: Aka: &amp;quot;Fred&amp;quot;, an ally and quasi-stalker of Temujin.&lt;br /&gt;
*[[Kitsune]]: Young spirit, Temujin&#039;s companion.&lt;/div&gt;</summary>
		<author><name>Orion</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Karas_Fal&amp;diff=68167</id>
		<title>Karas Fal</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Karas_Fal&amp;diff=68167"/>
		<updated>2007-11-21T05:04:30Z</updated>

		<summary type="html">&lt;p&gt;Orion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Karas Fal is a character played by Oriong in Xaos&#039;s Eberron PBP game [[Eberron:The Path To Xoriat|&amp;quot;The Path To Xoriat&amp;quot;]] on RPG.net.&lt;br /&gt;
&lt;br /&gt;
==Character==&lt;br /&gt;
*Karas Fal&lt;br /&gt;
*6th level Elven Swordsage &lt;br /&gt;
*Alignment: Chaotic Good.&lt;br /&gt;
==Ability Scores==&lt;br /&gt;
*St-19&lt;br /&gt;
*Dex-18&lt;br /&gt;
*Con-10&lt;br /&gt;
*Int-10&lt;br /&gt;
*Wis-16&lt;br /&gt;
*Cha-8&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
*HD: 6d8+6 (54 hp)&lt;br /&gt;
*Speed: 30 ft&lt;br /&gt;
*AC: 22 (+4 Dex, +3 Wisdom, +5 Chain Shirt)&lt;br /&gt;
*Initiative +6 (+4 Dex, +2 Quick to Act)&lt;br /&gt;
*Attack: +8 Melee (1d6+7, Double-Scimitar), +8 Melee (1d6+4, Off hand)&lt;br /&gt;
*Ranged Attack: +9 Ranged (1d8, longbow)&lt;br /&gt;
*Saves: Fort +3, Will +9 Ref+10&lt;br /&gt;
*SA: Insightful Strike (+3 to damage for Desert Wind Strikes)&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
Weapon Focus (Desert Wind weapons), Two Weapon Fighting, Extra Readied Manuever (pg. 30 ToB), Adaptive Style (pg. 28 ToB)&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
Balance+10, Climb+6, Concentration+10, Hide+9, Jump+15, Listen+8, Martial Lore+4, Move Silently+9, Ride+8, Sense Motive+6, Spot+5, Tumble+16&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Maneuvers and Stances==&lt;br /&gt;
Bold maneuvers are the ones readied by default.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Burning Blade (Desert Wind/Boost) adds 1d6+level fire damage (pg. 52 ToB)&#039;&#039;&#039;&lt;br /&gt;
*Insightful Strike (Diamond Mind/Strike) Make a concentration check in place of damage. (pg. 63)&lt;br /&gt;
*Shadow Blade Technique (Shadow Hand/Strike) Make 2 attacks, lowest roll may deal bonus cold damage. (pg. 78)&lt;br /&gt;
*&#039;&#039;&#039;Claw at the Moon (Tiger Claw/Strike) Jump roll for +2d6 damage. (pg. 86)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Wolf Fang Strike (Tiger Claw/Strike) Attack with two weapons&#039;&#039;&#039;&lt;br /&gt;
*Sudden Leap (Tiger Claw/Boost) Make a jump as a free action (pg. 89)&lt;br /&gt;
*Wind Stride (Desert Wind/Boost) add +10 to speed. (pg. 56)&lt;br /&gt;
*&#039;&#039;&#039;Flashing Sun (Desert Wind/Strike): full attack with an extra attack, all attacks take -2. (pg. 54)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Emerald Razor (Diamond Mind/Strike) Make a melee attack as a touch attack. (pg.63)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fan The Flames (Desert Wind/Strike) 6d6 fire damage as a ranged touch attack. (pg. 53)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Soaring Raptor Strike (Tiger Claw/Strike) +6d6 damage against larger foe. (pg. 89)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Flame&#039;s Blessing (Desert Wind)- grants fire resistance 10 (pg. 53)&#039;&#039;&#039;&lt;br /&gt;
*Child of Shadow (Shadow Hand)- grants concealment while moving (pg. 76)&lt;br /&gt;
*Leaping Dragon Stance (Tiger Claw)- +10 to jump and always considered running. (pg 88)&lt;br /&gt;
&lt;br /&gt;
==Possessions==&lt;br /&gt;
*+1/+1 Double Scimitar (counting both ends as one magic item)&lt;br /&gt;
*+1 Chain Shirt&lt;br /&gt;
*+1 Cloak of Resistance, can I use the leftover gp for potions and such?&lt;br /&gt;
*Cloak of the Desert Wind (Zephyr Dance)&lt;br /&gt;
*Gloves of Dexterity +2&lt;br /&gt;
*Masterwork Mighty (+4) Composite Longbow, w/20 arrows&lt;/div&gt;</summary>
		<author><name>Orion</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Karas_Fal&amp;diff=68164</id>
		<title>Karas Fal</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Karas_Fal&amp;diff=68164"/>
		<updated>2007-11-21T05:00:35Z</updated>

		<summary type="html">&lt;p&gt;Orion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Karas Fal is a character played by Oriong in Xaos&#039;s Eberron PBP game [[Eberron:The Path To Xoriat|&amp;quot;The Path To Xoriat&amp;quot;]] on RPG.net.&lt;br /&gt;
&lt;br /&gt;
==Character==&lt;br /&gt;
Karas Fal, Valenar Elf&lt;br /&gt;
6th level Swordsage (pg. 15 Tome of Battle)&lt;br /&gt;
&lt;br /&gt;
==Ability Scores==&lt;br /&gt;
St-19&lt;br /&gt;
Dex-18&lt;br /&gt;
Con-10&lt;br /&gt;
Int-10&lt;br /&gt;
Wis-16&lt;br /&gt;
Cha-8&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
HD: 6d8+6 (54 hp)&lt;br /&gt;
Speed: 30 ft&lt;br /&gt;
AC: 22 (+4 Dex, +3 Wisdom, +5 Chain Shirt)&lt;br /&gt;
Initiative +6 (+4 Dex, +2 Quick to Act)&lt;br /&gt;
Attack: +8 Melee (1d6+7, Double-Scimitar), +8 Melee (1d6+4, Off hand)&lt;br /&gt;
Ranged Attack: +9 Ranged (1d8, longbow)&lt;br /&gt;
Saves: Fort +3, Will +9 Ref+10&lt;br /&gt;
SA: Insightful Strike (+3 to damage for Desert Wind Strikes)&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
Weapon Focus (Desert Wind weapons), Two Weapon Fighting, Extra Readied Manuever (pg. 30 ToB), Adaptive Style (pg. 28 ToB)&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
Balance+10, Climb+6, Concentration+10, Hide+9, Jump+15, Listen+8, Martial Lore+4, Move Silently+9, Ride+8, Sense Motive+6, Spot+5, Tumble+16&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Maneuvers and Stances==&lt;br /&gt;
Bold maneuvers are the ones readied by default.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Burning Blade (Desert Wind/Boost) adds 1d6+level fire damage (pg. 52 ToB)&#039;&#039;&#039;&lt;br /&gt;
Insightful Strike (Diamond Mind/Strike) Make a concentration check in place of damage. (pg. 63)&lt;br /&gt;
Shadow Blade Technique (Shadow Hand/Strike) Make 2 attacks, lowest roll may deal bonus cold damage. (pg. 78)&lt;br /&gt;
&#039;&#039;&#039;Claw at the Moon (Tiger Claw/Strike) Jump roll for +2d6 damage. (pg. 86)&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Wolf Fang Strike (Tiger Claw/Strike) Attack with two weapons&#039;&#039;&#039;&lt;br /&gt;
Sudden Leap (Tiger Claw/Boost) Make a jump as a free action (pg. 89)&lt;br /&gt;
Wind Stride (Desert Wind/Boost) add +10 to speed. (pg. 56)&lt;br /&gt;
&#039;&#039;&#039;Flashing Sun (Desert Wind/Strike): full attack with an extra attack, all attacks take -2. (pg. 54)&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Emerald Razor (Diamond Mind/Strike) Make a melee attack as a touch attack. (pg.63)&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Fan The Flames (Desert Wind/Strike) 6d6 fire damage as a ranged touch attack. (pg. 53)&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Soaring Raptor Strike (Tiger Claw/Strike) +6d6 damage against larger foe. (pg. 89)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flame&#039;s Blessing (Desert Wind)- grants fire resistance 10 (pg. 53)&#039;&#039;&#039;&lt;br /&gt;
Child of Shadow (Shadow Hand)- grants concealment while moving (pg. 76)&lt;br /&gt;
Leaping Dragon Stance (Tiger Claw)- +10 to jump and always considered running. (pg 88)&lt;br /&gt;
&lt;br /&gt;
==Possessions==&lt;br /&gt;
+1/+1 Double Scimitar (counting both ends as one magic item)&lt;br /&gt;
&lt;br /&gt;
+1 Chain Shirt&lt;br /&gt;
&lt;br /&gt;
+1 Cloak of Resistance, can I use the leftover gp for potions and such?&lt;br /&gt;
&lt;br /&gt;
Cloak of the Desert Wind (Zephyr Dance)&lt;br /&gt;
&lt;br /&gt;
Gloves of Dexterity +2&lt;br /&gt;
&lt;br /&gt;
Masterwork Mighty (+4) Composite Longbow, w/20 arrows&lt;/div&gt;</summary>
		<author><name>Orion</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Karas_Fal&amp;diff=68163</id>
		<title>Karas Fal</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Karas_Fal&amp;diff=68163"/>
		<updated>2007-11-21T05:00:16Z</updated>

		<summary type="html">&lt;p&gt;Orion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Karas Fal is a character played by Oriong in Xaos&#039;s Eberron PBP game [[Eberron:The Path To Xoriat|&amp;quot;The Path To Xoriat&amp;quot;]] on RPG.net.&lt;br /&gt;
&lt;br /&gt;
==Character==&lt;br /&gt;
Karas Fal, Valenar Elf&lt;br /&gt;
6th level Swordsage (pg. 15 Tome of Battle)&lt;br /&gt;
&lt;br /&gt;
==Ability Scores==&lt;br /&gt;
St-19&lt;br /&gt;
Dex-18&lt;br /&gt;
Con-10&lt;br /&gt;
Int-10&lt;br /&gt;
Wis-16&lt;br /&gt;
Cha-8&lt;br /&gt;
&lt;br /&gt;
==Stats=&lt;br /&gt;
HD: 6d8+6 (54 hp)&lt;br /&gt;
Speed: 30 ft&lt;br /&gt;
AC: 22 (+4 Dex, +3 Wisdom, +5 Chain Shirt)&lt;br /&gt;
Initiative +6 (+4 Dex, +2 Quick to Act)&lt;br /&gt;
Attack: +8 Melee (1d6+7, Double-Scimitar), +8 Melee (1d6+4, Off hand)&lt;br /&gt;
Ranged Attack: +9 Ranged (1d8, longbow)&lt;br /&gt;
Saves: Fort +3, Will +9 Ref+10&lt;br /&gt;
SA: Insightful Strike (+3 to damage for Desert Wind Strikes)&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
Weapon Focus (Desert Wind weapons), Two Weapon Fighting, Extra Readied Manuever (pg. 30 ToB), Adaptive Style (pg. 28 ToB)&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
Balance+10, Climb+6, Concentration+10, Hide+9, Jump+15, Listen+8, Martial Lore+4, Move Silently+9, Ride+8, Sense Motive+6, Spot+5, Tumble+16&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Maneuvers and Stances==&lt;br /&gt;
Bold maneuvers are the ones readied by default.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Burning Blade (Desert Wind/Boost) adds 1d6+level fire damage (pg. 52 ToB)&#039;&#039;&#039;&lt;br /&gt;
Insightful Strike (Diamond Mind/Strike) Make a concentration check in place of damage. (pg. 63)&lt;br /&gt;
Shadow Blade Technique (Shadow Hand/Strike) Make 2 attacks, lowest roll may deal bonus cold damage. (pg. 78)&lt;br /&gt;
&#039;&#039;&#039;Claw at the Moon (Tiger Claw/Strike) Jump roll for +2d6 damage. (pg. 86)&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Wolf Fang Strike (Tiger Claw/Strike) Attack with two weapons&#039;&#039;&#039;&lt;br /&gt;
Sudden Leap (Tiger Claw/Boost) Make a jump as a free action (pg. 89)&lt;br /&gt;
Wind Stride (Desert Wind/Boost) add +10 to speed. (pg. 56)&lt;br /&gt;
&#039;&#039;&#039;Flashing Sun (Desert Wind/Strike): full attack with an extra attack, all attacks take -2. (pg. 54)&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Emerald Razor (Diamond Mind/Strike) Make a melee attack as a touch attack. (pg.63)&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Fan The Flames (Desert Wind/Strike) 6d6 fire damage as a ranged touch attack. (pg. 53)&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Soaring Raptor Strike (Tiger Claw/Strike) +6d6 damage against larger foe. (pg. 89)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flame&#039;s Blessing (Desert Wind)- grants fire resistance 10 (pg. 53)&#039;&#039;&#039;&lt;br /&gt;
Child of Shadow (Shadow Hand)- grants concealment while moving (pg. 76)&lt;br /&gt;
Leaping Dragon Stance (Tiger Claw)- +10 to jump and always considered running. (pg 88)&lt;br /&gt;
&lt;br /&gt;
==Possessions==&lt;br /&gt;
+1/+1 Double Scimitar (counting both ends as one magic item)&lt;br /&gt;
&lt;br /&gt;
+1 Chain Shirt&lt;br /&gt;
&lt;br /&gt;
+1 Cloak of Resistance, can I use the leftover gp for potions and such?&lt;br /&gt;
&lt;br /&gt;
Cloak of the Desert Wind (Zephyr Dance)&lt;br /&gt;
&lt;br /&gt;
Gloves of Dexterity +2&lt;br /&gt;
&lt;br /&gt;
Masterwork Mighty (+4) Composite Longbow, w/20 arrows&lt;/div&gt;</summary>
		<author><name>Orion</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Karas_Fal&amp;diff=68158</id>
		<title>Karas Fal</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Karas_Fal&amp;diff=68158"/>
		<updated>2007-11-21T04:54:51Z</updated>

		<summary type="html">&lt;p&gt;Orion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Karas Fal, Valenar Elf&lt;br /&gt;
6th level Swordsage (pg. 15 Tome of Battle)&lt;br /&gt;
&lt;br /&gt;
St-19&lt;br /&gt;
Dex-18&lt;br /&gt;
Con-10&lt;br /&gt;
Int-10&lt;br /&gt;
Wis-16&lt;br /&gt;
Cha-8&lt;br /&gt;
&lt;br /&gt;
HD: 6d8+6 (54 hp)&lt;br /&gt;
Speed: 30 ft&lt;br /&gt;
AC: 22 (+4 Dex, +3 Wisdom, +5 Chain Shirt)&lt;br /&gt;
Initiative +6 (+4 Dex, +2 Quick to Act)&lt;br /&gt;
Attack: +8 Melee (1d6+7, Double-Scimitar), +8 Melee (1d6+4, Off hand)&lt;br /&gt;
Ranged Attack: +9 Ranged (1d8, longbow)&lt;br /&gt;
Saves: Fort +3, Will +9 Ref+10&lt;br /&gt;
SA: Insightful Strike (+3 to damage for Desert Wind Strikes)&lt;br /&gt;
&lt;br /&gt;
Feats: Weapon Focus (Desert Wind weapons), Two Weapon Fighting, Extra Readied Manuever (pg. 30 ToB), Adaptive Style (pg. 28 ToB)&lt;br /&gt;
&lt;br /&gt;
Skills:&lt;br /&gt;
Balance+10, Climb+6, Concentration+10, Hide+9, Jump+15, Listen+8, Martial Lore+4, Move Silently+9, Ride+8, Sense Motive+6, Spot+5, Tumble+16&lt;br /&gt;
&lt;br /&gt;
Maneuvers:&lt;br /&gt;
*Burning Blade (Desert Wind/Boost) adds 1d6+level fire damage (pg. 52 ToB)&lt;br /&gt;
Insightful Strike (Diamond Mind/Strike) Make a concentration check in place of damage. (pg. 63)&lt;br /&gt;
Shadow Blade Technique (Shadow Hand/Strike) Make 2 attacks, lowest roll may deal bonus cold damage. (pg. 78)&lt;br /&gt;
*Claw at the Moon (Tiger Claw/Strike) Jump roll for +2d6 damage. (pg. 86)&lt;br /&gt;
*Wolf Fang Strike (Tiger Claw/Strike) Attack with two weapons&lt;br /&gt;
Sudden Leap (Tiger Claw/Boost) Make a jump as a free action (pg. 89)&lt;br /&gt;
Wind Stride (Desert Wind/Boost) add +10 to speed. (pg. 56)&lt;br /&gt;
*Flashing Sun (Desert Wind/Strike): full attack with an extra attack, all attacks take -2. (pg. 54)&lt;br /&gt;
*Emerald Razor (Diamond Mind/Strike) Make a melee attack as a touch attack. (pg.63)&lt;br /&gt;
*Fan The Flames (Desert Wind/Strike) 6d6 fire damage as a ranged touch attack. (pg. 53)&lt;br /&gt;
*Soaring Raptor Strike (Tiger Claw/Strike) +6d6 damage against larger foe. (pg. 89)&lt;br /&gt;
&lt;br /&gt;
Stances:&lt;br /&gt;
Flame&#039;s Blessing (Desert Wind)- grants fire resistance 10 (pg. 53)&lt;br /&gt;
Child of Shadow (Shadow Hand)- grants concealment while moving (pg. 76)&lt;br /&gt;
Leaping Dragon Stance (Tiger Claw)- +10 to jump and always considered running. (pg 88)&lt;br /&gt;
&lt;br /&gt;
Possessions:&lt;br /&gt;
+1/+1 Double Scimitar (counting both ends as one magic item)&lt;br /&gt;
&lt;br /&gt;
+1 Chain Shirt&lt;br /&gt;
&lt;br /&gt;
+1 Cloak of Resistance, can I use the leftover gp for potions and such?&lt;br /&gt;
&lt;br /&gt;
Cloak of the Desert Wind (Zephyr Dance)&lt;br /&gt;
&lt;br /&gt;
Gloves of Dexterity +2&lt;br /&gt;
&lt;br /&gt;
Masterwork Mighty (+4) Composite Longbow, w/20 arrows&lt;/div&gt;</summary>
		<author><name>Orion</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Eberron:The_Path_To_Xoriat&amp;diff=68155</id>
		<title>Eberron:The Path To Xoriat</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Eberron:The_Path_To_Xoriat&amp;diff=68155"/>
		<updated>2007-11-21T04:54:03Z</updated>

		<summary type="html">&lt;p&gt;Orion: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==&#039;&#039;&#039;The Path To Xoriat&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
[[Category:PBP]]&lt;br /&gt;
[[Category:D20_System]]&lt;br /&gt;
&lt;br /&gt;
This is the Wiki page for Xaos&#039;s Eberron game &amp;quot;The Path To Xoriat&amp;quot; played in the Play-by-Post forums of RPGnet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Player Characters==&lt;br /&gt;
*[[Crush]]: Warforged Fighter played by Ferrus Animus&lt;br /&gt;
*[[Emily Wayne]]: Human Rogue played by chronostrike&lt;br /&gt;
*[[Thaerin]]: Human Wizard played by cdi&lt;br /&gt;
*[[Zir]]: Changeling Chameleon played by neonchameleon&lt;br /&gt;
*[[Syrissa Elanen]]: Human Cloistered Cleric played by WombleHunter&lt;br /&gt;
*Shifter Ranger played by Jonas Albrecht  &lt;br /&gt;
*[[Karas Fal]]: Valenar Elf Swordsage played by Oriong&lt;br /&gt;
&lt;br /&gt;
==Threads==&lt;br /&gt;
[http://forum.rpg.net/showthread.php?t=364102 Recruitment]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
[http://www.d20srd.org SRD]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.invisiblecastle.com Invisible Castle] (dice roller)&lt;/div&gt;</summary>
		<author><name>Orion</name></author>
	</entry>
</feed>