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== Creating an Exalted Character == These are the rules for creating different types of characters within the Exalted universe. The primary focus is the Celestial Exalts. ===Basic Exalted Abilities=== Because of their supernatural nature all Exalts share some basic abilities: *All Exalts are long lived. Dragon-blooded may live for centuries and Celestials for millenia. *Exalts add their Exalted Quality to all Healing rolls and to any rolls made to resist mundane poison or disease. *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) *Exalted are never treated as Extras. *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. ---- ===Character Creation Steps=== These are the same for all Exalts except as noted. '''1)''' Pick your name, appearance, homeland, and any other background information you feel your character needs. '''2)''' 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. '''3)'''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't overlap). Example Pursuits: Traveling, Martial Arts Studies, Voracious Reading, etc. '''4)''' 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). '''5)''' 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. '''6)'''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 'sets you off' 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. '''7)''' Calculate Motes. For Solars this is (Essence x 3) + MOD of 'Will' based Qualities +4 for their Personal pool. (Essence x6) + MOD of 'Will' Type Qualities + Caste Quality+6. For Lunars this is (Essencex2) + 2xMOD of 'Will' based Qualities +2 for their Personal pool. (Essence x4) + 3xMOD of 'Will' 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. '''8)'''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. '''9)'''Select 1 'Special Move'. A special move is a focused enhancement to a Quality. For instance, an Expert [+4] Blademaster might have the special move 'Double-Handed Slash!'. 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. '''10)''' 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. ===Solars=== The solars have the same 'base' 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] ===Lunars=== Lunars, like solars, may activate their anima and Tell based abilities without cost so long as they have at least one mote remaining. 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's Tell is extremely difficult (TN 19), but it's easier when they're in other forms (TN 15). Their tell also becomes much more obvious when using peripheral essence. In addition, each Lunar also selects a Spirit Form. a specific animal form which is the Lunar'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. More information on Lunar Castes and shapeshifting is [http://wiki.rpg.net/index.php/PDQ/Exalted_Conversion_Lunars here]. ===Sidereals=== 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. ===Dragon-Blooded=== 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).
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