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==Castes==
 
 
 
====Dawn Caste====
 
====Dawn Caste====
  
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====Eclipse====
 
====Eclipse====
 
The Eclipse are the diplomats and negotiators of the Solars. Caste Powers: The Eclipse may sanctify oaths with essence to forge them into a powerful, binding pact. This costs 5 motes and all those who took the oath (including the eclipse) suffer a terrible curse if they break it. The oathbreaker will suffer a number of disastrous failures equal to the Eclipse's Type MOD at the time the oath. These are automatic failures on a single roll (treat it as rolling triple 1’s on a 3d6 roll), and always happen at the worst possible time (the GM decides when the failures strike). In addition the Eclipse are protected by powerful and ancient pacts sworn with the fair folk, spirits, elementals, and even the demon lords. So long as the exalt has legitimate business, him and his companions are protected and cannot be attacked without just cause. Finally Eclipse Exalts have the ability to learn the charms of other Exalts, Fair Folk, or spirits, learning such charms requires a tutor who knows the charm, twice as much experience, the mote cost for these charms is increased by 1. If these new charms require a Quality that it is not possible for the eclipse to take (such as the Lunar's Type Quality for their shapechanging Knacks) then the Eclipse may not learn the Charm. Caste Qualities: As the peacemakers of the exalted the Eclipse favor Qualities related to negotiation, cultural knowledge, languages, and all forms of traveling. Examples: Smooth-Tongued Diplomat, Sailor of the West, and Comfortable in a Saddle, Cosmopolitan.
 
The Eclipse are the diplomats and negotiators of the Solars. Caste Powers: The Eclipse may sanctify oaths with essence to forge them into a powerful, binding pact. This costs 5 motes and all those who took the oath (including the eclipse) suffer a terrible curse if they break it. The oathbreaker will suffer a number of disastrous failures equal to the Eclipse's Type MOD at the time the oath. These are automatic failures on a single roll (treat it as rolling triple 1’s on a 3d6 roll), and always happen at the worst possible time (the GM decides when the failures strike). In addition the Eclipse are protected by powerful and ancient pacts sworn with the fair folk, spirits, elementals, and even the demon lords. So long as the exalt has legitimate business, him and his companions are protected and cannot be attacked without just cause. Finally Eclipse Exalts have the ability to learn the charms of other Exalts, Fair Folk, or spirits, learning such charms requires a tutor who knows the charm, twice as much experience, the mote cost for these charms is increased by 1. If these new charms require a Quality that it is not possible for the eclipse to take (such as the Lunar's Type Quality for their shapechanging Knacks) then the Eclipse may not learn the Charm. Caste Qualities: As the peacemakers of the exalted the Eclipse favor Qualities related to negotiation, cultural knowledge, languages, and all forms of traveling. Examples: Smooth-Tongued Diplomat, Sailor of the West, and Comfortable in a Saddle, Cosmopolitan.
 
==Solar Charms==
 
 
Solar Charms may be based off of any appropraite quality so long as it represents something innate and personal to the solar (so they may not attach charms to qualities based on possessions, reputation, followers, or the like).
 
 
The most basic Charm is the Solar Excellency, which exists for almost any type of quality and is used to improve the odds of sucess. It's important to note that while the Excellency charm can allow incredible feats of skill or ability, it does not allow blatantly superhuman feats even with incredibly high rolls. A solar using the Excellency may still not leap 40 feet straight into the air, or lift up a 4 ton statue, no matter how high their roll. These are feats that are simply beyond a human's ability, and are impossible without more specialized charms.
 
 
Solar Excellencies grant upshifts, each one costing 3 motes.
 
 
No effect may give the solar a higher bonus than twice the original MOD of the quality. So a solar with a Master [+6] Swordsman Quality may have spend no more than 18 motes to receive an additional +12 to the roll.
 

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