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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]
 
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]
  
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====Dawn Caste====
  
===Lunars===
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The Dawn caste are the warriors, generals and tacticians of the Exalted. Caste Powers: For 5 motes a dawn caste is surrounded by an aura of awesome power and fearsome strength. When first activated this power is an attack which affects all mortals within sight of the Dawn Caste using their Exalted Quality MOD (The attack inflicts failure ranks and is resisted by courage and discipline based qualities), mortals who see the Dawn's terrifying aura for the first time in a scene are automatically attacked as well. For the rest of the scene the Dawn adds his Exalted Quality MOD to all rolls made to intimidate or awe, whether the target is mortal, exalted, or spirit (mindless automata and walking dead are immune however). The Exalt may also make 'attacks' (inflicting Failure Ranks) based on his fearsome presence while the anima power continues.  Caste Qualities: The dawn are chosen warriors of the Exalted and thus favor skill and profession type qualities related to martial arts, weapon skills, combat tactics, battle leadership, and the like. Examples: Swordsman, Bare-knuckle Brawling, General, Deadly Marksman, Peerless Tactician.
  
Lunars, like solars, may activate their anima and Tell based abilities without cost so long as they have at least one mote remaining.  
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====Zenith Caste====
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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.  
  
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.  
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====Twilight====
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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.
  
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.  
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====Night====
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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.
  
More information on Lunar Castes and shapeshifting is [http://wiki.rpg.net/index.php/PDQ/Exalted_Conversion_Lunars here].
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====Eclipse====
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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.
  
===Sidereals===
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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.
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===Lunars===
 
 
===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).
 
 
 
==Charms==
 
 
 
All Charms are 'attached' 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.
 
 
 
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.
 
 
 
So far, several charms have been converted or created and can be found [http://wiki.rpg.net/index.php/PDQ/Exalted_Conversion_Charms here].
 
 
 
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).
 
 
 
In situations where a 'round' is a longer period of time multiple charms might be used each round or even each action, with GM's approval.
 
 
 
Combos inflict one Failure Rank on the user due to the intense focus and effort required to pull them off.
 
 
 
Essence recovers at the rate of 2 motes per hour of rest, or 3 motes per hour of complete relaxation.
 
 
 
==Artifacts and Manses==
 
 
 
Artifacts and Manses have special rules.
 
 
 
Artifacts are Qualities which represent the ownership of one or more powerful magical items. In order to use an Artifact it must be attuned, which means it must be purchased as a Quality and the owner must commit motes of essence to power the artifact. If the owner of the artifact cannot or will not purchase the artifact as a Quality the attunement is only temporary and flawed, the user must commit twice as many motes to the artifact and the attunement will only last for one scene.
 
 
 
The attunement cost depends on the power of the artifact but the standard cost is 1/2 the MOD of the artifact. The Five Magical Materials exist but the differences between them are not significant enough to warrant different rules in PDQ.
 
 
 
Artifact Powers: Many artifacts grant abilities that are otherwise impossible for humans (such as flight) or the constant effects of charms. The higher the artifact's rating the more power it usually has. Artifact weapons are usually, but not always, Power Attack qualities along with one or two other features. Artifact Armor is usually Armor-Like.
 
 
 
Manses and hearthstones: If a character selects ownership of a Manse as a quality then he gains several benefits. First, he has access to the Manse itself, while within the manse his essence regeneration is multiplied by the MOD of the Manse (so a Master [+6] Manse grants 18 motes per hour while in complete relaxation). Even if the owner is exerting himself the manse provides regeneration equal to MOD every hour. In addition the Manse produces a Hearthstone which, when worn next to the skin or socketed into an attuned artifact adds the Manse's MOD to the owner's essence regeneration. If the owner is exerting himself then the recovery is 1/2 MOD per hour. If the owner does not already have an artifact, the Manse Quality provides a minor artifact with 0 attunement cost which has no purpose beyond containing the hearthstone. In addition, most hearthstones provide minor additional benefits related to the aspect of the manse (note, these benefits should be minor, hearthstones like the stone of invulnerability, simply don't exist normally or should be bought as a seperate artifact).
 
 
 
==Advancement==
 
 
 
The rules for purchasing new abilities in game and during character creation is the same. The reduced cost is for Favored Qualities and Charms. Raising Qualities to Elite requires at least Essence 4 or decades of dedicated training (the only way most mortals may attain it). Raising Qualities to Epic requires at least Essence 6 or bestowment by a higher force (such as through the charms of a god or exalt).
 
 
 
Improvement                                          Cost
 
-----------                                          ----
 
Increase Essence by 1                                7 XP plus Current Essence
 
Purchase a New Charm                                6/5
 
Purchase or Change a Special Move                    3/2
 
Purchase a new Quality at Good [+2]                  6/5
 
Raise a Quality one Rank (until Master)              4/3
 
Raise a Quality one Rank (above master)              8/7
 
Create a combo                                      2+1/charm
 

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