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===Lunars===
 
===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).
 
 
==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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