PDQ/Exalted Conversion

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This page contains my progress on an Exalted 2nd Edition to PDQ conversion. It's here to help with future progress on the project and to serve as a reference for the game which I'm currently running here.

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 PDQ core rules.

High Powered PDQ

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 'High Powered PDQ' 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.

Quality Ranks

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).

Target Numbers

Because of the new dice scheme, and the increased Quality Ranks, there is a new Target Number scale for High Powered PDQ.

All TN'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.

New Rules

There are a few new rules related to the Exalted setting:

Failure Ranks and Qualities: Normally, damage from mostly "nonlethal" 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.

Recovery Scenes: 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's sleep, or similar. On the other hand damage inflicted on a person'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.

Multi-Attacks: When attacking more than one target (or making multiple attacks against a single target) the character'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).

Stunts: 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.

Power Attacks: 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'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.

Armor-Like Qualities: 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'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.


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 here

Dawn Caste

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.

Zenith Caste

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.

Twilight

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.

Night

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.

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.


Lunars