How would you do exalted???

Thanks for the comments^^

Well let me continue the previous post:

Night caste-The night castes are the assassins of the unconquered sun and their god fives then the abillity to act undetected.
Once per encounter as a standart action (sustain minor) the night caste can create a aura of silence whith gives him +2 bonus in all skills checks to avoid detection, also when this power is active powers only add half(round down)points to his anima banner(so a at will pwer will add 0, a encounter power 1 and a daily power 2) When the anima is at 11+ (and the solar is obvious to distinguish)the solar features are impossible to distinguish.

Eclipse caste- The diplomats and administrators of the solrs have the power to make the oaths of their enemies sacred to heaven and are incredible generalists, even today spirits and other beings keeps the pacts made thousands of years ago.
Once per encounter the eclipse can expend a action and sanctify a oath made by 2 persons(he must shake hands whith the person or touch the hands of the persons that are making the oath).After this point forward if one of the of those beings break the oath he will suffer a terrible curse: A number of actions( equal to half the level of the eclipse at the times he makes the oath) that he makes will botch. This will happen at the worst possible momment at the discrition of the DM.When the eclipse is at 11+ in his anima banner this power is automatic.

Protected by ancients pacts made by previous encarnations the eclipse(and companions) that have legitim business whith the spirit gods, demon princes and the fair folk cannot be atacked whitout just cause , and such creatures must honor the rules of hospitality.The moment the eclipse breaks the peace however those beings can act at their will.

THE GREAT CURSE:

When the solars defeated the primordials they are put under a subtle and terrible curse: The virtues and ideals of the solars would be the cause of their doomfall.

Every solar has a epic motivation and a virtue(both chosen by the player) when something happens to delay, oppose or otherwise offend those ideals the solar gain a limit point. When those points become 10 the solar suffers a mental breakdown and must perform a extreme act based on the virtue(either to oppose it or to enforce it). This is called a limit break.

So a compassionate solar can lost his mind and punch a slave owner right in front of the guards or a valor one can become a berseker atacking everyone around him after being called a coward.

When a solar suffers a limit break he is releasing all the stress acummulated and doing so makes him gain 1 action point. After the limit ends the solar gains another action point and his limit bar is set again to zero.

PARAGON SOLARS:

At the Paragon levels solars become the epitome of perfection. Their excellency power become something natural to then and they can acrivated whitout even thought.

A solar can chose a paragon path like any character , but his excellency is changed to the one described below:

Their excellency power is now called Essence flow and the solar can use it as a minor action instead of a standart action.

^^
si what do you all think??
enjoy
C
 

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Looks cool.

In the version that I was trying to convert, I was thinking that everybody would only be Human and only have access to the martial power source. Various low-powered splats (God-bloods, Ghost-bloods, Thamaturgists, etc) would be simulated by a feat similar to a multiclass feat that gives access to a few different powers.

The only different "Races" would be different types of dragon-blooded terrestrial exalts, who pretty much grow up with their powers, and would have anima and racial powers available as feats in a similar fashion to other racial feats.

Celestial exaltation would occur at Paragon tier, with each caste being a different paragon path and having access to its own powers and caste feats.

Each type of celestial exaltation would effectively be its own power source and have its own epic destinies available.

Thoughts?
 

It's bizarre that you resurrected this dead thread, since I was just thinking about 4E exalted last weekend.

Celestial exaltation would occur at Paragon tier, with each caste being a different paragon path and having access to its own powers and caste feats.

Each type of celestial exaltation would effectively be its own power source and have its own epic destinies available.

Thoughts?

This is pretty exactly what I was thinking, except for the bit about exaltation=power source. I was planning on using the existing 4E classes as a "profession" and paragon paths for the different kinds of exaltation.

That's about as far as I got, though.
 

Following on from the mortals = minions idea...

(For the purpose of this rule 'mortal' means any non-magical creature who cannot channel essence).

  • Stat mortals according to the core rules. Some are minions, others soldiers or skirmishers, etc.
  • When an Exalt successfully hits a mortal he automatically achieves a crit, inflicting maximum damage.
  • Non-minion mortals are consequently worth only half their usual xp value to the Exalted.
That way you open up more tactical options without making lesser foes too threatening.


Another idea, which could used in tandem with the above, would be to allow an Exalt to instantly defeat a mortal that they have successfully hit with the expenditure of a healing surge. The xp value for such a kill would be 1/4 the usual value.

In fact you could use healing surges to power most things. Major rituals (charms and sorcery), perfect defenses, resisting successful domination attacks. Just rename them 'essence'.
 

It's bizarre that you resurrected this dead thread, since I was just thinking about 4E exalted last weekend.

I do wierd things and I seem to be unable to settle on a single gaming project. Right now, I'm really, really wanting to do Exalted in a ruleset that doesn't have such a ridiculously high learning curve. I'm pendulum-swinging between 4E (which, admittedly, does have its own learning curve problems) and Savage Worlds (which is fast and simple, but loses some of the fine-grain crunch)

This is pretty exactly what I was thinking, except for the bit about exaltation=power source. I was planning on using the existing 4E classes as a "profession" and paragon paths for the different kinds of exaltation.

That's about as far as I got, though.

Admittedly, the only 2E books I have are the main book and dragon-blood book, so I don't know too much about the other types of celestial exalted, but I was going under the idea that each celestial exaltation gives a different type of energy.

Of course, now that I think about it...
The dragon-bloods are exalted of the Elemental Dragons... Elemental power
Solars are exalted of Unconqured Sun (a god)... Divine power
Siderals are exalted of the Maidens (goddesses)... Divine power
Lunars are exalted of Luna (a god/dess, depending)... Divine power
Deathknights are exalted by Deathlords (exarch-level baddies?)... Shadow

Godbloods & Feybloods are half-breeds... so maybe Primal power source?
Gravebloods should probably get Shadow power source abilities

Following on from the mortals = minions idea...

(For the purpose of this rule 'mortal' means any non-magical creature who cannot channel essence).

  • Stat mortals according to the core rules. Some are minions, others soldiers or skirmishers, etc.

  • When an Exalt successfully hits a mortal he automatically achieves a crit, inflicting maximum damage.

  • Non-minion mortals are consequently worth only half their usual xp value to the Exalted.
That way you open up more tactical options without making lesser foes too threatening.

That seems... excessive.
I think that mortals would simply be lower-leveled enemies. By the time you are paragon tier, mortals would cease to be your regular opponents and you'd be throwing down with demons/fey/spirits/whatnot


Another idea, which could used in tandem with the above, would be to allow an Exalt to instantly defeat a mortal that they have successfully hit with the expenditure of a healing surge. The xp value for such a kill would be 1/4 the usual value.

In fact you could use healing surges to power most things. Major rituals (charms and sorcery), perfect defenses, resisting successful domination attacks. Just rename them 'essence'.

Uhm.... I dunno if using healing surges that way is the best idea. I can't put my finger on exactly why, but something about it rubs me the wrong way. Essence can't normally be used to make exalts feel better after being stabbed/bludgeoned... it doesn't really have any healing properties aside of when it fuels medical-type charms.
I think Essence-type powers should enhance the utility of healing surges.
I do think that they can be used... there are a few dragon-blood charms that require the exalt to take damage, and I think using a healing surge is a good way to model that, so you're on to something there, for sure...
 

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