Re: Using HQ2 for Exalted?

From: andrew.d.scott_at_...
Date: Fri, 25 Dec 2009 09:07:35 -0000


Interesting stuff so far! Here's mine. It's very rough at the moment, so comments, criticisms and suggested revisions are all welcome.

Note: For simplicity's sake I'll stick with Solars. I've dispensed with essence motes and charm prereqs because I can't see what adding them would bring to the game.


Characters begin play with two free umbrella keywords. The first describes exaltation type and contains three abilities:

1)Solar Exalt – [Anima Banner (by caste), Exemplar, Supernaturally Robust]

The second is Caste, and contains five keyword abilities which correspond with the caste abilities presented in the Exalted rulebook. The player may swap up to two of their abilities for those claimed by other castes. A Dawn Caste character with a single swap would look something like this:

2)Dawn Caste – [Archery, Martial Arts, Melee, Stealth, War]

The five abilities contained in the caste are nested umbrella keywords representing supernatural levels of skill and general charm packages. In contests with non-supernatural abilities they gain a +3 specificity bonus, but only if the player describes the essence fuelled effect. Once chosen the five abilities are fixed. The only way to gain magical might in other abilities is by purchasing individual charms (see below).

Once caste and abilities have been selected the player picks three caste ability charms. Charms can be self-penned or taken from the Exalted books but their effects *must* derive from the relevant ability keyword.

So our Dawn Caste example now looks like this:

Solar Exalt - [Dawn Anima Banner, Exemplar, Supernaturally Robust]

Dawn Caste - [Archery (Rain of Feathered Death) Martial Arts, Melee (Heavenly Guardian Defence, Hungry Tiger Technique) Stealth, War]

In contests with non-supernatural abilities charms gain a +6 bonus. In contest with general supernatural abilities (e.g Hungry Tiger vs. Melee) they gain a +3 bonus. Charms can only be applied to contests where their effects would specifically apply. In the Hungry Tiger example the player would need to be trying to cause physical damage with a melee weapon to make use of the charm.

Charms that do not derive from caste ability keywords can be purchased as individual abilities during character creation or subsequently with hero points. In contests they function in the same way as caste abilities (+3/0/-3, depending on the opposition) albeit of much narrower scope.

Charms within the same ability can be used to augment one another as combos. Augments in HQ2: Exalted are of the fixed value type.


That's it for now. Thoughts?

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