I was working on an alternate setting for Exalted. It is a little lower power level in various ways but characters are still playing Solar Exalted.
I made some changes to some things and I was wondering what people thought about some of it.
Essence:
There are Elemental Essences. They are tied to the land. The Terrestrial Exalted as well as Mortal Thaumaturges can only use this kind. Then there is the Celestial Essence which all the others come from. Only Celestial Exalts can use it. They can use Lore to convert it into Elemental Essence and back. Celestial Exalts can use Elemental Essence to pretend to be Terrestrial Exalts. Some charms - especially MA charms - can be learned by both types but will have different effects depending on what type of essence is used. Elemental Essence can be found in high essence areas in the form of Tass which even Mortals can use in simple ways.
Caste Changes:
Dawn Caste: These are the generals and leaders. Melee, Ride (mounted combat), Presence, Brawl, and War
Zenith Caste: More Shaolin Monk like. Martial Arts, Endurance, Resistance, Medicine.
Twilight Caste: Sorcerer Sages. Lore, Occult, Thrown, Linguistics. Sorcerers can use thrown to attack with some of their arcane bolts and such.
Night Caste: As normal, would like to move Archery to them. maybe remove Larceny.
Eclipse Caste: Inquisitor Diplomats. Investigation, Socialize, Sail, Theurgy
They are focused on not only dealing with people but also with spirits. They can link to a powerful spirit as a part of their anima ability and call it forth to defend them as in Final Fantasy. This replaces their pact sanctifying ability.
Skill Changes:
Moved Poison Lore to Medicine.
Get rid of Bureaucracy. Move some aspects to Socialize. Move the rest to Craft.
Add Subterfuge
Get rid of Larceny. Move some aspects to Subterfuge, some to Stealth, and maybe some to Socialize.
Theurgy is all the spirit based charms as well as socializing with spirits. This is now the focus of Twilights.
War covers managing armies.
Divide Martial Arts into Hard Style and Soft Style. Maybe replace Brawl with Hard Style or maybe keep seperate. All Martial Arts weapons go back into Melee (or other applicable). Have a smaller set of more common styles. Each style has a level that anyone can learn. They don't require essence or willpower. They are really just techniques. If a Dragon Blooded uses it then it will have an enhanced effect. If a Solar uses it it will have a spectacular effect. Many martial arts will have charms that require rolling other abilities instead. Some will have a Master Level that requires essence to get even the basic technique part.
Charm Changes: Dropped OX Body in favor of giving a free version to everyone. Solars get 5 boxes + their stamina + their Essence - 1.
Body Mending now under Endurance and is a permanent charm now called Obediant Body Technique.
Using most of the Sol Invictus Charms.
Disallowing Artifacts at character creation and making them rare. Replacing them with more Talismans and Foci. Foci let you put a charm that you have into an object or weapon and use it without counting as one of your charms used for the turn. They can hold moderate amounts of essence and are bonded to that person (ie they are useless to others). Not as powerful as many of the artifact weapons but still very useful. Plus they are made of Jade so a Solar can more easily pretend to be a DB.
Instead of allowing them to get their old weapons and armor they have to go on a series of quests to get the right materials and bring them to someone who can forge them for the PCs. Then they become powerful Foci.
Any artifacts they find are going to be rare and odd.
Any suggestions?
I made some changes to some things and I was wondering what people thought about some of it.
Essence:
There are Elemental Essences. They are tied to the land. The Terrestrial Exalted as well as Mortal Thaumaturges can only use this kind. Then there is the Celestial Essence which all the others come from. Only Celestial Exalts can use it. They can use Lore to convert it into Elemental Essence and back. Celestial Exalts can use Elemental Essence to pretend to be Terrestrial Exalts. Some charms - especially MA charms - can be learned by both types but will have different effects depending on what type of essence is used. Elemental Essence can be found in high essence areas in the form of Tass which even Mortals can use in simple ways.
Caste Changes:
Dawn Caste: These are the generals and leaders. Melee, Ride (mounted combat), Presence, Brawl, and War
Zenith Caste: More Shaolin Monk like. Martial Arts, Endurance, Resistance, Medicine.
Twilight Caste: Sorcerer Sages. Lore, Occult, Thrown, Linguistics. Sorcerers can use thrown to attack with some of their arcane bolts and such.
Night Caste: As normal, would like to move Archery to them. maybe remove Larceny.
Eclipse Caste: Inquisitor Diplomats. Investigation, Socialize, Sail, Theurgy
They are focused on not only dealing with people but also with spirits. They can link to a powerful spirit as a part of their anima ability and call it forth to defend them as in Final Fantasy. This replaces their pact sanctifying ability.
Skill Changes:
Moved Poison Lore to Medicine.
Get rid of Bureaucracy. Move some aspects to Socialize. Move the rest to Craft.
Add Subterfuge
Get rid of Larceny. Move some aspects to Subterfuge, some to Stealth, and maybe some to Socialize.
Theurgy is all the spirit based charms as well as socializing with spirits. This is now the focus of Twilights.
War covers managing armies.
Divide Martial Arts into Hard Style and Soft Style. Maybe replace Brawl with Hard Style or maybe keep seperate. All Martial Arts weapons go back into Melee (or other applicable). Have a smaller set of more common styles. Each style has a level that anyone can learn. They don't require essence or willpower. They are really just techniques. If a Dragon Blooded uses it then it will have an enhanced effect. If a Solar uses it it will have a spectacular effect. Many martial arts will have charms that require rolling other abilities instead. Some will have a Master Level that requires essence to get even the basic technique part.
Charm Changes: Dropped OX Body in favor of giving a free version to everyone. Solars get 5 boxes + their stamina + their Essence - 1.
Body Mending now under Endurance and is a permanent charm now called Obediant Body Technique.
Using most of the Sol Invictus Charms.
Disallowing Artifacts at character creation and making them rare. Replacing them with more Talismans and Foci. Foci let you put a charm that you have into an object or weapon and use it without counting as one of your charms used for the turn. They can hold moderate amounts of essence and are bonded to that person (ie they are useless to others). Not as powerful as many of the artifact weapons but still very useful. Plus they are made of Jade so a Solar can more easily pretend to be a DB.
Instead of allowing them to get their old weapons and armor they have to go on a series of quests to get the right materials and bring them to someone who can forge them for the PCs. Then they become powerful Foci.
Any artifacts they find are going to be rare and odd.
Any suggestions?