Exalted Modify

Bone2pick

Minority of One
I plan to use dice to support my Native American roleplay, and as of now I intend to modify the 2nd edition Exalted system. I'll use this thread to nail down character creation, combat, and other major actions that will most likely take place during the course of the game. Nothing is set in stone as of yet; feel free to chime in with any ideas


Roleplay Concept: World Building - Native American Fantasy | RpNation.com - Best Roleplay Forum







Attributes (1-5)


Strength


Dexterity


Stamina


Charisma


Integrity


Appearance


Perception


Intelligence


Wits


Abilities (1-5)


General


Athletics // Command // Dodge


Hunter


Stealth // Awareness // Ranged Combat



Medicine Man


Medicine // Survival // Craft






Shaman


Magic // Willpower // Familiar


Storyteller


Lore // Performance // Socialize


Warrior


Brawling // Melee // Resistance


Spirit:





Sample Rolls


Attack = dexterity + melee


Gather Information = charisma + socialize


Initiative = wits + awareness
 
Spirit


Spirit measures your character's connection to the mystical energies that permeate the world. Non magically active natives have a Spirit rating of only one, while path walking (and other magically active natives) have a Spirit rating of at least two.


Spirit Pool


Natives measure Spirit in units called motes. A character's Spirit pool represents how many motes of Spirit she can channel towards magic. To calculate your Spirit pool, multiply your characters Spirit trait by seven and then add the sum of your path abilities. Spirit Two Hunter Example: (2 x 7 + awareness + stealth + ranged combat)


Gifts


Gifts are a technique for channeling Spirit through the body or mind to enhance a native's ability to superhuman levels. Gifts allow the native to survive the hardest conditions, absorb mortal injuries, and react with impossible speed. Any native that has access to gifts is considered a treasure to her tribe.


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Path Excellency


Cost: 6m


Mins: Spirit 2


Type: Simple


Duration: Scene


Those that walk the path are renown for their competency and mastery. This gift adds one success to any ability roll of their chosen path.


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Rising Smoke


Cost: 2m


Mins: Spirit 2


Type: Reflexive


Duration: Instant


As anyone can see, it is the nature of smoke to rise. Likewise, when a Hunter activates this Gift she can easily run up a wall or tree as long as she established two strides on the ground to build momentum. The Hunter cannot run upside down, and she dare not stop, lest she fall. The Hunter can run across water as easily as land, however, and she can even run across dangerous liquids such as lava or acid without sinking, although the soles of her feet will undoubtedly suffer injury.


In addition the Hunter can activate this gift to instantly rises from a prone position or add two dots to her Athletics rating for the purposes of calculating jumping distance.


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WIND-CARRIED WORDS


Cost: 1m per message, plus distance


Mins: Spirit 2


Type: Simple


Duration: Instant


The wind carries many things, and for Storytellers who walk the path, sound is one of them. With this Gift, a Storyteller can whisper his words aloud and know that the winds will convey them to his intended listener, wherever that listener is. For a base cost of one mote, the character can transmit one message to the ear of any single person within range. The words actually do not need to be spoken, but the Storyteller must at least mouth them. The base range of the Gift is equal to (the speaker’s Spirit x 100) feet. Also, each additional mote spent increases the range by a factor of 10. Therefore, a character with a Spirit of 3 can transmit a message 300 feet for one mote, 3,000 feet for two motes or 30,000 feet for three motes. This total quantity of motes must be expended for each individual message, which can be no more than 25 words in length.


The sending character need not know the exact location of the intended recipient, but she must know her approximate location, which is defined as “within (sender’s Spirit x 5) miles.” The targeted location can, however, be some place that the sender has never even been.


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Wound-Mending Touch


Cost: 4m


Mins: Spirit 2


Type: Supplemental


Duration: Until the day ends


Medicine Men who walk the path can quickly heal even the most terrible wounds. This Gift supplements a dramatic action to treat an injured patient. This action requires one hour of commitment from the Medicine Man. This Gift allows the target to recover health levels equal the Medicine Man's Spirit rating, if the target spends the remainder of the day resting. No patient can benefit from this Gift more than once per day.


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Nanook's Counter


Cost: 3m


Mins: Spirit 2


Type: Reflexive


Duration: Instant


Those who attack the warriors who walk the path invite their own deaths. The warrior invokes this Gift after using her Parry DV against an attack. This Gift gives the warrior a counter attack, which is resolved after the resolution of the initial attack.


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Ghost-Fire Blade


Cost: 2m


Mins: Spirit 2


Type: Simple


Duration: Scene


A shaman who masters this Gift is never truly unarmed. She can fashion any melee weapon out of thin air by harnesses the magic around her. The weapon has the traits of a normal weapon of its type, as well as +2 dice to any attack versus a opponent with a Spirit rating of 2 or more. The conjured weapon lasts for the entire battle or for one scene, whichever ends first. At the conclusion of the Gift's duration, the weapon dissipates harmlessly into a puff of smoke.
 
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Oh god, EX2? But it's so broken!


EX3'd do the job with less effort on your part. You'd practically have to rewrite EX2 to make it work. Unless you're cutting out huge chunks, I suppose. I can see the reason for the choice thematically, mind you.


Hrm. I thought of some other functional systems for the purpose, and promptly forgot them again. EX2 is practically an object lesson in what not to do, though.


Oh! L5R 4th ed is meant for fantastical feudal Japanese/Chinese fusion, but mechanically it might work for your Paths.


Unhallowed Metropolis might work, but that'd take more work just to get it from 'futuristic Victorian zombie apocalypse' to what you're doing here.


Surprised you're using dice at all, all things considered.
 
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Grey said:
Surprised you're using dice at all, all things considered.
I'm hoping that attributes & ability values, along with clearly explained magical actions, will help get players on the same page. So while I still view dice as "passengers must keep their arms and legs inside the vehicle at all times," for a roleplay this unique, that might be for the best.


I'll be cutting out 90% of EX2. My former tabletop group's longest running EX2 game featured all heroic mortals. Our characters got "enlighten" along the way and gained tiny essence pools. At that level, the system wasn't broken; that's what I'm hoping to recreate.


But to be frank, I'm not the type to go out and learn a new system. I'm familiar with a handful of dice RPs, and I needed to pick one from that group. Here's hoping I can pull off this EX2 strip and rebuild.
 
Well thing is while axing out most of 2e might remove a chunk of the most identifiable problems it's still a garbage designed game and it still has shared problem of other WW games in that it's built on a rotting foundation that is the proprietary ruleset.


So while you might get lucky and not have any issues there's a decent chance that somewhere further in the game you might get something that doesn't mix well and produces an unnecessary headache.


But since you have no intention of learning something else the best I can is say good luck and be vigilante.
 
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Quarry Revelation


Cost: 2m


Mins: Spirit 2


Type: Simple


Duration: One day


Those who walk the path of Akna are master woodsmen and trackers. With this Gift, a Hunter can track any quarry whose trail is less than a week old, regardless of terrain or weather conditions. Animal tracks and spoor literally glow to the Hunter's eyes, while broken twigs and other signs of a human’s passage are equally as obvious. The tracker’s player needs only a single success on a (Perception + Stealth) roll for the tracker to successfully track any quarry not protected by supernatural stealth or evasion. Supernatural effects that hide a quarry’s tracks are canceled by this Gift, allowing the Hunter to find his prey with a follow-up normal roll.


If contested by another Gift, standard roll-off rules determine which wins.


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Ear of Honor


Cost: 3m


Mins: Spirit 2


Type: Reflexive


Duration: Scene


Storytellers are guardians of truth. This Gift allows the character to recognize all deliberate lies presented to her. The Storyteller can also recognize the deliberate use of half truths, though doing so does not tell her which part of the statement is true. This Gift is not automatic when used against spirits, but it does add the Spirit rating of the character to a perception + socialize roll to detect any lie.


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Disease Banishment


Cost: 2m


Mins: Spirit 2


Type: Simple


Duration: Instant


This Gift elevates the Medicine Woman to the status of healers of legend. With this, the character can cure any non-magical disease with a touch. This purge is quite violent, and the patient is likely to convulse and expel the sickness, in the form of a repulsive ichor from his mouth, nose and elsewhere as soon as the Gift takes effect. If this occurs during combat, the patient is automatically rendered inactive for five actions. The Medicine Woman can cure a magical disease only if her Spirit rating equals or exceeds the Magical Treatment Difficulty for the illness.


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Sense Riding


Cost: 2m


Mins: Spirit 2


Type: Simple


Duration: Until Disrupted


Using this Gift, a Shaman can ride the senses of her familiar. The target must be within a number of miles equal to the Spirit rating of the character when the Gift is activated. Thereafter, the Shaman can see, hear, touch, smell and even taste whatever the subject experiences, provided that the familiar remains within range. A limited form of telepathy between the character and her familiar is also established.


The Shaman must maintain concentration for the duration of the link, and anything more than riding on a slow-moving horse or walking along an easy trail can cause her to miss important details. Any actions more complicated than that are completely impossible. Furthermore, the Shaman is at a -3 penalty to remain aware of events happening around her own person. The character cannot use any Gifts “through” the familiar.


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Skin of Stone


Cost: 1m per 2 soak


Mins: Spirit 2


Type: Simple


Duration: One scene


This Gift permits a warrior to give her skin the toughness of unyielding stone itself while losing none of her normal flexibility. Each mote spent increases the character's soak by two. The bonus to soak cannot exceed the warrior's Spirit rating. This Gift is compatible with armor.


Soak from this Gift is natural, and applies normally against damage from magical sources.
 

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