Difference between revisions of "Exalted Lite"

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== Introduction ==
 
== Introduction ==
Exalted Lite is an extensive rethinking of the Exalted system, from the ground up.  In a way, it has become a bit of a system-building exercise.  As it nears something of a final form, I find it harder and harder to go 'back' to the first or second edition rules.
+
[[Exalted Lite]] is an extensive rethinking of the Exalted system, from the ground up.  In a way, it has become a bit of a system-building exercise.  As it nears something of a final form, I find it harder and harder to go 'back' to the first or second edition rules. This will be take three on the project.  I've come up with another 'reduction' of the rules, generalized in the [[D2 System]]. - [[User:Xeriar|Xeriar]]
  
== Setting Changes ==
+
* [[/What is Exalted Lite|What is Exalted Lite]]? A more in-depth overview.
The Exalted Lite rules do make some changes, after a fashion, to the setting, though not in a way that should bother most people. They can be summarized in the following:
+
* [[/Setting Changes|Setting Changes]] - a list of changes Exalted Lite makes to the setting.
 +
* [http://exalted.xi.co.nz/wiki/wiki.pl?XerExaltedLite Link to the original project]
  
# To clarify, there are 25 hours in a day, 7 days a week (Sun's Day, Moon's Day, Mars' Day, Mercury's Day, Jupiter's Day, Venus' Day, Saturn's Day), four weeks a month, three months a season (Ascending, Risen, Descending), and five seasons a year (Air, Water, Earth, Wood, Fire), with the year ending with five days of Calibration.
+
== Core Rules ==
# Fire is the hottest season, culminating in the dangerous heights reached in Descending Fire. Then Calibration begins, bringing five days of moonless night. The heat quickly turns to cold, difficult to bear even in the deserts of the South, and then Ascending Air begins - the coldest month of the year.
+
[[/Core|Core Rules]] - As opposed to coreCovers more random topics.
# Demesnes are a lot more common. One per 50 square miles, or so, with an average level of 2. Geomancy can bring these -very- close together.
 
# There are only 200 Solar and 200 Lunar Shards.  This gets referred to rarely, but too many heroes gets irritatingOnly a quarter of the Solar Shards and half the Lunar Shards are 'untainted'.
 
# The Mountain Folk have only about a thousand Enlightened. This number grows slowly as the proper jade segments are found for a new Enlightened to be crafted, but that is the limit of them - lifting the Great Curse will not aid their numbers, though it will let them achieve Essence 6 and a few other benefits. They are divided into six closely allied nations, governing over a billion unEnlightened. Their are only two main Castes, Upper and Lower, but the Lower is greatly subdivided according to role.
 
# The Chimerae are their own Exalt type, corrupted by the Wyld the way Abyssals are corrupted by the Labyrinth.
 
# God-Blooded of any sort do not Exalt into Celestials, though some with distant blood might have minor, cosmetic mutations and still Exalt.
 
# Adamant is considered a magical material, and another one is added, called Dreamsilver.  True Soulsteel is separated from Banal soulsteel, and only the Celestial Exalted may use the Celestial Materials to their fullest extent.
 
# There are a few additional types of Jade, that lesser beings may make use of.  Yellow Jade (Orichalcum), Violet Jade (Starmetal), Clear Jade (Adamant), Ash Jade (Soulsteel, also called Banal Soulsteel), Grey Jade (Moonsilver), and Cyan Jade (Dreamsilver).  These all are considered Jade for nearly all purposes.
 
  
* There are additional branches of the Terrestrial Exalted, based on their primary Virtue, which also gives them a 'secondary' Element. This grants them some additional abilities as well as adding to their flavor:
+
* [[/Lexicon|Lexicon]] - A Glossary of sorts.
** Judges - Temperance
+
* [[/Lifespan|Lifespan]] - Lifespan rulesWritten on a whim so here they are.
** Ministers - Compassion
+
* [[/Stunting|Stunting]] - As in being cool, not growth.
** Hunters - Conviction
 
** Warriors - Valor
 
* And likewise with the Celestial Exalted, though there's no 'secondary element'It does, however, function much like a secondary Caste.
 
** Champions - Valor
 
** Hierophants - Compassion
 
** Justiciars - Temperance
 
** Slayers - Conviction
 
* The purpose of this change is to add an additional degree of variety to characters.  It works a bit better when there are truly only, at most, about four other people like you in Creation, instead of sixty.
 
  
Some of these setting changes are more drastic than others, but most can be ignored or tweaked
+
== Trait Rules ==
 +
'''Traits''' are those parameters that describe the numbers and qualities of a character.
 +
 
 +
* Primary Traits - Attributes, Virtues and Essence
 +
** [[/Attribute|Attribute Rules]] - The Twelve Attributes.  Awareness, Brawn, Creation, Expression, Harmony, Intellect, Melee, Natural, Prowess, Ranged, Subterfuge, and Will
 +
** [[/Virtue|Virtue Rules]] - The Four Virties.  [[/Conviction|Conviction]], [[/Sacrifice|Sacrifice]], [[/Temperance|Temperance]] and [[/Valor|Valor]]
 +
** [[/Essence|Essence]] - Is a single Trait all its own
 +
** [[/Stature|Stature]] - How big something is
 +
* Secondary Traits - Derived Traits like Health, Integrity, Resilience, and Resolve.
 +
** [[/Health|Health]] - Health and Damage rules.
 +
** [[/Foundations|Foundations]] - A character's causes, loyalties, beliefs, and so on.
 +
* Tertiary Traits - A set of largely optional, but helpful Traits.
 +
** [[/Knacks|Knacks]] - Knacks are a bit like specialties, but instead of granting bonuses, they negate a penalty in limited context.
 +
** [[/Specialties|Specialties]] - Specialties add dice to roll in specific contexts, or otherwise modify a specific Attribute for a single, specific purpose.
 +
** [[/Flaw|Flaws]] - Not so beneficial things that may be inflicted upon you.
 +
 
 +
* [[/Backgrounds|Backgrounds]] - Backgrounds are things that a character earns, through inheritance, force, or friendship.
 +
** [[/LeadershipBackgrounds|Leadership Backgrounds]] - People who follow you, and such
 +
** [[/PropertyBackgrounds|Property Backgrounds]] - Stuff you own
 +
** [[/SocialBackgrounds|Social Backgrounds]] - Friends!
 +
** [[/StartingBackgrounds|Starting Backgrounds]] - GM assigned
 +
** [[/SupernaturalBackgrounds|Supernatural Backgrounds]] - Wacky stuff
 +
 
 +
== [[/Character|Character Rules]] ==
 +
[[/Character|Character Rules]] - A brief overview of what is to follow.
 +
 
 +
* [[/Advancement|Advancement]] - Advancement rules - experience costs for things.
 +
 
 +
* [[/Creation|Character Creation]] - Should be self-explanatory
 +
** [[/Animal|Animals]] - One of the few things actually beneath Mortals on the food chain.
 +
** [[/Mortal|Mortals]] - Lambs, meet Slaughter
 +
** [[/DragonBlooded|Dragon Blooded]] - Not so noble, not so savage, and not so ancient.
 +
*** [[/DragonBloodedAbilities|Dragon Blooded Abilities]] - Abilities common to all Dragon-Blooded
 +
*** [[/DragonBloodedAspects|Dragon Blooded Aspects]] - Significantly altered powerz.
 +
*** [[/DragonBloodedCallings|Dragon Blooded Callings]] - Curate, Inquisitor, Judge, Warrior
 +
 
 +
** [[/Alchemicals|The Alchemicals]] - Metal-like shining things
 +
** [[/DragonKings|Dragon Kings]] - Noble savages from an ancient age.
 +
** [[/Elementals|Elementals]] - The shattered remnants of much greater things.
 +
** [[/Ghosts|Ghosts]] - What mortals get to be when they meet just about anything else in the setting.
 +
** [[/MountainFolk|Mountain Folk]] - Rules for the jadeborn.
 +
** [[/Raksha|Raksha]] - They come for your soul!
 +
 
 +
** [[/Akuma|Akuma]] - Those who sold their souls to the Yozis.
 +
** [[/Beastmen|Beastmen]] - When Lunars or others have a little too much fun.
 +
** [[/DemonBlooded|Demon Blooded]] - Children of demons.
 +
** [[/DragonTouched|Dragon Touched]] - DB parents tend to consider them failures, still, they've got a leg up on mortals.
 +
** [[/ElementalBlooded|Elemental Blooded]] - Air, Earth, Fire, Water or Wood, it was probably awkward.
 +
** [[/FairBlooded|Fair Blooded]] - Probably involved tentacles.
 +
** [[/GhostBlooded|Ghost Blooded]] - Taking necrophillia a step too far.
 +
** [[/GodBlooded|God Blooded]] - The gods are stepping seriously out of line.
 +
** [[/HalfCaste|Half Caste]] - When the Celestial Exalted try to have normal kids.
 +
** [[/MetalTouched|MetalTouched]] - When Alchemicals have kids.  The very idea just sounds painful
 +
** [[/RockBlooded|Rock Blooded]] - Mother was made of jade?
 +
 
 +
=== [[/Celestial|Celestials]] ===
 +
[[/Celestial|Rules for Celestial Characters]]
 +
 
 +
Awareness, Creation, Expression, Harmony, Intellect, Might, Natural, Prowess, Subterfuge, and Warfare
 +
 
 +
* [[/Calling|Calling]] - Those paths the Celestials have forged for them.
 +
** [[/Archon|Archon]] - The grand executioners of Creation, masters of Awareness
 +
** [[/Champion|Champion]] - Those who fight for Creation, masters of Warfare
 +
** [[/Exemplar|Exemplar]] - Those who Serve and guide Creation, mistresses of Expression
 +
** [[/Justiciar|Justiciar]] - High judges of the Exalted, unweavers of Subterfuge
 +
 
 +
* [[/Abyssal|Abyssal]] - Dark reflections of the Solar Exalted.
 +
* [[/Astral|Astral]] - Astral Exalted are Sidereals who have been twisted to the goals of the Yozis.
 +
* [[/Bestial|Bestial]] - Bestial Exalted were once Lunars, now corrupted to serve the Yozis.
 +
* [[/Chimera|Chimera]] - Wyld-twisted remnants of the Lunar Exalted.
 +
* [[/Elysian|Elysian]] - Strange counterparts of the Empyreals from the Wyld above.
 +
* [[/Empyreal|Empyreal]] - Once destroyed during the Primordial War, perhaps it takes more to slay the Incarnae than the Primordials thought.
 +
* [[/Infernal|Infernal]] - Infernal Exalted are twisted Solars who now serve the Yozis.
 +
* [[/Lunar|Lunar]] - The servants of Luna, warrior-spies of the Exalted, Natural masters.
 +
* [[/Sidereal|Sidereal]] - Chosen of the Maidens, masters of fate and Intellect.
 +
* [[/Solar|Solar]] - Chosen of the Unconquered Sun, lords of Creation, masters of Harmony.
 +
 
 +
== [[/Attribute|Attribute Rules]] ==
 +
[[/Attribute|Attribute Rules]] - Basic rules regarding the attributes.
 +
 
 +
* [[/Awareness|Awareness]] - Rules for noticing things, general perception.
 +
* [[/Brawn|Brawn]] - Brawn rules.  Lifting, resisting, strength and stamina.
 +
* [[/Creation|Creation]] - General Craft and building rules
 +
** [[/Artificing|Artificing]] - Rules for Artifact Construction.
 +
*** [[/ArtifactArmors|ArtifactArmors]] - Example Artifact Armors.
 +
*** [[/ArtifactWeapons|ArtifactWeapons]] - Example Artifact Weapons.
 +
** [[/Alchemy|Alchemy]] - Alchemy rules.
 +
** [[/Enchanting|Enchanting]] - Enchanting rules.
 +
** [[/Geomancy|Geomancy]] - Geomancy rules.
 +
*** [[/Mansing|Mansing]] - Manse construction rules.
 +
** [[/Armor|Armor]] - Armor rules and construction.
 +
*** [[/ArmorExamples|Armor Examples]] - Example Armors.
 +
** [[/Weapon|Weapon]] - Weapon rules and construction.
 +
*** [[/WeaponExamples|Weapon Examples]] - Example Weapons.
 +
* [[/Expression|Expression]] - Expression rules.
 +
* [[/Harmony|Harmony]] - Rules for cooperation, teamwork, strategy, etc. 
 +
* [[/Intellect|Intellect]] - Intellect rules.  Lore, Linguistics, and so on.
 +
** [[/Astrology|Astrology]] - Mortal Astrology rules.
 +
** [[/Banishing|Banishing]] - Making bad things go away
 +
** [[/Languages|Languages]] - Languages and rules.
 +
** [[/Summoning|Summoning]] - Getting bad things to come to you
 +
** [[/Warding|Warding]] - Keeping bad things away
 +
** [[/Weather|Weather]] - Weather prediction and manipulation rules.
 +
* [[/Melee|Melee]] - Close combat and other fightsy stuff.
 +
* [[/Prowess|Prowess]] - Prowess rules.  Running, jumping, leaping, falling, enduring.
 +
* [[/Ranged|Ranged]] - Ranged combat and killing with distance.
 +
* [[/Subterfuge|Subterfuge]] - Sneaky stuff.
 +
* [[/Will|Will]] Integrity and Willpower stuffs
 +
 
 +
== [[/Charm|Charm Rules]] ==
 +
[[/Charm|Charm Rules]] - Basic Charm breakdowns and rules
 +
 
 +
* [[/Anchar|Anchar]] - Anchars are the Charms of the Raksha
 +
* [[/Animus|Animus]] - Animii are the Charms of Gods and Demons
 +
* [[/Arcanos|Arcanos]] - Arcanoi are the Charms of Ghosts
 +
* [[/Art|Art]] - The Martial Arts, the Sorcerous Arts, the Necromantic Arts, the Weaving Arts, etc.
 +
** [[/CircleLessArts|Circleless Arts]] - The Beginner's Arts.  These Charms are simple in their function, requiring two Attribute prerequisites.  Thaumaturgy, etc. falls here.
 +
** [[/FirstCircleArts|First Circle Arts]] - Terrestrial Martial Arts, Emerald Sorcery, Man-Machine Weaving, Shadowlands Necromancy.  Requires three attribute prerequisites and Essence 3.
 +
** [[/SecondCircleArts|Second Circle Arts]] - Celestial Martial Arts, Sapphire Sorcery, God-Machine Weaving, Labyrinth Necromancy.  Requires four to six attribute prerequisites and Essence 5.
 +
** [[/ThirdCircleArts|Third Circle Arts]] - Sidereal Martial Arts, Adamant Sorcery, Void Necromancy.  Requires seven to nine attribute prerequisites and Essence 7.
 +
* [[/Doom|Doom]] - Dooms are special, semi-generic Charms unique to the Celestial Exalted (Abyssals, Chimerae, Lunars, Sidereals, and Solars)
 +
* [[/Excellency|Excellency]] - Excellencies are the counterpart to dooms, unique to the Celestial Exalted.
 +
* [[/Flaw|Flaw]] - For these purposes, Flaws are a kind of reverse Merit.
 +
* [[/Implant|Implant]] - Implants are the Charms of the Alchemical Exalted.
 +
* [[/Merit|Merit]] - Merits are Charms anyone, including mortals, may gain.
 +
* [[/Mutations|Mutations]] - A subset of Merits and Flaws, kinda.
 +
* [[/Path|Path]] - Paths are the Charms of Dragon Blooded, Dragon Kings, and Elementals
 +
* [[/Rune|Rune]] - Runes are the Charms of the Mountain Folk
 +
* [[/Talent|Talent]] - Talents are a term for Universal Charms, common to most Essence Wielders.
 +
** [[/CelestialTalent|Celestial Talents]] - Talents known only to the Abyssals, Chimerae, Lunars, Sidereals and Solars
 +
** [[/ElementalTalent|Elemental Talents]] - Talents known only to the Elementals, Dragon-Blooded, and sometimes Dragon Kings.
 +
** [[/UniversalTalent|Universal Talents]] - Talents common to all natural Essence Wielders.

Latest revision as of 13:09, 28 July 2006

Introduction

Exalted Lite is an extensive rethinking of the Exalted system, from the ground up. In a way, it has become a bit of a system-building exercise. As it nears something of a final form, I find it harder and harder to go 'back' to the first or second edition rules. This will be take three on the project. I've come up with another 'reduction' of the rules, generalized in the D2 System. - Xeriar

Core Rules

Core Rules - As opposed to core. Covers more random topics.

  • Lexicon - A Glossary of sorts.
  • Lifespan - Lifespan rules. Written on a whim so here they are.
  • Stunting - As in being cool, not growth.

Trait Rules

Traits are those parameters that describe the numbers and qualities of a character.

  • Primary Traits - Attributes, Virtues and Essence
  • Secondary Traits - Derived Traits like Health, Integrity, Resilience, and Resolve.
    • Health - Health and Damage rules.
    • Foundations - A character's causes, loyalties, beliefs, and so on.
  • Tertiary Traits - A set of largely optional, but helpful Traits.
    • Knacks - Knacks are a bit like specialties, but instead of granting bonuses, they negate a penalty in limited context.
    • Specialties - Specialties add dice to roll in specific contexts, or otherwise modify a specific Attribute for a single, specific purpose.
    • Flaws - Not so beneficial things that may be inflicted upon you.

Character Rules

Character Rules - A brief overview of what is to follow.

  • Advancement - Advancement rules - experience costs for things.
    • The Alchemicals - Metal-like shining things
    • Dragon Kings - Noble savages from an ancient age.
    • Elementals - The shattered remnants of much greater things.
    • Ghosts - What mortals get to be when they meet just about anything else in the setting.
    • Mountain Folk - Rules for the jadeborn.
    • Raksha - They come for your soul!
    • Akuma - Those who sold their souls to the Yozis.
    • Beastmen - When Lunars or others have a little too much fun.
    • Demon Blooded - Children of demons.
    • Dragon Touched - DB parents tend to consider them failures, still, they've got a leg up on mortals.
    • Elemental Blooded - Air, Earth, Fire, Water or Wood, it was probably awkward.
    • Fair Blooded - Probably involved tentacles.
    • Ghost Blooded - Taking necrophillia a step too far.
    • God Blooded - The gods are stepping seriously out of line.
    • Half Caste - When the Celestial Exalted try to have normal kids.
    • MetalTouched - When Alchemicals have kids. The very idea just sounds painful
    • Rock Blooded - Mother was made of jade?

Celestials

Rules for Celestial Characters

Awareness, Creation, Expression, Harmony, Intellect, Might, Natural, Prowess, Subterfuge, and Warfare

  • Calling - Those paths the Celestials have forged for them.
    • Archon - The grand executioners of Creation, masters of Awareness
    • Champion - Those who fight for Creation, masters of Warfare
    • Exemplar - Those who Serve and guide Creation, mistresses of Expression
    • Justiciar - High judges of the Exalted, unweavers of Subterfuge
  • Abyssal - Dark reflections of the Solar Exalted.
  • Astral - Astral Exalted are Sidereals who have been twisted to the goals of the Yozis.
  • Bestial - Bestial Exalted were once Lunars, now corrupted to serve the Yozis.
  • Chimera - Wyld-twisted remnants of the Lunar Exalted.
  • Elysian - Strange counterparts of the Empyreals from the Wyld above.
  • Empyreal - Once destroyed during the Primordial War, perhaps it takes more to slay the Incarnae than the Primordials thought.
  • Infernal - Infernal Exalted are twisted Solars who now serve the Yozis.
  • Lunar - The servants of Luna, warrior-spies of the Exalted, Natural masters.
  • Sidereal - Chosen of the Maidens, masters of fate and Intellect.
  • Solar - Chosen of the Unconquered Sun, lords of Creation, masters of Harmony.

Attribute Rules

Attribute Rules - Basic rules regarding the attributes.

Charm Rules

Charm Rules - Basic Charm breakdowns and rules

  • Anchar - Anchars are the Charms of the Raksha
  • Animus - Animii are the Charms of Gods and Demons
  • Arcanos - Arcanoi are the Charms of Ghosts
  • Art - The Martial Arts, the Sorcerous Arts, the Necromantic Arts, the Weaving Arts, etc.
    • Circleless Arts - The Beginner's Arts. These Charms are simple in their function, requiring two Attribute prerequisites. Thaumaturgy, etc. falls here.
    • First Circle Arts - Terrestrial Martial Arts, Emerald Sorcery, Man-Machine Weaving, Shadowlands Necromancy. Requires three attribute prerequisites and Essence 3.
    • Second Circle Arts - Celestial Martial Arts, Sapphire Sorcery, God-Machine Weaving, Labyrinth Necromancy. Requires four to six attribute prerequisites and Essence 5.
    • Third Circle Arts - Sidereal Martial Arts, Adamant Sorcery, Void Necromancy. Requires seven to nine attribute prerequisites and Essence 7.
  • Doom - Dooms are special, semi-generic Charms unique to the Celestial Exalted (Abyssals, Chimerae, Lunars, Sidereals, and Solars)
  • Excellency - Excellencies are the counterpart to dooms, unique to the Celestial Exalted.
  • Flaw - For these purposes, Flaws are a kind of reverse Merit.
  • Implant - Implants are the Charms of the Alchemical Exalted.
  • Merit - Merits are Charms anyone, including mortals, may gain.
  • Mutations - A subset of Merits and Flaws, kinda.
  • Path - Paths are the Charms of Dragon Blooded, Dragon Kings, and Elementals
  • Rune - Runes are the Charms of the Mountain Folk
  • Talent - Talents are a term for Universal Charms, common to most Essence Wielders.
    • Celestial Talents - Talents known only to the Abyssals, Chimerae, Lunars, Sidereals and Solars
    • Elemental Talents - Talents known only to the Elementals, Dragon-Blooded, and sometimes Dragon Kings.
    • Universal Talents - Talents common to all natural Essence Wielders.