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Exalted Versus World of Darkness
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==Here's Your Shovel== Congratulations! The Exalted have returned... Except to a world where the badguys outnumber them at least five hundred to one, the Exalts have NO idea what they really are besides some vague dreams related to their past lives, they have no support structures to catch them in case things go pear-shaped, and there's not a lot of Essence around anymore to fuel their superpowers. And yet even ''then'', the Exalted might just be enough to prevent the incoming Apocalypses... At the same time. The fanbooks use a V20 baseline for the rules, with some aspects cherry-picked from specific rulebooks like '''V20 Dark Ages'''. Otherwise, they have a few Exalted-specific rules: * '''Castes and Aspects''': Exalted have Abilities that "belong" to their Caste/Aspect, and in rolls involving these 1s don't subtract successes. This is the same for Lunar Exalted and their Attributes. * '''Parrying''': An Exalted may parry ranged attacks up to including bullets. They cannot ''block'' these however, unless they have some way to make their skin steel. * '''Soak''': Exalted may roll Stamina (plus any Armor they're wearing) to soak bashing, lethal, and aggravated damage at difficulty 6. * '''Poison and Disease''': All rolls to resist, soak, or recover from poisons are reduced by 2. Non-supernatural diseases may weaken, but no longer kill, Exalted, and each successive difficulty roll to recover from a disease is reduced by 1. Otherwise incurable diseases are automatically purged from the Exalted's system after (8 minus Stamina) weeks. * '''Health and Healing''': Exalted heal much MUCH faster, seemingly like slow regeneration, and never heal badly. Exalted will never suffer crippling injuries from anything less than full amputation, even from affects like Vicissitude. * '''Supernatural Resilience''': Exalted are never considered merely human for purposes of any supernatural power that has less effect on supernatural targets. Anything that would normally kill a human outright for example, will just knock out an Exalt for a few hours. * '''Stunting''': An Exalted is never penalized for doing something in the flashiest yet dumbest way possible. Go wild! * '''Intimacy''': An Exalted will have something or someone that they feel strongly about, whether a loved one, a place, or an enemy that they really just want to sqash flat. If an Intimacy ceases to be relevant, they can change it at any time judged by the Storyteller (usually in between major turning points). An Exalt may make a Willpower roll vs difficulty 8 if they are forced to act against, abandon, or betray an Intimacy (like while under magical compulsion). Once a session, when an Exalt strongly affirms one of their Intimacies, they may regain a Willpower point on the spot. * '''Essence''': The spark of the divine in each of the Exalts, this is what is used for their superpowered feats. Each Exalt will have an Essence Rating (which measures how in-tune they are with their divine powers and how much they can use at a time), and Essence Pool (how much Essence they can store at a time). Essence renews itself at a set time of day depending on the type of Exalt, but there are also other ways of regaining Essence. * '''Charms''': The miracles that Essence fuels. Exalted need '''not''' purchase dots in these in an ascending order, unlike other supernaturals. * '''Anima Powers''': Each Exalted Caste and Aspect has a unique supernatural benefit that can only be used by that Caste or Aspect. Some of these require using Essence, while some of them are permanent. * '''Anima Banner''': An Exalt's spiritual mantle, normally not visible to the naked eye, but becomes like a blazingly bright Super-Saiyan esque battle aura once the spend 3 or more Essence in a single scene. This fades away a few minutes after the Exalt stops actively spending essence. * '''Caste Marks''': An Exalted are marked by symbols of their ancient and long-forgotten patrons. With a bit of concentration, this symbol blazes on their forehead in a very obvious and supernatrual manner. This also appears involuntarily when an Exalt's anima banner does, glowing even through whatever they're wearing on their head. * '''Ancient Sorcery''': Exalts of a sorcerous bent like Sidereals can cast the truly worldshaking spells of the Age of Legends... If only they can find a way to learn them of course. * '''Martial Arts''': The supernatural fighting styles used by the Exalted in the Age of Legends have long faded from memory, and many Dragon-blooded families have to make due with more recent, if equally deadly combat arts like the '''Qiao''' of the ''Shih'' Demonhunters. Any Terrestrial (or a Celestial with a willing Terrestrial master) may be trained to use the Qiao to defend themselves. Finally, a few more things that need to be considered when Exalts run into the other nasties that go bump in the night in the World of Darkness: * Exalts default to '''Willpower''' when forced to roll against a trait that the Exalt does not have. * When affected by spells or other effects that have lesser effects against, say, a fellow vampire or werewolf, Exalts are also least affected. * When faced with something that has an ''absolute'' effect that an Exalted has a power to counter, the Exalted's power wins. When the two Exalts throw "absolute" effects at each other, the most "defensive" one wins; otherwise it's whoever wins a contested Willpower roll. * If an effect depends on how ''powerful'' the target is, it effects the Exalted depending on how powerful they are as well. Rule of thumb is that Solars and Abyssals are much more powerful than Lunars and Sidereals, who are then more powerful than Terrestrials and Alchemicals. * Exalted can use magic items of Mages etc, but spend Essence instead. Exalted obviously are not subject to Paradox.
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