Difference between revisions of "StarJaunter/ExaltedRewrite"
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<br> | <br> | ||
+ | == System Terms == | ||
+ | |||
+ | '''Action:''' An action is what the character hopes to achieve in a turn through their efforts and dice<Br> | ||
+ | rolls. A multiple action would be attempting two thing in one turn, if multiple sets are achieved.<Br> | ||
+ | '''Charm:''' A generic name for any effect for which Excellency Dice can be paid to provide.<br> | ||
+ | '''Excellency Dice (or ExD):''' Exalted of EEE achieve power by super-charging an ability or stat, turning<br> | ||
+ | the dot the would provide a normal die into one that provides an Excellency Die, which provide many effects.<br> | ||
+ | '''Height:''' Describes the number showing on the die, a larger number is said to be higher.<br> | ||
+ | '''Reflexive:''' A reflexive charm is one that can be chosen and paid for at any time, usually right after<br> | ||
+ | the roll.<br> | ||
+ | '''Set:''' A set is multiple dice that show the same number and provides and describes a success in ORE.<Br> | ||
+ | '''Simple:''' A Simple charm is one that requires its own action and roll to have its effect.<br> | ||
+ | '''Supplemental:''' A supplemental charm is one that requires its ExD to be spent right before the action<br> | ||
+ | it is effecting.<br> | ||
+ | '''Width:''' Describes the amount of dice that show the same number in a set.<br> | ||
== Mechanics == | == Mechanics == | ||
− | that | + | Uses ORE rules found in reign, combat is based on Fluid Combat rules in the supplements, because<br> |
+ | Excellency Dice can be used to by combat bonuses like spending damage.<br> | ||
+ | |||
+ | |||
+ | Below are the most basic potential uses of Excellency dice, available for even the cost of one die.<br> | ||
+ | |||
+ | Before the Roll is made:<br> | ||
+ | Use to add two normal dice to the roll per Excellency Die | ||
+ | An Excellency Die may be set to any number 1-4 | ||
+ | |||
+ | After the Roll is made:<br> | ||
+ | May be set to equal to the highest number rolled with normal dice | ||
+ | May increase the height of an existent set by 4 | ||
+ | May allow the normal dice of the roll to be re-rolled | ||
+ | May be used to increase the width of any set but only for purposes of timing | ||
+ | May be used to increase the width of any set but only for purposes of damage/effect | ||
+ | May be used to increase the width of any set but only for purposed of resisting a spoiled set | ||
+ | May be used to buy 2 damage worth of effects from Fluid Combat | ||
+ | |||
+ | |||
+ | More powerful effects are available by spending more dice on them. Effects that can be added after <Br> | ||
+ | the normal dice are roll are called Reflexive Effects. Effects that must be paid for before normal dice are<br> | ||
+ | rolled are considered Supplemental Effects. An effect that must be paid for and requires its own set on a <br> | ||
+ | roll are considered Simple Effects. |
Revision as of 03:26, 14 December 2009
Exalted: Exquisite Edition
Exalted: Exquisite Edition, or EEE, is an attempt to create a complete unified rules that
meet what I want in my Exalted game and pull together various attempts I and many other, better
writers have done before. Heavy draws for influence come from One Roll Exalted by Democritus
and A Fallen Age by Bazzalisk. I have received no permission from either of them to use their ideas
let alone Exalted or the ORE system. So this isn't really meant to be read but to be for my personal
use only, so if you found it CONGRATULATIONS!, please stop to tell me what you think.
Setting
A word on setting, while the normal Exalted setting would work fine with any such Exalted rules,
I find myself drawn to tweak the setting when I am so vastly changing the rules. The new setting
is basically adapted the Earthdawn Setting to match Exalted.
One Thousand Years ago, during what is now called the First Age, or even High First Age, Exalted,
Heroes Chosen by the gods of the Sun, Moon, and Stars, ruled powerful city-states in a time of
high essence. A prophecy arose that in 500 years the height of Essence would be reached and it would
release a horde of evil, tainted beings, which would forever more be known generally as Horrors.
The Chosen despaired, for while they may be able to best individual Horrors, the rare Exalted would
be overrun by the Multitude of monsters that were coming. In order to save their peoples the Chosen
agreed to lock them with magically protected Kaers and Fortress Cities. However capable the Exalts
were though building and enchanted enough Kaers to protect their entire civilization in time would
be outside their reach. As the Exalts struggled for a solution, and they might have even found it,
they were chosen after all, a group of the hated Dragonblood race came before them. Dragonbloods were
a non-human, magical race. They lacked the power of the Chosen, but had some power and could breed
true. They were hated due to practiced of slavery and experiments on those they considered lesser,
normal humans. The Exalted had kept their numbers trimmed back to appease their populace. Now the
Dragonblooded proposed a solution. Let us breed an increase our numbers, with a few centuries of
population growth their would be hundreds of thousands of Essence Wielders, compared to the less than
a thousand Exalted there were. The Exalted accepted and over the next few centuries the Dragonblooded
grew into a vast Slave Empire. Always they slavery was well justified as helping to build a Kaer or to
free a Dragonblood for important enchanting work, but slavery it was. Just as the monstrosity they had
allowed reached its height and the Exalted would be forced to act, the time limit was reached, all had
to enter their Kaers and Fortress Cities for 1000 years.
400 years later, and 100 years ago the first of the Kaers risked opening there doors early, or at least
those are the earliest that are still around now. This far past the peak, Horrors still walk the land,
but they are few enough that the Exalted heroes can challenge them in hope of Victory. The world has
scarred by the time spend with Horrors but the Races of man learn to accept that as part of the challenge
of harvesting those resources and rebuilding their world. A new threat has emerged from the emerging
Dragonblooded. They have spent their time in captivity breading up a Army of Dragonblooded who will
sweep the land conquer the world before the Chosen can adequately respond. Already new generations of
Soldier far exceeding the numbers that survived in the Kaers are being raised. When they are mature no
force on the world will be able to stop them.
System Terms
Action: An action is what the character hopes to achieve in a turn through their efforts and dice
rolls. A multiple action would be attempting two thing in one turn, if multiple sets are achieved.
Charm: A generic name for any effect for which Excellency Dice can be paid to provide.
Excellency Dice (or ExD): Exalted of EEE achieve power by super-charging an ability or stat, turning
the dot the would provide a normal die into one that provides an Excellency Die, which provide many effects.
Height: Describes the number showing on the die, a larger number is said to be higher.
Reflexive: A reflexive charm is one that can be chosen and paid for at any time, usually right after
the roll.
Set: A set is multiple dice that show the same number and provides and describes a success in ORE.
Simple: A Simple charm is one that requires its own action and roll to have its effect.
Supplemental: A supplemental charm is one that requires its ExD to be spent right before the action
it is effecting.
Width: Describes the amount of dice that show the same number in a set.
Mechanics
Uses ORE rules found in reign, combat is based on Fluid Combat rules in the supplements, because
Excellency Dice can be used to by combat bonuses like spending damage.
Below are the most basic potential uses of Excellency dice, available for even the cost of one die.
Before the Roll is made:
Use to add two normal dice to the roll per Excellency Die An Excellency Die may be set to any number 1-4
After the Roll is made:
May be set to equal to the highest number rolled with normal dice May increase the height of an existent set by 4 May allow the normal dice of the roll to be re-rolled May be used to increase the width of any set but only for purposes of timing May be used to increase the width of any set but only for purposes of damage/effect May be used to increase the width of any set but only for purposed of resisting a spoiled set May be used to buy 2 damage worth of effects from Fluid Combat
More powerful effects are available by spending more dice on them. Effects that can be added after
the normal dice are roll are called Reflexive Effects. Effects that must be paid for before normal dice are
rolled are considered Supplemental Effects. An effect that must be paid for and requires its own set on a
roll are considered Simple Effects.