TriStatConversion
- This is a work in progress. It has a while to go. Keep this in mind when commenting.
Exalted contains lots and lots of rules. In addition to the large and growing list of individual charm rules, even more standard rules, like combat, require a good deal of die rolling an multiple steps. In some ways, this is part of the game's appeal, particularly for rules tacticians and those who take joy in hunting down that perfect combo. In other ways though, it becomes all to easy for Exalted players and Storytellers to make the game all about manipulating the mechanics rather than telling a good story to each other. And Exalted's story and setting is first rate, one of the best RPG worlds created in a long time.
So, in an effort to return the focus to this great story, this page offers a conversion of a much lighter rules set for telling Exalted stories. It demonstrates a way to convert the ideas in Exalted into a free (but not open) universal rules system developed by Guardians of Order, but now also owned by White Wolf: Tri-Stat dX. This system has a few pros and cons (the reader can decide which is pro and which is con):
- Effect based: Standard Exalted is a "cause-based" system: you have some charm that fits within a category like "dodge" or "snake style", and the charm creates some rationale for a mechanical effect, say, adding points to DV. There are many other charms that also add points to DV, but they rationalize the effect with a different cause, connected to a different category. All of these charms have very similar effects (identical, in some cases), but are differentiated by cause (e.g. you can use this charm because you are a solar, but this entirely different charm that does almost the same thing is used for dragon-blooded). Tri-Stat dX, in contrast, is an "effect-based" system. It provides a simple rule for doing something (such as improving defense), provides a few ways of tweaking that rule, and then leaves it to the GM and player to come up with the explanation of how the effect looks and is generated. Sword strikes, gunshots, psionic blasts, magic fireballs, and death rays are all mechanically similar things in Tri-Stat: things that deal damage. Only the flavor injected into them by the player and the GM give them real character and make them interesting to the story.
- Rules light: As a result, nearly any ability in any kind of game you can name can be replicated using combinations of a few simple effects explained in about 40 pages.
- Story Focused: In play, and even at character generation, the system works more like using a few loose abilities to stunt, imposing a narrative burden on the players in some sense, but also keeping the focus on what is happening and why rather than how it works.
- Complex: Even though the system uses a small number of rules, it is not simplistic. It holds quite a bit of "expressive power" when needed. It also can be more complicated that Exalted in some ways. Character generation, in particular, crunches more numbers than Exalted does.
- Simple: While all the number crunching is complex, it is an "up front" complication. At runtime, all those choices have been made, so the rules feel simple when you actually play.
- Flexible: Various effects can be mixed together to fine tune effects to just about any degree of nuance desired. While a broad spectrum of effects are explained, they can be adapted to fit a huge variety of concepts. In cases where something doesn't quite match, there is also the provision for adding unique effects. Generally speaking, characters will be much less restrained in their choices than in standard Exalted.
- Maturity Required: Being such a wide-open system, it is fairly easy min-max obscene characters. The rules don't contain any hand-holding balancing mechanism: they consider this the job of both the GM and the players. GMs need to be more involved in the character generation process, but without mature players than can build balanced, cool character concepts over one-dimensional dice machines, the point is largely wasted.
- Fast(er): Games in this system should run much faster and more theatrically than standard Exalted, though character creation probably takes longer.
Contents
- 1 Choices
- 2 Mapping Exalted Concepts
- 3 Exalted dX Attributes
- 4 Exalted
- 5 Fair Folk
- 6 Dragon King
- 7 Ghosts
- 8 Spirits
- 9 Mortals
- 10 Manses
- 11 Concerns
- 12 Comments
Choices
A number of "optional" rules are scattered through the Tri-Stat dX book, as well has a number of cases where you must choose from various options. While all rules are, of course, optional, this conversion is built with certain choices in mind, as well as a few extensions to the basic Tri-Stat system.
Attribute Limits
The only major rules addition to the basic system is the inclusion of attribute limits. Tri-Stat dX calls the various effects/powers you can buy your character "attributes". Being a universal system, Tri-Stat assumes that the GM will allow those attributes appropriate to his game and disallow those that are not. Exalted dX handles this a bit differently. In order to capture the differences between the various types of characters, each type has their own list of attribute limits (i.e. attributes they cannot buy or can only buy in small quantities). This is different from the concepts of "reductions" or "restrictions" of attributes already in the game, which modify the attributes you purchase, instead limiting the purchase itself. Solars and Dragon-blooded, for example, cannot usually buy the Extra Arms attribute, but Lunars and Alchemicals can. More detail on this rules addition can be seen below in the Attributes section.
These limits add an additional complexity to the game, but one that is both necessary and useful. One of their more important uses, for example, is that it allows sorcery to be implemented in a way that matches the flavor of Exalted, essentially allowing the character to ignore these restrictions. (See "Sorcery & Necromancy", below).
Dice Size
All Tri-Stat dX games make use of a two dX, where X is a number chosen to match the type of game you want. Exalted dX sets X to be 10, so uses ten-sided dice. Since Exalted players are guaranteed to have scads of d10s available, this is an obvious choice, but it also follows the suggested die size for a "superhuman" power level (dX.7). Since all rolls in Exalted dX make use of the sum of two d10s, die results follow a bell curve centered on the most common result of 11. Rolls of 2 always succeed, while rolls of 20 always fail.
Exalted dX follows the guidelines for maximum stat values (dX.9), using 12 for the "talent threshold" and the mortal maximum stat value. Since the mortal maximum for attributes in Exalted is four dots (ex2e.101), this means that every point in a Stat is roughly equivalent to a single "dot" spent in one of the three families of Exalted attributes. For example, a Body stat of 9 in Exalted dX would be about the same level of physical achievement as having nine dots spread around the standard Exalted physical attributes of Strength, Stamina and Dexterity.
Once past the mortal maximums, the progression changes slightly. Starting exalts may raise stats as high as 14 (roughly equivalent to five dots in all three attributes in a category). Starting noble raksha can have stats as high as 17. The maximum stat value in Exalted dX is 18, but very powerful NPCs, such as dragons, may have stats beyond this. Once a stat rises above 20, it is impossible to fail on an unmodified roll (as two d10s will always roll 20 or lower).
Variable Stat Costs
Example characters are built assuming this rule is in effect, and the non-linear progression it enforces is highly recommended. This means stats cost as follows:
|| Value || Incremental Cost || Total Cost || || 1 || 1 || 1 || || 2 || 1 || 2 || || 3 || 1 || 3 || || 4 || 2 || 5 || || 5 || 2 || 7 || || 6 || 2 || 9 || || 7 || 3 || 12 || || 8 || 3 || 15 || || 9 || 3 || 18 || || 10 || 3 || 21 || || 11 || 3 || 24 || || 12 || 4 || 28 || || 13 || 4 || 32 || || 14 || 4 || 36 || || 15 || 4 || 40 || || 16 || 5 || 45 || || 17 || 5 || 50 || || 18 || 5 || 55 ||
Energy Points
Given the use of Essence in Exalted, the optional rules for energy points (dX.57) are an obvious choice. Exalted dX handles these points a bit differently than standard in order to maintain some Exalted flavor. (See "Motes & Respiration", below.)
Shock Value & Critical Injury
It is recommended that the rules for shock and critical injury (dX.58, dX.70) be used, but largely only so that exalts can ignore them (see the "Robustness" and "Fast Healing" attributes, below). Using this rules gives a very clear delineation between mortal and non-mortal, and also provides some of the flavor of Exalted's rules for extras. You can, of course, completely ignore these rules for simplicity.
Other Optional Rules
No particular assumptions are made about skills in this conversion, so those who want to use skill groups (dX.46) should have no problem doing so, while those who want the more standard level of skill detail should be happy as well. Costs for skills use the "Multi-Genre All Campaigns" column (dX.42), though some skills (like Electronics) will not be appropriate to most games. Characters start the game with 30 skill points, though can alter this amount as normal with the Highly Skilled attribute (dX.22) or Unskilled defect (dX.57).
This conversion makes no real assumptions about the damage system, so the standard damage system or either of the alternate damage systems (dX.69) should all work. Season to taste. Likewise, the penalties for wounds and the "second wind" rules can be used (or not) without impacting the conversion.
Knockback (dX.70) is just as optional in Exalted dX as it is in Exalted itself, to be used if you like that sort of thing. Similarly, pushing attributes (dX.72) has quite a bit of Exalted flavor, but may be more complexity than you want. You might also want to play it such that only certain character types can push attributes.
Mapping Exalted Concepts
A quick read of the Tri-Stat dX rules should give you a fairly decent idea of how it would be possible to map the ideas in Exalted to Tri-Stat dX rules. Nearly everything of consequence maps to what Tri-Stat dX calls "attributes". These should not be confused with Exalted "attributes", which Tri-Stat calls "stats". This document will use the Tri-Stat parlance whenever possible.
One risk of using the Tri-Stat dX system is that it is so flexible, there is a tendency to try to over-convert things. While it is possible to convert nearly anything into Tri-Stat, you need to keep an eye on what you are trying to accomplish, to only convert what is neccessary. As an example, you could convert every charm in Exalted into a Tri-Stat version, but this would defeat the entire purpose of the conversion, simply replacing one huge bag of complex rules with another huge bag of complex rules. This conversion takes a particular approach to representing various Exalted ideas in the Tri-Stat rules, favoring simplicity and minimal rules. The philosophy used in making these mappings may be useful to running Exalted dX games, or to alter this conversion to better suit your purpose.
Traits
One of the more straightforward mappings, Exalted's "abilities" are similar to Tri-Stats "skills". In an effort to simplify, no attempt was made to reproduce the idea of favored or caste abilities, though there would certainly be ways to do so. Instead, it is assumed the the GM and player don't need mechanical incentive to keep a character in theme.
Exalted "attributes" come in three groupings: physical, social and mental. The entire physical group maps to a single value in Exalted dX, the Body stat. Similarly, the mental group maps to the Mind stat and the social group maps to the Soul stat. See "Dice Size", above, for more on this.
Virtues become a purely role-playing concept in Exalted dX. The Great Curse is handled by requiring all exalts to take the Cursed attribute. GMs and players should come up with the specifics on how this curse plays out for a character, ideally using some notion of a specific virtue. Since the point of Exalted dX is to give more flexibility to the story, note that you are not necessarily limited to the four virtues in Exalted. Consider those from, say, Scion, or just make up your own.
Willpower has a number of uses in Exalted, but Exalted dX uses attributes to handle these separately rather that track a specific trait. For example, Willpower is often used as a way of preventing certain charms from being used all the time. In Exalted dX, this can be handled with the Activation Time, Restriction, Limited Use and/or Burns Energy defects. Exalted also uses Willpower for metal defense, which is better handled in Exalted dX with the Enhanced Mind, Enhanced Soul and/or Mind Shield attributes.
Even though the Essence trait is central to all of Exalted, it's primary mechanical purpose is to serve as a check on excessive power and min-maxing. The point-based nature of the Tri-Stat system does some of this job already, and relies on GM intervention to prevent the rest. As such, and in an effort to keep things simple, Essence is not really mapped to anything in these rules, though there would be some clear ways to do so. (See, however, "Essence" in the Concerns section at the end of this page.)
Charms
While it would be possible to map every single Exalted charm into some kind of attribute (or combination of attributes), that is the exact opposite of the intent of this conversion. Instead, the idea is to use attributes to replicate the spirit of various styles and character types. In so doing, you'll find that Tri-Stat dX provides a much greater degree of nuance than would be possible using charm sets. While an Exalted character might have dozens of charms, an Exalted dX character is more likely to have half-dozen or so attributes, give or take, that implement the combined flavor of those charms.
Martial Arts
Martial Arts are central to Exalted, but the various styles are the best examples of the "cause-based" thinking behind its game mechanics. In Exalted dX, the various styles become narrative tools, rather than mechanical ones, with the flavor of the style being used as a rationale for Combat Technique, Extra Attacks, Extra Defense, Special Movement, various Special Attacks, and other attributes.
Sidereal martial arts require special attention for two reasons. First, they are the primary advantage of one of the game's main character types. Secondly, they allow for much stranger effects (in many cases, non-combat effects) than less advanced styles. These styles are represented in two ways: first, sidereals can advance higher in with the Special Attack ability than others (see "Favored, Limited and Restricted Attributes"). Secondly, sidereals are given access to low levels of the Power Flux attribute. This should allow them to use sidereal-like tricks in a way that doesn't become unbalancing.
Sorcery
Sorcery becomes a bit more useful in Exalted dX, because it allows access to attributes that characters would not otherwise be able to use, particularly Dynamic Powers and Power Flux. It also becomes a bit more free-form than standard Exalted. Making this happen requires that a new attribute be added to the game (see "Sorcery & Necromancy", below). There are a number of ways to approach sorcery in Tri-Stat dX (usually, it is treated as just another way to generate effects). The approach used here does add back a bit of the "cause-based" philosophy, but that is considered worth it in this case, as it allows a great deal of Exalted flavor to be captured. Attributes purchased to represent spells usually have a couple levels of the Activation Time defect.
Motes & Respiration
While the Essence trait is eliminated (see above), the concept of spending motes to power effects maps to the concept of Energy Points (dX.57) in Exalted dX. Standard Exalted, however, also contains complexities for recovering motes that don't really map to anything in the standard Tri-Stat dX rules. On the surface, this might seem like one of those issues that can just be simplified away, but it turns out that essence respiration has some important story impacts in Exalted. For one thing, it is ultimately the main reason manses are important, and manses often play important roles in Exalted plots. Consequently, this conversion chooses to add some complexity to the core Tri-Stat system to handle energy points in a way more similar to Exalted motes.
Comparing the standard Tri-Stat dX energy point formula with the formulas for generating essence pools in Exalted leads to a (very) loose assumption that two energy points are roughly equivalent to a single mote. Given this, a number of rules are used, altered or adjusted:
- The basic formula for energy points (dX.57) remains the same
- The Energy Bonus attribute (dX.18) is altered to provide only +10 energy points per level.
- The standard rules for recovering energy points (dX.71) are eliminated.
- A new attribute, Energy Respiration, is added.
- A new defect, Mundane, is added.
- A new defect, Energy Tap, is added for use with the Item of Power attribute.
Manses and demesnes in Exalted dX are actually built the same way characters are (see "Manses", below). Hearthstones are Items of Power that use the new Energy Respiration attribute. When manses are designed, they must pay the points for the hearthstone. To start the game with control of a manse or a demesne, a character must buy levels of Servant for 3 points/level, and design the manse using points it provides.
Astrology
While the Exalted concepts of buying effect scope and duration for astrological effects meshes very well with the PMVs of Targets and Duration, none of the existing Tri-Stat dX attributes are a great fit for the effects produced by astrology. The closest is Metamorphosis, but as written, Duration and Targets are bought with the Metamorphosis attribute itself, not on a per effect basis the way astrology works. So, Metamorphosis is changed around to to fit a per effect model (see Altered Attributes, below). This has the effect of changing other uses of Metamorphosis (such as for spirit blessings or curses) as well.
Other Mappings
Some other common Exalted concepts map more direclty to attributes:
- Artifacts are bought using the Item of Power attribute
- Familiars are bought using the Servant attribute
- Perfect defenses are mapped to a slight alteration of the Immunity attribute (see below)
- Warstriders use the Own a Big Mecha (OBM) attribute
Exalted dX Attributes
Tri-Stat dX calls the various powers, quirks and tricks of a character "attributes". These should not be confused with Exalted "attributes", which Tri-Stat calls "stats".
As per standard rules, attributes in this conversion have a maximum level of X, where X comes from the size of the dice used. In this case, the dX is a d10, so 10 is the default maximum level for attributes. This conversion also manipulates the maximum level of attributes in various ways to create more divergence between the "types" of characters. For example, dragon-blooded use a lower maximum and mortals an even lower one. Similarly, certain character types might have differing maximums for the same attribute. For example, raksha will have a much higher maximum for the Creation attribute than, say, lunar exalts would.
To remain in theme, most attributes in Exalted dX should be taken with the Burns Energy defect and usually a Duration PMV.
Favored, Limited and Restricted Attributes
Each character type has an upper limit on how many levels of a given attribute can be purchased. The standard TriStat dX limit is X, which in Exalted dX means 10. Only celestial exalted use this as a limit, however. Other character types have reduced limits, and this (along with the number of character points) is a primary mechanism for controlling the power differences between the types. Extremely powerful beings may also exceed this limit. In addition, each character type has slight differences in how they handle attributes, which adds a bit more differentiation between them.
Certain character types are better at certain attributes than others. These favored attributes are listed in the description of each character type. Favored attributes can be increased three levels higher than the standard maximum for that character type. Some favored attributes may also have a reduced cost per level for that character type.
Certain attributes are difficult for certain character types. These limited attributes are listed in the description of each character type, along with the limitation. Limits are handled as caps on the maximum level of the attribute, an increase in the per level cost, or both.
Some attributes are impossible for a given character type to attain at all. These restricted attributes are listed in the description of each character type. They cannot typically be purchased at all.
Note that the limited and restricted attributes refer to the "standard" character of that type. Naturally, a GM could allow exceptions in extraordinary cases. Also, most characters will have some access to an attribute that specifically allows them to transcend these restrictions: sorcery. The primary benefit of sorcery is that it allows the character to buy attributes they could not normally buy.
A few attributes are restricted to everyone, as they are out of theme for Exalted. Even sorcery probably can't replicate these effects. Of course, GM's can always make exceptions but, barring that, no one can use the following:
- Computer Scanning - Mostly out of theme for Exalted. Exceptions might include use by Alchemicals but, even then, other attributes might be better choices.
- Duplicate - again, something that doesn't show up in Exalted, typically. Exceptions might include unique spirit abilities.
- Gadgeteer - more for electronics than artifacts. Again, perhaps Alchemicals might be exceptions but, even then, other attributes might be better choices.
- Gadgets - use theItem of Power attribute instead.
- Hyperflight - faster than light travel doesn't usually come up in Exalted.
- Mimic Powers - an optional restriction, this is a fine concept for stories, but doesn't really appear in Exalted.
- Nullify - While the Nullify (Drain) option is a perfect power for Abyssals, the basic Nullify ability doesn't really fit Exalted.
- Speed - While lunars might be able to run fast, they are not this fast. Instead, use a restricted version of Enhanced Body for things like increasing run speed (see the Full-Moon Caste template for an example) or Special Movement for other movement enhancement.
New Attributes
Although not entirely necessary, defining a few new attributes specific to Exalted sensibilities provides a convenient shorthand for a handful of standard effects. These are:
Fast Healing
Cost: 1 point/level
Relevant Stat: Body
Required PMVs: None
Optional PMVs: None
Progression: Linear; restoration of +3 Health Points per day each Level
Reduction: Fewer Health Points restored
Restrictions: Under certain conditions; specific wound types; regeneration is not automatic
Exalts naturally heal much faster than mortals do. This attribute increases the base number of Health Points that are healed with rest (dX.71). Conditions that double or half the standard healing amounts do the same to these additional points as well.
If using the rules for critical injury (dX.70), characters with this attribute can make a Body Stat check to halt their own bleeding, adding the level of this attribute to the check value. A successful test completely stops loss of health points from the injury.
This attribute is essentially a greatly reduced and restricted version of the Regeneration attribute (dX.30) that works much, much more slowly and cannot revive the dead or restore lost limbs.
Energy Respiration
Cost: 1 point/level
Relevant Stat: Soul
Required PMVs: None
Optional PMVs: Area, Targets
Progression: Linear; +1 check value modifier per level
Reduction: None
Restrictions: Specific environments, requires certain actions (sucking blood, feeding on dreams, etc.)
This attribute replaces the standard rules for recovering energy points (dX.71). In Exalted dX, characters do not recover energy points naturally, but must possess this attribute to do so. To determine the number of energy points a character regains each hour, add their level in this attribute to the sum of their Mind and Soul scores, then divide the result by a number based on how much they rested during that hour (rounding up). If they were very active, divide by 8. If they were awake but calm and mostly sedentary, divide by 4. If they were completely relaxed, divide by 2.
Energy Respiration is almost always purchased with a restriction allowing its use only in certain realms, with points gained from this restriction increasing as the likelihood of the campaign operating in that realm or realms decreases.
Items of Power, particularly hearthstones, can buy this ability to confer its benefit to their owner. While these levels stack with the owner's own levels in Energy Respiration, they do not stack with those from other sources. So, if a character has several items with this attribute, his own levels combine only with those from the item with the highest rating.
Manses and, rarely, others (such as powerful gods), can buy this attribute with the Area and Targets PMVs. This allows them to increase the respiration of a number of those within the area. A manse will usually grant this only to those attuned to it, and only while they are inside the manse.
Robustness
Cost: 1 point/level
Relevant Stat: Soul
Required PMVs: None
Optional PMVs: None
Progression: Linear; +1 check value modifier per level
Reduction: None
Restrictions: None
Exalts are naturally hardier than mortals. Each level of this attribute adds one to the check value to resist disease. In addition, the Incurable (dX.34) effect of any such attack targeting the character is not, in fact, incurable unless the source of the attack is an attribute with a level higher than the character's Robustness. Attacks on the character with the No Healing ability work as normal.
If using the rules for shock value and critical injury (dX.70), twice the level of this attribute is added to a character's Shock Value. With four or more levels in this attribute, the character becomes completely immune to shock. In addition, if critically injured, the level of this attribute is added to the number of minutes that pass between loss of health points until first aid is performed. For example someone with Robustness 4 and a critical injury would only loose a health point every five minutes.
Sorcery & Necromancy
Cost: 6 points/level
Relevant Stat: Soul
Required PMVs: None
Optional PMVs: None
Progression: Linear, see chart
Reduction: None
Restrictions: None
Sorcery, being a force of imagination, possiblity and will, allows characters to manipulate the world in ways they would normally not be able to. Consequently, once learning sorcery, characters are allowed to buy attributes they would not normally be able to purchase. Attributes so purchased are rationalized and described as spell effects, and must always take the Burns Energy defect. A character's level in sorcery acts as a limit on the levels that can be purchased of such attributes. Also, as sorcery level increases, additional attributes become available.
Necromancy is a similar force, but built around death energy instead. It follows the same rules as sorcery, but typically buys "spells" that focus on death, damage and corpses, with healing effects being nearly unheard of. It must be purchased separately, but characters will typically buy one or the other.
A key benefit of sorcery is that it provides the ability to purchase Dynamic Powers and Power Flux. These attributes allow very flexible control and influence over specific concepts (such as fire, birds, gravity, etc.). Levels in these attributes can be explained as a variety of spells related to that concept, or as talent in using sorcery to whip up improvized effects related to that concept. This slightly deviates from the Exalted concept of specific spells, but is in keeping with various other fictional concepts of sorcery.
|| Sorcery Level || Max Level of "Spell" Attributes || Additional effects || || 1 || 1 || Thaumaturgy.|| || 2 || 2 || || || 3 || 3 || Emerald / Iron Circle. Minimum requirement to use Dynamic Powers (minor) or Power Flux (minor) || || 4 || 4 || || || 5 || 5 || || || 6 || 6 || Sapphire / Onyx Circle. Minimum requirement to use Dynamic Powers (major) or Power Flux (major) || || 7 || 7 || || || 8 || 8 || || || 9 || 9 || Adamant / Obsidian Circle. Minimum requirement to use Dynamic Powers (primal) or Power Flux (primal) || || 10 || 10 || ||
New Defects
Anima Flare
Characters with this 2BP defect involuntarily radiate a showy visual effect when they spend lots of energy points, which gets larger and larger as they spend more. The appearance of the effect is a reflection of the character's caste, as well as personality. The intensity of the flare is related to how many energy points, as a percentage, the character has spent:
|| Points Spent || Area || Time to fade || || 0-35% || None || n/a || || 36-40% || Trivial || Up to an hour || || 41-45% || Minor || 20 minutes/one scene || || 45-55% || Major || 20 minutes/one scene || || 55-65% || Bonfire || 20 minutes/one scene || || 66-100% || Totemic || Next action in which no energy points are spent ||
Each character type has different flare characteristics at various intensities and an additional associated drawback. Some types generate restrictions or triggers when reaching certain intensity levels. Certain attributes may also trigger the anima flare (a 1BP defect for such attributes).
= Energy Tap
This defect is typically applied to the Item of Power attribute, representing a continuous commitment of energy to the item by its user. It is similar to the Burns Energy defect, but rather than pay energy as an activation cost or to power the item for a set period of time, this defect effectively claims a portion of the user's energy for its own continuous use. Mechanically, this is represented by a decrease in the user's maximum energy points while the item is owned, reducing it by 2 points for every BP provided by this defect. Up to 10 levels of this defect can be assigned to an Item of Power, with most items using between one and five levels.
Mundane
Characters with this 3BP defect cannot use energy points. Consequently, they cannot use any attributes with the Burn Energy defect. This defect is taken by most mortals and manses.
Altered Attributes
A few attributes need to be tuned a bit to fit into the Exalted mind set. You can, of course, always tweak any attribute to fit a concept, but the following are fairly common tweaks that might be applied.
Contamination
As written, the Contamination attribute doesn't really show up in Exalted that much. For example, the bite of abyssals or lunars aren't contagious like a vampire or werewolf bite, nor do those killed by zombies rise a zombies themselves. A mutated version of Contamination, however, is useful to represent the ability to raise the dead (see the Midnight caste template for an example). Some types of magical diseases might also be represented by Contamination (though most will more likely use Metamorphosis).
Energy Bonus
Energy Bonus provides only +10 energy points per level.
Immunity
Immunity is the attribute that comes closest to Exalted's concept of a perfect defense but, as written, is a continuous effect, which is not Exalted-like at all. To create a perfect defense effect, allow an "instantaneous" version that costs 2 points/level. Also, consider level 13 to provide defense against anything, just as a perfect defense works in Exalted. Only those character types with Immunity as a favored attribute can buy it this high. Others must settle for a lower level, which is not as comprehensive in its protection.
As with most attributes, it is suggested that Immunity be bought with the Burns Energy defect.
Metamorphosis
Use for effects such as blessings, curses and astrology, Metamorphosis needs to be tweaked slightly to better fit Exalted. As written, Metamorphosis must be bought with Duration and Target PMVs. In Exalted dX, Metamorphosis can be bought in an alternate way: rather than buying these PMVs with the abilities, you instead deal with duration and number of targets on a per effect basis. With the points generated by Metamorphosis to create an attribute, you must buy Duration and Targets for that attribute as part of its generation. This make the effect of Metamorphosis much more flexible, but ultimately generates less powerful attributes.
Reincarnation
The attribute function as written but, when taken by exalts, has some extra features. First, by default the exalt does not remember anything of their past life(s). Secondly, levels in this attribute can be used to buy access to memories, rather than shorten the time for the soul to move into the next body.
Exalted
Abyssal
Starting Character Points: 200
Stat Maximum: 14
Skill Maximum: 6
Attribute Limit: 10
Favored Attributes: Attack Combat Mastery, Block Power (full & per attribute), Immunity, Massive Damage, Nullify (Drain)
Limited Attributes: Armor (must have Duration), Environmental Influence (darkness and cold only), Insubstantial (max level 6), Metamorphosis (death-themed effects only), Organizational Ties (unlikely to be in Creation-based organizations), Sorcery (max level 8)
Restricted Attributes: Alternate Form (full), Creation, Damage Absorption, Dynamic Powers, Extra Arms, Flight, Force Field, Grow, Healing, Mass Increase, Plant Control, Power Flux, Regeneration, Shrink, Swarm, Transfer, Transmutation
The abyssal anima flare drawback is much more noticeable than those of other exalts, causing bleeding and marking the abyssal as obviously a creature of death. At the "major" level, it stops all stealth-based effects.
In addition to their favored attributes, the following are typical for abyssals: Adaptation, Combat Technique, Damage Conversion, Defense Combat Mastery, Extra Attacks, Extra Defenses, Heightened Awareness, Henchmen (undead and ghosts, usually), Highly Skilled, Mind Control, Necromancy, Sensory Block, Special Attack, Special Defense, Special Movement.
/AbyssalTemplates
Alchemical
Starting Character Points: 190
Stat Maximum: 15
Skill Maximum: 5
Attribute Limit: 9
Favored Attributes:
Limited Attributes: Sorcery (max level 8)
Restricted Attributes: Contamination, Necromancy
/AlchemicalTemplates
Infernal
Starting Character Points: 200
Stat Maximum: 14
Skill Maximum: 5
Attribute Limit: 10
Favored Attributes:
Limited Attributes: Sorcery (max level 8), Necromancy (max level 8)
Restricted Attributes:
/InfernalTemplates
Lunar
Starting Character Points: 200
Stat Maximum: 15
Skill Maximum: 5
Attribute Limit: 10
Favored Attributes: Alternate Form, Combat Technique, Enhanced [Stat] (for Altered Forms only), Heightened Awareness, Immunity, Natural Weapons, Tough
Limited Attributes: Damage Conversion (max level 5), Flight (typically requires wings), Sorcery (max level 8), Necromancy (max level 5)
Restricted Attributes: Contamination, Creation, Damage Absorption, Dynamic Powers, Environmental Influence, Force Field, Insubstantial, Metamorphosis, Nullify (Drain), Telekinesis, Transumtation
The lunar anima flare drawback prevents the lunar from changing shape. Once it reaches the "major" level, the lunar is forced into either her natural form or one of her full-powered alternate forms.
In addition to their favored attributes, the following attributes are typical for lunars: Adaptation, Agents (beastmen, usually), Animal Summon/Control, Armor, Attack Combat Mastery, Defense Combat Mastery, Elasticity, Energy Bonus, Extra Arms, Extra Attacks, Extra Defenses, Flight, Heightened Senses, Illusion, Jumping, Mind Shield, Regeneration, Shrink, Special Attack, Special Defense, Special Movement, Superstrength, Water Speed.
/LunarTemplates
Sidereal
Starting Character Points: 200
Stat Maximum: 14
Skill Maximum: 5
Attribute Limit: 10
Favored Attributes: Divine Relationship, Mind Shield, Organizational Ties, Sensory Block, Special Attack
Limited Attributes: Alternate Form (must use Resplendent Destiny templates), Armor (must have Duration), Damage Conversion (max level 5), Enhanced Stat (max level 5), Metamorphosis (must use Astrological College templates), Sorcery (max level 8), Necromancy (max level 5)
Restricted Attributes: Contamination, Creation, Damage Absorption, Dynamic Powers, Elasticity, Environmental Influence, Extra Arms, Flight, Force Field, Grow, Insubstantial, Mass Increase, Nullify (Drain), Power Flux, Projection, Regeneration, Shrink, Swarm, Telekinesis, Transumtation
The sidereal anima flare drawback prevents the use of Alternate Form. Once it reaches the "major" level, any resplendent destiny alternate form drops.
In addition to their favored attributes, the following are typical for sidereals: Agents, Alternate Form (cosmetic), Attack Combat Master, Combat Technique, Energy Bonus, Extra Attacks, Extra Defenses, Highly Skilled, Illusion, Invisibility, Mind Control, Mind Shield, Sixth Sense, Special Defense, Special Movement, Telepathy.
/SiderealTemplates
Solar
Starting Character Points: 200
Stat Maximum: 14
Skill Maximum: 6
Attribute Limit: 10
Favored Attributes: Attack Combat Mastery, Defense Combat Mastery, Exorcism, Healing, Immunity
Limited Attributes: Alternate Form (cosmetic only), Armor (must have Duration), Creation (max level 5), Damage Conversion (max level 5), Necromancy (max level 8)
Restricted Attributes: Contamination, Damage Absorption, Dynamic Powers, Elasticity, Environmental Influence, Extra Arms, Flight, Force Field, Grow, Insubstantial, Mass Increase, Metamorphosis, Natural Weapons, Nullify (Drain), Power Flux, Regeneration, Shrink, Swarm
The solar anima flare drawback is much brighter and more vivid than those of other exalts. At the "major" level, it stops all stealth-based effects. At the bonfire level, it can be seen from miles away.
During character generation, some GMs may want to prevent solars from being able to purchase high levels of some attributes that they would otherwise be allowed, such as Item of Power, Wealth, etc., given the default Exalted setting.
In addition to their favored attributes, the following attributes are typical for solars: Adaptation, Combat Technique, Energy Bonus, Enhanced [Stat], Extra Attacks, Extra Defenses, Heightened Awareness, Highly Skilled, Item of Power, Jumping, Massive Damage, Mind Control, Mind Shield, Servant, Special Attack, Special Defense, Special Movement, Superstrength, Tough.
/SolarTemplates
Terrestrial
Starting Character Points: 175
Stat Maximum: 13
Skill Maximum: 5
Attribute Limit: 8
Favored Attributes: Agents, Combination Attack, Henchmen, Organizational Ties
Limited Attributes: Armor (must have Duration), Dynamic Powers (max level 1, must be related to elemental aspect), Environmental Influence (max level ?, related to aspect only?), Exorcism (max level 5), Necromancy (max level 2), Sorcery (max level 5)
Restricted Attributes: Alternate Form, Block Power, Contamination, Creation, Damage Absorption, Damage Conversion, Elasticity, Extra Arms, Flight, Force Field, Grow, Insubstantial, Mass Increase, Metamorphosis, Natural Weapons, Nullify (Drain), Power Flux, Swarm, Transmutation
/TerrestrialTemplates
Fair Folk
Commoner
Starting Character Points: 150
Stat Maximum: 12
Skill Maximum: 5
Attribute Limit: 5
Favored Attributes:
Limited Attributes:
Restricted Attributes: Necromancy, Sorcery
/RakshaTemplates
Noble
Starting Character Points: 175
Stat Maximum: 17
Skill Maximum: 6
Attribute Limit: 7
Favored Attributes:
Limited Attributes:
Restricted Attributes: Necromancy, Sorcery
/RakshaTemplates
Mountain Folk
Starting Character Points: ??
Stat Maximum: 17
Skill Maximum: 6
Attribute Limit: 7
Favored Attributes:
Limited Attributes:
Restricted Attributes: Necromancy, Sorcery
/MountainFolkTemplates
Unshaped
Starting Character Points: 250
Stat Maximum: 18
Skill Maximum: 7
Attribute Limit: 9
Favored Attributes:
Limited Attributes:
Restricted Attributes: Necromancy, Sorcery
/RakshaTemplates
Dragon King
Starting Character Points: ??
Stat Maximum: ?
Skill Maximum: ?
Attribute Limit: ?
Favored Attributes:
Limited Attributes: Power Flux (minor only, usually elemental), Sorcery (max level 5)
Restricted Attributes: Necromancy
/DragonKingTemplates
Ghosts
/GhostTemplates
Standard
Starting Character Points: 150
Stat Maximum: 12
Skill Maximum: 5
Attribute Limit: 4
Favored Attributes:
Limited Attributes:
Restricted Attributes: Necromancy, Sorcery
Heroic Ghosts
Starting Character Points: 125
Stat Maximum: 12
Skill Maximum: 5
Attribute Limit: 6
Favored Attributes:
Limited Attributes:
Restricted Attributes: Necromancy, Sorcery
Spirits
Gods
Elementals
Demons
Mortals
These rules screw-over mortals even more than standard Exalted does. I don't particularly like the idea of "enlightened mortals", so this section might be a bit half-assed.
Standard Mortals
Starting Character Points: 75
Stat Maximum: 12
Skill Maximum: 3
Attribute Limit: 3
Favored Attributes:
Limited Attributes:
Restricted Attributes: Necromancy, Sorcery
Heroic Mortals
Starting Character Points: 100
Stat Maximum: 12
Skill Maximum: 4
Attribute Limit: 3
Favored Attributes:
Limited Attributes:
Restricted Attributes: Necromancy, Sorcery
Enlightened Mortals
Starting Character Points: 125
Stat Maximum: 12
Skill Maximum: 4
Attribute Limit: 3
Favored Attributes:
Limited Attributes: Sorcery (max level 2)
Restricted Attributes: Necromancy
Manses
Starting Character Points: 10-100
Stat Maximum: 12
Skill Maximum: 6
Attribute Limit: 7
Favored Attributes: Armor, Item of Power
Limited Attributes: Sorcery (max level 2)
Restricted Attributes: Necromancy
Manses are built like characters. When starting characters own manses or demesnes, they buy the Servant background to determine the points used to build the manse. One or more hearthstones can be produced by the manse by using character points to buy Item of Power attribute(s). All manses must buy a Body stat, to represent its physical structure. Any manse that has any type of sensory abilities, automated defenses or the like must also buy a Mind stat. Manses with anything resembling personality or a guiding force must also buy a Soul stat.
/ManseTemplates
Concerns
There are a number of issues with this conversion I still am not sure about. In no particular order:
- Lack of Playtesting: I haven't done much playtesting with these rules, so I'm not sure how balanced they are.
- Essence: I'm not totally convinced that the points system is enough to eliminate Essence. I considered adding a new attribute to mimic the idea of an Essence rating, which would increase your default Attribute Limit. (Naturally, the listed limits for the character types would decrease accross the board by three or four, with this new attribute acting as a way to buy them back.) This could make the game more resistant to powergamers, but I'm not convinced it is necessary.
- Scaling: A lot of the Tri-Stat rules work by using 20 as a scaling number. Special Attacks, for example, add 20 to the damage for each level. In some Tri-Stat games, such as Big Eyes, Small Mouth, Third Edition, these are all changed to use five instead of 20. (On the other hand, BESM uses d6s.) I did this to the Energy Bonus attribute, but none of the others. This might need to change to make mortals more viable. As it is, default mortals are essentially extras, needing the Tough attribute to really stay alive.
- Power Range: I'm not sure that Tri-Stat can really handle a power range as wide as I think it can. Characters might "max out" early, leaving them nowhere to go. I think the point totals chosen will prevent this, but am not sure. A radical change would be to use d12s instead of d10s, but this would stretch the power range significantly, though would screw mortals even more than d10s do.
Comments
Looks very cool indeed. Would definitely think about testing this out once you get the rest of the templates put together. - Caelene