GURPS Exalted - Bazzalisk

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GURPS ExaltedJames “Bazzalisk” BarrettJune 21, 2009Peter Mabbott

2Copyright Notice: Exalted is a trademark of CCP NA/White Wolf Game Studio Inc.GURPS is a trademark of Steve Jackson Games, Inc.All other material is copyright the authors.

Contents1 Creation and Mortals1.1 Tech Level . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1.2 Economics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1.3 Cultures and Languages . . . . . . . . . . . . . . . . . . . . . . . . . .1.4 Organisations and Ranks . . . . . . . . . . . . . . . . . . . . . . . . .1.5 Martial Arts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1.6 Thaumaturgy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1.6.1 The Art of Astrology (Ritual Magic (Thaumaturgy) - 6) . . . .1.6.2 The Art of Demon Summoning (Ritual Magic (Thaumaturgy) 1.6.3 The Art of Geomancy (Ritual Magic (Thaumaturgy) - 6) . . .1.7 Heroic and Non-heroic Mortals . . . . . . . . . . . . . . . . . . . . . .1.8 Attributes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1.9 Skills . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1.10 Virtues . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1.11 Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1.12 Social Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1.12.1 Some Basic Concepts . . . . . . . . . . . . . . . . . . . . . . . .1.12.2 Basic Social Combat . . . . . . . . . . . . . . . . . . . . . . . .1.12.3 Advanced Social Combat . . . . . . . . . . . . . . . . . . . . .1.12.4 Common Rules . . . . . . . . . . . . . . . . . . . . . . . . . . .1.12.5 Modifiers, Advantages, and Disadvantages . . . . . . . . . . . .1.13 Environmental Effects . . . . . . . . . . . . . . . . . . . . . . . . . . .1.13.1 Demesnes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1.13.2 The Wyld . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1.14 Beasts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1.14.1 Familiars . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1.15 Mutants, Beastmen, and Near-humans . . . . . . . . . . . . . . . . . .1.16 Reproduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1.16.1 Pregnancy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6). . . . . . . . . . . . . . . . . . . . 36372 Essence and Essence Users392.0.2 Levels of Power . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 403

4CONTENTS2.1. . . . . . . . . . . . . . . . . . . . . .Spells. . . . . . 102102.103. 103. 104. 104. 104. 105. 107. 107A New TraitsA.1 New Advantages . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .A.2 New Modifiers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .A.3 New Disadvantages . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .113. 113. 115. 1162.22.32.42.52.6Manses and Cults . . . . . . . . .2.1.1 Example Hearthstones . .Gods, Elementals, and Demons .2.2.1 Example Spirits . . . . . .Supernatural Martial Arts . . . .God-bloods and Divine HeritageSorcery . . . . . . . . . . . . . .2.5.1 Example Terrestrial CircleArtifacts . . . . . . . . . . . . . .2.6.1 Example Artifacts . . . .3 The Exalted3.1 The Terrestrial Exalted . . . . .3.1.1 Dragonblooded Charmsets3.1.2 Terrestrial Characters . .3.1.3 Terrestrial Campaigns . .3.2 Terrestrial Reproduction . . . . .3.3 The Lunar Exalted . . . . . . . .3.3.1 Lunar Charmsets . . . . .3.3.2 Lunar Characters . . . . .3.3.3 Lunar Campaigns . . . .3.4 The Solar Exalted . . . . . . . .3.4.1 Solar Charmsets . . . . .3.4.2 Solar Characters . . . . .3.4.3 Solar Campaigns . . . . .4 Supernatural Martial Arts Styles4.1 Terrestrial Enlightenment Charms . . . .4.2 Terrestrial Hero Style . . . . . . . . . . .4.2.1 Terrestrial Hero Charms . . . . . .4.3 Silver-Voiced Nightingale Style . . . . . .4.3.1 Silver-Voiced Nightingale Charms .4.4 Path of the Arbiter Style . . . . . . . . .4.4.1 Path of the Arbiter Charms . . . .B Example Characters119B.1 Terrestrials . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 119C Massed Combat Elements121

CONTENTS5C.1 Example Units . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 121C.1.1 Example Army . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 126

6CONTENTS

Chapter 1Creation and MortalsExalted’s world, Creation, makes a perfectly cromulant GURPS setting with the rightrules options. Below is a summary of how to play mortal characters in Creation usingGURPS 4th Edition. I have all the GURPS 4th Edition books, and will be referring toall of them (giving page references where appropriate).1.1Tech LevelSee [JPP04, pp.511-514].Most of Creation is firmly in TL 2, with some areas in TL 0, 1, or 3. The Realm is at TL2 for most purposes, but at TL (2 3) for communications tech (heliograph systems).Lookshy is at TL (2 3 ) due to the severe amount of magitech available. The Haslantiare at TL 3 for most purposes, but lack firearms and have TL (3 3) manned flight.Southern cities tend to be at TL 2 for most purposes, but have TL (2 2) firearms.Pretty much no modern society has sufficient magical tech available to qualify for theSuperscience modifier.The Old Realm had TL (2 7 ) for most purposes, and a few artifacts of this TL canstill be found. The Shogunate fell to TL (2 5 ) for most purposes, with a large amountof surviving First Age equipment and infrastructure.1.2EconomicsSee [JPP04, p.27].Each silver dinar is worth 50 in GURPS.7

8CHAPTER 1. CREATION AND MORTALSJade1 talent1 bar1 mina1 sheckel1 Obol1 bit1 koku1 quian1 siu1 yenSilver5 talents2 1/2 dirhams5 pounds62 1/2 dinars8 dinars2 dinars1 dinar1/8 dinarGURPS 400,000 50,000 6,250 3125 400 100 50 6.25 3.13 0.39Standard starting wealth for most of Creation is 800, which equates to 16 silver dinars,or 2 jade Obols. In practice no one with a wealth level below Wealthy would have actualJade (which comes in Obols and above), but would instead use jade scrip, which comesin Obols and below.The starting wealth for each wealth level is conveniently summarised here:Wealth LevelFilthy RichVery WealthyWealthyComfortableAverageStrugglingPoorDead Broke1.3Jade2 talents3 minae13 sheckels4 obols2 obols1 obol3 koku—GURPS 800,000 18,750 40,625 1,600 800 400 160—Cultures and LanguagesSee [JPP04, p. 23 & p. 505].Whilst it might be reasonable for Cultural Familiarity to vary between even quite smallareas within Creation in practice for game terms it’s more fun to handle it over a largerarea. Cultural familiarities are available for each of the following at 1 point each: Dynastic, Realm (Mortal), River Province, Far East, Southern Threshold, Deep South,Western, Northern Threshold, Far North. In addition for 2 points per familiarity acharacter may pick up any of the following: Malfean, Heavenly, Stygian, Eastern Dead,Southern Dead, Western Dead, Northern Dead, Mountain Folk, Blessed Isle (Divine),Blessed Isle (Elemental), Eastern (Divine), Eastern (Elemental), Eastern (Fair Folk),etc . There were once also 1 point CFs for Old Realm and Shogunate, a few scholarsor very old entities may still have these. In addition a number of CFs exist for organisations – namely Sidereal Factions, Silver Pact, and The Guild. Naturally there is an

1.4. ORGANISATIONS AND RANKS9Autocthonian CF, but it would require a 10pt Unusual Background to get it.Pretty much every society in Creation has its own language, all of which can be purchasedseparately as per [JPP04, p.23]. However the vast majority of such languages fall intoone of seven language families: Earthtongue This family contains the ancient language Earthtongue plus all of itsdirect descendants. The only languages of any significance in this family in themodern era are High Realm and Low Realm. Riverspeak This family contains the many creoles and patois formed in the RiverProvince during the late First Age as well as all of their descendants. Woodtongue This family contains the ancient language Woodtongue plus all of itsdirect descendants. Flametongue This family contains the ancient language Flametongue plus all of itsdirect descendants. Seatongue This family contains the ancient language Seatongue plus all of its directdescendants. Airtongue This family contains the ancient language Airtongue plus all of its directdescendants. Old Realm This family contains the truly amazingly ancient Primordial tongue,plus all of it’s direct descendants, including Malfean, Heavenly, Wood Elemental,Autocthonian, etc .Any character who can speak (or write) one language in a family can automaticallyspeak (or write) every other language in the same family at one level of fluency lower.Although all languages in Creation are descended from Primordial in some way, thedifferences are large enough that no defaults exist between families.The Language Talent advantage [JPP04, p. 65] effectively means that languages in afamily default to the same level of fluency in addition to it’s normal effect. For the sakeof at least limited verisimilitude, a GM may rule that a character functions at the ”onelevel of fluency lower“ level of a unknown language in the same language for at least afew scenes as they ’get their ear in‘1.4Organisations and RanksAs usual Status (see [JPP04, p.28-29]) can be bought to represent a character’s statusin their native society. The GM way well wish to give a discount if the campaign willprimarily take place in a society which won’t recognise that Status. The following is ageneral Status level chart for the Realm:

10CHAPTER 1. CREATION AND MORTALSStatus876543210-1-2RealmCost of Living per month The Empress3 bars 150,000House Leader3 minae 18,750Powerful Dynast/Deliberator1 sheckel 3,125Dynast*2 obols 800Leading Patrician1 obol 400Patrician2 bits 200Minor Patrician1 bit 100Leading Citizen1 koku 50Citizen4 quian 25Peasant2 quian 12.50Dispossessed1 quian 6.25*This is the highest Status Mortals ever achieve in the RealmSimilarly a number of other social advantages and disadvantages are appropriate. Forexample a number of types of Rank exist:Rank876Realm lonlordScalelordFanglordLegionary1.5Immaculate OrderMouth of PeaceAbbotMonk (5th Coil)Thousand Scales—MinisterPermanent Under-secretary ofStateMonk (4th Coil)PermanentPrivateundersecretary of StateMonk (3rd Coil)* Permanent Private Secretary*Monk (2nd Coil) Private SecretaryMonk (1st Coil)DirectorInitiateSub-directorNoviceImperial Servant*This is the highest rank mortals ever rJourneymanApprenticeLabourerMartial ArtsA wide variety of mundane martial arts styles exist throughout creation. In particularevery supernatural martial arts style also has a mundane portion which can be learned bymortals. These styles can be treated exactly like martial arts styles from [MA05].1.6ThaumaturgyThaumaturgy can be treated as Path/Book Magic from [TH05]. The thaumaturgicalarts all count as Paths, whilst a number of the books mentioned in Oadenol’s Codex can

1.6. THAUMATURGY11be treated as books. This version uses the Effect Shaping Rules. Ritual Adept is notavailable for Thaumaturgy. The core skill is Ritual Magic (Thaumaturgy).1.6.1The Art of Astrology (Ritual Magic (Thaumaturgy) - 6) Vision of Luck (Art of Astrology - 3; 3 hours) [TH05, p.152]. Varangian Working (Art of Astrology -5; 5 hours) This acts just like Aura Reading([TH05, p.1501]). Greater Divination (Art of Astrology -5; 5 hours) This ritual allows the caster todetermine a wide variety of information about the future of a particular individual.It functions like Vision of Luck, except that the information gained is not limitedto one or two words, and a number of complex questions can be asked. That saidthe information granted is only accurate when applying to beings within fate, andany prediction made by this method may diverge significantly if large amounts ofessence are used by, on, or around the target in the near future.1.6.2The Art of Demon Summoning (Ritual Magic (Thaumaturgy) 6) Demonsight (Art of Demon Summoning - 1; 5 minutes) This ritual grants theclient the ability to perceive immaterial beings with the Demon meta-trait (butonly those with this meta-trait). Summon [Species] (Art of Demon Summoning - 3; six hours) As per Summon[TH05, p.162], except that each species of demon has a separate ritual. Correctlyidentifying the symbolic sacrifices needed for a particular type of demon requiresa Hidden Lore (Demonology) roll, with a penalty for particularly obscure demons.Correctly identifying the type of demon needed for a particular purpose is a HiddenLore (Demonology) roll at -3, with additional penalties if the requirements are veryspecific. Alarm Ward against [Species] (Art of Demon Summoning -3, Art of Warding andExorcism - 1; One Hour) Works as per Ward [TH05, p.158] except that it providesno actual protection, instead it merely lets the caster know if it is crossed. Ward against [Species] (Art of Demon Summoning - 5, Art of Warding and Exorcism -3; 1 hour) exactly as Ward. Banish [Species] (Art of Demon Summoning -5, Art of Warding and Exorcism -3;One minute) exactly as per Exorcise [TH05, p.161]. The Year and the Day (Art of Demon Summoning -5; one minute) This ritualoperate exactly like Banish [TH05, p.160] except that it can only be cast upon a

12CHAPTER 1. CREATION AND MORTALSdemon whom the thaumaturge has successfully repelled from her presence (by anymeans) for the last year and a day. Beckon [Unique Demon] (Art of Demon Summoning -5; five hours) This ritualopens a path for a second circle demon to enter creation, and identifying thenecessary ritual components for a particular second circle demon requires a HiddenLore (Demonology) roll modified by the obscurity of the demon. There is norequirement that the demon answer this summons, and the GM may wish to makea reaction roll for it.1.6.3The Art of Geomancy (Ritual Magic (Thaumaturgy) - 6) Essence Sense (Art of Geomancy; 1 minute) when the ritual is completed everyentity the caster can see who has used essence in the last hour appears to glowif the number of motes they have spent is greater than or equal to the marginof success on the ritual roll. On a critical success ongoing thaumaturgy is alsodetectable. Dragon Line Compass (Art of Geomancy; five minutes) allows the user to detectwhen there is a dragon-line within a number of yards equal to his margin of success.Once a dragon-line has been found he may follow it for as long as the ritual ismaintained. Alloyed Essence Indicator (Art of Geomancy; five minutes) detects objects empowered by essence. Magical Attunement (Art of Geomancy; twenty minutes) allows the caster (whomust be an essence user) to attune to artifacts which normally require the user tohave the Artifact Attunement perk. Bathing in the River Meditation (Art of Geomancy - 1; 1-5 hours) This ritualallows the user to function as if she had the Manse Attunement perk. Dragon Nest Compass (Art of Geomancy - 1; five minutes) detects the direction tothe nearest Manse or Demesne provided that the Manse is within a number of milesequal to the margin of success (or twice this range for an uncapped Demesne).Other arts can be converted similarly by examining the rules in Oadenol’s Codex and[TH05].1.7Heroic and Non-heroic MortalsThe majority of characters in Creation are ordinary, non-heroic mortals. They are subject to all the standard rules for GURPS characters with no significant modification.

1.8. ATTRIBUTES13Non-heroic characters can range in point-value up to 149 points, but all mortal characters of 150 points or more must purchase the Heroic metatrait.Heroic: Higher Purpose (Cosmic, 100%) [10], Stunter (Weakened, -75%) [5], WeirdnessMagnet [-15], Feature: One Favoured Ability (see below) [0]. 0 pts.1.8AttributesAn Exalted campaign focuses on social interactions more directly than most GURPScampaigns. As such it is beneficial to be able to distinguish the non-physical attributesof Intelligent and sociable characters. As such we adjust the cost of IQ and add a newPrimary Attribute:Intelligence (IQ) 15 points/levelThis attribute no longer covers social interaction, and no longer acts as the base forWill.Socialise (SC) 15 points/levelThis trait takes over the social aspects which were previously covered by IQ, it is thebase for Will and for all social skills.Optionally DX can be repriced to 15 points per level.The following skills are now based upon SC:Acting, Administration*, Artist, Brainwashing*, Carousing*, Diplomacy, Some Expert Skills, Fast-Talk, Fortune-Telling, Gambling, Games†, Group Performance, HobbySkills†, Interrogation, Leadership, Merchant*, Musical Instrument*, Performance, Poetry*, Propaganda, Psychology*, Public Speaking, Religious Ritual, Savoir-Faire, Shadowing*, Streetwise, Teaching, Writing.Those with a * are sometimes based upon other attributes and sometimes upon SC.Many Talents now cover both IQ-based and SC-based skills (Musical Ability, for example).Those with † have multiple specialities, some of which are based upon SC and someupon IQ.Furthermore there is a restriction on raising an attribute above 15. The prices forattributes are as shown in the table below:

14CHAPTER 1. CREATION AND 10856550403020100SkillsIn an exalted game there are 25 “abilities” which correspond to the 25 constellations ofthe zodiac. Each ability has a number of skills associated to it, and a “Wildcard Skill”which may be bought as per the rules in the basic set (cf. [JPP04, p.175]). The wildcardskill replaces all of the associated skills for that ability. A character may only purchasewildcard skills in her favoured abilities, or in those abilities associated to her caste oraspect (see later). Some abilities have no wildcard skill, instead some other normallyunavailable advantage can be purchased by any character which has them as a favoured,caste, or aspect ability. This is noted below:AbilityLinguisticsLoreAssociated SkillsBody Language [JPP04, 181], Cryptography [JPP04, p186],Gesture [JPP04, p.198], Heraldry [JPP04, p.199], Linguistics [JPP04, p.205], Lip Reading [JPP04, p.205], Literature[JPP04, p.205], Mimicry [JPP04, p.210], Poetry [JPP04,p.214], Speed Reading [JPP04, 222], Ventriloquism [JPP04,p.228], Writing [JPP04, p.228]Archaeology, Architecture, Astronomy, Biology, Chemistry,Computer Hacking, Computer Operation, Computer Programming, Engineer, Hazardous Materials, History, InnateAttack (Elemental Bolt), Law, Mathematics, Palaeontology, Philosophy, Photography, Physics, Research, Teaching,Weird Science

1.9. eleePresence*Socialize15Associated SkillsAnthropology, Alchemy, Explosives, Force Sword (SpiritSword), Hidden Lore, Hypnotism, Law (Divine), Occultism,Religious Ritual, Ritual Magic (Thaumaturgy), Savoir-Faire(Divine), Savoir-Faire (Elemental), Savoir-Faire (Malfean),Thaumatology, Theology, Weather SenseCamouflage, Disguise, Holdout, Shadowing, StealthArtillery (Catapult), Artillery (Trebuchet), Blowpipe, Bolas, Dropping, Explosives (Grenades), Fast-draw (for thrownweapons), Innate Attack (Elemental Bolt Attack), Lasso,Net, Sling, Spear Thrower, Throwing, Thrown WeaponAssociated SkillsBody Sense, Forward Observer, Observation, Search,ScroungingAlchemy, Architecture, Armoury, Bioengineering, Carpentry, Cooking, Electrician, Electronics Repair, Engineer, Explosives, Farming, Forgery, Gardening, Hazardous Materials, Leatherworking, Machinist, Masonry, Mechanic, Metallurgy, Sewing, NBC Suit, Scrounging, Smith, TrapsMental Strength, Mind BlockBreath Control, Carousing, HikingArtillery, Crewman, Explosives, History (Military), Intelligence Analysis, Leadership, Savoir-Faire (Military), Soldier,Strategy, TacticsAssociated SkillsAcrobatics, Aerobatics, Aquabatics, Battlesuit, Climbing,Diving Suit, Erotic Art, Flight, Free Fall, Hiking, Jumping, Lifting, Parachuting, Push, Running, Scuba, Skating,Skiing, Sports, SwimmingNoneAxe/Mace, Broadsword, Cloak, Fast-Draw (for meleeweapons), Flail, Force Sword, Jitte/Sai, Knife, Kusari,Lance, Rapier, Saber, Shield, Shortsword, Smallsword,Spear, Staff, Tonfa, Two-Handed Axe/Mace, Two-handedFlail, Two-Handed Sword, WhipActing, Brainwashing, Diplomacy, Fast-Talk, IntimidationArea Knowledge, Carousing, Connoisseur, Current Affairs, Gambling, Games, History, Hobby Skill, Leadership,Makeup, Market Analysis, Merchant, Politics, Propaganda,Savoir-Faire, Sex Appeal, Sociology

16CHAPTER 1. CREATION AND iated SkillsAccounting, Administration, Economics, Finance, Housekeeping, Leadership, Politics, Propaganda, Psychology, Research, TeachingBody Language, Criminology, Current Affairs, Detect Lies,Forensics, Fortune-telling, Intelligence Analysis, Interrogation, Intimidation, Lip Reading, Market Analysis, Poisons,Research, Search, ScroungingActing, Area Knowledge (for urban areas), Counterfeiting, Current Affairs, Disguise, Escape, Explosives, Filch,Forced Entry, Forgery, Fortune-telling, Gambling, Garrote,Holdout, Lockpicking, Panhandling, Pickpocket, Scrounging, Sleight of Hand, Smuggling, Streetwise, Traps, UrbanSurvivalAbilityMartial Arts*SailAssociated SkillsSpecialAirshipman, Area Knowledge, Boating, Cartography, Crewman, Diving Suit, Driving, Fishing, Freight Handling, Navigation, Piloting, Seamanship, Shiphandling, Submarine,Submariner, Weather SenseAbilityArcheryAssociated SkillsArtillery, Beam Weapons, Blowpipe, Bow, Crossbow, Explosives, Fast-Draw, Gunner, Guns, Liquid ProjectorDiagnosis, Esoteric Medicine, Hazardous Materials, HerbLore, Pharmacy, Physician, Physiology, Poisons, PressurePoints, Psychology, Surgery, VetinaryActing, Carousing, Combat Art, Dancing, Fortune-telling,Group Performance, Musical Composition, Musical Instrument, Performance, Poetry, Public Speaking, Singing, StageCombatAnimal Handling, Driving, Freight Handling, Mount, Packing, Riding, Teamster, VetinaryAnimal Handling, Cartography, Cooking, Falconry, Fishing, Geography, herb Lore, Naturalist, Navigation, Packing, Prospecting, Survival, Tracking, Traps, Urban Survival,Weather SenseMedicinePerformanceRideSurvivalThere is no Integrity! wildcard skill, instead those characters who have Integrity favouredmay purchase Up to three levels of Enhanced Social Dodge.

1.10. VIRTUES17There is no Resistance! wildcard skill, instead those characters who have Resistancefavoured may purchase up to five levels of Hard to Kill and/or up to five levels of Hardto Subdue.There is no Dodge! wildcard skill, instead those characters who have Dodge favouredmay purchase up to three levels of Enhanced Dodge.There is no Presence! wildcard skill, instead those characters who have Presence favouredmay purchase up to three levels of Enhanced Social Parry.Martial Arts is unique, and its skills must always be purchased separately. Those whohave chosen martial arts as a favoured ability may purchase up to three levels of Enhanced Parry for unarmed attacks.1.10VirtuesAll beings in creation possess four virtues to varying degrees: Compassion, Conviction,Temperance, and Valour. Every character must choose whether each of those virtues isHigh, Medium, or Low. A medium virtue has no effect. A High or Low virtue must be“embodied” in a chosen trait (either an advantage or a disadvantage) of the player creating the character’s choice (assuming the GM feels that the trait is appropriate).An Heroic character must have at least one High virtue and at least one Low Virtue.Any character with Willpower 15 or more must have at least two High Virtues and atleast one Low Virtue. Any character with Willpower 20 or more must have three HighVirtues and one Low Virtue. Any character with a Willpower of 25 or more must haveall four virtues High.As well as the four Virtues every character has their Willpower, or driving personality.This “Virtue” is embodied in the character’s Motivation.Any character who has the Limit Break Disadvantage at any level must choose a singleHigh Virtue which is “Flawed”. Any time the embodying trait would dictate the character’s behaviour she may choose to suppress the effect of the disadvantage without a roll– but doing so causes he to take 1d Limit Damage. Any Character with the Limit Breakdisadvantage at level 2 instead takes 2d Limit when she suppresses her flawed Virtue.Any character with the Limit Break disadvantage at level 3 may choose to suppress anyHigh Virtue, and takes 1d Limit Damage for doing so – she also take 3d Limit damageif she suppresses her Flawed Virtue.

18CHAPTER 1. CREATION AND MORTALSVirtues also interact directly with Social Conflict (cf. §1.12).1.11CombatAn Exalted Campaign uses Tactical Combat and most of the optional rules from SpecialCombat Situations and [MA05]. One notable exception is that Hit-locations are notused.Furthermore for the purpose of Exalted campaigns a yard of knockback should be causedfor every ST-4 points of damage Crushing or non-penetrating Cutting damage dealtbefore DR is applied.Special Rule: Default DeceptionAll Exalted automatically make attacks at -4 to skill unless they specify otherwise. Inexchange all such attacks are at -2 to the defender’s active defence roll.Special Rule: Combat JumpingAny character may spend 2 movement points to jump (cf. [JPP04, 352]) during combat. This option can be used only once per turn, and provides a horizontal or verticalmovement equal to one third of the character’s normal broad or high-jump distance. Bygiving up his entire movement a character may instead jump up to half his full distance.Jumping at full jumping distance requires only one concentrate manoeuvres followed bya move action.A character with a larger than normal step may give up 2 points of movement during astep to make a jumping step of one third of her normal broad-jump distance.

1.12. SOCIAL COMBAT1.1219Social CombatAlthough GURPS makes some effort at providing a mechanism to represent a character’spersuasive abilities mechanically it is not really sufficient to serve for a game of Exalted.As such the following optional subsystem should be used instead.1.12.1Some Basic ConceptsWill PointsMuch as physical combat has hit-points, which represent a buffer which a charactermay run through before dying so too does Social Combat have Will Points: which aretreated in much the same way. WP starts out equal to SC, and forms a pool much likehit-points. Much like hit-points WP can be lost through social attacks, and a charactersuffers certain deleterious effects when their WP is compromised. Less than 1/3 WP left – You are running low on Integrity and conviction. Eventhe most hateful arguments begin to seem persuasive. Halve your Social Dodge(round up). 0 WP or less – You are in immediate danger of conceding the point, perhaps whenyou have had a chance to clear your head you may reconsider, but for the momentonly your obstinacy and willpower are keeping you arguing. Make a Will roll atthe start of your next turn at -1 per full multiple of WP below zero. Failure meansthat you must concede the point (see below). Success means that you continuearguing, but must roll again every turn to avoid conceding the point (Exception: ifyou choose to Think it Through next turn and do not attempt any social defencesthen you can avoid conceding the point without a roll). 5 WP – You automatically concede the point. If you take any further WPdamage then you must start making Will rolls to avoid becoming broken, rollingagain each time your WP falls below another multiple. 10 WP – This character is broken.BeliefsBeliefs are opinions or ideas which a character holds to strongly. They are weakerthan Mental Advantages and Disadvantages which represent fundamental elements ofa character’s psychological make-up, but they can still be very strongly held and canhelp to define a character’s personality. Social Combat is built upon the basis of addingbeliefs to and removing beliefs from a character.

20CHAPTER 1. CREATION AND MORTALSAll beliefs have a strength, which indicates how powerful they are. No character mayhave a belief which has a higher rating than his Will.Any time a character chooses to act in line with a belief he regains WP at a rate of oneWP per minute. Any time he acts against a belief he can regain no WP (even if he isalso acting in line with a belief). Any time acting in line with a particular belief alsoviolates another belief then one belief goes up in strength by one, whilst the strength ofthe other one goes down by one – player’s choice which. When the strength of a beliefreaches zero it evaporates. For the purposes of these rules all mental disadvantages (andany duties, senses if duty, Codes of Honour, etc . implied by advantages such as Allies,Patrons, or Higher Purposes) count as a belief with a strength which can never go upor down.Or

Exalted’s world, Creation, makes a perfectly cromulant GURPS setting with the right rules options. Below is a summary of how to play mortal characters in Creation using GURPS 4th Edition. I have all the GURPS 4th Edition books, and will be referring to all of them (giving page references where appropriate). 1.1 Tech Level See [JPP04, pp.511-514].

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