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tetsujin28
Sep 2nd, '03, 10:24 PM
Some folks on the board were interested when I mentioned the possibility of converting Exalted into Hero. So far, these are just notes, and not organized particularly well. I'll be adding to them sporadically, when I have extra time and my hands don't hurt.

Although I am well-known for my dislike of the Hero stat system, I'm leaving it alone in this version, since I'm posting to the boards, making it easier for people to critique the work I've done. The only thing I've done is change the CHA Maxima disad, based on type: Human 15, Dragon-blooded 20, and Celestial Exalted (including Solars) 25.

Solar Disadvantages Package
All Solar Exalted have the following disads:
Distinctive Features: Anima Banner. When the Exalted uses Essence (q.v.), his anima flares into a banner <the anima banners have yet to be written>. The more Essence used, the greater the level of DF:
1-4 Essence: Easily Conceable, Noticed (5)
5-9: Concealable, Major Reaction (15)
10+: Not Concealable, Major Reaction (20)
This would normally be worth 40 points, but is worth 25 due to the limitation placed on max points from a single disad.

Social: Secret Identity: Solar Exalted. Severe, Frequent, not all areas (15)

Hunted by the Dragon-blooded: More Powerful, Kill/Imprison, NCI, 8- (20)

Must choose two from: Enraged/Berserk, Psychological Limitation (these represent the curse placed on the Solars)

Essence
Essence (ESS) is "spiritual END", equal to (EGOx2). There are two disadvantages to ESS: it recovers as if LT END, save when the PC is under the influence of his curse, and using it activates the Exalted's anima banner (Dist. Feat.). Powers which use ESS instead of END (and that includes nearly all powers which Exalted possess) take a -1/4 "Uses ESS instead of END" limitation. Those that would normally cost no END, but are bought as "Costs ESS" take a -3/4 limitation. Nearly all powers should use ESS.

Charms
The magical abilities possessed by Exalted are known as charms. Charms are built according to the standard Hero powers rules, with the new ESS limitations mentioned (supra). Most standard Hero limitations cannot be applied to charms, unless part of the charm's original description. These include:
Based on a Skill Roll, Gestures, Incantation, Focus, Extra Time, Concentration, Activation Roll, Always On, Independent, Charges, No Conscious Control, Only in Heroic ID, Side Effects, Variable Limitations.

Charms in Exalted are required to be part of a charm "chain" -- this is not true in Exalted Hero. E.g., if you wish to purchase a charm which replicates the Sight without Eyes charm, you need not have already written up and purchased "Wise Arrow".

Many basic charms in Exalted can be reproduced by simply purchasing skill levels of 5 points or more and giving them limitations. <As a possible balancing measure, maybe you can't purchase more levels in charms than you already have levels?>

Many charms convert over to Hero with ease. For instance, Ox-body is simply more BODY, and Front-Line Warrior's stamina is purchased as NSL for wearing armour. Make sure to give charms appropriately cool-sounding names, either from Exalted or invent them yourself. Never simply say, "I'll use my HA" when you can shout, "Sledgehammer Fist Punch!"

tetsujin28
Sep 3rd, '03, 11:37 AM
46 views and no replies?

Old Man
Sep 3rd, '03, 12:18 PM
Well, it's hard to comment when you know nothing about Exalted background. I think I've leafed through a couple of the books. All I really remember is that the art was pretty nice.

But from a purely Hero perspective, how are the different char maxes going to balance out? Meaning, is there any reason not to take a Celestial character? For Solars I see a requirement to take a psych lim, but I usually stack my FH characters with psych lims anyway.

tetsujin28
Sep 3rd, '03, 01:02 PM
Thanks for the comments! Exalted is a lovely-looking game, to be sure. It's also a hoot. This conversion is mainly a mental exercise for the Hero part of my brain, and because people said they liked the idea.

The default setting in Exalted assumes that the PCs will be Solar Exalted, and that Dragon-blooded will usually be "the enemy". Whilst there are books for playing Lunar, Abyssal, and Dragon-blooded (Terrestrial) Exalted, they're not recommended for beginning games. A GM running a Dragon-blooded game knows that the PCs will be more limited in power, and will have to set challenges for them accordingly. Also, the PCs' outlook on the events occuring in the Exalted world will be very different if they are Dragon-blooded rather than Solars.

Regarding the Psych lims, this is an attempt to replicate the curse placed upon the Solar Exalted and the game's "limit break" system, where characters sometimes just go bonkers. Terrestrial Exalted don't have this curse, so they're more balanced, mentally. Of course, they come from a decadent Empire which sets them up as being near-deities, so "balanced" is a relative term. Being Dragon-blooded also means (unless you're a renegade) that you have the backing of the Realm, and lack all the other required disads listed. You still have an anima banner (hard to be stealthy when you're burning lots of Essence), but no-one cares -- you're the law and you're a badass. Dragon-blooded are more likely to have disads such as Watched by their noble House, Loyalty to Realm/House/Immaculate Order, Psych Lim: Imperious and Haughty, &c.

badger3k
Sep 3rd, '03, 01:49 PM
Originally posted by tetsujin28
46 views and no replies?

Likewise, I have never even looked at the game, but what you put down seems ok for me not knowing anything. The only comment I have is why the limitation for Essence. It seems like you just substituted an EGO-based END and gave a limitation for it. If most powers use Essence, why not make that the default and have a power that uses END (as opposed to Essence) as an advantage? The limitations (costs ESS) seem extra, unless you just want something to lower the point costs. I'd go with an extra Visible for the banner effect (or linked PRE-boost or Images or something, if the banner causes an effect that is measurable (during combat, say).

That's just my views, as I said, based with no knowledge of the game, so I may be way off on my thinking. Hope more people look - it seems like a lot of others play Exalted.

Hermit
Sep 3rd, '03, 03:16 PM
Originally posted by tetsujin28
46 views and no replies?

Afraid I no longer purchase WW products, and haven't for sometime, so when Exalted came out... I gave it a pass.

OddHat
Sep 3rd, '03, 04:43 PM
I haven't looked at a WW game in a while, and I'm not a fan of mechanic conversion attempts. I like write ups of settings and characters in Hero format, but I can't see the point of adding new stats or rules when Hero can simulate something without them. For example: Essence looks like a standard description of Endurance, with the special effect that it's "spiritual." The easiest way to handle it is to just use Endurance; otherwise, an END bat is the way I'd go. SImilarly the Anima sounds like is just plain old visual power effects, maybe worth an aditional +1/4 because using more end makes for a "louder" effect.

This sounds more critical than it's meant to; as I said earlier, conversions can be a lot of fun. I just prefer conversion-from-effect over conversion-from-game-mechanic.

Peace and all that.

tetsujin28
Sep 3rd, '03, 04:44 PM
Exalted is the only WW game I still own. It's a hoot.

As for the ESS and END question. In general, no powers should use END instead of ESS -- it just doesn't "feel Exalted". END would be used for all the other things it normally does in a Heroic campaign: combat, LTE, pushing, etc. One could, I suppose, create an END Reserve with a low REC, but that's just another thing that players would have to buy.

The anima banner could be bought as a PRE attack or the like, I just haven't gotten to it, yet. I've only just managed to write up some magic weapons. Speaking of which:

Magic Weapons
Standard Magic Weapon Limitations: OAF, Independent, STR Min, Required Hands, Requires ESS Devotion (-1). Total -4 1/4 to -5 1/2.

Daiklave: 1 1/2d HKA (25) +1 OCV (5); STR 12 (-1/2) = 5
Dire Lance: 2d HKA (30), +1 OCV (5), Long = 6
Grand Daiklave: 3 1/2d HKA (55), +1 OCV (5); STR 17 (-3/4), 2-handed (-1/2) = 10
Grim Cleaver: 2 1/2d HKA (40); STR 13 (-1/2) = 7
Reaver Daiklave: 2 1/2d HKA (40), +1 OCV (5); STR 12 (-1/2), Hand-and-a-half (-1/4) = 8
Smashfist: 1d+1 HKA (20); STR 10 (-1/2), STR min doesn't add to damage (-1/2) = 3

New Limitation: Essence Devotion
This limitation is required for all magical weapons. An amount of Essence must be expended equal to the weapon's (Active Points/5) for the weapon to be used. These points do not return until the character gives up possession of the weapon (whether through losing it, loaning it, etc.)

Magical Materials
Each magical weapon is fabricated with an amount of magical material. Otherwise, such fantastic weapons as Reaver Daiklaves would be unwieldy even for the Exalted. The qualities gained by using the materials and the Exalted they are associated with are:
Orichalcum (Solar): Lightning Reflexes +1, OCV +1, DCV +1 (13 active)
Moonsilver (Lunar): +2 OCV (10 active)
Jade (Terrestrial): Lightning Reflexes +3 (9 active)
Starmetal (Sidereal): +2 DCV (10 active)
Soulsteel (Abyssal): +1 OCV; Drain 1/2d (Essence), linked to HKA (appropriate weapon)
The costs for magical materials are not included in the base costs for magical weapons, and must be paid for in addition.

Armour
Format= Name: DEF/Locations/Weight
Breastplate: 7/9-13/16.2
Buff Jacket: 3/7-14/5/7
Chain Shirt: 6/9-13/11.6
Chain Hauberk: 6/7-14/16.3
Lamellar: 5/7-17/12.63
Reinforced Buff Coat: 4/7-14/8.15
Reinforced Breastplate: 7/7, 9-14, 16-17/21.25
Superheavy Plate: 9/all/56
Masked Helm: 5-9/3-5/varies
Pot Helm: 6/5/.56
Slotted Helm: 7/4-5/1.17
Leather Coif: 3/4-5, 9/1.1
Mail Coif: 6/4-5, 9/3.15

tetsujin28
Sep 3rd, '03, 04:47 PM
Originally posted by OddHat
SImilarly the Anima sounds like is just plain old visual power effects, maybe worth an aditional +1/4 because using more end makes for a "louder" effect. The reason I set it up as Dist. Feat. is that it does cause extreme reactions. Being a Solar Exalted is tantamount to a death sentence in the Realm (hence the Hunted), and causes fear whether you want it to or not. I suppose it could be written up as a PRE attack, No Conscious Control, Aided by every power you use, but that could get messy. It was just easier to make it a DF.

Killer Shrike
Sep 3rd, '03, 05:08 PM
Originally posted by OddHat
I haven't looked at a WW game in a while, and I'm not a fan of mechanic conversion attempts. I like write ups of settings and characters in Hero format, but I can't see the point of adding new stats or rules when Hero can simulate something without them. For example: Essence looks like a standard description of Endurance, with the special effect that it's "spiritual." The easiest way to handle it is to just use Endurance; otherwise, an END bat is the way I'd go. SImilarly the Anima sounds like is just plain old visual power effects, maybe worth an aditional +1/4 because using more end makes for a "louder" effect.

This sounds more critical than it's meant to; as I said earlier, conversions can be a lot of fun. I just prefer conversion-from-effect over conversion-from-game-mechanic.

Peace and all that. Hate to ditto, but: ditto.

You kids and your newfangled WW games.

One of my players has the Exalted book and was talking something about it; Ill try to remember to ask him to bring it over Sat when he shows for the game.....

Killer Shrike
Sep 3rd, '03, 05:10 PM
Originally posted by tetsujin28
The reason I set it up as Dist. Feat. is that it does cause extreme reactions. Being a Solar Exalted is tantamount to a death sentence in the Realm (hence the Hunted), and causes fear whether you want it to or not. I suppose it could be written up as a PRE attack, No Conscious Control, Aided by every power you use, but that could get messy. It was just easier to make it a DF.

Sounds like the SFX of their Power combined with a Hunted to me. Like Odd Hat said; if its super noticeable use the optional Visible Limitation variant for powers that are already visible.

Killer Shrike
Sep 3rd, '03, 05:15 PM
Originally posted by tetsujin28
Exalted is the only WW game I still own. It's a hoot.

As for the ESS and END question. In general, no powers should use END instead of ESS -- it just doesn't "feel Exalted". END would be used for all the other things it normally does in a Heroic campaign: combat, LTE, pushing, etc. One could, I suppose, create an END Reserve with a low REC, but that's just another thing that players would have to buy.


Ive been awake a loooooong time and am crabby, so this might sound confrontational, so apologies in advance :)


"Feel Exalted?"

How does END "feel" anything? END is just fuel/power/energy. Its just a built in control factor to tie exertion to effect, limiting the number of times something can be used.

An END Reserve can be anything from a Nuclear Reactor to Psionic Strength to Willpower to a Blood Pool to Mana to anything you can think of. Just limit the REC appropriately and you are in business. The SFX can be whatever you want, most definitely including "Essence".

YMMV, but it sounds like a round peg and a round hole situation to me.

tetsujin28
Sep 3rd, '03, 11:04 PM
Game and gameworld feel are very important to me. Some systems just are part of the ambience that's being attempted. Not having an Essence mechanic, separate from END, wouldn't feel right to me. And like I said, adding an END Reserve would just complicate things for the players. As for the anima banner, well, that's the way I like it. Even charms that do not create a visible effect can add to the character's anima. Again, it's a simplicity thing.

nexus
Sep 4th, '03, 02:02 AM
Hello. I play Exalted quite a bit and have
been planning a conversion for awhile. I
can't tell you how excited I was to see
this thread.I have all the Exalted books
currently printed. If you would be interested
in corrosponding and sharing ideas, please
contact me at

Nexus@qx.net

One thing I would toss up is that
all Exalted suffer from the Curse. The
Dragonblooded version is just much weaker
than the Solar. It effects them only when
their Temporary willpower is 0. I haven't
come up with a way to represent this in
Hero yet.

I'd call the anima banner the visible SFX
of Charm use and give Solar charactrs a
Social limiation and a Hunted.

Essence I was thinking would be represented
for an Endurancee Reserve with a -1/2
limitation that it causes anima flare the
more it is used. And a brought down recover
time since Essence only regenerates over
the course of hours naturally.

One of the problems I have run into is I have
no idea how to represent some of the so
called Perfect Effects that Solars have
like Seven Shadows Evasion and Heavenly
Guardian Defense.

Looking forward to hearing from you.

tetsujin28
Sep 4th, '03, 01:45 PM
There has always been the problem in Hero that nothing can be "perfect" or immune. The closest you can get is to establish a defense level, X, and say that nothing in the campaign can exceed X.

nexus
Sep 4th, '03, 02:10 PM
I'm leaning toward a Desolification Kludge
for the perfect defense. Perfect attacks, well
I might have to use a non cannonical advantage
or an Ungodly OCV bonus.

Black Rose
Sep 6th, '03, 03:09 AM
You can always use the "Absolute Power" option from Fantasy Hero. Basically, Steve says you find what would the most powerful attack/defence/whatever-you-happen-to-be-trying-to-make an absolute version of, then simply declare that, since according to the campaign parametres this is as big as it gets, it is absolute; the attack cannot be dodged, the defence cannot be penetrated, the strike is so fast it cannot be blocked, the speed is so great it cannot be surpassed, the smarm is so thick you cannot help but succumb, whatever.

For the tendency in some games to have this sort of thing, I think it works well. Just try not to fall into M:tG syndrome; the state where you've made so many ky00l things for your setting that, should they come into play against each other, you'll have bickering for the next three weeks.

ShadowRaptor
Sep 8th, '03, 09:49 AM
I think this thread is a good idea, being an Exalted fan who likes the game a bunch. Post all your ideas in this thread, I think this would be fun to see occur.

Deacon Blues
Sep 14th, '03, 10:12 AM
Having started a similar discussion in the RPG.net forums, I was pointed over here (by a Mr. Long) to take a look at what we'd created.

Tetsujin - not that it matters at this point, but I too will have to wade in and question the point of having a separate "special END" pool to simulate Essence. If you use the LTE rules for any Charm- or Anima-related actions, and regular END rules for everything else, that should be a satisfactory solution.

If you really really feel you need a separate mechanic for Essence, then I won't stop you. But you and I would have to part ways on that.

I do, however, like and agree with the following things:

The magical weapon and magic material writeups.
The Distinctive Features writeup as the Anima Banner effect. Visible would work as well, but why add another -1/4 onto every power when a simple -20 in the Disads column solves it as well?
The Charm guidelines. Good stuff.
Your willingness to forego the 'prerequisites' for certain Chains. Good call.

The next task on my list is to write up the Solar Castes' Anima powers. I'd like them all to come out similar in Active and Real costs, if not identical, just to keep the Castes balanced.

Rene
Sep 20th, '03, 06:10 PM
I own (and like) Exalted. One of the few good WW games, IMO.

I would only change two things from your conversion:

- Can Only Draw from "Special" END shouldn't really be a Limitation on powers. It's at most a -0 Limitation. Most players will buy a very high level of Special END, anyway.

- The Aura definetely should be a Distinctive Features, but IMO it's Easily Concealed and that is it. You need only to avoid using your biggest powers, and that sounds like Easily Concealed to me, the character will only be distinctive in special moments like climatic battles. +10 pts for Extreme Reaction, of course. That is a 15 pt Disad.

nexus
Sep 20th, '03, 06:20 PM
Here are some of my conversion notes:

So far I can see alot might be lost in translation. I think I can preserve
the general feel of the game though.

For attributes I think I am going to use a straight conversion system.
Storyteller attribute *5 giving a range of 5 to 25. That seems to fit the
almost superheroic level of Exalted.

White Wolf -> Hero
Strength Strength
Dexterity Dexterity
Stamina Constituion
Health levels Body (10+1 for every additional Health Level)
Int+Wits/2 Intelligencee
Perception +1 Per roll per dot over 2
Man+Cha/2 Presence
Willpwer*2 Ego
Apperance Comeliness
Stamina Physical Defense
Stamina Energy Defense
Dexterity Speed
As figured Recovery
As Figured Endurance
Health Levels Stun (As Figured +5 per health Level above 7)

Abilites
General Notes:For Attribute based abiltes the following conversion stands:
1 8-
2 As figured
3 +1
4 +2
5 +3

For General Abilites
1 8-
2 11-
3 Attributge level or +1 whichever is greater
4 +2
5 +3

Storyteller -> Hero
Dawn Caste
Brawl Every dot is 3 points of manuvers (Brawling)or Skil Levels
Martial Arts Every dot i 3 points of manuvers (Martial art) or Skill levels
Archery Every Dot is 3 points of Skill level with bow or manuvers (ranged)
Thrown Ditto
Melee Every Dot is 3 points of Levels or manuvers of choice.

Zenith Caste
Endurance Each dot is +1 to Constitution Rolls and +5 Endurance
Performance A PS in a performance. Each dot can be a +1 or new PS
Presense Each dot is one Pre based skill or a +1
Resistance Each dot is one level of Resistance
Survival Each dot is 3 points of Survival Skills

Twilight Caste
Crafts A PS of some Craft skill. Each dot can be another skill or a +1
Investigation Deduction, Crimineolgy, Forensics (Medival)
Lore KS based on areas of academic study and learning. +1 or new KS
Medicine PS:Chirugeon/Healer normal conversion
Occult Sci Skill:Occultism

Night Caste
Athletics Climbing, Acrobatics and Breakfall
Awareness Each dot is +1 on General Percecption Rolls
Dodge Each Dot over 2 is +1 level with DCV
Larceny Streetwise, Sleight of Hand (Pick Pockey), Lockpicking
Stealth Stealth, Concealment

Eclipse
Buracracy Buracractics
Linguistics Each dot is 3 points of Language Skills
Ride Riding normal conversion
Sail PS:Sailer Normal conversion
Socalize High Society

Specalties must be converted on a case by case basis. Ususally they will
dicate specific manuvers purchased or complimentary skills.

Ex:Occult 2 (Specality:Summoning +1) would convert to Sci:Occultism and
KS:Summoning Rites:8-

nexus
Sep 25th, '04, 02:38 PM
Well, it's hard to comment when you know nothing about Exalted background. I think I've leafed through a couple of the books. All I really remember is that the art was pretty nice.

But from a purely Hero perspective, how are the different char maxes going to balance out? Meaning, is there any reason not to take a Celestial character? For Solars I see a requirement to take a psych lim, but I usually stack my FH characters with psych lims anyway.

The Primary motivation to play non Celestial is social. In the setting, DBs are regarded as the only "True" Exalted. All the others are demonic Anathema, fell demons created only to destroy Creation, pure evil etc. OTOH, DB are spiritually enlightened beings, the acknowledged masters of one of the greatest empires in the world, etc etc. Also DBs in their home system get more "Stuff" than Solars to start with, perks such as magical items, resources, contacts, skills, etc. Better trained, equipped and backed.

Vondy
Sep 25th, '04, 03:08 PM
I wasn't real thrilled with the "angst ridden goth vampire" take on vampires so I figured I'd give the "dissaffected gamer wants to personify dualism" bit a pass. At the same time your conversion - on the hero end at least - looks workable.

nexus
Sep 25th, '04, 03:12 PM
Its not really so bad. The Exalted are the Chosen of the Gods, warriors and heroes granted a small measure of their Patron Deities powers and charged with defending Creation (the setting, a flat world existed between four elemental poles in a sea of primal chaos). The angst factor is actually pretty low for a White Wolf games and there's a surprising amount of kung fu action and kick butt heroics. Some example movies would be Hero, Iron Monkey and pretty much anything with Jet Li. :)

Rick
Sep 27th, '04, 12:52 AM
I'm not a fan of the Ego based end (all it really is, is an end reserve with some flavor text, based on ego, and limitations on the Rec. However I can see why you'd use it, it is easier to just say your egox2 is your essence. There is also precident for it in an optional rules type way.

If end is work per normal rules, and essence is base on LTE lose; I'd allow for the (-1/4) based on special end, since it is limiting in this context.

UltraRob
Mar 5th, '06, 08:34 AM
It's interesting that when I ran a high-powered (250pt) WuXia Fantasy campaign using HERO the end result was pretty much Exalted combat already. There really wasn't much difference between what you'd get in Exalted and what I got out of my WuXia PCs. They were minor gods who were terrors against normals (even normal soldiers) and could only be countered by small armies, or other WuXia of their own level or higher. I still recall when they (4 PCs) hopped on a barge filled with 50 armed and armoured footsoliders and proceeded to soundly cut through them like they were grass. (Although in the end, more than half the soldiers has jumped off into a raging river to avoid facing the PCs...)

HERO is already geared towards (Super) Heroic combat in the first place, and since Exalted is more or less Fantasy Superheros, I think it's a pretty natural fit. I partially bump this now because Exalted 2nd Edition is coming out in a week or so, and I think it will either bring a lot of new players into using the Exalted setting or drive a lot of the old ones to look for a new system to use for their campaigns! :p

On, and on the END debate, I think that an END Reserve is also the way to go, but it brings into question how to handle the "dedicating ESS to magic items" idea when the PC can pretty much counter any END/ESS loss with a single experience point. Also, how to handle the point that Stunts (if you choose to include them) should also give back ESS?

Rob

UltraRob
Mar 5th, '06, 04:48 PM
Just to continue...

I think probably the most important part of running an Exalted(-style) game is actually trying to get that Exalted "feel" going on. I know when I ran it, that's what I found the most fun, the "over the top" action feel that had my players bouncing around like kids the day after Halloween.

The key method to achieving this in Exalted is Stunts, of course, which can be done using a simple Combat Rubrick as below. But, there is more to it than that, Exalted is all about proactivity and saying "yes" to your players. I think as GMs we're using to saying "no" to them a lot, always challenging them enstead of encouraging them. This article (http://wiki.rpg.net/index.php/Tips_for_Storytelling_Exalted) on Exalted storytelling made me think about that a lot, and start to question if that's the wrong way to go with my gaming in general.

And without further adieu, here's the combat rubrick to go with it:

Simple Combat Bonus Rubrick


Level of Description: 1

Player uses Mechanical Attack Names or very Simple Description.

Examples:
“I punch him.”
“I use my martial strike.”
“I fire my energy blast.”

Possible Bonuses: 0 OCV/0 DCV/0 DC


Level of Description: 2

Player makes moderate effort to use descriptive combat and/or uses descriptive attack names.

Examples:
“I use my Three Dogs Biting attack on him!”
“I drop to the ground and do a sweep attack.”
“I bring my arms together, smile, and fire my god-bolts.”

Possible Bonuses: +1 OCV/ +1 DCV / +1 DC (whatever is most appropriate)


Level of Description: 3

Player makes serious effort to use descriptive combat, and makes regular use of descriptive terms instead of mechanical terms. Player makes use of environmental elements as part of combat.

Examples:
“I leap up into the air, using my Three Dogs Biting attack to knock him back into the firepit so I can watch him scream.”
“I jump over the table, do a double roll on the ground and bring my leg around to sweep him.”
“I throw an apple up in the air to distract him, then dive to the side letting lose with my god-bolts.”

Possible Bonuses: +2 OCV / +2 DCV / +2 DC (whatever is most appropriate)


Level of Description: 4

Player uses descriptive combat terms and descriptive terms for powers, player uses environmental elements in combat and also shows extreme cleverness or creativity in their combat moves.

Examples:
“Saying “you look a little under-done”, I leap up into the air and use my Three Dogs Biting attack to hit him six times a second into the chest, knocking him back into the firepit and listen to him scream with satisfaction.”
“I jump over the table, making sure not to disturb anything else so I don’t make the Duke mad, and then do a double roll on the ground and bring my leg to do a sweep on the guy while getting ready to lunge forward for an elbow strike to the chest for my next move.”
“I snatch an apple from the table and throw it at his head since I know he’ll instinctively focus on it while I dive to the side and shoot him in the upper torso with my god-bolts while yelling “let’s see how you like this one boy scout!””

Bonuses: +3 OCV/ +3 DCV / +3 DC (whatever is most appropriate)

Thia Halmades
Mar 5th, '06, 07:25 PM
To chime in a moment on a game I know nothing of (that's Exalted, not HERO. Stop staring at me like that) I would point out that in Fantasy HERO Steve spends a lot of time demonstrating that new, interesting stats (such as ESS) are entirely workable and gives example builds for Mana (MAN or MNA, I forget which he called it) as a derived stat based on things I don't remember, and probably shouldn't repeat.

Point is: there's a precedent for it. Second, I'm going to neatly side on the Exalted player here, and not condone the use of an END reserve. While I agree that the END Reserve is a neat way to solve the problem, it does, as the man says, lack the appropriate feel - a renewable internal resource that is a natural part of the character that doesn't need purchased, and should be subject to any and all NCM rules that may or may not be in place.

If he wants you to burn ESS to weave a weapon/device into your pattern, then it should be ESS from which you draw. Just dropping a CP to gain 10 more makes the exercise pretty pointless. Also, nothing in his write-up suggests the usual END/REC system that an END Reserve creates.

While normally I'm ALL about some END Reserves (my 1st shot at a magic system used END, and subsequent non-d20 inspired systems will) in this case I would go with ESS as a stat, with specific applications.

If all POWERS - such as EBs, HKAs, etc. require ESS, than I would not actually say "requires ESS" is an additional lim because it's a standard rule for the campaign, just as when you have PCs in a heroic level campaign they don't receive 20 points for NCM - it's part of the base rules and receives no special consideration.

UltraRob
Mar 5th, '06, 10:20 PM
Seventh Righteous Blade
Player: UltraRob
Game: Exalted HERO

Val Char Cost
17 STR 7
18 DEX 24
18 CON 16
12 BODY 4
13 INT 3
15 EGO 10
13 PRE 3
13 COM 2

7/11 PD 4
6/10 ED 2
5 SPD 32
7 REC 0
36 END 0
30 STUN 0

9" RUN 6
2" SWIM 0
8" LEAP 8
Characteristics Cost: 121

Cost Power END
0 Essence Pool: Endurance Reserve (30 END, 3 REC) (Custom Adder, ) Reserve: (2 Active Points); REC: (3 Active Points); Slow Recovery 1 Hour (-2) [Notes: 9 Points of Essence are tied up in the Reaver DaiKlave, so his real Essence Available during Combat is actually 21.] 0
13 Heaven's Righteous Wrath: +4 with HTH Combat (20 Active Points); Costs Endurance (-1/2) 4
20 Perfect Ghost Dodge: Desolidification (40 Active Points); Cannot Pass Through Solid Objects (-1/2), Instant (-1/2) 8
Powers Cost: 33

Cost Martial Arts Maneuver
4 +1 HTH Damage Class(es)
3 Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, Weapon +3 DC Strike
5 Defensive Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort
5 Defensive Strike: 1/2 Phase, +1 OCV, +3 DCV, Weapon +1 DC Strike
4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
3 Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, Weapon +1 DC +v/5, Target Falls
5 Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, Weapon +5 DC Strike
Martial Arts Cost: 29

Cost Skill
2 Animal Handler (Equines) 12-
3 Climbing 13-
3 Conversation 12-
3 Fast Draw 13-
4 Gambling (Card Games, Dice Games) 12-
3 Lockpicking 13-
2 Navigation (Land) 12-
3 Riding 13-
3 Shadowing 12-
3 Stealth 13-
3 Streetwise 12-
3 Tracking 12-
3 Trading 12-
4 WF: Common Melee Weapons, Common Missile Weapons
Skills Cost: 42

Cost Equipment (Equipment Costs do not actually figure in Total Cost. They are included here for reference only.) END

Reaver DaiKlave: (Total: 45 Active Cost, 8 Real Cost) Killing Attack - Hand-To-Hand 2 1/2d6 (40 Active Points); Independent (-2), OAF (-1), Essence Devotion (-1), STR Minimum 6-14 (STR:12; -1/2), Required Hands One-And-A-Half-Handed (-1/4), Real Weapon (-1/4) (Real Cost: 7) plus +1 with HTH Combat (5 Active Points); Independent (-2), OAF (-1), Linked to Reaver DaiKlave (Reaver DaiKlave; Lesser Power can only be used when character uses greater Power at full value; -3/4) (Real Cost: 1) 8

$90 Reinforced Buff Coat: Jazeraint Heavy Leather (4 PD/4 ED) [Notes: Body 12] 0

Total Character Cost: 225

Val Disadvantages
0 Normal Characteristic Maxima
20 Distinctive Features: Anima Banner: (Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)
15 Secret ID: Solar Exalted: (Frequently, Severe, Not Limiting In Some Cultures)
20 Hunted by Dragon Blooded: 8- (Mo Pow, NCI, Harshly Punish)
20 Curse: Combat Berserker: Berserk Friends or Innocents are Killed (Common), go 8-, recover 14-

Disadvantage Points: 75
Base Points: 150
Experience Required: 0
Total Experience Available: 0
Experience Unspent: 0

----------------------------------------------------------
So, this is my little test character based on Tetsujin's guidelines posted at the beginning of the thread and using the Desolidification "Perfect Defense". He's meant to be a basic low-level Solar Swordsman Butt Kicker with a sword and medium armour. It's interesting how really I didn't want or need to add many charms to him (I made those ones up myself), as was noted above most of the Charms in Exalted seem to just be 5 Point Skill levels in HERO, extra damage classes, or the occasional other boost. He already has Martial Arts maneuvers, there's only so much need for more Charms doing the same things.

I built the ESSence pool as an END Reserve to get it into HERO Designer, but it's meant to be an extra stat so I modified it so it was equal to EGOx2 and the cost was Zero. I assumed you get 1/10th of your ESS back per hour, and bought the REC accordingly. Charms which draw on the pool cost 1 ESS/5 active points, which I think works well, but I didn't give a cost break for the using the ESS pool since I agree with Thia that it shouldn't be worth a disad. The Reaver DaiKlave is 45 points, so it cost the pool 9 "permanent" ESS, reducing his available pool to 21 points, which does seem a little low, but he's not supposed to be a Master. He can also only use that "Perfect Defense" twice with that much ESS available, so I didn't feel the need to make it cost a point of BODY or some other side effect to use it.

Against Normals he'd be a terror, and against other Exalted he'd be able to put up a good fight, although he'd still have a lot of trouble if normal soldiers came after him in groups.

Overall, not bad.

Rob

Lord Liaden
Mar 5th, '06, 11:22 PM
Very nice work, UltraRob! :thumbup: In particular, I'd say your "combat bonus rubrick" is very much in the spirit of "Appropriate Unlikely Actions" as described in the Champions genre book, if not actually matching the suggestions there.

Have you considered putting your last two posts on the "Exalted HERO Conversion" thread on RPGnet? I think it would really stimulate the conversation there for all those Exalted boosters to see more examples of how their stuff would translate into HERO.

UltraRob
Mar 6th, '06, 12:49 AM
Done, Done and Done, My Lord. We'll see what hornet's nest we can stir up over there with this. :p

I guess HERO really is in my blood, I ran my first session of Exalted last week, and it only took 4 days of reading Exalted rules to make me think about how HERO could do it better...:doi:

Rob

tetsujin28
Apr 9th, '06, 12:08 AM
Yeah, I felt the same way. That's why I came up with the conversion in the first place. Unfortunately, my current gaming group really, really doesn't 'get' Hero, so I ended up putting Exalted Hero on indefinite hold. But who knows, maybe someday I'll get the thing going, again.