Charms
For obvious reasons Exalts would get the powers or Charms the same way in this conversion as they do in White Wolf's Exalted. Nor will they be expressed the same way. I'm using BECMI/LL mixed with Mutant Future as base while while White Wolf has its own system. My idea for advancement is twofold. You'd have classes with their own advancement rates and a universal experience chart. The class chart covers what you'd normally get from classes (hit dice, attack value/THAC0, saves, spells and class features) while the general experience track covers general non-class advancement and on the case of the Exalted, their rate of supernatural power or Charm progression. Some of these might have a class feature or weapon mastery requirement, others might not. But they all have minimum general level requirements.
Exalted types and what their Charms/powers should reflect.
- Solar - Glory and sunlight
- Abyssal - Death and darkness
- Infernal - Hellish might and primal power
- Lunar - Shapeshifting and the moon
- Sidereal - Time, prophecy and knowledge
- Dragon-Blooded - Earthly royalty and the elements
- Limnal - The border between life and death and will to subvert it
Excellencies
Of course not all Charms allow their users to out right perform fantastic feats of skill. Instead these Charms improve upon their wielder's basic competence. Among the most basic of Charms are these Excellencies. All Solar, Abyssal, Infernal, Sidereal and Terrestrial Exalted gain the 1st Excellencies of their Caste's favored abilities free.
First (Ability) Excellency: Essence Overwhelming
Circle: 1
Duration: One check
Action:
Mote Cost: Yes
You add a bonus to your d20 roll when using the related Ability. Only applies to one check.
Level 1-3: +1
Level 4-6: +2
Level 7-9: +3
Level 9-12: +4
Level 13+: +5
Second (Ability) Excellency: Essence Triumphant
Circle: 1
Duration: One check
Action:
Mote Cost: Yes
You automatically succeed in your check. Do not roll the die. Only applies to one check. Since you don’t roll the die, you cannot roll a natural 20.
Third (Ability) Excellency: Essence Resurgent
Circle: 1
Duration: One round
Action:
Mote Cost: Yes
For one round, when using the related Ability, roll 2d20 and choose the best.
Infinite (Ability) Mastery
Circle: 3
Duration: One encounter or turn
Action:
Mote Cost: Yes
Lasts one Encounter. When you use this charm first, whenever you use the First, Second or Third Excellency, their effects last for the whole encounter.
(Ability) Essence Flow
Circle: 4
Duration: 24 hours
Action:
Mote Cost: Yes
Lasts 24 hours. You can use the First, Second and Third Excellency without expending one of your daily Charm uses, for a few times every day:
Level 10-13: 3 times
Level 14-18: 4 times
Level 19+: 5 times
Deathlords & Dragon-Blooded level chart