Exalted sub project 5 - Terrestrial Exalted

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Exalted sub project 5 - Terrestrial Exalted

Postby Agrippa » Sat Dec 24, 2011 4:51 am

Terrestrial Exalted
Image
In a world filled with peril, whether in the form of monstrosities spawned by mad science or by eldritch things from beyond this world, the need for heroes of supurb strength and power is always great. Out of this terrible need valiant and heroic souls have stepped forward. And so did the planet itself, infusing each of these first Terrestrial Exaled with aspects of its power. From the scholarly assassins of the Air Aspect, to the craftsmen and generals of the Earth Aspect, the soldier-socialites of Fire, to the brawlers and sailors of the Water Aspect all the way to the woodsmen and healers of the Wood Aspect. But the most wonderous thing of all about these Terrestrial Exaltated, however much they are weaker than their fellow Exalted, is that they can pass on their Exaltations to their children.

Basics on Exaltation
Since the Exalted all have a non-deific origin they of course come from Pure Strain (including barbarian and sorcerer) or Mutant Human, Mutant Animal or in rare cases Mutant Plant stock. As such they use the the better of their caste or base race's hit dice and ability bonuses and maintain what ever mutations they already have.
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Re: Exalted sub project 5 - Terrestrial Exalted

Postby Agrippa » Sat Dec 24, 2011 4:53 am

Air Aspect
Image
Hit Dice: 1d6 per point of CON
Anima Power: Jump great distances, fall great height with out harm and shield themselves from missile attacks.
Base Mutations (Charms)
Physical: Base (any four)
Mental: Base (any four)
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Re: Exalted sub project 5 - Terrestrial Exalted

Postby Agrippa » Sat Dec 24, 2011 4:54 am

Earth Aspect
Image
Hit Dice: 1d8 per point of CON
Anima Power: Immovable
Base Mutations (Charms)
Physical: Base (any four)
Mental: Base (any four)
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Re: Exalted sub project 5 - Terrestrial Exalted

Postby Agrippa » Sat Dec 24, 2011 5:19 am

Fire Aspect
Image
Hit Dice: 1d8 per point of CON
Anima Power: Fire aura (Energy conducting cells)
Base Mutations (Charms)
Physical: Base (any four)
Mental: Base (any four)
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Re: Exalted sub project 5 - Terrestrial Exalted

Postby Agrippa » Sat Dec 24, 2011 5:20 am

Water Aspect
Image
Hit Dice: 1d6 per point of CON
Anima Power: Can breathe underwater and walk on it.
Base Mutations (Charms)
Physical: Base (any four)
Mental: Base (any four)
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Re: Exalted sub project 5 - Terrestrial Exalted

Postby Agrippa » Sat Dec 24, 2011 5:21 am

Wood Aspect
Image
Hit Dice: 1d6 per point of CON
Anima Power: Immunity to poison, resistance to wooden weapons and toxic secretions.
Base Mutations (Charms)
Physical: Base (any four)
Mental: Base (any four)
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Re: Exalted sub project 5 - Terrestrial Exalted

Postby Agrippa » Sat Dec 24, 2011 5:29 am

For this project I'll be using a modified version of Malcadon's Strength based damage rules. I am hoping to play test it at some later date.

Code: Select all
Strength   Attack  Unarmed  Bonus   Weight
score      Bonus   Damage   Weapon  Allowance
                            Damage   
   |3       -3      0       -1       30 lbs.
  4-5       -2      1d3-1   +0       50 lbs.
  6-8       -1      1d4     +1d3-1*  80 lbs.
 |9-12       +0      1d6     +1d4    130 lbs.
13-15       +1      1d8     +1d6    200 lbs.
16-17       +2      1d10    +1d8**  260 lbs.
18-20       +3      2d6     +1d10   400 lbs.
21-23       +4      2d8     +2d6    600 lbs.
24-26       +5      3d6     +2d8    920 lbs.
27-29       +6      4d6     +3d6  1,400 lbs.


*Or plus two damage steps lower from Strength 6-8 and plus one damage step lower at Strength 9-13. Which ever one is better.
**Or plus one damage die per two points of Strength bonus. Which ever one is better.
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Re: Exalted sub project 4 - Terrestrial Exalted

Postby Atomic Ray » Tue Jun 05, 2012 3:45 am

Bumped...can you say Avatar the Last Airbender...I can :)
“The most merciful thing in the world, I think, is the inability of the human mind to correlate all its contents. We live on a placid island of ignorance in the midst of black seas of the infinity, and it was not meant that we should voyage far.”
― H.P. Lovecraft
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Re: Exalted sub project 5 - Terrestrial Exalted

Postby Agrippa » Tue Jun 05, 2012 4:08 pm

Atomic Ray wrote:Bumped...can you say Avatar the Last Airbender...I can :)


Not quite, but close. For Avatar you'd have to squeeze the Wood and Water Aspects together and give all electrial Charm versions to the Fire Aspect. And that's not going into bloodbending.
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Re: Exalted sub project 5 - Terrestrial Exalted

Postby Agrippa » Fri Jun 08, 2012 1:13 am

I have a new picture for the Wood Aspect and I'll start on fleshing out them all soon. I'm going to do this by simply taking basic functions and skills of each Aspect and building up from there.

Air - Loremasters, occultists, assassins and linguists
Earth - Craftsmen, commanders, heavy infantry and guardsmen
Fire - Diplomats and socialites, light infantry, athletes and duelists
Water - Sailors, smugglers, merchants, investigators and unarmed fighters
Wood - Hunters, marksmen, healers, cavalry, singers, storytellers and actors
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