Updating this thread because the rules have updated!
Exalted: Blood and Fire is now on v1.3! The new version includes Attributes, consolidates some of the Specialties, adds a new one, cleans up the text, and clarifies a few unclear points.
A Blood and Fire cheat sheet.
A 1-page character sheet and a 3-page character sheet.
Hope everyone enjoys! ^_^
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Rules hack: Exalted on the Cortex Plus engine
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Originally posted by spigot View PostHey blackwingedheaven, here's this other Cortex+ Exalted hack I found (Hyperlink's not working due to shitty forum software):
https://drive.google.com/?authuser=0...3pQcUFwWWZpZ1k
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Hey blackwingedheaven, here's this other Cortex+ Exalted hack I found (Hyperlink's not working due to shitty forum software):
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As continuing support for Exalted: Blood and Fire, I've put together a nice little cheat sheet for common questions about the Cortex Plus system. If there's anything you think should be on here, please let me know!
Blood and Fire Cheat Sheet v1
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Due to a few errors that slipped through the cracks, including an entire missing section (?!), Exalted: Blood and Fire Version 1.1 is already coming out. Hopefully there won't be as many issues this time around. XD
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Originally posted by heroicantagonist View Post"See page XX for more information on stunts."
Ah, a true throwback to good old White Wolf.
Though, I think that whole passage got removed in the most recent set of revisions, which makes me a little sad.
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"See page XX for more information on stunts."
Ah, a true throwback to good old White Wolf.
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Now that I'm back from vacation, I've got the last of the art in and finished up the document for release. I've added an example of play, the character sheet, and cleaned up some minor mistakes in the text. I'm tentatively calling this the Version 1.0 of Exalted: Blood and Fire. If you find any mistakes or think of any additions to the text that would be useful, please make a note on the errata spreadsheet. Hope everyone enjoys!Last edited by blackwingedheaven; 03-24-2014, 12:52 AM.
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Since the final version of Blood and Fire is about to drop (like, literally, I'm just waiting for one piece of art), I figured I'd go ahead and put up a preview of The Hundred Devils Manual, the big book of monsters, adversaries, and additional material for Blood and Fire. The link goes to a Google document; I'd really appreciate it if people could let me know what additional allies, enemies, and options they'd like to see in the final version of the book. Bare minimum, I'm committed to writing up at least one character of every caste for every Exalted type. Any other suggestions for things people would like to see?
The Hundred Devils Manual for Exalted: Blood and Fire
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Originally posted by blackwingedheaven View PostIf you don't mind, would you care if I use some of your ideas in a sidebar for the final product? If you're interested, just PM me with whatever contact information or details you'd like to have included in the document.
Originally posted by UltraFennec View PostGood sidebar for the people that MUST HAS defined rules. I for one will stick with the more lax typical Cortex methods.
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Good sidebar for the people that MUST HAS defined rules. I for one will stick with the more lax typical Cortex methods.
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Here's the draft of the "strict character creation rules" sidebar I'm thinking of right now:
By default, Cortex Plus Heroic is designed to skip past the “character creation minigame” aspect of most role-playing games. Players are encouraged to come up with unique SFX and Limits, to assign dice to powers as they see fit, and to generally take control of their characters. The system is self-correcting enough that most “power builds” wind up being only slightly more effective than a character built for pure story reasons, and only in certain situations. Generally, players and their GM should sit down and have a mature conversation about every PC that enters the game, their motivations, their abilities, and so on.
That said, some players (and GMs) rather enjoy a stricter mechanical definition for their characters. If your group needs more guidance, follow these rules for building power sets:
Dice Sets: Each character type gains Xd8 in power traits. Dice can be split, allowing 1d8 to become 2d6, or merged, allowing 2d8 to become 1d10. Every character type has a dice maximum for their traits at character creation. The character’s primary power set must be his “type” charms set (so Solar Charms, Terrestrial Charms, etc.). This set always has the Exhausted Limit. A character can take an additional Limit relating to his personality or history in exchange for an additional d8 of power traits or an additional two SFX. Character types also include how many dice worth of Specialties they receive.
Panoply and Martial Arts: A character can spend 1d8 of his power traits to gain a second power set of either Panoply or Martial Arts. This set starts with one power group. Both kinds of power sets start with 2d8 to distribute as above, with a maximum of d8. A Panoply power set always has the Artifact Limit, and a Martial Arts set always has the Conscious Activation Limit.
Solars: Solars have 6d8 worth of power traits, with a maximum value of d10. They begin with three SFX, plus their caste SFX. Solars have 3d8 to spend on Specialties.
Lunars: Lunars have 5d8 worth of power traits, with a maximum value of d10. They automatically possess Shapechanging d8, which they can improve with their power dice. They begin with three SFX, plus their caste SFX. Lunars have 4d8 to spend on Specialties.
Sidereals: Sidereals have 4d8 worth of power traits, with a maximum value of d10. They begin with three SFX, plus their caste SFX. A Sidereal that purchases a Martial Arts power set has 3d8 (maximum d10) in that power set, rather than 2d8 (maximum d8). Sidereals have 5d8 to spend on Specialties.
Dragon-Blooded: Terrestrials have 4d8 worth of power traits, with a maximum value of d8. They begin with two SFX, plus their aspect SFX. A Dragon-Blooded that purchases a Panoply power set has 3d8 (maximum d8) in that power set, rather than 2d8 (maximum d8). Dragon-Blooded have 4d8 to spend on Specialties.
Abyssals: Abyssals have 6d8 worth of power traits, with a maximum value of d10. They begin with three SFX, plus their caste SFX. Abyssals have 4d8 to spend on Specialties.
Infernals: Infernals have 6d8 worth of power traits, with a maximum value of d10. They begin with three SFX, plus their caste SFX. Infernals have 4d8 to spend on Specialties.
Alchemicals: Alchemicals have have 4d8 worth of power traits, with a maximum value of d10. They begin with two SFX, plus their aspect SFX. An Alchemical that purchases a Panoply power set has 3d8 (maximum d10) in that power set, rather than 2d8 (maximum d8). Alchemicals have 4d8 to spend on Specialties.
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Originally posted by Primefactorx01 View Post
I'm definitely the "more guidelines" type. In fact, during the ~5 or so hours while I was waiting for someone to tell me "It's on page XX, silly!", I may or may not have started writing up guidelines for my players to start creating their characters w/ examples. I.. I may have gone too far in the other direction with too much structure. I think I came up with a neat idea to differentiate the different types of exalted though!
I'll have to see how much structure my players are interested in.
If you don't mind, would you care if I use some of your ideas in a sidebar for the final product? If you're interested, just PM me with whatever contact information or details you'd like to have included in the document.
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Originally posted by blackwingedheaven View Post
It's actually way more firm than the original MHR rules, which were basically "pick what you like." That works really well for a supers game, but I've found that Exalted players want more guidelines than that.. I think I came up with a neat idea to differentiate the different types of exalted though!
I'll have to see how much structure my players are interested in.
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Originally posted by Primefactorx01 View PostOne question. For character creation, it says "In the descriptions of each Exalt type, it gives guidelines for the appropriate number of powers, SFX, and Specialties for a starting character," but I can't seem to find those guidelines. There are guidelines for what sorts of powers and SFX they should have, but not the number.
I'm thinking of letting them have 3 power sets (4d8 or 2d8+1d10), 2 SFX per set, or 5 if you add another limit. If there are pre-established rules, just let me know where.
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