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Old 04-11-2011, 02:14 PM   #6
Balthial
 
Join Date: Apr 2011
Default Re: GURPS Exalted - Once More, From The Top

I was just thinking about this the other day. I'm an old Exalted fan but I don't know GURPS too well. I agree that Exalted 2E is an epic disaster. A few thoughts:

1. I agree that you shouldn't try to emulate rules too carefully - I might go even further in this direction, I mean, I'm not sure I would bother with charms at all. But OK, I don't want to rain on your parade.
2. (not used)
3. What rules set are you using? Ie which cinematic rules, what advantages?
4. What is the base template for Solar Exalted?
5. What are the stats for Daiklaves et cetera?
6. What advantages must be taken as charms? Can I take Combat Reflexes normally?
7. Is there a general "Power Modifier" for taking powers as Charms?
8. How do you handle Anima Manifestitations? A 500 m column of light that advertises your presence is worth something in any setting.
9. I think you're going to struggle to get everything pointed using existing GURPS guidelines.
10. Am I right that one mote of essence = 1 FP?
11. How do you deal with Sorcerery?

On specific charms:

1. Excellency: I would stat this as a talent. The math is easier and it more closely resembles the original. I would say any of the 25 Exalted abilities would be a 5 point talent.
2. Craftsmen Needs No Tools: To me it seems like at most a 10 point advantage. Although I guess it is dependent on tech level.
3. Wonder Forging Genius: Personally I would just let people learn the higher TL skills as they have the opportunity. If they can learn them without a tutor that's something like "Ally (Sidereal Librarian) or Ally (First Age Self Appears in Dreams)". To me Tech Levels are really only "Current" and "First Age".
4. Ox Body Technique: I think the cap is too low. To me you're looking at up to 60 total hit points for the high end Solars.
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