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Old 03-06-2011, 11:43 AM   #1
Jürgen Hubert
 
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Join Date: Sep 2004
Location: Oldenburg, Germany
Default GURPS Exalted - Once More, From The Top

I still haven't quite given up on converting Exalted to GURPS. This time, I've decided to take a slightly different approach. I want to leave the templates for the Exalted aside for now, and instead concentrate on skills and charms (the innate magical powers of the Exalted) - in particular, as these apply to the Solars, who are paragons of skill.

First of all, some basic guidelines:

- No mortal in the setting, and no Exalted below the age of 100 years, can have a base skill level higher than 20 (elder Exalts may have higher skill levels). If a skill should be increased to higher than 20 because the underlying attribute is increased, the character is "reimbursed" the excess points (which should preferably be invested into charms related to that skill.
- The effective skill level may be boosted by charms beyond the base skill. For Solars, the maximum effective skill level they can reach is (base skill level)x2 -10. For example, if you have a base skill level of 18, you can boost it up to 26 with magic. Other modifiers (like Accuracy bonuses from ranged weapons and the like) can be added afterwards.
- Generally, all Solar charms should be linked to one or more appropriate skills (if in doubt, the GM decides what is appropriate). The maximum number of character points that can be put into a particular charm depends on the base skill level. If several skills are appropriate for a particular charm, the highest skill level determines the number of character points. The following rules apply:

If the use of the charm in question is not obvious and it can function continuously without any drawbacks, the limit is:

(base skill level - 10)x2

Thus, a Solar with an age of 99 years or less could spend a maximum of 20 character points in a single charm of this type.

If the charm either has the Nuisance Effect (Obvious), the Costs Essence limitation, or the Temporary Disadvantage (Reduced Energy Reserve - see below) the limit is:

(base skill level - 10)x10

Thus, a Solar with an age of 99 years or less could spend a maximum of 100 character points in a single charm.

- The character point limits apply after all enhancements and limitations are factored in, so it is entirely appropriate to pick several limitations to get a more powerful effect.
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Last edited by Jürgen Hubert; 03-06-2011 at 01:05 PM.
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