The normal range of human accomplishment (and so attributes) is 3-18. Non exalts cannot progress beyond that , regardless of their level of experience and training.
Exalts can raise their attributes to superhuman levels. This is a large part of the foundation of their power.
All attributes are level attributes for Exalts. Whenever they increase an attribute to a new multiple of 10 they increase their level.
At each level they increase they gain one each of the following
A Talent A Passion A Power
A starting Exalt has an attribute cap of 25 , so will be no more than 2nd level. Their starting powers will be defined by their Caste and their Exalt type. Their talents and their passions can be anything they choose in conjunction with the games master.
Exalts roll 4d6 for all their attributes. If the total of all their attributes is less than 120 , they may allocate points to increase their attributes. They must raise attributes below 12 to 12 before increasing any other. If there are still then any attributes below 12, they are raised to 12.
After their base attributes are determined they raise one attribute to 25 according to their caste
Dawn - STR or CON Night - DEX or LUCK Zenith - CHA or CON Eclipse - CHA or INT Twilight - INT or WIZ
Rather than roll a d6 for the level of talent bonus, an Exalted gains a +6 bonus for their talents, which are selected in the usual way.
These are concepts ,ideals or ambitions that the Exalt holds dear. Examples might be Compassion, Honour, Justice, Honesty, Pride, Lust, Greed, Beauty, love of (person, nation, place) , Wrath, Temperence. Whenever a Saving Roll is attempted , and the Exalts passion has a bearing on the outcome , the exalt may spend 1 Wiz to roll an additional dice, which may DARO with the others. A roll of exactly three 1's is a fumble.
At will they may cause the caste emblem on their forehead to glow with light , revealing themselves as a Solar and shedding light equal to a will o wisp. Once they have spent more than 3 x level WIZ on spells or powers they cause their anima to flare. This displays an obvious sign of their power, brilliant light shines and mortals will be impressed or intimidated by the display - the Exalts CHA is doubled while their anima is revealed.
Solars also have a power that depends on their caste
Dawn - May cast Oh Go Away for half cost as well as taking a combat action (their anima flares in a fearsome way) Zenith - Any spell they cast inflicts double damage on undead and creatures of darkness. They start knowing Take That You Fiend. Night - May cast Hidey Hole for half cost. Their anima only flares if they wish it to. Twilight - May prevent damage taken by spending WIZ on a one for one basis, at any time, so long as they are conscious. Eclipse - May make magically binding oaths that create a curse on any oathbreaker. May treat any attempt to persuade another as though a passion applied.
Exalts know 1 spell level of spells per point of intelligence, including any granted by their powers. Their attribute levels, DEX and INT, must be high enough to learn spells of that level.
Each spell takes up a number of spell levels equal to its level.
When the Exalts intelligence increases they may spend time in meditation to learn a new spell. If they want to learn a new high level spell, they must make sure their int has increased by enough points to accommodate the knowledge.
These can be triggered at any time appropriate. they do not impede any action the exalt wishes to take.
Charm of War - The exalt may spend a point of WIZ to roll extra combat dice , 1 extra combat dice/point. The exalt may spend no more points than their level on this. This lasts for one combat round.
Charm of Athletics - The exalt may spend one point of WIZ to roll an extra dice on any Saving Roll for STR, DEX or SPD. This dice may cause DARO. The power must be invoked before the save is attempted.
Charm of Resolution - The exalt may spend one point of WIZ to roll an extra dice on any Saving Roll for INT, WIZ or CON. This dice may cause DARO. The power must be invoked before the save is attempted.
Charm of Fortune. The exalt may spend one WIZ to roll any saving roll on Luck instead of another attribute. The exalt may also spend one WIZ to roll an extra dice on any Saving Roll of LUCK. This dice may cause DARO. The power must be invoked before the save is attempted.
Charm of Persuasion. The exalt may spend one WIZ to roll an extra dice on any Saving Roll to influence someones state of mind, including , but not restricted to CHA. This dice may cause DARO. The power must be invoked before the save is attempted.
Charm of Healing - The exalt heals all damage , sickness , poison or injury from themself or another. The cost is WIZ = level of the one healed. Creatures with MR cost 1/100 MR.
Charm of Magic - The exalt enters a casting focused state for Rounds = Wiz spent on the charm. In this state no saves need be made to cast spells (they take effect automaticaly), and the Exalt reduces the cost of all spells by their own level.
Charm of the Death Dance - The exalt becomes death incarnate for a number of rounds equal to WIZ spent. They add their level to their armour rating, gain combat dice equal to their level, and double spite damage.
Charm of Essence Mastery - The exalt composes themselves for a round. For the following number of rounds = level, they pay no Wiz cost for Instant Charms.
Charm of Skill Mastery- The exalt composes themselves before attempting use of a Talent they have. Any roll of 1 on the save dice is treated as 2.
The White Wolf RPG Exalted has various kind of Exalts, people who have become godlike. The Solar Exalts are the ones beloved of the sun, who were cast down by the Dragon Blooded (to cut a very long story short) and are currently outlaws. They are the default PC's.
Its a wonderful baroque roleplaying setting , allied to the clunkiest of systems ever.
Huh, and here I was trying to boil it all down to fit White Wolf's OOP Streetfighter RPG- I think I like yours better.My Exalted were indistinguishable from their videogame counterparts, alas.
As high-powered and over-the-top as I hear Exalted is, I never really thought of T&T rather than, say, a Super-hero RPG or the experimental hybrid mentioned above...but with you modifying the charms to fit the format it works!
Keep us posted-I want to see how this turns out..
Sig Under Construction...please reduce surfing speed.
Thanks for the positive comments guys. I had my usual intial burst of wild enthusiasm, then moved on to other stuff. If I decide to run T&T Exalted , I will do more work on this.
I also want to work out the right advancement rate for a campaign. I really like the 7e idea of paying for each attribute to go up, but 7e is too slow, and 7.5e too fast (for the feel I want).
Toying with 1000 + 10 x current attribute level as a compromise.
I don't think T&T exalted would have room for as many charms as Exalted - it's simplicity means only so many game effects. Heres one more
Call the Blade
The Exalted meditates upon a weapon or other item (staff, wand, focus, shield) they own. As an instant action they can summon the item to their hand wherever that item may be. They may have up to two such items dedicated to their use at any one time. The item teleports to a free hand or may not be so summoned.