Thread: Exalted Mod
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Old June 11th, 2004, 03:13 PM

Scott Hebert Scott Hebert is offline
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Default Re: Exalted Mod

PvK, thanks for the info. Most of these would have to be national spells, but I'll work on it.

Quote:
Originally posted by Tris:
Hmmm...

Ok more ideas:

The blood was supposed to represent a thorough search through the populace to root out Solars. You find lots of people, check, and find 1 is a Solar.
Right, but that's not exactly how it works. Besides, I don't want the Solars to have Blood magic. That's the province of the Abyssals and the Infernals.

Quote:
If every Solar is a lvl 1 priest (at least) they should all have a lvl 1 priest spell called "Spend Essence" which allows them to recover all/some fatigue. Would solve Dawn problem.
Very similar to what my twin has come up with. It would be a FS national spell, since all Solars have at least FS. BTW, I should mention that my brother is doing quite a lot of playtesting and making balance suggestions for this mod. Don't think I'm doing all of this by myself.

Quote:
Daiklaives (sp?) :
Lose the second i, and you're fine.

Quote:
Make a large number of named Indy commanders, to be placed randomly. Each has a single powerful item. When you conquer the province, your Exalted will have a chance of finding an ancient weapon, perhaps from a past life.
I could do that, but I'm not sure how. You can't mod magic items at all right now. I can make daiklaves and such 'normal' equipment, and make them the base equipment of the Exalted... but that'd make them a little too powerful.

Ah well. Must work within current restraints. I almost have the Terrestrials done.

Scott
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