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===== Commentary =====
 
===== Commentary =====
The commentary of this page grew to great size, so I am created a new page to host those old comments. This can be found here - Heru[[/ModernDayOldComments]]
+
The commentary of this page grew to great size, so I am created a new page to host those old comments. This can be found here - [[HeruHeru/ModernDayExalted/ModernDayOldComments]]
  
 
Oh, I will post something here. I am really good when it comes to fluff, but I would very much love assistance in coming up with some of the more rules intensive parts of this project. Like new Charms, races, spells (including those of Theurgy), etc.
 
Oh, I will post something here. I am really good when it comes to fluff, but I would very much love assistance in coming up with some of the more rules intensive parts of this project. Like new Charms, races, spells (including those of Theurgy), etc.

Revision as of 08:06, 5 April 2010

Modern Day Exalted

I was bored today so I decided to come up with a variant Exalted setting. The basic premise of my setting came about because of my interest in the idea of playing a game in which the Exalted that we all know and love are reappearing in the world of the modern day. That is, up until the moment the Event happens, all that we know about the world is the truth. Recorded history played out exactly the same, and only now do changes appear.

Background

The newly revived scholarship of the Exalted teaches us that long ago Essence flowed throughout the world in great lines and pooled into nexuses of incredible potency. This was also a time when the gods walked amongst the world and their presence shaped how history proceeded. This time passed and the gods fell to sleep, waking only recently. Not long ago a celestial event caused a great burst of Essence to traverse the world – imbuing the ambient dragon lines with new energy (turning a previously mundane world into one that has begun to regain the magical) and releasing from their slumber the Gods and freeing from their stasis the Exaltations. From this period of enhancing a number of mortals awoke to their divine heritage or were Chosen and gained power over the universe.

History

  • Primordial Age – Time of the Primordials
  • First Age – Gods reign, magic strong, supernatural world. This was an Age containing many different epochs, some containing higher magics and glories than others.
  • Second Age – Gods sleep, magic weak, mundane world. This is the Age of true recorded history.
  • Third Age – Gods awaken, magic grows stronger, supernatural world. This is the current age, the Age in which the Exalted come back.

The Primordials formed Creation out of Elsewhere and Chaos, a place that they could call their own where they could rest from the constant dangers existing in those non-places. For a timeless Age Creation was perfect and then the Primordials grew more and more restless and corrupt. The Gods, the creations of the Primordials designed to tend to Creation, began to be worried and fearful. To this end they planned a rebellion to topple their makers and to rise and take their place. Though, because of a great geas never to harm their makers, the Gods could not strike out themselves, and so they turned to another Primordial to aid in the forging of weapons. These were the Exalted, adn it was through their actions that the Gods declared war and battled against the Primordials. In the end all the Primordials were banished to the Infernal Realm of Malfeas and great strictures were placed on their very names. Every few millennium the Yozi and their demonic hordes (as the Primordials who were banished were called) would plot an attack, eventually be defeated and forced back. This was the status quo for untold millennium.

Eventually, the Yozi hatched a plan that caused the gods to turn aside and enter into a state of stupor. Yet to the detriment of the collective hosts of the Yozi, the strictures on their names caused them to disconnect from the world at the same time. And so matters remained for a few thousand years – the Creation that was once highly magical became a universe of the mundane. Recently a mystical event of epic proportions awoke the gods, reconnected the Yozi, freed the Exaltations and caused thousands of beings to gain access to their power or to be Chosen of the bearer of great power. A new day dawned in Creation as Essence began to reflow into the world – turning that which had been mundane back into the magical.

This is the world that the you, the players, find yourself. Beings of the Divine in a world not used to it.

Changes to the Mundane World

The arrival, or return, of Essence into what was a world almost entirely devoid of it beyond the most basic essential level, caused much change. At the same time, though, maps of the world from before remain fully usable and compatible with the world as it is now in the return of awakened Essence. This means that national borders and boundaries and such all retain the majority of the same shape and design.

The first major change is the most blatant and awe-inspiring - in the middle of the Atlantic Ocean a gigantic mountain appeared surrounded by a small bit of landmass. Those Exalted who have reached into their memories know that this mountain is the physical representation of the Elemental Pole of Earth.

Another change is that all over the world various lost, forgotten and ancient sites are reappearing. Ruins, remnants and such are cropping up in various places, even in the midst of cities and highly populated regions. Those who understand such things have declared that as Essence flows the Essence of some of the more important ancient places are caused those places to jump space and time, arriving in the modern world.

Even more, sites of ancient occult knoweldge, spirituality, and the force of nature are regaining their ancient power. This can be seen in the fact that some ancient structures were unwittingly constructed as manses on top of demesnes, or the fact that the ancient rituals of temples and such are gaining magical potency. It can also be seen in forests that are becoming more alive and filled with magical beasts. Or the fact that in some places things that are blatantly unnatural or dead are appearing and moving throughout the known world.

On a more fundamental nature, scientists and physicists are also realizing that what they thought they knew is actually breaking down. The laws of time and space, of physics, of gravity, are not functioning as they are supposed to. Objects can be bigger than the space they take up, or smaller than their dimensions allow. Things move when at rest and are at rest when they move. Some are starting to realize that the day of science being in charge has come and gone, and now its magic that is beginning to dominant existence as one knows it.

Metaphysics

What humanity thought that it knew about the universe was called into question with the return of the Gods and the reawakening of the magical from the mundane. New information presents an entirely different view of the multi-dimensional Creation.

The Lands of the Living lies in the middle with the Lands of the Spirit above and the Lands of the Dead below. Above that, yet interlinked with it all, is the Celestial City of Yu-Shan, the abode of the Gods and the Celestial Bureaucracy. Off to the side, connected yet separated from Creation, is the Infernal Realm of Malfeas. This realm is the prison for the Primordial creators of Creation. In a non-place beyond the normal boundaries of Creation lie Elsewhere, the abode of formless energy, and Chaos, the abode of formless thought. Both Elsewhere and Chaos are separated from Creation by a (mostly-)impermeable protective barrier.

The Lands of the Living is where the mortal population dwell, it is the abode of the physical and the imbued with the energy of the dragon lines. It is actually made up of an unknown number of Crystal Spheres, each containing and surrounding a single solar system. What the other Crystal Spheres possess and look like are unknown to modern man, though returning divine records tell of the time when a human civilization stretched throughout all of Creation. There are parts of the Lands of the Living where the powers of the chaos realm have some authority, these places are called Wyld Zones and are inhabited by strange creatures known as the Unshaped if they travel through space or the Fair Folk if inhabiting the surface of a planet.

In the Lands of the Spirit, also known as the Overworld, that lie above the many and myriad gods of the world make their home. It is their job to watch, record and listen to that which goes on in the mortal world. Those of the Terrestrial Bureaucracy, as this level of divine order is termed, answers to the masters and lords in the Celestial Bureaucracy of Yu-Shan.

In the Lands of the Dead, also known as the Underworld, below those of the living lie the ghosts of those mortals who die and whose will to exist makes it hard for the normal cycle of rebirth and resurrection to take hold on them. It is here that they make their ghostly courts and play out intrigue reminiscent of the living and yet devoid of any true originality. Eventually even the most strong willed mortal ghost gets swept up by the timeless passage of Essence and reincarnate. Besides ghosts there are other creatures living here, creatures whose very nature are opposite that of the Lands of the Living.

Yu-Shan is place where the gods of celestial concepts (such as language or war, compared to such things as a particular cup or object which is terrestrial) make their home. It is a major multi-layered city that exists surrounded by a dome of shimmering and impermeable crystal. Each Crystal Sphere as its own domain within this heavenly city (each the size of a medium sized continent) and above all those lies the greatest dominions of all – that which lies the greatest of gods of Creation. It is here that the Jade Palace (the home of the Celestial Incarna and the resting place of the Creation-Artifact) and the Loom of Fate and Destiny (that which creates and registers the weave of fate and destiny in Creation) rest.

Types of Exalted

The Exalted come in four varieties, the most powerful and rarest are the Solar Exalted, the greater in number but still quite powerful Celestial Exalted, the innumerable but less powerful Terrestrial Exalted, and the foul Chosen and offspring of the Yozi.

Heavenly Exalted

  • Solar Exalted – The greatest amongst the great, the Solar Exalted were the ones the Gods granted imperium over all of Creation – the Lands of the Living, the Lands of the Spirit and the Lands of the Dead. It is they who command the greatest levels of Essence and whose power lay unequaled in all of Creation. They need no theme for theirs is the theme of excellency, of power overwhelming, of totality. They are the most powerful and yet also the rarest for they unify and bridge the gap of all other types of Exalted. These Exalted have access to all three levels of Sorcery, Necromancy and Theurgy, and all three levels of the Supernatural Martial Arts.

Celestial Exalted

  • Abyssal Exalted – These were the Celestial Exalted who were directed to govern the Lands of the Dead in the name of their Solar lords. Despite the location of their mandate, these Exalted are as much alive as the others. These Exalted have access to all three levels of Necromancy, the first two levels of Sorcery and Theurgy, and the first two levels (the third at great effort) of the Supernatural Martial Arts.
  • Lunar Exalted – These are the seneschals of the Solar Exalted given domain of the Lands of the Living. Potent shapeshifting is at their beck and call. These Exalted have access to all three levels of Sorcery, the first two levels of Necromancy and Theurgy, and the first two levels (the third at great effort) of the Supernatural Martial Arts.
  • Sidereal Exalted – These Exalted seneschals were granted direction over the abode of the Gods – the Lands of the Spirit and Yu-Shan. Potent abilities to manipulate fate, destiny and the designs of Creation's tapestry is at their beck and call. These Exalted have access to all three levels of Theurgy, the first two levels of Sorcery and Necromancy, and all three levels of the Supernatural Martial Arts.

Terrestrial Exalted

  • Elemental Dragon-Blooded – These Exalted are imbued with the power of the five elements of Earth, Air, Fire, Water, and Wood. Acting as the seconds to the Lunar Exalted, these Chosen of the Divine aid in the running of the Lands of the Living. They have access to the first level of Sorcery and the first level (the second at great effort) of the Supernatural Martial Arts.
  • Netheral Dragon-Blooded – Seconds to the Abyssal Exalted just like their brothers follow the other Celestial Exalted, these Terrestrial Exalted have a mandate over the ghosts that inhabit the Lands of the Dead. Just like the Abyssal Exalted, these Exalted are alive in the realm of the dead. They have access to the first level of Necromancy and the first level (the second at great effort) of the Supernatural Martial Arts.

The Chosen of Demons

  • Infernal Exalted – Those individuals who owe their Exaltation to the power and potency of the Yozi. They are the smallest in number of all the Exalted and have been declared as the main enemies of Creation. The power they possess is slightly above the trinity of Abyssal, Lunar and Sidereal but less than that of the Solar.
  • Twisted Exalted – These are the Terrestrial-like type of Exalted that serve the demon host. While much greater in number than the Infernal Exalted their very beings are tied much closer to their masters than any of the other Exalted.
  • The Fallen – Occasionally an Exalted of any level may fall prey to the evil and corruption that demonic creatures can bring to bear against those weak in mind and spirit. Those Exalted that choose to serve the Demon Lords in this manner are termed the Fallen – a loose collection of all the above types.

The Castes of the Exalted

Solar Exalted Castes

  • No changes occur in the five Solar Castes.
  • Full Listing: Dawn, Zenith, Twilight, Night, Eclipse

Abyssal Exalted Castes

  • These Exalted are no longer corrupted or perveted Solars, but rather they are a normal Exaltation grouping in and of themselves. Their power lies in the Underworld. Beyond this modification, the castes have not changed.
  • Full Listing: Dusk, Midnight, Daybreak, Day, Moonshadow

Lunar Exalted Castes

  • Events in the previous ages fixed matters for them, and thus there are now five Lunar castes in Modern Day Exalted.
  • Full Moon
  • Waxing Moon
  • Half Moons
  • Waning Moons
  • No Moons

Sidereal Exalted Castes

  • No caste changes have occured for the Sidereal Exalted.
  • Full Listing: Journeys, Serenity, Battle,s Secrets, Endings

Elemental Dragon-Blooded

  • No aspect changes have occured in this version of the Dragon-Blooded.
  • Full Listing: Air, Earth, Fire, Water, Wood

Underword Dragon-Blooded

  • In ages past some of the Terrestrial Exalted gave up their affinity for Creation's elements to gain affinity for the five Underworld elements.
  • Ash Aspect - Air
  • Jade Aspect - Earth
  • Pyre Flame Aspect - Fire
  • Blood Aspect - Water
  • Bone Aspect - Wood

Exalted Changes

Changes to regular Exalted – The functions of Abilities are expanded somewhat, but their names are not changed nor is their core function. The Underworld is a now a natural place, and not tainted by Oblivion. A place called the Spirit World is created as an overlay above the normal mortal world. The material world of Earth is but one sphere in a huge collection of spheres. Abyssal Exalted are no longer evil, dark corrupted Solars, but rather a true Exaltation type in their own right. The process that cleansed them of their taint to Oblivan also reduced some of their power level, they are now equal to the Lunars and Sidereals in power, rather than that of the Solar Exalted. There is a variant group of Terrestrials which loose access to their terrestrial elemental affinities for Underworld elemental affinities. Beyond the normal PC-level Exalted, there are also corrupted evil versions that loose access to some freedoms but gain some power in response.

Exaltation Numbers - Mighty events worked their magics in ages past, which had the effect of modifying the numbers of Exaltations that arrived in the modern day world. Nobody actually knows how many of each Exalted type there truly exists, but one thing is for certain, new arrivals of celestial Exaltations always come in groups of eleven - five Solars, five Lunars, and 1 Sidereal - while new Abyssal Exaltations always appear in groups of five. Both such things occur as perfect circles are ordained by bonds of fate.

Favored Talents – Through their Exaltation, the Exalted have a natural affinity with certain Abilities and or Attributes beyond that of their mortal kin. This makes it easier for a character to raise the Favored Talents through bonus and experience points.

Essence Appearance - The more Essence an Exalted has, the less human he looks. His Essence may make him impossibly perfect, and beautiful, or grotesque, or bestial, or it may make him more like the elements he embodies, but observers can tell he isn’t a mortal. The exact effects of Essence upon a character’s appearance depends upon the characters Exalted type, the player’s desires and the Storyteller’s whim.

Virtue Power - The Exalted are mighty beings, with mighty passions. Because of this Virtues have greater power over the Exalted than they do mortals.

Essence Powers – As beings connected to the Divine they naturally have access to various types of supernatural powers.

  • Anima Effects – All Exalted can channel Essence directly without learning to generate magical effects. There are three types of anima effects, those based on being Exalted, another based on Exalted type and finally those based on caste.
  • Charms – Charms are chosen for Abilities or for Attributes. These magics enhance the capabilities and provide new powers for the Exalted.
  • Supernatural Martial Arts - To gain access to the supernatural martial arts a character must purchase a special Charm that is not tied to any one Ability.
  • Sorcery – This is the magic of the living essence of the Land of the Living. Through mastery of the Occult (and the picking of a specific Charm for each), an Exalted can gain access to the Three Circles of Sorcery – Emerald Circle, Sapphire Circle, and Adamant Circle.
  • Necromancy – This is the magic of the death essence of the Land of the Dead. Through mastery of the Occult (and the picking of a specific Charm for each), an Exalted can gain access to the Three Circles of Necromancy – Iron Circle, Onyx Circle, Obsidian Circle.
  • Theurgy - This is the magic of the spirit essence of the Land of the Spirit. Through mastery of the Occult (and the picking of a specific Charm for each), an Exalted can gain access to the Three Circles of Theurgy - Amber Circle, Diamond Circle, and Quartz Circle.
  • Thaumaturgy – Despite all their power, the Exalted are still essentially human and thus may lean and utilize the basic magics of Thaumaturgy. Truthfully, the Arts, Sciences and Rotes of this mortal magic come much easier (and with much less power) to the Exalted than anything else at their disposal.

Abilities in the Modern Day

For the most part the Abilities used in Standard Exalted can be used in Modern Day Exalted with few to no changes. Those changes, as well as clarifications are listed below.

Archery – The Archery Ability cover weapon operation and basic maintenance, from all manner of bows, to sidearms, assault carbines, vehicle-mounted artillery, and siege weapons.

Brawl – This Ability covers basic unarmed fighting. It does not include the styles of the Supernatural Martial Arts. This Ability replaced Martial Arts.

Craft – This Ability covers both basic, magical and technological devices.

  • Craft (Elemental) - The five mundane craft abilities (air, earth, fire, wood, water) is united under a single Craft (Elemental). This covers all mundane crafts, even those that are technological in basis. It should be noted that crafting computer programs is a form of Craft (Air).
  • Craft (Magitech) - This is the creation of magical devices.
  • Craft (Genesis) - This is the creation of magical creatures.

Linguistics - The major language options of the Modern Day are:

  • Old Realm - The language of First Age of Creation. This language is embedded into the fundamental pattern of Creation.
  • Modern - This language option covers all the languages in use within the world before the return of the Exalted. None of these languages are magical.
  • Ancient (Elemental) - The languages spoken in each ancient elemental direction. The ancient languages of Riverspeak, Skytongue, Flametongue, Seatongue, and Forest-tongue fit under here.
  • Racial Tongue (Type) - The languages spoken by the sentient magical races of Creation. Things like Mountain Tongue (the language of the Mountain Folk) or Dragon-Tongue (language of the Dragon Kings) or others fit under this category. Each dot of linguistics may give a single version of Racial Tongue.

Lore – This Ability covers knoweldge, both basic modern knoweldge as well as ancient supernatural magic, and everything in between. Things like Physics, History, Geology and such are a part of this Ability. As are the advanced skills needed to utilize computers at deeper levels.

Occult – This Ability covers both the use of Essence (such as Wyld shaping) and the manipulation of magic (such as spirit sight or sorcery).

Ride – This Ability covers not only the use of mounts (from the normal, like horses, to the mystical), but also artifact vehicles and mundane technological vehicles - like trucks, cars and motorcycles - that by their design function similar to the way one rides a mount. In addition, it gives the character a detailed understanding of a vehicle’s operation, including performing tricky maneuvers, driving at high speeds and engaging in pursuits.

Sail – This Ability imparts skill in piloting air, sea and space vehicles. Sail covers not only basic control, but complicated maneuvers and combat techniques as well.

Underworld Aspected Terrestrials Abilities

Ash Aspect Abilities

  • Linguistics
  • Lore
  • Occult
  • Stealth
  • Thrown

Jade Aspect Abilities

  • Awareness
  • Crafts
  • Integrity
  • Resistance
  • War

Pyre Flame Aspect Abilities

  • Athletics
  • Dodge
  • Melee
  • Presence
  • Socialize

Blood Aspect Abilities

  • Brawl
  • Bureaucracy
  • Investigation
  • Larceny
  • Sail

Bone Aspect Abilities

  • Firearms
  • Medicine
  • Performance
  • Ride
  • Survival

Sorcery

  • First Circle - Emerald - Terrestrial Circle
  • Second Circle - Sapphire - Celestial Circle
  • Third Circle - Adamant - Lunar Circle

Necromancy

This form of High Magic utilizes the the death Essence of the Underworld to power its spells. It should be noted that this quite potent magic no longer uses the Void to power its effects, rather, it utilizes more natural channels of death Essence that is not as corruptive but equally as potent. Underworld Terrestrials have access to only the first circle. Lunars and Sidereals have access to the first and second circles. And Solars and Abyssals have access to the first, second and third circles of Necromancy.

  • First Circle - Iron - Shadowland Circle
  • Second Circle - Onyx - Labyrinth Circle
  • Third Circle - Obsidian - Abyssal Circle


Theurgy

Theurgy is a type of High Magic that utilizes the spirit Essence of the Overworld to power its potent magical workings. It contains three circles of power, with Sidereals and Solars having access to all three circles, and the Lunars and Abyssals having access to the first two circles. It is gained by a normal Occult Charm, like Sorcery and Necromancy are. The Circles are:

  • First Circle - Amber - Spiritland Circle
  • Second Circle - Diamond - Heavenly Circle
  • Third Circle - Quartz - Sidereal Circle

More information on this High Magic as I develop it and organize both my and the accumulated thoughts of others.

Some Sources

Abyssal Exalted

  • It was at this location that I got my idea for altered Abyssals that serve Creation rather than against it. The metaplot doesn't work so much but some of the supporting fluff remains viable in Exalted Modern Day.
  • [[1]]

Supernatural Martial Arts

  • I have disliked the fact that in 2nd Edition Martial Arts was a normal Ability and that the supernatural martial arts extended off from that. I thought that the supernatural martial arts should have been its own special think and that unarmed combat should just be Brawl. When I discovered the MartialArtsKata System I was thrilled. And thus this is the reason for the change I made to Martial Arts in Exalted Modern Day
  • [[2]]

Netheral Exalted

  • Though created from many sources, some of the more mechanical aspects came Epsilon's Blood Dragon's setting.
  • [[3]]

Notes

-I changed a bunch of things, refitted others, and modified more. I think that this is pretty much a more efficient version that keeps most of the fluff from Exalted still in tact.

-I know have to come up with some sort of magic that uses the spiritual essence of the Lands of the Spirit. - DONE; Theurgy

-With some slight changes the First Age in my setting could be made to cover the timeframe of Exalted.

-I want to make it clear that this version of modern age is not the same as the World of Darkness - their are no vampires, werewolves, mages, etc.

-In the current time frame of the game, the Underworld is a natural part of this setting. How it was formed and what it was once are all debated amongst scholarly circles.

-The crystal sphere surrounds a system entirely making all stars Essence patterns on the wall of the cyrstal sphere. The sun, moon, and planets seen from the the surface of a world is actually the Celestial Incarna, the embodiment of such things. If one visited the locations (say one when to the moon or mercury) what they are on is just a chunk of material - not the god's body.

-Unlike in Standard Exalted, in Exalted Modern Day the Sidereal Exalted more than likely will be using the alternate hombrew charmset that can be found here - http://forums.white-wolf.com/viewtopic.php?t=87153

Commentary

The commentary of this page grew to great size, so I am created a new page to host those old comments. This can be found here - HeruHeru/ModernDayExalted/ModernDayOldComments

Oh, I will post something here. I am really good when it comes to fluff, but I would very much love assistance in coming up with some of the more rules intensive parts of this project. Like new Charms, races, spells (including those of Theurgy), etc.