Difference between revisions of "RedMegaman/SterichExaltedTemplates"

From Exalted - Unofficial Wiki
Jump to: navigation, search
m (link fix)
m (Script: fix links messed up in conversion)
 
(One intermediate revision by one other user not shown)
Line 1: Line 1:
 
Back to [[RedMegaman]]<br>
 
Back to [[RedMegaman]]<br>
[[RedMegaman/SterichExaltedTemplates/ExaltedSterich]] - Design notes for the game.<br>
+
[[RedMegaman/ExaltedSterich]] - Design notes for the game.<br>
[[RedMegaman/SterichExaltedTemplates/SterichExaltedIdeas]] - Ideas for the game in various stages of completeness.
+
[[RedMegaman/SterichExaltedIdeas]] - Ideas for the game in various stages of completeness.
  
 
== Character Templates for the Sterich Exalted Game ==
 
== Character Templates for the Sterich Exalted Game ==
Line 169: Line 169:
 
<b>Cost:</b> None<br>
 
<b>Cost:</b> None<br>
 
<b>Duration:</b> Permanent<br>
 
<b>Duration:</b> Permanent<br>
<b>Type:</b> [[NRedMegaman/SterichExaltedTemplates/A]]<br>
+
<b>Type:</b> N/A<br>
 
<b>Minimum Craft:</b> 2<br>
 
<b>Minimum Craft:</b> 2<br>
 
<b>Minimum Essence:</b> 1<br>
 
<b>Minimum Essence:</b> 1<br>

Latest revision as of 01:03, 9 June 2010

Back to RedMegaman
RedMegaman/ExaltedSterich - Design notes for the game.
RedMegaman/SterichExaltedIdeas - Ideas for the game in various stages of completeness.

Character Templates for the Sterich Exalted Game

The following templates are guidelines for characters who are, or want to become, members of these organisations. Characters must generally meet all the requirement in order to qualify. In some cases the character must meet the requirements in order to graduate.

Sueloise Wizard of the Royal Order of Slerotin

||||Requirements|| |[Race|[Human with predominantly Sueloise blood|| |[Social status|[Must be able to trace heritage back to the royal house of Keoland.|| |[Backgrounds|[Family 4 (royal lineage)|| |[Attributes|[Int 4, Per 3|| |[Abilities|[Linguistics 2, Academic Lore 3, Arcane Lore 3, Occult 4|| |[Essence|[3|| |[Arts|[Summoning, Warding, at least 15 levels of rituals|| |[Special|[Must be sponsored by a Master mage of the Order. Must pay an annual fee of 1000 GP. Must donate scrolls of all known spells to the Order's library in Niole Dra.||


Class Features

  • Library access: The Order's library is vast and holds many copies of almost all Terrestrial spells known to man (as well as some which are not). Library access is strictly regulated and low ranking members are usually denied access. Members of the rank of Lord of the Heavens or higher are usually granted access, unless there's a ritual going on.

The Order teaches the following Charms:

  • Terrestrial Circle Sorcery, most Terrestrial spells and all Thaumaturgical Arts, Sciences, Procedures, Formulae and Rituals.
    • Terrestrial Circle Sorcery takes three years to learn and is required for any further education in the Order.
  • Top level Linguistics Charms
  • Cascading Linguistics Charms
  • Top level Lore Charms
  • Cascading Lore Charms
  • Top level Occult Charms
  • Cascading Occult Charms

There are three towers of Wizardry in the Sheldomar-Javan basin, each of which is headed by a Tower Master serving for life. Each Tower Master selects his successor. The Master of the Tower of Niole Dra is the Grand Master (ad vitam) of the Order. He selects his successor from the two Masters of the Towers of Gradsul and Cryllor. The Grandmaster of the Order possesses the secret of Celestial Circle Wizardry, the high arts of the ancient empire which until recently were lost, until some fragments were recovered by Griffyn Kestrin, Mage of Power and current Grandmaster.

A Master of a Tower of Wizardry must have Essence 5 and a Grandmaster-Apparent must have Essence 6, the requirement for Celestial Circle Wizardry.


The scattered Oeridian order of wizards

Pretty much like Slerotin's Order except they don't teach Celestial Wizardry, they are very disorganised, and have few terrestrial spells. The few remaining mages are solitary sages or small covenants.

The Order of the Star and the Crescent Moon

Like Slerotin's Order except they don't teach Celestial Wizardry, they have fewer Terrestrial spells. But they teach a variant of Five Dragon Style Martial Arts. They have many spells for dealing with genies. They have learned Five Dragon Style from the Genies, who know the Elemental Paths (need other names). Bakluni names: The Path of the Djinn, Jann, Efreet, Marid, (Wood?).


Grünschnabel Aussbildung Template

Written by Henrik Haaberget

The Grünschnabel is a young man of great potential and promise sposored by a Schräckmeister of Reeperbahnden. While many reeperknights have not passed through the rigorous training and tempering of this infamous college, the leaders of the organisation are almost without exception Grünschnabel alumni. Wherever they travel, reeperknights of a certain rank and station are always on the lookout for promising youths who may make good reeperknights in the future. When they find a strapping young lad who meets their demanding standards, they approach him and his family and offer to train him. Due to the great prestige of Reeperbahnden, and the generosity of the terms, this offer is almost always accepted by both parents and youngster. And though the training is grueling and taxes the willpower, though the recruit may often dream of hearth and home and bemoan his fate, there are few indeed who quit the training. Every new recruit knows the honour bestowed upon him and they also know that those who advance the quickest and the farthest through the ranks of the Order are those who have been hardened as Grünschnabels. Though worthy warriours may become initiates of reeperbahnden without the experience of Grünschnabeltraining, they will always lack that knowledge which is imparted those few who have had their minds moulded and trained by the order since youth. As Reeperbahnden is the elite force of the Crystalmist region, the former Grünschnabels are the elite of Reeperbahnden.

||||Prerequisites|| |[Race|[Human|| |[Age|[16-21|| |[Attributes|[Str 2, Dex 3, Sta 3, Wit 2, Per 2|| |[Abilities|[Awareness 1, Athletics 1, Stealth 1, Animal Ken 1, Archery 1, Brawl 1, Melee 1, Ride 1, Survival 1|| |[Virtues|[Valour 2|| |[Special|[Must be accepted to enter training by two RB ranking equal or higher than Schräckmeister.|| |[Religion|[Must worship a Sueloise god.||

Class features

  • A character starting as a grünschnabel receives 5 extra dots of abilities for a total of 27.
  • He receives a free background dot which must derive from his affiliation with Reeperbahnden for a total of 8.
  • In addition he receives another attribute dot for a grand total of 13.

At the end of their grünschnabel training, Reeperbahnden teaches all Grünschnabels to master their essence, or rather grants them the Divine Power of Kord. Divine Power of Kord (Essence Mastery) costs 10 XP and have the following prerequisites:

  • At least one year of service as a Grünschnabel
  • Str 3, Dex 3, Sta 3, Cha 2, Per 2, Wit 2
  • Academic Lore 1 (Sueloise religion)
  • Awareness 2
  • Athletics 3
  • Archery 3
  • Brawl 2
  • Craft (Rope use) 2 (Includes all kinds of fancy rope tricks)
  • Melee 4
  • Ride 3
  • Survival 2
  • At least one of these abilities at level 5
  • Valour 3

A Grünschnabel who learns Divine Power of Kord is considered to have graduated and is welcomed into the ranks of Reeperbahnden as a Bahnden Grunt.


Knight of Reeperbahnden Template

||||Prerequisites|| ||||Graduated from Grünschnabel Aussbildung OR all of the following:|| |[Race|[Sueloise human|| |[Attributes|[Str 3, Dex 3, Sta 3, Wit 2|| |[Abilities|[Academic Lore 1, Athletics 3, Archery 2, Brawl 2, Craft (Rope use) 1, Melee 5, Ride 3, Survival 2|| |[Virtues|[Valour 3|| |[Merits|[Essence Mastery or Awakened Essence.|| |[Special|[Must be invited by two RB ranking equal or higher than Reepermeister.|| |[Religion|[Must worship a Sueloise god.||

Class Features

Obviously the previous Grünschnabels have more prestige in Reeperbahnden than knights who have not received this education. Grünschnabels are held to higher standards to qualify as Reeperknights, and as such are more capable and will advance faster in the hierarchy, than other knights. This is exacerbated by the fact that their superiours will tend to trust former grünschnabels more due to their previous indoctrination by and unwavering service to Reeperbahnden. To reflect this, Reeperknights who have graduated from Grünschnabel aussbildung receive a free dot of Backing upon entering Reeperbahnden.

Reeperbahnden teaches the following Charms:

Rope Message
Cost to purchase: 3 XP for Grunschnabels
Training time: 2 weeks
Cost: None
Duration: Permanent
Type: N/A
Minimum Craft: 2
Minimum Essence: 1
Prerequisite charms: Not sure
Description: Use Craft (Rope use or similar) to communicate with others with this charm. Gain +2 dice to ability checks when trying to communicate secretly with a fellow knight, and having a piece of string or rope handy.

Detect Greenskins
Cost to purchase: 5 XP for Grunschnabels
Training time: 2 weeks and field experience
Cost: 1 mote
Duration: Instant
Type: Reflexive
Minimum Awareness: 2
Minimum Essence: 1
Prerequisite charms: Rope Message
Description: +3 dice to awareness rolls to detect nearby greenskins.

Smite Greenskins
Cost to purchase: 10 XP
Training time: 2 weeks and field experience
Cost: 3 motes
Duration: Instant
Type: Supplemental
Minimum Awareness: 3
Minimum Essence: 2
Prerequisite charms: Detect Greenskins
Description: The character may add his Charisma to Accuracy for one attack and, if it hits, add his Melee score to the damage dice pool.

God-Graced Weapon (Dragon-Graced Weapon, E:DB)
Cost: 1 mote
Prerequisite charms: Smite Greenskins
The effect is to grant the blade +3 to Accuracy. The blade shines with a silvery aura when making the attack.

Dedicate weapon
Training time: 2 weeks
Cost: 5 motes +1 comitted for each participant in the ceremony
Duration: Special
Type: Simple
Minimum Academic Lore: 4
Minimum Essence: 3
Prerequisite charms: God-Graced Weapon
Description: A 10 minute ceremony (ref. D&D RPB) required to perform. A number of blades can be dedicated equal to the number of participants in the ceremony who knows the charm. Grants the Blade +1 init, +2 acc, +1 def, +1 dam until next sunrise. Stackable with pretty much everything.

Other charms:

  • Top level Melee Charms, require Smite Greenskins
  • Cascading Melee Charms, require Dedicate Weapon
  • The Inner Weapon Charm doesn't exist.
  • Some Athletics Charms, require Smite Greenskins
  • Top level Brawl Charms, require Smite Greenskins
  • Cascading Brawl Charms
    • Knights of Reeperbahnden who are also followers of Kord with a Valour of 3 or higher use the Solar Brawl charms instead of the Dragonblooded charms.

Ranks within the Organisation

Grosse Reepermeister: After the character has aquired Dedicate Weapon and at least three Melee Charms cascading from Dedicate Weapon, as well as Backing 4, Essence 4 and at least 6 Charms from other charm trees, he is eligible for the position of Grosse Reepermeister. Upon attaining this honour (which is not automatic upon fulfilling the requirements) the character is awarded a stronghold from which to command and he may also add his backing score to his Charisma dice pools when communicating with people related to Reeperbahnden.

Über-Grosse Reepermeister: After serving some time as a Grossemeister and attaining Backing 5, the character is eligible for the position of Über-Grosse Reepermeister, when it opens. The former Über-Grossemeister selects his successor from the eligible Grossemeisters or, in the case of the Über-Grossemeister's death, the council of Grossemeisters convenes and select one of their own number according to Kord's will as determined by a special ritual. The Über-Grossemeister is considered the head of Reeperbahnden in any and all countries in which it operates and is duly constituted.

In reality the Über-Grossemeister answers to a Higher Council of former Über-Grossemeisters, the existence of which is only known to the Über-Grossemeister himself. This council goes by the name of Über-bahnden Raat von Kord und dem Sueloise Volk, see below for details.


Neblungsmeister Template

||||Prerequisites|| |[Race|[Sueloise human|| |[Attributes|[Cha 3, Per 3, Dex 3|| |[Abilities|[Awareness 3, Resistance 2, Socialise 3, Stealth 3, Bureaucracy 3, Investigation 2, Larceny 2, Performance 1, Linguistics 2, Academic Lore 1, Craft (Rope use) 3, Melee 3|| |[Backgrounds|[Backing 3|| |[Virtues|[Temperance 3, Valour 3|| |[Charms|[Smite Greenskins|| |[Essence|[3|| |[Special|[Must have served as a Reeperknight for 5 years and demonstrated exemplary loyalty and knowledge.|| |[Religion|[Must worship a Sueloise god.||

Class Features

The Neblungsmeister is officially a member of Reeperbahnden and enjoys all the benefits of a Knight of Reeperbahnden. In addition the Neblungsmeister is free from the chain of command and answers only to the Grosse Neblungsmeister of his region. The Neblungsmeister is not known as a master of espionage except by his taskmaster. The Neblungsmeister is frequently assigned to diplomatic positions in other countries and enjoy the benefits of an unlimited expense account and the contact network of his superiours.

The superiours of the Neblungsmeister know the secrets of the following Charms which they may teach the character:

  • All the Stealth charms.

(NB: The Neblungsmeister class suffers from a lack of charm trees. Some Neblungsmeisters may want to quest for these lost secrets.)


Über-bahnden Raat von Kord und dem Suel Volk

Written by Henrik Haaberget

Über-bahnden Raat is effectively the head of RB. Über Grosse Reepermeister is the council’s voice. That said no one except ÜGRM know that the council exists. Über-Bahnden Raat is blessed by Kord. This gives them a long life. The live in shadows, keeping an eye on RB interests on the grand scale. They retire from normal life when they reach the proper age. Several years of studying is then mandatory to get the right perspective on things, alas, they are used to interact on a personal level as the ÜGRM. Now they must carry out their will through the ÜGRM. When a certain level of insight is reached they can travel the world in many shapes. A historical event and the process leading to this event are often closely observed by the Über-Bahnden Raat. Personal intervention is not the preferred option by Über-Bahnden Raat. They tend to maneuver the involved parties by more indirect means. Although it have been known - by the Council - to happen. In times of distress and at the brink of doom Über-Bahnden Raat can almost defeat armies of undeads, greenskins and other beasts with their reputation alone. The Sueloise people way of living is greatly influenced by stories of ancestors and legends from times long gone. The peoples belief in these myths is where Über-Bahnden Raat draw their power - and are able to inspire a great deal of people from commoners, to heroes and to kings.

||||Prerequisites|| |[Essence|[5|| |[Special|[Must have served as Über-Grosse Reepermeister.|| |[Religion|[Must worship a Sueloise god.||

Class Features

The former Über-Grossemeisters receive the wisdom of Kord through the presence of his Daughter, Alandra. Alandra teaches the following Charms:

(Most of these should probably be more badass)

Change self (Presence): You gain the ability to change your appearance to what ever you want to, humanoid that is. This is a physically change - and therefore non detectable by means of magic. However you must choose one feature (which you already possess) that is common for all your forms (forehead, hair, arms etc.). This charm works exactly as the spell in the Book of Three Circles, including essence cost.

Blessed life (Medicine): You gain the ability to heal one individual of all damage once each day. This is a simple action which costs 15 motes and 1 WP. Prereq: Change Self.

Eternal life (Endurance): As one of RB most influential persons you are given a, for humans, eternal life. Kord takes personal interest in you. Your life is prolonged by 100 years pr. dot of Permanent Essence. Prereq: Blessed Life

Sleep of Death Technique (Endurance): You can retreat from the physical world. This suspends your aging. You can be summoned back by the council (those of Über-Bahnden Raat who resides in the material world) or you can choose to wake up. Those persons in suspension are fed with information from the books of the council. You can not know everything, only the big events in history. If you choose to wake up yourself - to act on the info that slowly fills your brain... you will most likely wake much too late, as the awakening does not experience time as we know it. If, on the other hand, you are summoned by the council - the process takes only a few days. How ever bringing you up to speed on the latest events will take much longer. Cost: All essence motes the character possesses and 5 points of WP, all of which is committed until the suspension ends. Prereq: Eternal Life, Essence 5

Legende (Presence):
Cost: 20 motes, 2 WP
Duration: Until the end of the battle
Type: Simple
Minimum Presence: 5
Minimum Essence: 7
Prerequisite charms: Sleep of Death Technique
Description: You are the stuff of legend, many tales has died, and in their place a legend has been born. You possess the power to inspire people - far beyond their capabilities. This Charm will mainly affect mass battles using the Mail & Steel rules from the Player's Guide. A unit composed of Reeperknights commanded by the character is considered as two magnitudes larger for the purposes of combat, and two magnitudes smaller for purposes of movement, initiative and changing of combat order. The Valour of the unit is considered two levels higher. Additionally, any unit which engages the character's unit in combat is forced to make an ADDITIONAL rout check EACH long turn of engagement. The check is made at +2 (as "unit composed of supernatural beings", Player's p.227). If the unit is composed of grunschnabels, the magnitude is +/-1 and the rout checks are made at +1 difficulty (as if "led by a supernatural being" Player's p.227). If the unit is not composed of Reeperknights or Grunschnabels, it is still considered as magnitude +/-1, but it does not provoke automatic rout checks each turn. Any rout checks by the enemy are made at +1 difficulty.


Monk of the Scarlet Lotus

||||Prerequisites|| |[Race|[Human of pure Sueloise blood|| |[Attributes|[Dex 4, Wit 3|| |[Abilities|[Athletics 3, Socialise 2, Stealth 1, Bureaucracy 1, Brawl 3, Melee 1, Ride 1, Linguistics 2, Academic Lore History 3|| |[Backgrounds|[Backing 3 (The Scarlet Brotherhood)|| |[Virtues|[Temperance 3|| |[Special|[Unquestioning obedience to the Scarlet Brotherhood.||

Class Features

The Brotherhood teaches the following merits and Charms:

  • Martial Arts ability: Brawl dots can be converted to Martial Arts at no cost other than a year of game time. Essence Awakening Method is also taught during this time.
  • All Socialise Charms
  • All Athletics and Dodge Charms
  • All Five Dragon Style Charms

Advancement in the Scarlet Hierarchy is based upon the character's mastery of Five Dragon Style. Eventually, the character may be found worthy to learn the various Elemental Spirit Paths (Paths of the Salamander, the Gnome, the Sylph, the Nayad, the Dryad). All martial arts Charms are inherited from the ancient empire and are found only in the Scarlet Brotherhood which descends from two imperial houses in which mastery of the martial arts was cultivated.

Comments