TheGatesOfCreation
Contents
The Gates of Creation
a Solars game for Exalted 2nd edition run by Moxiane
History, Creation itself, is built upon acts of treachery layered one upon the other.
The Primordials betrayed the perfect chaos of the Wyld when they forged Creation; they forced time into a place that had no time, creating the concepts of "before" and "after" where such things had had no meaning.
The Gods betrayed the Primordials by creating the Exalted to defeat them; the War that they fought raged for decades, reshaping Creation itself, and in its final act destroyed much of it so thoroughly it was as if it never existed.
The Dragon-Blooded and Sidereals betrayed the Solars; the Great Curse had maddened the Lawgivers, and the lesser Exalted fought a war of extermination rather than attempt to reform or redeem their rightful lords.
And then the Deathlords, the vengeful ghosts of those betrayed Solars, betrayed Creation itself by dredging up a horror from beyond all knowledge, the Great Contagion; when the disease had run its course nine-tenths of all that had lived was dead and reality melted as the forces of the Wyld flooded in.
And now the final act of betrayal is at hand; someone works to free the Primordials from their prison, to shatter the Gates of Creation - and only the PCs stand in the way of Creation's re-enslavement to its former masters.
Beginnings
In a small town in the centre of the region known as the Hundred Kingdoms a group of young people grew up. They had fairly unremarkable childhoods, making it through into adulthood with the usual number of cuts, bruises and heartbreaks but then, five years ago, they made a decision. They would leave their home behind and travel across Creation, to have adventures and to see what they could see. After a large party where they said their goodbyes to friends and family, expecting never to see each other again, they left, heading in all directions to see the world.
During the half-decade that followed each of them had remarkable adventures and would have many stories to tell their friends, were they ever to meet again. But then, a few seasons ago, something happened to each of them, something so incredible that they would never be the same again – they Exalted. Spread across Creation these childhood friends all awoke to the power of myth and legend, becoming what they had been told all their lives were demons – stories they now knew to be false.
The Return
Not long after their Second Breath, each of them felt a call, a need just below the conscious level of their minds, to return home, to the place that they grew up. They didn't know why, or what they would see or do upon their return, just that it was... necessary that they do. And so they have spent the last few months travelling by routes direct or roundabout to their homes, all finally arriving home within the span of a week.
This is where the game begins, a group of childhood friends each come into a power beyond anything they ever dreamed, and just becoming aware of the effect they can have on the world around them. At this moment they are thrust into the crucible, where they can act or they can die, and by their actions save Creation, or damn it.
The Game
The Gates of Creation is a relatively heavily plot-driven action-adventure game that is inspired by the Squaresoft/Square-Enix Final Fantasy games.
Character Generation
The game uses standard Solar character creation as detailed in Chapter Two of the Ex2 core, with the following differences:
- The Influence background cannot be purchased during character creation, although it can be earned during gameplay.
- Rather than selecting a Motivation for your character you choose a Nature (as detailed in the Ex1 core – the relevant information can be made available if an individual player does not have access to that material). This affects Social Combat and the Four Flaws of Invulnerability, but in a largely intuitive manner.
Advancement
Rather than handing out experience points after each session characters will be given bonus points; these can be spent in exactly the same way as the 15 bonus points given in the final stages of character generation, although there are restrictions on when points can be spent. These restrictions replace the rules for training times for Abilities, Charms and Attributes.
Abilities
- Points can be spent to raise Caste or Favoured Abilities at any time, even during combat.
- Non-Caste or -Favoured Abilities can be increased during any period of dramatic time that encompasses a day or more – for each such period only a single Ability can be increased by one dot.
- After a story has finished any number of points can be spent to increase Abilities as the player sees fit.
Charms
- Points can be spent to learn Charms in Caste or Favoured Abilities that the character meets the prerequisites for at any time – learning a Charm during combat requires an appropriate stunt.
- Charms for non-Caste or -Favoured Abilities be learned during any period of dramatic time that encompasses a day or more – for each such period only a single Charm can be learned.
- After a story has finished any number of Charms can be bought provided the character meets the prerequisites.
Attributes
- Points can be spent to increase Attributes between stories, unless the player comes up with an appropriate stunt – in which case a period of dramatic time encompassing a number of days equal to the Attribute's current rating will suffice. Only a single Attribute can be raised for each such period.
Other Traits
- Willpower and Virtues can be increased during any period of dramatic time that encompasses a day or more.
- Essence can be increased above ••• only if the character has learned five Charms or spells with a minimum Essence requirement equal to his current rating. It can only be raised after a story has finished, and increasing a character's Essence precludes any other form of advancement during that time.
House Rules
- Nature vs. Motivation
- The concept of Motivation introduced in Ex2 is replaced with it's Ex1 predecessor, Nature. The style of game means that why a character acts the way he does (Nature) is more important that what he is doing (Motivation) – in both cases how he does it (Virtues) remains unchanged.
- Flurries
- Engaging multiple enemies at a time with a flurry should be easier and/or cheaper than throwing the same number of attacks against a single target. In order to encourage this when a character attacks a group of foes with a flurry and targets each once and once only then the multiple action penalty is equal to the number of attacks made in this pass on each attack. Should the character attempt to strike any target more than once per pass then the regular multiple action penalty rules apply.
Updated Charms
Solar Melee
Swift Shining Steel Cost: 1m; Mins: Melee 2, Essence 1; Type: Reflexive (Step 1) Keywords:: Combo-OK, Stackable Duration:: One pass
The weapons of the Solar warrior cut through the air faster than the eye can follow, and they leave only ruin in their wake. The character increases the Rate of one weapon he is wielding by 1 and reduces any multiple action penalties for that weapon by 1 also. This Charm can be used up to (Essence) times per weapon.
- Swift Shining Steel replaces One Weapon, Two Blows as presented on pg. 191 of the Ex2 Core.
Iron Whirlwind Attack
When the character uses this Charm to attack multiple targets once each then the magical flurry given may have up to (Dexterity + 1) attacks in it, otherwise the flurry has (weapon Rate + 1) attacks.
One Weapon, Two Blows Cost: 3m; Mins: Melee 5, Essence 4; Type: Supplemental Keywords: Combo-OK, Obvious Duration: Instant Prerequisite Charms: Iron Whirlwind Attack
The Lawgivers, while puissant and near-immortal beings, are still bound by the limitations of their human physiology, something that can prove dangerous when engaged in pitched battle against other magical beings. By using this Charm the Exalted moves faster than is humanly possible, striking twice in the time it would take anyone else to attack once. The attack that this Charm enhances is applied twice against the character's target, i.e.: as two attacks with identical numbers of successes (damage is rolled seperately), and is treated as two attacks for all purposes, especially onslaught. If this Charm is used as part of a Combo then all other Charms used on the attack are applied twice also, at no extra cost.
Celestial Monkey Style
Walking in the Footsteps of Ten-Thousand Things Cost: 5m, 1w; Mins: Martial Arts 5, Essence 3; Type: Simple Keywords: None Duration: Indefinite Prerequisite Charms: Celestial Monkey Form
This Charm is identical to the one presented on pg.86-7 of Scroll of the Monk with the following modifications: For as long as the character keeps the motes for this Charm commited he can attempt to gain the bonus successes on his Martial Arts attacks against the chosen opponent. There is no limit to the number of targets the Exalted can have studied in this manner, beyond the capacity of his Essence pools. If the target learns a new Martial Arts style then the committed motes are returned at the instant of their next engagement.
Righteous Devil Style
Cloud of Ebon Devils Cost: 3m; Mins: Martial Arts 3, Essence 2; Type: Reflexive (Step 1) Keywords: Combo-OK, Obvious Duration: One scene Prerequisite Charms: Lightning Draw Stance
Upon activating this Charm the character becomes surrounded by a constantly writhing cloud of firedust, garnered from his powder pouches, and in which devil-shapes can occasionally be seen forming in the flammable dust. For as long as the Exalted has firedust available for his weapons then they will reload automatically and reflexively on Step 10. Should he wish to conserve his ammunition then he may instead choose to expend 1 mote to create a temporary charge for his flamepiece.
Phantom Firebolt Prana Cost: 3m, 1w; Mins: Martial Arts 4, Essence 2; Type: Supplemental Keywords: Combo-OK, Obvious Duration: Instant Prerequisite Charms: Righteous Devil Form
The Righteous Devil stands in judgement on the inhabitants of Creation, both mortal and immortal; many of the latter have an advantage that allows them to sometimes escape justice, though - they can become immaterial and fade away. A character who uses this Charm can negate that advantage. An attack enhanced with this Charm can strike dematerialised beings and, if the attack is successful, force them to become material. The latter effect works automatically on beings with a permanent Essence equal to or lower than that of the Exalt, while spirits with a higher Essence can resist the effect with a reflexive Willpower roll against a difficulty of the character's Essence. A god forced to materialise by Phantom Firebolt Prana must pay the cost out of its mote pool; if this is insufficient then the Charm starts to strip the spirit of its substance, converting points of Willpower and even health levels (at ratios of 1:5 and 1:10 respectively) to create a material form. If neither of these are sufficient then the spirit is destroyed, its Essence scattered to the five directions. A creature rendered material by this Charm cannot dematerialise again for the remainder of the scene.
Mantis Style
Leaping Mantis Technique Cost: 3m; Mins: Martial Arts 2, Essence 1; Type: Reflexive Keywords: Combo-OK, Obvious Duration: One scene
As the mantis leaps towards its prey with blinding speed, so to the Exalt who uses this Charm. While Leaping Mantis Technique is active the character can substitute (Martial Arts) for Athletics on any rolls relating to running, jumping and other fast movement. Also, the character can move (Dexterity + Essence) yards per tick as part of a Move action.
Grasping Claw Method
This Charm has a minimum required Essence of 2.
Crushing Claw Technique
This Charm's Type is Supplemental and it has a Duration of "One action". It must be used to supplement the damage rolls from Crush action and can only be used multiple times if the character is grappling multiple enemies at a time and has won his control rolls against them.
Unfolding Retribution Stance
This Charm has a Duration of "One scene".
Sessions and Minis
Bonus points are handed out at the end of each session according to a fairly simple set of rules:
- Everyone who shows up gets a point – this will be handed out retrospectively at the start of the next session if the ST doesn't show for some reason.
- If a session goes through to completion then everyone there gets a point – a game was had, after all.
- If a character regains a point of Willpower through playing to his Nature then he gets a point at the end of the session, although no more than one point can be had in this manner.
- If a character pulls off a three-dice stunt that folds into his compulsion then he gets a point at the end of the session; again no more than one point per session.
- If a character undergoes Limit Break during the session then he gets a point at the end.
- At the end of a story everyone gets 1-3 additional points, depending on events.
“Minis” are small game sessions held between the regularly scheduled ones, usually on an impromptu basis. They can be held with or without the ST present, although some discussion prior is a good idea.
- All characters involved in a mini gain one point at the start of the next session provided that the complete log has been read by the ST prior to it starting.
The idea with this is that main sessions will usually cover the more plot-based side of the game while minis can be used for the more character-driven stories that will run alongside the main story – and even feed into it on occasion.
On Magitech
In the world of the Gates of Creation the type of magical artifice known as “magitech” is not as rare as is the default assumption. This is not to say that it is common, merely that the common folk will not recoil at the sight of a clockwork horse pulling a Guild caravan, nor will they run screaming if a merchant has an automaton to manage his stock. This is because magitech, for all its potential for awesome power, operates on principles that can be readily grasped – it is like the tools people use every day, only more so. True artefacts, relics of the High First Age, are objects of wonder and mystery, and few are those who can truly claim to understand even half of how some work.
Costs for magitech items (in Artifact or Resource dots where applicable) remain unchanged. Their increased frequency does not make them any more or less powerful/useful than they previous.
A collection of magitech toys
More interesting ammunition for plasma tongue repeaters
On the Lost Panoply of War
Most of the orichalcum artefact weapons and armour taken from the dead hands of the Solars after the Usurpation were both puissant and terrible. Even though the Jade Prison had already been completed the Sidereals decided that they needed some insurance and so wargear of the dead Lawgivers was"sealed". These artefacts had been given names that befitted their power, and their Little Gods were integrated into their design and construction, requiring the deity's active co-operation in the full use of the object's strength and powers. The sealing ritual, a carefully-researched Sapphire Circle spell requiring the co-operation of at least three Sidereals, placed these armour- and weapon-gods into a deep, nigh-eternal sleep and, thus, crippled the weapons.
These slumbering tools were placed into the tombs of the dead Solars, or were sometimes taken as battle trophies by the Dragon-Blooded at the forefront of the attack against that particular Solar, but they were never meant to awaken to their full power ever again. And until the return of the Solars that could never have happened...
Most orichalcum artefacts (as well as many made from moonsilver or starmetal, but these are not relevant here) were constructed to be rated at least ••••. After they were sealed the majority “downgraded” to effectively become ••- or •••-rated artefacts – and this is the state of orichalcum artefacts purchased at character creation.
The Main Cast
- To Be Named - played by Khimaera
- Swift Falcon - played by Kraken
- Lau Avidez - played by Crazy-Cabal
- [Raphael] - played by vytzka