Darzoni/HeroicExalted

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Revision as of 21:43, 20 November 2007 by FrivYeti (talk) (*Interested + Comments)
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Hypothetical mechanics and thematics for Heroic Exalted in 2nd Edition. I implore you to leave feedback.

General Mechanics

Castes: Unlike other Exalted, Heroic Exalted have no castes. They are as varied as the people that the shards pick.
Attributes: Heroic Exalted recieve 8/6/4 for their attribute categories. They choose 2 Attributes as as their Legendary Attributes, increasing them by one dot. This increase can cause an Attribute to become 6 at character creation.
Abilities: Heroic Exalted choose 8 Abilities as favored Abilities. They then have 25 dots to distribute among their Abilities, with at least 10 dots spent on favored Abilities. No Ability can exceed 3 dots without the expenditure of bonus points.
Anima Banner: Heroes have a wide variety of anima appearances, each one unique to the Hero it belongs to. It is possible to identify individual Heroic Exalted by their Anima appearance.
Anima Effects: In addition to the normal benefits to being Exalted, Heroic Exalted are highly resistant to coercion and mental influence as a result of their design. They may spend motes to resist compulsions of any kind, paying (Compeller's Permanent Essence x2) motes.
Great Curse: There is no curse associated with the Heroes, as they were not present during the Primordial War.

Thematics

Individuality: The Heroes are the Chosen of Nobody and have no past-life experiences associated with their Exaltations (And never will). They're individuals first and foremost, chosen from heroic mortals. They are often fiercely independent people. Autochthon designed them primarily as the watchmen of Creation, to ensure that the madness created by both God and Exalt would not occur again. By ensuring that they are individuals first and foremost, the Great Maker has created a group which all have different agendas and will question authority. He has also proofed them against the Yozi and Neverborn, making it impossible for them to learn Sorcery or Necromancy.
Numbers: There are 10,000 Heroic Exaltations in Creation.
Other Titles: Champions of Man, Guardians, Watchers.

Charms

Excellencies: Heroes use the Solar version of the Ability Excellencies, though their dice adder limit is Attribute + Ability + Relevant Specialty.
Charms: Heroic Exalted have no Perfect Attacks or Defenses (but might have a few Essence 5+ charms which make a normally inapplicable defense type applicable).
Necromancy: Heroic Exalted may not learn Necromancy. They do possess Occult Charms that function as a Counterspell for Necromancy one level lower than the Counterspell charm (thus, Terrestrial Countermagic wouldn't negate any Necromantic spells, while Solar Countermagic would only counter Labrynith Circle Necromancy).
Sorcery: Heroic Exalted may not learn Sorcery. They do possess Occult Charms that function as Counterspells, however.
Supernatural Martial Arts: Heroic Exalted learn Supernatural Martial Arts as a Solar.
Comments

Interesting - a very different take on these guys. However, they seem pretty... superstrong. Their Attributes go higher than anyone's, a powerful anima effect, no Limit mechanic, better Excellencies than anyone (including Solars), Solar-level Charms (I assume, given the Martial Arts notes) and there are as many of them as the Dragon-Blooded? These seem less like watchmen and more like super-armies - if this was an option in the past, why did Autochthon not make them then? - FrivYeti