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*Under Construction*

Below is the system for character creation that is used in my games. A step by step instruction follows the quick reference list at the top.

Starting Character Base Points

Numbers in parentheses indicate how many of a particular trait are favored. Numbers in brackets indicate a God-Blood's inheritance level.

Type         | Scale | Attributes | Abilities | Powers | Backgrounds | Virtues | Special |
Solars       |  7    | 16         | 25(9)     | 10     | 8           | 5       | 0       |
Lunars       |  7    | 17(3)      | 21(5)     | 8      | 5           | 6       | 1 Shp   |
Sidereals    |  7    | 15         | 21(9)     | 8      | 16          | 5       | 3 Col   |
Abyssals     |  6    | 15         | 21(9)     | 10     | 6           | 3       | 1 Whi   |
Dragon Kings |  4    | 15         | 21(3)     | 5      | 4           | 5       | Breed   |
Terrestrials |  3    | 12         | 17(6)     | 8      | 5           | 5       | 0       |
God-Blood[5] |  2    | 14         | 17        | 0      | 7           | 5       | 30 pts  |
God-Blood[4] |  1.75 | 14         | 17        | 0      | 6           | 5       | 24 pts  |
God-Blood[3] |  1.5  | 13         | 17        | 0      | 6           | 5       | 18 pts  |
God-Blood[2] |  1.25 | 13         | 17        | 0      | 5           | 5       | 12 pts  |
Half-Caste   |  1.25 | 13         | 21(1)     | 0      | 6           | 5       | 6 pts   |
God-Blood[1] |  1    | 12         | 17        | 0      | 5           | 5       | 6 pts   |
Mortal       |  0    | 12         | 17        | 0      | 5           | 5       | 0       |

Training

Type         | Scale | Attributes | Abilities | Charms | Backgrounds | Virtues | Special |
Dynasty      | +4    | +4         | +18       | +2     | +8          | 0       | 0       |
Immaculate   | +4    | +4         | +4        | 0      | +1          | +1      | MA+4    |
Gold Faction | +2    | 0          | +5        | +4     | +5          | 0       | 0       |
Silver Pact  | +2    | +2         | 0         | +2     | +1          | +1      | +2      |
Destiny      | +2    | 0          | +4        | +2     | +4          | 0       | +2      |
Deathlord    | +1    | 0          | 0         | 0      | +7          | 0       | +2      |

Requirements

  • Dynasty - 1 Ride, 1 Performance, 2 Socialize, 1 Brawl or 1 in 1 Martial Art, 1 Melee, 1 War, 2 Lore, 1 Bureaucracy, 3 in Language(High Realm)
  • Immaculate - 3 Essence, 2 in 1 Celestial Martial Art
  • Gold Faction - 3 Essence
  • Silver Pact - 2 Survival, 2 in every physical attribue, 1 in Arc, Bra, Mel, or Thr. Full moons require 2 in at least 1 of those abilities, and 3 in at least 2 physical attributes. No moons require at least 2 Lore and 2 Occult. 2 in Language(Silver Tongue)
  • Division of Destiny - 1 Craft(Fate), 2 Performance(Prayer), 3 Lore, 2 in 1 Science, 2 Bureaucracy, 2 in 1 Martial Art, 2 in Language(Celestial)
  • Deathlord - None

Step by Step Character Creation

Step 1 - Talk to the ST

First off, you've got to work with your ST to make sure that you're both on the same page as far as your character and her game are concerned. Chances are that she'll have some limitations in place that you get to work around when making your character. For instance, she'll probably tell you whether you're gonna be a solar, a dragonblood, or what. She may even tell you who you work or what you hope to accomplish. Working within the lines and stretching the boundaries of character can be fun.

Step 2 - Choose a Concept

Figure our what kind of character you want to make. Now's the time to start thinking about whether you're a good guy or a bad guy. Maybe a rogue, maybe a scholar? Out for Profit, or idealistic and zealous? Your call.

Step 3 - Choose Template(s)

Here's where you decide (or write down) what type of being you are. Creation carries all types, from Ghosts to Solar Exalts. Determine what Powers Template your character belongs to and write it down. The Powers Templates are Solar Exalted, Lunar Exalted, Sidereal Exalted, Abyssal Exalted, Dragon King, Terrestrial Exalted, God-Blood(Inheritance), Half-Caste, or Mortal.

If the ST decides that your Powers Template has a lower scale than her game requires, she may suggest Training Templates for your character. Choosing a Training Template has a profound effect on a character's position in the story and background, so make sure you know what you're picking.

Step 5 - Choose Motivation and Caste / Species

Decide what your character really wants. What is it that makes her tick. What would she die for? Almost everyone has at least 1 thing that they would do anything to feel, accomplish, or save. Some characters have more, and very few have none at all. These could be anything from a wife, to a country, to an ideal, to a memory, to a treasure. Write down possibilities and try to decide on at least one. More can be bought later.

If your character is an Exalt, she must also choose a Caste. The Caste is related to the character's Motivation(s) and her skills. Choose a Caste that fits the way your character would acts and fulfills her Motivation. Information on Castes can be found below, or in MoTraits.

Dragon Kings choose a species in stead of a caste.

Step 6 - Choose Favored Traits

Some Powers Templates provide Favored Attributes, Abilities, Virtues, etc. These represent Traits that a character is magically inclined to become supernaturally proficient at within a short amount of time. You should choose your Favored Traits now. Make sure to check with the requirements for your Powers Template and Training Template.

Step 7 - Choose Attributes

There are 8 Attributes: Strength, Dexterity, Toughness, Charisma, Manipulation, Acumen, Intelligence, and Willpower. All Attributes start at a rating of 1, and can normally reach a maximum of 5. Scales for the Attributes can be found in MoTraits. Allocate the dots provided by your template(s) to the Attributes, remembering that each starts with 1 free dot.

Step 8 - Choose Abilities

There are 22 Single Abilities and 3 Grouped Abilities. Assign dots to those abilities using the dots provided by your template(s). Grouped Abilities are bought individually. Learning one craft does not make one proficient at all crafts, for instance. For a scale of what certain rankings of Abilities mean, see MoTraits. Unlike Attributes, Abilities do not start with 1 dot for free. Also, Attributes may not be raised beyond 3 during this step. It may be a good idea to make a note of the Abilities that you think might need to be higher to make the character work.

During this time, you may want to rethink your character's Attributes, Favored Traits, Motivation, or even Template as you get a better idea about what she does and how she thinks.

Step 9 - Choose Virtues

Virtues describe how your character feels and, to a certain extent, the way that she operates. Whereas Attributes and Abilities describe what a character can accomplish through skill and training, and Motivation describes what a character is driven by, Virtues describe a character's core personality. There are 4 Virtues: Compassion, Conviction, Temperance, and Valor. Each of these starts with one free dot, similar to Attributes. Most Templates allocate 5 points to be distributed to the Virtues, but check to make sure. Information can be found on the Virtues below or in MoTraits. Like Abilities, Virtues cannot be raised above 3 during this step.

Step 10 - Choose Backgrounds

Backgrounds represent a character's temporal resources: money, friends, artifacts, etc. Backgrounds are chosen like Grouped Abilities. Each Background must be taken individually, and so two different Backgrounds from the same Group are allowed. For instance, a character might have Backing(Immaculate Order) and also Backing(Destiny) and Backing(Bronze Faction) because she is secretly a Sidereal working to weed out the returning Solars. Like Abilities, Backgrounds cannot be raised beyond 3 during this step.


Solar Exalted

Solar Castes

  • Dawn Caste - Creations's greasts warriors and generals
    • Caste Abilities - Archery, Brawl, Melee, Thrown, War
    • Anima Power - All enemies who have a Valor and Essence less than the Dawn Caste's Essence suffer a -2 External Penalty to all rolls against her.
    • Focused Anima -
  • Zenith Caste - Creations greatest leaders of men, its greatest philosophers, and its most holy priestesses.
    • Caste Abilities - Integrity, Martial Arts, Performance, Presence, Resistance
    • Anima Power - All creatures of darkness
    • Focused Anima -
  • Twilight Caste
  • Night Caste
  • Eclipse Caste

Lunar Exalted

Lunar Castes

  • Full Moon Caste
  • Changing Moon Caste
  • No Moon Caste

Sidereal Exalted

Sidereal Castes

  • Chosen of Journeys
  • Chosen of Serenity
  • Chosen of Battles
  • Chosen of Secrets

Abyssal Exalted

Abyssal Castes

  • Dusk Caste
  • Midnight Caste
  • Daybreak Caste
  • Day Caste
  • Moonshadow Caste

Terrestrial Exalted

  • Terrestrial Castes
  • Air Aspect
  • Earth Aspect
  • Fire Aspect
  • Water Aspect
  • Wood Aspect



Solar

All solars start with 9 favored abilities, 3 of which must be caste abilities. They may favor Martial Arts, and may favor crafts one at a time. Solar Powers are activated through some use of one of their Caste Abilities.

Dawn

  • Archery
  • Brawl
  • Melee
  • Thrown
  • War

Martial Arts - Celestial
Paths - Adamant

Caste Power - Evaluate Skill

  • Sp -

Zenith

  • Integrity
  • Martial Arts
  • Performance
  • Presence
  • Resistance

Martial Arts - Celestial
Paths - Adamant

Caste Power - Cleanse Body & Anima Burn Undead

  • Sp - Priest of the Unconquered Sun

Twilight

  • Craft(all)
  • Lore
  • Medicine
  • Occult
  • Paths

Martial Arts - Celestial
Paths - Adamant

Caste Power -

  • Sp -

Night

  • Athletics
  • Awareness
  • Investigation
  • Larceny
  • Stealth

Martial Arts - Celestial
Paths - Adamant

Caste Power - Mute Anima

  • Sp - Outside Fate

Eclipse

  • Bureacracy
  • Ride
  • Sail
  • Socialize
  • Survival

Martial Arts - Celestial
Paths - Adamant

Caste Powers - Sanctify Oaths

  • Sp - Diplomatic Immunity

Lunars

All lunars start with 5 favored abilities & 3 favored attributes, 2 of which must be Caste Attributes. All lunars must favor Survival, may not favor Martial Arts or Paths, & may favor each craft separately.

Full Moon

  • Strength
  • Dexterity
  • Stamina

Martial Arts - Celestial
Paths - Sapphire

Caste Power -

sp - Body Control

Changing Moon

  • Charisma
  • Manipulation
  • Appearance

Martial Arts - Celestial
Paths - Sapphire

Caste Powers:

  • Purify
  • Power of Judgemnet
  • Shapeshifting Prowess

sp:

  • Priest of Luna / Spiritual Virginity
  • One of Many

No Moon

  • Perception
  • Intelligenct
  • Wits

Martial Arts - Celestial
Paths - Sapphire

Caste - Wyld attunement

sp - Lucid Dreams

Sidereal

All Sidereals Start with 9 Favored Abilities, 6 of which must be Caste or Universal Abilities. Every Sidereal is considered a priestess of her Maiden and every college which she possesses at least 1 dot in.

Universal

  • Bureaucracy
  • Craft
  • Lore
  • Martial Arts
  • Paths


Journeys

  • Archery
  • Athletics
  • Ride
  • Pilot
  • Thrown

Martial Arts - Sidereal
Paths - Sapphire

Caste Power -

Serenity

  • Integrity
  • Medicine
  • Performance
  • Socialize
  • Survival

Martial Arts - Sidereal
Paths - Sapphire

Caste Power -

Battles

  • Brawl
  • Melee
  • Presence
  • Resistance
  • War

Martial Arts - Sidereal
Paths - Sapphire

Cate Power - Road to Victory

Secrets

  • Awareness
  • Investigation
  • Larceny
  • Occult
  • Stealth

Martial Arts - Sidereal
Paths - Sapphire

Caste Power - Mental Shield

Terrestrials

All Terrestrials begin with 6 Favored abilities, 3 of which must be Aspect abilities. Characters with 4 breeding begin with 1 more, and characters with 5 or more breeding begin with 2 more. These extra favored abilites must be taken from aspect abilities (meaning characters with 5 breeding will have all aspect abilities favored. Martial Arts may have any or no apect, but is an aspect ability for Earth Aspects, and others may favor it. They may favor 1 Craft at a time. Certain Abilitiies are of shared aspect, and different specialties or subsections of the Ability are of different Aspects as shown below:

Crafts

  • Air - Literature, poetry, music, calligraphy, and things made of words or thoughts.
  • Earth - Architecture, stonework, armor, metal weapons, and things created for strength and solid purpose.
  • Fire - Painting, weaving, jewelry-making, pottery, and things designed for visual beauty.
  • Water - Musical Instruments, delicate tools, clockwork, Fate, and things designed for delicate functionality.
  • Wood - Agriculture, fletching, carpentry, gardening, cooking, theater, and things typically involving organic materials or living creatures.

Occult

  • Air - Air spirits and Weather (Storms)
  • Earth - Earth spirits and seismic geomancy
  • Fire - Fire spirits and Weather (Temperature)geomancy
  • Water - Water spririts and Weather(Rainfall) geomancy
  • Wood - Wood spirits and agriculture geomancy

Pilot

  • Air - Vehicles which use direct power (and typically FA crystal panels) to fly.
  • Earth - Land tanks built for strength and stability or vehicles designed to dig through the earth.
  • Fire - Land or hover-based vehicles built for speed and handling.
  • Water - Vehicles which use natural forces and subtle handling to move. Anything with a sail or a rudder, for instance.
  • Wood - Vehicles which are propelled and maneuvered by living (or unliving) creatures.

Survival

  • Air - Tundra, ice, and snowy, lifeless regions
  • Earth - Underground, rocky mountains, and arid, rocky areas
  • Fire - Deserts, volcanoes, and hot, lifeless wastelands
  • Water - Sea, underwater, or when otherwise surrounded by water
  • Wood - Forests, jungles, grasslands, swamps, and other places with lots of plantlife

Air

  • Awareness
  • Lore
  • Stealth
  • Thrown

Martial Arts - Terrestrial
Paths - Emerald

Aspect Power - Buoy

sp - Air Aspects have a strong memory and are more lucid dreamers. If an air aspect falls asleep trying to hold on to a factual memory, she will not accidentally forget it. And all Air Aspects are assumed to possess the Lucid Dreamer merit.

Earth

  • Brawl
  • Integrity
  • Martial Arts
  • Resistance

Martial Arts - Terrestrial
Paths - Emerald

Aspect Power - Harden Anima

sp - Sometimes an Earth Aspect will feel something from the Earth Below her. These feelings always communicate only one thing, "Down." And, they come only while the character is asleep. Still, they are often auspicious.

Fire

  • Athletics
  • Melee
  • Performance
  • Presence

Martial Arts - Terrestrial
Paths - Emerald

Aspect Power - Fiery Anima

sp -

Water

  • Bureacracy
  • Investigation
  • Larceny
  • War

Martial Arts - Terrestrial
Paths - Emerald

Aspect Power - Watery Anima

sp

Wood

  • Archery
  • Medicine
  • Ride
  • Socialize

Martial Arts - Terrestrial
Paths - Emerald

Aspect Power -

sp -

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