Difference between revisions of "StarJaunter/CharacterCreation"

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7. Assign Merits (7). Purchasing the fifth dot in any Merit costs two dots. Merit dots may be exchanged for Essence dots on a 3:1 basis.
 
7. Assign Merits (7). Purchasing the fifth dot in any Merit costs two dots. Merit dots may be exchanged for Essence dots on a 3:1 basis.
  
8. Take flaws if you wish.  Record starting Motes (equal to maximum Motes).
+
8. Take flaws if you wish.  Record starting Motes (equal to maximum Motes).  
 +
 
 +
=== Caste ===
 +
 
 +
Solar:  5 favored skills, adds all caste and favored skills to determine peripheral Essence, bonus 3 dots of skills in caste and favored
 +
:Can learn 5 charms, 3 must be in caste or favored though
 +
:Anima Flaw:  Solars with Flaring Anima's grow arrogant in their godlike power and become less reasonable
 +
:Limit Break:  Usually Drive solars to control the world in some way or another that is usually detrimental to all concerned
 +
 
 +
Lunar:  3 Caste Attribute and 1 favored, add all caste and favored attribute to determine peripheral essence, bonus dot to add to caste or favored
 +
:Can learn 5 charms, 3 must be in caste or favored and one must be a knack
 +
:Anima Flaw:  When Lunar Anima's Flare they lose the ability to shapeshift outside their true forms
 +
:Limit Break:  Usually drive Lunar's away from the world of humans, abandoning the world
 +
 
 +
Sidereals:  4 favored skills, adds all caste and favored skills to determine peripheral Essence, bonus 3 dots of skills in caste and favored
 +
:Can learn 5 Charms, 3 must be caste or favored and one must be a Petition
 +
:Anima Flaw:  Sidereals cannot maintain a Resplendant Destiny when Anima Flares
 +
:Limit Breaks:  Usually drive Sidereal's to plot, scheme, intrigue, so they accomplish little but hinder others
 +
 
 +
Dragonblooded:  3 favored skills, adds all caste and favored skills to determine peripheral Essence, bonus 3 dots of skills in caste and favored
 +
:Can learn 3 charms, 2 must be from caste or favored
 +
:Anima Flaw:  DB Anima's Lash out at the world when they flare
 +
: Limit Break:  Usually drive DB's to become more like the negative aspects of their element in personality
 +
 
 +
 
 +
 
 +
 
 +
=== Factions ===
 +
 
 +
I have modified and created organizations to accept a wider range of Members
 +
 
 +
Cult of Illuminated - This group finds young exalts and trains them in order to gain control of Earth as in the Days of the High First Age, they are among the most arrogant and showy of exalted and favor Solars
 +
:Benefit:  Start with extra dot of essence, as if three merit dots had been spent (meaning you still max out at 3 dots of essence)
 +
 
 +
Bronze Faction - The survivors of this faction also seek to control the world, but they wish to do so secretly, using mortal pawns.  They are among the most secretive groups and favor Sidereals
 +
:Benefit:  Start with 3 extra dots in merits like status, influence, resources, and things useful to behind the scenes manipulation
 +
 
 +
Thousand Streams River - This group seeks to build up normal humans ability to deal with the supernatural in the world.  They are the most human friendly group and favor Lunars
 +
:Benefit:  Start with 3 extra dots in merits like contacts, allies and retainers
 +
 
 +
Sword of Creation - This group is dedicated to Defending Earth from that which seeks to destroy it, While some may believe Earth is safe now, Swords believe this is only because they have been here.  The swords show no favor but Dragon bloods favor them.
 +
:Benefits:  Gain 3 merit points worth of fighting style training or weapon based artifact
 +
 
 +
Preservers of Lore - This group seeks to preserve magical knowledge, such as sorcery and artifact making, as well as uncover some of what was lost when ages turn.
 +
:Benefits:  Start with 3 extra merit points in things related to such occult lore, like artifacts, library, manse, usually though they gain terrestrial Circle Sorcery

Revision as of 00:16, 9 June 2008

Just basics here for anyone who has played a NWOD game:

1. Record header information (Names, Virtues, affiliiations)

2. Assign Attributes (5/4/3). Purchasing the fifth dot in any Attribute costs two dots, and no Attribute may be increased above 5 at this point.

3. Assign Skills (11/7/4). Purchasing the fifth dot in any Skill costs two dots, and no Skill may be increased above 5 at this point.

4. Assign Skill Specialties, one in each category.

5. Apply Exalted template. Record starting Essence (1).

  5a. Choose an Exalted Type, may be limited by ST
  5b. Choose a Caste/Aspect appropriate to Exalt Type
  5c.  Note Anima Powers
  5d. Mark Caste skills or attributes and choose a number of favored as per exalt type
  5e. Distribute extra skill or attribute dots in Caste or Favored per Exalt Type
  5f.  Choose charms appropriate to exalt type in type, number and distribution

6. Record Advantages. Limit dots may be exchanged for additional experience on a 1:5 basis, down to a minimum of Limit 5.

7. Assign Merits (7). Purchasing the fifth dot in any Merit costs two dots. Merit dots may be exchanged for Essence dots on a 3:1 basis.

8. Take flaws if you wish. Record starting Motes (equal to maximum Motes).

Caste

Solar: 5 favored skills, adds all caste and favored skills to determine peripheral Essence, bonus 3 dots of skills in caste and favored

Can learn 5 charms, 3 must be in caste or favored though
Anima Flaw: Solars with Flaring Anima's grow arrogant in their godlike power and become less reasonable
Limit Break: Usually Drive solars to control the world in some way or another that is usually detrimental to all concerned

Lunar: 3 Caste Attribute and 1 favored, add all caste and favored attribute to determine peripheral essence, bonus dot to add to caste or favored

Can learn 5 charms, 3 must be in caste or favored and one must be a knack
Anima Flaw: When Lunar Anima's Flare they lose the ability to shapeshift outside their true forms
Limit Break: Usually drive Lunar's away from the world of humans, abandoning the world

Sidereals: 4 favored skills, adds all caste and favored skills to determine peripheral Essence, bonus 3 dots of skills in caste and favored

Can learn 5 Charms, 3 must be caste or favored and one must be a Petition
Anima Flaw: Sidereals cannot maintain a Resplendant Destiny when Anima Flares
Limit Breaks: Usually drive Sidereal's to plot, scheme, intrigue, so they accomplish little but hinder others

Dragonblooded: 3 favored skills, adds all caste and favored skills to determine peripheral Essence, bonus 3 dots of skills in caste and favored

Can learn 3 charms, 2 must be from caste or favored
Anima Flaw: DB Anima's Lash out at the world when they flare
Limit Break: Usually drive DB's to become more like the negative aspects of their element in personality



Factions

I have modified and created organizations to accept a wider range of Members

Cult of Illuminated - This group finds young exalts and trains them in order to gain control of Earth as in the Days of the High First Age, they are among the most arrogant and showy of exalted and favor Solars

Benefit: Start with extra dot of essence, as if three merit dots had been spent (meaning you still max out at 3 dots of essence)

Bronze Faction - The survivors of this faction also seek to control the world, but they wish to do so secretly, using mortal pawns. They are among the most secretive groups and favor Sidereals

Benefit: Start with 3 extra dots in merits like status, influence, resources, and things useful to behind the scenes manipulation

Thousand Streams River - This group seeks to build up normal humans ability to deal with the supernatural in the world. They are the most human friendly group and favor Lunars

Benefit: Start with 3 extra dots in merits like contacts, allies and retainers

Sword of Creation - This group is dedicated to Defending Earth from that which seeks to destroy it, While some may believe Earth is safe now, Swords believe this is only because they have been here. The swords show no favor but Dragon bloods favor them.

Benefits: Gain 3 merit points worth of fighting style training or weapon based artifact

Preservers of Lore - This group seeks to preserve magical knowledge, such as sorcery and artifact making, as well as uncover some of what was lost when ages turn.

Benefits: Start with 3 extra merit points in things related to such occult lore, like artifacts, library, manse, usually though they gain terrestrial Circle Sorcery