CASTES OF THE CHAMPIONS

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The Herald


What is darkness with out light? What is evil with out good? What is hopelessness with hope? A living creature has to believe in something. They need to hope that there is something better. All life needs faith. A Herald brings faith to those who need it. He spreads the word of his patron far and wide. He challenges Shepard’s weak gods to produce the wonders that he can. His fire and zeal attract people like moths to a flame.

His plan of action is simple. He sweeps into town preaching his way. His words gather listeners. His listeners turn to followers. The followers build shrines and temples. The shrines and temples bring greater glory and power to patron and his patron gives some of that power and glory to him.

A Herald’s faith can push him through the harshest environments and the most grueling of tortures because he knows that his Patron will come for him. His faith is unshakeable and it is that sureness that attracts others to him.


Favored Attribute: Conviction


Anima Banner: As described on page 10.


Anima Effects: The affect of the Champions anima banner is standard when she spends less than 15 points of essence.

When the Champion goes iconic (16 Motes) all allies inside the radius of the Anima Banner add two to their MDV.Caste Abilities: Heralds excel at surviving great hardships, both physical and mental. They also possess amazing skills of persuasion and inspiration. Heralds have a natural affinity for the Abilities of Resistance, Survival, Performance, Presence,

Larceny, and Bureaucracy.


Associations: The season of summer, the colors of gold and cobalt blue, the southern direction, the element of earth, the half moon and the Maiden of Serenity


Sobriquets: Resplendent Champion, Pillars of the People, Righteous Thunder, Golden Bulls, Hammers of Justice, The Blasphemous (derogatory)


Concepts: Former Shepard or Shepard of another god, brilliant astrologer, two-fisted laborer, wandering tinker, desert hermit, physician, peasant rebel, tax collector, pirate, old man on the mountain, runaway slave.

The DiscipleTo be a be a Disciple is to be a creature of contemplation and control who hungers for knowledge of the world that you can better understand you place in it. You have a need to teach that self control and hunger for knowledge to others around you. While you teach your ways you also teach that through you patron inner peace can be achieved. For your patron knows where there place in creation is. They have achieved celestial glory by learning to harmonize with creation and move with it in a beautiful dance. By accepting your patron as their god you can teach them this way of being so that they too can be at peace. If peace is what your patron wants.


Your life is a life of introspection. You value books, philosophical conversations, and truly intelligent people. You prefer to use patience and careful strikes to bring down a foe instead of the sword and the shield. Temperance is the path you walk. Temperance is the path you teach. For only through self control can you truly find peace.


Favored Attribute: Temperance


Anima Banner: As described on page 10.


Anima Effects: The affect of the Champions anima banner is standard when she spends less than 15 points of essence.

When the Champion goes iconic (16 Motes), all allies inside the radius of the Anima Banner gain one additional point of temporary willpower even if it’s above their normal maximum.


Caste Abilities: Disciple’s excel in the search for knowledge and in the application of that knowledge. They have a natural affinity for the Abilities of Integrity, Craft, investigation, Lore, Occult and Sail.


Associations: The season of autumn, the colors of orange, brown and black, the eastern direction, the element of wood, the crescent moon and the Maiden of Secrets

Sobriquets: Disciples, Enlightened One, Follower of Self, Bane of the Wyld, Guardian of the Soul, Watcher in the Nigh, Coward of Rock and Blood (derogatory)


Concepts: ambitious courtesan, blacksmith, child prodigy, cunning courtier, destitute student, educated merchant, elderly scholar, insightful tailor, optimistic young scavenger, powerful Shepard, traveling healer, village wise woman, warrior-sage

The Crusader

A Crusader defends the ways of his patron. He is the enforcer of the law, the defender at the gate and the leader of his Lords army. He believes his patrons laws are the only way to live. All others are fools. If that’s how his patron wants it done of course.


A crusader will fight for what he believes is right and he will gather as many men as he can to fight at his side. His force of will and sureness of action pulls others in his wake like a fast moving boat in calm water. He is the shield that his patron wields to protect it’s followers. He is the sword that strikes down those that might oppose his lord. Through his bravery his patron’s power flows. His heart is already strong but with his patron blessing he can be even stronger.


Favored Attribute: Valor


Anima Banner: As described on page 10.


Anima Effects: The affect of the Champions anima banner is standard when she spends less than 15 points of essence.

When the Champion goes iconic (16 Motes) all allies inside the Anima Banner’s radius, gain one success on all valor rolls.


Caste Abilities: Crusader’s excel in all forms of combat, armed and otherwise. They have a natural affinity for the Abilities of Archery, Martial Arts, Melee, Thrown, Athletics and Ride.


Associations: The season of spring, the colors of saffron, lavender, gold, the southern direction, the element of fire, the full moon, the Maiden of Battles and the rising of the sun.


Sobriquets: Cavalier of Courage, Harbinger of Justice, Champion of the People, Shield of Righteousness, The Brave One, The Warriors Champion, Mad Man (derogatory)


Concepts: barbarian raider, city guardsman, combat sorcerer, daring young farm boy, famous pit fighter, grizzled veteran, Champion bandit, mercenary prince, sword smith, warrior- scholar


The Shepard

A patron’s choose their Shepard cast very carefully. These chosen few tend to the flock that grants the patron untaxed prayers. Prayers are power and power is glory. A wise patron will keep his flock happy and will choose only the best to tend them. The others are often away spreading the patron’s good word. But the Shepard keeps what is already been won.


Not all Shepard’s stay with one cult. Others travel to re-affirm old worshipers. They relieve their pain and worries in the name of the patron to replant the seeds of faith so that the patron’s power will not diminish. A Herald finds followers, a Disciple teaches followers, a Crusader defends followers but only a Shepard can sustain followers.


Favored Attribute: Compassion


Anima Banner: As described on page 10.


Anima Effects: The affect of the Champions anima banner is standard when she spends less than 15 points of essence.

When the Champion goes iconic (16 motes) all allies inside the anima banner radius heal one basing per five tics. Caste Abilities: Shepard’s excel at surviving great hardships, both physical and mental. They also possess amazing skills of persuasion and inspiration. Shepard’s have a natural affinity for the Abilities of Awareness, Medicine, linguistics, Socialize, Dodge and Stealth.


Associations: The season of summer, the colors of gold and cobalt blue, the southern direction, the element of earth, the half moon and the Maiden of Serenity


Sobriquets: Graceful One, Giver of Peace, The Great Healer, The Bringer of Peace, Shepard of Man, The Silencer, Weak One (derogatory)


Concepts: Former Shepard or Shepard of another god, brilliant astrologer, two-fisted laborer, wandering tinker, desert hermit, physician, peasant rebel, tax collector, pirate, old man on the mountain, runaway slave


The Anima of ChampionsIf the Champion has an acquired caste activated the Champion’s Champion anima banner and the banner of the active caste manifest at the same time with the Champion banner superimposed over the caste banner.

The anima banner of a Champion is created by their patron before exaltation. I can be any color or combination of colors. It can be animated to do what ever the patron decided on.


Anima Effect:

After spending 10 motes or more the Champion has a slight glow about them and their patrons symbol is visible.


When the Champion spends 15 or more the Champion goes iconic. The banner that the patron chose glows brightly for all to see.


Essence:

Champion Exalted begin with an Essence rating of 2. You can raise this value with bonus points, but characters may not start the game with an Essence above 3. A Champions Personal Essence pool equals the sum of the character’s permanent Essence, plus twice her Willpower. A Champions Peripheral Essence pool equals the sum of four times the character’s Essence, plus twice her Willpower, plus four times her highest.