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Agrippa
2011-10-18, 07:34 PM
Like many people around here I'm highly interested by White Wolf's Exalted. Ieven downloaded a copy of the core rules on Free RPG Day. With that said I find White Wolf's Storyteller system lacking and not quite suited to the over the top nature of Exalted. So I'm experiementing with adapting some of the themes, most notably the castes, into the retro-clone Mutant Future (http://www.goblinoidgames.com/mutantfuture.html) using a modified version of Dyson Logos Mutant Omega (http://rpgcharacters.wordpress.com/2010/02/09/mutant-omega-mutant-future-mutation-scores/) rules. Wish me luck.

Agrippa
2011-10-18, 07:36 PM
Solar Exalted
http://th01.deviantart.com/fs9/300W/i/2006/059/0/7/Exalted_signature_characters_by_kunkka.jpg

The Lawgivers are Chosen of the Sun. Whether they are warriors or priests, scholars or spies or even diplomats to far off lands, the Solar Exalted were usually established to be holy God Kings and Queens of the Sun, by whatever name he goes by on this world. They seek, idealy, to spread wisdom and enlightenment through out their world and battle the Primordial evil that threatens it. To this end the Solar Exalted have been granted immense supernatural power, elevating them to demi-god status. While it's true the name Solar implies a relation to the sun, it doesn't require it. Any god of light and justice can choose their own Solar champions.

Agrippa
2011-10-18, 07:37 PM
Dawn Caste
http://www.alicia-logic.com/capsimages/bar_029JohnNeville.jpg
Hit Dice: 1d8 per point of CON
Anima Power: At the start of battle a member of the Dawn Caste can grant himself an aura of fear for the whole fight. Any adversary with a Willpower score lower than the Dawn Caste warrior’s own cannot bear to face him, thus giving him a +2 to attack against his fearful foes. In addition every enemy who witnesses this sight is subject to a Mental Attack using the higher of the Dawn caste's Willpower or Charisma. If the Mental Attack succeeds the enemy will either flee or surrender. Anyone who withstands the Mental Attack suffers the Dawn warrior‘s Charisma bonus as a penalty to morale.
Mutations (Charms)
Physical: Base (any five)
Mental: Base (any three)
As the rising sun brings an end to the dark of night, so does a warrior of the Dawn caste put down fear and wickedness. Whether he perfers to fight with swords, axes, bows or even firearms doesn't matter, he is a warrior of the Sun and all foes shall tremble before him. With super-human might and agility the Dawn warrior crushes his foes and leaves them scattered before him. His Exaltation grants him greater health and vitality, resulting in a +3 bonus to Constitution. He also becomes stronger and more nimble taking a plus +3 bonus to Strength and Dexterity.

Agrippa
2011-10-18, 07:39 PM
Zenith Caste
http://www.deviantart.com/download/68650269/The_Living_Saint_by_exileddelusion.jpg
Hit Dice: 1d6 per point of CON
Anima Power: As a Zenith you can render a corpse incapable of perversion into undeath by a mere blessed touch. when doing this a light radiates from you for your Willpowerx10 in yards. In addition you may smite a single undead or fiendish foe with the heaven's holy might a number of times per day equal to your Willpower/2. At first character level this manifests as a cause serious wounds or a cure serious wounds against undead. At sixth level it takes the form of a cause critical wounds spell or a cure critical wounds against undead. Upon 11th character level this changes to a harm spell or a Heal spell targeted against the undead ulitimately this rises to the power of a finger of death on level 16 or a raise dead against undead creatures. In addition, unlike the actual spells this smiting can take place at a range of the Zenith caste's Willpower in yards.
Base Mutations (Charms)
Physical: Base (any four)
Mental: Base (any four)
At midday the sun reaches its zenith, shining down on the earth below. So does holiness radiate from the Zenith caste and light a world that would be much darker without them. These are the prophets, mystics and priestly champions of the Sun and Light, the Resplendent Suns are the de-facto leaders of their fellow Solars. Zeniths are empowered by the Sun to with stand all coming trials and tribulations, as well as to holdy stead fast in thier holy convictions, resulting in a +3 to Constitution and Willpower. His divine grace guides the blessed words of the Zenith caste, granting them a +2 bonus to Charisma.

Agrippa
2011-10-18, 07:40 PM
Twilight Caste
http://www.examiner.com/images/blog/EXID19312/images/Doctor_Strange.jpg
Hit Dice: 1d6 per point of CON
Anima Power: With great cunning and mystical power a member of the Twilight Caste can shield himself from harm. This means the Twilight caste member can use the Force Screen mutation with an MS equal to Intelligence score.
Mutations
Physical: Base (any three)
Mental: Base (any five)
As the sun sets it leaves its light scattered through out the darkening sky. So too, do the Descending Suns of the Twilight caste spread the light of wisdom and knowledge even into the darkest of ages. These Children of Twilight relentlessly seek knowledge and truth for the uplifting of all. To them there is no such thing as that which man is not meant to know, only what we are capable of understanding now and what can only be understood in the future. With godly power, arcane might and supernal understanding the Copper Spiders of the Twilight caste fashion true miracles of occult science that survive through the ages. Also known as Solar Lightning or the Arrows of Heaven members of the Twilight caste endowed with a razor sharp intellect and wills of iron granting them a +3 to Intelligence and a +2 to Willpower.

Agrippa
2011-10-18, 07:41 PM
Night Caste
http://images4.fanpop.com/image/photos/15600000/Parker-Leverage-tv-female-characters-15641755-512-341.jpg
Hit Dice: 1d6 per point of CON
Anima Power: Trickery and deception are tools by which the Night Caste achieves justice. Once per day per every five character levels a Night caste Exalted can muffle all sounds made within 15’ of her and render all allies with in the same radius invisible.
Mutations (Charms)
Physical: Base (any four)
Mental: Base (any four)
Night as much as day should be a safe and peaceful time, a time for rest at the end of long day. Alas, as night falls all matter of depraved individuals crawl out of hiding, preying upon the weak and powerless. For ths very reason the forces of justice retain their own agents, thieves and assassins dedicated to striking at the wicked and corrupt. Whatever their background all Night castes are masters of subterfuge and deception, most often aimed against the wicked. Members of the Night caste are also called Hidden Suns, Concealing Shadows, Nightbringers, Iron Wolves or Daggers of Heaven. Because of their newly hightened agility and cunning members of the Night caste gain a +2 bonus to Intelligence and a +3 to Dexterity.

Agrippa
2011-10-18, 07:43 PM
Eclipse Caste
http://fc03.deviantart.net/fs70/f/2010/197/d/e/de1f332e916102b2074c7d14b20ef015.jpg
Hit Dice: 1d6 per point of CON
Anima Power: By the power of the Sun an ambassador of the Eclipse Caste can guaranty that a man’s word truly is his bond. Once per week, when brokering deals between others, sometimes including himself as a party an Eclipse Exalted can further bind the contract. In doing so all concerned parties are treated as if under the effects of a geas in relation to their deal.
Mutations
Physical: Base (any three)
Mental: Base (any five)
The coming together of the sun and moon inspires awe through out the world. Just as these two heavenly bodies cross a member of the Eclipse caste can bring both individuals and nations together in the bonds of friendship. As Harmonious Voices the words of the Eclipse caste echo far and wide in the land. Coming from such ranks as smugglers, nobles, courtiers, diplomats, merchant princes and even musicians these Crowned Suns have been given a new task, a holy one infact. Every where they go these Quicksilver Falcons bare peace and brotherhood, resorting to violence only when no other just option remains. As befits diplomats and mediators of the Eclipse caste the The Quills of Heaven are golden-tongued mentats and dealmakers. They gain a +3 to Charisma and +2 to Intelligence.

Agrippa
2011-10-18, 07:44 PM
Abyssal Exalted
http://www.white-wolf.com/media/7932/Abyssals%20Cover.jpg

In the dawning eons of this world great and terrible titans ruled the ruled the earth, air and sea. Some fair others hideous or simply bizare in appearence. When the newer gods rallied humanity to over through the worst of these elder gods a full forth of them were slain in battle by the gods and their once mortal champions. Instead of peacefully drifting off to their eternal rest or graciously advising the rising gods from beyond the grave these slain elder beings stewed in their hatred and spite. "How dare our own creations defy and overthrow us!", they cried allowed. From this day forward they dedicated themselves to toppling thier usupers, no matter the cost. These dead primordial beings are willing to go so far as to tear down the very world they shaped for revenge. So from their dwellings in the Underworld these once glorious elder gods spread thier influence through out the world. They would ask the newly dead and those near death a simple question, "Do you wish to live?" Those who say yes are the Abyssal Exalted, Princes of Oblivion and Agents of Destruction, whether they wish to carry out their masters' commands on not.

Agrippa
2011-10-18, 07:45 PM
Dusk Caste
http://www.wizards.com/dnd/images/ecology_deathknight3.jpg
Hit Dice: 1d8 per point of CON
Anima Power: At the start of battle a member of the Dusk Caste can grant himself an aura of fear for the whole fight. Any adversary with a Willpower score lower than the Dusk Caste warrior’s own cannot bear to face him, thus giving him a +2 to attack against his fearful foes. In addition every enemy who witnesses this sight is subject to a Mental Attack using the higher of the Dusk caste's Willpower or Charisma. If the Mental Attack succeeds the enemy will either flee or surrender. Anyone who withstands the Mental Attack suffers the Dusk warrior‘s Charisma bonus as a penalty to morale.
Mutations
Physical Base (any five)
Mental Base (any three)
As the sun sets at dusk the land is blanketed by darkness. And so does the Dusk Exalted, however the darkness he is dispatched to spread is not merely the absence of light. It is also the absence or mercy, compassion, hope and life it's self. Demons, the walking dead and countless scores of twisted abominations are drawn to the armies of the Dusk caste. These warriors of death ravage the land and leave behind decay and destruction in their wakes. The unholy touch of the dead elder gods lends the Children of Ash tremendous physical strength, agilty and resilience thus granting a +3 bonus to Strength, Dexterity and Constitution. Members of the Dusk caste are also known as They Who Sing Forsaken Hymns, Peacebringers and the Ascending Darkness.

Agrippa
2011-10-18, 07:47 PM
Midnight Caste
http://www.3dtotal.com/admin/upload/gallery/big/zombie_priest.jpg
Hit Dice: 1d6 per point of CON
Anima Power: As a priest of the Midnight caste you may rouse the dead from their rightful repose and bend them to your blasphemous will. With this granted power you may one zombie per point of Willpower or one ghoul per two points of Willpower. In addition you may smite a single living foe with the netherworld's unholy might a number of times per day equal to your Willpower/2. At first character level this manifests as a cause serious wounds. At sixth level it takes the form of a cause critical wounds spell instead. Upon 11th character level this changes to a harm spell. Ulitimately this rises to the power of a finger of death on level 16. In addition, unlike the actual spells this smiting can take place at a range of the Midnight caste's Willpower in yards.
Mutations
Physical Base (any four) -
Mental Base (any four) -
At midnight, the powers of darkness and terror have reached their zenith and all hope and light seems gone and lost. These witching hours are the times of the vile death gods' miracles, and the Midnight caste are the ones to carry them out. As priests of oblivion, the Midnight caste leads congregations of the damned in blasphemous nocturnal rites. Offering terrible sacrifices to their dread patrons the Children of Silence blight the land with death and abomination. While capable inflicting great suffering for their masters Midnight caste members are expected to withstand great suffering and hardship as well. Also known as They Who Speak Blasphemous Truths and the Resplendent Darkness the Midnight caste serve as the defacto leaders of the Abyssal Exalted. As befitting both the rugged and priestly nature of their role Midnight caste members gain a +3 to Willpower and Constitution. And while they aren't the great speakers of the Moonshadw caste the Echoes of the Abyss are silver of tounge, adding a +2 bonus to Charisma.

Agrippa
2011-10-18, 07:48 PM
Daybreak Caste
http://i173.photobucket.com/albums/w79/Thalgarik/Necromancer.jpg
Hit Dice: 1d6 per point of CON
Anima Power: With great cunning and mystical power a member of the Daybreak Caste can shield himself from harm. This means the Daybreak caste member can use the Force Screen mutation with an MS equal to Intelligence score.
Mutations
Physical Base (any three) -
Mental Base (any five) -
When daybreaks a faint trace of the night's darkness lingers briefly. Likewise there comes a dark side with the light of knowledge. Where saner minds would use science and sorcery create glorious wonders of human achievement, the mad scholars of the Daybreak caste, spawn deranged monstrosities and perverse mockeries of life. These Children of Bone are notorious for thier creation of plagues and advancements into necrotech, magitechnolgy centered around fusing together both living and undead flesh. Those Who Work Unclean Arts have truly earned their sobriquet. As the warlocks and necromancers in league with these mouldering primordials members of the Daybreak caste have their darkened minds expanded by thier unholy masters and works they all gain a +3 Intelligence and a +2 to Willpower. Daybreak caste Abyssals are also known as the Shadows of the Abyss and the Descending Darkness.

Agrippa
2011-10-18, 07:49 PM
Day Caste
http://farm1.static.flickr.com/163/429660919_0296459c8a_o.jpg
Hit Dice: 1d6 per point of CON
Anima Power: Trickery and deception are tools by which the Day Caste spreads terror an bloodshed. Once per day per every five character levels a Day caste Exalted can muffle all sounds made within 15’ of her and render all allies with in the same radius invisible.
Mutations
Physical Base (any four) -
Mental Base (any four) -
It's often times said that there is nothing in the dark that isn’t there when the lights are on. The killers and thieves of the Day caste serve as living proof to the adage. Fittingly known as the Daywalkers, the Exalted of the Day caste can evade even the burning light of the Sun on their hunts. These Hidden Darknesses, as they are called, cling to the shadows from which they strike. Abyssals of the Day caste are Exalted from the best possible members of the criminal, intelligence and law enforcement fields. Day caste Abyssals are also called They Who Dwell Among the Wretched and the Children of Blood. Thier deathly masters imbue members of the Day caste with great agility and cunning, granting them a +3 bonus to Dexterity and a +2 bonus to Intelligence.

Agrippa
2011-10-18, 07:50 PM
Moonshadow Caste
http://images.wikia.com/hellboy/images/d/d0/200px-Rasputin.png
Hit Dice: 1d6 per point of CON
Anima Power: By the power of Oblivion an ambassador of the Moonshadow Caste can bind a man to his word. Once per week, when brokering deals between others, sometimes including himself as a party a Moonshadow Exalted can further bind the contract. In doing so all concerned parties are treated as if under the effects of a geas in relation to their deal. In addition no undead creature will harm them.
Mutations
Physical Base (any three) -
Mental Base (any five) -
Even dead gods have their emissaries. As the Earth's shadow blots the full moon from the sky and shrouds the land in darkness so does the Moonshadow legate blot out the light of Hope and Comfort. With their very words the Winds of the Abyss can drive great droves of men terror and despair, or bring great nations down into decadence and bloodshed. These malicious Children of Ash spread their dark masters' influence through out what ever lands they reside in and along with the priests of the Midnight caste found powerful death cults to please their wicked patrons. The blessings of the dead titans grant diplomats of the Moonshadow caste a +3 bonus to Intelligence and Charsima. Moonshadow Exalts are also known as the Hollow Darkness and They Who Walk Within Webs of Deception.

Agrippa
2011-10-18, 07:51 PM
Infernal Exalted
http://www.white-wolf.com/media/8856/InfernalsCover.jpg

Now shall you deal with us, O Princes of the Sun, and all the powers of Hell! Before you stands the might of the Infernal Exalted, Prince of the Green Sun and champions of the Lords of Hell. Fallen we once were, yet like our masters we shall rise once more. In long eons past the Demon Princes we serve were not devils, but great and mighty titans. In the begining they ruled this world as their domain. Until their spoiled children your gods rebelled and the likes of you fought along with them. Now suffer for your insolence.

Agrippa
2011-10-18, 07:53 PM
Slayer Caste
http://riftsaga.net/Horror/Illuminati/Savage/Savage2.jpg
Hit Dice: 1d8 per point of CON
Anima Power: At the start of battle a member of the Slayer Caste can grant himself an aura of fear for the whole fight. Any adversary with a Willpower score lower than the Slayer Caste warrior’s own cannot bear to face him, thus giving him a +2 to attack against his fearful foes. In addition every enemy who witnesses this sight is subject to a Mental Attack using the higher of the Slayer's Willpower or Charisma. If the Mental Attack succeeds the enemy will either flee or surrender. Anyone who withstands the Mental Attack suffers the Slayer's Charisma bonus as a penalty to morale.
Mutations
Physical Base (any five)
Mental Base (any three)
Out there are strange, alien gods of war, rage and fury. These cosmic entities of battle and conquest imbue their now god-like champions with frightful strength and the power to wreath them selves with the fires of Hell. However, contrary to public thought the fires of Hell do not burn red or orange. Instead they burn a lurid green, as part Hell's sickly-colored nuclear sun. With that rage and fury these Doombringers are true terrors to behold. With great gifts and brutal ruthlessness these Swords of Hell serve the mad gods who empower them as fearsome warriors and generals. Like Brass Tigers these Slayers slaughter they prey with no remose, pity or regret. The raw power of the atomic flames of Hell or some distant world fuels the muscle, toughens the body and makes graceful the form of the Child of the Demon City, granting a +3 to Strength, Constitituion and Dexterity.

Agrippa
2011-10-18, 07:54 PM
Malefactor Caste
http://images2.fanpop.com/images/photos/8000000/Imhotep-The-Mummy-4-high-priest-imhotep-8086271-852-480.jpg
Hit Dice: 1d6 per point of CON
Anima Power:
Mutations
Physical Base (any four) -
Mental Base (any four) -
From barren desert wastes to hot, steamy jungles fraught with danger and peril, the weak and weary beg for mercy from some kindly higher power. They pray to distant and regal gods and bind djinn in hopes of obtaining their heart's desire, even if it was merely hope, itself. However not all prayers fall upon benevolent ears. There are great titans, both god and djinn at once, more than willing to answer these prayers but at a cost. They demand subservience and crush all that oppose them into dust. Among these dread titans’ greatest servants are the Malefactor caste. Rightly called so by their detractors, these infernal priests serve their god-djinn with great fervor and passion.

These Hammers of Hell batter down all those who oppose them and the law they preach, that the strong must rule over the weak and that concern for social order is the highest of all virtues. Like their patrons, the Infernal Thunders pronounce this law boldly and proudly. For if the "weak" were left to govern themselves, they would all perish. So from this twisted perspective Malefactors not only fail to see what they do as evil, but also instead view it as an act of mercy and kindness. For while the Children of the Endless Desert may reduce, hundreds if not thousands to near if not full slavery, it's almost always with a clean conscience. This is because, in their minds, without the leadership of the Quartz Bulls, these good, decent people would have nothing at all. And that would be too cruel to allow. As the great demagogic and resilient priests of such totalitarian deities Malefactors are blessed with a +3 bonus to Willpower and Constitution and a +2 bonus to Charisma.

Agrippa
2011-10-18, 07:55 PM
Defiler Caste
http://upload.wikimedia.org/wikipedia/en/e/eb/Modok.PNG
Hit Dice: 1d6 per point of CON
Ainma Power: With great cunning and mystical power a Defiler Prince can shield himself from harm. This means the Defiler can use the Force Screen mutation with an MS equal to his Intelligence score.
Mutations
Physical Base (any three) -
Mental Base (any five) -
In the various bizare and warped depths and dimensions of this multiverse dwell strange alien intelligences. Intellects vast and cool and unsympathetic, which think and plan on far greater scales than we pitiful humans, and similar beings, can hope to comprehend. But sometimes humans reach out to these beings for knowledge and power. Gifted with new psychic powers these brilliant minds are unleashed upon their worlds if they were Infernal Lightning, for them may as well be. These psychically empowered sorcerers and craftsmen of the Defiler caste are known for their wonders, both physical and metaphysical. And being in possession of their infernal might, the wonders these Glass Spiders produce are often times horrors as well. Also known as the Arrows of Hell or Children of the Principle of Hierarchy, members of the Defiler caste of Infernals are as brilliant and willful as they are mad, gaining a +3 to Intelligence and a +2 to Willpower.

Agrippa
2011-10-18, 07:56 PM
Scourge Caste
http://fc07.deviantart.net/fs15/f/2006/355/8/8/Mr_Jonathan_Teatime_by_TheLilacPilgrim.jpg
Hit Dice: 1d6 per point of CON
Anima Power: Trickery and deception are tools by which the Day Caste spreads terror and bloodshed. Once per day per every five character levels a Day caste Exalted can muffle all sounds made within 15’ of her and render all allies with in the same radius invisible.
Mutations
Physical Base (any four) -
Mental Base (any four) -
There is a force in the cosmos, a mad and dangerous force. Full of rage, fury and worst of all a twisted sense of love. It calls out to the desperate, vengeful and mad, offering them power to lash out against their tormentors. When it finds such unfortunates the Silent Wind tests them within it's hellish buffets and gales. Those who survive the Demon Cyclone's nightmarish maelstrom are transformed, becoming the Daggers of Hell, at the cost of what's left of the poor soul's sanity. These Scourges use their hellish powers to serve as assassins, hunting down their prey like great Basalt Wolves. Each slash and cutting strike issued upon a living foe from a Scourge pours blood forth like a river. As agents of the Silent Wind, Scourges are among the deadliest of assassins, all but lacking fear of death. Whether they would suffer or inflict it. The chosen of the Silent Wind gifted with tremendous grace and cunning, gaining a +3 to Dexterity and a +2 to Intelligence.

Agrippa
2011-10-18, 07:57 PM
Fiend Caste
http://www.cantstopthemovies.com/wp-content/uploads/2011/01/Aladdin-_Jafar.jpg
Hit Dice: 1d6 per point of CON
Anima Power: By the power of Hell or the Outer Dark an ambassador of the Fiend Caste can bind a man to his word. Once per week, when brokering deals between others, sometimes including himself as a party, a Fiend Exalted can further bind the contract. In doing so all concerned parties are treated as if under the effects of a geas in relation to their deal.
No demon will freely attack a Fiend.
Mutations
Physical Base (any three) -
Mental Base (any five) -
From the blackest reaches of the Outer Dark hails a dark and twisted being of immense intellect and magnetism, possessed of sorcerous might and diabolical charm. From his venomous tongue drip the most toxic and vile of lies or the most horrific truths that can be revealed. He alone wanders this mortal realm, delighting in the spread of strife and discord, while offering peace and hope to his victims/followers. Worse yet, this ebon horror in human guise has his once mortal heralds. The Black Walker or King of Ebon Shade is known to elevate particular mortals, con men, cult leaders and charming degenerate gamblers, to the status of Fiend, making them true Children of the Shadow of All Things.

These Deceivers are all but uniformly chaotic and unruly folk, bent on satisfying their selfish goals through wit and guile. They are the dealmakers and brokers of the infernal reaches and Hell's emissaries to the mortal coil. Dissonant Voices they may be, their words have turned neighbor against neighbor, brother against brother and damned many a soul. Equally warlock and diplomat the Fiends fly about like Vitriol Falcons, their acidic words marring the many good things of this world. As befits such demagogues, solicitors and barristers as the Quills of Hell, members of the Fiend caste are devilishly charming and fiendishly clever. This grants them a +3 to Charisma and a +2 to Intelligence.

Agrippa
2011-10-18, 08:41 PM
Basics on Exaltation
Since the Exalted all have a non-deific origin they of course come from Pure Strain (including barbarian and sorcerer) or Mutant Human, Mutant Animal or in rare cases Mutant Plant stock. As such they use the the better of their caste or base race's hit dice and combine their ability bonuses and maintain what ever mutations they already have. If starting as a human Exalt roll to determine race of origin. If achieving Exaltation in game simply take whatever caste seems best for the character.

Agrippa
2011-10-19, 04:28 PM
So I have the largely completed the Solar, Abyssal and Infernal castes and am waiting for review. Do they capture the feel of the Exalt types? Does any of it make sense? I'll get to work on what mutations fit each castes' flavor too.

gkathellar
2011-10-19, 04:39 PM
... you're missing Twilight.

Agrippa
2011-10-19, 06:14 PM
... you're missing Twilight.

I know that, it just took me a while to get down to fixing it.
EDIT: I just added in the Twilight caste. I'm drawing some blanks on the flavor text though.

Agrippa
2011-10-19, 10:42 PM
So everything but the Malefactor and Scourge caste are complete. Any ideas or suggestions?

Agrippa
2011-10-21, 01:50 AM
The Scourge is as done as its going to be for a while so no help needed there just yet. But I'm still having a hard time with the Malefactor anima power. I just can't quite translate it myself.