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2014-06-18, 08:49 PM (ISO 8601)
- Join Date
- Feb 2011
- Location
- Minnesota
- Gender
General Exalted Discussion XVI: Chej Kejak, Pokegod Trainer!
Art by Melissa Uran, colors by kirubanzai.
Popular Homebrew/Fixes
- Kyeudo's warstrider fix.
- Extra Ox body techniques(or equivalent charm) equal to Stamina/Essence
- Pete Schaefer on Lunar Character Generation
- Extra Excellencies. Generally, Solars/Abyssals get 5, Lunars get two, Sidereals 4, and Dragonblooded are 3, spread amoung caste and favored. Infernals get their caste Yozi's first Excellency free, including all future purchases of it.
List of Previous Threads:
General Exalted Discussion
General Exalted Discussion II
General Exalted Discussion III
General Exalted Discussion IV
General Exalted Discussion V
General Exalted Discussion VI
General Exalted Discussion VII
General Exalted Discussion VIII
General Exalted Discussion Thread IX
General Exalted Discussion Thread X
General Exalted Discussion Thread XI
General Exalted Discussion Thread XII
General Exalted Discussion Thread XIII
General Exalted Discussion Thread XIV
General Exalted Discussion XV
Useful Links:
The White Wolf Exalted Forum
Exalted Character Repository
Scroll of Errata
Reynard's Sheets:Spoiler
Infernal, Solar, and Abyssal SheetSpoilerName:
Exalt Type and Caste:
Anima:
Motivation:
Urge [If Infernal]
Background:
Attributes
SpoilerPrimary (Physical/Social/Mental): 8
Secondary (Physical/Social/Mental): 6
Tertiary (Physical/Social/Mental): 4
Physical:
Strength ●
Dexterity ●
Stamina ●
Social:
Charisma ●
Manipulation ●
Appearance ●
Mental
Perception ●
Intelligence ●
Wits ●
Abilities (Specializations +)
Spoiler[Note: Place [C]aste and [F]avoured tags, for clarity.]
Total without BP/XP: 28
(If using Dawn Solution rules, 4 free specialty dots, and Abilities can be raised to 5 without BP)
Archery
Martial Arts
Melee
Thrown
War
Integrity
Performance
Presence
Resistance
Survival
Craft
Investigate
Lore
Medicine
Occult
Athletics
Awareness
Dodge
Larceny
Stealth
Bureaucracy
Linguistics
Ride
Sail
Socialize
Backgrounds, Artifacts and Equipment:SpoilerBackgrounds:
Artifacts and Equipment:
Artifact: X [What it is], fluff name
Important features.
[Source]
Manse: X
Stone: [Which Hearthstone] (Location, if socketed) [Source]
SpoilerCreation Points: [(Value of Manse x2)+bonus from Manse Flaws]
> [List what the points are spent on]
Resources: X
Reason for valueSpoiler
> [List of purchases, and sources]
Charms
SpoilerAbility/Yozi
Excellencies
[Charms]
Combos:
Combat Stats:
SpoilerJoin Combat:
Attacks:SpoilerHands:
Acc: X [(((Dex+Martial Arts)+1)+Any other dice bonuses)] | Damage: [Str+0B] | Parry DV: [(((Dex+Ability)+2)= X /2 round up) = Base + Modifiers] | Rate: 3
Feet:
Acc: X [(((Dex+Martial Arts)+0)+Any other dice bonuses)] | Damage: [Str+3B] | Parry DV: [(((Dex+Ability)-2)= X /2 round up) = Base + Modifiers] | Rate: 2
Clinch:
Acc: X [(((Dex+Martial Arts)+0)+Any other dice bonuses)] | Damage: [Str+0B] | Parry DV: - | Rate: 3
Dodge DV: X [((((Dex+Ability)+Essence)+Bonus Dice From Equipment) = X /2 round up) = Base + Modifiers]
Permanent Charms (Effects)
Soak:
Bashing: [((Stamina+Armour)+Any other Modifiers)]
Lethal: [(((Stamina /2)+Armour)+Any other Modifiers)]
Aggravated: [Armour+Any other Modifiers)]
Hardness:
Bashing: [Highest value from any source]
Lethal: [Highest value from any source]
Aggravated: [Highest value from any source]
Health:
-0 [ ]
-1 [ ][ ]
-2 [ ][ ]
-4 [ ]
X [ ]
Mental Defenses:
Dodge MDV: [((((Willpower+Integrity)+Relevant Specialty)+Essence)+Any other dice modifiers) /2 round down) + Any other bonuses.]
Charisma Parry MDV:
>Presence: [(((Charisma+Presence)+Relevant Specialty)+Any other dice modifiers) /2 round up) + Any other bonuses.]
>Performance: [(((Charisma+Performance)+Relevant Specialty)+Any other dice modifiers) /2 round up) + Any other bonuses.]
Manipulation Parry MDV:
>Presence: [(((Manipulation+Presence)+Relevant Specialty)+Any other dice modifiers) /2 round up) + Any other bonuses.]
>Performance: [(((Manipulation+Performance)+Relevant Specialty)+Any other dice modifiers) /2 round up) + Any other bonuses.]
Virtues:
Compassion ●
Conviction ●
Temperance ●
Valor ●
Virtue Flaw/Flawed Virtue:
Intimacies:
Languages:
??? (Native)
Willpower: ●●●●●
Essence:
Permanent: ●●
Personal: Current (Max) [(Permanent Essence x3)+Willpower]
Peripheral: Current (Max) (Value Attuned) [(Permanent Essence x7)+Willpower)+Sum of Virtues]
Bonus Points and XP:
SpoilerBonus Points:
Total: 15/15 (18/18 If using Dawn Solution rules.) | Flaws:
Experience Points. Spent: X | Left: Y | Total: Z
Lunar SheetSpoilerName:
Caste:
Spirit Animal:
Anima:
Tell:
Motivation:
Background:
Attributes
SpoilerPrimary (Physical/Social/Mental): 8 [9 If using Peter Schaefer's rules]
Secondary (Physical/Social/Mental): 6 [7 If using Peter Schaefer's rules]
Tertiary (Physical/Social/Mental): 4 [5 If using Peter Schaefer's rules]
[Note: Place [C]aste and [F]avoured tags, for clarity. Casteless do not get Caste abilities, obviously]
(Specializations +)
Physical:
Strength ●
Dexterity ●
Stamina ●
Social:
Charisma ●
Manipulation ●
Appearance ●
Mental
Perception ●
Intelligence ●
Wits ●
Abilities (Specializations +)
Spoiler[Note: Place [F]avoured tags, for clarity.]
Total without BP/XP: 25 [28 If using Peter Schaefer's rules]
(If using Dawn Solution rules, 4 free specialty dots)
Archery
Martial Arts
Melee
Thrown
War
Integrity
Performance
Presence
Resistance
[F]Survival
Craft
Investigate
Lore
Medicine
Occult
Athletics
Awareness
Dodge
Larceny
Stealth
Bureaucracy
Linguistics
Ride
Sail
Socialize
Backgrounds, Artifacts and Equipment:SpoilerBackgrounds:
Artifacts and Equipment:
Artifact: X [What it is], fluff name
Important features.
[Source]
Manse: X
Stone: [Which Hearthstone] (Location, if socketed) [Source]
SpoilerCreation Points: [(Value of Manse x2)+bonus from Manse Flaws]
> [List what the points are spent on]
Resources: X
Reason for valueSpoiler
> [List of purchases, and sources]
Charms and Knacks
SpoilerAttribute
Excellencies
[Charms]
Knacks:
Combos:
Combat Stats:
SpoilerJoin Combat:
Attacks:SpoilerHands:
Acc: X [(((Dex+Martial Arts)+1)+Any other dice bonuses)] | Damage: [Str+0B] | Parry DV: [(((Dex+Ability)+2)= X /2 round up) = Base + Modifiers] | Rate: 3
Feet:
Acc: X [(((Dex+Martial Arts)+0)+Any other dice bonuses)] | Damage: [Str+3B] | Parry DV: [(((Dex+Ability)-2)= X /2 round up) = Base + Modifiers] | Rate: 2
Clinch:
Acc: X [(((Dex+Martial Arts)+0)+Any other dice bonuses)] | Damage: [Str+0B] | Parry DV: - | Rate: 3
Dodge DV: X [((((Dex+Ability)+Essence)+Bonus Dice From Equipment) = X /2 round up) = Base + Modifiers]
Permanent Charms (Effects)
Soak:
Bashing: [((Stamina+Armour)+Any other Modifiers)]
Lethal: [(((Stamina /2)+Armour)+Any other Modifiers)]
Aggravated: [Armour+Any other Modifiers)]
Hardness:
Bashing: [Highest value from any source]
Lethal: [Highest value from any source]
Aggravated: [Highest value from any source]
Health:
-0 [ ]
-1 [ ][ ]
-2 [ ][ ]
-4 [ ]
X [ ]
Mental Defenses:
Dodge MDV: [((((Willpower+Integrity)+Relevant Specialty)+Essence)+Any other dice modifiers) /2 round up) + Any other bonuses.]
Charisma Parry MDV:
>Presence: [(((Charisma+Presence)+Relevant Specialty)+Any other dice modifiers) /2 round up) + Any other bonuses.]
>Performance: [(((Charisma+Performance)+Relevant Specialty)+Any other dice modifiers) /2 round up) + Any other bonuses.]
Manipulation Parry MDV:
>Presence: [(((Manipulation+Presence)+Relevant Specialty)+Any other dice modifiers) /2 round up) + Any other bonuses.]
>Performance: [(((Manipulation+Performance)+Relevant Specialty)+Any other dice modifiers) /2 round up) + Any other bonuses.]
Virtues:
Compassion ●
Conviction ●
Temperance ●
Valor ●
Virtue Flaw/Flawed Virtue:
Intimacies:
Languages:
??? (Native)
Willpower: ●●●●●
Essence:
Permanent: ●●
Personal: Current (Max) (Value Attuned) [Permanent Essence+(Willpower x2)]
Peripheral: Current (Max) (Value Attuned) [(((Permanent Essence x4)+Willpower x2)+Highest Virtue x4]
Bonus Points and XP:
SpoilerBonus Points:
Total: 15/15 (18/18 If using Dawn Solution rules.) | Flaws:
Experience Points. Spent: X | Left: Y | Total: Z
Sidereal SheetSpoilerName:
Exalt Type and Caste:
Anima:
Anima Power:
Motivation:
Faction:
Background:
Attributes
SpoilerPrimary (Physical/Social/Mental): 8
Secondary (Physical/Social/Mental): 6
Tertiary (Physical/Social/Mental): 4
Physical:
Strength ●
Dexterity ●
Stamina ●
Social:
Charisma ●
Manipulation ●
Appearance ●
Mental
Perception ●
Intelligence ●
Wits ●
Abilities (Specializations +)
Spoiler[Note: Place [A]uspicious and [F]avoured (You get four) tags, for clarity.]
Total without BP/XP: 35, with at least 15 in Auspicious and Favoured.
(If using Dawn Solution rules, 4 free specialty dots)
Caste Requirements:
SpoilerThe character must have at least Awareness ••, Bureaucracy ••, Linguistics (Old Realm) •, Lore •••, Martial Arts ••, Occult ••, Socialize •, Stealth • and at least one dot in Archery, Melee or Thrown. There are additional restrictions based on caste:
Chosen of Journeys must have Athletics ••, Linguistics (Old Realm and an appropriate additional language) ••, Resistance ••, Survival •• and Ride or Sail •••.
Chosen of Serenity must have either Craft or Performance ••, Linguistics •• (focusing on eloquent speaking and writing rather than languages), Medicine ••, Presence •• and Socialize •••.
Chosen of Battles must have Archery or Melee •••, Athletics ••, Dodge ••, Presence •• and War ••.
Chosen of Secrets must have Awareness ••, Investigation •••, Larceny ••, Socialize •• and Stealth ••.
Chosen of Endings must have Awareness ••, Dodge ••, Integrity ••, Martial Arts ••• and Stealth ••.
Journeys
Resistance:
Ride:
Sail:
Survival:
Thrown:
Serenity
Craft:
Dodge:
Linguistics:
Performance:
Socialize:
Battles
Archery:
Athletics:
Melee:
Presence:
War:
Secrets
Investigation:
Larceny:
Lore:
Occult:
Stealth:
Endings
Awareness:
Bureaucracy:
Integrity:
Martial Arts:
Medicine:
Backgrounds, Artifacts and Equipment:Spoiler
Backgrounds:
Artifacts and Equipment:
Artifact: X [What it is], fluff name
Important features.
[Source]
Manse: X
Stone: [Which Hearthstone] (Location, if socketed) [Source]
SpoilerCreation Points: [(Value of Manse x2)+bonus from Manse Flaws]
> [List what the points are spent on]
Resources: X
Reason for valueSpoiler
> [List of purchases, and sources]
Charms
SpoilerAbility
Excellencies
[Charms]
Combos:
Combat Stats:
SpoilerJoin Combat: 9 +1 Sux
Attacks:SpoilerHands:
Acc: X [(((Dex+Martial Arts)+1)+Any other dice bonuses)] | Damage: [Str+0B] | Parry DV: [(((Dex+Ability)+2)= X /2 round up) = Base + Modifiers] | Rate: 3
Feet:
Acc: X [(((Dex+Martial Arts)+0)+Any other dice bonuses)] | Damage: [Str+3B] | Parry DV: [(((Dex+Ability)-2)= X /2 round up) = Base + Modifiers] | Rate: 2
Clinch:
Acc: X [(((Dex+Martial Arts)+0)+Any other dice bonuses)] | Damage: [Str+0B] | Parry DV: - | Rate: 3
Dodge DV: X [((((Dex+Ability)+Essence)+Bonus Dice From Equipment) = X /2 round up) = Base + Modifiers]
Permanent Charms (Effects)
Soak:
Bashing: [((Stamina+Armour)+Any other Modifiers)]
Lethal: [(((Stamina /2)+Armour)+Any other Modifiers)]
Aggravated: [Armour+Any other Modifiers)]
Hardness:
Bashing: [Highest value from any source]
Lethal: [Highest value from any source]
Aggravated: [Highest value from any source]
Health:
-0 [ ]
-1 [ ][ ]
-2 [ ][ ]
-4 [ ]
X [ ]
Mental Defenses:
Dodge MDV: [((((Willpower+Integrity)+Relevant Specialty)+Essence)+Any other dice modifiers) /2 round up) + Any other bonuses.]
Charisma Parry MDV:
>Presence: [(((Charisma+Presence)+Relevant Specialty)+Any other dice modifiers) /2 round down) + Any other bonuses.]
>Performance: [(((Charisma+Performance)+Relevant Specialty)+Any other dice modifiers) /2 round down) + Any other bonuses.]
Manipulation Parry MDV:
>Presence: [(((Manipulation+Presence)+Relevant Specialty)+Any other dice modifiers) /2 round down) + Any other bonuses.]
>Performance: [(((Manipulation+Performance)+Relevant Specialty)+Any other dice modifiers) /2 round down) + Any other bonuses.]
Virtues:
Compassion ●
Conviction ●
Temperance ●
Valor ●
Virtue Flaw/Flawed Virtue:
Intimacies:
Languages:
??? (Native)
Willpower: ●●●●●
Essence:
Permanent: ●●
Personal: Current (Max) (Value Attuned) [(Permanent Essence x2)+(Willpower)]
Peripheral: Current (Max) (Value Attuned) [(((Permanent Essence x6)+Willpower 2)+Sum of all Virtues]
Bonus Points and XP:
SpoilerBonus Points:
Total: 15/15 (18/18 If using Dawn Solution rules.) | Flaws:
[B]Experience Points. Spent: X | Left: Y | Total: Z
Dynast Dragonblooded Sheet.SpoilerName:
Aspect:
Anima:
Motivation:
Background:
Attributes
SpoilerPrimary (Physical/Social/Mental): 7
Secondary (Physical/Social/Mental): 6
Tertiary (Physical/Social/Mental): 4
Physical:
Strength ●
Dexterity ●
Stamina ●
Social:
Charisma ●
Manipulation ●
Appearance ●
Mental
Perception ●
Intelligence ●
Wits ●
Abilities (Specializations +)
Spoiler[Note: Place [A]spect and [F]avoured tags, for clarity.]
Total without BP/XP: 35
13 of these MUST be placed into Aspect or Favoured. Also, I placed Dots where Dots must be. (Archery 1, Lore 2, Martial Arts 1, Melee 1, Performance 1, Presence 1, Ride 1, Socialize 2 and War 1.) You cannot remove these Dots, or Peleps Deled will come for you for a discussion on literature. These dots count towards the Total and the requirement.
Linguistics
Lore ●●
Occult
Stealth
Thrown
Awareness
Craft
Integrity
Resistance
War ●
Athletics
Dodge
Melee ●
Presence ●
Socialize ●●
Bureaucracy
Investigation
Larceny
Martial Arts ●
Sail
Archery ●
Medicine
Performance ●
Ride
Survival
Backgrounds, Artifacts and Equipment:SpoilerBackgrounds:
Dynasts start with 12 and may choose from Allies, Arsenal, Artifact, Backing, Breeding, Command, Connections, Familiar, Family, Henchmen, Manse, Reputation, Resources and Retainer. Also, note that Dynasts can go into the 4-5 range without using BP.
Artifacts and Equipment:
Artifact: X [What it is], fluff name
Important features.
[Source (Both it's Book and in-Game location]
Manse: X
Stone: [Which Hearthstone] (Location, if socketed) [Source]
SpoilerCreation Points: [(Value of Manse x2)+bonus from Manse Flaws]
> [List what the points are spent on]
Resources: X
Reason for valueSpoiler
> [List of purchases, and sources]
Charms7 Charms, at least four of which must be from Aspect or Favored Abilities; Immaculate martial artists get 5 Immaculate Martial Arts Charms instead, all of which must be from the same elemental tree.
SpoilerAbility
Excellencies
[Charms]
Combos:
Combat Stats:
SpoilerJoin Combat:
Attacks:SpoilerHands:
Acc: X [(((Dex+Martial Arts)+1)+Any other dice bonuses)] | Damage: [Str+0B] | Parry DV: [(((Dex+Ability)+2)= X /2 round up) = Base + Modifiers] | Rate: 3
Feet:
Acc: X [(((Dex+Martial Arts)+0)+Any other dice bonuses)] | Damage: [Str+3B] | Parry DV: [(((Dex+Ability)-2)= X /2 round up) = Base + Modifiers] | Rate: 2
Clinch:
Acc: X [(((Dex+Martial Arts)+0)+Any other dice bonuses)] | Damage: [Str+0B] | Parry DV: - | Rate: 3
Dodge DV: X [((((Dex+Ability)+Essence)+Bonus Dice From Equipment) = X /2 round up) = Base + Modifiers]
Permanent Charms (Effects)
Soak:
Bashing: [((Stamina+Armour)+Any other Modifiers)]
Lethal: [(((Stamina /2)+Armour)+Any other Modifiers)]
Aggravated: [Armour+Any other Modifiers)]
Hardness:
Bashing: [Highest value from any source]
Lethal: [Highest value from any source]
Aggravated: [Highest value from any source]
Health:
-0 [ ]
-1 [ ][ ]
-2 [ ][ ]
-4 [ ]
X [ ]
Mental Defenses:
Dodge MDV: [((((Willpower+Integrity)+Relevant Specialty)+Essence)+Any other dice modifiers) /2 round down) + Any other bonuses.]
Charisma Parry MDV:
>Presence: [(((Charisma+Presence)+Relevant Specialty)+Any other dice modifiers) /2 round up) + Any other bonuses.]
>Performance: [(((Charisma+Performance)+Relevant Specialty)+Any other dice modifiers) /2 round up) + Any other bonuses.]
Manipulation Parry MDV:
>Presence: [(((Manipulation+Presence)+Relevant Specialty)+Any other dice modifiers) /2 round up) + Any other bonuses.]
>Performance: [(((Manipulation+Performance)+Relevant Specialty)+Any other dice modifiers) /2 round up) + Any other bonuses.]
Virtues:
Compassion ●
Conviction ●
Temperance ●
Valor ●
Crazy Aspect Mode: (Differs, see your aspect entry in the DB book)
Intimacies:
You're a Realm-based DB. There will be many. See with your ST if you can arrange 'lesser' intimacies to represent your dozens of distant cousins and other members of your family that your character isn't that close to. List them in their own subsection just under this one, if so, and just use this for the Intimacies that will actually matter.
Languages:
High Realm (Native), ???
Willpower: ●●●●●
Essence:
Permanent: ●●
Personal: Current (Max) [(Essence + Willpower) + any gained from
Breeding]
Peripheral: Current (Max) (Value Attuned) [(Essence x 4) + Willpower + [the sum of the two highest Virtues] + any gained from Breeding]
Bonus Points and XP:
SpoilerBonus Points:
Total: 18/18 | Flaws:
Lookshy Dragonblooded Sheet.SpoilerName:
Aspect:
Anima:
Motivation:
Background:
Attributes
SpoilerPrimary (Physical/Social/Mental): 7
Secondary (Physical/Social/Mental): 6
Tertiary (Physical/Social/Mental): 4
Physical:
Strength ●
Dexterity ●
Stamina ●
Social:
Charisma ●
Manipulation ●
Appearance ●
Mental
Perception ●
Intelligence ●
Wits ●
Abilities (Specializations +)
Spoiler[Note: Place [A]spect and [F]avoured tags, for clarity.]
Total without BP/XP: 35
13 of these MUST be placed into Aspect or Favoured. Also, I placed Dots where Dots must be. (Archery 2, Linguistics 3, Lore 2, Martial Arts 2, Melee 2, Performance 1, Presence 1, Ride 1, Stealth 1 and War 2.) You cannot remove these Dots.
Linguistics ●●●
Lore ●●
Occult
Stealth ●
Thrown
Awareness
Craft
Integrity
Resistance
War ●●
Athletics
Dodge
Melee ●●
Presence ●
Socialize ●●
Bureaucracy
Investigation
Larceny
Martial Arts ●●
Sail
Archery ●●
Medicine
Performance ●
Ride ●
Survival
Backgrounds, Artifacts and Equipment:SpoilerBackgrounds:
Lookshy Dragonblooded start with 13 points of Backgrounds and may choose from Allies, Arsenal, Artifact, Backing, Command, Connections, Familiar, Family, Manse, Mentor, Reputation, Resources and Retainer.
Artifacts and Equipment:
Artifact: X [What it is], fluff name
Important features.
[Source (Both it's Book and in-Game location]
Manse: X
Stone: [Which Hearthstone] (Location, if socketed) [Source]
SpoilerCreation Points: [(Value of Manse x2)+bonus from Manse Flaws]
> [List what the points are spent on]
Resources: X
Reason for valueSpoiler
> [List of purchases, and sources]
CharmsLookshy characters all start play with Wind-Carried Word Technique and Elemental Bolt Attack, to which they add 6 Dragon-Blooded Charms, 4 of which must come from Aspect or Favored Abilities; Lookshy DBs may not start play with Immaculate Martial Arts Charms.
SpoilerAbility
Excellencies
[Charms]
Combos:
Combat Stats:
SpoilerJoin Combat:
Attacks:SpoilerHands:
Acc: X [(((Dex+Martial Arts)+1)+Any other dice bonuses)] | Damage: [Str+0B] | Parry DV: [(((Dex+Ability)+2)= X /2 round up) = Base + Modifiers] | Rate: 3
Feet:
Acc: X [(((Dex+Martial Arts)+0)+Any other dice bonuses)] | Damage: [Str+3B] | Parry DV: [(((Dex+Ability)-2)= X /2 round up) = Base + Modifiers] | Rate: 2
Clinch:
Acc: X [(((Dex+Martial Arts)+0)+Any other dice bonuses)] | Damage: [Str+0B] | Parry DV: - | Rate: 3
Dodge DV: X [((((Dex+Ability)+Essence)+Bonus Dice From Equipment) = X /2 round up) = Base + Modifiers]
Permanent Charms (Effects)
Soak:
Bashing: [((Stamina+Armour)+Any other Modifiers)]
Lethal: [(((Stamina /2)+Armour)+Any other Modifiers)]
Aggravated: [Armour+Any other Modifiers)]
Hardness:
Bashing: [Highest value from any source]
Lethal: [Highest value from any source]
Aggravated: [Highest value from any source]
Health:
-0 [ ]
-1 [ ][ ]
-2 [ ][ ]
-4 [ ]
X [ ]
Mental Defenses:
Dodge MDV: [((((Willpower+Integrity)+Relevant Specialty)+Essence)+Any other dice modifiers) /2 round down) + Any other bonuses.]
Charisma Parry MDV:
>Presence: [(((Charisma+Presence)+Relevant Specialty)+Any other dice modifiers) /2 round up) + Any other bonuses.]
>Performance: [(((Charisma+Performance)+Relevant Specialty)+Any other dice modifiers) /2 round up) + Any other bonuses.]
Manipulation Parry MDV:
>Presence: [(((Manipulation+Presence)+Relevant Specialty)+Any other dice modifiers) /2 round up) + Any other bonuses.]
>Performance: [(((Manipulation+Performance)+Relevant Specialty)+Any other dice modifiers) /2 round up) + Any other bonuses.]
Virtues:
Compassion ●
Conviction ●
Temperance ●
Valor ●
Crazy Aspect Mode: (Differs, see your aspect entry in the DB book)
Intimacies:
Languages:
???
Willpower: ●●●●●
Essence:
Permanent: ●●
Personal: Current (Max) [(Essence + Willpower) + any gained from
Breeding]
Peripheral: Current (Max) (Value Attuned) [(Essence x 4) + Willpower + [the sum of the two highest Virtues] + any gained from Breeding]
Bonus Points and XP:
SpoilerBonus Points:
Total: 18/18 | Flaws:
Outcaste Dragonblooded Sheet. Poor buggers.SpoilerName:
Aspect:
Anima:
Motivation:
Background:
Attributes
SpoilerPrimary (Physical/Social/Mental): 7
Secondary (Physical/Social/Mental): 6
Tertiary (Physical/Social/Mental): 4
Physical:
Strength ●
Dexterity ●
Stamina ●
Social:
Charisma ●
Manipulation ●
Appearance ●
Mental
Perception ●
Intelligence ●
Wits ●
Abilities (Specializations +)
Spoiler[Note: Place [A]spect and [F]avoured tags, for clarity.]
Total without BP/XP: 25
13 of these MUST be placed into Aspect or Favoured.
Linguistics
Lore
Occult
Stealth
Thrown
Awareness
Craft
Integrity
Resistance
War
Athletics
Dodge
Melee
Presence
Socialize
Bureaucracy
Investigation
Larceny
Martial Arts
Sail
Archery
Medicine
Performance
Ride
Survival
Backgrounds, Artifacts and Equipment:SpoilerBackgrounds:
Outcastes get 7, and use the Backgrounds from the Core Exalted book; no Background may be higher than 3 without spending bonus points. Note that this means you don't get the awesome version of the Artifact background.
Also, you get Breeding.
Artifacts and Equipment:
Artifact: X [What it is], fluff name
Important features.
[Source (Both it's Book and in-Game location]
Manse: X
Stone: [Which Hearthstone] (Location, if socketed) [Source]
SpoilerCreation Points: [(Value of Manse x2)+bonus from Manse Flaws]
> [List what the points are spent on]
Resources: X
Reason for valueSpoiler
> [List of purchases, and sources]
Charms Outcastes get 7 to choose from, 4 must be from Favoured or Aspect. Abilities; an outcaste with a Mentor 5 sifu who opts to learn Celestial martial arts [see sidebar on p. 95] get 5 Celestial Martial Arts Charms instead, all of which must be from the same elemental tree.
SpoilerAbility
Excellencies
[Charms]
Combos:
Combat Stats:
SpoilerJoin Combat:
Attacks:SpoilerHands:
Acc: X [(((Dex+Martial Arts)+1)+Any other dice bonuses)] | Damage: [Str+0B] | Parry DV: [(((Dex+Ability)+2)= X /2 round up) = Base + Modifiers] | Rate: 3
Feet:
Acc: X [(((Dex+Martial Arts)+0)+Any other dice bonuses)] | Damage: [Str+3B] | Parry DV: [(((Dex+Ability)-2)= X /2 round up) = Base + Modifiers] | Rate: 2
Clinch:
Acc: X [(((Dex+Martial Arts)+0)+Any other dice bonuses)] | Damage: [Str+0B] | Parry DV: - | Rate: 3
Dodge DV: X [((((Dex+Ability)+Essence)+Bonus Dice From Equipment) = X /2 round up) = Base + Modifiers]
Permanent Charms (Effects)
Soak:
Bashing: [((Stamina+Armour)+Any other Modifiers)]
Lethal: [(((Stamina /2)+Armour)+Any other Modifiers)]
Aggravated: [Armour+Any other Modifiers)]
Hardness:
Bashing: [Highest value from any source]
Lethal: [Highest value from any source]
Aggravated: [Highest value from any source]
Health:
-0 [ ]
-1 [ ][ ]
-2 [ ][ ]
-4 [ ]
X [ ]
Mental Defenses:
Dodge MDV: [((((Willpower+Integrity)+Relevant Specialty)+Essence)+Any other dice modifiers) /2 round down) + Any other bonuses.]
Charisma Parry MDV:
>Presence: [(((Charisma+Presence)+Relevant Specialty)+Any other dice modifiers) /2 round up) + Any other bonuses.]
>Performance: [(((Charisma+Performance)+Relevant Specialty)+Any other dice modifiers) /2 round up) + Any other bonuses.]
Manipulation Parry MDV:
>Presence: [(((Manipulation+Presence)+Relevant Specialty)+Any other dice modifiers) /2 round up) + Any other bonuses.]
>Performance: [(((Manipulation+Performance)+Relevant Specialty)+Any other dice modifiers) /2 round up) + Any other bonuses.]
Virtues:
Compassion ●
Conviction ●
Temperance ●
Valor ●
Crazy Aspect Mode: (Differs, see your aspect entry in the DB book)
Intimacies:
Languages:
???
Willpower: ●●●●●
Essence:
Permanent: ●●
Personal: Current (Max) [(Essence + Willpower) + any gained from
Breeding]
Peripheral: Current (Max) (Value Attuned) [(Essence x 4) + Willpower + [the sum of the two highest Virtues] + any gained from Breeding]
Bonus Points and XP:
SpoilerBonus Points:
Total: 18/18 | Flaws:Last edited by Hiro Protagonest; 2014-06-20 at 09:39 PM.
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Re: General Exalted Discussion XVI: Chej Kejak, Pokegod Trainer
How did Lunars divide their caste attributes in the first age, when they still had 5? Like, I get that they did something similar to the Alchemicals, but what specifically for each caste?
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Re: General Exalted Discussion XVI: Chej Kejak, Pokegod Trainer
Full moons: Strength, Dexterity, Stamina
Waxing Moons: Charisma, Manipulation, Appearance
Half Moons: Charisma, Perception, Intelligence
Waning Moons: Dexterity, Manipulation, Wits
No Moons: Perception, Intelligence, Wits
On an unrelated note, anyone else ever wonder if the God Emperor of Mankind is just a high essence twilight who fell into the well of Udr?
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Re: General Exalted Discussion XVI: Chej Kejak, Pokegod Trainer
Hate me if you want. But that's your issue to fix, not mine.
Primal ego vos, estis ex nihilo.
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Re: General Exalted Discussion XVI: Chej Kejak, Pokegod Trainer!
I don't know. I'd argue that most of what he did involved creating genetic monsters to beat things up for him.
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Re: General Exalted Discussion XVI: Chej Kejak, Pokegod Trainer!
As everything seems to be moving over here:
Originally Posted by Lochar View Post
1) You do realize that Elder Essence usually requires Elder age to get to. Yes, there's a couple of ways to cheat up to Essence 7 or so, but I'm fairly certain they're not going to get near Essence 10. Besides, the Primordials were beaten by throwing mostly no more than Essence 5 Exalted at them in hilarious (Read, 'Hi, you're newly Exalted. Go throw yourself at the big guy') numbers.
2) If the UCS turns Ligier, or 'Entire Exalted setting forbid' Malfeas himself, at a problem, it's basically game over. Seriously, the ability for the UCS to do so was canon before Return of the Scarlet Empress and UCS apparently decided death was preferable than possibly pitting one Yozi against another.
3) Loyal GSP have the biggest problem of needing to adhere to the sign that says "You must be THIS F'ing stupid to play." since that's the only reason to actually, you know, stay loyal. Other than that, I applaud your changing of some of the other enemies shades.
2.) The only way UCS would hit his panic button would be if all of the players had their characters repeatedly ignore the big red signs indicating high likelihood of "rocks fall" in yonder direction. I try to be subtle about it, but sometimes players get crazy ideas, and, in Exalted, they have the tools at their character's disposal to really screw the pooch really, really hard, should that be their choice.
3.) I am intentionally ignoring the idiocy underlining some of the Yozi stuff by playing up the alien, transhuman, and self-defeating flavor of the Yozis themselves. Their minions are no less conflicted, both bound by their contradictory goals ("imprison everyone in Hell and we'll be free!"), and yet made up, at their core, of the limitless potential of not just their twisted Primordial masters, but also their mortal and Exalted natures, which allow them to dream beyond the nightmares that plague their insane masters. Ideally, GSPs will find a way unseen to the Yozis in their self-defined, self-devouring infinitude, and bring about a reality that can reconcile both the needs of the Yozis and those of Creation.
If anything, Exalted has shown me that, even given seemingly opposing forces of vast power, that doesn't mean there isn't a way. "Solar" basically means "there is a way." I treat GSPs no differently, the Urge notwithstanding (it is enforced, but not always the way humans would expect it to be, as it is a compulsion given by an alien being with an infinite and insane inner reality).
Sorry for the repost, but I'd like to continue this if anyone has any further comments, as advice from more experienced STs has been quite helpful so far.
As to the God-Emperor of Mankind, I really don't like him, which instinctively makes me think he must be a Sidereal.In my dreams, I am currently adruid 20/wizard 10/arcane hierophant 10/warshaper 5.Actually, after giving birth to a galaxy by splitting a black hole, level is no longer relevant.
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Re: General Exalted Discussion XVI: Chej Kejak, Pokegod Trainer!
I think I could see him as a Dawn caste, with favored abilities in craft and occult (with his research into the webway).
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Re: General Exalted Discussion XVI: Chej Kejak, Pokegod Trainer!
This an argument one could make, yes, but not only does War help to account for his subjects' proficiency in combat, the Emperor was most well-known for being a godlike warrior, and it was in combat that he was most successful. Many of his creations had a flaw of some sort that ultimately proved fatal to their original concept. (see: most of the space marine legions) However, when the Emperor was fighting on the battlefield, nothing went wrong enough to prove a loss for him.
It's undeniable he has craft, and hard to argue that he doesn't have occult given his knowledge of chaos and psychic power.Last edited by HalfTangible; 2014-06-18 at 10:46 PM.
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Re: General Exalted Discussion XVI: Chej Kejak, Pokegod Trainer!
Please if anyone is a Siderral its Tzeentch, tricky bastard always is able to say "just as planned" no matter what
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Re: General Exalted Discussion XVI: Chej Kejak, Pokegod Trainer!
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Re: General Exalted Discussion XVI: Chej Kejak, Pokegod Trainer!
God-Emperor: Dawn, Zenith or Twilight depending on your interpretation
Chaos Gods: Yozis
Eldar: Sidereals
Space Marines: Alchemicals
Inquisitors: also Sidereals.
Ciaphas Cain: Dragon-Blooded
Ibram Gaunt: Dragon-Blooded
Orks: Raksha
Rogue Traders: Guild Merchants
Any Black Crusade Character: Infernals
Tau: ......Mountain Folk?
Kharne The Betrayer: Ebonian Slayer Caste Infernal
Primarchs: all some form of Dawn or Zenith, aside from one psyker guy who is definitely a Twilight
...this is all actually reminds me of an idea I once had for an Exalted shard:
Spoiler: Autocthonia 40,000
The Darkness of the 41st Millennium, There is only war among the Eight Stellar Empires of Autochthonia. Once, The Imperium of Autochthonia reigned supreme over the galaxy, ruled by God-Emperor Autochthon. However a being known as the Ebon Dragon corrupted Autochthonia’s greatest guardian, the Viator of Nullspace and turned him against the God-Emperor, where then the Viator unleashed the Gremlin Plague across the Autochthon Imperium, devastating many worlds and turning them into bio-mechanical horrors that ravaged the Autocthon Imperium across its length and breadth, soon the Viator engaged in battle with Autocthon himself and while the God-Emperor prevailed, it was not without great injury, where he soon was placed in stasis to keep himself from dying, his near-corpse now powering the Astra-Navigatrix, a beacon throughout the Wyld through which starships travel.
Once the Great Gremlin Plague was contained, the Eight Ministers disagreed over who should rule in Autocthon’s place, and thus the Autochthon Imperium divided into the Eight Stellar Empires of Autochthonia, each Minister fighting for the chance to become the leader in the God-Emperor’s absence. However there is more than just inward enemies- The Gremlins still stalk throughout the Galaxy, the chaotic creatures known as Raksha come from the Wyld to wreak havoc upon the Empire’s valued order, while even greater enemies known as the Primordials within the Wyld seek to make the Stellar Empires fall under their worship. Worse, strange humans given great powers that have been branded “Anathema” are appearing, from shining, excellent Solars to dark Abyssals.
To be human in this time is be one of billions upon billions, and live in one of the most oppressive dogmatic regimes imaginable, with very little room for deviation in its vast machine. Such humans are but cogs, ever turning to keep things running like clockwork, easily broken and easily replaced. Millions of such men and woman die in the name of God-Emperor Autocthon everyday, if only to ensure the survival of all the rest. To be human in this time, is to be implanted with a soul gem that keeps your soul from drifting off into the Wyld and being twisted into a hideous monster of chaos when you die, so that your soul may be implanted in another once more.
You, are an Alchemical Exalted. Chosen from one of the few souls out of millions to show the spark of true heroism across many lifetimes, Your soul gem has been used to create you, a champion of steel and alchemy dedicated to the protection of the Eight Stellar Empires, or at least the one you were born in. You have more freedom, more power and more fame than any human could ever hope to dream of, and you are empowered to go where you must and do what you can to protect the Galaxy of Autocthonia- for you were created by the God-Emperor himself to know no fear.
The Beginning of Autochthonia:
Once, humanity made robots. They created them to serve, to do all the work for them. However they soon created a robot to calculate and create everything for them, to create utopia with its godlike mind. This robot soon called itself Autochthon. Autochthon soon set about trying to figure out ways of making utopia, and so first created the Solar Exalted, humans designed to be the best of humanity, to bring perfection and excellence to whatever they touch. For a time known as the Age of the Solars, the Solar Exalted did so, raising up human civilization to untold heights of glory and standards of living. However the Solar Exalted soon proved to make society decadent and prideful, their flaws being amplified as well their virtues. So Autochthon decided them to be a failed experiment, and thus designed Exalted to lock them away: The Lunar Exalted. With the Lunar’s powerful ability to adapt and change, they were able to kill the Solars in all the ways they could not defend against, so caught up in their narrow singular perfection, and thus when all their Exaltations finally returned to Autochthon he sealed them away on some far away planet.
Then came the Age of the Lunars, where Autochthon sent out Lunars to better humanity instead. The intention was that the Lunars with their infinite ability to adapt and change would be able to constantly adjust and correct humanity’s course, to keep it from falling into decadence or stagnation. However the Lunars proved volatile, mercurial and destructive, and thus Autochthon soon had to revise his thoughts on how to make utopia for humanity: Perhaps it would be better to seek more orderly methods of doing so? With a lighter touch? So he created the Sidereal Exalted, giving them great ability to plan and think out their problems, as well charms to advise and support others to make sure that the mortals around them were important to their designs. Thus Autochthon bid the Sidereals to kill the Lunars so that he may seal them up as well, but the Lunars proved harder to fight, both Exalted devolving into a guerrilla war that dragged on for years. The Sidereals thus hatched a plan to win: they would feign an attempt at negotiation then spring their trap to kill them all. It only mostly worked, while most of the Lunars died, a few of them managed to escape, and one them in retaliation used a new weapon: Sorcery.
With a Sorcery this Lunar broke a hole in space and time to a place called the Wyld, and thus let loose its chaotic energies upon the world, various creatures spewing forth to ravage the planet around it. The Sidereals were caught off guard, and soon the Wyld creatures devoured the planet and thus expanded the crack in space, and soon the hole expanded to start devouring the solar systems around it. Autochthon soon intervened and used his own power to contain and stop its spread. Seeing a new threat, in the for of this Wyld Rift, he taught the Sidereals the power of Protocols to combat it, as well against the remaining Lunars powers of Sorcery.
So for a time, the Lunars tried more subtle methods and the Sidereals manipulated the galaxy from behind the scenes to fix it to be stable and orderly. However Autochthon soon noticed that the Sidereals had an a certain inability to admit that they were wrong, and tended to make bad decisions in large numbers in a strange form of groupthink. So he ordered the Sidereals to separate and carry out their plans alone, to prevent them from thinking in a cult-like manner amongst themselves. However that soon proved more chaotic, as different plans made by different Sidereals in the dark only clashed against each other and caused more friction than they solved. Autochthon sighed and wearily made a new Exalted to try and fix their mistakes: The Terrestrials.
The idea behind the Terrestrials was to harness cooperation and teamwork in a positive manner. The Solars and Lunars were too individualistic, the Sidereals too cult-like when together. The plan was that the Terrestrials with their reproductive abilities would allow participation of humanity as well, and thus humanity would be uplifted in unity, the Sidereals plans balanced out by the Terrestrials stability. What he got instead was various warlike bloodlines all politicking and fighting against each other for power, and while things were stable within their own family and their allies, things were not stable with anyone else. Autochthon, knew however he was getting close.
Thus he made the Alchemicals, designed to both be able to change and to work together, as well as enforce order. He used the Alchemicals to try to wipe out the Terrestrials and unite humanity into a single state, crowning himself God-Emperor where he would be able to make the rules and the Alchemicals to enforce order, while the Sidereals adjusted things from behind the scenes. The Dragon-Blooded however survived, and now try to live on in secret…
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Re: General Exalted Discussion XVI: Chej Kejak, Pokegod Trainer!
I still feel like maybe Tzeentch would be a Sidereal or maybe the Laughing God. I would say the Yozis would be the creators of the Necrons whose names I'm blanking on, but I know the Mars Void Dragon is one of them.
Last edited by ChaosArchon; 2014-06-19 at 12:01 AM.
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Re: General Exalted Discussion XVI: Chej Kejak, Pokegod Trainer!
Hate me if you want. But that's your issue to fix, not mine.
Primal ego vos, estis ex nihilo.
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Re: General Exalted Discussion XVI: Chej Kejak, Pokegod Trainer!
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Re: General Exalted Discussion XVI: Chej Kejak, Pokegod Trainer!
Sorry Yozi would be wrong now that I think of it, I meant more like they represented the pre-Titanomachy Primordials, just in terms of how they acted before the Necrons destroyed them. Actually I just realized how similar the Star Gods are to the Neverborn, wanting to kill all life and the like... hmm I set out to dispute you guys but ended up agreeing with you Alright who used a Charm on me?
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Last edited by ChaosArchon; 2014-06-19 at 01:24 AM.
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Re: General Exalted Discussion XVI: Chej Kejak, Pokegod Trainer!
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Re: General Exalted Discussion XVI: Chej Kejak, Pokegod Trainer!
What charms and such help Raksha fight inside Creation? Or have I failed my reading comprehension of GWM and incorrectly concluded that shaping combat charms don't help much inside default Creation?
I'm particularly interested in ones that don't necessarily rely on the more predatory of the ravishment Cup charms. But, generally, any advice is good.
Post-errata, you have more options and some of the auto-kill switches have been accidentially turned off. The baseline premise remains the same, though you do have more intermediate options and Absolute Death requires a bit more shenanigans.
Numbers!
Surpassing Excellence gives you +2 dice, stacking with everything.
Glorious Hero Form gives you +1 die (from Charms)
Mask Charms give you bonus dice (+3 from Oneiromancy, so use that instead of the Charm as it's much cheaper, and cannot be resisted as it's affecting you)
Mask Charms give foes penalties (Essence, internal or external, use Oneiromancies - this can be resisted)
So an Essence 3 Raksha is walking around with +5 dice, and causing penalties of -3 dice, for a net total of +8. All the time.
At Essence 3 with Heart Stopping Numinous Power (or with a minion who has the same), you're at +4 dice, and causing external penalties of -5 dice, for a net total of +14. Again, all the time and it only costs some invested motes (or a minion, which is much cheaper).
Mix in Aegis of a Martial Destiny for +1 success to everything, and Wyld Communion for a bonus stunt die to everything (not to benefits, though), and you get on another +3 dice which stack with the rest. Wyld Communion lasts one scene, but the rest is always on.
Then you abuse the rules for gossamer equipment, and get huge bonuses to non-combat activities, as well as Artifact+ class weapons and armor with no commitment costs (only for mechanical bonuses).
Throw in some post-errata Sword and Serenity Charms, and you can block or dodge un-blockables, as well as have expensive defenses against Bad Touch. Toss in some Imposition of Law, Bastion of the Self, and Ring charms and your defensive suite has reached the point where your opponents need perfects to hit, and you've got insane soak afterward.
Finally, add in fun riders. Overriding Construct of Fate lets you toss other people a mile away (even straight up). Heart Stealing Kiss temporarily removes an opponent's will to fight - or just plain will. Gossamer Wing Flight lets you access the third dimension. Monstruous Conceit allows you to create personalized (and real) hallucinations.
That's for combat. If you want to avoid that particular scene, you take Cup and Staff charms to win the social game (via Backgrounds at 5, so you're the king of every place you visit), and do whatever you feel like. Or just invest in a solid Behemoth that looks more like you than you do, and let it fight and die as often as required (Unshaped Sword Transformation lets you repair it after it's been killed).
Let's see...
A band of plucky individualists, mostly locked in their roles but with the potential to advance if they can find and take on a new, unique position.
Wielding large numbers and generally inferior equipment pound for pound, diverse enough not to have a unified vision of how to deal with war.
Stuck in a relentlessly hostile environment that does its best to kill them via attrition, including environmental pressure.
Have a few unique characters who tap into the power of the Worst Place Ever to become powerful and probably die early - often betraying their kin or implementing complex, horrible plans on the way.
Once had a legendary leader who almost brought them victory but was betrayed by his most trusted servants at the last moment, precipitating a descent into horror and vicious infighting.
Incapable of understanding how other races think or operate.
Imperium of Man and Raksha - twins separated at birth?
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Re: General Exalted Discussion XVI: Chej Kejak, Pokegod Trainer!
Question: Is there any way to turn a normal human into a fae-blood?
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Re: General Exalted Discussion XVI: Chej Kejak, Pokegod Trainer!
Lord Raziere, that is an excellent Shard you designed. Much loved ! Poor Emprah Autobot, shafted again.
Someone asked about Well of Urd ... basically it's super-dangerous N/A artifact sitting in a Shadowland "ruled" by Evilutionary Scientist Dowager, who is also deranged and nuts in worst possible ways that still let her interact with world in a meaningful ways. She designed and unleashed Great Contagion, for example.
Well of Urd ... since it is in Shadowland it's power is corrupted to show only Evil/Bad alternative realities to Creation. Nobody knows what happens if someone jumps in. Staring into it destroys your soul if done too long.
Meschlum, all I can reply is ... you are what you eat.
Take a look at Masters of Jade, it is really helpful to fudge small Empire of Mankind or two. Might be helpful.
Nah. UCS is too busy playing his Xbox-Infinity to care. At least in canon. Plus, if you read Glories, Daystar have enough firepower (and manufacturing power) to actually summoning a Yozi to fix his mistakes is a major idiocy on UCS part. Unless he really wishes to unleash hateful and destructive Fallen Titan.
It's like summoning unbound Greater Daemon and telling him to rock baby to sleep, if you know my meaning.
I agree, while Yozis are not Primordials anymore they are still vast and unknowable entities tied in knots by Exalted so they can't escape by being self-defeating. And they know it. My personal interpretation was that after Primordial War, when Exalted learned that using Ghost-Eating Technique on Primordial is Bad IdeaTM they stripped Primordials of "creative ability to think" lessening them vastly in how they can express themselves. Resulting in insane things we know as Yozis.
Chaos is the only true answer.
...
At least it was before Chaos become just another bunch of bad guys with only negative qualities.Last edited by Rikandur Azebol; 2014-06-19 at 06:16 AM.
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Re: General Exalted Discussion XVI: Chej Kejak, Pokegod Trainer!
That's not exactly right. The Yozis aren't broken Primordials. The Neverborn aren't dead Primordials. They're Primordials of Brokenness and Primordials of Death. Since their own self-image dictates their reality, those aspects are an intrinsic part of their existence. Saying they aren't Primordials is like saying brain dead eunuchs aren't humans.
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Re: General Exalted Discussion XVI: Chej Kejak, Pokegod Trainer!
Not directly. But...
Behemoth-Forging Meditation can give them Awakened Essence and any other fae-blood themed mutation you need. I think there's one that will protect you from thr Wyld in the way fae-blood get.
Forging the <Grace> lets them take shaping actions and learn Raksha charms.
Then they need enough xp to get essence 2 and Ravishing the Created Form..
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Re: General Exalted Discussion XVI: Chej Kejak, Pokegod Trainer!
That is an interesting take on these, Gensh. Although I would disagree with Neverborn. These are more of an equivalent to Fair Folk that calcified. I think.
Recaiden, why you teach people how to obtain ultimate powah without becoming Exalts ?
You want to make all Exalted sad ?
The way to become fae-blooded is bit different than what Recaiden proposed Clistens. His proposal slowly turns you into Fair Folk. Or quickly depending if you learn Gateway of Sundrapisha charm and use it now or wait a while.
One way to become fae-blooded is being adopted by one or fair folk variant of the divine charm that grants half-spirit template to mortal as a part of a bargain.
You could sit in the Wyld and meditate till you transform, as well. But more likely result is that you turn into Chaos Spawn and run around waving tentacles and other appendages till you die due to lack of Wyld energies sustaining your monstrosity.
You can ask a Fair Folk to grant you a boon of adoption. More likely you'll be eaten alive into mindless husk and sold to Guild, though. Fair Folk would have to bother with doing Sorcery-like trick called Wyld Stunt and it isn't easy to perform, least of it you can just spend WP to totally resist it.
Lastly, you can go the grudgingly long way and use Craft(Genesis) by implanting yourself with Fair Folk blood and hoping you won't suddenly implode.Last edited by Rikandur Azebol; 2014-06-19 at 01:28 PM.
Youth and strenght alvays lose to age and treachery.
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2014-06-19, 01:29 PM (ISO 8601)
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Re: General Exalted Discussion XVI: Chej Kejak, Pokegod Trainer!
Avatar of George the Dragon Slayer, from the upcoming Indivisible!
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Warriors and Wuxia, Callos_DeTerran's ToB setting
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2014-06-19, 02:42 PM (ISO 8601)
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Re: General Exalted Discussion XVI: Chej Kejak, Pokegod Trainer!
But Fae-blood can learn all raksha charms, while a Creation-born who is given Graces and a feeding Maw can learn only feeding charms...
That would be a custom raksha charm, wouldn't it?
I guess that could work thanks to ST fiat, but mechanically, I don't know how to translate "being a Fae-blood" into mutation points.
Mmmm...can Creation-born beings with Graces perform Wyld Stunts? The rules say that they can perform Shaping Actions, but I'm not sure about Wyld Stunts.
I think turning somebody into a fae-blood would be a Celestial Sorcery-level Wyld Stunt, and it would be nice if a character could do it.
Is there any example of a similar procedure allowing humans to become God-blood or Ghost-blood?
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2014-06-19, 02:58 PM (ISO 8601)
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Re: General Exalted Discussion XVI: Chej Kejak, Pokegod Trainer!
More of a Wyld Quest. But possibly yes.
Wyld Vision Quest, Wyld shamans often do it. There are rules for that. Dangerous and mutating.
Yes, Wyld Stunt is a Shaping action that doesn't fall into Grace categories and is described to work like Sorcery for ease of reference.
Craft(Genesis) lets you modify/change/create living creatures. Applying to yourself existing racial template ? Totally doable, I believe.Youth and strenght alvays lose to age and treachery.
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2014-06-19, 03:21 PM (ISO 8601)
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Re: General Exalted Discussion XVI: Chej Kejak, Pokegod Trainer!
Yes, what I meant is that I don't know how to qualify that: Abomination, Affliction, or whatever...
I wonder which would be the difficulty for such a process to turn a mortal into a God-blood... it seems like the kind of project the rich and powerful (Guild leaders, the Perfect of Paragon...etc.) would bankroll (until the Sidereals discovered and stopped it, of course...).
EDIT: I have taken a look to Wonders of the Lost Age. Turning a mortal into a Fae-blood or God-blood would probably be Artifact 4 "organism is a modification of an existing species with unrelated supernatural capabilities of moderate power". I think turning a mortal into a high heritage God-blood or giving it the ability the learn from two Charmsets (Arcanoi and Raksha Charms, for example) would be an Artifact 5 process.
EDIT II: For a human, it would probably be more viable to get Enlightened Essence and then do Wyld Quest each time he/she wants to learn a new Raksha Charm.Last edited by Clistenes; 2014-06-19 at 06:19 PM.