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==Solar Exalted==
==Solar Exalted==
{{Character Creation Summary Solar Exalted}}
{{Character Creation Summary Solar Exalted}}
==Alchemical Exalted==
{{Character Creation Summary Alchemical Exalted}}
==Abyssal Exalted==
{{Character Creation Summary Abyssal Exalted}}
==Infernal Exalted==
{{Character Creation Summary Infernal Exalted}}
==Lunar Exalted==
{{Character Creation Summary Lunar Exalted}}
==Sidereal Exalted==
{{Character Creation Summary Sidereal Exalted}}
==Terrestrial Exalted (Dragon-Blooded)==
{{Character Creation Summary Dragon-Blooded}}


[[Category:Characters]]
[[Category:Characters]]

Revision as of 07:45, 9 January 2020

Mortals

See Commoners.

Solar Exalted

Step One: Character Concept

Step Two: Attributes

Step Three: Abilities

  • Note Caste Abilities.
  • Select Favored Abilities (5; may not be the same as Caste Abilities).
  • Choose Abilities (28). You may raise any of your Abilities to five without spending bonus points.
  • Distribute four Specialties amongst your character's Abilities. You can have up to three specialties per Ability - even the same specialty three times.

Step Four: Advantages

  • Choose Backgrounds (7—none may be higher than 3 without spending bonus points)
  • Charms (10-any Charms you meet the prerequisites for)
  • Virtues (5—none may be higher than 4 without spending bonus points)
  • Choose Virtue Flaw and Limit Break condition

Step Five: Finishing Touches

Bonus Points

Bonus Points Table

Trait Cost
Attribute 4
Ability 2 (1 if a Favored or Caste Ability)
Background 1 (2 if the Background is being raised above 3)
Specialty 1 (2 per 1 if in a Favored or Caste Ability)
Virtue 1 per dot (Willpower is independent of Virtues)
Willpower 1
Intimacies Characters may begin with up to (Willpower + Compassion) Intimacies without spending bonus points.*
Essence 7
Charms 4 (3 if in a Favored or Caste Ability)*

*Latest errata

  • You get 18 bonus points, which may be spent at any time during character creation.

Sample Concepts

  • Bureaucrat—record keeper, tax collector, clerk
  • Craftsman—carpenter, swordsmith, cobbler
  • Criminal—bandit lord, pirate, con artist
  • Entertainer—courtesan, musician, gladiator
  • Merchant—caravan owner, slave trader, moneylender
  • Priest—shaman, initiate of the Immaculate Order, Illuminated cultist
  • Savant—royal historian, healer, engineer
  • Soldier—city guardsman, mercenary, barbarian warrior
  • Thaumaturge—potion and charm seller, wandering exorcist, court soothsayer
  • Worker—farmer, manservant, dock worker

Castes

  • Dawn: Masters of all forms of warfare, the Children of the Dawn were once the generals and champions of the Celestial armies. The Unconquered Sun chooses the Dawn Caste from those with a talent for the arts of combat and war.
Caste Abilities: Archery, Martial Arts, Melee, Thrown, and War
Anima Powers: May use their animas to appear awesome and terrifying for a scene.
  • Zenith: Once the leaders and priests of the Solar Exalted, the Golden Bulls are priest-kings, prophets and mystics. The Unconquered Sun chooses the Zenith Caste from those who thirst for righteousness and justice, as well as from among the leaders of men.
Caste Abilities: Integrity, Performance, Presence, Resistance, and Survival
Anima Powers: May use their animas to burn the bodies of the dead and to protect themselves from creatures of darkness.
  • Twilight: Scholars, sorcerers and crafters of the Solar Exalted, the Children of Twilight are thinkers and doers. The Unconquered Sun chooses the Twilight Caste from those who use their training and scholarship to transform the world.
Caste Abilities: Craft, Investigation, Lore, Medicine, and Occult
Anima Powers: May use their animas as protective shields.
  • Night: Lords of stealth and trickery, the Concealing Shadows once served as the spies and police of the Old Realm. The Unconquered Sun chooses the Night Caste from those who excel at entering places where they are not wanted and finding unconventional solutions to problems.
Caste Abilities: Athletics, Awareness, Dodge, Larceny, and Stealth
Anima Powers: May use their animas as cloaks against detection, and may mute their animas' display when using Essence.
  • Eclipse: Diplomats and bureaucrats, the Crowned Suns kept the Old Realm running smoothly. The Unconquered Sun chooses the Eclipse Caste from those who love to travel and who excel at all forms of communication.
Caste Abilities: Bureaucracy, Linguistics, Ride, Sail, and Socialize
Anima Powers: May use their animas to sanctify oaths and contracts and to provide diplomatic immunity when dealing with spirits, demons and the Fair Folk.

Motivation

  • Choose a driving and epic goal for your character.

Virtues

Backgrounds

  • Allies—Aides and friends who help in tasks.
  • Artifact—Wondrous devices of the First Age.
  • Backing—Standing and rank in an organization of power and influence.
  • Contacts—Information sources and people in useful places.
  • Cult—Mortals who worship you.
  • Familiar—An animal companion.
  • Followers—Mortals who look to you for leadership.
  • Influence—Your pull in the world around you.
  • Manse—A place of power and Essence.
  • Mentor—A teacher and instructor.
  • Resources— Material goods and money.

Intimacies

  • Start with a number of Intimacies up to your (Willpower + Compassion).
  • Intimacies can be anything your character cares about on a meaningful level—a cause, an ideal, a place, a person, a nation.
  • Don't worry if you can't come up with them, they are easy to gain and change.
  • See Intimacies for more information.

Alchemical Exalted

Template:Character Creation Summary Alchemical Exalted

Abyssal Exalted

Step One: Character Concept

Step Two: Attributes

Step Three: Abilities

  • Note Caste Abilities.
  • Select Favored Abilities (5; may not be the same as Caste Abilities).
  • Choose Abilities (28). You may raise any of your Abilities to five without spending bonus points.
  • Distribute four Specialties amongst your character's Abilities. You can have up to three specialties per Ability - even the same specialty three times.

Step Four: Advantages

  • Choose Backgrounds (7—none may be higher than 3 without spending bonus points)
  • Charms (10-any Charms you meet the prerequisites for)
  • Virtues (5—none may be higher than 4 without spending bonus points)
  • Select your Flawed Virtue.

Step Five: Finishing Touches

Bonus Points

Bonus Points Table

Trait Cost
Attribute 4
Ability 2 (1 if a Favored or Caste Ability)
Background 1 (2 if the Background is being raised above 3)
Specialty 1 (2 per 1 if in a Favored or Caste Ability)
Virtue 1 per dot (Willpower is independent of Virtues)
Willpower 1
Intimacies Characters may begin with up to (Willpower + Compassion) Intimacies without spending bonus points.*
Essence 7
Charms 4 (3 if in a Favored or Caste Ability)*

*Latest errata

  • You get 18 bonus points, which may be spent at any time during character creation.
  • You may raise your Abyssal's Essence to 4 at character creation, but no higher.
  • Note that as an Abyssal's Essence increases, his appearance changes. At Essence 4, an Abyssal must have an Appearance of 1 or less, or an Appearance of 3 or more. At Essence 5, an Abyssal must have an Appearance of 0 or an Appearance of 4 or higher.
  • A tip: check out the Taint Charms. Some of them can be bought with bonus points.

Sample Concepts

  • Airship Captain turned Dreaded Pirate
  • Embittered Ex-Lover
  • Obsessed Hunter of the Fair Folk
  • Priest of Darkness
  • Repetant Monster
  • Vegneful Former Dynast
  • Vicious Swordsman

Castes

  • Dusk: The Dusk Caste wields the arts of murder in all their forms and leads the armies of the Deathlords, spreading carnage across Creation.
Caste Abilities: Archery, Martial Arts, Melee, Thrown, and War
Anima Powers: May use their animas to appear dreadful and terrifying for a scene.
  • Midnight: As priests of Oblivion, the Midnight Caste spreads the Whispers of the Neverborn to the dead and the worship of the ancestor cults to the living.
Caste Abilities: Integrity, Performance, Presence, Resistance, and Survival
Anima Powers: May use their animas to slay mortals or to animate corpses.
  • Daybreak: As the savants of the Underworld, Daybreak Caste deathknights wield the powers of necromancy and the secrets of the dead to further either the aims of their masters or their own ambitions.
Caste Abilities: Craft, Investigation, Lore, Medicine, and Occult
Anima Powers: May use their animas as shields.
  • Day: As the unseen spies of the Deathlords, Day Caste deathknights mingle with the living, destroying their enemies' resolve with assassination and treachery.
Caste Abilities: Athletics, Awareness, Dodge, Larceny, and Stealth
Anima Powers: May use their animas as cloaks against detection and/or mute their anima banners when using Essence.
  • Moonshadow: As the emissaries of the dead, Moonshadow Caste deathknights wield the powers of ghosts and Exalted alike, traveling from nation to nation to forge dark contracts at the behest of the Deathlords.
Caste Abilities: Bureaucracy, Linguistics, Ride, Sail, and Socialize
Anima Powers: May use their animas to bind oaths and contracts.

Motivation

  • Choose a driving and epic goal for your character.

Virtues

  • Compassion—The desire to end suffering.
  • Conviction—Emotional endurance and loyalty to a cause.
  • Temperance—Cold detachment and self-control.
  • Valor—Courage and unholy fury.

Backgrounds

  • Abyssal Command—Zombie swarms, undead legions and mortal soldiers (loyalist only)
  • Allies—Companions and talented servants.
  • Artifact—Soulsteel armaments and powerful trinkets.
  • Backing—Standing and rank within an organization.
  • Contacts—Information sources and mortals who owe the deathknight favors.
  • Cult—Mortals or ghosts who worship the deathknight directly.
  • Familiar—An animal companion.
  • Followers—Undead minions, ghostly servants and loyal mortals.
  • Influence—The deathknight's pull on the world around him.
  • Liege—The esteem and generosity of the Abyssal's Deathlord (loyalist only).
  • Spies—Informants a deathknight's Deathlord places at his disposal (loyalist only).
  • Manse—A place of power and Essence.
  • Mentor—A patron and instructor.
  • Resources— Material goods and money.
  • Underworld Manse—Manse access and hearthstones on loan from one's Deathlord (loyalist only).
  • Whispers—The deathknight's attunement to the fathomless knowledge of the Neverborn.

Intimacies

  • Start with a number of Intimacies up to your (Willpower + Compassion).
  • Intimacies can be anything your character cares about on a meaningful level—a cause, an ideal, a place, a person, a nation.
  • Don't worry if you can't come up with them, they are easy to gain and change.
  • See Intimacies for more information.

Infernal Exalted

Step One: Character Concept

Step Two: Attributes

Step Three: Abilities

  • Note five Caste Abilities.
  • Select Favored Abilities (5; may not be the same as Caste Abilities).
  • Choose Abilities (28). You may raise any of your Abilities to five without spending bonus points.
  • Distribute four Specialties amongst your character's Abilities. You can have up to three specialties per Ability - even the same specialty three times.

Step Four: Advantages

  • Choose Backgrounds (7, plus free Backgrounds—none may be higher than 3 without spending bonus points)
  • Charms (10-any Charms you meet the prerequisites for)
  • Virtues (5—none may be higher than 4 without spending bonus points)
  • Choose Virtue Flaw

Step Five: Finishing Touches

Bonus Points

Bonus Points Table

Trait Cost
Attribute 4
Ability 2 (1 if a Favored or Caste Ability)
Background 1 (2 if the Background is being raised above 3)
Specialty 1 (2 per 1 if in a Favored or Caste Ability)
Virtue 1 per dot (Willpower is independent of Virtues)
Willpower 1
Intimacies Characters may begin with up to (Willpower + Compassion) Intimacies without spending bonus points.*
Essence 7
Charms 4 (3 if in a Favored or Caste Ability)*

*Latest errata

  • You get 18 bonus points, which may be spent at any time during character creation.

Sample Concepts

TODO

Castes

  • Slayer: Violent and bloodthirsty, the Forsaken are destined to be Hell's generals.
Caste Abilities: Archery, Martial Arts, Melee, Thrown, and War
Anima Powers: May use their animas to appear awesome and terrifying for a scene.
Yozi Patron: Malfeas
  • Malefactor: Hypnotic and fanatical, the Blasphemous are destined to be Hell's priest-kings.
Caste Abilities: Integrity, Performance, Presence, Resistance, and Survival
Anima Powers: May use their animas to destroy holy symbols, to harm the servants of the light and to facilitate the worship of the Yozis.
Yozi Patron: Cecelyne
  • Defiler: Brilliant but depraved, the Unclean are destined to reshape Creation as Hell's visionaries.
Caste Abilities: Craft, Investigation, Lore, Medicine, and Occult
Anima Powers: May use their animas as protective shields.
Yozi Patron: She Who Lives In Her Name
  • Scourge: Mad masters of stealth and trickery, the Wretched are destined to deal silent death as Adorjan's assassins.
Caste Abilities: Athletics, Awareness, Dodge, Larceny, and Stealth
Anima Powers: May use their animas as cloaks against detection, and may mute their animas' display when using Essence.
Yozi Patron: Adorjan
  • Fiend: Scheming manipulators of diplomacy and emotion, the Deceivers are destined to mold mortal and godly society into a form suitable for demonic purposes as Hell's advocates.
Caste Abilities: Bureaucracy, Linguistics, Ride, Sail, and Socialize
Anima Powers: May use their animas to sanctify oaths and contracts enforced by the power of Malfeas itself, to interfere with similar oaths sanctified by Heaven or their slain brethren and to provide diplomatic immunity when dealing with demons, the Fair Folk and the dead.
Yozi Patron: The Ebon Dragon

Motivation

  • Choose a driving and epic goal for your character.

Virtues

  • Compassion—The ability to understand the feelings of others, regardless of whether or not one actually cares about those feelings.
  • Conviction—Being driven toward fulfilling one's Motivation and Urge.
  • Temperance—Self-control and a willingness to ignore one's vices unless engaging in them actually advances one's plans.
  • Valor—Bravery in the face of a Creation that rejects the rightness of the Malfean cause.

Backgrounds

  • Allies—Aides and friends who help in tasks.
  • Artifact—Wondrous devices of the First Age.
  • Backing—Standing and rank in an organization of power and influence.
  • Contacts—Information sources and people in useful places.
  • Cult—Mortals who worship you.
  • Familiar—An animal companion.
  • Familiar (Demonic)—A demonic companion.
  • Followers—Mortals who look to you for leadership.
  • Influence—Your pull in the world around you.
  • Manse—A place of power and Essence.
  • Mentor—A teacher and instructor.
  • Past Life—Memories of one or more of the prior hosts of your Infernal Exaltation.
  • Resources— Material goods and money.
  • Savant—Advanced knowledge of First Age lore and technology.
  • Spies – A network of agents and infiltrators who supply you with inside information on your enemies.

Intimacies

  • Start with a number of Intimacies up to your (Willpower + Compassion).
  • Intimacies can be anything your character cares about on a meaningful level—a cause, an ideal, a place, a person, a nation.
  • Don't worry if you can't come up with them, they are easy to gain and change.
  • See Intimacies for more information.

Lunar Exalted

Template:Character Creation Summary Lunar Exalted

Sidereal Exalted

Template:Character Creation Summary Sidereal Exalted

Terrestrial Exalted (Dragon-Blooded)

Template:Character Creation Summary Dragon-Blooded