Template:Character Creation Summary Caste Lunar Exalted: Difference between revisions

From exalted2e
Jump to navigation Jump to search
Created page with "===Step One: Character Concept=== * Choose concept, caste, and Motivation. * Note caste's anima powers. Note Spirit Shape and Tell. ===Step Two: Attrib..."
 
mNo edit summary
 
(12 intermediate revisions by the same user not shown)
Line 14: Line 14:
* Note [[Survival]] as [[Favored Ability]].
* Note [[Survival]] as [[Favored Ability]].
* Select one additional Favored Ability (may not be Survival).
* Select one additional Favored Ability (may not be Survival).
* Select [[Favored Abilities]] (5; may not be the same as Caste Abilities).
* Choose Abilities (25). You may raise any of your Abilities to five without spending bonus points.
* Choose Abilities (25). You may raise any of your Abilities to five without spending bonus points.
* [[Silver Pact]] Lunars must have a minimum of two dots in [[Survival]] ''and'' one dot in [[Archery]], [[Martial Arts]], [[Melee]] or [[Thrown]].
* [[Silver Pact]] Lunars must have a minimum of two dots in [[Survival]] ''and'' one dot in [[Archery]], [[Martial Arts]], [[Melee]] or [[Thrown]].
* Distribute four [[Specialties]] amongst your character's Abilities.
* 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===
===Step Four: Advantages===
* Choose [[Backgrounds]] (7—none may be higher than 3 without spending bonus points).
* Choose [[Backgrounds]] (7—none may be higher than 3 without spending bonus points).
* Choose 8 [[Lunar Charms]] or [[Knacks]] (at least 4 Charms and 1 Knack). You may take which you meet the prerequisites for.
* Choose 8 [[Lunar Charms]] or [[Knacks]] (at least 4 Charms and 1 Knack). You may take which you meet the prerequisites for.
* Choose [[Virtues]] (5—none may be higher than 4 without spending bonus points).
* Choose [[Virtues]] (5—none may be higher than 3 without spending bonus points).
* Choose [[Virtue Flaw]].
* Choose [[Virtue Flaw]].
===Step Five: Finishing Touches===
===Step Five: Finishing Touches===
* Record [[Essence]] (2).
* Record [[Essence]] (2).
* [[Willpower]]: All characters begin with Willpower rated at 5 and it can be increased at a cost of 1 bonus point per dot.
* [[Willpower]]: Exalted characters begin with Willpower rated at 5 and it can be increased at a cost of 1 bonus point per dot, up to 8 points at character creation.
* Calculate your [[Personal Essence]]: [[Essence]] + <nowiki>[</nowiki>[[Willpower]] x 2<nowiki>]</nowiki>.
* Calculate your [[Personal Essence]]: [[Essence]] + <nowiki>[</nowiki>[[Willpower]] x 2<nowiki>]</nowiki>.
* Calculate [[Peripheral Essence]]: <nowiki>[</nowiki>Essence x 4<nowiki>]</nowiki> + <nowiki>[</nowiki>Willpower x 2<nowiki>]</nowiki> + <nowiki>[</nowiki>highest Virtue x 4<nowiki>]</nowiki>).
* Calculate [[Peripheral Essence]]: <nowiki>[</nowiki>Essence x 4<nowiki>]</nowiki> + <nowiki>[</nowiki>Willpower x 2<nowiki>]</nowiki> + <nowiki>[</nowiki>highest Virtue x 4<nowiki>]</nowiki>).
Line 32: Line 33:
===Bonus Points===
===Bonus Points===
{{sidebar}}
{{sidebar}}
{{Bonus Points Table}}
{{Bonus Points Table Lunar Exalted}}
</div>
</div>
* You get 18 bonus points, which may be spent at any time during character creation.
* You get 18 bonus points, which may be spent at any time during character creation.
* If the optional rule is in use, you might start with [[The Touch of the Wyld#Wyld Mutations on Characters|Wyld Mutations]] bought with bonus points.
===Sample Concepts===
===Sample Concepts===
* '''Bureaucrat'''—record keeper, tax collector, clerk
* '''Bloodthirsty Warlord'''&mdash;An escaped slave who returned to his people and became a bloodthirsty warlord and leads them in revenge upon his onetime captors.
* '''Craftsman'''—carpenter, swordsmith, cobbler
* '''Wise Shaman'''&mdash;whose life is dedicated to protecting her homeland in the great Eastern forests from the depredations of the Wyld and greedy wood spirits alike.
* '''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===
===Castes===
* '''[[Dawn Caste|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.
* '''[[Full Moon Caste|Full Moon]]:''' Deadly warriors who survive via speed and strength.
::'''Caste Abilities:''' [[Archery]], [[Martial Arts]], [[Melee]], [[Thrown]], and [[War]]
::'''Caste Attributes:''' [[Strength]], [[Dexterity]] and [[Stamina]].
::'''Anima Powers:''' May use their animas to appear awesome and terrifying for a scene.
::'''Anima Powers:''' May double leaping distance and movement speed. Doubles Strength rating for purposes of feats of strength.
* '''[[Zenith Caste|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.
* '''[[Changing Moon Caste|Changing Moon]]:''' Cunning agents who survive through guile and subtlety.
::'''Caste Abilities:''' [[Integrity]], [[Performance]], [[Presence]], [[Resistance]], and [[Survival]]
::'''Caste Attributes:''' [[Charisma]], [[Manipulation]] and [[Appearance]].
::'''Anima Powers:''' May use their animas to burn the bodies of the dead and to protect themselves from creatures of darkness.
::'''Anima Powers:''' May appear as a person known to the Lunar for one scene. Gains Essence dice to actions assisted by trustworthiness of chosen image.
* '''[[Twilight Caste|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.
* '''[[No Moon Caste|No Moon]]:''' Wise mystics who survive due to their intellect and ancient lore.
::'''Caste Abilities:''' [[Craft]], [[Investigation]], [[Lore]], [[Medicine]], and [[Occult]]
::'''Caste Attributes:''' [[Perception]], [[Intelligence]] and [[Wits]].
::'''Anima Powers:''' May use their animas as protective shields.
::'''Anima Powers:''' May reduce the mote cost of all [[Occult]]-related actions (whether Charm or spell) taken for the remainder of the scene. Also gains an obscuring aura of shadows.
* '''[[Night Caste|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 Caste|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===
===Motivation===
Line 68: Line 58:
===Virtues===
===Virtues===
* [[Compassion]]—Empathy and forgiveness.
* [[Compassion]]—Empathy and forgiveness.
* [[Conviction]]—Emotional endurance.
* [[Conviction]]—Determination and emotional fortitude.
* [[Temperance]]—Self-control and clear-headedness.
* [[Temperance]]—Mental clarity and self-control.
* [[Valor]]—Courage and bravery.
* [[Valor]]—Courage and bravery.


Line 80: Line 70:
* [[Familiar]]—An animal companion.
* [[Familiar]]—An animal companion.
* [[Followers]]—Mortals who look to you for leadership.
* [[Followers]]—Mortals who look to you for leadership.
* [[Heart's Blood]]—The shapes of animals and men that you may take.
* [[Influence]]—Your pull in the world around you.
* [[Influence]]—Your pull in the world around you.
* [[Manse]]—A place of power and Essence.
* [[Manse]]—A place of power and Essence.
* [[Mentor]]—A teacher and instructor.
* [[Mentor]]—A teacher and instructor.
* [[Reputation]]—Your renown in society.
* [[Resources]]— Material goods and money.
* [[Resources]]— Material goods and money.
* [[Solar Bond]]—A supernatural connection to your Solar mate.
* [[Tattoo Artifact]]—An artifact of power worked into the very substance of the Lunar's tattoos.


===Intimacies===
===Intimacies===

Latest revision as of 21:28, 12 February 2020

Step One: Character Concept

Step Two: Attributes

Step Three: Abilities

  • Note Survival as Favored Ability.
  • Select one additional Favored Ability (may not be Survival).
  • Choose Abilities (25). You may raise any of your Abilities to five without spending bonus points.
  • Silver Pact Lunars must have a minimum of two dots in Survival and one dot in Archery, Martial Arts, Melee or Thrown.
  • 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).
  • Choose 8 Lunar Charms or Knacks (at least 4 Charms and 1 Knack). You may take which you meet the prerequisites for.
  • Choose Virtues (5—none may be higher than 3 without spending bonus points).
  • Choose Virtue Flaw.

Step Five: Finishing Touches

Bonus Points

Bonus Points Table

Trait Cost
Attribute 4 (3 if a Caste of Favored Attribute)
Ability 2 (1 if a Favored 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 10
Charms 7 (5 if in a Favored or Caste Ability)
Knacks 6

*Latest errata

  • You get 18 bonus points, which may be spent at any time during character creation.
  • If the optional rule is in use, you might start with Wyld Mutations bought with bonus points.

Sample Concepts

  • Bloodthirsty Warlord—An escaped slave who returned to his people and became a bloodthirsty warlord and leads them in revenge upon his onetime captors.
  • Wise Shaman—whose life is dedicated to protecting her homeland in the great Eastern forests from the depredations of the Wyld and greedy wood spirits alike.

Castes

  • Full Moon: Deadly warriors who survive via speed and strength.
Caste Attributes: Strength, Dexterity and Stamina.
Anima Powers: May double leaping distance and movement speed. Doubles Strength rating for purposes of feats of strength.
  • Changing Moon: Cunning agents who survive through guile and subtlety.
Caste Attributes: Charisma, Manipulation and Appearance.
Anima Powers: May appear as a person known to the Lunar for one scene. Gains Essence dice to actions assisted by trustworthiness of chosen image.
  • No Moon: Wise mystics who survive due to their intellect and ancient lore.
Caste Attributes: Perception, Intelligence and Wits.
Anima Powers: May reduce the mote cost of all Occult-related actions (whether Charm or spell) taken for the remainder of the scene. Also gains an obscuring aura of shadows.

Motivation

  • Choose a driving and epic goal for your character. (A normal mortal usually needs a simpler Motivation.)

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.
  • Heart's Blood—The shapes of animals and men that you may take.
  • Influence—Your pull in the world around you.
  • Manse—A place of power and Essence.
  • Mentor—A teacher and instructor.
  • Reputation—Your renown in society.
  • Resources— Material goods and money.
  • Solar Bond—A supernatural connection to your Solar mate.
  • Tattoo Artifact—An artifact of power worked into the very substance of the Lunar's tattoos.

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.