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

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===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===

Revision as of 14:36, 13 January 2020

Step One: Character Concept

Step Two: Attributes

Step Three: Abilities

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
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

  • 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.
  • 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.