Template:Character Creation Summary Solar Exalted

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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.

Step Four: Advantages

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

  • Bonus points may be spent at any time during character creation.
  • Solar Exalted get 18 bonus points.

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. (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.
  • Connections—Well-placed sources of influence and information within a particular area of influence (Dragon-Blooded).
  • 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.