Character Creation Summary

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Solar Exalted

Step 1: Character Concept and Caste

  • Consult with other players and come up with an appealing, heroic concept.
  • Pick out the Caste that fits best, and note down its anima effects.

Step 2: Attributes

  • Mark down one dot in each Attribute.
  • Divide 8 dots among primary Attributes, 6 dots among secondary Attributes, and 4 dots among tertiary Attributes.

Step 3: Abilities

  • Select five Caste Abilities from the relevant list.
  • Select five Favored Abilities, which may not be the same as Caste Abilities.
  • Select one Supernal Ability from among the chosen Caste Abilities.
  • Divide 28 dots among all Abilities. None may be raised higher than 3 without spending Bonus Points, and each Favored Ability must have at least one dot.
  • Assign four specialties.

Step 4: Merits

  • Spend up to 10 dots on Merits.

Step 5: Charms

  • Select 15 Charms, keeping in mind their requirements.

Step 6: Intimacies and Limit Trigger

Step 7: Bonus Points

Step 8: Finishing Touches

Castes

  • Dawn: Peerless warriors, armsmasters, and generals, who long ago led and championed the armies of the Exalted Host. Dawns are forged in the crucible of conflict, and were often soldiers, warriors, or tacticians before their Exaltation.
Caste Abilities: Archery, Awareness, Brawl/Martial Arts, Dodge, Melee, Resistance, Thrown, War
  • Zenith: Priest-kings, prophets, and orators, who

long ago ruled and inspired the people of the Old Realm. Zeniths are natural leaders, who shared a love of justice and righteousness whatever their calling. Caste Abilities: Athletics, Integrity, Performance, Lore, Presence, Resistance, Survival, War

  • Twilight: Scholars, craftspeople, and occultists,

who long ago built great wonders and pushed back the edges of the unknown. Twilights are makers, thinkers, and doers, often endlessly curious about the world around them. Caste Abilities: Bureaucracy, Craft, Integrity, Investigation, Linguistics, Lore, Medicine, Occult

  • Night: Investigators, spies, and assassins who

long ago kept the Old Realm safe from threats within and without. Nights are often masters of going unseen, and moving in the shadowy circles outside respectable society. Caste Abilities: Athletics, Awareness, Dodge, Investigation, Larceny, Ride, Stealth, Socialize • Eclipse: Far-rangers, diplomats and bureaucrats, who long ago built the institutions of the Old Realm, and ensnared its enemies with nets of intrigue and cunning words. Eclipses are social creatures by nature, who take pride in forging bonds between groups of people. Caste Abilities: Bureaucracy, Larceny, Linguistics, Occult, Presence, Ride, Sail, Socialize Intimacies • Ties: Relationships with people, places, objects, and other concrete parts of the world. • Principles: Ideals and other intangible qualities that shape behavior and worldview. Bonus Point Costs Trait Cost Primary or secondary Attribute 4 per dot Tertiary Attribute 3 per dot Caste/Favored Ability 1 per dot Non-Caste/Favored Ability 2 per dot Specialty 1 Merits 1 per dot Caste/Favored Charm 4 Non-Caste/Favored Charm 5 Spell (Occult Caste/Favored) 4 Spell (Occult non-Caste/Favored) 5 Evocation 4 Willpower 2 per dot