Character Creation Summary
Mortals
Though they lack the might of the chosen, mortal heroes have their own stories to tell. If you’re new to Storytelling, you might want to get your feet wet by running a game where everyone plays a mortal. Alternately, you might want to run a chronicle where your players' characters start off mortal and Exalt during play. (Core Rulebook, p. 125)
Creating a mortal is similar to creating one of the Chosen:
Bonus Point Costs (Mortals)
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 |
Step 1: Character Concept and Caste
- Think of a compelling character concept, and flesh it out with history, goals, and dreams. Figure out what your character’s life is like, and what led him to take part in your Storyteller's chronicle. Mortal characters have no Castes.
Step 2: Attributes
- Mark down one dot in each Attribute.
- Divide 6 dots among primary Attributes, 4 dots among secondary Attributes, and 3 dots among tertiary Attributes.
Step 3: Abilities
- Divide twenty-eight dots among your character's Abilities. Mortal characters don't get Caste, Favored, or Supernal Abilities.
- Assign four specialties. (Core Rulebook does not directly mention if mortals have free specialties, but "converting to Solar" part doesn't add specialties which indicates they did already have them.)
Step 4: Merits
- Spend up to 7 dots on Merits.
Step 6: Intimacies
- Choose at least four Intimacies, including at least one Defining Intimacy, one Major Intimacy, one positive Intimacy, and one negative Intimacy. Mortal characters do not suffer under the Great Curse, and have no Limit Trigger.
Step 7: Finishing Touches
- Mortal heroes begin play with a default Willpower rating of 3 dots, 7 health levels (-0, -1, -1, -2, -2, 4, Incapacitated), an Essence rating of 1, and no Essence pool.
- Spend 21 Bonus Points.
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.
Converting Mortal to Solar Exalted
To convert a mortal hero into one of the Solar Exalted during play, select the Caste that best fits the character's concept and skills. Assign Caste, Favored, and Supernal Abilities as normal, keeping in mind his existing Ability ratings and previous development in play. Each Favored Ability must possess at least one dot. Select ten Charms that your character qualifies for. Choose your character's Limit trigger and calculate his Essence pools. At the end of the current story, add five more free Charms and two dots of Willpower, and assign two dots among Primary Attributes, two dots among Secondary Attributes, and one dot among Tertiary Attributes.
Solar Exalted
Bonus Point Costs (Solar Exalted)
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 |
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
- Choose at least four Intimacies, including at least one Defining Intimacy, one Major Intimacy, one positive Intimacy, and one negative Intimacy.
Step 7: Bonus Points
- Spend 15 Bonus Points.
Step 8: Finishing Touches
- Record Essence rating (1), Personal Essence pool ([Essence x 3] + 10), Peripheral Essence pool ([Essence x 7] + 26), Health Levels (-0, -1, -1, -2, -2, -4, Incapacitated), and Willpower (5).
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.
- 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.