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FemStranger
Captain

Versatile Businesswoman

PostPosted: Mon Feb 18, 2008 11:06 pm


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Good References:
http://alabrax.com/exalted/index.html <~Character sheets and other information
http://anathema.sourceforge.net/ <~ Highly Suggested Character Creation Program!!!!!!!
http://wiki.white-wolf.com/exalted/index.php/Main_Page <~ Kinda broken information, but pretty good

You are an Exalted

You are or will become among the most powerful living beings in the entire world. Even at your youngest you are more powerful then most humans can ever strive to be. When you strengthen your body, train the mind, harmonize the spirit, you will learn magical skills that will shake the world. Your axe will cleave mountains in two, your sorcery will lay waste to entire legions of enemies, you will fall one hundred souls with a single arrow. Learn martial arts and turn your hands and feet into deadlier weapons then any blade.

You are an exalted. Your very existence brings about change in this world. Will you vanquish the evil or strengthen it, that is for you to decide...

The History of Creation

In the beginning, all was nothing but formless chaotic wyld. In this wyld lived the supreme beings known as the Primordials. The Primordials fought against the wyld and soon became annoyed and exhausted from the constant fighting, to rememdy this, they made Creation, a world formed from the shapless mass. They also gave birth to the gods whom would manage creation and fight back the Wyld. The Primordials in the mean time settled within the heavens and played their games of Divinity.

However it was not long before the gods had became annoyed of the Primordials, believing themselves as slaves while they play their games. Lead by the Unconquered Sun, most powerful warrior in existance, he convinced all others gods to rebel. Unable to harm them directly, the gods looked to mortals in Creation as their weapons. Imbuing a few mortals with ultimate power to slay the creators of the universe, the Exalted were born.

The most powerful of the god chosen were the Solar Exalted. With their supreme power and blessing from the Unconquered Sun, they were the generals and mightiest of warriors into the celestial battles. Next were the Lunar Exalted, the beloved children of Luna and Gaia. These shapeshifters were the Solars warlords and mates, standing at their sides. The next were the Chosen of the Five Planetary Maidens, The Siderals. Unchallenged in mind, wisdom, and martial arts, they acted as the Solars advisors, prophets, and mystics. At the bottom, though still more powerful then a thousand men were the Terrestrial Exalted, or more commonly, the Dragon Blooded. These are the chosen of the five elemental dragons of earth, wood, fire, air, and water and were the soldiers in the great wars.

The Exalted with the help of the gods and the sympathic Primordials Gaia, goddess of all life, and Automachron, the greatest of all crafters, defeated the Primordials. Those who died, the Neverborn, were too large to fall into the Abyss and thus slumbered eternally in a prision that would become the underworld. Others surrendered, and were imprisioned in another dimension to reside within the body of the Primordial General Malfeas whom was turned inside out. It was these Primordials now termed, Yozi's, whom made the demons in their boredom or rage. No matter the fate, the Primordials cursed the gods and their Exalted so that they may suffer for eternity. This curse fell on deaf ears.

Meanwhile back in Creation, under the guidance of the Solars, the First Age began. This was a time of unparrelled prosperity as all kinds of magics and sorcery were invented and used to create wonders which the world has never seen before or ever will again. Cities that flewn through the sky, underwater utopias, weapons that could turn countries to glass, and all manners of magical items and artifacts that allowed even mortals to live as gods. The first age was a time of great peace, beauty, art, culture, and discovery... but it was not to last.

The curse of the Primordials began to burn the Solars on the inside, turning the once strong and virtuous leaders in greedy tyrants. Those below them began to reject their leaders. Then the Siderals founded the Great Prophecy. The world was to fall to ruin if nothing was done about the Solars. With this in mind, the Siderals convinced the Dragon Blooded to rise up and take Creation from their masters and rise against them. The Dragon Blooded staged the coo and one by one the Solars were cut down, their souls locked within a device called the Jade prisim where they could not be reincarnated into the next mortal. The Lunars were either slain with their mates or driven to the edges of creation in hiding. The Siderals slid back into the Darkness and the Dragonblooded rose unchallenged in this new land. Unable to copy the power of the Exalted, many First Age wonders were lost, broken, or simply stopped working. This drove the the Dragon blooded into petty wars over the last bits of First Age technology, and in this time of strife a great darkness rose from the shadows.

With the creation of the underworld, souls whom died would instead of becoming reincarnated, would sometimes settle within their dark reflection of creation. Some of those ghosts and corpses would rise in power, harnessing power from the dead Neverborns. Thirteen such ghosts rose to power and claimed themselves Deathlords, the unchallenged rulers of the Underworld. Seeing the disease of Creation, the deathlords developed a magical plague in order to build their armies from the deaths in Creation. This plague called the Great Contagion killed 90% of all life on Creation. In this great genocide, another threat burst forth. The Wyld had finally broken free from the shapless matter beyond Creations rim and have begun eating away at it hoping to bring the universe back into chaos. Even warriors from the Wyld took form as monsters called Fair Folk and lead assaults upon those still alive. Creation seemed all but lost.

Then a miracle happened. A lone dragon blooded soldier entered the Imperial Manse on the Blessed Isle and by some divine luck or skill, managed to find her way into a first age control center and brought the Creations defenses online. With the wave of a hand, the woman laid waste to legions of Fair Folk and undead and even rid the world of the Contagion. From her thrown, she proclaimed herself as the Scarlet Empress and successfully brought order to nearly all of Creation essentially creating the Scarlet Dynasty of Dragon Blooded.

It is now the second age. For 800 years the Scarlet Empire, known shortly as the Realm, is the greatest power in all of Creation. With over 100 million mortal citizens and soldiers and over 50,000 Exalted dragon blooded, their hand reaches more then half of creation. Only a few great cities and many towns closer to Creations rims refuse their rule. In this time, other exalted have been hunted down ruthlessly as enemies of the Realm but again, a twist of fate gave way to change.

5 years ago, the Scarlet Empress disappeared. Vanished without a trace. This has sent the realm into chaos. The 11 dragon blooded Houses have begun to bicker with eachother about whose house has rights to the throne, calling back troops in case there was to be a civil war. This distabiled order around the threshold of the realm's territory and many nations have proclaimed independance. This allowed the Siderals to slip back from the shadows, and the Lunars with their armies of beast men and mortals to claim vengance against the Dragon blooded. The Fair Folk have once again come from the Wylds, old gods and elementals have begun to awaken and regain power, and even the Deathlords have begun marching their undead armies from the shadowlands, places where the underworld and creation come incredibly close.

Most unexpected of all is that with the disappearance of the Empress, the deathlords were able to open the Jade Prision and release the Solar Exalted to be reborn in a mortal's body. The Solars have returned and with them, came the Underworlds own exalted, the Abyssals, or deathknights.

There is a storm of unease and possible war that envelopes Creation. In some places, some drops have already begun to fall. Will the Solars reclaim Creation, will the Dragon Blooded maintain their dominance, or will all fall to the Deathlords and demons of this world.

Creation


Creation is roughly the size of earth. It used to be bigger but the Wyld reclaimed some of its territory. Seasons pass in a 15 month period and the landscape changes depending on location and distance from the elemental poles. Generally, the closer one comes to a pole, the stronger the particular element is.

The Earth Elemental Pole lies in the dead center of creation, on the Blessed Isle, home of the Realm.

To the West lies the Water Elemental Pole. One who crosses the sea will run into a string of islands. Some of these are uncharted and may contain secrets and First Age treasures. Beyond these islands at the rim there is an endless sea of water.

To the South lies the Fire Elemental Pole. Going south from the Blessed isle one finds savannah, which gives way to scorching deserts. Only the heartiest live in these lands. Continue more and one finds mountains and volcanos with molten lands. More still, provided the heat doesnt kill you, you will come to an endless sea of burning fire.

To the East lies the Wood Elemental Pole. Grass lands and vast forests await those who travel west along with many independant kingdoms that make up the so called Scavenger Lands. Continue onward to find the home of beastmen and Lunars and other wild elements. The forest then lays before you and past a point, the woods become so thick that passage is impossible.

Finally to the North lies the Air Elemental Pole. Farthest away from the Fire pole, one finds forests and highlands that give way snow topped mountains and valleys before coming to tundra. Beyond this, there is only a barren wasteland of snow, freezing temperatures, and violent winds.

Many cultures exist on Creation. Some are primitive, like the barbarian tribes of the east and south. Some are cultured like those that live on the blessed isle. Some are dangerous such as the pirate guilds to the west, and others are mildly safe to all, such as the kingdoms within the Confederation of Rivers to the east. In the First Age, it was the Solars that controlled all religions and even the changing of the seasons and weather. Now there are newly revived gods everywhere for every form and concept. Some help those that worship them, others demand worship to stay their hand. The currency of most of the realm is in coins made from copper and gold, and different sized bars of jade.

It is dangerous across Creation that are quite dangerous due to animal life and monsters and there are spots where even the dead rise again. The shadowlands are morbid and desolate wastelands where one, even alive, can enter the underworld to speak and interact with the dead. Saddly so to can the dead enter our world and many denizens from the Underworld are not friendly.

Exact opposite to the shadowlands are small points on the map where magic termed essence trickles into creation. These points attract enormous amount of life even in the most hazardous of resources. Essense users (like the exalted) commonly build temples on these manses to increase their magical power and also acquire valuable magical stones called hearthstones. These hearthstones can be socketed into magical weapons made from the five magical metals and the weilder will again a magical effect.

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The Exalts


Exalted *note* These powerful beings get their power during or slightly after puberty during some stressful, emotional, or triumphant event.

Solar Exalted: also called “Lawgivers” or “Solars”, are the champions of the most powerful of the gods, a being known as the Unconquered Sun. Once Rulers of the world, they were hunted down by the Terrestrial Exalted and their souls locked with the Jade Prision. At Second Age of Man, the Solar Exalted are returning to the world in numbers for the first time in thousands of years, and their actions and choices have the potential to shape the fate of nations due to the nature and strength of their magical powers. Solars live for about 2000-2500 years and are the strongest of the Exalted due to the amount of magic, or essense, that they possess to preform their fantastic feats. They also possess a caste mark on their forehead and are capable of making their soul or Anima visible that glows as they use their power. This Anima can take the form of golden falcon, or unbreakable obalisk. No two Caste Mark and Anima's are alike and when activated, a solar's power grows exponentially. When an exalted dies, their soul seeks out another mortal whom is willing to use their divine power for good or ill. There can only be 150 Exalted in the world at any given time. While Powerful, Solars have been branded monsters by Dragon Blooded Propaganda and are feared or hunted by those mortals whom know what they are. The life of an solar is one of peril, even if they try to hide their powers.
There are five castes to Solars the generally determine what magic they begin with at time of Exaltation and their position:
Dawn (the warriors and generals),
Zenith (the priest-kings of the Unconquered Sun)
Twilight (the scholars and the sorcerers)
Night (the spies and assassins)
Eclipse (the ambassadors, diplomats and negotiators)

Lunar Exalted: These Exalts are the alternatively called the Chosen of Luna and the Stewards and are presented as the most chaotic and savage of the Exalted. They are often referred to as cunning shapeshifters, skilled fighters and capable generals. After the uprising of the Dragon Blooded, the Lunars fled to the brims of creations where exposed to chaotic energies, they found the ability to change their forms. Lunars have since then bided their time and risen as kings and queens of Barbarian tribes and beastmen packs. Now with the Realms in chaos, they have begun to move back into Creation to stake their claim. All Lunars have a powerful Chimera form where they take the shape of an animal with a human. Like a Solar's Anima, no two Lunar Chimera side is alike. They live for about 1500 years and reincarnate as Solars do. There can only be 300 in existence at any given time. Again they have castes that determine phases of the moon
Full Moon (warrior)
Changing Moon (spy, rogue and leader)
No Moon (sorcerer and lore-master)

Sidereal Exalted: these Celestial Exalted, also described as Chosen of the Five Maidens and the Viziers, are the least numerous of all the Exalted types, yet are described as major players in the fate of Creation. Sidereals, in addition to their unparalleled mastery of martial arts, excel at foreseeing and manipulating fate and were presented as the viziers, prophets and cunning advisors of the First Age. Within the Exalted universe, they are often presented as celestial bureaucrats who often work in the Celestial City of Yu-Shan, the home of the gods, ensuring that Creation follows the path that they choose to guide it along, as well as acting in Creation. Sidereals are described as preferring to work behind-the-scenes, and almost all Sidereals work for the Bureau of Fate in Yu-Shan (Heaven) directing events in the mortal world from there. In the Second Age, the Siderals broke into two factions, the Bronze whom resent the Solars and wish them destroyed, and the Gold, whom believe that creation will once again be a utopia under their leadership. A Sideral's life is that of mystery, and intrige. Some use their powers to influence the inner workings of the realm, others seek out young exalted and attempt to teach them their powers. All of them work to better Creation, but in their own way. With the threats coming from all sides, the Siderals have their work cut out for them. Sideral's are ageless and capable of possessing bodies and souls rather then reincarnating into them. A Sideral's death merely means he goes back to Heaven and returns to earth when his strength returns. There is only 100 Siderals in existence.
Their castes are those chosen by the 5 maidens of the planets. Again they are only chosen for what they are best at.
Chosen of Journeys: (Who travel throughout Creation and oversee transportation and movement.)
Chosen of Serenity: (Who oversee life, and matters related to joy and pleasure.)
Chosen of Battles: (Who focus on combat, conflict and war, serving as military advisors and elite spies.)
Chosen of Secrets: (Who focus on arcana, sorcery, and lore.)
Chosen of Endings: (Who specialize in death and change, whether mortal, Exalted or society.)

Terrestrial Exalted: are also known as the Dragon-Blooded, and as the Chosen of the Elemental Dragons. In the backstory of Exalted, they were the elite infantry and servants to the rest of the Exalted in the First Age. The authors describe them as less powerful than other types of Exalted, but most of their strength lies in their inheritance – rather than being chosen by a god, the Dragon-Blooded have the potential to pass their Exaltation on to their children. And also, there are more Terrestrial Exalted then all of the Celestial's combined. Their numbers are their biggest weapon against truely powerful exalted. All Dragon Blooded are born from the 11 Great Houses and live a life of discipline and schooling. All families wish their children to be Dragon Blooded for only these Exalted may rise up to lead the Scarlet Empire, command its forces, learn its magics, and influence its flow. However, Exaltion is totally random and even two Dragon Blooded can produce non Exalted children, much to their shame. While once rulers of Creation, the disappearance of the Scarlet Empiress threw the Realm into chaos. Dragon blooded whom honor their families and houses have returned from the threshold of Realm territory to support their familes and be on call in the possible chance of a civil war. Other Dragon blooded have withdrew from the Empire and attempt to etch a life elsewhere, some forming their own kingdoms. They live for about 250 years and there are 50,000 in existence.
All Dragon blooded belong to an elemental aspect.
Fire: These exalted usually have very noticable looks about them such as long red hair. When angered, smoke sometimes billows from their nose. They have the ability to cover their bodies in flames that burns all within one foot of the user.
Water: These exalted have very fluid motions and vary greatly in appearance. They have the ability to breath underwater when using their essence.
Air: Gentle breezes follow these Dragonblooded which intensifies when angered. They have the power to float one inch above the ground, walking safely of water, quick sand, and even lava.
Earth: These dragonblooded have unusually though skin and their muscles tend to stand out. With the use of essence, they can stomp the ground and create a small shockwave to knock others off their feet.
Wood: These exalted have the tendency to have flowers and grass grow wherever they walk and their hair can burst into a marvelous display of flowers when they are truely happy. They have the power turn their skin into bark, adding more protection from attacks.
a note, they cannot turn into dragons without the appropriate shapeshifting sorcery.

Abyssal Exalted: also called “Deathknights” and “Abyssals”, are presented as twisted souls that are loyal servants of the Deathlords (powerful spirits of long-dead Exalts), who in turn serve the Neverborn, the dead husks of what were once the ancient Primordials that were slain by the Exalted during the great war between the Primordials and the gods. Deathknights are like the Solars except dark morbid versions of them and like Solars are incredibly powerful, have Anima's, and possess the gifts of magic such as necromancy. They are only slightly less powerful then Solars because the light of creation weakens them when not on a shadowland. Unlike Solars, Abyssals can be recognized instantly by their dark or pale appearance and generally feared from the stench of death upon them. Though not dead, they are not technically alive either. Abyssals are ageless, can be resurrected by the Deathlords, and there is only 150 of them in existence. An abyssal's motivation is serve the deathlord, or serve themselves. Very rarely will there ever be a kind and good Abyssal. The pros of an abyssal is that they are as strong as Solars with resources and allies offered by their deathlords, cons is that you are essentially a servant to the deathlord unless you escape (which will likely get you hunted more then you already are by beings of creation) and that most people can definitely pick you out of a crowd if you dont bother disguising yourself.
Dusk (the warriors and generals),
Midnight (the necromancers and priests)
Daybreak (the scholars and the sorcerers)
Day (the spies and assassins)
Moonshadow (the ambassadors, diplomats and negotiators)
PostPosted: Mon Feb 18, 2008 11:10 pm


NOTE: I am currently ONLY allowing Solar Exalted. If you've played this game before and are interested in choosing another type, please PM me about it. Solars are probably the easiest for a new player to understand. I MAY let a new player play a Lunar... but you'll have to have a really good idea of what kind of character you're wanting to make. I'll also expect you to research on your own. 3nodding

This does NOT mean that I don't want you to read about the others. You'll probably encounter at least one of each... at least eventually...

FemStranger
Captain

Versatile Businesswoman


Dragon Rider Joe

PostPosted: Wed Feb 27, 2008 8:08 pm


SOUL MIRROR
This soulsteel grand daiklave is a fl at black, the moaning spirits common to the magical material
conspicuously absent. Four hearthstone sockets adorn the blade, which costs eight motes to attune. Tales
say the Lover Clad in Raiment of Tears forged this weapon for her nemissary champion shortly after the
Great Contagion. Two Dragon-Blooded martial artists managed to defeat the champion and hide it, but
they disappeared mysteriously soon after.
Soul Mirror consumes souls. When it inflicts even a single level of damage, its victim loses one point
of Willpower and (victim’s Essence) motes as the blade tears away bits of soul. Soul Mirror absorbs the soul
of anyone it kills, preventing it from going on to Lethe or the Underworld. It imprisons the soul in the
blade, up to seven at a time. Reflexively, the character may command the blade to consume a captive soul
for power. Sacrificing a captive soul increases the weapon’s Accuracy, Damage, Defense and Rate by one for
the next seven days, to a maximum bonus of +4 to each.
The blade also has a dreadful anima of its own. When it is first drawn or used in combat, the player
makes a reflexive (Charisma + Presence + Essence) roll. Any characters whose MDVs are lower than the
rolled successes suffer a -4 internal penalty to all actions out of fear; this unnatural mental influence costs
two temporary Willpower to shuck off.
Soul Mirror has one final power. When its wielder suffers a blow that would reduce him to or past
Incapacitated, he may reflexively sacrifice one soul and all his Peripheral Essence to Oblivion. He must have
at least 10 motes in his Peripheral pool for this to work. The act completely negates the damage from that
attack, heals all his bashing and lethal wounds and (Essence) aggravated wounds.
Yes, all its powers stem from killing people and using their souls as a mystic fuel. But horrific evil doesn’t make
this artifact any less of a massive advantage in battle and worthy of five dots.
PostPosted: Thu Feb 28, 2008 9:53 pm


Allowed Merits and Flaws for Exalted
(from 1st Edition & other whitewolf systems)


If you find a flaw elsewhere you want to use, or you're making one up that you think perfectly suits your character, please PM me, and I will discuss the idea with you. It will be on a case by case basis, unless you convince me otherwise with your argument (i.e. I decide to add it to this list).

Ambidextrous: 1 pt Merit
You do not have the offhand penalty.
Highly suggested.

Catlike Balance: 1 pt Merit
+2 dice to all balance checks.

Caste Scar: 3 Points Flaw
Upon the character's exaltation her caste mark was burning so intensly that she was left with a scar in form of the mark, forever visible on her forehead. Unless she covers it she will be clearly recoginzed as a solar. Furthermore her essence seeps through the scar when she uses it to fuel her charms. The first two steps of the anima banner apply to her even if she uses essence from her personal pool.
You MUST RP your exaltation in order to get this flaw.

Huge Size: 4 pt Merit
You are very large and may be as tall as seven feet and weigh as much as 400lbs. Ox body technique costs 3 xp less and takes half the training time, -1 to stealth and socialize rolls.

Seasick: 2 pt Flaw, 3 pt Flaw for Eclipse Caste.
You don’t adapt well to life on the seas; the constant rocking motion disrupts your balance, and your stomach, leading to difficulty in taking any actions. While at sea, you’re at -3 on all dice pools. Spending a Willpower point and succeeding on a standard Resistance roll will reduce the penalty, for your next action, by 1 die for each success rolled (not to exceed 3 dice). It is possible to obtain herbs and homebrew cures to fight the effects of seasickness; these can be found in herbal remedy stores and exclusive port inns (needing Resources 1 to purchase enough curatives to last one trip). This medicine sets a flat –1 to all dice pools (which cannot be eliminated by the above roll), an effective Wits score of 1, and a base Initiative of 0.
This cannot be taken by Exalts from the West who have a natural attraction to the sea. If you take this flaw, you cannot apply any sail ability points to sailing on the sea. This does not count for rivers.

Stable Form: 1-7 Points Merit
You have received a special blessing during your Exaltation. The warping effects of the wyld do not affect you as severely as others. Whenever the storyteller rolls a die to determine whether or not your character suffers the mutating effects of the Wyld, subtract from the result equal to the Merit value to a minimum of 1. So for example, if the storyteller rolled a 7 and you had 3 points invested in the merit, the end result would be 4 and you would suffer the 4-5 result (P. 280). The merit value also adds to your willpower dice pool in fighting the maddening effects of the Wyld. This Merit does not protect from creatures (or their Powers, such as the Fair Folk's Glamour magic) of the Wyld or outside hazards of the Wyld environment, only the mutating effects that are caused by spending too much time in the Wyld.

Hidden Anima: 7 Points Merit
Your anima tends to release spent essence slowly, leaking it out gently over time rather than exploding it out immediately after you spend it. The result of this is that your anima banner takes longer to appear, and only rarely gets as severe as that of other Solars.
SYSTEM: Add +5 to your Anima Chart to determine how quickly you're anima flares up. That means you can spend five periphereal essence without any outward sign, 6-8 essence causes your caste mark to glow, 9-12 essence makes your caste mark shine through clothing and other concealments, and so on.

Talisman of Luck: 5 Points Merit
The character is so blessed with good luck, that those travelling with her often consider her a lucky mascot for them, rival to any talisman. Once a session the character may reroll any dice pool of her own, or allow a re-roll of any other players dice pool. Once the dice are re-rolled the second result must stand. The lucky character must be present in a scene for a re-roll to be allowed, they are the one favoured by fate after all...
I'm not sure how to work this into the system yet, but I'll draw up some requirements that will fit our purpose. I guess it will all depend on the length of sessions.

Concentration: 1 pt Merit
Substitute Endurance for Meditation.
If anyone finds meditation in the second edition rules, please show it to me, and I'll open up the use of this merit.

Internal Compass: 1 pt Merit
You know which way is north at all times, underground requires a check still.

Patient: 2 pt Merit
Reduce all training times by 10% round up.
I'm thinking of adding to this merit and adding to it's cost. I think it could be used to withstand a few of the things that require virtue checks as well... primarily Temperance...

Code of Honor: 2 pt Merit
The +3 difficulty to affect a character is applicable to Charms that would force the character to violate his code, but not on the much more powerful Sorceries.
I like the concept, but I'm confused by the rules. Anybody understand this?

Expert Horseman: 2 pt Merit, 1 pt Merit for Eclipse Caste
You were riding a horse before you started walking. You can guide your horse and coax it to perform stunts that persons on foot will marvel at. For any roll that is difficulty 2 or higher, you add two dice to your pool. Attackers find you particularly slippery and attacks that you are aware of are at +1 difficulty if you are actively evading assaults.
May be taken for any animal mount but will only count for that animal. If you want to take this for something other than an animal, please ask me first.

Combat Veteran: 3 pt Merit, 2 pt Merit for Dawn Caste
You choose one per time taken but cannot take the same one twice: +1 inniative, melee, thrown, martial arts, brawl, damage, b/l soak.
Because of the cost of the abilities themselves, it would be pointless to take the ones that are marked out.

Daredevil: 3 pt Merit
+1 stunt die to any stunt that chances you getting hurt, +2 dice to any action that is mortally dangerous to the character.

Eidetic Memory: 3 pt Merit
You can remember minute details of any thing you've seen or heard.

High Pain Tolerance: 3 pt Merit, 2 pt Merit for Zenith Caste
You can ignore -1 of the wound penalties.
However, when you have a -2 penalty, you still treat it as a -2 penalty. You also do not realize you should be hurting. "It's only a flesh wound!"

Natural Linguist: 3 pt Merit, 2 pt Merit for Eclipse Caste
Double the number of languages you can know and you can have up to 5 specailities instead of 3.
Note: There are 10 languages total. High Realm, Low Realm, Old Realm (min Lore 2), Riverspeak, Skytongue, Flametongue, Seatongue, Forest-tongue, Guild Cant (min Backing (Guild) 2), and Tribal Tongues (learn 4 each time taken). Because there are two that you have requirements for, you'll probably be learning several sets of tribal tongues if you don't have those requirements, so just keep that in mind.

Natural Craftsman: 3 pt Merit, 2 pt Merit for Twilight Caste
Reduces crafting time by 25% and you can have up to 5 specialities instead of 3.

Impatient: 1 pt Flaw
Increase all training times by 10%.
Like the counterpart, I'm considering adding more to this one. (Will increase the "cost" too.)

Combat Ineffective: 2 pt Flaw, 3 pt Flaw for Dawn Caste
Same as combat vet. but negatives instead of positives.
I.e. You choose one per time taken but cannot take the same one twice: -1 inniative, damage, b/l soak.

Combat Stress: 3 pt Flaw
-1 dice pool for every opponent beyond the first engaging you at the same time.

Low Pain Threshold: 3 pt Flaw
Add another negative modifier to all wound penalties.

Animal Magnetism: 1 pt Merit
You have an easy time getting an animals acceptance, one auto success to any animal handling check. +1 to familiar background, only if you have spent a dot on it already.

Natural Leader: 1 pt Merit 2 pt Merit! (Changing this because of the addition of the War Skill and Mass Combat rules.)
+2 dice to all leadership rolls.

Enemy: 1 to 3 pt Flaw
1 pt: is a nuisance of minor power, this enemy will bother the PC and even his party until directly dealt with, he shouldn't be a hard enemy to dispatch but difficult to catch 2 pt: an enemy of equal power and resources to the PC and maybe his whole party 3 pt: an enemy of this caliber can only be dealt with after accruing power and experience, the PC and his party should be worried when this bad guy is in the same region
You must work this into your background to qualify.

Creepy: 1 pt Flaw, 2 pt Flaw for Eclipse
People find you creepy to be around, most people wont talk to you unless they have to. -1 dice to all social, bureaucracy, performance rolls. +1 to intimidation checks.
Depending on the situation, I may ask why you're creepy.

Ward: 4 pt Flaw
You have a ward (someone you take care of or protect), this can be a friend who didn't exalt, a child you are sure to exalt, your child who might exalt or whoever you make of it. You lose 10 xp should your ward die or get captured and you dont recover, if insufficient xp the character loses 2 willpower.
This is SERIOUS guys. You can't just leave them at home all the time, if you've got one. They're with you practically all the time. I suggest keeping 10 xp at all times, since it means 10 UNSPENT xp, I'm sure.

Fugitive: 5 pt Flaw
You’ve come to the attention of the authorities of the Realm because of criminal activities, either before or after your Exaltation (these accusations may be trumped up, due to framing, or actually true). Your identity and description are known to law enforcement agencies loyal or nominally loyal to the Realm; posters with your picture advertising an award are available at guard-posts and city gates. Bounty hunters may be looking for your head to bring back, dead or alive. You may not hold Status with any group loyal to the Realm. Law enforcement agents will recognize you with an Investigation roll at +2 difficulty; agents from the city or group responsible for issuing the charge roll at standard difficulty.
Must be in your background.

Hunted: 7 pt Flaw
Although there has been no official Wyld Hunt called since the disappearance of the Empress, the Terrestrial Exalted still take the time to hunt down the most blatant of Celestial Exalted that plague the Realm. You are one such Exalted to earn the ire, for whatever reason, of the Nobles of the Realm and a great deal of prestige would be earned for claiming your head. In any part of the Realm there are Terrestrial Exalted, you are in danger of being hunted down. Informants are looking for you, and informants that lead the Dragon-Blooded to Celestial Exalted are handsomely rewarded. The Storyteller should make checks to see if you are spotted, altering the difficulty based on how well you disguise your self and what Charms you use to attract or obscure detection. This Flaw may shorten the life span of your character considerably, but will certainly provide your character with no shortage of intrigue surrounding his existence.
Must have sufficient reason in your background.

Shrouded Caste Mark: 3 pt Merit
The character’s Anima Banner is slower to flare with the burning of Peripheral Essence than other Exalted. Whereas most Exalted begin to display their Caste Mark immediately after spending Peripheral Essence, your character may spend up to three motes of Peripheral Essence before consulting the Peripheral Essence Spending Effects chart on page 149 of the core rulebook. Once more than three motes are spent however, the effect of spending 4-7 motes of Essence is immediately skipped to and the chart progresses normally. This gives the character a little leeway in spending Essence when stealth and obfuscation are paramount.

Sniffer: 4 pt Merit
After your Exaltation, you learned that you had a sort of internal compass that allows you to tell the proximity of other Exalted. If you spend one full round concentrating and successfully roll Essence against a standard difficulty, you can tell how many Exalted are within an approximate distance, not to exceed five miles. Distances are given in general terms, such as nearby, far, or on the edge of detection, and not specific numbers, e.g. 90 feet. If the character concentrates for another round and succeeds on a second Essence roll against a standard difficulty, the character can determine which direction the Exalted is, whether she is approaching or leaving, and how fast she is moving. You can use this Merit a number of times equal to your Essence per day.

Favored Technique Tree: 5 pt Merit
You are particularly skilled in Charms stemming from one chosen Ability, either a Caste or Favored Ability. When making a roll while using a Charm derived from your Favored Ability, such as the Salty Dog Method from Sail, you may add an additional die to your roll. The Ability must be designated when this Merit is taken.

Anima Echo: 2 pt Flaw
Your anima affects you strongly, so much so that it attempts to sway your behavior. Once your anima is chosen during character creation, pick a situation appropriate to the anima that your anima will attempt to assert its will over your character’s decision making. Roll the character’s Willpower versus a +2 difficulty; if the character fails, the anima’s will asserts itself and decides the character’s course for him. Example: Stoneblood’s anima is that of a boar; whenever Stoneblood is in a position where someone offers a different plan of action than his, Stoneblood grows more stubborn. In order to change his course of action to that which was suggested, he must succeed on the above Willpower roll. If he fails, he will take his original course of action, alone if need be.
Since this one is so specific, I must approve the situation and make sure it's relevant. If you feel you've made a convincing argument and I still don't approve, you can ask the rest of the group. (I'm not very confident on the decisions in this case, so it won't be too difficult to overthrow my decision here.)

Essence of Molasses: 2 or 4 pt Flaw
Regaining Essence is a frustrating experience for you; instead of regaining Essence at a rate comparable to other Exalted, you regain it at a slower rate. It is as if Essence were being absorbed into you through a clogged funnel instead of an open pipe. For 2 points, you regain only 3/4 the essence that you would normally regain without this flaw (at rest, you only regain three motes every hour, while sleeping only helps you regain six motes). For 4 points, you only regain half as much Essence as normal (at rest, you only regain two motes every hour, while sleeping only helps you regain four motes). This flaw similarly affects the rate you regain Essence while in a Manse or using a Hearthstone.
(I need to check on the regeneration, but 3/4 and 1/2 still stand, regardless of the other numbers...)

Inefficient Essence: 4 pt Flaw
When powering your Charms with Essence, you must spend one more mote per charm activated in order to activate that Charm. When activating Combos, you must spend one additional mote for every Charm in the Combo. This penalty does not apply to Sorcery.

Weak Essence: 6 pt Flaw
Your Exaltation has resulted in no increase in Essence over other mortals, and is not comparable to other Exalted at your level of development. Instead of starting at two your Essence starts at one, lowering your Essence Pool and restricting access to Charms that require higher Essence. You need not spend additional experience costs when raising your Essence score; you simply start at a disadvantage compared to other Exalted.
Don't bother trying to spend bonus points raising it when you first start, since it costs 7 to do that. The first time you raise it with experience, it will cost 8 (current rating x 8'), the same as usual.

Crack Shot: merit 2
If character spends 1 full round aiming, the next round on his innovative he may add his perception to the roll to hit.

Attunement Merit: 6 pts
The character can choose one other type of the five magical materials (not counting their own) that they may naturally attune to without penalty (as on pg.338 of the main Exalted handbook.)

Fast Learner: merit 3
Pick one: attributes, abilities, charms. Training times are reduced by 25% for the selected.

Faster: merit 2
You may move your dex+athletics+12 instead of the normal dex+12.
(Not sure if the move rules have changed, but you'll still be able to add your athletics either way.)

Night Sight: merit 3
Your exaltation has given you night vision.

Poison Resistance: merit 1-3
You can resist even the strongest of poisons. Each point bought grants you an extra dice to resist with.

Self-Confident: merit 7
When you declare that you are spending Willpower for an automatic success on a roll, you do not lose the Willpower unless you fail the roll, due to the strength of your self-confidence. This only comes into effect regarding rolls at difficulty 5 or higher.

Luck: merit 3-5-7
Depending on the level you buy, you may reroll 1-3 rolls per session, taking the second roll.
I'm not sure how we're going to determine "sessions" yet, so keep that in mind when you decide on this merit.

Past Life: merit 3-7
With this merit the exalted gets memories of his past life in dreams or flashbacks. He may remember things like, where hidden artifacts are, an old familiar, allies, or spells, charms and skills that might help him in training.
This is ENTIRELY up to the Storyteller (me). I'll take suggestions... but no guarantees.

Quick Healer: merit 3
Halve the healing times.

Strong Willed: merit 3
Regain 2 willpower per success when rolling conviction every morning.

Nightmares: flaw 2
You have bad nightmares every once and a while, Storyteller should roll conviction while the character is sleeping (as often as every night), should the roll botch, the character suffers a dice penalty equal to his compassion for the day. He may spend a willpower to overcome this penalty for a scene.

Ability Deficit: flaw 2-4-6
You have one less favored ability for each level you take.
This one can be particularly useful if you're creating a one-track-mind type of character. But seriously think it over, the bonuses are hardly worth it, and I don't plan to increase them.

Slow Healing: flaw 2
The healing times are doubled for you.

Vulnerability: flaw 1-7
You have a vulnerability to one of the 5 magic metals. For each level you take, if you wield or wear an item of this metal you get a dice penalty equal to the level, if you are struck with an object of this metal the opponent adds dice to his presoak damage equal to the level.

Unlucky: flaw 4
Once per session the Storyteller can ask you to reroll a roll taking the worse of the 2 rolls.
Remember, I'm not sure how long "sessions" are gonna run. Be careful about taking this one, because if you have it, I WILL be mean about it. It will come at the most inopportune moment. Gotta make it worth those points. Also, you CAN take lucky and unlucky, just ask Sean.

Cowardly: flaw 2
You cannot spend a willpower to add your valor to an attack.

Bad Tutor: flaw 3-6
You had a hard time learning charms at first or a bad tutor. Each level is one less charm you start with.
Don't just take this if you don't understand charms. I would have considered it at one point, and now I'm glad I never had the chance to. Charms are AMAZING!

Child: flaw 7
You exalted real early in life (10-14 years old), due to your young age you are not completely physically developed and no physical attribute may start above 3. No skill may be above 3 (even after freebie points) and you can't start with the Ox-Body Technique. The Storyteller may apply more restrictions.
You'll have to have a really good RPed Exaltation in order to get this. There will be an NPC with this flaw, and I'd prefer her to be the only one, but I will consider others, if for some insane reason, any of you are interested. (I expect not, though.)

Weak Willed: flaw 3
When rolling to regain willpower in the morning, it takes 2 successes to regain one Willpower.

Dual-Nature: merit 7
You have two purposes in life; you can choose two Motivations and regain Willpower when satisfying the requirements for either one (or both of them). These Motivations should be complimentary to one another-this is a Merit, not a Derangement.
Be sure you clear them with me, just like a single Motivation. Also, If you're interested in a Derangement, talk to me.

Gall: merit 2
You've got gall, kid. Add an extra die to any Social roll requiring backbone.

Compulsion: flaw 1 (most)
You have a specific compulsion which may cause you problems. You have to spend a temporary Willpower point to fight the compulsion for a short time.
Talk to me about this one...

Compulsive Speech (aka Big Mouth): flaw 1-2
For whatever reason, you have difficulty sticking to the rule, "If you can't say anything nice, don't say it at all." 1 point makes you talkative and a bit blunt; 2 points makes you a complete p***k.
Be careful about taking this one. Seriously. I'll allow it, but really... I don't want anyone just using this as an excuse to be a complete jerk. This makes you say things without thinking, but you don't have to mean them all the time.

Curiosity: flaw 2
Your incredible curiosity often overrides your common sense. Resisting temptation requires a successful Wits roll, difficulty depending on the situation. A very bad flaw to take with certain evil sadistic Storytellers.

Dark Secret: flaw 1 (most)
There's something about you which you don't want people to know, and it would be very bad if they did (or at least you think it would be). When choosing this flaw, choose a secret. It should be part of your background story, something you're either ashamed of or something that would actually cause problems if openly known. You keep this thing hidden at all costs.
Depending on the severity, I may award additional points. Just clear it with me.

Flashbacks: flaw 3
When under pressure and/or in the presence of something which reminds you of something unpleasant in your past, you flashback to that past event. Whilst in a flashback, everything to you is as it was then.
Clear the flashback with me first. It's already partially debilitating, so it should make sense that it would be.

Hero Worship: flaw 1
You idolize absolutely idolize someone, and disobeying them requires an effort of will (spending Willpower or succeeding a Willpower roll at 5+ difficulty). You also are at +2 difficulty to any roll that may force you to admit/realize that your hero may be in the wrong.
Must choose a SPECIFIC hero.

Inferiority Complex: flaw 1
No matter what you do, by your standards, it's just not good enough. In situations requiring you to take charge and strut your stuff, add +1 to all difficulties.

Intolerance: flaw 1
You have difficulty tolerating a specific thing or type of person. +2 difficulty on rolls involving that thing.
Must be something specific, clear it with me first. (I may add points.)

Lifesaver: flaw 3
You revere all life and will not risking killing someone at all costs. Spend 1 willpower if you do and make a check to be determined by Storyteller dependent on the situation or feel strong remorse. (Not required for an accident.)
It must make sense with your character.

Pacifist: flaw 5
A more extreme version of Lifesaver, you refuse to do any physical harm to anyone for any reason. You cannot kill someone on purpose, but if you do on accident, roll as though it were Lifesaver.
Again, It must make sense with your character.

Masochist/Sadist: flaw 1
You either enjoy pain or enjoy inflicting it on others. In addition to the inconveniences this fascination may cause you, you may also be seen as sick (and, well you are), or even more sick people may use you for your obsession.
ONLY VERY SPECIAL CASES! It is unlikely you will be approved for this one, unless you're playing an NPC. If you're interested, have a very good reason.

Shy: flaw 1
You're not a social butterfly, to say the least. Many social rolls are at +1 difficulty, and if you're the center of attention, all rolls are at +2 difficulty.

Sensation Junkie: flaw 2
You're addicted to sensation, and will do anything to find new means of stimulation. You must roll Willpower to resist taking the opportunity to try a new kick, difficulty depending on the situation.

Common Sense: merit 1
You are full of practical wisdom. A great merit for starting characters, as you may receive advice from the Storyteller regarding how to handle certain situations.

Concentration: merit 1
You are very good at focusing, and modifiers regarding distracting situations can cause you to lose no more than two dice, or have no more than a +2 difficulty.

Time Sense: merit 1You have an inate sense of time, and can with a good deal of accuracy tell what time it is without a watch. In performing feats where timing may be essential (such as certain combat or athletic maneuvers), difficulties may be lowered or dropped.

Amnesia: flaw 2
You have no memory of your past, or at least are missing a significant portion of it. You have the option of taking up to 5 points of extra flaws to be determined by the Storyteller (you don't get to find out about them till you're playing...).
If you wanna be lazy about your background, you can do this. I'll create your background for you in this case.

Overconfident: flaw 1
You think you can do everything even though you probably can't, and you try to prove your belief as often as possible.

Sexual Appeal: merit 3
You have the "******** me" aura, and receive a -2 difficulty on seduction and similar rolls (though this may inspire jealousy in the people who view you as competition). This is a Merit seldom taken seriously in the Chat Rooms, as it's been too often used by players whose intent is seldom gaming...
All related scenes will be "fade to black". Gaia is PG-13 after all. Other than the possibility of misuse, I really couldn't see any reason not to put it in. But it'll require a decent Appearance score before you can qualify.

Culture Knack: merit 3
You have a knack for fitting in wherever you are, and though you may not know them beforehand, you pick up on customs quickly. In appropriate situations, your social difficulties may be lowered, or you may be able to recover from a botched roll with another roll at normal difficulty.

Graceful: merit 2
You are extremely agile and delicate in your movements. -1 difficulty on all Dexterity rolls. Botches will still hurt, but it is possible to gracefully fall down, and you'll die before you look clumsy.

Extremely Educated, Skilled, or Talented: merit 5
You have a large general amount of knowledge, skill, or talent, and have an automatic 1 in the appropriate ability pools. This is an "illusory" level however–if you want to increase your aptitude in a particular ability, you must buy the first dot as if you didn't have it, and then the second.

Well-Traveled: merit 3
You are knowledgeable of the ways of the world from your travels and studies. Once per game session, you can gain an automatic success on a non-magical roll to gain a piece of information. The storyteller may give you extra information that might only be learned elsewhere.
Due to the size of creation, the knowledge will not span the entire world.

Graceless: flaw 2
You always look awkward, no matter what you're doing. +2 difficulty to all social rolls that involve making an impression.

Good Old Boy/Girl: merit 2
You're just a nice person, and people recognize and appreciate that. +1 die on social rolls when interacting with your fellow folk.

Innocent: merit 2
You have an aura of childlike innocence (whether you really are or not). -2 difficulty on rolls involving Subterfuge or Manipulation.

Pitiable: merit 1
You have an aura of child-like-ness/innocence about you, and many have the urge to pity and protect you (unless they're of a Nature that doesn't allow them that sort of thing). This can be helpful, but it may also be annoying.

Airhead: flaw 1
Maybe you have trouble paying attention, maybe you're just clueless, maybe you just look like a flake; no matter what, people don't take you seriously. Modify social rolls as is appropriate.

Craven Image: flaw 1
There's something about you that makes you appear sniveling and "low." In appropriate situations, social difficulties are at +2.

Disturbing Mannerism: flaw 2
You have a habit or character trait which is peculiar, gross, or annoying. You may not even be aware of it-but boy, everyone else is. Difficulties of social rolls are increased at the Storyteller's discretion.
Check with me first.

Isolated Upbringing: flaw 1
Dealing with any community outside the one in which you were raised adds 1 to social difficulties, or reduces your Social pool by one.
Actually relatively common in Creation.

Mistaken Identity: flaw 1
People think you're someone you're not; even if that person isn't bad, it can still cause you trouble if they realize you're not who they think you are.
Definitely check with me on this one, but don't bother unless you have someone in mind (at least a type of person, we can narrow it down if necessary).

Mistreated Minority: flaw 1
You belong to a group or have a trait to which the average person will react badly. This depends a lot on where the game takes place and what kind of people you run into, so check with the Storyteller before you assume you can take this. Yes, if you're playing an openly gay man in a backwoods redneck area, that may cause you problems. If you're playing an openly gay man in a game focused on the New York art scene, that probably won't be a problem.
Of course this needs to be something other than the fact you're an Exalt. That would just be too easy.

Twisted Upbringing: flaw 1
Whoever taught you the ways of your people gave you an incredibly skewed version of those ways, and your faulty beliefs can get you in big trouble...
Even successes on some (social and knowledge primarily) rolls will end up being partial failures.

Hideaway: merit 2
You have a little place somewhere nobody else knows about, fairly well-stocked. If people actively search for it, your ST will roll 2 dice at difficulty 6; at least one success indicates you have not been found. Failure gives them an idea, continual failures, at least four, will indicate that the seeker knows exactly where you live...

Occult Library: merit 2
You own a decent collection of works on arcane lore, and if you have access to it, can lower difficulties/add dice when trying to solve an occult mystery and/or generally learn more about the occult. Having this library doesn't automatically mean you're an occult expert; it just means you have convenient access to some knowledge. Choose the type of knowledge the books concentrate on. There can be other information there, but it is more likely to have information of that kind.

First Age Library: merit 5
This is similar to Occult Library but has general First Age knowledge spanning more than one topic. Books on this subject are very rare, and the owner will be a target.

Double-Jointed: merit 1
-2 difficulty on any roll involving flexibility.

Diminished Attributes: flaw (3)
Take back 3 freebies per attribute point you choose not to spend in character creation; for example, if you're creating Dippy the Wonder Twerp and only want two points to spend in Mental Attributes instead of three, get 3 freebies.

Disfigured: flaw 2
You have an injury or physical defect which makes you perfectly hideous; Appearance trait is automatically 0.

Monstrous: flaw 3
You look like the very devil, maybe literally. Appearance automatically 0, and some people may take your appearance to believe you're connected to some horrible yucky evil thing.

Mute: flaw 4
You are physically unable to speak, and must communicate through writing or sign language (or perhaps telepathy, if you are capable of the skill and are in appropriate company).

Quiet: flaw 1
You're nearly mute, and must be within one foot of a human ear to be heard properly.

Short: flaw 1
You are well below average height, and have difficulty reaching high objects, seeing over things, etc. -2 dice penalty to pursuit rolls. On the up side, you may get bonuses to hiding attempts.

Sterile: flaw 1 (or merit 1?)
You are incapable of reproducing. If you are in a society which expects you to have children (such as if you are Kinfolk), this is a flaw. You may, however, take this as a merit if you practice lots of sex magic or something in which being fertile may actually cause more problems for you than not.
This flaw can be taken, but give no points, if it doesn't really matter in your society.

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