I should write Mass Effect AUs too
Maybe when I will think of those while I’m driving today
I should write Mass Effect AUs too
Maybe when I will think of those while I’m driving today
Today is Saturday (and I am presently in the middle of my Exalted game).
My storyteller is having us do some traveling for our next quest, but hates trying to figure out how travel times work. Exalted has information and a system for this (though I’ve never seen it) but it’s apparently complicated and frustrating.
I have taken it upon myself to open the map, measure out how many miles we’re traveling, figure out our typical speed/hours traveled per day, and finally calculate how long it will take us to get where we need to go (not accounting for things like poor weather/random encounters/difficult terrain).
The first part is easy. You open the map, find point A, find point B then measure with something like a piece of paper the shortest distance between them. Measure the distance on the paper against the map reference (there’s usually one in the corner. The one I use divides Creation up into 500×500 mile squares).
The next part requires a quick google search for typical travel speeds for walking/horses/boats as well as figuring out how many hours you can travel without the need for rest.
The third part is best done with a calculator and maybe some scrap paper.
I hand the figures to the storyteller who figures in time for all the difficult things (rough estimates) and then we go!
Yesterday was Commander Shepard’s (Mass Effect) birthday!
I’m going to babble about my original Shepard below
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Happy Birthday Victoria Shepard.
Happy birthday to the teenager whose life was torn apart when she lost her family on Mindoir.
Happy birthday to the soldier who was the sole survivor of a terrible accident on Akuze.
Happy birthday to the Vanguard who began a dangerous journey when she failed to become a Spectre.
To the woman who sought to save everyone when she could, but did not stand for injustice.
To the woman who fell for a Quarian that she quickly learned she would never have.
To she who made sure that if she could not have her, that she would still be happy.
To the woman who fell in love with the curious minded Asari; and then again for a Drell who had lost his heart.
To she who swore she would cross the endless ocean to see him again.
To she who befriended the Krogan and greeted them like family.
She, who when no one else believed her, always sought to keep the galaxy safe.
Who brought slaves and masters back together.
Who cried as she discovered she could not save everyone; no matter how hard she tried.
She, who promised her best friend that she would wait for him in the event of disaster.
She, who when granted a final decision, chose to finally sacrifice herself for the good of her friends.
One who will live forever in the hearts of those she left behind.
It’s funny that the only thing the party seems to really agree on is that Raj is no better than a child and should not hold any sway in decision making.
Everyone loves the party pony; nobody wants him to be in charge.
Last friday, something came up in D&D that I think is really important, both an a player side and on the DM side, and that’s the position of Party Leader…
Just as a note before I begin: I was the secondary party involved in the mentioned DnD scuffle. I play Salih, the vampire who does what is right (usually within the confines of what she recognizes as law).
Now in Vampire (Vetala) culture in this world everything is heavily laid on tradition. Rules set forth from the beginning sway the decisions you make now because that is what is expected. It’s very much built on a “listen to your elders” and “seek guidance from the teachings of Darah” ((Goddess and creator of the Vetala)) sort of thing.
Now, none of us are really sure, but we think Salih might be the oldest member of the party. We’re not sure mainly because I feel like Vetala have a sixth sense about one’s age relative to their own but they do not keep track after they have grown out of their child state. Salih, more than likely, could not tell you her age but could tell you that she is older than you are. Because of this, she sort of just demands respect.
The other thing I’ve been thinking about, is while Vetala take a major issue with water*, there are still jobs that require the nearby rivers to be traversed. Before settling in as a Wizard, Salih spent her time as a Merchant, often traveling on Vetalan vessels down the river to important destinations for trade. Jobs like hers were seen as incredibly dangerous and also demand a large amount of respect.
However, Salih is not a leader by nature; that is, she’s not one to give direct orders. She makes suggestions she believes hold great weight due to her personal status which get pooled with other, similarly weighted suggestions. From those, with a bigger picture exposed, she will pick one and go with it. In this particular case, she was not able to express her suggestion and thus, the action that occurred was disagreeable and the person who made the poor decision was informed of their grievous error.
But wait, there’s more! Salih would have dropped it at that point. “You made a mistake, I disagree with the decision you made, and you are an idiot for it,” is about the most you will get from a Vetala with nothing personal involved in your decision. Of course, this particular decision ended in a boatload of people exploding (attack on virtue = compassion ((good))) so there was much more screaming involved.
And then Katar went in to hit her.
Let’s be frank. When you are a creature with 10 damage reduction who heals 5 hitpoints every turn you are not afraid of the fishboy and his wooden katana, no matter how many Sla’ad you’ve seen him murder. When you can bend the very reality of the world to your will a man with a wooden sword, an Ikanian no less (Ikanians and Vetala have past grudges), you don’t even flinch. Unless he made a real effort to harm her (-cough- water -cough-) Salih would have stood there and waited for him to tire out. She wouldn’t waste her time on him there.
In her defense, she did end up apologizing. She doesn’t know much about the culture of Ikanians because her people share so little in common with them that, to her, they don’t amount to much. She respects them for their sea-faring abilities to a lesser extent than her own people because Ikanians are just “fish with legs” (and don’t die when they fall overboard).
Part of the point of all of this is that Salih doesn’t recognize Katar as the party leader. Of the party: Katar’s, Rhomadon’s (a Sphinx), and her own opinions and ideas and suggestions all carry weight ((Raj, the centaur’s do not)). She will consider ideas and suggestions thrown out by the two of them; but no one person leads this group brought together only by necessity.
That’s all I wanted to add.
*Like traditional Vampires, Vetala cannot cross running water. Unlike traditional Vampires, Vetala can’t even be on the water without special circumstances. Vetala also treat rain as though it were sunlight for the purposes of weakness. Water in any large amount will kill a Vetala, for Ikan is angry with them (and is a huge jerk). They also hate mirrors.
So I’ve been making posts about Exalted for a while now, because I really enjoy the game and it’s important for me to share it with others; especially considering the books are expensive and hard to find.
I’m not a rules substitute, but I’m hoping interested parties will either go out and buy the books themselves, or find other people who have them so they have someone else to talk about (and potentially play with).
What I would really like to do right now though is see, given what you now know (or heck, what you already knew idc) perhaps we should do some character making practice.
This is a PDF for a Mortal Sheet
Open it up, screen shot it and toss it into Paint, throw it back in my direction and let’s see who you create in the world of creation. I have some helpful tips under the cut!
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If you want to use official numbers for starting characters, they are as follows:
6 dots for primary attribute type
4 for secondary
3 for lowest
((Example: 6 dots between all mental attributes, 4 between social, and 3 for physical))
25 dots for abilities. Maximum of 3 dots in any ability without spending bonus points
No ability can exceed your singular favored ability in number of dots
5 points between all virtues
Virtues cannot exceed 3 without the use of bonus points
Willpower is the sum of your 2 highest virtues
5 points to spend in background
No background can exceed 3 dots without spending bonus points
Merits and Flaws cannot exceed 10 total points ((each merit is worth a specific amount of points))
No free specialties
You get 21 Bonus points to spend on whatever you want, but different things cost different amounts of bonus points as follows:
Extra attribute dots cost 4
Extra ability dots, or buying any dot above 3 is 1 point
Extra willpower costs 2 points
Extra virtue dots cost 3 points
Extra background dots cost 2 points
Merits cost their point number
Flaws add additional points
That should cover it. If you have any questions or concerns while making your mortal please feel free to ask me! I’m happy to help =D
Today we begin to look into each Exalt type as a whole; starting with the simplest Exalts: Solars.
These are the chosen of the Unconquered Sun, the virtuous heroes in the tales of Creation….well….they used to be. Check it out under the cut!
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The Chosen of the Unconquered Sun are framed by their success. Each Solar stands on a foundation formed by facing impossible odds and coming out the victor. At a count of 300 before the Primordial war, these were the army generals whose command tore apart those with power that surpassed the Gods.
These were the grand rulers in the First Age, whose tact and wit and strength kept the Wyld at bay and commanded Creation. The chosen of the Sun, their own bright lights signifying hope and peace. A true Golden Age.
And yet, unknowingly cursed by the Primordials, they were flawed in their design. Each was consumed by the darker side of their virtue, and slowly the Unconquered Sun turned away from them; too ashamed and heart broken to look down upon his fallen children.
In time the Solars found their former friends turn on them as well. Legions of Dragonbloods, guided by Viziers who had forseen the destruction further Solar rule would cause, fought against the Solars. Those who were not able to hide were destroyed, their Exaltations locked away within a prison made of Jade, and sunk to the bottom of the Western Seas.
An age passed without the guidance of the Sun’s children; but there were those that sought to break open the prison. Dark forces, bent on the capture and taint of those souls, pooled their efforts to break open the shell and bring true darkness upon the land.
Though they were successful, the power of the Solar Exaltations proved too much for them to take them all, and those that escaped the darkness made their way for suitable hosts worthy of their power.
Fierce Warriors skilled in all manner of Combat. Singular men who take down entire armies and survive.
Quick Tongued Mediators who can convince even the most dangerous of Creatures into negotiations of peace.
Clever Rogues never seen by those they aim to take from. Hunters and trackers whose strength lies not necessarily in their brute force, but in quick wit.
Genius Scholars who defy the odds and learn things once thought forever lost to anyone but the Incarna.
And Blessed Stalwarts who stand firm against fear and oppression, unafraid to pray to the Sun for help. Those that still draw the eye of Sol Invictus and fill him with hope.
These are the new warriors of Creation’s third age. In the hearts of these warriors is where many of the new tales begin to take root. Each marked by the sign of their new power. Each slowly seeing their greater destiny that lies out before them.
But our heroes have many enemies. The dragonbloods still see them as monsters. Their tainted brothers and sisters are now very dangerous opposition. Creation has become broken and hostile, and the Sun does nothing to help. Their challenges will be many, but they aim to succeed.
After all, they’ve already proven that nothing is impossible.
((A side note: Good doesn’t always mean nice. Heck, some Solars aren’t even good. There are some that would abuse their new powers to take advantage of anyone lesser then them. Sometimes fights have to happen between the Sun’s chosen, and that’s okay. The winner will always be right in the eyes of heaven.))
There’s a flowery introduction to Solars. We’ll get into mechanics next time!
On Fridays I play DnD, Saturdays are all about Exalted, and on Sundays I play FATE.
I’m not going to go into mechanical details, but I have 2 words for you: Pigeon Mafia
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Fate’s setup (or at least this flavor) is based on the Dresden Files series. Our story takes place here in Rochester because it’s better to have a local setting everyone is aware of.
My character’s name is Tina “Tink” Spelling and she’s a member of the local college Hockey Team. She’s aggressive, tough, tiny, and can talk to birds. She doesn’t believe in magic though, so she things her being able to speak with birds is a psychological problem ((however they are useful)).
Her two closest bird companions are a pair of crows named Cecil and Cortez (named after a certain mun in the fantroll community because they are rad). They help her track down bad guys and keep up with things around campus for the purposes of her Public Safety job and her human friends that always seem to get into trouble.
In return for favors from all of bird kind she pays them in food/shiny things/other favors. Sometimes these favors are removing a stray cat from the territory; other times it’s settling a dispute between groups of birds.
Once, it was dealing with the Pigeon Mafia.
Tink is afraid of the Pigeon Mafia, but she has brute strength that the do not. She makes deals and muscles around to keep the Pigeons off campus and out of friendly territory when she can. It’s implied, however, that they’re a dangerous bunch.
I made up the Pigeon Mafia as a joke (based on Animaniacs). My GM has decided they’re a real thing, with the Pigeon Don being a Were-Pigeon. He is going to be a statted enemy. I am excited.
Hello and greetings new followers!
What a pleasure to see you find interest in my blog!
My name is Nova or Bean and I like to blog about Exalted and fantrolls (and sometimes other stuff, I am a human of many interests)
Some important tags are:
#silly things – for all my non fantroll/ooc stuff
#exalted – for all my fun and fantastic exalted talks
#ltae – Let’s Talk About Exalted, my tag for explaining one of my favorite tabletop rpgs
#Nova Roleplays – my rp tag
I also tag by troll
Please feel free to say hello!
Here we wrap up the last of the general basics of Exalted Character creation! Buckle in, it’s gonna be a long ride under the cut!
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Okay, so you have the basics of your character fleshed out now. They’re not the best out there, but they’re just getting started. This is the beginning of their journey. Maybe you have a Physically adept Martial artist who is well known in a small section of the South. Maybe she has a trail of adoring fans who don’t know that, in her free time, she likes to bake cakes. Someone, who perhaps is insanely devoted to their values but can’t say no to the last piece of rare western chocolate. Maybe she has a name and a story and a fleshed out appearance…but what about her flaws?
Or, for that matter, her merits? What makes her stand out?
Mechanically, merits add benefits that go above and beyond regular stats or touch on a part of backstory that makes for a more dynamic and interesting character. Flaws, on the other hand, hurt your character in some way. They subtract dots from skills, or indicate disabilities that could be an obstacle to their duties.
‘But why should I give my character flaws?’
1) It makes for a more interesting and relatable character. It makes you more human (and it makes me want to give you dirty looks much less)
2) It gives you extra bonus points to spend on other cool things! Need more martial arts dots? Take a flaw for the points to grab them. Desperate to learn Occult, but don’t want to readjust your other abilities? Flaws! Forgot to add those dots to willpower? FLAWS!
3) They make the story more interesting! Perhaps you’re on a ship when something big knocks you off balance. You fail to keep your balance, but manage to hand onto the side of the ship. What’s this? You picked the unlucky flaw? Your storyteller turns your success into a failure. The plank you’re holding onto breaks and you crash into the water.
Let’s look at Merits first!
If you’re using the toolkit (see the reference in the Masterpost) Merits and Flaws are buttons in the Background section.
I encourage you to talk with your storyteller to make up your own flaws and merits, but the toolkit has several to pick from.
Listing them all would be tedious, but here are a few of my personal favorites to give you an idea of how merits work:
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Acute Sense (Sense) – For the eagle eye, the super sniffer, the man with ears like a bat! Add a die to perception rolls that qualify (up to 3 separate senses).
Common Sense – Ask the DM if you would know if the decision you are about to make is a good idea. At least one person in the party should have this merit. It will save you a lot of trouble.
Eidetic Memory – Remember that room that actually held the secret to the puzzle you’re trying to solve on the walls? No? Well your character does! You character remembers everything. Poke the storyteller, they have no excuse for leaving out information you should know (because there’s no reason you don’t know it)((unless you’re under stress, then you get to make a roll but you should be fine))
Favor – Someone, somewhere, owes you a favor. Depending on the severity of the merit, you can ask them to do a variety of things for you.
Favored Weapon – Bonus dice when using a weapon you have claimed as ‘yours’ (one you have been using for a long time; family heirlooms are good for this). A character’s lucky sword, is a good example.
Legendary [Attribute] – With proper bonus point spending, any Exalt can be Strength or Appearance or Intelligence 5; but you are no ordinary Exalt (or mortal) You have 1 free extra dot in whatever Attribute you pick when you pick this merit. ((Marian, for example, is Appearance 6 despite being only essence 5))
Luck – Need to avoid that botch? Desperately need to succeed? Your deity of choice is smiling on you today. You get a pool of dice than can be rerolled. Refreshes one point her week or completely between stories.
Past Lives – You remember things, sometimes, from your Exaltation’s previous life ((or hey, maybe from your mortal soul’s previous life)). Useful for Exalts who need to remember things from the first age. Also useful if your previos character died and you want to remember your friends.
Prodigy [Ability] – Works like Legendary [Attribute] but for abilities.
Selective Conception – You only have babies if you want to have babies
Signature Style – Like Favored weapon, but for martial artists who know multiple styles of martial arts
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That is a tiny fraction of available merits. But enough about those. Merits make you powerful, but it is our flaws that make us human (and make the game hilarious.
Favorite Flaw list, ho!
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Amputee – The effect varies slightly depending on which limb(s) are missing, but the effect is interesting and the penalties account for things like prosthesis so that’s ‘handy’
Beacon of Power – Give up your personal pool (motes you can spend without sending a mile high beacon shouting your existence into the air) in exchange for points! ((You still get all of your motes, they’re just all peripheral)) Watch in awe as your Exalt attracts danger from everywhere!
Code of Honor – Your character acts by a code that they cannot break. The more severe, the more points it’s worth. We had a character in the party who could not lie (at all) according to his code….we got in a lot of trouble. It was hilarious.
Diminished Attribute – The opposite of Legendary Attribute. You have fewer dots (note, you cannot have less than one in most cases) ((up to 3)) in your attributes. Usually this depicts some sort of physical or mental issue (like arthritis for dexterity or something).
Enemy – Someone wants you dead, personally. Look out for them.
Obligation – You owe someone else a favor. Expect to be called in on it.
Phobia – You’re afraid of something! You will take penalties when facing it as well as being forced to roll Valor to not flee in terror!
Throwback – If past lives lets you remember things to help you, Throwback is your past you taking over. You are overcome by your past life and do things they would have done until you snap out of it.**
Unlucky – Your storyteller can make you fail rolls. At higher levels of the flaw, they can make your nearby friends fail rolls too.
Ward – You have to keep track of a small individual! Typically a child or an apprentice, someone bound to get into lots of trouble.
**((Example of how this can be a bad thing. Marian is in love with the antagonist: Discord. Her past life (Sherwood) hated this man with a burning passion (to be fair, he screwed us over a lot). Marian’s throwback puts Discord in danger. (Despite the fact that he is trying to help us now)))
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Flaws are incredibly powerful mechanically. The bonus points gained from taking them at character creation can provide powerful boons elsewhere. On top of that, the penalties provided by many flaws is easily overcome with other game mechanics (like charms and stunting). Since this is the case, many Storytellers may forbid taking certain flaws. Ours, for example, doesn’t allow Amnesia or high levels of Dark Secret as she doesn’t feel the cost is high enough for the reward they provide. Check with your storyteller when picking flaws.
But what about weirder things?
Like gills, fins, bizarre allergies, lost senses and hallucinations? Wyld mutations!
Wyld mutations are bizarre and are caused by a few things:
If you have Wyld mutations, you better have a damn good reason.
An important thing to note about Wyld mutations, you cannot use them to gain bonus points. If you take negative mutations, you must balance them with positive ones as well. Be careful, penalties for negative mutations are often more severe. Often times, Wyld mutations are also visible and people will label you as a freak (and prolly try to kill or torture you).
Let’s Finish this with Motivation
Earlier, I touched briefly on intimacies. Everyone has thing and people that they care strongly about. When working towards (or against if it’s negative) an intimacy, there are bonuses that can be gained. They also, in story, give you a reason to do what you’re doing.
But no reason is larger than a character’s motivation.
Motivation is what your character wants to do int he grand scheme of things. A mark of a good Motivation is its level of impossibility. The more impossible, the crazier and more difficult it seems, the better.
Here are a few my group has had:
Kill Chejop Kejak and seize control of Yu Shan/take over the Sidereals
Steal a shadow from the Ebon Dragon
Return Creation to the Glory of the First Age with myself in the lead
Become the God of Axes
Kill and Replace the Unconquered Sun
Smaller motivations are okay too! If you pick something small enough to be achieved, just know that your character has no real direction after completing it. Find a new one at that point, keep growing.
Motivations, Mutations, Merits, and Flaws can all change during the course of play. A character may change their motivation for personal reasons. Encounters with the Wyld may reshape your character’s physical being. They may work hard to gain great strength; or fall prey to accidents granting great weaknesses. It’s up to your character to learn how to deal with everything.
That covers general basics for Exalted character creation. Now I will start getting into different Types of Exalts ((Starting with Solars for the sake of simplicity)). If you have any questions, comments, or concerns, my ask box is always open and I am happy to answer.
Good luck future Exalts!