Today we’re going to try and finish up character basics, beginning with Backgrounds (Story things). From there I’ll touch on specialties, willpower, and virtues before ending with Essence. Then we can start really looking into the types of Exalts and perhaps try making a character!
Get ready to read, under the cut!
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Backgrounds are not a topic typically covered under other RPGs I’ve played. There is no good DnD counterpart for this, so let me explain.
Backgrounds reflect parts of a character’s backstory that they can either call upon or that have influenced them. Artifacts, which include magical weapons and armor, are the most physical example. You cannot have an artifact at the start without enough dots in the background.
Less physical artifacts are things like Contacts, or Reputation. Things that you can call on without them necessarily being there.
Here is a comprehensive list of backgrounds (which I believe are non exclusive).
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Allies – close friends and trusted companions who are better than extras. This includes other Exalts, small gods, fair folk, or other magical beings as well as powerful mortals. They make good roleplay tools (but they might ask for favors)
Arsenal – Large quantities of powerful (artifact or thurmaturgical) weapons, armor, etc. ((My Storyteller doesn’t allow this background)) Warstriders (giant robots) are sometimes included here.
Artifact – Magical weapons, armor, or accessories. Remnants of the first age that are crazy powerful and must bond to their owner (via committing motes). Most Exalts (in my experience) start with something in this background
Backing – dots here represent standing in an important organization. This can give a character prestige, give reasoning for having lots of money, or provide the storyteller with a reason to make you do things (it’s your responsibility/job). Likewise, you can use your organization to your advantage (like getting a fellow guild member’s information for an investigation)
Contacts – You’ve got friends in low places. You know a guy. you can get info about things from people you’ve connected to….for a favor, of course.
Cult – There are people out there who actually worship you. Exalts with this background regain motes and willpower faster. Solars should be careful, however, as Dragonbloods go out of their way to kill Solar cults.
Face – This background denotes fame in the Martial Arts world. You are an impressive fighter and have gained attention because of it. Unless an Exalt was already an impressive martial artist as a mortal, they most likely will not start with this background. Two martial artists (on ‘equal’ footing (mortal vs mortal, exalt vs Exalt) facing each other can compare their Face value. The person with the higher Face may add their dots here in bonus dice against their opponent (provided their opponent is aware of their fame). ((Feel free to ask more questions on this one and I will see if I can explain it better.
Familiar – Everyone loves animal friends. The more dots here the more exotic or intelligent your fuzzy (or scaly) friend is. A familiar draws essence from their master, and won’t die of age until their master does.
Followers – Personal assistants, butlers, devoted acolytes, etc. These people are devoted (maybe even worship you). Unlike Allies, these guys are typically extras and are never Exalted. Each dot gives you x amount of followers, but be careful You’ll need other background dots to really support them.
Influence – An Exalt’s political power. People pay attention to you for one reason or another. They listen, maybe do favors for you, or just support you…politically. More dots increase range of influence.
Inheritance – People born of Exalts are called half-castes, and are often more powerful than the average mortal. This background adds a little umph to that idea, putting real power from one’s parents on the sheet. There’s lots to this one, so ask if you need more information.
Intelligent Warstrider Ally – This background requires 3 dots minimum. If you find a storyteller who lets you take this, let me know, I’ll bother telling you about it then.
Manse – Most storytellers don’t let an Exalt start with this background, but it’s one that one could easily (well…not easily) pick up later on. A manse, in simple terms, is a big palace built in a special manner where the magic of creation is most concentrated. An exalt who claims this place as their own recovers motes super fast, and gets a hearthstone (a nifty magic rock that does something specific and helpful). It’s crazy useful.
Mentor – Someone who guided your exalt after they exalted. Most solars tend to not get this advantage, but it seems like a good choice for Lunars. A mentor can likely be called upon in times of trouble, provided you can find them.
Panoply – I am going to admit I have never seen this one used. According to my resources, it represents access to magical objects? This one is tricky…
Resources – How much money, in creation does your character have? Enough to own a nice house and feed a family of four meat, five days a week? Are they forced to live alone in a tiny shack? The advancement for this gets out of hand really quickly. A Resources 5 character can buy most anything they want, out of pocket. ((Including a legion of soldiers)) This also means your character has a job, allowing him or her to keep making this money.
Oftentimes, quest rewards will consist of ‘Temporary Resources’ which are not added to the background, and once spent are gone.
Savant – How much knowledge one has regarding the first age. Savant dots can be added to lore checks regarding the first age, and craft checks regarding fixing or building first age artifacts. Nine times out of Ten, only a Sidereal will have this knowledge. If you are not a Sidereal, and have this knowledge, then think long and hard about how your character got it.
Workshop – Items made from magical materials (as well as magical materials themselves) must be honed in impressively impossible places. Forges where the fire is made of lava, super heated with specific mirror arrangements guiding down the light of the sun, as one example. More than likely, you will not start with this background. Many of these places are gone since the first age, and making one is no cake walk.
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Now, some Exalt types have Backgrounds that others can/do not have. Dragonbloods, for example, have a background called Breeding which indicates an intrinsic power level based upon their parents Breeding levels and directly influencing any children that Dragonblood may have. I’m not going to cover this presently, ((but if anyone wants an in depth guide to Dragonblood breeding please drop a note)).
Any Exalt specific Backgrounds will be covered in the covering of that Exalt. For now, these are the important ones.
Specialties
This is quick and easy. Specialties are extra dice you get to role under specific circumstances (Things you specialize in).
Example: Marian, my current Night Caste Solar, has a 3 dot specialty to Integrity (mental defense) against people she has slept with. As well as a 2 dot specialty in Thrown as long as she is attacking from cover.
For starting characters, you get 4 dots to play with with a maximum of 3 dots in any one specialty. Be careful, your storyteller might be picky about what is and is not too broad to be considered.
Willpower, Virtues, and Essence
Essence, with a big ‘E’, refers to the overall power level of your Exalt. It should be kept in mind, that this follows the same 1-5 scale we mentioned previously, sort of.
Mortals are Essence 1, with minimal exception. Exalts start at Essence 2 (or 3 if you decide to spend bonus points here).
Increasing your Essence is expensive, but well worth the investment. Certain charms (magical things) can only be purchased at higher Essence levels. Essence (big E) also influences your usable essence (little e) or mote pools (which are needed to use most charms). Some charms even do damage or have abilities that depend on your essence. So, two exalts could have a charm that adds Essence damage, but the 5 Essence exalt will do more damage than the 3 Essence exalt.
Willpower also influences your essence. Willpower begins the game scaled from 1 to 10. Permanent dots represent a person’s mental stability and the base willpower is a combination of the two highest virtues (typically putting it at a five to a six). Additional points of willpower can be bought with bonus points or experience, but Willpower is likely the most expensive thing to but in the whole game.
If an attack affects your willpower, the dots are only lost temporarily and can be regained after a few nights of rest. However, should you lose all of your willpower you can no longer say no to demands of others. You have to do what people tell you. ((My group calls this ‘sammich mode’ because theoretically the bad guy could tell you to go make him a sandwich and you would have to do it.))
The other big thing to remember about willpower is that is incredibly useful for social defense. You can use it to suppress supernatural influence (bad guys using magic to get you to do things you don’t want to do), though the cost can be rather high. It’s also necessary for using multiple charms on a single attack or to use some charms at all. Take away message: Spend all of your bonus points on Willpower or you will hate yourself.
Did I mention Willpower without mentioning Virtues? Silly me.
Virtues are who you are as a person. They influence not only your overall willpower, but:
- How you react in a dangerous situation (Valor)
- How well you resist temptation (Temperance)
- How much you care for others (Compassion)
- How driven you are in pursuit of your goals (Conviction)
These, once more, fall on our scale from 1 to 5 but always start at 1. Compassion influences how many intimacies ((people or concepts that are important to you in either a positive or negative light)) you are allowed to have. Sometimes, attacks or in game actions will require a virtue to be rolled. Recovering willpower, for example, requires a successful conviction roll; while killing another individual requires a failed compassion roll ((unless you’re an abyssal, then you have to roll a successful Temperance to not kill them)).
I hope we’ve had a lot more to think about with this post. I’ll call it for now, but stay tuned for our next post on Merits and Flaws (with Wyld Mutations) as well as a final touch on Motivation. Then, we should be done with everything outside of charms (which will be covered briefly in their own post and then more in depth in regard to each Exalt type).