RolePlay onLine RPoL Logo

, welcome to Exalted: Words of Creation (under construction)

10:07, 20th April 2024 (GMT+0)

Premade Characters.

Posted by ElementalFor group 0
Elemental
GM, 8 posts
Mon 22 Mar 2021
at 23:45
  • msg #1

Premade Characters

The following are five pre-made characters, who all come from the area around the Murmuring Sea.



Mercenary Captain:
Brawn, War, Sword


Educated Slave:
Lore, Awareness, Craft




16, 14, 13, 13, 10, and 8.

quote:
Caste:
Caste Abilities:

Facts:
Origin:
Occupation:
Relationships:

Ability Scores:
Ability Checks: STR , DEX , CON , INT , WIS , CHA
Saves: Hardiness 15+, Evasion 15+, Spirit 15+

Attack 1:
Attack 2:
AC:
Hit Points: 8
Speed: 30ft

Effort: 2/2
Influence: 2/2
Dominion: 0
Wealth: 0

Words:


Gifts:


quote:
Caste: Dawn
Caste Abilities: Gain Terrifying Mein as a bonus gift, and gain +2 on all attack rolls.

Facts:
Origin:
Occupation:
Relationships:

Ability Scores: STR 19 / +4, DEX 14 / +1, CON 16 / +2, INT 13 / +1, WIS 16 / +2, CHA 16 / +2
Ability Checks: STR 2+, DEX 7+, CON 8+, INT 8+, WIS 9+, CHA 5+
Saves: Hardiness 11+, Evasion 14+ (-4), Spirit 13+

Attack 1: Spear +8, Damage 1d10+4
Attack 2: Javelin +8, Damage 1d6+4
AC: 2 (medium armour, shield)
Hit Points: 10
Speed: 30ft

Effort: 2/2
Influence: 2/2
Dominion: 0
Wealth: 0

Words:
Brawn: Your Strength becomes 19.
Sword: Your melee attacks (including your unarmed attacks) count as magic weapons, you cannot be disarmed, and you can summon any melee weapon you have wielded into your hands without using an action.
War: Your Intelligence or Wisdom becomes 16, or 18 if it was already 16+. Troops under your command have a Morale of 12.


Gifts:

Contempt of Distance (Constant, None): When moving towards an enemy, you can travel towards any point in movement range without needing to navigate the route there, so long as there is not an impassible barrier. You can even move into the air, and drop safely to the ground if this gift ceases in mid-air.

Cutting the Crimson Road (On Turn, Indefinite): Against foes of 1 hit die (half your level or fewer, minimum 1), your damage rolls are maximised and read straight. Against Mobs of such creatures, your damage rolls are read straight. Any excess damage against such targets can be applied to a different eligible target within 10ft.

Fists of Black Iron (Constant): Your melee attacks with one-handed weapons deal 1d10 damage, and two-handed weapon attacks, or unarmed attacks with both hands free deal 1d12 damage.

Nine Iron Walls (Instant, Scene): You gain an invincible defence against physical attacks until the start of your next turn. As an Instant gift, this can be when after you would be hit, negating that hit.

Strategic Insight (Action, None): Target a visible group of creatures assembled for military reasons. You immediately become as fully aware of the group's goals and intended tactics as the best-informed leader among them. Thus, if you target an army containing an enemy grand marshal, you might get the foe's full strategic outline.

Terrifying Mein (Action, Scene): All NPC's you choose who can see or hear you must make a Morale check, at -2 if they are lesser foes. If failed, they flee or surrender.


quote:
Heretical Monk:

Caste: Zenith
Caste Abilities: Gain Untamed Will as a bonus gift, and can force dematerialised spirits to become solid in their presence by Committing Effort for the scene.

Facts:
Origin:
Occupation:
Relationships: I stand in opposition to the corrupt aristocracy.

Ability Scores: STR 14 / +2, DEX 13 / +1, CON 18 / +3, INT 10 / +0, WIS 13 / +1, CHA 16 / +2
Ability Checks: STR 7+, DEX 8+, CON 3+, INT 11+, WIS 8+, CHA 5+
Saves: Hardiness 12+, Evasion 14+, Spirit 14+

Attack 1: Unarmed +3, Damage 1d10+2
Attack 3: Javelin +3, Damage 1d8+2
AC: 3
Hit Points: 8
Speed: 30ft

Effort: 2/2
Influence: 2/2
Dominion: 0
Wealth: 0

Words:
Endurance: Your Constitution become 16, or 18 if it already 16+. You do not need to eat, drink, sleep or breathe.
Medicine: Your Constitution becomes 16, or 18 if it already 16+. You gain an invincible defence against disease and poison, and can diagnose these afflictions on sight.
Presence: Your Charisma or Wisdom score becomes 16, or 18 if it is already 16+.

Gifts:

Banner of Passion (Action, Indefinite): All NPC's who can see or hear you are affected by a strong emotion of your choice, directed at the target of your choice. Worthy foes can make a Spirit save each round to throw off the emotion. The emotion will last until a day after the Effort is reclaimed.

Body of Iron Will (Constant, None): Your AC becomes 3, but cannot be improved by shields or armour. You are immune to nonmagical environmental damage or threats.

Defy the Iron (Instant, Scene): Negate any one instance of physical damage you would suffer.

Merciful Gaze (Action, Special): You heal 2d6+1 (level) damage to a target. The target must Commit Effort for the day (those without an Essence pool are assumed to have 1) to benefit from this healing.

Untamed Will (Instant, Indefinite): You gain an invincible defence against anything that would affect your mind without your consent. As an Instant gift, you can use this after being affected by such an effect.


Strife of the Earth Dragon:

Avalanche Stride (On Turn, Scene): You cannot be knocked down while standing on earth or stone, and can traverse these surfaces regardless of the angle. At the end of each round where you stand upon earth or stone, you can create a tremor that deals 1d8 damage to all foes within 10ft. As an area attack, this damage is rolled straight against Mobs.

Load Bearing (Instant, Indefinite): You cannot be crushed by weights that are not direct attacks. When carrying even impossible weights, you can use your action to move half your speed, carrying the weight or pushing through the rubble as appropriate.

No Walls Stand (On Turn, Scene): Your attacks ignore stone and metal armour and shields used by enemies. Enemies who rely on these protections are usually AC 9 without them.

Rocks Fall (Constant, None): Your unarmed attacks are treated as magical weapons that deal 1d10 damage. You can strike man-sized holes in earth or stone.


Born to a peasant family upon the Blessed Isle, you joined the monastaries of the Immaculate Order to pursue your spiritual calling, attracted to the examples of Pasiap--in Immaculate theology, the Dragon who taught civilisation to humankind after the Anathema were destroyed.

You learned the martial and healing arts alike. Dispatched to the mission in the gilded city of Ophyria, you came to experience life outside the monastary. And it was a shock to the system, as you witnessed the cruelty and viciousness of life in the Threshold....and as time passed, you could no longer quell your conscience with regard to the Dragon-Blooded. You saw first-hand how the Exalted, the people you had always been taught were the most enlightened of beings, could be just as decadent and cruel as any barbarian. And though you tried to tell yourself that you were bringing enlightenment and spiritual perfection to the unworthy, things reached breaking point when you threw yourself between a Dragon-Blooded and the hapless slave they had been about to strike down for some minor offence and pleaded for mercy.

Flogged and exiled in disgrace for your heresy, you wandered the desert, lost in despair. But one day when you meditated, seeking some kind of guidance, the sunlight became welcoming rather than harsh, and a voice spoke to you, saying "Child of Earth, you need no guidance, for you already know what is righteous. You have the courage to question lies and to challenge the mighty, now I give you strength to act upon that. Go forth and act upon your convictions." And with the power of a Solar Exalted burning within you, you returned to civilisation, on a mission to overthrow the corrupt and bring justice to a world which sorely lacks it.


quote:
Escaped Slave:

Caste: Twilight
Caste Abilities: Gain Subtle Eye of Knowing as a bonus gift, halve the damage from instantly casting sorcery, and when quickly casting sorcery, it is not disrupted if they take damage.

Facts:
Origin: You
Occupation: You maintained the library of your sorcerer master, learning
Relationships:

Ability Scores: STR 13 / +1, DEX 14 / +1, CON 13 / +1, INT 18 / +3, WIS 16 / +2, CHA 10 / +0
Ability Checks: STR 8+, DEX 7+, CON 8+, INT 3+, WIS 5+, CHA 11+
Saves: Hardiness 14+, Evasion 12+, Spirit 13+

Attack 1: Staff +1, Damage 1d8+1
AC: 2
Hit Points: 9
Speed: 30ft

Effort: 2/2
Influence: 2/2
Dominion: 0
Wealth: 0

Words:
Awareness: You cannot be surprised. Your Wisdom score becomes 16, or 18 if it was already 16+
Craft: As an action, you can create an object if you have appropriate materials to hand. Your efforts on crafting or building projects are as effective as 100 normal workers.
Lore: Your Intelligence score becomes 16, or 18 if it was already 16+


Gifts:

Corona of Fury (Action [smite], Scene): You unleash a sorcerous attack of some kind, which might be a spray of icy needles, a firebird which flies towards the enemy and explodes, or a shower of razor, winged obsidian butterflies. You deal 1d8 damage (1d8 per 2 levels) in a 20ft area. As an area attack, this deals straight damage against Mobs.

Echoes of the Past (Action, Scene): Choose a time or event that occurred in your location. You witness the period or event as if you were there.

Faultless Repair (Action, Special): You can repair any damaged object or substance up to a 10ft cube per use, restoring it to full functionality. If used on magic items, you must commit Effort for the scene.

Immediate Foresight (Constant, None): Your AC becomes 3, which cannot be improved by armour or shields, and you cannot be surprised.

Spirit-Vanquishing Approach (Action, Indefinite): You may see, hear, or otherwise sense immaterial creatures.  You may interact with those beings as if they were material (allowing you to attack them), if you wish.  If one of your attacks would reduce a spirit to 0 Hit Points, you may permanently and utterly destroy that spirit. Spirits that sense you instantly recognize that you have bound this gift.

Subtle Eye of Knowing (On Turn, None): You can identify any magic active in the area and know its general function. You can also identify any practitioners of magic on sight.

Terrestrial Circle Sorcery (special): You can cast Terrestrial Circle spells, and know four from learning this gift. You can gain new spells that you find written down or learn from a mentor, requiring a week of study for each one. Casting a Terrestrial spell slowly takes 1 hour. Casting it quickly takes 1 full round, and requires you to commit Effort for the scene. Casting it instantly requires you to commit Effort for the day, and deals 1d6 damage to you.


Terrestrial Spells:

Demon of the First Circle: This spell cannot be cast quickly or instantly, and requires an uninterrupted ritual from sundown to midnight. At the conclusion of that ritual, a first circle demon from Malfeas appears before the sorcerer. The demon may be given a single assigned task with a defined endpoint, or bound to a year of service.

Emerald Countermagic: The caster dispels a single Terrestrial Circle spell and / or all mortal magic invocations within 30ft of a point. Dispelling a sorcery spell causes 1d10 damage to the dispeller.

Mists of Eventide: The caster exhales pearly mist that spreads in a 10-yard radius from a point within sight. Those in the area (up to a Large Mob) fall asleep until the sun has set and risen or until they take damage or someone uses an action to shake them awake. Worthy foes can make a Hardiness save to resist sleeping.

Stormwind Rider: This spell wraps the caster and a few allies in a small whirlwind that moves overland at up to 100 mph, lasting as long as the caster maintains it.  While these winds form a barrier against small nonmagical projectiles, if the caster is struck, it counts as an interrupted spell causing the caster and all his allies to fall.


quote:
Caste: Night
Caste Abilities: Night Caste: Gain Veiled Step as a bonus gift, can purchase Walking Ghost for one gift point, and can commit one more point of Effort in any scene without it counting towards Incandescent Power.

Facts:
Origin:
Occupation: Tomb robber and scavenger of ancient ruins.
Relationships:

Ability Scores: STR 13 / +1, DEX 18 / +3, CON 14 / +1, INT 13 / +1, WIS 16 / +2, CHA 14 / +1
Ability Checks: STR 8+, DEX 3+, CON 7+, INT 5+, WIS 8+, CHA 7+
Saves: Hardiness 14+, Evasion 12+, Spirit 15+

Attack 1: Bow +4, Damage 1d8+3
Attack 2: Shortsword +4, Damage 1d6+3
AC: 3
Hit Points: 9
Speed: 30ft

Effort: 2/2
Influence: 2/2
Dominion: 0
Wealth: 0

Words:
Archery: You never run out of ammunition. Your ranged attacks count as magical weapons, and never hit unintended targets. You can summon every ranged weapon you have ever used to your hand as a free action.
Athletics: Dexterity becomes 16, or 18 if it already 16+. You cannot be surprised.
Larceny: Dexterity or Charisma becomes 16, or 18 if it already 16+.

Gifts:

All-Encompassing Presence (On Turn, Indefinite): Twice during your turn, as an On Turn action, you can instantly travel to within 100ft of your current location, so long as you could have plausibly moved to that place under your own power.

Bolt of Invincible Skill (Instant, Special): You always hit unaware or inanimate targets with ranged attacks. You can Commit Effort for the scene to cause your next attack to hit on a 2+ and deal maximum damage.

Feathered Tempest (On Turn, Indefinite): While the Effort is committed, you always hit lesser foes with ranged attacks and can allocate any excess damage to other targets in range.

Master of the Key (Instant, Special): You can unlock any mundane lock, trap, binding or seal as an Instant action. Commit Effort for the scene to defeat a magical example of those things, including entirely mental ones. You can use this gift even if you would normally be helpless.

Veiled Step (On Turn, Indefinite): Lesser foes will never detect you so long as you stay out of their immediate vicinity and do not draw attention. Worthy foes can make a Spirit save if they would have a chance to detect you.

Walk Between The Rain (Constant, None): Your AC becomes 3, and you cannot be hit by objects not used as an intentional attack or trap.


quote:
Merchant Prince:

Caste: Eclipse
Caste Abilities: Gain Untroubled Passage as a bonus gift, and can supernaturally enforce a bargain or promise someone freely makes with them or which they witness (the target will be aware of this enforcement, and the Eclipse’s anima immediately activates at the glowing level). If they break it, they immediately know of this and can instantly take one action as if they were standing next to the oathbreaker, which they cannot dodge or resist, and with any damage roll having maximum effect. Characters with the Deception word or similar powers can make a Spirit save to prevent the Eclipse becoming aware of the breach.

Facts:
Origin:
Occupation:
Relationships:

Ability Scores: STR 10 / +0, DEX 13 / +1, CON 13 / +1, INT 16 / +2, WIS 14 / +2, CHA 18 / +3
Ability Checks: STR 11+, DEX 8+, CON 8+, INT 5+, WIS 7+, CHA 3+
Saves: Hardiness 14+, Evasion 13+, Spirit 12+

Attack 1: Dagger +2, damage 1d6+1
Attack 2: Thrown Knife +2, damage 1d6+1
AC: 5 (medium armour, -4 Hardiness)
Hit Points: 8
Speed: 30ft

Effort: 2/2
Influence: 2/2
Dominion: 0
Wealth: 0

Words:
Bureaucracy: Intelligence or Wisdom becomes 16, or 18 if it is already 16+. You know when someone not bound to the Deception Word makes a bargain with you in bad faith.
Navigation: You always know your location, never lose your way to a destination you have visited, and do not need to rest or eat while travelling.
Socialise: Charisma becomes 16, or 18 if it is already 16+. You can communicate with any intelligent creatures even if you don't share a language.

Gifts:

Deciever's Unblinking Eye (Constant, None): You always know when someone lies in your presence, and you see through mortal illusions and disguises.

The Golden God's Hand (Action, Indefinite): Choose a Faction of up to Power 1 (half your level, rounding up). While the Effort is committed, you can either give them a Feature of your choice related to wealth and prosperity, or suppress a similar feature they already have. This Feature can be used to defend in relevant conflicts, but cannot be sacrificed in a loss. The effects of this Gift take around 1 day to manifest.

Implacable Steed & Ship Style (Constant, None): You automatically succeed on all checks to drive,  operate, and maintain riding animals and vehicles. While traveling, your mount or vessel gains 15 hit dice, a base AC of 3, and quadruples the cargo or people it can carry.

The Lines of Rule (On Turn, Special): You always recognise the true leader of any group you observe. In addition, you may Committ Effort indefinitely to cause a group of lesser foes to obey as they would an acknowledged superior. Affected creatures can make a Spirit save if circumstances or other people draw attention to their strange behaviour.

A Truth That Burns (Action, Scene): Choose a visible target, and immediately learn the fact about them or their plans that they would least want you to know. Worthy foes can make a Spirit save to keep their secrets.

Untroubled Passage (On Turn, Indefinite): When travelling, you and your companions will not be hindered by weather or ranomly encountered creatures or enemies. Worthy foes in your path make a Spirit save to prevent you evading them.

This message was last edited by the GM at 22:52, Tue 30 Mar 2021.
Elemental
GM, 12 posts
Sat 17 Apr 2021
at 15:59
  • msg #2

Premade Characters

Everybody Wants To Rule The World: A Guide To Dominion & Influence

Exalted will inevitably seek to change the world. Dominion and Influence allow them to impose their will upon the world, guaranteeing that the changes they wish for will come to pass. The nature of the changes a character can accomplish must be justified by their Words and Gifts.


1: Determine the base cost, based on the extent of the change.

1: Village, a few square miles, up to 1000 people.
2: City, ten square miles, 100,000 people
4: Province, 1000 square miles, a million people
8: An entire nation, 100 million people.
16: All of Creation.


2: Increase the base cost if powerful beings in the area or group being affected oppose the change. If there are multiple such opponents, increase the cost based on the most powerful one, +1 for each other opponent.

+1: Mortal mage or hero, ghost, God-Blooded, First Circle Demon
+2: Minor god or elemental, Dragon-Blooded, Fair Folk commoner
+4: Strong god, experienced Dragon-Blooded, Fair Folk noble
+6: Mighty god or Elemental Dragon, Celestial Exalt, Second Circle Demon
+8: Incarna, Veteran Celestial Exalt, Third Circle Demon


3: Multiply the cost, based both on how radical the change is from the status quo.

Plausible (x1): Train a group of peasants into skilled warriors. Build water purification or sewage systems to improve public health. Abolish slavery from a society where the custom is marginal or widely disliked.

Implausible (x2): Train a group of peasants into elite warrior monks. Institute a wide-ranging network of healers and clinics. Abolish slavery in a society where the ruling classes profit greatly from it.

Impossible (x4): Transform a group of peasants into mutant beast-warriors. Plant an orchard of enchanted trees, the berries of which cure the illnesses and adictions of people who eat them. Abolish slavery when it has been a central element of a society for hundreds of years.


An Exalt will always be aware of the total cost of any change before they commit to it. A character can fund a project with both Influence and Dominion, and can replace invested Influence with Dominion to make a change permanent. Multiple characters can cooperate on a project, pooling their Influence or Dominion.


Influence vs Dominion: Dominion is permanently spent, but the changes it causes will usually be self-sustaining unless an outside force works to undo them. Influence represents the active attention of the character, with them spending at least some of their downtime to maintain it. It can be re-allocated at any point, but if the Influence is withdrawn, things will return to the status quo as much as possible--the soldiers will neglect their training or split up, the dam will fail due to lack of maintenance, the slave trade will be reinstated or go underground, etc. As a result, Influence is most useful when a temporary fix is needed to deal with a temporary problem, or until the character can enact a more lasting change.
This message was last edited by the GM at 00:03, Sun 18 Apr 2021.
Sign In