Showing posts with label exalted. Show all posts
Showing posts with label exalted. Show all posts

Sunday, March 24, 2019

Character Creation: Exalted 2nd Ed

Rare is the day that I have literally nothing demanding my time and attention, but today is such a day, so I shall take advantage of that to make a character for a more complicated game. To wit:

The Game: Exalted 2nd Ed
The Publisher: White Wolf Publishing, back before the sales and mergers and Onyx Path and so on
Degree of Familiarity: None with this edition. I played 1st edition for a good long while
Books Required: Just the one, and I don't have any sourcebooks or anything anyway. I only have this PDF because it was in a bundle on DT

 
Exalted and I have something of a fraught history, less to do with the game itself and more to do with things going on in my life when I was playing it (and, on one terrible occasion, writing for it). All of my at-the-table experience is with the first edition, and I know that this edition gets a lot of flak, but it gets that flak from people with personal stakes in hating it, which, like, I'm so fucking done with this bullshit. Just play the games you like.

No soapboxes today, I promise. Let's get to it.

I've made two Exalted characters for this project, a Solar (1st Ed) and a Lunar (also 1st Ed). Oh, and I have an editable character sheet, thank the maker.

OK, so having skimmed through the Setting chapter and refreshed myself on what's basically happening with Creation, it strikes me that Exalted isn't so very different from a lot of long-winded fantasy games I've read. Starts with a lot of history, continues with a basic outline of the world, and so on. What makes the difference is that a) it's fairly well-written, so the eyes don't glaze over as easily and b) while the history is there, the focus is generally on what's happening now and how it's interesting and useful to the table, which means it's less "10,000 years ago, two gods arm-wrestled!"

In any case, the character creation process outlines six principles to keep in mind, most of which are pretty obvious to experienced players, but there are a couple (namely, your character is just starting out as an Exalt, but your character is a fucking demigod with all the epic potential that implies) that I'm really glad they included.

Anyway, Step One is, as usual, Concept, which I don't really have. I usually find it fun to think about where the character is from, and I'd like to do something different. I've played characters from the east (my Haltan Eclipse caste), the west (my sorcerer from the islands), and south (the zenith caste from Gem that I made for this project...10 fucking years ago). Never made a character from the north, and I've never made one from the Scavenger Lands, so maybe I'll read those sections real quick and see if anything inspires me.

Reading through the section on Great Forks, I kinda like the idea of playing someone who had his world completely upended by the Exaltation. Great Forks is interesting; it's described as one of the most enlightened cities in Creation, but its economy runs on slavery and drugs. I think my character ran a "pleasure parlor" call the Beehive - it's where you go to get honey, honey. He was the proprietor, made sure everyone was happy and drugged and that the slaves were tending to people (not that way, there are employees for that), and he never really thought much about the concept of people-as-property, and then he Exalted and suddenly he was "Anathema" rather than a person, and that shook him up.

That's a pretty good start for a concept. I like the idea of being on the run either in or from Great Forks, but that's something I'd have to deal with more with a group. What's next? Oh, caste, probably. Hmm. Well, not Dawn or Zenith, definitely. I feel like Twilight doesn't quite fit, either. I think I'll go with Night. I can see this guy being spy-like and sneaky (which, yes, is on-brand for how I like to make characters, so I'll be on the lookout for something interesting).

Next thing is Motivation (which I think must be something that was added for this edition because I don't recall it in 1st). It's meant to be something epic, and one of the examples they give is "end slavery in Creation." That actually makes a lot of sense for this guy, considering his history, so I think I'll co-opt that one.

OK, then, Step Two: Attributes. Standard Physical/Mental/Social distribution, 8/6/4 (although nowhere in the "allocate Attributes" section character creation are the digits written, so I had to read the paragraph looking for the words "eight" and "six" like some kinda weirdo).

Well, based on my guy's background I think I gotta go with Social/Mental/Physical. I'll put four into Charisma and just max it out, and split the other four evenly in Manipulation and Appearance (ugh). For Mental, I'll put two into Perception, three into Wits, and the last one into Intelligence (this guy got by on charm and cleverness more than learning and problem-solving). Finally, four dots in Physical. Y'know, there's really no point in doing anything other than putting two into Dexterity and splitting the other two between Strength and Stamina, since Dex is very much the uber-trait here.

Step Three: Abilities. These really should be called "Skills", but it's an OWoD holdover. Anyway, I get five Caste Abilities (Athletics, Awareness, Dodge, Larceny, and Stealth) and then I get to pick five more to be Favored Abilities. Cool.

OK, well, I need a combat Ability, and the best way to make this decision, I've found, is to think about what kind of fights one's character will look amazing and magical in. I actually don't want to do Thrown, shocker, I know. I see this guy as doing kung-fu like stuff, very fast and fluid snake-style, so I'll take Martial Arts as a Favored. I want the social stuff, so I'll take Presence and Socialize, and then I figure with this guy's background in drugs and sex, Medicine isn't a bad idea. One more. Hmm.

I'm tempted by Bureaucracy and War, for similar reasons. You figure that, to accomplish his goal of ending slavery, he's eventually going to have to see a battle or war for the freedom and change the law of the land(s). So the question is, which approach is he going to take? I think I'll go with War, actually, as the fugitive former sex/drug palace proprietor becomes a general (someday, far in the future).

OK, now I get 10 dots to throw into Favored or Caste Abilities, and a further 18 dots to spend anywhere. I can't go over 3 dots right now (though I can and probably will with freebies).

Let's start with the obvious stuff: three each into Martial Arts, Dodge, and Socialize, and then one into Stealth and that takes care of my first 10. For the rest, I'll put three into Presence, three into Athletics (you're stupid if you don't!), two more into Stealth, two into War, two into Medicine, two into Integrity, one each into Bureaucracy, Awareness, Larceny, and Linguistics. That'll do it for now, but I'm sure I'm putting some bonus points in here.

Step Four: Advantages. Here's where the complicated shit happens. First off, I get 7 dots in Backgrounds, but again, I can't go over 3 dots right now. I want this guy to be on the run with basically just the clothes on his back, so let's see what that'll get me.

Wow, a lot of these aren't really appropriate. OK, let's do this. I'll take a Familiar at 3 dots. Great Forks is full of small gods and spirits and so on. I'll hold off on deciding exactly what my Familiar is until I've spent my bonus points, in case I decide to raise the rating. I'll put three into Contacts - not everyone that my guy knew is itching to have him executed, and he has dirt on a bunch of them.

One more. OK, y'know what, I'm gonna say this guy is still in Great Forks. He's hiding, he's lost the Beehive, but he discovered a demesne in a secret, underground grotto. I'll put my last dot into Manse, giving me a level-2 demesne.

Charms! I get 10, half of which need to come from Favored or Caste Abilities. And of course they have pre-reqs, which means I may need to bump shit up with bonus points. Let's check it out!

Oh, lord, they complicated the actual hell out of this system, and it wasn't simple to begin with. Like, I'm sure it all works fine in play, but man, I don't think I could assemble a five-player group of people I know that could get into this.

OK, we start off with Excellencies, which are just Charms that you can buy for any Ability that allow you to add dice, add successes, or reroll failed dice. Why would you bother with the one that adds dice when you could use the one that adds successes? Ah, because it's cheap to buy dice. Hmm.

Well, I'll buy Second Dodge Excellency because I want to be able to purchase successes to get the hell out of the way. I'll buy First Martial Arts Excellency to make myself more awesomer at Martial Arts in a simple way. Now let's get on to the good stuff.

Martial Arts! Snake Style is included in the book, so shit, let's do that. I start with Striking Cobra Technique, and I don't want to go too deep into the tree, but I want a couple more. Well, I'll just take Serpentine Evasion for now. I kinda want Snake Form, but it'll involve raising my Essence and I want to look at other Charms.

The War ones are cool, but I don't see them as appropriate for this guy yet. What the shit is up with the Presence ones? They're all Essence two or more. That's ass. I'm supposed to buy Ox-Body Technique, but as I mentioned when I did a 1st Ed character, if a character isn't viable without a trait, it should come standard (plus I don't have any Resistance anyway).

OK, it's becoming increasingly clear to me that I'm gonna need to boost my Essence. Blah. Fine. 7 bonus points to do that gives me 8 remaining. Feh.

I want Flawless Diagnosis Technique and Ailment Rectifying Method; I see this guy as getting the other Medicine Charms someday, but start off with the basics. I also want to save some slots for Night stuff.

And here we go! Athletics! My favorite! Graceful Crane Stance, most definitely. Feather Foot Style seems appropriate (means I have to bump up my Athletics, but I was gonna do that anyway, so I'll spend a bonus point and go to Athletics 5).

This character sheet has nine Charm slots in a column. Could we really not fit 10? Weird. Anyway, two more.

Ooh, I like Flawless Impenetrable Disguise, but I need an Excellency for it. Fine, I'll take Third Larceny Excellency so I can take Flawless etc etc. Oh, shit, I only have Larceny 1. I'll spend 2 bonus to bump it to 4, and take my Stealth to 4 while I'm at it.

That's all my Charms, though I could in theory buy another one with bonus points. What's next? Virtues! I get 5 points to divvy up.

Well, I'm thinking Compassion might be this guy's big one. If I spread these out more or less evenly, I get Compassion 3 and everything else at 2. I'll say that Compassion is the root of his Limit Break. His Limit Break is...let's see. I think Compassionate Martyrdom works nicely.

And now I'm at Step Five: Finishing Touches! Whee! I get 5 Willpower, that's easy enough. I get as many as three Intimacies - just things I care about. I'll take the Beehive as one, and my Familiar as another. I'll leave the third one unspecified, and it doesn't matter anyway because there's no slot on the sheet for these (bad design!).

Essence - oh, wait, shit! I start with 2, not one! Callooh-callay! That gives me 7 bonus points back. Nice. I start with 11 Personal Essence and 28 Peripheral (unless I raise something). Health levels, I get the standard 7, because I don't have Ox-Body, which might stupid but I don't care.

OK, so, gotta do bonus points and then finalize a bunch of stuff. Cool. I now have 12 bonus points left. Let's do Abilities first. I'll bump 5 in there and raise a bunch of shit (I like having 5s in my important Abilities; I'm a goddamn demigod). That leaves me 7 left. I'll take Easily Overlooked Presence Method (4 points) as a Charm. That leaves me 3. Hmm. I'll spend them and bump my Compassion to 4. That give me more Essence, and ups my Willpower to 6.

That's all my points, so let's do the fun stuff. My character's name used to be Suhu, the Beekeeper, but he's lost his hive. Now he goes by Harsh (but with a slight roll to the r), and lives in the shadows and back alleys of Great Forks. His Familiar is a mospid (a raptor) named Feek, and because it's not a huge thing like a goddamn tiger, it's about as smart as a child and grants me Essence.

So let's think about Harsh's Exaltation. He was at the Beehive one night, glad-handing the regulars and making sure that everyone was taken care of, when he saw a slave crying. She wasn't hurt (physically), but Harsh realized that he had never seen a slave cry before - or if he had, he'd never really thought about what that meant. He took her aside and asked her what was wrong, and she told him that one of the cooks at the Beehive was being cruel, tormenting the slaves and keeping their rations back.

Harsh went to confront the cook, but the cook pointed out that the rules of the house (which Harsh himself had set) gave him the right to allocate food to the slaves. In any case, as long as they had enough to keep going, it was fine. And the master wanted them keep slim.

Every light in the place went out, and Harsh stood there with his Night-caste Anima blazing, a storm of whirling motes of shadow around a white-hot core. The cook cowered in fear, and Harsh told all the slaves they were free.

But they weren't. You can't just free a slave, you have to pay their manumission, and Harsh couldn't afford that (even if he weren't losing everything for being Anathema). Harsh lost everything, but his way is clear - people are not things. Great Forks first, then the rest of Creation, will be free.

Physically, Harsh is tall and thin, long fingers, long nose, white hair and icy blue eyes (his family might be Northern, I think). He dresses in simple brown clothing, the kind of thing anyone on the street might wear. Feek rides on his shoulder sometimes, but other times perches on rooftops so that Harsh can hear and see what's coming. Harsh is working on finding sympathetic ears to his cause (which would be where other PCs come in).

And that's it!

Tuesday, June 16, 2009

Character Creation: Exalted 1st Ed

Go make a sandwich, this'll take a while.

The Game: Exalted 1st Edition
The publisher: White Wolf
Degree of familiarity: I played a pretty substantial campaign back in Atlanta, and then another one when I moved back to Cleveland
Books required: While I do have a few of the caste-books kicking around, I'm sticking with just the core.

 
OK, when making Exalted characters, I always found it fun to pick their home society and go from there. My Eclipse character (Atlanta) was Haltan (though he wound up marrying Marukani nobility; I suspect he's probably dead now, since the other players in that game hate my guts), and my Twilight character (Cleveland) was from the west (Jale, the Sorcerer-King of Milash). So this time around, I'll pick... the South!

My character is nominally from Gem, deep in the South. Gem's a big city, built into the side of a mountain, but he hasn't actually seen it. His grandfather got into trouble with the legal authorities. It wasn't a criminal matter, exactly, but financial - Gramps got overextended. In order to make ends meet, he married off his daughter (my character's) to one of the city's militia captains. That guy (my character's father) shipped out into the desert, patrolling the southern keeps (if there aren't any, there should be) to make sure that nomadic tribes and monsters and so on don't get too close to civilization. My character was born in the blazing desert, at the moment the sun reached its Zenith.

Fast forward 20 years. My guy is still out in the desert, taking up with Dad and his folks. He hits his 20th birthday while out on patrol, and suddenly a sandstorm blows up. He gets separated from his patrol, and winds up in a dust devil so hot that the sand could sear flesh from bone. And then he finds the eye of the storm, and stares up at that sun. He raises his hands, there's a blinding flash of Essences, and he blows the sandstorm flat. And then he walks into the desert, Exalted, a Pillar of Heaven.

Step One: Character Concept. See above. Obviously, he's a Zenith. My problem right now is that I'm having trouble figuring out his concept and story arc. He feels generic, beyond the backstory. What does he want? Well, he Exalted in the middle of a crazy-powerful sandstorm. I think that the notion of a crucible is fun for him; he endures. He passes through the fire (of the Sun) and comes out stronger every time. I see his arc as a series of getting badly injured and then recovering (injury is nothing to sneeze at in this game, IIRC, because healing magic isn't easy to come by). So I'll take Survivor as his nature. I see his Anima banner is the whirling sandstorm and a wave of white heat.

And, this being a Solar character, if he goes nuts as he grows more powerful, he becomes the sandstorm - uncaring, unwavering, just pure destruction.

Step Two: Choosing Attributes. 8/6/4 split. Boy, tough call. Gotta go with Physical first, then Mental, then Social, though I might raise Charisma later.

Physical: Stamina 5, duh. I'll split the others evenly between Strength and Dexterity.

Mental: Even split, 3 across the board.

Social: One each into Charisma and Manipulation, and two into Appearance. I see him as very clean-cut. Shaved head, neat beard, trim features. Sand never clings to him, even after riding all day.

Step Three: Choosing Abilities. First I've got to choose my Favored Abilities. Well, I know I want Lore (Southerners are superstitious) and Bureaucracy (this guy's very up on the law, I think). I'll take Athletics because the Charms are cool, and I need at least one combat Ability, so I'll take Brawl because I see this guy as a no-nonsense kind of fighter. One more. I could take Investigation, kind of a "nothing hides from the Sun" sort of deal. Yeah, sounds good.

OK, now I get 10 dots to put into Caste and Favored Abilities. Nothing higher than 3 at this point. OK, I'll put 3 into Resistance, Endurance and Survival, and the 10th in Brawl. Right, now I get 15 more than can go anywhere. I'll put two more into Brawl, two into Athletics, one into Awareness, two into Presence, one into Bureaucracy, two into Ride (everyone rides in the south), two into Investigation and three into Lore.

Step Four: Advantages. Here's all the fun stuff. Backgrounds first. I get seven dots, but I can't go over three. I'll put two dots into Influence; he retains his rank in the militia, but he's not well-known in Gem proper (never having been there). I'll put two into Backing for the same reason. I'll take two in Followers (three surviving riders from my unit), and stick the remaining dot into Resources (savings).

Virtues. I get five dots to break up amongst them, and I can't go over four. I think Conviction is going to be this guy's high point, that and Valor. So I'll put two into Conviction, and one each into the others. I like Heart of Flint as a Limit Flaw, but I'm not crazy about the trigger. I think I'd rather have it have something to do with failing to withstand hardship. When people around him seem weak in the fact of obstacles that their lives really should have prepared them for (like, y'know, the sun if you live in the South), he might gain Limit.

And now, Charms. Oy. I know that the 2nd Ed really revamped these, and it's led to new terminology and "builds." And indeed, even in this book, there's a section that says "Better take Ox-Body, or you gonna die!"

You know what? That's bad game design. If there's a trait your character isn't viable without, then it should come standard, or it's nothing but a limiter. So I'll take what I think is appropriate and ask my non-existent GM to remember that this isn't fucking WoW.

Anyway. As it happens, Ox-Body Technique is very much in-concept here, so I'll start with that. And you know, fuck it, I'll buy three slots on it. I have lots of Health Levels. I'll take Harmonious Presence Meditation, not because I particularly like it, but because it's a speed bump to Majestic Radiant Presence, which I do want (that makes people have to roll Willpower to attack me, yo). That's five Charms. Sigh. They go so fast.

OK, under Resistance, I want Durability of Oak Meditation and Iron Skin Concentration. Actually, what I want is Adamant Skin Technique, but I can't quite afford it.

Better take some combat Charms. Sigh. I'll take Ferocious Jab and Fists of Iron Technique. That leaves me one more freaking Charm. Well, it'd be highly out-of-concept not to take Hardship Surviving Mendicant Spirit, which allows me to resist environmental things. So there's that.

Step Five: Finishing Touches. My Willpower starts at 5 (equal to my two highest Virtues). My Essence starts at 2, though I might raise it. I'll figure my Health Levels after I do...bonus points!

I get 15. I'll boost Endurance, Resistance and Survival to 5 (costing me 6). I'll put Brawl to 4, while I'm at it. I'll buy Graceful Crane Stance because it opens the door to so many cool stunts, and I'll buy 10 Magistrate Eyes, because automatic successes on Investigation rolls keep the game moving. That's all my freebies.

Health Levels: I'll take a -0, two -1, and one -1 and two -2, for a total of a lot of Health.

Essence: My Personal Essence pool is 11. Peripheral is 28.

My character's name is Hrun Aric (that's Aric of the Hrun family), but his followers call him "Sirocco".

As for his progression, I seriously suspect that his first "death" will involve his Backgrounds. They should all be stripped away, flayed like flesh in the sandstorm. And then at some point he needs to learn the value of armor. Likewise, I think the "protection from the Wyld" Charm tree would be a necessity at some point. Definitely a long-range character.

Also less of a hardass than a lot of the Zeniths I've seen. This guy is a desert soldier, it's just that now he has a higher calling than killing tyrant lizards. And he's not entirely sure what to do with that, but he needs to burn off the weakness first. I can see this guy becoming very Achilles-like in play, down the tragic end. But maybe he burns off that last bit of mortality, too.