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Dice Into the Ruins - Exalted 3e Characters

Main
Here
OOC
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Psychie

Princess Psychie
Characters will go here.

Standard character generation rules apply. No custom Charms allowed at this stage. Any of the three main Exalted types are valid options to play. We will be starting out in the River Provinces region of Creation, and I have plans to send you East, so have languages appropriate to the region.

Xp Tracker: 60
Lunar Xp: 16
Solar Xp: 16
Aredin: +3 extra Solar Xp

On Attributes and Ability ratings up to 3 there are no training times. Above that and you will have to spend a week of training to justify boosting your rating to 4 or 5. Charms have no training times, since the powers of your Exaltation are gifts from your divine patron.
 
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  • 8e4777f8298ce7e22e43225a8cb0e65f.jpgName: Aredin Lentier
    Caste: Eclipse
    Age: 32
    Totemic Anima: The shadowy silhouette of a soaring falcon rises overhead, wreathed in a white corona of light.
    Supernal Ability: Presence
    Limit Trigger: The Solar’s allies suffer a setback or defeat because of a mistake he made.

    History Overview
    Born and raised of merchant stock, Aredin hails from what was once a modest riverside village of the scavenge. Like many humble backwaters of its kind, the place no longer exists. The entire settlement was ravaged and pillaged by a monstrous band of Fae, and the many that never made it out presumed food for the dream starved marauders. For years since, many other people shared this fate only for the count of survivors to dwindle with each passing meal.

    It wasn’t until adulthood that he and his surviving kin learned that these faerie brigands were merely servants bound to an accursed relic in the employ of a depraved cult. The villages a mere sacrifice for their servants or fuel for their rituals and slave pens. Though the relic was broken and the mastermind brought to heel, the cult of the White Wraith lingers in the scavenge searching for other means to recover their lost power.

    To this day tales are still told and even sung about a prince by the name of Fahn Credys. Once seen as an honest man, fallen from grace by the hand of avarice and the promises of a gossamer devil, sentenced to chum the waters quenching a smoking ruin of his own making.

    Nearly a decade after the fall of the White Wraith, they emerged again in a tomb that Aredin had begun to explore in hopes of finding a relic of his own with which to fight back. He was caught off guard, outnumbered, and unarmed. In desperation the young prince reached into the newly discovered crypt to draw a gleaming blade reflecting the blinding light from his brow.

    His victory was not without cost, as the celestial display of his anima did not go unnoticed. Aredin now secures his assets and effects, on the run to stay one step ahead of both the White Wraith and the Wyld Hunt.
 
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  • SFVGouken.jpg
    Name: Grey Stone
    Caste: Zenith
    Concept: Warrior Monk/Former sohei
    Supernal: Resistance
    Limit trigger: The Solar is insulted, belittled, or deliberately frustrated by another character
    Anima Banner: Sunlight forms into a golden, gigantic and muscled man dressed in the attire of a First Age monk of the Unconquered Sun. This monk moves as Grey Stone does.

    Caste Effects:
    • For one mote, the Zenith’s anima leaps from her hand to a corpse she’s touching, igniting it in Solar flame. This power incinerates the corpse and ensures the soul of the deceased will not return as a hungry ghost. In addition, the Zenith may perceive the strongest Intimacies of the deceased and may choose to accept them. When she is ready, she may pay one mote, touching a target of those Intimacies to pass on feelings of peace, love, and assurance, shedding them in the process. She may also transfer them to an object, allowing it to convey comfort or a sense of duty to the subject. Conversely, she may touch someone who caused the deceased to suffer, paying one mote and rolling ([A social Attribute] + Presence) with three automatic non-Charm successes against their Resolve to transfer pain suffered by the deceased back on the one who caused it. The Storyteller is free to dictate the length and weight of such attrition.
    • For 10 motes, one Willpower, the Zenith channels her Essence into an aura of divine retribution, surging around an attack. This power supplements a successful decisive attack against a creature of darkness, preventing the Solar’s Initiative from returning to its base value after the attack. When the Zenith’s anima is at bonfire, reduce the cost of this power by five motes and ignore the Willpower. This power may only be used once per day, resetting when the sun is at its zenith.
    • For seven motes, the Zenith may order a dematerialized spirit to manifest using a (Charisma + Presence) persuade action with (Essence) automatic successes. All spirits inherently recognize the Unconquered Sun’s authority in the priest-kings and are compelled as if by a Defining Intimacy, but may still have Defining Ties or Principles which counter this advantage. If successful, the Zenith’s very command draws the spirit into the material world, so that it does not need to pay the cost to materialize.

    Backstory:
    Once a mortal sohei of Lookshy, Grey Stone found his destiny drastically altered during his sixty-third year on Creation, when exploring a long abandoned temple of the Unconquered Sun. Laying eyes upon the temple's altar triggered a vision from that very same god, in which his entire worldview was completely changed, and he was marked as one of the Unconquered Sun's new generation of champions.

    Grey Stone went into self-imposed exile from Lookshy following his Exaltation, though he continued to carry out his old duties throughout the Riverlands, teaching wisdom and punishing corrupt spirits. Soon though, word of what he'd become reached the Shogunate Successors, and he found himself up against the Wyld Hunt. One of the Dragon-blooded who came after him was a young Mnemon Dynast who wielded Faith's Pillar, a White Jade Grand Goremaul precious to her house. After shattering his foe's skull with a well-placed elbow and burying her remains, Grey Stone took the weapon for himself.

 
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  • 1681764476476.png 1681769922102.png Images generated by Stable Diffusion AI, based on Midjourney AI
    Name: Silent Glade
    Caste: Night
    Concept: Stealth / Sorcery
    Supernal: Stealth
    Limit trigger: The Solar sees innocents suffering, and is either unable or unwilling to help them.
    Anima Banner: Several enormous trees grow and twist around each other, causing areas of vibrant green and deep shadow.

    Caste Effects:
    • For two motes, the Night can dampen her anima, treating all Peripheral Essence expenditures as if they were Personal for one instant.
    • For three motes, the Night can ignore up to (higher of 3 or Essence) penalties to a Stealth attempt for one instant. These motes are always considered Personal, regardless of the pool they’re spent from.
    • When the Night’s anima is at the bonfire/iconic level, it wraps around and suffuses her form, hiding her figure and masking her visage in flame. She is merely a fearsome silhouette shrouded in all the hues of evening. It becomes impossible to discern her identity. This is considered a perfect effect, and cannot be pierced by Eye of the Unconquered Sun or other all-seeing magic.

    Backstory:
    Silent Glade was - still is - the shaman to a small village, deep in the eastern jungles, just a little distance from the river the outsiders called Maruto, which rose - so it was rumoured - near a great lost city. He was born under auspices that marked him for the role and raised accordingly, learning the names and habits of all the local spirits and small gods, along with being inducted into the ways of minor magics, so that he was able to take over smoothly when his predecessor entered his final sleep.

    And so he served, hearing his villagers' pleas, treating with the spirits, reading the signs and omens. And the people revered him, but held him as one of their own.

    Up until the day the outsiders came. Sailing up the Maruto, speaking that outsider tongue that Silent Glade understood just enough of. The trees, they said, were of impeccable quality. The Dynasty would surely pay well for such fine timber. Logging would start within the month. But what of the natives, should they find any? Savages, all of them. End their bloodlines.

    It was at that moment that Silent Glade drew his second breath. Becoming one with the shadows of the trees, he crept towards the outsiders. Waiting, unseen but a few feet from them, he rested his hand on the bark of a tree and was granted a boon in his moment of exaltation - a fine blade of green jade, perfect both for slipping unseen between the ribs of those who would destroy his way of life, and also for severing their heads and sending them floating back downstream as a warning.

    When he returned to his village, the inhabitants could see the mark of the Unconquered Sun on his forehead, and their reverence turned to worship. But Silent Glade knew he could not stay. Even here, he knew that so-called Princes of the Earth hunted those like him down, and he would not so endanger his kin. And so, with their faith bolstering him, he once again slipped into the shadows and headed away from them, into the west.

 
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  • Name: Merciful Fire of Emancipation "Mercy" "Merciful Fire"
    Name before Exaltancy: Jin, Property of Cynis Alena
    Age: 24
    Caste: Twilight
    Concept: Former Slave Experiment/Assistant
    Supernal: Occult
    Limit Break: The Solar’s emotions lead her into a course of action
    that she regrets
    Virtue Flaw: Deliberate Cruelty
    The Solar is consumed by cold cruelty, no longer recognizing others as worthy of respect or life. She will harm
    others without a second thought if she benefits from doing
    so, and has no aversion whatsoever to the use of torture,
    terror, and mutilation. Her manner is cruel and scathing,
    even to friends and allies, mocking and verbally tormenting them as a matter of course.
    Duration: Session. Deliberate Cruelty can be ended prematurely if the Solar’s actions cause harm to someone she
    has a Major or Defining positive Tie towards.
    Anima Banner: Mercy's Anima Banner Shines like a Setting Sun with a great orange fire that casts colors of violet, black, blue, and blood red shadows around her. In particular once can feel the heat of her passion and the distinct burning smell of fire.

    1663512011651.png

    • For 5 motes: The Twilight projects an aura of pure force, reflexively gaining five Hardness for one turn. At the bonfire/iconic level, this power activates itself automatically at no cost. This effect doesn’t stack with other magic that raises Hardness, but it can be used during Initiative Crash.
    • For 10 motes, one Willpower: The Twilight’s anima flares blue and white and consumes her body over the course of the round. On her next turn, she vanishes into her anima and ceases to exist. If the Exalt moves or suffers knockdown before the action is completed, it fails and the effect is wasted. After using this power, the Twilight will not reappear until the following sunset. When she does, it will be at a place of power within 10 miles of her vanishing point, chosen by the Storyteller. She might appear at a temple, a demesne, a major crossroads, thedoor of a god’s sanctum, the precise center of a city, etc.
    • For 10 motes, the Twilight may touch an Essence 1-3 elemental or a demon of the first circle, conjoining its Essence to her anima. Roll Intelligence + Occult against the creature’s Resolve. If successful, this creates a pact that changes the spirit into her familiar, allowing her to target it with applicable Survival Charms. In addition, the Twilight can reflexively summon the spirit instantly for three motes, drawing it through the Essence of the world to appear beside her. She may banish the creature again, reflexively, for free, returning it to the tides of Essence that suffuse Creation until needed. The Twilight may have up to (Essence) spirit familiars bound in this fashion at once.

 
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O Mighty Fat Cat is a loyal friend and a lover of humor. He believes in living life to its fullest and being as dependable as he can be. He never takes himself too seriously. Plus, he's a cat so he likes to live life his own way! At one time, he was worshipped by the very people that saved him. Now, he saves those who cannot save themselves. =)


  • This handsome guy but with a big Buddha-like belly! AfricanActionHeroes dot com - Artist unknown.jpg (Image: AfricanActionHeroes.com - unable to find Artist name. If found, please notify me!) And when he smiles, he looks like this! Dee Jay.jpg (Image credit: Dee Jay Soundcloud) This but all cat and no bus. Screenshot 2022-09-25 004810.png (Image credit: Ghibli Studios) (And let's add a little cool instrumental music for him, shall we? "Hunting (Version 1992)" by Deep Forest)

    Name: O Mighty Fat Cat (Nickname: "Da Chonk")
    Age: 32
    Caste: Full Moon (Survivor)

    Attributes
    Str: 5 (Caste)
    Dex: 4 (Caste)
    Sta: 5 (Favored)

    Cha: 4
    Man: 2
    App: 2

    Per: 4
    Int: 2
    Wits: 5 (Favored)

    Abilities
    Archery
    Athletics 2
    Awareness 3
    Brawl 3
    Bureaucracy 2
    Craft
    Dodge 1
    Integrity 3
    Investigation
    Larceny
    Linguistics 1
    Lore
    Martial Arts 3 (White Reaper Style)
    Medicine
    Melee
    Occult
    Performance
    Presence 2
    Resistance 2
    Ride
    Sail
    Socialize 2
    Stealth 3
    Survival 1
    Thrown
    War

    Specialties
    1. Awareness - Initiative.
    2. Stealth - Vanishing (initially evading detection as opposed to maintaining it).
    3. Socialize - Raising people's spirits (making them happier).
    4. Martial Arts - Non-lethal attacks (prefers not to kill unless it is something irrevocably demonic).
 
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  • 1671403553158.png Name: Amara Kaji
    Age: 36
    Caste: Dawn
    Supernal Ability: Brawl/Martial Arts

    Attributes
    Str: 3
    Dex: 5
    Sta: 3

    Cha: 4
    Man: 1
    App: 2

    Per: 3
    Int: 2
    Wits: 5

    Abilities
    Archery
    Athletics: 3
    *Awareness: 3
    *Brawl: 2
    Bureaucracy
    Craft
    *Dodge: 2
    Integrity
    Investigation
    Larceny
    Linguistics: 1
    Lore
    *Martial Arts: 5
    Medicine
    *Melee: 5
    Occult: 2
    *Performance: 2
    *Presence: 3
    *Resistance: 2
    Ride
    Sail
    Socialize: 1
    *Stealth: 2
    *Survival: 3
    *Thrown: 3
    *War: 2

    Specialties
    Awareness - Join Battle
    Dodge - Evasion
    Martial Arts - Swords
    Thrown - Blades

 
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