The UnEarthing - Rules

Phyre

Fate of Creation
Rules for The UnEarthing


This is the games "House Rules" and Character Creation requirement section.


If you are interested in playing please read the House Rules Character Creation Limitations and Requirements. Each character created must be approved. All character points spent in creation must be presented with Character Sheet including Bonus Points. Only Solar Exalted Characters are allowed for players to create. Background must be fully detailed. No posting of character sheets or stats of any kind are allowed in this RP. Submit actual approved character sheets only to the storyteller.


Careful with the Caste type you choose, because that will be the essence you are locked into for the duration of your participation in this RP. That means if you choose a Dawn Caste, all your characters (if they die) will be Dawn Caste of the same essence. Yes they do not have to be the same in origin or background in fact I encourage you to make different ones if your character dies.


When building your character beware the magical items you carry, the more rare ones like 4 and 5 dot artifacts will draw a lot of unwanted attention and envy throughout your games as long as you are in possession of such items ( I prefer you limit them to 3 dot and lower artifacts but....if you really want that powerful item, well you at least now know what is going to come along with it. (Unless it is kept hidden of coarse)


I am particular on the characters and will look over each one to ensure all creation rules and restrictions have been followed. I am not trying to run an RP that is fly by night but one that can last for some time. Players may and probably will change in its length (and life does tend to get in the way of gaming from time to time). What I can promise you is that I am here to entertain (as well as be entertained). There is a reason for all the rules and preparations.


This is a more detailed oriented RP that will require active participation. Once the game begins you can expect post along the main thread by the ST everyday (multiple ones if need be). I ask if you wish to join that you can commit to participating often as well. Thank you for you time in reading this and no matter what you do I wish you the best in all your gaming.


Anyway enough said. Before placing a post that says your wish to play please take the time to read through the following post #2


Thank you all much


Phyre


See Main Thread: https://www.rpnation.com/threads/the-unearthing.87712/
 
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Important Game Themes and Character Creation limitations and Requirements


The themes of the game I would like to explore is:

  • Ancient Rivals groups being intermixed in the present and how each present incarnation remains somehow tied together. And how they each will deal with it.
  • A group of recently Exalted Solars have to find Allies (the other players) and avoid the Wyld hunt for as long as possible while trying to establish themselves.
  • UnEarthing their pass and the secrets in the present that have survived to the present
  • Dealing with politics of the city-state of Treqe and determining its future, rather for better or worse.


The game location will be focused between the Scavenger Lands and the East (most of the group should be from these areas, but one can be from the south, and another can come from anywhere else; taken on a first come first serve approved character). If your character is not from the Scavenger Lands be sure to include a reason why they came to the stating area as well as how. The game begins with the characters in Eastern Treqe. Which is south of Thorns. The start date is the 12 of Ascending Air Realm year 768.


The group will not start off knowing each other personally in this lifetime. Thier original Exaltations of two rival circles have been intermixed and now only a few from both sides have exalted and must work with each other for mutual protection and support in each others goals. (Note this is not known in the beginning of the chronicle but may be discovered in the future).


While this portion Explores the players finding out their destinies and realizing that the vision they each had (read teaser) was shared by them and it is filled with symbolism and the actual pieces of the entire book series. ( I am writing a nine book trilogy on this subject. The first three books deals with the UnEarthing. Lords of an ancient kingdom in the past have come back and must reclaim their lands and lost treasures of a forgotten age. This kingdom lost in time is something sought after by several different groups. The players will be racing in the end for control of the prizes while fending themselves from the Wyld hunt, and dealing with an infestation of undead and possible lost of a great portion of the mortal populace. At the end of this trilogy, the circle should have control of a kingdom of there own and get a better understanding of their new circle rivals. Which is really not going to be explored completely in this Chronicle as we are just going to concentrate on the first three books which features your circle and its battle with the Dynast culminating in a large fight with a kingdom in the balance, will the kingdom be yours?


When making your character’s it is important that the players try to allow each other a unique specialty area even if they are of the same caste, everyone should have an area where they shine. Each character also had other things that happened in their vision as well as what happened when they Exalted this will be covered in individual Preludes (so please do not write any information on this in your background. The circle will not begin together at the start of the game, and none of them should know each other at all as the curtain opens (yes, their essences have past lives that are connected but this is not known).

Spot Reservations:


I will reserve an open spot for any player who is interested in joining if they inform me of intent to play and answer (by posting in this thread the 5 questions for reservation (see below). I will guarantee your spot for no more than 2 weeks without a completed character that has been approved. so long as you follow these steps

  1. You must state your intent to play (you are expected to read the rules section for character creation)
  2. You must post on this thread your completed answers to the important gaming 5 questions (and read my answers to the same questions as well as the how I run my games thread under Rules)
  3. Within the first week you must convey your ideas (concept and rough history) for the character you wish to play and post by the 7th day a filled out 10-page Exalted PDF character sheet and send it to me via (private conversation/ email icon above). Again: Do not post a character sheet on any thread of this RP. (I will look everything over for approval, this may require adjustments on your part. You will save yourself a lot of hassles if you read thoroughly the Character Creations limitations posted under the Rules.
  4. Update your character sheet and history and resend the update via Message Icon above (for my eyes only) within 7 more days


If you follow the above your Reservation Status will not be in jeopardy for 2 weeks. After 2 weeks I open up your spot (unless you ask for an extension which will give you an additional 7 days).


Keeping your spot: This game is for 5 players and although it may seem like a lot, it is actually a small number. Once this game gets on its way the story which you will help create may cause others to have an interest as well. As long as you remain an active player, by participation (you get 24 hours to reply to any in game post to be considered active). If you can't reply please post an OOC comment stating that you can't respond just yet and when you will be available. Life does happen, vacations, problems, etc I do understand. I just ask that you give everyone a respectable heads up.


If you have shown active participation and always let the group know when you are going to be away for extended periods of time, then I will more than likely hold your spot for up to 30 days. This requires you showing by active participation that you are still in the game and want to play.


If you are inactive with no word from you after 72 hours I will send you a message asking if you still wish to continue playing. Even if you did not notify the group in OOC thread you were not available. You will have 24 hours to respond back to my private conversation with you. After that I will take it that you no longer wish to play (or can't). If it is determined you are no longer playing by your reply or lack thereof I will kill off your character and your essence will look for the next player waiting to Exalt.


Why I am Posting This?


I have noticed in my short time of playing on this site people that join groups looking for free e-books (I am not giving out books, I will post need information for players without a book can participate but no book links will be sent.


Players say they want to play and never complete a character


Players complete characters but actually never participate (tying up a spot that an active player would use)


It is not fair to play a group RP when key characters are not active. It makes things difficult for the referee and the other players as well. So I put this in place because I see a need for it. I am not trying to offend anyone, but I am an adult and look for respectable mature minded individuals to participate in RPGs with. This game requires active participation from both the players and storyteller so out of respect for the group this reservation policy will be followed.


 







  1. What would be the major reason why you like playing tabletop RPGs?
  2. When you play a game do you often like asking the Referee to add new rules or abilities in the game?
  3. Horror, adventure, mystery, romance, and comedy. Please place these in order from favorite to least liked
  4. Do you think that in a game players should only encounter situations they can handle? Example all opponents should be scaled at levels the players can defeat? rather yes or no, why do you feel that way?
  5. Imagine you are making a character for a fantasy game. The system is point based, when you make your character do you make your choices with the rules in mind or with the concept of your character in mind? Please elaborate a little.







  1. The main reason I love to play role-playing games the stories created by the group and individuals, especially when surrealism is a constant theme. As a player I try and find enjoyment with a character that I get involved with then co-operate with the group to try and make the best collaborative story I can help make. Fun is the goal in all games I play, which for me is brought about by story immersion and sharing.
  2. From a player perspective I never try to modify the set rules of the game. As a referee I try to stick by the original rules of the game and version in which I am playing. If I change any rules it would have to be because of problems encountered during game play.
  3. My favorite to least: Adventure, Mystery, Horror, Comedy and Romance. I like to mix things for variety.
  4. Rather as a player or ref I don’t think reality only places things that we can apparently deal with on our plate. Reality causes a person to analyze situations and react appropriately. With that being said, I do try to always keep in mind the power level in all sessions. I wouldn’t like a game where all I did was get beat up and lose, or die like every session. I just think players should always be prepared to know when fighting for example is futile. There are plenty of ways to win, and sometimes a person must lose to learn how to win. Challenging characters is always my goal when designing sessions.
  5. I make characters always with concept in mind. When designing sessions or running a game I keep concepts in mind. Concept keeps me on the tracks and the end result is often characters we can relate with.







Step One: Character Concept


Concept: Before filling out a single dot on your character sheet, think of a concept. You don’t need to know every detail of your character’s life right now, you just need a general feel for who they are and their place in the world. Decide on something you will enjoy playing for the long haul. As you progress through the character creation, you may alter this concept to suit your needs or wants, but it gives you a starting point. An example might be, “My character was kidnapped by bandits as a child and Exalted as a teenager, transforming the bandit gang into the nucleus of her conquering army.” Your concept should be unique and interesting, to satisfy you and the storyteller.


Caste: There are five different varieties of Solar Exalted (which your character may not know much of these facts it is important when creating your character to know some facts about what some truths are) created by the Unconquered Sun (A powerful Celestial God). Each different type of caste had different duties,roles, and innate predispositions. Each of the Caste are named after one of the five states of the sun (Dawn, Zenith, Twilight, Night and Eclipse). This fact is likely to be unknown to your characters at the beginning. Instead from the teachings of the Immaculate faith for many centuries have taught others that the Solar Exalted are demons called Anathema. The order has even given names to each caste of Anathema, and today Creation wide most people only know these names for the five Solar caste (Forsaken, Blasphemous, Unclean, Wretched and Deceivers)


Motivation: Establish your character’s Motivation: a sentence describing their driving goal. Obviously, people have various goals, but this goal should be the primary one, defining how your character interacts with the world.


Most mortals have mundane and unexceptional Motivations such as “become wealthy,” “marry someone nice and have a family,” or “live a quiet life on a tropical island.” Celestial Exalted (which you character is one) are chosen specifically because they have the seed of greatness within them. Solars cannot have mundane Motivations-- by their very nature, Celestial Exalted are epic heroes, and their goals must similarly be epic. Below are sample epic motivations:

  • Restore the world to how life was in the First Age
  • Destroy the Realm and slay all the Dynasts
  • make a lasting peace between the Fair Folk and inhabitants of Creation
  • Become the leader of the Guild and transform it into a tool for the Solar Exalted
  • Become widely acclaimed as the best thief, musician, assassin or diplomat in all of Creation
  • Kill a specific powerful Deity
  • End slavery in Creation
  • Protect the inhabitants of my nation from harm


Intimacies: (Secondary motivations) Characters can have things they are loyal to that are not their primary motivation in life. Intimacies take the form of a noun --it can be a person, place, idea or any other sort of thing-- in which the character feels invested. A character can normally have a number of Intimacies equal to their (Willpower + Compassion) max. Starting character choose a number of beginning Intimacies equal to their Compassion for free and can purchase more with Bonus Points.


Caste”


A pivotal aspect of any Exalted character is their caste. Each of the Solar Exalted is chosen by the Unconquered Sun because they embody a caste’s ideals. A character’s caste affects the Abilities they show an affinity toward, the powers they develops and their role in a Circle. While members of each caste are often chosen for certain traits and qualities, your individual character may break from the caste’s stereotypical image. Example: Every Dawn Caste member is a warrior, but your Dawn Caste character could be a sorcerer who excels at spells relating to combat or a general so charismatic that the sound of their voice makes enemy troops turn traitor and join the Solar’s forces.

  • Dawn (Forsaken): Masters of all forms of warfare, the Children of the Dawn were once the generals and champions of the Celestial armies. The Unconquered Sun chooses the Dawn Caste from those with a talent for the arts of combat and war.
  • Zenith (Blasphemous): Once the leaders and priest of the Solar Exalted, the Golden Bulls are priest-kings, prophets and mystics. The Unconquered Sun chooses the Zenith Caste from those who thirst for righteousness and justice, as well as from among the leaders of men.
  • Twilight (Unclean): Scholars, sorcerers and crafters of the Solar Exalted, the Children of Twilight are thinkers and doers. The Unconquered Sun chooses the Twilight Caste from those who use their training and scholarship to transform the world.
  • Night (Wretched): Lords of stealth and trickery, the Concealing Shadows once served as the spies and police of the Old Realm. The Unconquered Sun chooses the Night Caste from those who excel at entering places where they are not wanted and finding unconventional solutions to problems.
  • Eclipse (Deceivers): Diplomats and bureaucrats, the Crowned Suns kept the Old Realm running smoothly. The Unconquered Sun chooses the Eclipse Caste from those who love to travel and who excel at all forms of communication.


You will need to choose a fitting Caste for your character. While it is good that players choose different Caste, so that they can have a group most suited to cover almost any type of solution. This is not required for the Chronicle but it is advised that players consider if this is important to the group.


Step two Attributes: Defines your innate capabilities and aptitudes (Physical/ Social/ Mental) a player will need to consider which group they are best in, second best and worst at. Characters begin with one dot in each attribute you are given dots for each group and can assign up to a five in any Attribute (a one would be below average, two is considered average mortal ability, three is above average, four exceptionally high, and five the maximum potential for a mortal being).

  • Best;Primary Group: +8 dots
  • Secondary Group: +6 dots
  • Worst;Tertiary Group: +4 dots


Remember you can always use bonus points to add to your stats, see bonus points later


Physical: Your physical potential; how fast you run (Dexterity), how much you can lift (Strength), and how healthy you are (Stamina)


Social: Ability to interact with, relate to and manipulate others; First Impressions (Charisma), ability to inspire or lead others (Charisma or Manipulation), and how attractive you are (Appearance)


Mental: Your character’s intellectual capacity; how quickly you think (Wits), how keen your senses are (Perception), and how smart you are (Intelligence)


You should use your character concept to help guide how you prioritize your attributes, but don’t feel forced into type.


Step Three Abilities: They describe what your character knows and can do, what they have learned rather than their natural potential.


Just like Attributes, abilities are rated from one to five dots. The ratings (dots) represents how competent a character is in that area of expertise. This number is usually added to an Attribute to determine how many dice you roll when your character uses an Ability. Unlike Attributes all Abilities begin at Zero (0). Not having a dot in an ability means you have no knowledge/ skill in that area.


(Caste Abilities) Abilities are divided into according to which caste best exemplifies them. Every Exalted has a natural affinity with the Abilities exemplified by their caste, making it easier for a character to raise their caste Abilities through bonus and experience points.


Dawn Abilities: Are those related to physical Combat


Archery, Martial Arts, Melee, Thrown, and War


Zenith Abilities: Those related to the power of faith, perseverance through great hardship, and inspiring/ converting others.


Integrity, Performance, Presence, Resistance and Survival


Twilight Abilities: Are those involving practical application of knowledge and learning


Craft, Investigation, Lore, Medicine and Occult


Night Abilities: Those relating to precision, subterfuge and convert activities


Athletics, Awareness, Dodge, Larceny and Stealth


Eclipse Abilities: Are those useful for organization, communication and keeping society functioning


Bureaucracy, Linguistics, Ride, Sail, and Socialize


Favored Abilities: These are Abilities your character has an affinity with like your Caste Abilities. Choose five Abilities as your Favored Abilities, they also receive the same benefits for Bonus and Experience points as Caste Abilities. These Abilities cannot be the same as your Caste Abilities.


For character generation you get a total of 28 dots to assign to your Abilities. 10 of which must be assigned to your Caste or Favored Abilities (note: you must assign at least one dot to each of your Favored Abilities but you do not have a minimum requirement on Caste Abilities. You can place the remaining 18 dots in any Abilities you chose (including Caste/ Favored Abilities) but you may not assign more than 3 dots to any one Ability. Instead, you must spend Bonus Points to raise an Ability to 4 or 5.


Specialties


Players might wish for their characters to have an area of specialty within a broader Ability. This specialty may be purchased with either bonus or experience points. Your character cannot have more than three specialties for a single Ability. Keep your concept in mind when choosing Specialties. You don’t need to purchase specialties, but they can help to flesh out your character. They are also useful for making a character good at one particular part of an Ability but not all of it or to achieve an superhuman mastery in a particular area of an Ability.


Step Four Advantages:


Advantages aren’t prioritized or ranked, just given specific values. They can also be increased with Bonus Points.


Backgrounds:


Backgrounds measure your character’s “place” in the world of Exalted. They define who your character knows, who knows them and what resources they can draw upon. You receive 7 dots to assign among the 11 different Backgrounds. Backgrounds should tie into your character concept, as defined in Step one. No background should be raised above three dots without the use of Bonus Points. Buying the fourth and fifth dot of a Background cost more than buying the first, second or third dot,


Charms:


Charms the Exalted’s mystical birthright, allow characters powers and abilities far beyond those of ordinary mortals. And Solar Exalted possess the most powerful Charms in Creation. Charms are divided according to which Ability they augment. Select 10 Charms for your character, at least five which must come Caste or Favored Abilities. Each Charm needs certain minimum Ability and Essence scores, and many require the mastery of other Charms as well. If you find yourself coming up short of the required traits for a desired Charm, you can always spend bonus points to reach the necessary levels.


Characters who know one or more Sorcery Charms (derived from the Occult Ability) can begin the game knowing spells. Characters can exchange a Charm for a single sorcery spell but may not start the game with Solar Circle spells (spells of the highest level). Characters who wish to purchase spells with bonus points pay the cost for a Charm. Characters receive the in-caste discount on spells if Occult is a Caste or Favored Ability.


Virtues


Passion and emotion are powerful forces in the world of Exalted. Virtues measure how passionately committed a character is to certain types of behaviors. There are four Virtue traits, each representing the extremes the soul can reach.

  • Compassion, which measures the character’s empathy and forgiveness. Characters with high Compassion have difficulty ignoring the plights of others.
  • Conviction, which represents the character’s resistance to mental and physical hardship. Characters with high Conviction can endure (and inflict) immense pain and suffering and ignore the suffering of others.
  • Temperance, which measures self-control and clear-headedness. Characters with high Temperance sometimes withdraw from human contract or hold themselves above those less “pure,” partly because they can easily ignore temptations to which others yield.
  • Valor, which represents courage and bravery. Characters with high Valor have difficulty backing down from any challenge, however dangerous or foolhardy, but they can also face daunting foes fearlessly.


Virtues like Attributes, automatically begin with 1 dot. You have five additional dots to divide among your character’s four Virtues traits. You cannot raise a character’s starting Virtue above 4 without spending bonus points.


Choose one Virtue as the root of your character's Virtue Flaw-- the expression of the Great Curse. A character who is forced to act contrary to their Virtues too often will suffer a Limit Break and temporarily succumb to their Virtue Flaw. This flaw must be chosen for a Virtue rated 3 or higher.


This virtue, often linked to the character’s Motivation, is a central feature of the Exalt’s character. A Solar Exalted whose Motivation is “destroying the Realm” could have Conviction as her highest Virtue, while one who wishes to restore the Solar Deliberative to protect mortals from the dangers of the Age of Sorrows probably has Compassion primary.


Step Five Finishing Touches:


Here you determine your character’s final traits and finish rounding them out.


Willpower


Willpower describes your character’s self-control and their determination in adverse circumstances. A character’s Willpower can partially override an instinctive response (such as those dictated by Virtues), create automatic successes on important dice rolls, resist mental attacks or activate a Virtue. Add your character’s two highest Virtue ratings for her initial Willpower. Willpower may be increased to no higher than 8 with bonus points. Only characters with two Virtues at 4 or higher may begin the game with a Willpower above 8. Remember that even fellow Exalted will consider such a character unreasonably intense.


Intimacies


“Intimacies” is a term for things your character cares about enough that it changes how the character acts--though not enough to be a Motivation. Characters start with a number of Intimacies equal to their Compassion.


Intimacies can be anything your character cares about on a meaningful level-- a cause, an ideal, a place, a person, a nation. Don’t worry if you don’t have a good idea for all the Intimacies. Your character can start with less Intimacies than her Compassion if you’re not sure what the character chars about. You could just pick some things and try to roleplay them. Intimacies are easy to gain and lose in play, so you’ll be able to switch them around easily if you don’t like the ones you pick.


Sometimes, Intimacies can be very important, such as when they are the targets of magical effects. If this is the case, characters will generally gain an appropriate Intimacy on the spot if they don’t already have one.


Intimacies are governed by Conviction. The higher you character’s Conviction, the longer it takes her to gain and lose new Intimacies and the more secure they are against being undermined by social manipulation.


Essence


Essence measure your character’s connection to the mystical energies that permeate the world of Exalted. Most mortals have an Essence rating of only 1. Solar Exalted begin with an Essence rating of 2. This value may be increased with bonus points, but characters may not start the game with an Essence above 5. Only characters who are more than a century old can have Essence scores of 6 or higher.


Essence Pool


Scholars measure Essence in units called motes. A character’s Essence pool represents how many motes of Essence they can channel towards magic. Essence is of two types: Personal and Peripheral. When an Exalted spends Essence from their Personal Essence pool, their anima banner remains subdued. When Peripheral Essence is spent, their anima banner flares, exposing their Exalted nature.


To calculate your Personal Essence, multiply your character’s Essence trait by three and then add their Willpower. That is, ([Essence x 3]+ Willpower).


To calculate Peripheral Essence, multiply your character’s Essence trait by seven and then add the sum of Willpower and Virtues. That is, ([Essence x 7]+ Willpower + [the sum of Virtues]).


Health Levels


Health Levels track your character’s physical condition-- like how much damage they just took from a deathknight’s foul necromantic spell-- and the penalty imposed on your character’s dice pool for each level of injury sustained. Most humans, including Solar Exalted without Ox-Body Technique, have seven health levels, ranging from Bruised to Incapacitated. Unless you character has extras, she has one -0 health level, two -1 health levels, two -2 health levels, one -4 health level and one Incapacitated health level.


Bonus Points


You get 15 bonus points available to increase your character’s traits. Spend them all now, because you can’t keep them past character creation.


Spark of Life


Some qualities have nothing to do with game mechanics. You’re advised to write them down anyway. Think about each one after character creation and during games afterwards. Some will change over time, while others will be reinforced. These things make your character more than a collection of dots on a character sheet.


Appearance


What does your character look like? How do their traits affect that? Aside from her Appearance score, four dots in Strength means obvious muscles. A high Charisma will translate into how they move and talks. See how you can use her concept and traits as descriptive hooks. Your choices reflect not only your character’s Appearance score, but also how they dress, act and speak. Do they move with confidence and have a steady gaze, or is she hunched over, refusing to look anyone in the eye? Does she prefer casual, rugged clothing, or is she swathed in silks and jewels?


Social Ties


Characters don’t live in a vacuum. Think about the people in your character’s life. Are their parents still alive? Do they have a spouse? A lover? Children? What about friends and neighbors? Do they own slaves? Or was they a slave before Exaltation? How has these relationships changed since Exaltation? In what sort of social milieu does your character live?


The Prelude


The moment of Exaltation, the character’s transformation into one of the Unconquered Sun’s personal champions, is the defining instant in the character’s life. However, it is difficult to understand what that transformation means without experiencing their previous mortal life.


The prelude depicts the character’s mortal life, their Exaltation and her reaction to this momentous event. The player and storyteller establish important moments of the character’s history during this one-on-one storytelling session, compressing many years of life into a sequence of short vignettes highlighting pivotal events in the character’s life.


The Circle


Numbers are an advantage, and no young Solar Exalt excels at everything. To fulfill their destiny and reestablish a just and glorious Solar Deliberative, the Chosen must work together. Ancient manuscripts refer to groups of Solars bound by oaths of loyalty, friendship and blood, their vows sanctified by a witness of the Eclipse Caste. These bands of glorious heroes were once known as circles. A circle’s oaths were tested and tried by battles and quests, until peril and struggle forged the companions’ bond into an unbreakable brotherhood.


The returning Solars find themselves compelled to seek their kind. In addition to other obvious benefits, only other Solar Exalted can truly understand the wonder and challenges of being suddenly made champions of the Unconquered Sun and charged with rebuilding the world.


During the First Age, a circle including one member of each caste was known as a perfect circle. This type of circle was considered the most auspicious, believed to be blessed by the Unconquered Sun. Today, the Dragon-Blooded consider a perfect circle the most dangerous possible grouping of Anathema.


Unfortunately, the modern Solars are scattered across the world, and it’s far from easy to find one member of each caste. Many modern circles lack the numbers or the diversity for a perfect circle. Most don’t care, however, as any gathering of Solar Exalted has the potential to completely Change Creation.


Creating The Circle


The circle is the series’ center, around which everything else revolves. Characters can join, and they can die, but the circle remains. The player must agree on the sort of circle they want to play, as that directly impacts the direction of the game. If a player decides they don’t like their character two stories into a series, they can easily switch to a new one. If the player decide they don’t like the circle’s nature, however, if may be necessary to completely overhaul the series.


The exact nature of the circle is crucial to the series’ direction. Some circles are simply bans of Exalts who work well together, while others have specific long-term plans-- from truly vast goals such as ridding Creation of shadowlands to more modest ones like conquering and ruling the Southeast. The players and the Storyteller should discuss the sort of circle they want before the series begins.


The players should also discuss their circle’s beginnings and perhaps play out their characters’ initial meetings and decision to form a circle. The circle prelude should be done after all the individual preludes are finished, perhaps as part of the first session of play. When playing this scene, it is important that the characters all actually end up as members of the circle. If a character or two simply isn’t compatible, renegotiate the type of circle, or have their players create characters who are more compatible.


Leadership and decision-making is important within the circle. Some circles work by consensus, but most have a distinct leader. Players can either decide on a leader ahead of time or allow one to emerge naturally once they see how their character interact. These options work equally well, as long as the leader’s player is fair and avoids having their character take actions that cause the other players to have less fun.






Limitations/ Requirements:

  • Only use rules found in the Core 2nd edition Book when creating your character (The Errata or Ink Monkey Scroll version will not be used, yes I know some of you may not be to happy about that but trust me things will be okay for this chronicle). This means I will be using only the rules as presented originally when each book was published for the 2nd edition. I will not be using any other version
  • Limit only two characters (from two different players; everyone only make one character) can be made of each caste type. The group does not have to make a perfect circle. Example: The group could have two Dawn caste members but not three
  • Maximum Starting Willpower is 8, and your two highest Virtues must be a 4 to have that high of a Willpower
  • None Sorcerous Characters have a limited beginning Essence Rating of 3, Sorcery characters max rating is 4
  • Have a full Appearance of your character's description.
  • Every Background details must be worked out
  • No Artifacts above rank 3 without prior approval
  • No Sidereal Martial Arts will be taught to a non-sidereal
  • Eclipse Caste cannot begin with any non-solar charms
  • All characters must be able to speak Riverspeak
  • I prefer Sorcerers to be limited only having access to Terrestrial Circle sorcery, but the limit is Celestial Circle Sorcery. No characters will be allowed to know the Charm Solar Circle Sorcery. Knowledge of Necromancy not allowed for character generation
  • Characters without Mentor at a rating of 2+ do not know they are Solars, or any knowledge of Celestial Exalts true nature. (Sorcerers must take Mentor 2 for Terrestrial Circle Charm access, and Mentor 3 for Celestial Circle Charm access). Only a Mentor of a sorcerer may be a Celestial Exalt, No Dynast Dragon-Blooded as Mentors
  • No other background trait should be of any other Celestial Exalt, or Dynast Dragon-Blooded.
  • Do not include anything about the Abyssals
  • One Manse or two Demenses allowed
  • Only one Attribute may rate a 5, and only two other attributes may rate a 4, all other Attributes must be 3 or less


All backgrounds must be detailed before game play begins (Storyteller Assistance is available if wanted/ needed). All Daiklaves must have a name and a full description
 
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Rules update: Players no longer need to worry about sending me a 10-page character sheet. If you have a problem sending me a copy just keep one for yourself if you desire. I will need you to send accurate and detailed information so as I can easily construct the character sheet. beside the character sheet make sure you do the following:

  • detail how your 7 points of backgrounds was spent
  • explain where each bonus point was spent
  • Include a history (as everyone has been doing already


and follow the limitations/ restrictions as posted above.


If you already sent me a character sheet then thank you, When a character is approved I will remove the reserved title to your spot.
 
Why Celestial Exalts do not know who or what they really are (at least in the beginning)


The question about Solars not knowing who they really are. I understand coming from a player who read the rules about not knowing who they are. The reason behind it is the fact that the Immaculate Philosophy and before them the Dragon-Blooded after the usurpation changed the history/ origin/ abilities of all the known Celestial Exalted at the time. They replaced it with one where the Celestials are seen as people who inherited their powers from demonic creatures of Malfeas (akin to selling their souls). Your character only interaction from the Unconquered Sun and fragments of memories of past Exaltation(s) are all you have to figure out who you are, at least in the beginning. The short amount of time having super powers with only a vision and memories of people who weren't you is all you have until you find other information pertaining to your condition. Some Solars have been killed never knowing who or what they really were. Hopefully your character's will live long enough. Don't worry it really won't kill the premise of the game, your character's will learn about who you are in the game. Even if you don't start with such knowledge. Why do I want to do this? Simple image you getting great powers on earth all of a sudden, what would you do with it this is what I am doing with your characters. The difference is the world has been feed misinformation on what you are supposed to be and you have conflicting memories and visions. How will your character interpret the vision and what will you do with the powers you have been given.
 
Posting on the In-game thread:


In order for me to consider anything you post in game, your character has to have been approved and your prelude must be completed. Nothing will be posted for your character to react towards if those two important things have not be completed. When you post, you don't have to state who you are.


I will consider anything you post after meeting the requirements, you do not have to post your character's name when posting and everything you post as speaking will be considered to have happened (grammar editing is okay). I will not allow you to take back an action (please insure you post what you want to do, as I will take your actions and words seriously within the game. If you start to attack someone then change your mind, people will more than likely have seen your aggressive move and react accordingly. Here is to good gaming.
 

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