Rules
Exalted: Character Creation Summary
Step One: Character Concept
- Choose concept, Caste and Motivation.
- Note your Caste’s Anima Powers.
Step Two: Attributes
- All Attributes start with one dot before you add any.
- Prioritize the three categories: Physical, Social, Mental.
- You have (8/6/4) dots to spend, based on your priorities.
Step Three: Abilities
- Note Caste Abilities.
- Select five Favored Abilities (may not be the same as Caste Abilities).
- You have 28 dots to spend.
- At least 10 must go into Favored or Caste Abilities.
- You must put at least one in each of your Favored Abilities (not required for Caste Abilities).
- You cannot raise any Abilities past 3 without spending Bonus Points.
Step Four: Advantages
- Spend 7 dots on Backgrounds.
- You cannot raise Backgrounds past 3 without spending Bonus Points.
- See Background list below.
- Choose 10 Charms.
- At least five must come from Favored or Caste Abilities.
- Spend 5 dots on Virtues.
- Your Virtues start with one dot each.
- You cannot raise a Virtue past 4 without spending Bonus Points.
- Choose or design your Virtue Flaw.
Step Five: Finishing Touches
- Your starting Essence score is 2.
- Mortals and lesser spirits have Essence 1.
- Record your Willpower score.
- Your Willpower starts as the sum of your highest two Virtues.
- Calculate your Personal Essence Pool:
- (Essence × 3) + Willpower
- Calculate your Peripheral Essence Pool:
- (Essence × 7) + Willpower + (sum of Virtues)
- Record your health levels.
- Your base value is seven, plus any gained from Charms.
- The only way to increase health levels is via Ox-Body Technique Charms.
Step Six: Spend Bonus Points
You have 15 Bonus Points (BP) to spend on further customization.
- Attribute — 4 BP
- Ability — 2 BP (1 BP if Favored or Caste)
- Background — 1 BP (2 BP if raising above 3)
- Specialty — 1 BP (2 BP per 1 if Favored or Caste)
- Virtue — 3 BP
- Willpower — 2 BP
- Essence — 7 BP
- Charms — 5 BP (4 BP if Favored or Caste)
Backgrounds
- Allies — Aides and friends who help in tasks.
- Artifact — Wondrous devices of the First Age.
- Backing — Standing and rank in an organization of influence.
- Contacts — Information sources and people in useful places.
- Cult — Mortals who worship you.
- Familiar — An animal companion.
- Followers — Mortals who look to you for leadership.
- Influence — Your pull in the world around you.
- Manse — A place of power and Essence.
- Mentor — A teacher and instructor.
- Resources — Material goods and money.
House Rules
- Dice Rolling and Playing
- We will be meeting via Facebook Messenger and playing live on a group video call.
- Dice rolls will be handled on the dice roller here:
- Combos and Charm Timing
- Solars can use any Reflexive charm at any time.
- Players can make combos on the fly by spending the motes and an additional Willpower.
- If a player spends XP on a combo, they no longer have to pay the Willpower cost of the combo.