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=RULES NOTES= ===Virtues=== <small>Passion and emotion are powerful forces in the world of Exalted. Virtues measure how passionately committed a character is to certain types of behavior. There are four Virtue traits, each representing the extremes the soul can reach. The Virtues are:</small> ===Motivations=== <small>''Motivation is a short description of your character’s primary goal. It’s what drives your character to go out and be a hero, and it is part of the reason the Unconquered Sun chose her for Exaltation. The Chosen of the Sun (and all other Celestial Exalted) cannot have mundane or pedestrian Motivations—by their very nature, Celestial Exalted are epic heroes, and their goals must be similarly epic. Everyone who is Exalted deserves it. Your character might not have been wealthy, powerful or famous, but everyone who is Exalted already had a soul large enough to accept a fragment of divine power. Many other Motivations are possible, and in most series, every character will have a different Motivation. However, every character’s Motivation must be large and must be something that will take many sessions of roleplaying to accomplish. When deciding on a Motivation, consider what in your character’s history or concept pushes her to redefine the world according to her hopes and dreams. A compelling, dramatic Motivation can give you a lot of mileage for roleplay in any series. Your character’s Motivation must answer the question, “Why does she do the things that become the stuff of legend?”''</small> <br> <small>''Taking a significant action that brings your character closer to completing her Motivation can allow her to regain Willpower. Anytime a character spends an entire scene performing some action that directly brings her closer to completing her Motivation, she regains one point of Willpower. For example, if a character’s Motivation is to transform a large nation into a just and fairly run polity, and if she spent a scene judging crimes and administering justice in a city in that nation, she would recover one point of Willpower.''</small> ===Intimacies=== <small>''Characters can have things they are loyal to that are not their primary motivation in life. These secondary motivations are called Intimacies. 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 her (Willpower + Compassion), but they don’t automatically “fall off” if the character has too many. Normally, Intimacies don’t mean all that much. Serving them does not gain the character Willpower or Essence, for example. Instead, they are a way to protect certain things the character cares about from socially adept characters (see the Social Combat rules on pp. 169-175), while providing those same socialites with handles they can use to manipulate the character. Intimacies are also often the target of beneficial magic. For example, there is a Solar Charm that prevents the character from betraying an Intimacy to a great ideal or society. These Intimacies are very important, but the average character is going to have some pretty simple and infrequently challenged Intimacies. Only really worry about these in a very social game. Starting characters normally get a number of starting Intimacies equal to their Compassion. Characters gain and lose Intimacies based on their Conviction. For more information on Intimacies, see pages 173-174 of the Drama chapter and page 201 of the Charms chapter.''</small> ===Contacts=== <small>In addition to having friends and allies, many characters also know people in various sectors of society. Contacts use their talents, information or resources to help your character, but they always expect some sort of favor in return. This favor could be a service, trade or even payment—generally matching the value of the contact’s assistance. These associates don’t risk themselves as far as a follower or even an ally. They aid your character because of mutual self-interest, not because of love or loyalty. </small> :::* Each dot in this Background represents both major and minor contacts. ::::: '''Major''' contacts are individuals with whom your character interacts frequently. They have names, personalities and positions that make them useful to know. A major contact could be a Guild factor, a high-ranking military officer, a powerful courtier, a small god or a Dynast of the Realm. Such a character is always your contact, but he has his own life and problems. He might not be there when you need him. ::::: '''Minor''' contacts simply represent your character’s overall “connectedness.” They aren’t as knowledgeable or influential as major contacts, but all you need to do to find one is roll a success on your Contacts. Most of these minor contacts do not know your character personally. Minor contacts represent your character’s innate ability to sniff out information and people willing to work with her. Just use common sense: Your character isn’t going find minor contacts in the middle of a desert. ===Familiar=== <small>Creation is filled with exotic beasts, from the intelligent animals of the deep forest, to semi-intelligent Haltan pets and various small gods that take on animal form. In addition, some animals are sensitive to Essence who are drawn to various magical beings like the Exalted. Some are little more than unusually loyal pets, but others share a deep and profound link with the character. In either case, the familiar draws the character’s Essence to supplement its own life, and the animal will not age or die until the character does.</small> ===Allies=== <small>Allies are your character’s close friends and trusted companions. Unlike followers, allies are never extras. Most are either Exalted (of any type), small gods, Fair Folk or other magical beings that are typically at least as powerful as one of the Terrestrial Exalted. Alternatively, they might be exotic beings such as intelligent animals, or exceptionally skilled and powerful mortals such as masterful thaumaturges, wealthy nobles, crime lords or Guild factors. Characters don’t have to buy the Allies Background to represent the rest of their circle—allies are always Storyteller characters. Also, allies are independent people with their own lives and goals. If your character asks for aid but does not provide any in return, her allies will soon desert her. Allies do what they can to help your character, but they won’t risk their lives for any but the most important causes—possibly, not even then. Allies asking for help can make for fun roleplaying. </small> <br> ---- ---- [[Exalted - Saturday Game Gang|EXALTED CAMPAIGN PORTAL]]
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