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===Character Creation Steps=== These are the same for all Exalts except as noted. '''1)''' Pick your name, appearance, homeland, and any other background information you feel your character needs. '''2)''' Select Caste/Aspect. Exalts recieve a Good [+2] Caste/Aspect Quality of the appropraite type. The Caste Quality may be improved with bonus XP recieved at character creation, but not with Quality Points, and it is never considered Favored. God-Blooded recieve an Average [0] quality appropraite to their type (such as Average [0] Ghost Blooded) while mortals do not recieve any additional Quality. '''3)'''Select a Pursuit: Your Pursuit is some general aspect of your character which they excel at. Everyone gets one pursuit. If a Quality falls under a Pursuit then it works as though it were Favored (obviously two Favorings don't overlap). Example Pursuits: Traveling, Martial Arts Studies, Voracious Reading, etc. '''4)''' Select Motivation. If the character suceeds at something which makes significant progress towards completing her motivation she gains 1 XP and may choose to regain either motes equal to twice her Essence rating, or regain 1d6 Damage Ranks (or twice that many Failure Ranks). '''5)''' Select Qualities. Starting characters recieve 18 points to invest in Qualities. At least 6 of these points must be invested in Caste-or-Pursuit-favored Qualities. In addition, each character must select a single Poor [-2] Weakness. For heroic mortals, it is generally suggested that they be granted 4 to 6 additional Quality points to make up for their lack of supernatural ability. '''6)'''Determine Great Curse. All Exalts suffer under the great curse to a degree (although Solars have it the worst). Give your individual manifestation of the curse a name, choose what trigger 'sets you off' and what happens when your limit is reached. Whenever your trigger condition is met you must make a roll (TN determined by the intensity of the trigger) penalized by your Curse Weakness. If you fail you gain 1 point towards your Limit break. once you reach 10 your Limit is reached and the curse takes hold. Mortals do not suffer from the Great Curse. '''7)''' Calculate Motes. For Solars this is (Essence x 3) + MOD of 'Will' based Qualities +4 for their Personal pool. (Essence x6) + MOD of 'Will' Type Qualities + Caste Quality+6. For Lunars this is (Essencex2) + 2xMOD of 'Will' based Qualities +2 for their Personal pool. (Essence x4) + 3xMOD of 'Will' Type Qualities + Caste Quality+4. Sidereals use Essence x2 +MOD of Will Qualities +2 for personal and Essence x 5 + MOD of Will Qualities + 2xMOD of Type Quality for peripheral. '''8)'''Select Charms. Solars recieve 10 charms and must place at least 4 in Favored Qualities. Lunars may select up to 8 charms and knacks but must select at least one Knack, and two charms from favored Qualities. '''9)'''Select 1 'Special Move'. A special move is a focused enhancement to a Quality. For instance, an Expert [+4] Blademaster might have the special move 'Double-Handed Slash!'. When the Special Move applies the Quality recieves an Upshift. Characters may have only 3 special moves at one time, although an old move may be replaced with a new one. '''10)''' Each character recieves 12 XP which may be spent to further customize the character, or it may be saved for later. See the end for XP costs.
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