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===Solar Exalted Games===
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=So You Want to Run an Exalted Game!=
  
'''You want to play a [[Solar Exalted]] game because:'''
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What do you need?
  
A better question is why wouldn’t you want to play a [[Solar Exalted]] game? Why wouldn’t you want to play in a game where you are the reborn god-king of a lost age of wonder, chosen by the greatest of Gods to be his champion?
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At the bare minimum, you will need a copy of the Exalted core rulebook, about 10 ten sided dice, and a player (multiple players are good, though!).
Why wouldn’t you want to play a game where the main group of player characters could be Wayland Smith, Achilles, Jubei, Moses and Wong Fei Hung, except with more Kung Fu?
 
Why wouldn’t you want to play a game where you can play a hero of classical myth viewed through an anime lens? A game where you can shake the foundations of the world or the pillars of heaven, where you can make a difference, a game where the Eldritch powers shrink back in fear of you for a change, because you are the champions of the Gods.
 
Every Solar was a [[Heroic Mortal|mortal hero]], now they are near immortal prodigies who may be the last chance for the world. They are the Golden Heroes upon whose shoulders the fate of the world lies. They fight the dark things which man fears to name, and they look good doing it.  
 
  
The only catch is, the world fears their power, and the most powerful empire in creation thinks they are demons.
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You've probably grasped that already, though, so how about some more helpful advice?
  
A small price to pay for the glory of the [[Unconquered Sun]].
 
  
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'''RULE 0 - YOU ONLY NEED THE COREBOOK TO PLAY EXALTED.'''
  
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This cannot be stressed enough. In fact, we're going to stress it often - too many folks are intimidated out of playing Exalted by the thought of too much reading and expenditure. The Exalted range is packed with heaps and heaps of great books, all of which can help enrich your games, but you don't *need* any of the other books unless you want to run a type of PC other than the Solars or mortals. Back in the day, people were running Solar and Mortal games with just the corebook, and those games were *great*. There's no reason why your game can't be just as great with that one big white book.
  
'''The Library of Twilight, or books to pick up'''
 
  
Indispensable: <i>[[Exalted]]</i> Core. <i>[[Scavenger Sons]]</i>:
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==Which PC types==
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Decide what sort of game to run - which PC types will you support?
  
The Exalted Core provides all the basic rules for running the game, and the rules for running Solar Exalted [[player character]]s.
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If you've only got the corebook, this is pretty easy - you can run either Solars or Mortals. If you have access to a broader library, the choice is a bit wider (and sometimes daunting!). Here's a rough guide:
  
<i>[[Scavenger Sons]]</i> provides an overview of the world of <i>Exalted</i>, known as [[Creation]].  It’s brimming with adventure hooks for a party of Solars, and leaves plenty of room for a [[Storyteller]] to insert his own kingdoms and ancient ruined cities.  
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[[Solar Exalted]] - Solars are the default and most powerful of the Exalted, and in many ways they are the easiest to run. Solars start out with relatively humble circumstances, but lots of potential - they begin hunted, hated and feared, but build up the power to overcome these difficulties reasonably quickly. Having no society of their own, they are in many ways the most "human" of the Exalted, at least to begin with, if particularly epic and heroic examples of the breed - thus they allow a very broad range of character concepts. The Charms of the Solars, while increasingly potent, tend not to be mechanically complicated, and in combat tend to be a bit more forgiving, requiring less tactical nous to use effectively. Solars are suitable for virtually any kind of heroic story, especially those whose direction falls increasingly into the players' hands as their characters increase in might and confidence. They are only a good choice for gritty or low-key games in the short term, as their abilities and Great Curse pull them increasingly towards the epic. Solars make an excellent first game.
  
Very useful: <i>[[Caste Book: Twilight]]</i>, <i>[[Caste Book: Dawn]]</i>, <i>[[Caste Book: Night]]</i>, <i>[[Caste Book: Eclipse]]</i>, <i>[[Caste Book: Zenith]]</i>, <i>[[Book of Three Circles]]</i> (Out of Print), <i>[[Savant and Sorcerer]]</i>, The <i>[[Exalted Players Guide]]</i>, The Storytellers Handbook, <i>[[Games of Divinity]]</i> (Out of Print).  
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'''Mortals and God-Blooded''' - Mortal and God-Blooded (those who derive power from some sort of supernatural heritage) characters are an eminently viable choice, despite the name of the game! They are also your only option other than Solars if you only own the core rulebook.
  
The Book of Three Circles and Savant and Sorcerer are the big books of Exalted Sorcery, with dozens of spells, ranging from basic sorcery to world-shaking effects. Savant and Sorcerer is the current Exalted Magic Book (having superseded the Book of Three Circles), and has rules for crafting Artefacts of power, as well as the updated rules for the massive armoured mecha war engines of the Exalted: Warstriders.  
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Mortals and God Blooded games are great for grittier and darker themes - Mortals are very fragile, are susceptible to infection and disease, but they are still Heroic, and can perform great deeds - it's just more dangerous for them to attempt them. They're also great for exploring challenges that the Exalted would normally bowl over - in many respects, a Mortals game is like a very low powered Solars game, so it might be a good way to start out before launching into Solars.
  
The Castebooks provide extra background and charms (exalt ability magic) for each of their respective castes, and the in character fiction is worth reading to get a feel for how each of the castes operate. In addition, each book provides five pregenerated starting characters, and several unstatted Solar NPC’s
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If you only have the Corebook, the rules for mortal characters are extremely simple (they're on page 103) and work just fine - go for it! If you want to run God-Blooded, or have broader options for mortal characters (and, uh, everybody else), then you'll need the Player's Guide. The Player's Guide gives a huge range of options for mortal characters - some of them are simple tweaks, some of them can be quite complex (like Thaumaturgy, which is mortal magic). These are all options, however, and there's no particular need for an ST to allow all of them.
  
The Players Guide provides additional antagonists in the shape of the Dragon Kings (ancient lizard warriors from before the time of men), Akuma (Demon corrupted Exalted) and God Blooded (Half breed offspring of mortals and Exalts/Gods/Demons). It also provides Merits and Flaws to customise characters with, and has the alternate Power Combat combat rules (if you intend to use these, this book becomes an indispensable purchase)
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Mortal character games also allow a very special type of game: letting the players play mortals who later Exalt. This allows you as a GM to walk new players through and give them a good grasp and grounding in the setting before laying on the wide variety of capabilities, powers, and sheer epic weirdness of the Exalted.
  
The Storytellers Handbook provides a Storytellers screen, as well as simplified rules for using other Exalted as antagonists.  
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A simple mortals game makes a great introduction to Exalted.
  
Games Of Divinity is the Exalted book of Gods and spirits. It provides expanded information on running the gods in a world where everything has a god. As such, it’s full of useful information and story ideas. Where Scavenger Sons is the book about the world of Mortals, Games of Divinity is the book of Gods.  
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If you only have the corebook, feel free to skip the following descriptions of other types for the moment, though they (and their expanded sections later in this guide) might help you decide whether or not to expand your library.
  
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[[Dragon Blooded]] (Requires <u>Exalted: the Dragon Blooded</u>)- Almost the opposite of the Solars, Dragon-Blooded are far less magically mighty, but they begin ruling the world. The default Dragon Blooded are the members of the Scarlet Dynasty who rule the Realm - they begin as the height of nobility in their society, with all in the Realm raised from birth to worship them as warrior-bodhisattvas. They begin play with immense wealth, in the heart of a decaying and decadent empire ruled by their corrupt elementally-charged demigod elders, yet the chaos of the Empress' absence gives them scope to be either sucked into their elders' schemes or blaze their own path. Dragon-Blooded games begin with much more structure than Solar games, which can be helpful in giving a starting point, and while they never reach the dizzying heights of power the Solars are capable of, there's no reason why a Dragon-Blooded PC couldn't rise to become Emperor. Dragon-Blooded mechanics are not particularly more complex than those of the Solars, and they have less powers - hence they can be an excellent choice for STs or players intimidated by the sheer might of the Solars. Dynastic DBs are particularly suited for Machiavellian games of political intrigue, civil war stories, colonial power stories, and stories that revolve around their choice whether to drain the world dry as their brothers do, or become the heroes their religion insists they are. Alternately, a game set in the Threshold with a party of Dynastic DBs looking after matters far from home, or Outcaste DBs surviving as best they can in a harsh world can be a great way to induldge in heroic action without the pressures and power of a Solar game - DBs can always use their powers openly, but the powers don't become as extreme. Lookshy Dragon-Blooded, a third option (Requires Exalted: The Outcaste, and details even more DB PC options!), live in a much less decadent, more stringently organised society, and can make for a great highly-structured military game. Dragon-Blooded make an excellent first game.
  
Useful: Any of the other hardbacks, a region book useful to the region you are running your game in, Creatures Of the Wyld, Manacle and Coin
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[[Lunar Exalted]] (Requires Exalted: the Lunars)- [Help!]
  
The other Exalted hardbacks expand on a specific area important to the Exalt type it describes, as such; they are useful as setting and antagonist books for Solar games (since pretty much everyone is after the Solars anyway).  
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[[Abyssals Exalted]] (Requires <u>Exalted: the Abyssals</u>) - The dark mirror of the Solars, the Abyssals have all the might of their golden brothers, and the grand social position of the Dragon-Blooded, if only amongst the dead. Abyssal games have the added complexity of the dichotomy between the realm of the dead, where they rule as the favoured servants of the Deathlords, and Creation, where all that lives is their enemy. Abyssal characters do not have to be evil, but their Exalted souls are dedicated to the task of casting all things into Oblivion, and they are slaves to the Deathlords, and through them the Malfeans. Their mechanics are nearly identical to those of the Solars (in fact cleaner in some places), and they start with just as much support and structure as the Dragon-Blooded. Many STs will also find the Deathlord an excellent tool, being able to give the PCs orders and helping them guide the plot, though it's quite reasonable for a Deathlord to allow his charges extreme freedom. Abyssal stories are tales of epic darkness, though stories of redemption are also possible. Abyssals are not quite as suitable for a first game as Solars or Dragon-Blooded, but can still work fine.
  
The region books provide more in depth information on a specific area of creation, so if you intend to run your game in a region covered by one of these books, they are an excellent resource.  
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[[Sidereal Exalted]] (Requires <u>Exalted: the Sidereals</u>) - The Sidereal Exalted are hidden master manipulators of the world, Heaven's own elite cadre of martial-artist agents whose "prophecies" do not predict the future but instead dictate it. The Sidereals participate in almost the full scope of the Exalted setting - they live in Heaven, moving from its gates to almost anywhere in Creation, manipulating Dragon-Blooded and Solars alike, and often fighting against the Fair Folk and Demons. They participate in the corrupt and endlessly complex Celestial Bureacracy - in fact, they are its elite employees - and are directly responsible for the maintenance of Fate for the entire world. Sidereals can't really be reccomended for a first Exalted game - they demand a great and broad knowledge of the setting and system. They are nowhere near as mighty than the Solars, but they do a good job of seeming much more powerful! In truth, clever Sidereals can be extremely effective, and it's very easy to see how with careful planning and rigorously stacking the deck in their favour they could have lead the Dragon-Blooded to overthrow the Solars, but they can also be extremely fragile. However, one advantage of Sidereal games is that despite their complexity, they live the most structured lives of any of the Exalted - slaves as the Abyssals are, they're not expected to punch the clock every day to collect a wage, and an ST will probably find it very easy to direct the early parts of a campaign through the structure of the Bureaus, and Sidereals are generally snowed in with work - there's never a shortage of things for them to do! Sidereals are excellent for stories of hubris, politics, struggling against corruption, martial arts, and striving to fulfill great responsibilites amongst corruption and decay. Running Sidereals after experience with a Dragon-Blooded or Solars game is probably a good choice.
  
Creatures of the Wyld: The Exalted book of Monsters. Useful if you want something strange (like a rhino made entirely of magical metals) to throw at your players as a random encounter, as well as providing bigger plot hooks with the more powerful creatures. Find it, slay it, take its stuff….  
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'''Fair Folk''' (Requires <u>Exalted: the Fair Folk</u>) - This space is left intentionally blank until the Fair Folk book is released.
  
Manacle and Coin is an overview of the seedier side of creation, the trade in slaves, drugs and money. It gives an in depth view of the most powerful mortal organisation in Creation, The Guild, and is useful for providing non Exalted antagonists and allies for player characters.  
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'''Dragon Kings''' (Requires the <u>Exalted Player's Guide</u>) -  The original combination of divinity and flesh produced by the Primordials, and stalwart worshippers of the Unconquered Sun, the Dragon Kings came in four breeds and resemble humanoid archosaurs (in spite of what others may have told you, only Raptok and Anklok are dinosaur-men; Pterok and Mosok are not). Their souls reincarnate similar to how Celestial Essences do. Dragon Kings ruled the world in the time before the Exalted killed the Primordials, but were on the receiving end of much of the offensives of the war, and so declined until, in the Second Age, they are mostly stuck in their spiritually unaware and undeveloped stages of life, known as "stalkers." Thus, most modern Dragon Kings will tend to either be very confused or very focused, though in both cases, would make terrific and loyal companions for Solar Exalted (not necessarily as other player characters). Fully integrating them with human interaction can be problematic unless they possess illusion powers (which are available for starting characters) or an artifact that makes them seem sublime wonders.
  
'''Creation through Solar Eyes, or the primary setting for the Solar Exalted'''
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Dragon Kings that were alive during the First Age or very early Second Age are an entirely different kind of campaign. They have the potential to start out with Essence at six dots, and thus to be over a century old and able to help their kin aspire to learn their vaunted spiritually advanced state. While such characters can also potentially have Virtues, Abilities or Intelligence at six dots, and may be significantly more powerful than starting Terrestrials, they could actually be reasonable choices for player characters in beginning Solar campaigns. Such an individual, if an NPC, would most likely be a Mentor rather than Follower, as they also possess access to the Savant background. Using either an ancient survivor or a modern reincarnate can run into problems if you play with normal heroic mortals, as the Dragon Kings have inhuman physical and mental potentials for attributes as well as development in various powers that a human does not have access to, easy or otherwise. The ability of certain gods to use the Ride Charm to merge with Dragon Kings also deserves note - in such a case, an empowered ancient Dragon King might be able to keep up with slowly developing Celestials in terms of power.
  
The primary setting for the Solar Exalted is the region in the eastern portion of Creation known as the Scavenger Lands. This is a realm of petty kingdoms a valley wide, ruins from the First age of man, blood, battle and trade.  
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Dragon Kings can also be played in campaigns before the Primordial War, where their doings will take on a far greater importance than any meddling by humanity, at least before the Exalted show up. Campaigns very far in the past would likely revolve around the politics of ritualized secular warfare of the Dragon Kings, which they were very fond of, or in hunting a threat to fellow Dragon Kings and sacrificing its heart to the Unconquered Sun. Politicking and dramas of intrigue can also abound here as well - what if a companion of your clutch were accused of a crime that you know he did not do? Before his heart is made a sacrifice as punishment, the real culprit must be caught and brought to justice. Or, the reincarnation of the clutchmate's soul may make it so that a newly turned juvenile Dragon King becomes incredibly violent around the individual that stabbed him in the back.
Two powers dominate the political landscape of Scavenger Lands: Lookshy and Nexus.
 
Lookshy is the city founded by the Seventh Legion, a large military force of Dragonblooded and mortal soldiers who were stationed where the city of Lookshy now stands. Lookshy boasts the most advanced military in Creation, its troops still fight in the manner of a First Age army, and it acts as the primary defender of the Scavenger lands against the aggression of The Realm.
 
Nexus is the most populous city in Creation. Built on the ruins of a first age metropolis, it is the hub of trade for the world, and where the headquarters of the Guild is stationed. It lies at the nexus of three rivers (hence the name) and if something can be bought, it can be bought in Nexus.
 
The Scavenger Lands are by no means the only place Solar Exalted exist, however. They could appear anywhere in Creation, even the centre of the Realm…
 
  
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'''Mixed Games''' (Requires at least two books!) - Mixed games are much easier and smoother to do in Exalted than, for instance, the old World of Darkness game - the rules are absolutely compatible, and certain combinations of Exalted work quite well together. However, it can't really be reccomended for a first game - it's best to learn how the Exalted work one at a time, and it's easier to reconcile the different niches and story needs of the different Exalted with more experience. However, if you're brave (or, more likely, one of your players is only interested in joining your Solars game if they can play a Dragon-Blood!), check the guide to mixed games later in this chapter.
  
=Playing The Unconquered Sun, or advice for Storytellers=
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==Decide on your setting and themes==
  
General advice on running Solar games, and problems that may arise
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Creation is vast - virtually any theme and any type of exotic locale can be found within its bounds. For your first game, you'll probably want to be fairly specific about both things - this will help you focus, and will help your players, since they know what sort of game they're likely to experience, and only have to learn part of Creation instead of all of it.
Think big: Solars don’t do small plots. If the fate of an entire kingdom (if not the whole world) isn’t at stake, you’re selling the Solars short. A moderately competent solar can create a fantastically efficient kingdom, fight an army single handed, create world shaking magic or start a cult that overtakes an entire nation in a few months. Solars can be scarily good at what they do, and it can be intimidating to create challenges for them. So think big. Array the entire Seventh Legion against your upstart nation builders, have the Deathlords take a personal interest in the fate of your characters. Make it world shaking and you are on the right track. There’s nothing quite as satisfying in a Solar game as watching your players take your epic plot by the reigns and pull it in a completely unexpected direction, because dammit, they can, they’re Solars.
 
  
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While your choice of theme is somewhat dictated by your choice of PC type or vice versa (Solars make for incredibly broad games, but they wouldn't do, say, a gritty game of urban crime where you struggle to survive by stealing enough to eat. Conversely, a story dealing with the effort to conquer the world and the consequences of your actions in doing so is going to be a tough ask for mortals), you should still have a fairly broad palette. The Storyteller's chapter in the core rulebook offers advice on choosing theme (**does it? It's been a while...**), but you should probably make sure that your players are OK with the theme - they may want to explore different things in game, or be adverse to a particular theme. Exalted isn't about disenfranchising players or characters, so it's best to make sure everyone is heading in the right direction. On the other hand, Exalted isn't about running games you don't want to run, so it's fine for you as an ST to set bounds for the sorts of themes to be explored in the game.
  
Make sure you write your plot with the PC’s as the stars. This is the most important rule for Exalted storytellers: The PC’s are the most important people in the world, but not nesseceraly the most powerful. Be prepared for your players to wander off and do their own thing, like the aforementioned nation building. In my experience, as the Solars become more experienced, the game begins to write itself, with the characters making their own stories and forging their own epic destinies. A useful tool for preparing Solar epic stories is to prepare a write-up of what would happen if the players did nothing, then modify it according to their actions. For example, lets say the Deathlord Mask Of Winters wants to invade Nexus, and you want your players to stop him. Write what would happen to Nexus if the players weren’t involved, planning out the Masks offensive that way, and then change his actions according to PC action. This leaves a flexible structure, which allows for PC freedom while still retaining a strong narrative feel.  
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Choosing a beginning setting can seem overwhelming at first - the world is so big, and there are so many books detailing it! If there are any locations that leap out at you (or your players) from the setting chapter of the corebook, go for it - don't worry what may or may not be detailed about that location in later books, just run with what makes you think it's cool, and fudge any details. If you later invest in the appropriate books, you can have fun figuring out how and why things changed from canon to your version (blaming the Sidereals is always a popular choice!). Alternately, if nothing leaps out at you, create your own kingdom with whatever themes or imagery you like and put it whereever you want on the map (the Scavenger Lands are always a great choice, but literally anywhere will do) - Creation is so vast that there would be hundreds, if not thousands of significant kingdoms never mentioned in the books or appearing on the maps. With the exception of a few particularly advanced nations (like the Realm and Lookshy), the borders of any given nation aren't likely to be terribly definite, so feel free to literally put a kingdom wherever you like. It doesn't need to be spectacularly detailed - after all, who needs to know every branch of the local government if the Eclipse can make them dance to her tune with Bureacracy charms anyway - so don't feel intimidated out of it, grab your favourite themes and imagery, give it a few names, and go for it.
  
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For a first game, it is easiest to choose a single location/kingdom to begin with and expand out as the characters grow in power and influence - that way nobody has to learn the ins and outs of the huge setting at the very beginning, only a localised version. Set loose boundaries on where characters can have originally come from - if their home nations or cities are reasonably close to your starting point, then they make natural story-fodder as the characters return and their histories rear up as plot hooks.
  
Running Godlike antagonists: The world of Exalted is a dangerous place, with numerous individuals who outstrip starting Solar Exalted in power, any of whom would gladly see them dead in the dirt. One of the possible problems you can run into with this is; why doesn’t their enemy simply erase them from existence with his mighty power? The answer, in my mind, is threefold:
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==Work with your players to create their Circle==
  
1) Genre: Exalted is a game of epic action and anime Kung Fu. As such, its completely out of genre for the villain to crush his enemies without thought, he has to have them at his mercy, then gloat, or destroy everything they strive to do before he kills them, or do something that gives our heroes a chance. Sure its cliché, but cliché’s exist for a reason…
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This can be quite an important element - at the very least, it can save a lot of headaches. In Exalted, many characters can be powerful, self-sufficient, and passionate. This is aggravated by the fact that the setting is vast - so very different bits of it will leap out at players. If they create their characters independently and you have them meet in a bar, you could have this scene (with some exagerations):
  
2) The PC’s are the most important people in the world. It does them a disservice to simply crush them and makes for a non-fun game.
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'''Dawn:''' I am the Invincible Sword Princess! With no fear of death, I shall singlehandedly crush the armies of the Realm in revenge for my fallen sister!
  
3) No one with any power moves in Exalted without someone watching. No one acts without someone reacting. Lets take our previous example of Mask of Winters invading Nexus. We assume our players are proactive, and at least attempt to do something to stop him. Now, the Mask is unable to affect the PC’s himself, because he is trapped in the Underworld, so he has to act through proxies. Let’s assume Mask sends his armies to march on Nexus (a fairly simplified scenario, but it serves our purposes). Now, he has limited powerful servants (evil geniuses have limited lieutenants after all...) and these servants have to be divided amongst leading his army and directly affecting the Solar PC’s. Lets say he sends a strong enough force to assassinate the PC’s without any trouble (a substantial force considering the PC’s are Solars). This would leave his army weakened, without its best generals, and another power could take advantage of this. In this scenario, Lookshy would probably be able to destroy the poorly led army of the Mask, when combined with the defenders of Nexus. Sure, he’s taken out the PC’s, but his army is routed and he’s shown himself to be weak. In the same blow, Lookshy has proved itself to be mighty and earned the debt of Nexus. This is clearly a simplified scenario, but the point is, the PC’s and the villain are not the only movers and shakers in creation, there’s always someone out to make the equivalent of a fast buck from a weakened enemy. Remember, however, this sword cuts both ways…
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'''Zenith:''' Hey, good luck with that. I am personally so magnificently inspiring that I favour my chances of entirely reforming the spirit courts of the South, and convincing everyone not to destroy Gem.
  
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'''Twilight:''' Awesome. I'll only be a mere half-world away on my archaeological dig in Rathess. My plan is to create a sorcerous utopia from its ruins and contemplate the ages in perfection.
  
The other problem with such a high-powered game is: what if the players mow down my carefully crafted antagonist? There are a few ways to deal with this:
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'''Night:''' Sounds cool. Personally, because I am pretty sure no-one can pierce my invincible stealth, I'm going to steal the library of the Bodhissatva Annointed With Dark Water from under his nose.
  
1) Fudge the dice: the villain turns aside the blow of the mighty solar at the last second, then, seeing himself as clearly outclassed, he flees. This is appropriate for important but minor villains, such as enemy lieutenants. However, repeatedly doing this is a sure way to annoy your players, so weigh up the importance of the antagonist with how much it would annoy the players if he got away. Removing a minor villain who has eluded them several times is immensely satisfying to the PC’s, but a minor villain who always gets away is just annoying.  
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'''Eclipse:''' Hey, I'll listen out for his screams of rage. Me, being the suavest thing in Creation, I plan to stop the war-machine of the Bull of the North by romancing Samea, his shaman. I'm just too damn slick for her to resist.
  
2) Let them win. In the world of Exalted there is almost always a bigger puppet master pulling the strings. Again, if overused this quickly becomes very annoying, but used well, it provides a nice sense of escalating villains.  
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Suddenly they've cleared out of Nexus in five different directions, and your lovingly planned story of Guild vs Lookshy intrigue is gone in a puff of smoke. The characters are strong and driven enough not to need each other OR your story. While the example is slightly contrived and exaggerated, beginning by at the concept stage giving a group of potentially willful and independent characters reasons to be together and explore your story will make things much easier. True for most games, especially true for Exalted.
  
3) The Villain is better than them. This is appropriate for extremely powerful villains such as elder Exalts, Deathlords, Demon Princes and Akuma. The players are not yet powerful enough to deal with the enemy. They’d better make good their escape while he gloats at their expense, then come back when they are good enough to deal with him/her/it. Again, overused, this is annoying, but used well; it provides an excellent incentive to build up a strong power base, as well as a recurring villain to pit the characters against.
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In addition, like many point-based character creation systems, Exalted does not offer any particular niche-protection. There's no reason why an Eclipse couldn't be a superior warrior than a Dawn, for instance. This tends to be a good thing, but it helps (to the extent to which players in your group dislike being overshadowed in areas they thought they owned, or like to have characters of diverse and unique capabilities) for the players to discuss which niches they'll be shooting for, and make sure they have a Circle that has a range of capabilities appropriate to the game.
  
=So, the Sun Chose You? Or, advice for players=
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Finally, it's good to have a bit of back-and-forth with your players about just what the capabilities of their characters are. Players assigning points to their characters are not only stipulating what their characters are capable of, but voting for what they want to actually do. This is worth discussing with them, and it's definitely worth listening to them. If the players create five social-heavy characters all ready to wax lyrical on political issues, jumping them with a surprise five-Immaculate Wyld Hunt in the first session is something you may want to rethink - better to have them hear about the Wyld Hunt coming and use their political nous to avoid facing its wrath. Conversely however, it's absolutely fine for you to say things like "I understand that from the characters you've created that you're not interested in combat, but you should be aware that you will have enemies, and in this savage world they will attempt to use your lack of martial might against you. You better be prepared to deal with that somehow - it's too rich a source of drama for me to just disregard." Make sure the characters get an opportunity to be heroic with the capabilities they've focused on, but don't feel obliged to make Craft (Basket Weaving) the solution to Creation's problems. Everybody gets a say in what sort of things the story/gameplay will involve, nobody is disenfranchised, but the players don't escape conflict or surprise thereby.
  
'''Exaltation is Character Building'''
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There’s quite a lot to building a Solar character, so I’ll divide this into three sections: Concept and Background, Dots on the Sheet and Charming Your Way Through Life.
 
 
 
'''Concept and Background'''
 
Think big, or at least have big potential in mind. Nobodies don’t exalt. Exalts are either exceptional now, or will be exceptional soon. A boy who spends his entire life in one village, cutting wood isn’t going to exalt if it’s his destiny to spend the rest of his life cutting that wood. Exalted all have tremendous strength of character in one way or another (the virtues system pretty much assures this), so your concept should reflect this. A good method to straddle the potential versus competence now line is through the Exaltation, which brings us nicely to the second part of concept and background: Exaltation. This is one the player and Storyteller should really go over together (a bit more than normal). Exaltation is the single most dramatic event in the characters life up until that point. No one Exalts lying comfortably in bed (unless ninjas burst through their window and try to kill them at the same point). Work up an Exaltation that ticks one or more of the following boxes with your Storyteller:
 
 
 
1) It must be cool. This is a bit of a vague category to fill, but it’s pretty much the cardinal rule of Exalted. For example battling the other relic scavenger who has been your nemesis since you took up the trade atop a ruined pyramid, in an elemental storm is a perfect time for you both to Exalt. However, a tense bargaining session, where the wrong word could cost you your life, in a bar the nemesis owns, which is full of his men could also be a great time for your character to Exalt.
 
2) The character must be under some pressure. Exaltation should happen at a time of stress for the character, the perfect time for a mortal hero to shine, and show the gods what he is really made of.
 
3) It should provide a plot hook. Sure, backgrounds exist to give the Storyteller plot hooks, but what better opportunity for the beginning of an epic quest than a message from a god.
 
4) It must be dramatic: Even if your exaltation is uneventful on the surface (e.g., you exalt while walking down a street of your city at night) you can make it eventful by having some sort of dramatic revelation for the character (the gladiator realises he’s wasted his time in the arena, when he could have been fighting to push back the dark in the world, the scholar who has never seen his knowledge leave the library realises that there is so much more potential for learning out there in the world). First age memories are excellent for this, as the character realises the revelation comes from the attitude of one of his former incarnations.
 
 
 
With those guidelines, your Storyteller and you should be able to work up a kick ass Solar Exaltation in short order.
 
 
 
Given the huge setting of Exalted, it’s imperative that you work with your Storyteller to create a character appropriate to the area the game is going to be set in and the style of game you are going to be playing in (yup, I know this is stock advice, but in my experience, it is of more importance in Exalted than pretty much any other game I’ve played). Nothing sucks more than crafting a fantastic background for your northern ice-walker chief who exalted while battling the Fair Folk, and now leads a coalition of tribes to reclaim the North from the Fairies, only to find out your Storyteller wants to run a game of sea bound adventure in the South West, battling deadly pirates and demon cults. Not that it couldn’t be done, however.
 
 
 
'''Dots on the sheet'''
 
When building a Solar character, one of the things to remember is you have a fairly large number of points to play with. Your character can be staggeringly competent in one area and still be able to hold his own in others. Naturally this offers a fair bit of freedom for character generation.
 
First, look at your attributes. You get a fair number of points to put into these too, so the biggest decision is what to make your primary and secondary attribute set. Generally a frontline combat character should have high physical stats, a savant or sorcerer should have high mental stats and a socialite or religious icon style character should have high social attributes. This doesn’t however mean that that section has to be their primary attribute set, the secondary set gives just enough points to be very competent in that area (as opposed to the staggering competence of the primary attribute set). Either way, it’s generally a good idea to have physical as either primary or secondary, or sink some bonus points into increasing your attributes; Exalted is an action game, and not being physically capable of the impressive stunts you’d expect to be able to do can be annoying. Again, there are exceptions to this, it’s a guideline at best.
 
 
 
Next come abilities. A good idea at this stage is to look over the Charms section of the book (and the charm picking guide of this 101)and pick a few you like the look of, then note their minimum requirements, so you don’t have to point juggle too much at the next stage. Picking your favoured abilities is extremely important, as you can buy dots in them for less, and you get discounted experience costs to increase them, and charms in them cost less. Ideally you want a combat ability (archery, brawl, martial arts, melee, thrown) and dodge, if they are not already caste abilities. This is because you will need to be able to hit your enemies, and cheap increases and charms helps this immensely, and dodge is useful to pretty much everyone (there are exceptions, but I’ll get into those later...) Generally, picking one of the social abilities (presence, socialise, bureaucracy) is also a good idea, a fast tongue can avoid many dangerous situations, especially when combined with the phenomenally powerful social charms of the Solars.
 
So, the first things you should buy are the prerequisites for the charms you have picked. Remember, however, that to buy an ability at 4 or more, you need to spend bonus points. Then you can spread any remaining points around. As a general rule of thumb, to be competent enough to be chosen as a Solar Exalted, you should have either one ability at 5, and one or two at 3+, or two abilities at 4 and a few at 3. However, this isn’t a hard and fast rule, more a way to get the most out of those starting points. Specialities are a good way to increase an ability that would otherwise be lower, or to push an ability to the limits of mortal competence, in certain areas. Picking specialities for favoured abilities is very cost effective in terms of adding basic dice to your pools, but when it comes to adding to those pools with charms (such as the dice adder charms in the melee tree) specialities don’t count to the attribute + ability maximum addition.
 
 
 
Virtues: In some ways, these four simple stats are amongst the most important to your character; They influence the way he acts in a broad swathe of situations, they can dramatically increase a characters prowess for a short period of time, and most importantly, they define how the great curse of the Exalted manifests. You have only seven points to distribute here, so doing it according to character is the order of the day. Pick what you would like to play: A cold, calculating mercenary captain would have high conviction and valour, but a low compassion, and possibly low temperance (maybe behind the iron exterior he hides a liking for hard liquor). The best recommendation for picking virtues is go with what feels right, since it’s down to how you want to roleplay the character.
 
 
 
Essence: This begins at two, if you intend to play a sorcerer, remember Essence 3 is needed, as terrestrial circle sorcery requires it. However, I would recommend taking essence 3 to all starting characters, the benefit it gives outweighs the bonus point cost.
 
 
 
Backgrounds: Several of the backgrounds available to Solar characters can be relatively easily picked up during play: Followers can be picked up by anyone with decent social abilities, Resources by anyone with good Larceny and Stealth (and no morals). Familiars, at least at lower levels, can be picked up with basic survival charms. Influence, backing and contacts simply accrue through play, without any specific effort to get them. The big reason to buy these backgrounds straight out is simple: You begin play with them, no effort at all has to be expended to get them. This can be very important, since generally you’ll want to be doing more heroic things than bankrolling your expeditions, or training a pet.
 
 
 
Followers can be useful if your storyteller allows them to be more capable than the average man on the street (or in the jungle or whatever), but otherwise, they can be more of a hindrance than anything else, unless you’re feeling particularly heartless and you want a meat shield.
 
Resources is a very campaign dependant background; either you will pretty much require it, or it’ll be a nice extra. One thing to remember is that there is a comprehensive price list at the back of the core book (pg 324 onwards) and that a purchase of equal to your resources value permanently reduces your resources by one. This means if your Storyteller is using resources for the purchasing of starting equipment, you may want to stock up on it.
 
Familiar is, at higher levels, a fairly useful background that can be difficult to get in play; the familiar is a magical creature linked to the characters essence. At lower levels, the familiar has no interesting powers, and is basically a normal animal. At higher levels, however, the familiar gains some interesting abilities; the ability to share senses with it can provide excellent spying possibilities, and the ability to drain some essence from it can be useful.
 
Influence is one thing Solars can guarantee gaining through play: Being one of the most powerful entities in creation (at least potentially) means some folks will listen to you, and the incredible social prowess of the Solars means that listening is the first step to following.
 
backing and contacts essentially achieve the same thing in the game world: Give you access to people and things to make your life easier. Both require some sort of recompense for the access, and both can be advantages and drawbacks.
 
 
 
Backgrounds that are definitely worth picking up at character creation:
 
Allies: Allying with someone is worth a couple stories by itself, since allies are extremely close friends, and the default power level is a starting solar character.
 
Artefact: Orichalcum artefacts are very difficult to come by, since the setting assumes that any known orichalcum artefacts are either heavily guarded, in the hands of someone important, or lost to the world.
 
Manse: Unguarded manses are very rare, so to get a manse in play generally involves evicting the current owners. While this may be fun, it certainly isn’t easy, since manse owners are either fae, Exalts or spirits, and as such can present a challenge to a competent solar circle, especially if they’re fighting on their home turf.
 
Mentor: Having someone show you the ropes of being an exalt is worth its weight in orichalcum and that is only part of what the mentor can do.
 
A good way to break up your backgrounds is to think of every background dot as what would be a single story’s worth of play time in game, since that’s about how long it takes to build up one background dot.
 
 
 
'''Charming your way through life'''
 
A starting Solar character begins with ten charms. That’s at least 80 experience points worth of charms, or put more clearly, a fair amount of bang out of the box. So what do you do with this bang to make it as loud as possible?
 
Well, it’s a good idea to have a broad selection of charms; being really, really good in one area, like the best in creation (which could be just possible if you sink all ten charms into something, maybe) might seem like a good idea, but when you face some competition in anywhere except that area, especially if it’s Exalted competition, you’re going to wish you’d generalised a bit more.
 
Assuming you are not a Martial artist, or a sorcerer (both of which we’ll look at more in depth later), a 5/5 split between direct combat and non-combat charms is a good way to divide up your charms. At least three of the combat charms should be defences of some kind, whether soak boosts (e.g. Iron Kettle Body), dodges (e.g. Reed in the Wind) or parries (e.g. Dipping Swallow Defence). The defensive charms should be taken from two different abilities if possible as well. This is because you can parry an attack once, dodge an attack once, then boost your soak to take any remaining damage, hopefully reducing it down to ping damage. For offensive charms, picking two from the same tree isn’t a bad idea, since it gives you good combo possibilities, and more importantly, options for attack. Lets, for example, take brawl charms. You could pick both Fist of Iron technique and Thunderclap Rush Attack, meaning you could pre-empt your enemies, or hit harder than normal. For the five non combat charms, a range of abilities is important. There are several trees which are worth picking up for almost any character build. For example, athletics charms are always useful, whether increasing your mobility, or boosting your strength. The initial athletics charm from the acrobatic side of the tree is known in many groups as the “wire-fu charm” for good reason. It allows you, without dice rolls, to perform actions which wouldn’t be out of place in a Jet Li or Jackie Chan movie.
 
The Solar social charm trees are also well worth getting a foothold in, since they are the most efficient and powerful charms available to Solars, especially at the top levels. Ox Body Technique is a very good investment for starting characters, and it’s a good idea to take one level of it regardless of concept, since it improves your survivability dramatically. Overall, taking almost any of the non combat charms is useful, with only Ox Body being close to necessary.
 
 
 
'''Martial Artists and Sorcerers'''
 
Martial Artists and Sorcerers require somewhat different charm picks from regular exalted; the unusual way their abilities and/or charms work merits special attention.
 
 
 
'''Martial Artists'''
 
Solar martial artists are in something of a strange situation when it comes to picking abilities and charms: Martial arts provides both unarmed and armed combat options (in this, it is similar to Brawl) and the charms have effects commonly associated with several other abilities (notably Lore, Occult, Dodge and resistance, depending on the martial arts tree). Also, a solar martial artist has the problem that their non martial arts charm options are often more attractive, as they tend to be more powerful or wide reaching in effect. However, the wide range of effects available within a single tree makes up for less directly powerful charms.
 
Overall, martial artists still want to have a broad selection of defensive charms, with the three charm guideline still applying. Another good guideline for the dedicated Martial artist is to buy all the charms up to and including the form charm at character creation; the pre form charms tend to be slightly underpowered, while the form is dead on power level, and the post form charms are slightly overpowered. Buying up to the form gives a wide range of effects for a starting martial artist, and generally provides at least two charms to combo together early on. It’s also worth noting that taking much more than the form at character creation tends not to pay off in the same way as taking a large number of melee charms; you sacrifice flexibility for domination of a single niche. It is important to remember, however, that a very competent Solar martial artist takes time to build, usually 20-30 exp points, by which point you should be deep enough in your chosen tree to have access to good abilities, and powerful combos. Remember too, to factor in whether your chosen martial arts style allows armour to be worn with it, when choosing defensive charms: A naked (comparatively) martial artist may need a stronger active defence than an armoured one. It’s also worth stressing again that a Solar martial artist who picks only Celestial level martial artists will not have the same raw power of a solar Brawler or Meleeist, but will have far, far more flexibility in the effects of his charms.
 
 
 
'''Sorcerers'''
 
Sorcery is the area where the Solar Exalted excel best, their large essence pools make them more capable than other terrestrial and celestial level sorcerers, and only they have access to the most powerful magic in creation: Spells of the Solar Circle.
 
Overall, as a starting Sorcerer, a 4/3/3 charm split between sorcery/combat/non combat charms is a good guideline: It gives you Terrestrial Circle Sorcery and three spells, three combat charms to be split between offence and defence, and three other charms to be used to broaden your abilities.
 
As far as spell picks go, the only spell which is really necessary is Emerald Countermagic: It’s the spell to take sorcery to get: The ability to shut down enemy sorcerers as they cast is not to be underestimated, especially when you consider how powerful even terrestrial spells are. As far as other spell picks go, check what you want out of sorcery; want to be the best battlefield sorcerer of a generation, take Storm of Obsidian Butterflies. Sorcerer-savant who searches for ancient texts; The Eye and the Mouth. It is also important to consider how your spells interact with your other charms: You don’t necessarily need a powerful defensive charm if you can cast Invulnerable Skin of Bronze against powerful opponents. From your three combat charms, taking two defensive and one offensive is a good rule of thumb if you want to be effective in a fight aside from sorcery. For the non combat charms, naturally the non sorcery occult charms are very useful (especially All Encompassing Sorcerers Sight) and social charms will help overcome the in setting stigma associated with sorcerers in some areas of creation. Overall, specialising in the broad area of “the unusual and occult” isn’t a bad idea, as this vague area includes most of the abilities associated with the Twilight caste, except Craft.
 
This brings up another benefit of sorcery: the knowledge of magic to craft powerful artefacts: If you decide to take Crafts as a sorcerer, the combination of high crafts and the high occult needed to buy sorcery gives an excellent starting dice pool for artefact creation.
 
Are You Experienced?
 
Once you have experience, you’re going to want to spend it. Early in your career as a Solar, where you sink your experience can make a big difference to the effectiveness of your character. As you start to reach middling experience levels, where you sink your points into matters less and less until you reach the point where no matter what you buy, you’ll be deadly in one way or another. So this experience guide is broken into three stages: New exalts, experienced exalts, and masters of the universe. This guide doesn’t really apply to dedicated marital artists or sorcerers, who will be covered separately
 
 
 
New exalts (0-40 exp): As a new exalt, there are two things you should be spending your experience on: Basic combos, especially defensive ones, and heading deeper into your favoured charm trees.
 
Combos: Combos are what set competent exalted apart from their peers, and having a good range of basic combos sets you in good stead for later advancement. A powerful defensive combo, or a combo with an attack and a powerful defensive element are virtually essential, and are not expensive to build, most costing about the same as a new charm.
 
Charms: Favoured charms are cheap, you should be able to afford one every other session, give or take. They are also very useful, heading partially into one or two trees is a good way to spend your experience, and it gives you a wide range of options for combos. Defensive charms are always a better choice than offensive ones, since a good defence is stronger than a good offence in Exalted.
 
Experienced exalts (40-90 exp): Experienced exalts have a few more options open to them, but one thing should dominate your exp spending, as it will make life as an exalt far easier: Persistent defences. That is defensive charms that last a full scene, and allow a free action to defend yourself. A good persistent defence frees you of using a defensive charm every turn, so you can act more effectively, using a wider variety of charms. It’s also worth noting that stacked persistent defences (that is more than one active at the same time) make you very very hard to hurt.
 
Other things to spend exp on at this level are; improving your abilities, it’s cheap if they are favoured, and it makes your charms more effective. Solar social charms; this is the time to get a foothold on those social charm trees, as they are the most powerful charms the Solars have access to. If you picked some up before, now’s the time to get the more powerful ones. Essence: This is a prerequisite for persistent defences if you didn’t buy essence three at character creation, so you may want to pick this up. More combos. Wide ranges of combos are always good. Perfect effects: As you gain access to persistent effects, you also gain access to perfect defences. As the big strength of the Solars, picking these up is no bad thing.
 
 
 
Masters of the Universe (90 exp plus): Now it’s time to either buy up the last few charms in your favourite tree, or make your own custom charms. Either that, or finish off the social trees. You can also up your essence to four or five, if you feel it necessary, or up some of your abilities. By now, you are powerful enough to pick and choose whatever you like to spend exp on.
 
 
 
=What Solars do best, an explanation of their niche=
 
Each of the Exalted types has one area that stands out as their own speciality. The Solars is perfection. They are the best at everything, specialist generalists, if you will. Solars have the highest cap for charms which add dice to their pools. They also have the largest number of Perfect effects and unlike the other Exalted, Solars have easy access to them. They can also create custom charms with Perfect effects, if they wish to spend the time and experience to develop them. They have access to the most powerful Sorcery too, the spells of the Solar Circle, magic on a truly epic scale, from destroying an entire city, to a single phrase so powerful and spiteful; it damages the very soul of the individual it is directed at.
 
 
 
'''Terminology note: Perfect effects and perfection.'''
 
 
 
Perfection (small p) means just that: Solars are very, very good at what they do, which is pretty much everything.
 
 
 
Perfect Effects (big P) are specific in game effects which automatically succeed. Perfect defences always trump Perfect offences too. Examples of these effects can be found in Exalted core, pages 155 (There is no wind), 166 (Heavenly Guardian Defence), 198 (Seven Shadow Evasion)
 
  
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Original Authors: Kasumi and Poisson Resistance (Dragon King section) on RPG.net
  
 
[[Category:Exalted]]
 
[[Category:Exalted]]

Latest revision as of 11:41, 8 October 2007

So You Want to Run an Exalted Game![edit]

What do you need?

At the bare minimum, you will need a copy of the Exalted core rulebook, about 10 ten sided dice, and a player (multiple players are good, though!).

You've probably grasped that already, though, so how about some more helpful advice?


RULE 0 - YOU ONLY NEED THE COREBOOK TO PLAY EXALTED.

This cannot be stressed enough. In fact, we're going to stress it often - too many folks are intimidated out of playing Exalted by the thought of too much reading and expenditure. The Exalted range is packed with heaps and heaps of great books, all of which can help enrich your games, but you don't *need* any of the other books unless you want to run a type of PC other than the Solars or mortals. Back in the day, people were running Solar and Mortal games with just the corebook, and those games were *great*. There's no reason why your game can't be just as great with that one big white book.


Which PC types[edit]

Decide what sort of game to run - which PC types will you support?

If you've only got the corebook, this is pretty easy - you can run either Solars or Mortals. If you have access to a broader library, the choice is a bit wider (and sometimes daunting!). Here's a rough guide:

Solar Exalted - Solars are the default and most powerful of the Exalted, and in many ways they are the easiest to run. Solars start out with relatively humble circumstances, but lots of potential - they begin hunted, hated and feared, but build up the power to overcome these difficulties reasonably quickly. Having no society of their own, they are in many ways the most "human" of the Exalted, at least to begin with, if particularly epic and heroic examples of the breed - thus they allow a very broad range of character concepts. The Charms of the Solars, while increasingly potent, tend not to be mechanically complicated, and in combat tend to be a bit more forgiving, requiring less tactical nous to use effectively. Solars are suitable for virtually any kind of heroic story, especially those whose direction falls increasingly into the players' hands as their characters increase in might and confidence. They are only a good choice for gritty or low-key games in the short term, as their abilities and Great Curse pull them increasingly towards the epic. Solars make an excellent first game.

Mortals and God-Blooded - Mortal and God-Blooded (those who derive power from some sort of supernatural heritage) characters are an eminently viable choice, despite the name of the game! They are also your only option other than Solars if you only own the core rulebook.

Mortals and God Blooded games are great for grittier and darker themes - Mortals are very fragile, are susceptible to infection and disease, but they are still Heroic, and can perform great deeds - it's just more dangerous for them to attempt them. They're also great for exploring challenges that the Exalted would normally bowl over - in many respects, a Mortals game is like a very low powered Solars game, so it might be a good way to start out before launching into Solars.

If you only have the Corebook, the rules for mortal characters are extremely simple (they're on page 103) and work just fine - go for it! If you want to run God-Blooded, or have broader options for mortal characters (and, uh, everybody else), then you'll need the Player's Guide. The Player's Guide gives a huge range of options for mortal characters - some of them are simple tweaks, some of them can be quite complex (like Thaumaturgy, which is mortal magic). These are all options, however, and there's no particular need for an ST to allow all of them.

Mortal character games also allow a very special type of game: letting the players play mortals who later Exalt. This allows you as a GM to walk new players through and give them a good grasp and grounding in the setting before laying on the wide variety of capabilities, powers, and sheer epic weirdness of the Exalted.

A simple mortals game makes a great introduction to Exalted.

If you only have the corebook, feel free to skip the following descriptions of other types for the moment, though they (and their expanded sections later in this guide) might help you decide whether or not to expand your library.

Dragon Blooded (Requires Exalted: the Dragon Blooded)- Almost the opposite of the Solars, Dragon-Blooded are far less magically mighty, but they begin ruling the world. The default Dragon Blooded are the members of the Scarlet Dynasty who rule the Realm - they begin as the height of nobility in their society, with all in the Realm raised from birth to worship them as warrior-bodhisattvas. They begin play with immense wealth, in the heart of a decaying and decadent empire ruled by their corrupt elementally-charged demigod elders, yet the chaos of the Empress' absence gives them scope to be either sucked into their elders' schemes or blaze their own path. Dragon-Blooded games begin with much more structure than Solar games, which can be helpful in giving a starting point, and while they never reach the dizzying heights of power the Solars are capable of, there's no reason why a Dragon-Blooded PC couldn't rise to become Emperor. Dragon-Blooded mechanics are not particularly more complex than those of the Solars, and they have less powers - hence they can be an excellent choice for STs or players intimidated by the sheer might of the Solars. Dynastic DBs are particularly suited for Machiavellian games of political intrigue, civil war stories, colonial power stories, and stories that revolve around their choice whether to drain the world dry as their brothers do, or become the heroes their religion insists they are. Alternately, a game set in the Threshold with a party of Dynastic DBs looking after matters far from home, or Outcaste DBs surviving as best they can in a harsh world can be a great way to induldge in heroic action without the pressures and power of a Solar game - DBs can always use their powers openly, but the powers don't become as extreme. Lookshy Dragon-Blooded, a third option (Requires Exalted: The Outcaste, and details even more DB PC options!), live in a much less decadent, more stringently organised society, and can make for a great highly-structured military game. Dragon-Blooded make an excellent first game.

Lunar Exalted (Requires Exalted: the Lunars)- [Help!]

Abyssals Exalted (Requires Exalted: the Abyssals) - The dark mirror of the Solars, the Abyssals have all the might of their golden brothers, and the grand social position of the Dragon-Blooded, if only amongst the dead. Abyssal games have the added complexity of the dichotomy between the realm of the dead, where they rule as the favoured servants of the Deathlords, and Creation, where all that lives is their enemy. Abyssal characters do not have to be evil, but their Exalted souls are dedicated to the task of casting all things into Oblivion, and they are slaves to the Deathlords, and through them the Malfeans. Their mechanics are nearly identical to those of the Solars (in fact cleaner in some places), and they start with just as much support and structure as the Dragon-Blooded. Many STs will also find the Deathlord an excellent tool, being able to give the PCs orders and helping them guide the plot, though it's quite reasonable for a Deathlord to allow his charges extreme freedom. Abyssal stories are tales of epic darkness, though stories of redemption are also possible. Abyssals are not quite as suitable for a first game as Solars or Dragon-Blooded, but can still work fine.

Sidereal Exalted (Requires Exalted: the Sidereals) - The Sidereal Exalted are hidden master manipulators of the world, Heaven's own elite cadre of martial-artist agents whose "prophecies" do not predict the future but instead dictate it. The Sidereals participate in almost the full scope of the Exalted setting - they live in Heaven, moving from its gates to almost anywhere in Creation, manipulating Dragon-Blooded and Solars alike, and often fighting against the Fair Folk and Demons. They participate in the corrupt and endlessly complex Celestial Bureacracy - in fact, they are its elite employees - and are directly responsible for the maintenance of Fate for the entire world. Sidereals can't really be reccomended for a first Exalted game - they demand a great and broad knowledge of the setting and system. They are nowhere near as mighty than the Solars, but they do a good job of seeming much more powerful! In truth, clever Sidereals can be extremely effective, and it's very easy to see how with careful planning and rigorously stacking the deck in their favour they could have lead the Dragon-Blooded to overthrow the Solars, but they can also be extremely fragile. However, one advantage of Sidereal games is that despite their complexity, they live the most structured lives of any of the Exalted - slaves as the Abyssals are, they're not expected to punch the clock every day to collect a wage, and an ST will probably find it very easy to direct the early parts of a campaign through the structure of the Bureaus, and Sidereals are generally snowed in with work - there's never a shortage of things for them to do! Sidereals are excellent for stories of hubris, politics, struggling against corruption, martial arts, and striving to fulfill great responsibilites amongst corruption and decay. Running Sidereals after experience with a Dragon-Blooded or Solars game is probably a good choice.

Fair Folk (Requires Exalted: the Fair Folk) - This space is left intentionally blank until the Fair Folk book is released.

Dragon Kings (Requires the Exalted Player's Guide) - The original combination of divinity and flesh produced by the Primordials, and stalwart worshippers of the Unconquered Sun, the Dragon Kings came in four breeds and resemble humanoid archosaurs (in spite of what others may have told you, only Raptok and Anklok are dinosaur-men; Pterok and Mosok are not). Their souls reincarnate similar to how Celestial Essences do. Dragon Kings ruled the world in the time before the Exalted killed the Primordials, but were on the receiving end of much of the offensives of the war, and so declined until, in the Second Age, they are mostly stuck in their spiritually unaware and undeveloped stages of life, known as "stalkers." Thus, most modern Dragon Kings will tend to either be very confused or very focused, though in both cases, would make terrific and loyal companions for Solar Exalted (not necessarily as other player characters). Fully integrating them with human interaction can be problematic unless they possess illusion powers (which are available for starting characters) or an artifact that makes them seem sublime wonders.

Dragon Kings that were alive during the First Age or very early Second Age are an entirely different kind of campaign. They have the potential to start out with Essence at six dots, and thus to be over a century old and able to help their kin aspire to learn their vaunted spiritually advanced state. While such characters can also potentially have Virtues, Abilities or Intelligence at six dots, and may be significantly more powerful than starting Terrestrials, they could actually be reasonable choices for player characters in beginning Solar campaigns. Such an individual, if an NPC, would most likely be a Mentor rather than Follower, as they also possess access to the Savant background. Using either an ancient survivor or a modern reincarnate can run into problems if you play with normal heroic mortals, as the Dragon Kings have inhuman physical and mental potentials for attributes as well as development in various powers that a human does not have access to, easy or otherwise. The ability of certain gods to use the Ride Charm to merge with Dragon Kings also deserves note - in such a case, an empowered ancient Dragon King might be able to keep up with slowly developing Celestials in terms of power.

Dragon Kings can also be played in campaigns before the Primordial War, where their doings will take on a far greater importance than any meddling by humanity, at least before the Exalted show up. Campaigns very far in the past would likely revolve around the politics of ritualized secular warfare of the Dragon Kings, which they were very fond of, or in hunting a threat to fellow Dragon Kings and sacrificing its heart to the Unconquered Sun. Politicking and dramas of intrigue can also abound here as well - what if a companion of your clutch were accused of a crime that you know he did not do? Before his heart is made a sacrifice as punishment, the real culprit must be caught and brought to justice. Or, the reincarnation of the clutchmate's soul may make it so that a newly turned juvenile Dragon King becomes incredibly violent around the individual that stabbed him in the back.

Mixed Games (Requires at least two books!) - Mixed games are much easier and smoother to do in Exalted than, for instance, the old World of Darkness game - the rules are absolutely compatible, and certain combinations of Exalted work quite well together. However, it can't really be reccomended for a first game - it's best to learn how the Exalted work one at a time, and it's easier to reconcile the different niches and story needs of the different Exalted with more experience. However, if you're brave (or, more likely, one of your players is only interested in joining your Solars game if they can play a Dragon-Blood!), check the guide to mixed games later in this chapter.

Decide on your setting and themes[edit]

Creation is vast - virtually any theme and any type of exotic locale can be found within its bounds. For your first game, you'll probably want to be fairly specific about both things - this will help you focus, and will help your players, since they know what sort of game they're likely to experience, and only have to learn part of Creation instead of all of it.

While your choice of theme is somewhat dictated by your choice of PC type or vice versa (Solars make for incredibly broad games, but they wouldn't do, say, a gritty game of urban crime where you struggle to survive by stealing enough to eat. Conversely, a story dealing with the effort to conquer the world and the consequences of your actions in doing so is going to be a tough ask for mortals), you should still have a fairly broad palette. The Storyteller's chapter in the core rulebook offers advice on choosing theme (**does it? It's been a while...**), but you should probably make sure that your players are OK with the theme - they may want to explore different things in game, or be adverse to a particular theme. Exalted isn't about disenfranchising players or characters, so it's best to make sure everyone is heading in the right direction. On the other hand, Exalted isn't about running games you don't want to run, so it's fine for you as an ST to set bounds for the sorts of themes to be explored in the game.

Choosing a beginning setting can seem overwhelming at first - the world is so big, and there are so many books detailing it! If there are any locations that leap out at you (or your players) from the setting chapter of the corebook, go for it - don't worry what may or may not be detailed about that location in later books, just run with what makes you think it's cool, and fudge any details. If you later invest in the appropriate books, you can have fun figuring out how and why things changed from canon to your version (blaming the Sidereals is always a popular choice!). Alternately, if nothing leaps out at you, create your own kingdom with whatever themes or imagery you like and put it whereever you want on the map (the Scavenger Lands are always a great choice, but literally anywhere will do) - Creation is so vast that there would be hundreds, if not thousands of significant kingdoms never mentioned in the books or appearing on the maps. With the exception of a few particularly advanced nations (like the Realm and Lookshy), the borders of any given nation aren't likely to be terribly definite, so feel free to literally put a kingdom wherever you like. It doesn't need to be spectacularly detailed - after all, who needs to know every branch of the local government if the Eclipse can make them dance to her tune with Bureacracy charms anyway - so don't feel intimidated out of it, grab your favourite themes and imagery, give it a few names, and go for it.

For a first game, it is easiest to choose a single location/kingdom to begin with and expand out as the characters grow in power and influence - that way nobody has to learn the ins and outs of the huge setting at the very beginning, only a localised version. Set loose boundaries on where characters can have originally come from - if their home nations or cities are reasonably close to your starting point, then they make natural story-fodder as the characters return and their histories rear up as plot hooks.

Work with your players to create their Circle[edit]

This can be quite an important element - at the very least, it can save a lot of headaches. In Exalted, many characters can be powerful, self-sufficient, and passionate. This is aggravated by the fact that the setting is vast - so very different bits of it will leap out at players. If they create their characters independently and you have them meet in a bar, you could have this scene (with some exagerations):

Dawn: I am the Invincible Sword Princess! With no fear of death, I shall singlehandedly crush the armies of the Realm in revenge for my fallen sister!

Zenith: Hey, good luck with that. I am personally so magnificently inspiring that I favour my chances of entirely reforming the spirit courts of the South, and convincing everyone not to destroy Gem.

Twilight: Awesome. I'll only be a mere half-world away on my archaeological dig in Rathess. My plan is to create a sorcerous utopia from its ruins and contemplate the ages in perfection.

Night: Sounds cool. Personally, because I am pretty sure no-one can pierce my invincible stealth, I'm going to steal the library of the Bodhissatva Annointed With Dark Water from under his nose.

Eclipse: Hey, I'll listen out for his screams of rage. Me, being the suavest thing in Creation, I plan to stop the war-machine of the Bull of the North by romancing Samea, his shaman. I'm just too damn slick for her to resist.

Suddenly they've cleared out of Nexus in five different directions, and your lovingly planned story of Guild vs Lookshy intrigue is gone in a puff of smoke. The characters are strong and driven enough not to need each other OR your story. While the example is slightly contrived and exaggerated, beginning by at the concept stage giving a group of potentially willful and independent characters reasons to be together and explore your story will make things much easier. True for most games, especially true for Exalted.

In addition, like many point-based character creation systems, Exalted does not offer any particular niche-protection. There's no reason why an Eclipse couldn't be a superior warrior than a Dawn, for instance. This tends to be a good thing, but it helps (to the extent to which players in your group dislike being overshadowed in areas they thought they owned, or like to have characters of diverse and unique capabilities) for the players to discuss which niches they'll be shooting for, and make sure they have a Circle that has a range of capabilities appropriate to the game.

Finally, it's good to have a bit of back-and-forth with your players about just what the capabilities of their characters are. Players assigning points to their characters are not only stipulating what their characters are capable of, but voting for what they want to actually do. This is worth discussing with them, and it's definitely worth listening to them. If the players create five social-heavy characters all ready to wax lyrical on political issues, jumping them with a surprise five-Immaculate Wyld Hunt in the first session is something you may want to rethink - better to have them hear about the Wyld Hunt coming and use their political nous to avoid facing its wrath. Conversely however, it's absolutely fine for you to say things like "I understand that from the characters you've created that you're not interested in combat, but you should be aware that you will have enemies, and in this savage world they will attempt to use your lack of martial might against you. You better be prepared to deal with that somehow - it's too rich a source of drama for me to just disregard." Make sure the characters get an opportunity to be heroic with the capabilities they've focused on, but don't feel obliged to make Craft (Basket Weaving) the solution to Creation's problems. Everybody gets a say in what sort of things the story/gameplay will involve, nobody is disenfranchised, but the players don't escape conflict or surprise thereby.


Original Authors: Kasumi and Poisson Resistance (Dragon King section) on RPG.net