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==You want to play a [[Solar Exalted]] game because==
 
==You want to play a [[Solar Exalted]] game because==
  
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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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?  
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?  
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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.  
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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.  
 
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.  
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The only catch is, the world fears their power, and the most powerful empire in creation thinks they are demons.  
 
The only catch is, the world fears their power, and the most powerful empire in creation thinks they are demons.  
  
A small price to pay for the glory of the [[Unconquered Sun]].
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A small price to pay for the glory of the [[Unconquered Sun]].  
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==The Library of Twilight==
 
==The Library of Twilight==
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===General advice on running Solar games===
 
===General advice on running Solar games===
 
''and problems that may arise''  
 
''and problems that may arise''  
''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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''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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===The PCs are the Stars===
 
===The PCs are the Stars===
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 necessarily 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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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.  
  
 
===Running Godlike antagonists===
 
===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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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:  
  
*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 clichés exist for a reason?  
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*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 clich�, but clich�?s exist for a reason?  
 
*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.  
 
*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.  
*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 PCs 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 PCs. Lets say he sends a strong enough force to assassinate the PCs without any trouble (a substantial force considering the PCs 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 has taken out the PCs, 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 PCs and the villain are not the only movers and shakers in creation, there is 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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*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 PCs without any trouble (a substantial force considering the PCs 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 has taken out the PCs, 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 PCs and the villain are not the only movers and shakers in creation, there is 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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*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 PCs, but a minor villain who always gets away is just annoying.  
 
*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 PCs, but a minor villain who always gets away is just annoying.  
 
*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.  
 
*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.  
*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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*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.
  
 
==So, the Sun Chose You?==
 
==So, the Sun Chose You?==
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===Concept and Background===
 
===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:  
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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:  
  
 
*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.  
 
*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.  
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With those guidelines, your Storyteller and you should be able to work up a kick ass Solar Exaltation in short order.  
 
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 is 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.
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Given the huge setting of Exalted, it is 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===
 
===Dots on the sheet===
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====Essence====
 
====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.
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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.  
No if it suits your character to have three essence, have three, if not, don't.
 
  
 
====Backgrounds====
 
====Backgrounds====
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*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.  
 
*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.  
 
*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.  
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*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.  
 
*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.
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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===  
 
===Charming your way through life===  
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* <b>[[Eclipse Caste]]</b> Solars are diplomats, travellers, merchants, and socialites.  They achieve glory through fostering cooperation.
 
* <b>[[Eclipse Caste]]</b> Solars are diplomats, travellers, merchants, and socialites.  They achieve glory through fostering cooperation.
  
It is important to note that despite the stereotypes listed above, a Solar's Caste is in no way a restriction; Caste is an indicator of probable methodology, not a straight-jacket.  For example, a Twilight Caste Solar may be the greatest swordsman that ever lived, but he is likely to consider the wisdom gained through his mastery to be more important than the battles it allows him to win.
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It is important to note that despite the stereotypes listed above, a Solar's Caste is in no way a restrictionCaste is an indicator of probable methodology, not a straight-jacket.  For example, a Twilight Caste Solar may be the greatest swordsman that ever lived, but he is likely to consider the wisdom gained through his mastery to be more important than the battles it allows him to win.
  
 
''Terminology note: Perfect effects and perfection.''  
 
''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.
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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; the exception is where two Perfect Effects come into opposition: In Exalted, an immovable object trumps an unstoppable force, Perfect defenses always trump Perfect offenses. Examples of these effects can be found in Exalted core, pages 155 (Accuracy Without Distance), 166 (Heavenly Guardian Defence), 198 (Seven Shadow Evasion) all have examples of Perfect effects.
 
  
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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 Author : Ubermonkey on Rpgnet
 
  
 
[[Category:Exalted]]
 
[[Category:Exalted]]

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