Request to Join.   Posted by Storyteller.Group: 0
Storyteller
 GM, 275 posts
Sun 7 Dec 2008
at 07:56
Request to Join
Currently looking for: Half-Bloods and Half-Caste (except Solar Half-Caste). All Dragon-blooded positions are currently filled.

With your Request to Join please provide the following. Do not submit a full character sheet until I say you've been accepted.

1. Character Name
2. Desired Aspect (if Dragon-Blooded), Desired Half-Blood Heritage (if God/Elemental/Demon/Ghost-Blooded or Half-Caste)
3. Favored Abilities, Backgrounds, Merits and/or Flaws you will choose (just list them for now, this is more for me to determine your concept.)
4. Character Description / Personality - what would others see and notice upon meeting your character for the first time? A couple paragraphs is fine.
5. Character Biography - his or her childhood, Exaltation, any other information you deem necessary. Try to write several paragraphs.
6. An in-character writing sample - please use third person present, and no one-liners. Doesn't need to be a novel, though.

I do not accept requests first-come, first-serve. As I mentioned, I will be looking both at how your character will mesh with the rest of the group, as well as your writing ability. Also, I'm more likely to accept people who reply to my PMs promptly (as in, within a day of me sending it).

This message was last edited by the GM at 20:31, Fri 01 Jan 2010.

Storyteller
 GM, 276 posts
Sun 7 Dec 2008
at 07:58
Character Sheet
Once your RTJ is accepted you can start making your character sheet.

All characters get 35 total BP on top of those gained from Flaws (and for God-Blooded/Half-Caste, Inheritance). However, you can only start at Essence 3 or lower. Backgrounds 4+ (whether custom or not) may be rejected if I feel they are too powerful for the campaign, but don't let that discourage you. Just ask first, and give me a good explanation as to why you want that Background.

If your Character Bio does not explain how your character obtained their Backgrounds, Merits and Flaws, make sure to do so in the character sheet.

Outcaste

Use the Outcaste rules summarized in Manual of Exalted Power: The Dragon-Blooded, p. 99, with the following differences.

- Gain 5 more Ability Points (on top of the original 25) and 1 extra Charm. This is before the 35 BPs apply.
- Celestial Charms: If your character was trained as a Celestial Martial Artist, you automatically gain two Initiation Charms (whichever of the three sets on p. 194-95 you think most appropriate for the sifu who taught your character the Art) along with the 5 Celestial MA Charms you can choose at chargen, and the 1 freebie Charm above. If you buy additional CMA charms with BP, you may only buy from the same MA you were initially trained in.

Ex-Dynast

Use the Dynast rules summarized in Manual of Exalted Power: The Dragon-Blooded, p. 96-97, with the following differences.

- Backgrounds: 9 Backgrounds, and use the Solar versions of Backgrounds + Breeding. This resembles what resources, property, connections and so on you've lost because of your exile.
- Immaculate Charms: If your character was trained as an Immaculate, you automatically gain Pasiap's Humility and Moment of Danaa'd along with the 5 Immaculate Charms you can choose at chargen. If you buy additional Immaculate MA Charms with BP, you may only buy from the same Element you were trained in.
- Implicit Flaw: Because you are an ex-Dynast, you may have increased difficulty in Social interactions with other Dynasts or allies of the Realm who know of your exile. Depending on the circumstances of the exile (as you've written in your bio), you could even be treated as if Wanted, so denying or disguising your true origins may be wise. These difficulties will be determined at the ST's discretion.

Ex-Lookshyan

Use the Lookshy Terrestrial rules summarized in Manual of Exalted Power: The Dragon-Blooded, p. 98, with the following differences.

- Backgrounds: 9 Backgrounds, and use the Solar versions of Backgrounds + Breeding. This resembles what resources, property, connections and so on you've lost because of your exile.
- Celestial Charms: If you wish your Lookshy Terrestrial to be trained in Celestial Martial Arts, you must first obtain the Initiation Charms (whichever of the three sets on p. 194-95 you think most appropriate for the sifu who taught your character the Art) as 2 of the 6 Charms you can choose at chargen, or buy them with BP. You can only buy Celestial Martial Arts charms with BP or experience -- this resembles the fact that you learned the MA outside of Lookshy.
- Implicit Flaw: Because you are an ex-Lookshyan, you may have increased difficulty in Social interactions with other Lookshyans or allies of Lookshy who know of your exile. Depending on the circumstances of the exile (as you've written in your bio), you could even be treated as if Wanted, so denying or disguising your true origins may be wise. These difficulties will be determined at the ST's discretion.

Half-Bloods (God-Blooded, Demon-Blooded, Ghost-Blooded, Fae-Blooded, Half-Caste)

Recently changed as of Sept 6, 2009!

Use the God-Blooded rules summarized in Scroll of Heroes, p. 116, with the following differences. Also note the details for Charm choices on p. 112-113, and Heritage Powers listed for each Half-Blood type on p. 117-126.

- Backgrounds: Start with 7 instead of 6 Backgrounds at 3 dots or below. Use the Backgrounds allowed for your Half-Blood type as described in Scroll of Heroes.
- Inheritance: You gain Inheritance 3 for free (meaning you don't have to spend your 7 starting Background dots on it), but you cannot raise it above 3. This is because I'm already giving you extra BP to start with.
- Charms: You may start with one Charm (or Knack, if Half-Lunar) of your supernatural patron for no BP or XP cost (though you must still have the required minimums and prerequisites).
- Knacks (Half-Lunars): You may choose Finding the Spirit's Shape (requires No Moon Lunar Mentor bought with Backgrounds, Ess 2, Stam 2), Deadly Beastman Transformation (requires Finding the Spirit's Shape, Ess 2, Stam 3), or Hybrid Body Rearrangement (requires Ess 3, Wits 3) as Knacks.
- Essence (Half-Castes): Since I made this house rule before Scroll of Heroes came out, Half-Castes may still have an Essence pool equal to the Peripheral pool of their Exalted parent. This gives you more than you would have gotten otherwise with the new rules, so be thankful :)
- I do not allow Half-Terrestrials in this game. There are already plenty full Dragon-bloods, I would like to see Half-Castes of the other types.

If you created a Half-Blood character for this game before Scroll of Heroes came out, you may take a one-time opportunity to adjust your sheets to match the new rules. I still need to approve the changes, so please PM the new sheet before editing it in Character Details. (Do not change your sheet too radically! Though I may allow some dots shifted around or Charm changes, if it seems in line with how you've played your character.)

This message was last edited by the GM at 10:35, Wed 09 Sept 2009.

Storyteller
 GM, 277 posts
Sun 7 Dec 2008
at 07:59
Mentors
Generally Mentors will *not* be traveling with you at all times, so it'd make sense to have your Mentor live somewhere in the West so you can stop at a port and visit them.

Also note you do not HAVE to buy a Mentor if you start with Martial Arts. It's assumed that you *had* a sifu prior to the start of the game. Only buy a Mentor if you want to continue to progress in your Martial Art after chargen and BP have been spent, and/or learn a new Martial Art through them. It's also possible characters will be able to *share* Mentors; it'd certainly make it easier for the group to stay together during training sessions!

Here's how I will treat Mentor in game:
- Mentor 1 is more for social and RP benefits. They may give helpful advice to point you in the right direction.
- Mentor 2 will help with the above, as well as help in training your Abilities, Specialties or Favored/Aspect Charms (except MA).
- Mentor 3 will help with the above, as well as help in training your Attributes, Terrestial MA charms or non-Favored/Aspect Charms. They may even be persuaded to come with you personally for a short while to lend his or her expertise to your quest.
- Only Mentor 4+ will be able to teach you Sorcery spells or Celestial MA (this supercedes Outcastes needing Mentor 5 to learn CMA from). In addition to the above, a 4-dot Mentor can finish your training in your current CMA and perhaps one or two others afterward, OR teach you most Terrestrial Sorcery spells you might be interested in. They may also help advance you to Essence 4, eventually.
- Mentor 5 means your Mentor may know BOTH CMA and Sorcery, and only a 5-dot Mentor may actually *initiate* a character in either discipline if he or she hasn't been already. They are the only Mentors that may help you advance to Essence 5 (and possibly above if we ever get that far).
Storyteller
 GM, 278 posts
Sun 7 Dec 2008
at 08:00
Merits and Flaws (continued)
Recently changed as of Sept 6, 2009!

Because of the release of Scroll of Heroes, I will allow all existing characters to update their Merits and Flaws to the 2nd Edition versions, or replace them if no new version is available. (If you don't have the book, ask me if there is a 2nd Edition equivalent to your existing Merits/Flaws).

- Dragon-blooded: You may have a total of up to 10 points of negative Mutations and/or Flaws, so the max BP you could potentially start with is 45.
- God-blooded: You may have a total of up to 15 points of negative Mutations and/or Flaws. Including the extra points from Inheritance, your max BP is 68! On the other hand, though, your BP costs for Essence/Charms are generally higher, so use it wisely.

Merits and Flaws can be taken from Scroll of Heroes, or you can use Mutations as Merits/Flaws. Mutations are found in Exalted 2nd Edition core (p. 288-290), Manual of Exalted Power: The Lunars (p. 206-210, but keep in mind not to take Mutations that only make sense for Lunars) or CoCD Vol. 2: The Wyld (p. 144-150). Merits are Poxes (1 point), Afflictions (2 points), Blights (4 points) and Abominations (6 points). Flaws are Deficiencies (1 point), Debilities (2 points), and Deformities (4 points).

There are other Mutations also available in Scroll of Heroes.

Lastly, keep in mind that I need to approve what Merits or Flaws you use, so be descriptive in your rationale for choosing them.

This message was last edited by the GM at 03:11, Mon 07 Sept 2009.

Storyteller
 GM, 279 posts
Sun 7 Dec 2008
at 08:00
Sailing Vessels
Though the Spring Dryad II is the flagship, that doesn't keep others from potentially buying a ship and crew for their own characters. The only thing I would suggest the ship be worth Resources 4 or less (using the ship stats in Chapter Six of Scroll of Kings). Artifact ships, I'll look at on a case to case basis, but the only ones I'll even consider are the Swift Midday Brilliance class light warship and the Whirligig courier (Wonders of the Lost Age p. 39-41).

Even if you don't start with a ship, though, there's a good chance the PCs will end up capturing a ship or two during the game. Probably not artifact ones (I don't want to overpopulate the West with them), but definitely sturdy sea-worthy mundane ships. If you're interested in this prospect, don't forget to give yourself some dots of Sail! ;)

Also, stick to sailing ships. I'd rather not add airships to the mix, and they'd stick out like a sore thumb in the West! If you *really* want to fly, you could possibly consider wings (as a mutation), a flying familiar or something like the Haslanti gliders (Scroll of Kings p. 152-53).
Storyteller
 GM, 280 posts
Sun 7 Dec 2008
at 08:00
Custom Creations
Custom creations (Artifacts, Hearthstones, Charms, Merits, Flaws...) are acceptable, even welcomed. I'll need to approve them, of course, and I may make my own suggestions for the sake of game balance. But definitely don't feel limited by what's in the sourcebooks if you're inspired to make something unique.

If you like, you can even link me custom creations you'd like to use from other sources. I'll take a look at them and let you know if I approve, or possibly suggest some modifications if not.
Storyteller
 GM, 282 posts
Sun 7 Dec 2008
at 08:01
Reasonable Limitations
I'd prefer no more than 3 Abilities at 5 dots to start with. More than that may make me ask you to revise, so be warned. If you're really keen on higher pools, could always try Specialties, I'll only reject those outright if they're overly general.

I tend to frown on min/maxing Attributes, too, unless there's strong support for it in your character bio (I am definitely a concept before stats person). That said I'll probably be tempted to question a sheet with 2 or more 5 dot abilities and/or 2 or more at 1.

(Not saying anyone's actually done that yet. Just preventive measures, here!)
Storyteller
 GM, 283 posts
Sun 7 Dec 2008
at 08:01
Resources
Usually you can only buy items below your current Resource level without reducing a dot of Resources. However for chargen I'll let you start with one item at your current Resources level for free. Any more than that and you'll have to reduce the Resources value though.

Example:
You currently have Res 3, and want an exceptional breastplate, which costs Res 3. You can get that breastplate out-of-pocket at character generation. However, if afterward you purchased an exceptional straight sword, also Res 3 in cost, you'd have to reduce your Res to 2.

This special case only counts for chargen though so if you want to take advantage of it you'll have to do so before game starts. :)
Storyteller
 GM, 838 posts
Tue 20 Oct 2009
at 05:12
Sorcery / Necromancy
From now on it will be assumed that Sorcerers and Necromancers get one, and ONLY one free spell upon learning the required Circle Charm.

(Note: This means some of you that started with Sorcery or Necromancy will essentially have extra BP, or an extra Charm/Spell slot, depending on if you bought any spells at chargen with BP or not. If this applies to you please let me know via PM how you spend this.)