Difference between revisions of "Ars Exaltavi"

From Xeriar
Jump to navigationJump to search
 
Line 9: Line 9:
 
The players' 'main' characters will be more experienced than normal - or at least, otherwise more talented.
 
The players' 'main' characters will be more experienced than normal - or at least, otherwise more talented.
  
* '''Attributes:''' Begin at 2 instead of 1.  6/4/4
+
* '''Attributes:''' Begin at 2 instead of 1.  7/4/4
 
* '''Abilities:''' Five at 4 (must be favored or caste), Five at 3, Five at 2, Five at 1, Five at 0 (may not be favored or caste).
 
* '''Abilities:''' Five at 4 (must be favored or caste), Five at 3, Five at 2, Five at 1, Five at 0 (may not be favored or caste).
* '''Virtues:''' Primary virtue begins at three (3), remaining virtues begin at two (2).
+
* '''Virtues:''' Primary virtue begins at three, remaining virtues begin at two.
* '''Willpower:''' Begins at seven (7) - raising virtues does not raise willpower
+
* '''Willpower:''' Begins at seven - raising virtues does not raise willpower
* '''Essence:''' Begins at three (3)
+
* '''Essence:''' Begins at three
 +
* '''Charms:''' Begin with twenty.  Every caste and favored ability must have at least one.
 
* '''Bonus Points:''' Begin with 25
 
* '''Bonus Points:''' Begin with 25
  
** '''Physical Merits Allowed:''' Selective Conception, Ambidextrous (1 pt version only), Large Size, Small Size (2 pt Merit, as Flaw but +1 DV), Legendary Attribute (May raise score to twice Essence), Special Sense, Mutation
+
** '''Physical Merits Allowed:''' Selective Conception, Ambidextrous (1 pt version only), Large Size, Small Size (2 pt Merit, as Flaw but no strength penalty and +1 to DV), Legendary Attribute (May raise score to twice Essence), Special Sense, Mutation
 
** '''Mental Merits Allowed:''' Internal Compass, Eidetic Recall, Prodigy
 
** '''Mental Merits Allowed:''' Internal Compass, Eidetic Recall, Prodigy
 
** '''Social Merits Allowed:''' Innocuous
 
** '''Social Merits Allowed:''' Innocuous
Line 22: Line 23:
 
** '''Supernatural Merits Allowed:''' Alternative Divination, Priest, Lucky, Taint's Warning
 
** '''Supernatural Merits Allowed:''' Alternative Divination, Priest, Lucky, Taint's Warning
  
** '''Flaws Allowed:''' (Limit of 5 points) Small, Greater Curse, one other by special permission (Amnesia, etc), but no property or social ones will be permitted.
+
* '''Flaws:''' Small and Greater Curse may be taken without explicit permission.  You may ask for one other flaw.  All social and property flaws are banned outright, of course.  There will be a limit of 5 points without good reason.

Revision as of 19:49, 3 February 2007

Introduction

This is the page for an Exalted campaign I was... talked... into doing. As the name suggests, I'm borrowing (stealing) an idea from Ars Magica - namely, group construction. Players will design a domain. Like Mandate of Heaven, but with less... well I'll keep my opinions about the Mandate of Heaven and Mass Combat rules to myself. The game will be played on OpenRPG. That is not negotiable, sorry.

It works like so - each person who creates a Celestial for the campaign (currently, only Solars) begins with no backgrounds. Instead, they get a number of Construction Points to spend on their domain, which includes things like armories, veins of magical materials, contacts, allies, underlings, peoples... you get the idea. Heck, nothing says the domain has to be a piece of land - it can be a wandering army, a skyship, etc.

Characters bring fifteen (15) Construction Points to the table. They may purchase up to ten (10) more, at a cost of two bonus points each. Since I am looking for a perfect circle to start, that implies a minimum of 75 points to spend.

Character Creation

The players' 'main' characters will be more experienced than normal - or at least, otherwise more talented.

  • Attributes: Begin at 2 instead of 1. 7/4/4
  • Abilities: Five at 4 (must be favored or caste), Five at 3, Five at 2, Five at 1, Five at 0 (may not be favored or caste).
  • Virtues: Primary virtue begins at three, remaining virtues begin at two.
  • Willpower: Begins at seven - raising virtues does not raise willpower
  • Essence: Begins at three
  • Charms: Begin with twenty. Every caste and favored ability must have at least one.
  • Bonus Points: Begin with 25
    • Physical Merits Allowed: Selective Conception, Ambidextrous (1 pt version only), Large Size, Small Size (2 pt Merit, as Flaw but no strength penalty and +1 to DV), Legendary Attribute (May raise score to twice Essence), Special Sense, Mutation
    • Mental Merits Allowed: Internal Compass, Eidetic Recall, Prodigy
    • Social Merits Allowed: Innocuous
    • Property Merits Allowed: None
    • Supernatural Merits Allowed: Alternative Divination, Priest, Lucky, Taint's Warning
  • Flaws: Small and Greater Curse may be taken without explicit permission. You may ask for one other flaw. All social and property flaws are banned outright, of course. There will be a limit of 5 points without good reason.