Arranging an Exalted game
Moderators: CyberDragon, Serence Frostbite
Arranging an Exalted game
There is an RPG called Exalted that I am trying to arrange a game for in the IRC. It's fairly interesting, what you are is somebody who is granted power by a god and you become a protector of creation. There are some really powerful things you can do, the continued comparison I make in regards to the level of power you have is to Dragonball Z. It will only take 5 players. Post here, PM me, or hit me up in the IRC. There are 5 different castes for different roles (though any caste can fill any role). We need all five filled and no doubling up. (More detail will be edited in)
1. Argent Zenith Caste
2. Buckdida Night Caste
3. EchoFireant Dawn Caste
4. Missingo Eclipse Caste
5. Dylan Twilight Caste
1. Argent Zenith Caste
2. Buckdida Night Caste
3. EchoFireant Dawn Caste
4. Missingo Eclipse Caste
5. Dylan Twilight Caste
Last edited by Djinn on Fri Apr 02, 2010 8:17 pm, edited 4 times in total.
Djinn: S-5 P-7 E-6 C-5 I-7 A-10 L-2
Glory: S-4 P-6 E-7 C-5 I-5 A-6 L-5
Glory: S-4 P-6 E-7 C-5 I-5 A-6 L-5
- Teh Brawler
- Posts: 5133
- Joined: Fri Aug 14, 2009 1:26 pm
- Location: Someplace with Internet access
- Contact:
Re: Arranging an Exalted game
GAH WHAT HAVE I DONE???????
It took me so long to get D&D!
It took me so long to get D&D!
DOH HO HO WELL THEN
Re: Arranging an Exalted game
Okay, we will move on to character creation in the IRC. I will have to have Kalvin email you the core rulebook and you'll have to look over the setting a little on your own but I am more than glad to take you through character creation one at a time.
Djinn: S-5 P-7 E-6 C-5 I-7 A-10 L-2
Glory: S-4 P-6 E-7 C-5 I-5 A-6 L-5
Glory: S-4 P-6 E-7 C-5 I-5 A-6 L-5
Re: Arranging an Exalted game
So.... email addresses people. Sorry about double posting but it's so far down the line nobody would notice if I edited a message.
Djinn: S-5 P-7 E-6 C-5 I-7 A-10 L-2
Glory: S-4 P-6 E-7 C-5 I-5 A-6 L-5
Glory: S-4 P-6 E-7 C-5 I-5 A-6 L-5
- Jack
- Posts: 2499
- Joined: Tue Jan 19, 2010 7:20 am
- Location: The bunny enslaving site, enslaving bunnies. ^^
Re: Arranging an Exalted game
>:|
... IS IT SO HARD TO WAIT A LITTLE BEFORE PICKING YOUR PLAYERS! gawd muffins and cookies it!
*storms out*
... IS IT SO HARD TO WAIT A LITTLE BEFORE PICKING YOUR PLAYERS! gawd muffins and cookies it!
*storms out*
Jack PFRG - S-10 P-7 E-2 C-8 I-6 A-4 L-5
Nika PFRG - S-4 P-4 E-6 C-10 I-4 A-6 L-8
Re: Arranging an Exalted game
The players were picked over a month ago, silly! We're just getting it started up now.
Retired RP Character List (Sorry guys)
Richardson Valley: Venison and Ochen
Brookshire Meadows: Trinket
Oasis Towers: Jaxeh and Klack
Richardson Valley: Venison and Ochen
Brookshire Meadows: Trinket
Oasis Towers: Jaxeh and Klack
Re: Arranging an Exalted game
Buck, Argent, and Echo, please pass along the link I sent you so everybody can get the source material.
Pet Friendly
Balbaroy: S-8 P-3 E-6 C-10 I-2 A-7 L-5
Lucky: S-5 P-6 E-5 C-5 I-6 A-5 L-10
Kessler Caravan
Rakala: S-8 P-5 E-6 C-3 I-5 A-7 L-5
Oasis Towers
Cap: S-3 P-10 E-3 C-2 I-10 A-4 L-10
Balbaroy: S-8 P-3 E-6 C-10 I-2 A-7 L-5
Lucky: S-5 P-6 E-5 C-5 I-6 A-5 L-10
Kessler Caravan
Rakala: S-8 P-5 E-6 C-3 I-5 A-7 L-5
Oasis Towers
Cap: S-3 P-10 E-3 C-2 I-10 A-4 L-10
Re: Arranging an Exalted game
So it appears that I'm in this now, as well. =3
Re: Arranging an Exalted game
Uploaded with ImageShack.us
exp 5/14
Favored all physicals and appearance and Martial arts.
Graceful Crane Stance.
It costs 3 motes to activate and for one scene it lets you keep your balance on any surface as wide and as strong as a hair.
Golden Tiger Stance.
Costs 2 motes, is reflexive, and it lets you eliminate up to your Dexterity in defense penalties.
Ox Body Technique
This gives you higher max health for no motes
Wary Swallow Method.
1 mote, reflexive, and it lets you make an unexpected attack expected.
Wind Dancing Method.
3m, reflexive, lets you move away from a flurry of attacks ending it when you successfully dodge. IT also counts as a counterattack.
Flowing Body Evasion.
It costs 4 motes, reflexive, for one tick you perfectly dodge any expected attack coming at you.
Wasp Sting Blur
For every 2 motes you spend, you can reduce the speed of an action by 1 (to a minimum of 3) which makes your turn come up more often.
Cat Faced Presentation
lets you make a surprise social attack.
Labyrinth of the Beast.
is a perfect mental defense
war form
night vision, fur, claws, tail, chakra eye.
in war form you gain 1 extra dot to all 3 of your physical abilities
cat 2 strength 2 stamina.
Horse has 4 strength, 3 stamina.
hawk 2 strength 3 stamina.
mouse 1 strength 2 stamina
shark 6 strength, 4 stamina
Make Pasta not war.
Re: Arranging an Exalted game
This is my character sheet for Exalted!
EDIT: Character sheet needs to be updated, removed for now.
Quick References:
Weapons:
Reaper Daiklave
+5 Accuracy +2 Defense +4L Damage
4 Rate 4 Speed
5 Attune
Plasma Tongue Repeater (Revolver)
+3 Accuracy +11L Damage
400 Range (yards)
1 Rate 5 Speed
4 Attune
Charms:
First (Ability) Excellency: Spend motes for bonus accuracy dice on the relevant ability action.
Cost: 1 mote per dice
Second (Ability) Excellency: Spend motes for bonus successes on the relevant ability action.
Cost: 2 motes per success
There Is No Wind: Weather and conditions are trivial to Exalts. This removes any penalties that might effect ranged attacks, aside from wounds and flurries.
Cost: 3 motes
Essence Arrow Attack: Essence power is added to the ammunition, creating powerful effects and spectacular displays.
Cost: 2 motes
Effects Acquired:
-Righteous Judgment Arrow: Adds 4 extra damage dice to the attack. The ammo also has the character's anima banner attached to it. Unlike other EAA, this effect costs 3 motes, rather than two.
Phantom Arrow Technique: Exalts aren't limited by their weapon's reserves. Allows attacking without using ammo, using essence for ammo instead. This doesn't need to be activated like other charms, and is an unrolled, reflexive action.
Cost: 1 mote per attack
Graceful Crane Stance: Exalted can have the most sure footing possible. Allows auto successes on normal athletic balance checks (no tripping), and allows you to keep your footing on anything as wide and strong as a human hair, treating the surface instead as a three foot wide ledge that can hold one ton. Lasts for one scene.
Cost: 3 motes
Monkey Leap Technique: Exalts can jump. Really really well. This doubles the length of jumps, and turns jumping from a miscellaneous action to a movement action. Lasts for one scene.
Cost: 3 motes
Spider Foot Style: The lack of a ladder is not a problem for an Exalt. Allows for running up vertical walls and even upside-down on a ceiling. If the character's essence level is 4 or more, they can remain standing on vertical walls or the ceiling at a mote cost, otherwise, the character must remain moving, or they will fall. Lasts for one scene.
Cost: 4 motes activate, 1 mote for holding footing.
Ox Body Technique: Exalts have found charms to aid in strengthening their bodies, of course. This gives extra health levels. Passive. Can be gained multiple times, and stacked.
Times Acquired: 1
Lock Opening Touch: Exalts need not mess with tool such as lockpicks when essence can pop open a lock with ease. Allows for opening locks without tools. Success is automatic, unless the lock has magic defending it. In that case, add the character’s essence in automatic successes to the (Dexterity + Larceny) roll to oppose the rival magic.
Cost: 3 motes
Shadow Over Water: Distractions of battle are trivial to Exalted. This allows the player to dodge without any DV penalties.
Cost: 1 mote
Seven Shadow Evasion: Exalted can move fast in an instant when they need. This allows to player to automatically dodge...anything, even if the attack is undodgeable.
Cost: 3 motes
Character Improvement Log:
Total XP Acquired: 11
6/5/10
-Spent 3 xp: One dot in melee (2 to 3)
-Spent 8 xp: Charm: First Melee Excellency
Campaign Restart: 7/21/10
Total XP Acquired: 0
EDIT: Character sheet needs to be updated, removed for now.
Quick References:
Weapons:
Reaper Daiklave
+5 Accuracy +2 Defense +4L Damage
4 Rate 4 Speed
5 Attune
Plasma Tongue Repeater (Revolver)
+3 Accuracy +11L Damage
400 Range (yards)
1 Rate 5 Speed
4 Attune
Charms:
First (Ability) Excellency: Spend motes for bonus accuracy dice on the relevant ability action.
Cost: 1 mote per dice
Second (Ability) Excellency: Spend motes for bonus successes on the relevant ability action.
Cost: 2 motes per success
There Is No Wind: Weather and conditions are trivial to Exalts. This removes any penalties that might effect ranged attacks, aside from wounds and flurries.
Cost: 3 motes
Essence Arrow Attack: Essence power is added to the ammunition, creating powerful effects and spectacular displays.
Cost: 2 motes
Effects Acquired:
-Righteous Judgment Arrow: Adds 4 extra damage dice to the attack. The ammo also has the character's anima banner attached to it. Unlike other EAA, this effect costs 3 motes, rather than two.
Phantom Arrow Technique: Exalts aren't limited by their weapon's reserves. Allows attacking without using ammo, using essence for ammo instead. This doesn't need to be activated like other charms, and is an unrolled, reflexive action.
Cost: 1 mote per attack
Graceful Crane Stance: Exalted can have the most sure footing possible. Allows auto successes on normal athletic balance checks (no tripping), and allows you to keep your footing on anything as wide and strong as a human hair, treating the surface instead as a three foot wide ledge that can hold one ton. Lasts for one scene.
Cost: 3 motes
Monkey Leap Technique: Exalts can jump. Really really well. This doubles the length of jumps, and turns jumping from a miscellaneous action to a movement action. Lasts for one scene.
Cost: 3 motes
Spider Foot Style: The lack of a ladder is not a problem for an Exalt. Allows for running up vertical walls and even upside-down on a ceiling. If the character's essence level is 4 or more, they can remain standing on vertical walls or the ceiling at a mote cost, otherwise, the character must remain moving, or they will fall. Lasts for one scene.
Cost: 4 motes activate, 1 mote for holding footing.
Ox Body Technique: Exalts have found charms to aid in strengthening their bodies, of course. This gives extra health levels. Passive. Can be gained multiple times, and stacked.
Times Acquired: 1
Lock Opening Touch: Exalts need not mess with tool such as lockpicks when essence can pop open a lock with ease. Allows for opening locks without tools. Success is automatic, unless the lock has magic defending it. In that case, add the character’s essence in automatic successes to the (Dexterity + Larceny) roll to oppose the rival magic.
Cost: 3 motes
Shadow Over Water: Distractions of battle are trivial to Exalted. This allows the player to dodge without any DV penalties.
Cost: 1 mote
Seven Shadow Evasion: Exalted can move fast in an instant when they need. This allows to player to automatically dodge...anything, even if the attack is undodgeable.
Cost: 3 motes
Character Improvement Log:
6/5/10
-Spent 3 xp: One dot in melee (2 to 3)
-Spent 8 xp: Charm: First Melee Excellency
Campaign Restart: 7/21/10
Total XP Acquired: 0
Retired RP Character List (Sorry guys)
Richardson Valley: Venison and Ochen
Brookshire Meadows: Trinket
Oasis Towers: Jaxeh and Klack
Richardson Valley: Venison and Ochen
Brookshire Meadows: Trinket
Oasis Towers: Jaxeh and Klack
- EchoFireant
- Posts: 495
- Joined: Thu Dec 17, 2009 8:08 am
- Location: Classified
Re: Arranging an Exalted game
Name: Ashen Heaven Jade
Caste: Eclipse
Attributes
Strength - 3; Dexterity - 4; Stamina - 3
Charisma - 3; Manipulation - 1; Appearance - 3
Perception - 4; Intelligence - 3; Wits - 4
Abilities
Dawn
Archery - 0; Martial Arts - 0; Melee - 5; Thrown - 0; War - 0
Night
Athletics - 2; Awareness - 2; Dodge - 1; Larceny - 0; Stealth - 0
Zenith
Integrity - 0; Performance - 0; Presence - 2; Resistance - 2; Survival - 1
Eclipse
Bureaucracy - 2; Linguistics - 3; Ride - 2; Sail - 1; Socialize - 4
Twilight
Craft - 1; Investigation - 0; Lore - 1; Medicine - 1; Occult - 0
Advantages
Backgrounds
Artifact - 3; Artifact - 1; Familiar - 3
CHARMS
First Excellency Melee (1m per die)
First Excellency Melee (1m per die)
First Excellency Presence (1m per die)
Second Excellency Dodge (2m per success)
Call of the Blade (1m)
Durability of Oak Meditation (3m)
Sagacious Reading of Intent (3m)
Mastery of Small Manners (1m)
Principle of Motion (5m & 1 WP)
Essence Plethora
Ox Body
Graceful Crane Stance (3m)
Flying Monkey Leap (3m)
Weapons
Grand Grimscythe - Speed 6, Acc +3, Dmg +15L/4, Def -2, Rate 3, Attune 8, 20 PR
Buff Jacket - Soak +3L/4B, Mobility -1, Fatigue 2, Attune 3
Soak
B - 7
L - 4
A - 0
Virtues
Compassion - 3
Temperance - 4
Conviction - 2
Valor - 2
Willpower
6
Essence
2
Personal - 22
Peripheral - 31
Committed - 11
--------------------------------
Languages spoken are High Relm, Low Relm, Old Relm, and Riverspeak. Uh, I think that should be it... sorry for all the inconvenience.
Caste: Eclipse
Attributes
Strength - 3; Dexterity - 4; Stamina - 3
Charisma - 3; Manipulation - 1; Appearance - 3
Perception - 4; Intelligence - 3; Wits - 4
Abilities
Dawn
Archery - 0; Martial Arts - 0; Melee - 5; Thrown - 0; War - 0
Night
Athletics - 2; Awareness - 2; Dodge - 1; Larceny - 0; Stealth - 0
Zenith
Integrity - 0; Performance - 0; Presence - 2; Resistance - 2; Survival - 1
Eclipse
Bureaucracy - 2; Linguistics - 3; Ride - 2; Sail - 1; Socialize - 4
Twilight
Craft - 1; Investigation - 0; Lore - 1; Medicine - 1; Occult - 0
Advantages
Backgrounds
Artifact - 3; Artifact - 1; Familiar - 3
CHARMS
First Excellency Melee (1m per die)
First Excellency Melee (1m per die)
First Excellency Presence (1m per die)
Second Excellency Dodge (2m per success)
Call of the Blade (1m)
Durability of Oak Meditation (3m)
Sagacious Reading of Intent (3m)
Mastery of Small Manners (1m)
Principle of Motion (5m & 1 WP)
Essence Plethora
Ox Body
Graceful Crane Stance (3m)
Flying Monkey Leap (3m)
Weapons
Grand Grimscythe - Speed 6, Acc +3, Dmg +15L/4, Def -2, Rate 3, Attune 8, 20 PR
Buff Jacket - Soak +3L/4B, Mobility -1, Fatigue 2, Attune 3
Soak
B - 7
L - 4
A - 0
Virtues
Compassion - 3
Temperance - 4
Conviction - 2
Valor - 2
Willpower
6
Essence
2
Personal - 22
Peripheral - 31
Committed - 11
--------------------------------
Languages spoken are High Relm, Low Relm, Old Relm, and Riverspeak. Uh, I think that should be it... sorry for all the inconvenience.