Exalted: Ghost of a Chance
- Creative submissions are always rewarded with Bonus Points. This can include character backstory, in character journals, artwork, custom charms, artifacts or NPCs that get used in the game, etc.
- You must have been exalted within the past 2 years.
- You can be from any geographic region, but must have a valid reason to be in the region we’re playing in.
- Only 2e material may be used. If you want to adapt something from 1st edition, you must clear this ahead of time.
- Merits and Flaws are permitted, but you may have no more than 10 points of each.
- Characters may not begin with a Virtue rated at 1, however losing Virtues in game is possible.
- Do not make a loner character that does not work well with others unless you have a valid, in character reason for your character to be working with the party.
- Charms that your character could possibly have known in a past life (i.e. ones that you as a player do not create) do not require training times. They can simply be remembered and, as such, come to you naturally upon Exaltation and the expenditure of XP or BP to buy the Charms.
- Abilities and Backgrounds of higher than 3, as well as all Specialties, need to have explanations in your backstory.
Lunar Specific Character Creation Changes
- Begin with 5 Favored Attributes
- Begin with no Favored Abilities
- Lunar Charm costs are 9/11 XP for Favored/Non-Favored
- Lunar Knacks costs 10 XP
- Celestial Martial Arts Charms cost 12 XP
Young Dragon-Blood Game Character Creation Changes
All characters start at 10 years old. You may begin at a younger age if your character concept requires you to be a prodigy. Please discuss this ahead of time with the GM, as severe gaps in age may require the reduction of stats.
Abilities: 16, 1 Favored Ability (see note)
Backgrounds: 6 (see note)
Health levels: -0/-1/-1/-2/-4/Incapacitated
Bonus Points: 10
Abilities: Dynastic pre-requisite Abilities are not required at this point. However, it is (or should be) the goal of every character to attain these pre-requisites before graduation from secondary school. No Ability may be raised above 2 without Bonus Points. No Ability may be higher than 3.
Backgrounds: The following backgrounds are allowed.
And you can make a case for
But these are not allowed
- Arsenal (C’mon, you’re 10 years old)
- Artifact (and you’re not an Essence user yet.)
- Command (You’re too young to be leading soldiers into battle)
- Familiar (and if Fido is talking to you, then something is seriously wrong)
- Manse (Your treehouse isn’t a Manse, I don’t care how palatial it is.)
Backgrounds will not be allowed above three without good reason, except in the case of Breeding, Resources and Family.
YOUNG DB HOUSE RULES
- You are 10 years old and mortal.
- You must have come from either a Patrician family with Dynastic connections or a Great House family. You do not need to buy the Family Background unless you want to.
- Only 2E material may be used. Merits and Flaws are disallowed.
- Training will be gained by taking classes and you may raise your Abilities at the end of each semester.
- XP can be banked to spend on approved Abilities and Specialties at the end of the semester, or spent on other traits (Attributes, Virtues, Charms, etc.) throughout the course of the game.
- Once the game ends, we may want to pick up the same characters later on in their lifetime. Characters will be awarded story XP and filler XP based on the number of years between the end of this story arc and the beginning of the next one, to the tune of 10 XP per year.
At the beginning of each semester, each student takes exams to determine which classes they may/need to take. If they are deficient in an area, they must take a class in it. If they are pretty solid and qualify for the class they may take what they like. Each class has one or more pertinent Abilities. After passing the exit exam in a class, a PC may raise their relevant Ability score. Classes are sorted according to level. Level I classes are basic and every student will take many of them. Level II classes are intermediate for mortal students but still relatively easy for Exalted students, and most students will take some of these. Level III classes are difficult for mortal students but intermediate for Exalted students; only dedicated students take courses at this level. Level IV classes are reserved for Exalted students only or mortal students who have the patronage and permission of a teacher at the school.
At he beginning of the first semester and the end of each class, PCs must take examinations to check their progress and level of understanding.
Placement Exams: The exam has two portions, which may be written, oral or practical in nature. The roll for the test is determined by the type of test. A single success indicates competence and multiple successes indicate a favored status and access to upper tier classes. Failure means the student is required to take a basic class with that Ability listed as a relevant Ability.
Class Exams: At the end of the semester, there is another exam in each class. At least one success is needed per level of class of the class to pass this exam. Additional successes garner praise, favor and recomendations from the faculty and staff. Failure means the class may need to be taken again. Botching may result in suspension of priveleges.
|Grade||Success level||May spend XP on|
|A+||3+ threshold successes||3 total dots or Specialties in any relevant Ability|
|A||2 threshold successes||2 dots or Specialties in 1 Ability or 1 in 2 Abilities|
|B||1 threshold success||1 dot or Specialty in 2 Abilities|
|C||0 threshold successes||1 dor or Specialty in 1 Ability|
You may gain a maximum of two dots in any one Ability per semester, and you may not raise any Ability above 3 without good reason. 4 is the absolute maximum allowed at this point.
During the story, PCs will have a chance to Exalt. A roll will be made once per session to determine if you exalt. PCs with Breeding scores will have a greater chance of Exalting. Each PC should have Exalted by the end of the story.