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Ganurath
2010-10-13, 11:49 AM
Hello, everyone. Ever since reading a sidebar on page 222 of Alchemicals, the back of my head has been churning with the idea of "lost Exaltations." As it so happens, other books and conversations with other players have given me facts to lay the framework for the lost Exaltations intended to attune to Soulsteel.

Basically, the story behind them is this: Nox had his own set of Exaltations, the Nocturnal Exaltations, that were held in reserve to see what form the slain Primordials would take. Between the Three Spheres Cataclysm, The Great Curse, and the division of the Primordials into Yozis and Neverborn, the Nocturnal Exaltations were kept in storage until modifications could be made to compensate for everything that got messed up. When people began to suspect Nox of treachery for this restraint, he supercharged a ghost into four seperate beings with the four templates of the Nocturnal Castes, creating the Dual Monarchs. The Dual Monarchy then set about hiding the Exaltations in the best place in the Underworld: A ceremonial trinket that was too important to ignore or alter.

Whether by the informed decision of Nox or the Dual Monarchs or the ignorant meddling of Queen Nefere or the Deathlords, the Nocturnal Exaltations have been released, bringing forth 200 Celestial Exaltations intended to act as the jailors of the Primordials. Needless to say, they have a lot of work to do.

Character Creation (http://www.giantitp.com/forums/showpost.php?p=9542873&postcount=2)
Traits (http://www.giantitp.com/forums/showpost.php?p=9542879&postcount=3)
Excellencies and Occult Charms (http://www.giantitp.com/forums/showpost.php?p=9542888&postcount=4)
Compassion Charms (http://www.giantitp.com/forums/showpost.php?p=9542897&postcount=5)
Conviction Charms (http://www.giantitp.com/forums/showpost.php?p=9542902&postcount=6)
Temperance Charms (http://www.giantitp.com/forums/showpost.php?p=9542905&postcount=7)
Valor Charms (http://www.giantitp.com/forums/showpost.php?p=9542910&postcount=8)

Alright, now you can post. The rest is still to come. I want commentary as I go so I don't need to scrap half my work partway through the Temperance Charms.

Ganurath
2010-10-13, 11:50 AM
Character Creation

Step One: Character Concept
Note your character's concept, caste, and Motivation.
Note caste's anima powers and Caste Virtue.

Step Two: Choosing Attributes
Choosing Attributes works as for Solars.

Step Three: Choosing Abilities
Note Occult as Favored.
Select eight additional Favored Abilities, at least four of which must come from the Caste Ability List.
Choose Abilities (28, at least one of which must go to each non-Caste Favore Ability, and none of which may be higher than 3 without spending bonus points unless using the modified character generation.
If using the modified character generation, apply four specialty dots to any combination of Abilities.

Step Four: Select Advantages
Choose Backgrounds (7, none may be higher than 3 without spending bonus points,) 9 Charms (at least 5 of which must come from the Caste Virtue unless using the modified character generation,) and Virtues (6-none may be higher than 4 without spending bonus points, and the Caste Virtue must be highest or tied for highest.)

Step Five: Finishing Touches
Record Essence (2,) Willpower (the sum of the character's two highest Virtues, or 5 if using the modified character generation,) Personal Essence Pool (Essencex2 + Willpower + Caste Virtue,) Peripheral Essence Pool (Essencex3 + Willpower + Caste Virtuex2) and health levels (7 + any gained from Charms.)

Bonus Points
You may spend bonus points (15, 18 if using alternate character generation) at any point in character creation. Bonus point costs may be found further down in the post.

Castes
Castes
Chosen of Nebthys, Ascetics and courtiers who favor Compassion
Caste Ability List: Awareness, Investigation, Lore, Martial Arts, Medicine, Socialize
Anima Powers: May impose diplomatic authority over the slaves of the fallen Primordials.

Chosen of Setesh, Artisans and diplomats who favor Conviction
Caste Ability List: Archery, Craft, Linguistics, Performance, Presence, Sail
Anima Powers: May use any door, passage, or portal regardless of natural or supernatural locks.

Chosen of Eset, Assassins and merchants who favor Temperance
Caste Ability List: Athletics, Bueraucracy, Dodge, Larceny, Stealth, Thrown
Anima Powers: May suppress dangerous or simply unpleasant elements of their environment.

Chosen of Usine, Knights and wardens who favor Valor
Caste Ability List: Integrity, Melee, Resistance, Ride, Survival, War
Anima Powers: May reflexively counterattack on behalf of allies.

Motivation
Choose a driving and epic- It's Exalted. You know.

Virtues
Compassion - Empathy and forgiveness.
Conviction - Determination and emotional fortitude.
Temperance - Mental clarity and self-control.
Valor - Courage and pride.

Intimacies
May choose a number of Intimacies equal to Compassion, or up to Compassion+Willpower if using the modified character generation.

Backgrounds
Allies - A comrade who isn't afraid to get their hands dirty.
Artifact - Nocturnal Exalts attune to Soulsteel, and don't double the attunement cost on Black Jade if they make the Wits+Lore roll for cross-attunement. Lack of prior infrastructure means 3 BP for dots beyond 3 rather than 2.
Backing - Standing and rank in an organization that doesn't provide any of the other backgrounds.
Bonded Spirit - It's basically an Underworld version of Unwoven Coadjutor. The ability to see followers of Yozis and Neverborn is more of an enemy detector in this case.
Contacts - It's like spies, only with regular people that you work with and no formal organization.
Cult - Mortals who worship you. Same restrictions on this as Solars.
Familiar - May use either normal or Abyssal version.
Followers - Comrades who have reason to be afraid to get their hands dirty, but have numbers to compensate.
Influence - Like Backing, but with less obligations and more attention from the Wyld Hunt.
Manse - As with Solars.
Mentor - A comrade who's too busy to get their hands dirty, but not too busy to make you better at it.
Paragon - As Breeding, but extra Virtue channels in Caste Virtue instead of improved odds of kids Exalting.
Resources - Money and the things you get with it.
Savant - Similar to Alchemicals and Infernals.

Bonus Points
Attribute - 4
Ability - 2 (1 if a Favored Ability)
Background - (2 if being raised above 3, 3 if Artifact being raised above 3)
Specialty - 1 (2 per 1 if in a Favored Ability or Caste Virtue)
Virtue - 3 (2 if in Caste Virtue, 1 if using the modified character generation)
Willpower - 2 (1 is using the modified character generation)
Intimacies - 3 to increase to Willpower+Compassion if not using the modified character generation
Essence - 10
Charms - 7 (5 if in the Caste Virtue)

Ganurath
2010-10-13, 11:52 AM
Traits

Modified Backgrounds

Artifact
The original design of the Nocturnal Exaltations was intended exclusively to attune to Soulsteel, but the use of ghosts to provide the Nocturnal Exalts with self-knowledge and direction altered that potential to make it easier to attune to black jade as well. If a Nocturnal Exalt succeeds on the Wits+Lore roll for cross-attunement, the normal attunement cost is paid rather than double. If the roll is unsuccessful, the Nocturnal Exalt may either take damage as normal or settle for the double cost attunement.

Additionally, the Nocturnal Exalts were absent from the First Age of Creation, and are distinctly the enemies of those who rule the Underworld. While they can acquire lesser artifacts on their own, stronger artifacts are considerably more difficult to acquire, even compared to other newly Exalted individuals. Fourth and fifth dots in the artifact background cost 3 bonus points at character creation rather than 2.

Familiar
Due to their ties to the Underworld, a Nocturnal Exalt may get either the normal version of this background used by Solars, or the Abyssal version that grants a ghostly pet.

New Backgrounds

Bonded Spirit

In order to better adapt the Nocturnal Exaltations to the environment that the Neverborn created to imprison themselves upon dying, Nox took the ghosts of fallen Exalts that were willing and bound them to the Nocturnal Exaltations. These spirits act as a mentor and instructor to the Nocturnal Exalts, giving them an understanding of their inherited duty and the powers they wield. They also give the Exalted insights on the field, depending no how strong a voice the ghost has. The strength of this voice depends on how much the spirit believes needs to be done, which can add up to a lot considering that the Exaltation takes on any Fetters the the Exalt may have had upon dying to ensure their soul goes to Lethe.

Note that the Bonded Spirit background represents the spirit acting on its own initiative to aid the Exalt. Ability to actively call upon the Bonded Spirit's knowledge is represented in the Savant background.

{table]x|The Bonded Spirit had minimal Fetters when Nox approached it, and previous Exaltations (if any) didn't add much more emotional baggage.
●|The Bonded Spirit is eager to be able to fight the Primordials once more, or a previous Exaltation had regrets that stirred the spirit. The character gains a one-die specialty pertaining to either the Underworld in general or opposing the fallen Primordials in particular. Despite the ties of the Nocturnal Exalted to the Underworld, the Bonded Spirit's experience was against the Primordials themselves, so a specialty against Yozis and their servants is a viable option.
●●|Not seeing the victory against the Primordials wasn't the only regret the spirit had. The Exalt receives a one-die bonus on all actions to knowingly oppose the Fallen Primordials and their servants. Note that meer suspicion isn't sufficient to acquire this bonus, some form of evidence must have been brought to the Exalt's attention if the nature of the being isn't enough to suspect.
●●●|The Bonded Spirit has more than a few matters to settle, all of which involve fighting the Yozis. The Nocturnal Exalt may identify those that knowingly serve the Fallen Primordials through an inate judgement of character, rolling Perception+Caste Virtue.
●●●●|The Bonded Spirit is seldom quiet, and was likely stirred by the Commune with the Second Hun Charm. The Nocturnal Exalt gets a one-die bonus on Join Battle, Join Debate, and Join War rolls.
●●●●●|If the Bonded Spirit wasn't advanced to this point using Commune with the Second Hun, something went wrong with either the Bonded Spirit's life or the previous Exaltation. The Nocturnal Exalt gets a two-die bonus on Join Battle, Join Debate, and Join War rolls.[/table]

Paragon

The Nocturnal Exalt draws strength from their Virtues, and indeed the Exaltation is drawn by those driven by what will become their Caste Virtue to take heroic action. However, the Caste Virtue is influenced slightly by the virtues of the Bonded Spirit, a neccesity in order for Nocturnal Exalts to develop their Charms inately. If the Bonded Spirit's personality meshes well with the character of the Exalt, the affinity generates a greater wellspring of Essence and, sometimes, greater strength of character.

{table]x|While both Exalt and Spirit hold the Virtue strongly, priorities within the Virtue's purview differ drastically. Those with high values in Bonded Spirit can expect arguments during downtime.
●|Some spiritual common ground. +1 to your Personal Essence pool; +2 to your Peripheral Essence pool.
●●|The Exalt and Bonded Spirit have an easy time seeing eye to eye. +2 to your Personal Essence pool; +3 to your Peripheral Essence pool.
●●●|What the Bonded Spirit held dear is something close to your heart as well. +3 to your Personal Essence; +5 to your Peripheral Essence.
●●●●|The connectivity between Exalt and Spirit is uncanny, and possibly advanced using the Commune with the Second Hun Charm. +4 to your Personal Essence pool; +7 to your Peripheral Essence pool; -1 mote cost to activate your anima power, +1 channel in your Caste Virtue.
●●●●●|None know the Exalt's heart like the Bonded Spirit, for they are as one. +5 to your Personal Essence pool, +9 to your Peripheral Essence pool; -2 mote cost to activate your anima power; +2 channels in your Caste Virtue.[/table]

Savant

While the ghosts passed on before the end of the Primordial War, the tools wielded during it were similar enough so that a Nocturnal Exalt may call upon that knowledge in the Time of Tumult. Every dot in this background grants a bonus die to Lore rolls pertaining to the history, science, and magic of the Primordial War, as well as Craft, Lore, and Occult rolls to repair and maintain magitech.

Other Traits

Ties to the Underworld

By using ghosts to establish the ties to the Underworld, Nox gave the Nocturnal Exalts several benefits. They may respire Essence in the Underworld as though it were Creation, and unlike the Abyssal Exalts who hate life the Nocturnal Exalts may still respire Essence normally in Creation. Another benefit is the longevity: After their first century, they can use a weak varient of Moliation to control the outward appearance of age, adding or removing a year each year if they want to age at all. Functionally, the Nocturnal Exalts need never fear old age.

Apathy

There has proven to be a downside to the use of dead spirits, however. The Passions of a ghost are finite, and likewise the Nocturnal Exalts suffer if they overextend themselves in exemplifying their ideals. Each Nocturnal Exalt has an Apathy Track that functions similarly to a Limit Track. A point is added whenever a Nocturnal Exalt resists unnatural mental influence or suppresses a Virtue, but two points are added when it's the Caste Virtue being suppressed. The Apathy Track can be lowered by one point when channelling a Virtue, or by two when the Caste Virtue is channelled. When the track fills up, it automatically empties as the character loses all remaining channels in their Caste Virtue. As such, losing all Channels in one's Caste Virtue also empties the Apathy Track.

Whenever a Nocturnal Exalt runs out of Virtue channels, they effectively lose access to that Virtue for the next day. They automatically fail all Virtue rolls with the Virtue, and may no longer use Charms associated with that Virtue. Permanent Charms likewise cease to function, although if health levels lost due to this have damage on them they take the damage with them, to return after the 25 hours has passed. The damage those health levels held then returns, and the Nocturnal Exalt's Virtue channels are restored to maximum. It has taken time, but the zeal of the living Exalt has rekindled the fire of the Bonded Spirit.

Caste

The Nocturnal Exalts are divided into four Castes: One for each Virtue, one for each of the Dual Monarch. Just as the Lunars were designed to act as stewards to Creation, the Nocturnal Exalts were intended to oversee the tomb prison of the Primordials. Thanks to the jails being divided across two dimensions, however, the Nocturnal Exalts weren't suited to the pursuit of that function. Still, they could attend to the Underworld, and by Nox they would do so.

While they have no place in the mythos of the Immaculate Order, being a Celestial Exalt with ties to the same Underworld that brought forth the Deathlords has done nothing to prevent the Nocturnals from being branded as Anathema. Some confusion remains, however, as to just what sort of Anathema they are.

Anima Effects

All castes of the Nocturnal Exalted can channel Essence directly through their animas to employ unique abilities. Every Nocturnal can use their anima power without special training. Additionally, any Nocturnal Exalt may spend a single mote of Essence to:

Cause her caste mark to glow brightly for a scene.
Cause her anima to glow brightly for a scene.
Attune her Essence to that of the Underworld, as an Abyssal Exalt would.

Chosen of Nebthys

Due to space constraints, I'll skip the normal half-dozen paragraphs of fluff to explain the fundamentals: Nebthys is the female aspect of the Black Monarch, and has the strongest ties to the living world. The Chosen of Nebthys died to aid others, and would have possibly become martyrs had the Nocturnal Exaltation not given them new life.

Anima Banner: The anima of Nebthys's Chosen billows and swirls in dark colors, the five-pointed Crown of the Black Queen burning crimson upon their brow. When it burns iconic, the Bonded Spirit appears in their anima bearing the full regalia of their station at the daybreak of the First Age.

Anima Effects: While it isn't enforced by ancient treaties like the diplomatic immunity of the Eclipse Caste, the servants of the fallen Primordials who lack free will recognize those who bind them, and must succeed on a Conviction roll with a difficulty of the Chosen's Compassion to initiate hostilities against them. Additionally, a Chosen of Nebthys may spend five motes to force such thralls to cease hostilities as a miscellaneous action, although they may resist with the same roll. When the Nocturnal has 11 or more Peripheral motes active, she may force hostilities to cease without paying the cost.

Caste Attributes: The Chosen of Nebthys are insightful, observant, and caring. Their Caste Abilities are Awareness, Investigation, Lore, Martial Arts, Medicine, and Socialize.

Chosen of Setesh

Setesh is the male aspect of the Black Monarch, and his mechanical genius is responsible for the creation and maintainence of the Calendar of Setesh. His Chosen died for beliefs that they have stood by for most (if not all) of their lives, which has caused no small ammount of trouble for those among his Chosen drawn from the faithful to the Immaculate Order.

Anima Banner: The anima of Setesh's Chosen shoots up in a cascade of dark energies, the ever-grinning Mask of the Black King burning crimson on their forehead. When it burns iconic, the Bonded Spirit appears in their anima bearing the full regalia of their station at the daybreak of the First Age.

Anima Effects: There is nowhere in the Underworld that Setesh's greatest creation does not shine, and thus there is nowhere that his greatest agents cannot reach. Any passage opens to the Black Monarch's favored at the cost of five motes, although it must be spent reflexively. Other forms of obstruction must still be overcome, however: The Endless Desert must be walked for five days when travelling to or from Malfeas, and the Celestial Lions must be contended with to enter Yu-Shan. This ability may be used freely when the Exalt has 11 or more Peripheral motes active.

Caste Attributes: The Chosen of Setesh are travellers and representatives, bringing the works of Nox's Chosen to where they may be needed. Their Caste Abilities are Archery, Craft, Linguistics, Performance, Presence, and Sail.

Chosen of Eset

Eset is the female aspect of the White Monarch, and she demonstrates mastery of the dark powers that the Nocturnal Exalt were intended to watch over. Her chosen died resisting a grand temptation, a small number of them coming from the ranks of those who refused the Infernal Exaltation.

Anima Banner: Flowing, pale hues swirl about Eset's Chosen as the bull-horned Helm of the White Queen glows crimson on their brow. When it burns iconic, the Bonded Spirit appears in their anima bearing the full regalia of their station at the daybreak of the First Age.

Anima Effects: Eset can calm the storms of Oblivion itself, and extends similar talents to her Chosen. At the cost of five motes, a Chosen of Eset may reflexively neutralize an environmental hazard with a Trauma rating no greater than their Permanent Essence, or prevent an environmental factor from having an unpleasant effect, such as silencing a falling vase so the sound of shattering porcelain doesn't expose the hidden Exalt. When 11 or more Peripheral motes are active, the Nocturnal may use this ability without cost.

Caste Attributes: The Chosen of Eset are assassins and spies, using planning and precision to defeat the Primordial's agents before they can muster strength. Their Caste Abilities are Athletics, Bureaucracy, Dodge, Larceny, Stealth, and Thrown.

Chosen of Usine

Usine is the male aspect of the White Monarch, and holds sway over the jade legions that guard the borders of Stygia. His Chosen died facing their fears, and many of them had their first act as Exalted being to avenge their former life's lose as the Exaltation proved the difference between victory and defeat.

Anima Banner: A radiance of light colors glows from the Exalt, the jeweled Headress of the White King glowing red upon their forehead. When it burns iconic, the Bonded Spirit appears in their anima bearing the full regalia of their station at the daybreak of the First Age.

Anima Effects: Usine's legions are protectors, and the same holds true for his Exalts. At the cost of five motes, one of the Chosen of Usine may make a counterattack at their full dice pool on behalf of an ally within (Essence) yards, up to a maximum of (Valor) such attacks before their DV refreshes. When 11 or more Peripheral motes are active, such counterattacks may be used reflexively.

Caste Attributes: The Chosen of Usine are champions and generals, fighting the followers of the Neverborn and Yozis directly. Their Caste Abilities are Integrity, Melee, Resistance, Ride, Survival, War.

Ganurath
2010-10-13, 11:53 AM
General Charms

Where the Solars are pillars of developed skill and Lunars of natural ability, the Nocturnal Exalts draw from the strength of their will and character. Nocturnal Charms use Virtues to determine Charm prerequisites instead of Abilities. Due to this, Nocturnal Charms may be comboed freely so long as all Charms in the Combo can be effectively used in the same action, following the same Combo rules as Lunars.

Nocturnal Keywords
Spectral: As with the Abyssal Exalted, Nocturnals have some Charms that are tied to the Underworld, and thus cost an additional point of willpower to activate in Creation in order to connect to the Essence of that mirror world. This surcharge only needs to be paid for the first activation of a Spectral Charm in a scene.

Excellencies

Nocturnal Excellencies are tied to Virtues, and as such function like the Yozi Excellencies of the Infernal Exalts.

First (Virtue) Excellency
Essence Overwhelming
Cost: 1m per die; Mins: Virtue 1, Essence 1
Type: Reflexive (Step 1 for attacker, Step 2 for defender)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None

Virtue is the pillar upon which the strength of the Nocturnal Exalt is built, and it is when exemplifying that Virtue that they are strongest. If an action demonstrates or is properly motivated by that Virtue, then this Excellency and Charms expanding from it may be applied. One one iteration of First (Virtue) Excellency may enhance a given action. The ST is the final arbiter on applicability, and Nocturnals use a dice cap of (Essence+Virtue.) This Charm may not be Comboed with the Third (Virtue) Excellency.

Compassion: Compassion, when demonstrated by the Nocturnal Exalt, is shown through empathy, hospitality, and supportiveness. The compassionate understand how others feel, and provide for them, in some cases even at one's own expense. They are merciful, and even their enemies know kindness through restraint and opportunities given to earn forgiveness. They are now unwilling to fight; they will take up arms to defend others, making their own safety secondary if it means saving lives.

Conviction: Conviction, when demonstrated by the Nocturnal Exalt, is shown through devotion, persistence, and ruthlessness. Those with conviction are resolute and confident, and are unwilling to compromise on matters they believe important. Their life is centered on their cause, so focused on idealological absolutes that every step is either forward or backward. In extreme cases, the ends justify the means, and it is no great burden to make a neccesary sacrifice.

Temperance: Temperance, when demonstrated by the Nocturnal Exalt, is shown through discipline, prudence, and control. Actions are precise and have been planned well in advance, while thoughts are carefully balanced and utterly objective. The temperate are above temptation, as their minimalism applies to both bare neccesities and calculated efficiency. If something must be had, it is only from neccesity that the temperate shall claim it. Even then, no excess will be taken in addition.

Valor: Valor, when demonstrated by the Nocturnal Exalt, is shown through pride, courage, and righteous fury. The valorous will answer challenges from all, and do so without hesitation. They are always eager for battle, seeking the opportunity to prove themselves. Whether doubters or combatants, the valorous hate opposition, and will pursue conflict with them at the first opportunity. It isn't uncommon for the valorous to fight alone, even refusing aid from allies to protect their pride.

Second (Virtue) Excellency
Essence Triumphant
Cost: - (2m per success); Mins: Virtue 1, Essence 1
Type: Permanent
Keywords: None
Duration: Instant
Prerequisite Charms: First (Virtue) Excellency

This Charm functions as the Infernal Second Excellency, enhancing the First Excellency so that successes may be purchased in lieu of or in addition to adding dice. Each bonus success counts as two dice, as per normal rules.

Third (Virtue) Excellency
Essence Resurgent
Cost: 4m; Mins: Virtue 1, Essence 1
Type: Reflexive (Step 4 for attacker, Step 6 for defender)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: First (Virtue) Excellency

This Charm follows the normal rules for a Third Excellency. On rolls for a static value such as DV, add the character's Virtue to the dice pool to determine the static value.

Flawless (Virtue) Ideal
Cost: -; Mins: Virtue 2, Essence 2
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: First (Virtue) Excellency

This Charm allows for the purchase of specialties in the relevant Virtue for 3xp each, and provides a starting one for free. These specialty dice apply for Virtue channel dice, Excellency dice caps, Charm minimums, and any dice pools or difficulties based on the relevant Virtue. Normal maximums apply, with an additional restriction: A character must always have more normal dots in the Virtue than specialty dots. So, in order to get the maximum three specialty dots, a character must have at least Virtue 4.

Infallible (Virtue) Assertion
Cost: 2m+, 1wp; Mins: Virtue 4, Essence 3
Type: Simple
Keywords: None
Duration: One scene
Prerequisite Charms: First (Virtue) Excellency

This Charm functions like Infinite (Ability) Mastery for Solars or Instinctive (Attribute) Unity for Lunars, reducing the costs of the first three Excellencies by one mote for every two spent when activating the Charm.

Occult Charms

An understanding of the occult plays a distinct role in the duties of the Nocturnal Exalts, and as such all of their Occult Charms are considered Favored for purposes of purchase cost and training time.

Terrestrial Circle Sorcery
Cost: -; Mins: Occult 3, Essence 3
Type: Permanent
Keywords: None
Duration: Instant
Prerequisite Charms: None

Nocturnal Exalts with this Charm are initiated into the Terrestrial Circle of Sorcery, and are permitted to take Terrestrial Circle Sorcery actions.

Celestial Circle Sorcery
Cost: -; Mins: Occult 4, Essence 4
Type: Permanent
Keywords: None
Duration: Instant
Prerequisite Charms: None

Nocturnal Exalts with this Charm are initiated into the Celestial Circle of Sorcery, and are permitted to take Celestial Circle Sorcery actions.

Shadowlands Circle Necromancy
Cost: -; Mins: Occult 3, Essence 3
Type: Permanent
Keywords: None
Duration: Instant
Prerequisite Charms: None

Nocturnal Exalts with this Charm are initiated into the Shadowlands Circle of Necromancy, and are permitted to take Shadowlands Circle Sorcery actions.

Labyrinth Circle Necromancy
Cost: -; Mins: Occult 4, Essence 4
Type: Permanent
Keywords: None
Duration: Instant
Prerequisite Charms: None

Nocturnal Exalts with this Charm are initiated into the Labyrinth Circle of Necromancy, and are permitted to take Labyrinth Circle Necromancy actions.

Eyes of the Underworld
Cost: 3m; Mins: Occult 2, Essence 2
Type: Reflexive (Step 1)
Keywords: Combo-OK
Duration: One Scene
Prerequisite Charms: None

This Charm allows the Nocturnal Exalt to see the immaterial for the remainder of the scene, as they see the world through the eyes of their Bonded Spirit as well as their own.

Firm Hand of the Monarchs
Cost: 5m; Mins: Occult 3, Essence 2
Type: Simple
Keywords: Combo-Basic, Spectral, Obvious
Duration: One scene
Prerequisite Charms: Eyes of the Underworld

By attuning to the Essence of Creation's immaterial mirror, the Nocturnal Exalts evoke their Bonded Spirit as a mirror to themselves and, in so doing, are able to physically interact with the immaterial for the rest of the scene. This includes, but is not limited to physical attacks against immaterial beings.

Commune with the Second Hun
Cost: 5xp; Mins: Occult 5, Essence 3
Type: Simple (1 dramatic action)
Keywords: Stackable
Duration: Permanent
Prerequisite Charms: Eyes of the Underworld

By meditating and engaging their Bonded Spirit in an exchange, a Nocturnal Exalt can gain a greater understanding of their fellow champion and themselves. Once per season, this Charm may be used to gain an additional dot in either the Bonded Spirit or Paragon background. Neither background may be raised higher than the character's Caste Virtue this way.

Ganurath
2010-10-13, 11:54 AM
This post is reserved for Compassion Charms, which will be focused on finding things, strengthening things, and hiding things.

Ganurath
2010-10-13, 11:55 AM
This post is reserved for Conviction Charms, which will be focused on creating things, obstructionism, and acting across planar barriers.

Ganurath
2010-10-13, 11:56 AM
This post is reserved for Temperance Charms, which will be focused on mental manipulation, criminal behavior, and mote economy.

Ganurath
2010-10-13, 11:58 AM
This post is reserved for Valor Charms, which will be focused on combat, Charms focused on specific enemies, and mental defenses.

Jokasti
2010-10-13, 12:23 PM
Wow, a whole new Exalt type. I've been meaning to do one of these for Adamant, but yours is awesome. Some points:
•Why are their charms based off of Virtues? Is there a fluff reason for this?
•What happened to Nox? Do Nocturnal Exaltations feel an urge to free him?
•What happens to their Exaltations when the body dies?
•Do Nocturnal Exalted get any Ghost-like abilities?

Ganurath
2010-10-13, 12:39 PM
Why are their charms based off of Virtues? Is there a fluff reason for this?

As implied by the Bonded Spirit background, the Nocturnal Exaltations have minds and personalities attached, drawn from ghosts of those who died in the Primordial War to reinforce the newly Exalted Nocturnal's opposition to the fallen Primordials. As such, the Charms follow the same foundations as Arcanoi.

What happened to Nox? Do Nocturnal Exaltations feel an urge to free him?

I'm leaving the answer to the first question open-ended, partly due to my only having partial information about his situation, and partly to give STs increased flexibility to naming the circumstances of the release of the Nocturnal Exalted into Creation. As for feelings about freeing him, the Nocturnal Exalted have bigger fish to fry. Specifically, Reclamation and the Deathlords.

What happens to their Exaltations when the body dies?

The Exalted individual gets automatically sent to Lethe, a minor touch that Nox intended as a subtle middle finger to the Neverborn and Oblivion. Any emotional baggage the Exalt had would get added to the Bonded Spirit, giving it greater voice the next time around so the next incarnation could fix more problems. The Exaltations themselves work like most Celestial Exaltations, and get sent off for memory scrubbing.

Do Nocturnal Exalted get any Ghost-like abilities?

A minor Underworld theme will be present throughout the Charms, but I'm hoping to make the Charms distinct enough that they aren't shameless copies of Arcanoi powered to the strength of a Celestial Exalt. Odds are I'll be making a compromise or two in that goal when doing Conviction Charms, though.

LukeZ
2010-11-24, 10:33 AM
Sorry but what is the "modified character generation"?



Character Creation

Step One: Character Concept
Note your character's concept, caste, and Motivation.
Note caste's anima powers and Caste Virtue.

Step Two: Choosing Attributes
Choosing Attributes works as for Solars.

Step Three: Choosing Abilities
Note Occult as Favored.
Select eight additional Favored Abilities, at least four of which must come from the Caste Ability List.
Choose Abilities (28, at least one of which must go to each non-Caste Favore Ability, and none of which may be higher than 3 without spending bonus points unless using the modified character generation.
If using the modified character generation, apply four specialty dots to any combination of Abilities.

Step Four: Select Advantages
Choose Backgrounds (7, none may be higher than 3 without spending bonus points,) 9 Charms (at least 5 of which must come from the Caste Virtue unless using the modified character generation,) and Virtues (6-none may be higher than 4 without spending bonus points, and the Caste Virtue must be highest or tied for highest.)

Step Five: Finishing Touches
Record Essence (2,) Willpower (the sum of the character's two highest Virtues, or 5 if using the modified character generation,) Personal Essence Pool (Essencex2 + Willpower + Caste Virtue,) Peripheral Essence Pool (Essencex3 + Willpower + Caste Virtuex2) and health levels (7 + any gained from Charms.)

Bonus Points
You may spend bonus points (15, 18 if using alternate character generation) at any point in character creation. Bonus point costs may be found further down in the post.

Castes
Chosen of Nebthys, Ascetics and courtiers who favor Compassion
Caste Ability List: Awareness, Investigation, Lore, Martial Arts, Medicine, Socialize
Anima Powers: Eclipse Diplomatic Immunity against Fallen Primordials and their servants without free will, may be extended to others

Chosen of Setesh, Artisans and diplomats who favor Conviction
Caste Ability List: Archery, Craft, Linguistics, Performance, Presence, Sail
Anima Powers: Free use of any planar barrier regardless of normal restrictions, may be extended to others

Chosen of Eset, Assassins and merchants who favor Temperance
Caste Ability List: Athletics, Bureaucracy, Dodge, Larceny, Stealth, Thrown
Anima Powers: May reflexively blast Fallen Primordials and their servants without free will

Chosen of Usine, Knights and wardens who favor Valor
Caste Ability List: Integrity, Melee, Resistance, Ride, Survival, War
Anima Powers: May reflexively counterattack on behalf of allies

Motivation
Choose a driving and epic- It's Exalted. You know.

Virtues
Compassion - Empathy and forgiveness.
Conviction - Determination and emotional fortitude.
Temperance - Mental clarity and self-control.
Valor - Courage and pride.

Intimacies
May choose a number of Intimacies equal to Compassion, or up to Compassion+Willpower if using the modified character generation.

Backgrounds
Allies - A comrade who isn't afraid to get their hands dirty.
Artifact - Nocturnal Exalts attune to Soulsteel, and don't double the attunement cost on Black Jade if they make the Wits+Lore roll for cross-attunement. Lack of prior infrastructure means 3 BP for dots beyond 3 rather than 2.
Backing - Standing and rank in an organization that doesn't provide any of the other backgrounds.
Bonded Spirit - It's basically an Underworld version of Unwoven Coadjutor. The ability to see followers of Yozis and Neverborn is more of an enemy detector in this case.
Contacts - It's like spies, only with regular people that you work with and no formal organization.
Cult - Mortals who worship you. Same restrictions on this as Solars.
Familiar - May use either normal or Abyssal version.
Followers - Comrades who have reason to be afraid to get their hands dirty, but have numbers to compensate.
Influence - Like Backing, but with less obligations and more attention from the Wyld Hunt.
Manse - As with Solars.
Mentor - A comrade who's too busy to get their hands dirty, but not too busy to make you better at it.
Paragon - As Breeding, but extra Virtue channels in Caste Virtue instead of improved odds of kids Exalting.
Resources - Money and the things you get with it.

Bonus Points
Attribute - 4
Ability - 2 (1 if a Favored Ability)
Background - (2 if being raised above 3, 3 if Artifact being raised above 3)
Specialty - 1 (2 per 1 if in a Favored Ability or Caste Virtue)
Virtue - 3 (2 if in Caste Virtue, 1 if using the modified character generation)
Willpower - 2 (1 is using the modified character generation)
Intimacies - 3 to increase to Willpower+Compassion if not using the modified character generation
Essence - 10
Charms - 7 (5 if in the Caste Virtue)

gkathellar
2010-11-24, 11:05 AM
Why no Willpower caste? The fluff firmly establishes it as the Earth-aspected center of the four virtues.

EDIT: Also, check out the new character creation rules in the Scroll of Errata. There are changes in these parts.

Ganurath
2010-11-24, 01:10 PM
Why no Willpower caste? The fluff firmly establishes it as the Earth-aspected center of the four virtues.As implied by the reserved posts, the Charms are based on Virtues, and that includes prerequisite considerations. Caste Virtue also matters for pursues of mote pools, and Willpower would have an unfair edge in that respect. Finally, as seen above now that I'm bothering to update again, Virtue channels play a key roll in the Limit Equivolent for the Nocturnal Exalts.

gkathellar
2010-11-24, 03:56 PM
Fair enough. Since you have only four instead of the standard five you might want to work the imbalance angle in fluff. In terms of associations, it means only 4/5 elements and maidens are represented.

Reynard
2010-11-25, 04:51 PM
Fair enough. Since you have only four instead of the standard five you might want to work the imbalance angle in fluff. In terms of associations, it means only 4/5 elements and maidens are represented.

Why those associations?

They do have associations, with the virtues. Why do they need one with the elements and the maidens? Solars don't. Lunars don't. Why do these?

Ganurath
2010-11-26, 12:54 AM
Why those associations?

They do have associations, with the virtues. Why do they need one with the elements and the maidens? Solars don't. Lunars don't. Why do these?Solars and Lunars actually do, as do the Nocturnals once I've thought them out. I do know that the odd ones out for Maidens and directions with be Endings and the center, though: The Nocturnal's battle can only end in failure, therefore it cannot end. The center direction is where the Mouth of the Void is watched over by the Dual Monarchs, and so no single Exaltation would be specifically tied to it.

Also, Excellencies and Occult Charms are up.

DrakeRaids
2010-11-29, 02:24 PM
So I'm guessing Nocturnals wouldn't have past lives available to them, as any such memory's would be tied to the Bounded Spirit which kind of isolates the charm from the influence of various souls it bonds too? How would that affect the residual taint that comes from your previous incarnation being an akuma? Would Akuma Nocturnals even be possible, theoretically?

Ganurath
2010-11-29, 06:30 PM
Nocturnals don't have Past Lives available because none of them have died yet. The Akuma taint would remain, but the Bonded Spirit didn't lose their free will: They remember full well the price of becoming an Akuma, and that's assuming that they wouldn't actively discourage the Nocturnal from becoming an Akuma in the first place.