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==Those Returned Chosen== ===[[Solars]]=== Beloved of the Undefeated Sun, in these modern nights Solars exaltations are drawn to talented people in various fields, though it may also seek out the courageous, the compassionate, or the extremely lucky. Regardless of their background, they must have some exposure to the supernatural side of the world, whether as would-be-victims or unwitting witnesses. Solars have five distinct Castes, each of which gravitated to a certain type of personality or profession, and had a unique Anima power: * '''Dawn''': Warriors of the Solars, anyone with an intimate and capacity to mete out violence may become part of the caste, like soldiers, boxers, brawlers, and enforcers. Their anima power allows them to re-roll an attack, damage, or soak roll once per scene, and keep the preferred result. Dawns replenish Essence when they defeat a supernatural opponent or overwhelming mortal foe, protect a vulnerable friend, or user their martial power to advance or protect an Intimacy. * '''Zenith''': Priests and leaders, in the modern age they are drawn from humbler figures who are nontheless willing to stand behind their convictions, whatever the cost. They have a somewhat unique Exaltation, where they hear a divine voice asking them to find other Exalted, and help them save the world. Their anima power allows them to burn a corpse to ashes after expending 1 Essence, which allows a soul to move on; this can destroy vampires in torpor, and sends wraiths to Transcendence. Zeniths replenish their Essence when they inspire someone else, endure great hardship to support or protect an Intimacy, or accomplish a great deed. * '''Twilight''': Savants and sorcerers, in the modern age they are drawn from men and women of learning, who are willing to use the light of Knowledge to drive away the darkness. Their anima power allows them to merge with a dragon line for 2 Essence, and reform somewhere else along that line a few hours later. Twilights restore Essence when they learn a secret of the supernatural world, or something that advances or protects an Intimacy, or teach someone else valuable knowledge that will materially help them in some way. * '''Night''': Heaven's assassins who punished the wicked using their own tools, these days they are drawn from thieves, conmen, hitmen and smugglers, who otherwise have a bone to pick with the supernatural. Their anima power allows them to delay their anima flare, in that the first 2 Essence spent don't count to it activating; when it DOES activate however it shrouds them like an obscuring cloak, making them impossible to recognize. Night Caste may replenish their Essence when they advance their goals through blackmail, assassination, theft, or other underhanded methods, or protect and support an Intimacy in this way. * '''Eclipse''': Heaven's negotiators, they come from those who use words and organizations to fight battles: politicians, lawyers, or diplomats. It falls to them to find allies, and end threats to the Chosen before blood is spilled. Their anima power allows them so sanctify any oath via spending 1 Essence; anyone who breaks the oath suffers a curse from Heaven (which depends on the Storyteller). Eclipses may replenish their Essence whenever they advance their goals through words and connections, create peace where there was once discord, or manipulate people or systems to advance or protect an Intimacy. Solars are unique in that they have a fleeting connection to their past lives through their dreams. About three times in a year, they have especially vivid dreams of the Age of Legends, and their role in that heady time. It's not quite an answer, but for many who have experienced Exaltation in these dark times, it's something that can be worked with. ===[[Lunars]]=== Chosen of the Moon Goddess, Lunars in the present age come from the outcasts, who society either pushed to the borders or ignored outright. Born from surviving a life-threatening experience, Lunars now walk the nights of a world that can no longer afford to disregard their existence. Lunars get grouped into three distinct Castes upon Exaltation, are fixed to those from that point on: * '''Full Moon''': Gifted physical specimens well-suited to kicking their problems in the teeth. Their anima power means that they don't roll for Initiative, and instead always uses 10 plus Dexterity and Wits total. They replenish their Essence whenever they defeat a supernatural opponent or significant mortal foes, overcome a significant obstacle through physical means, or use their strength, speed, or endurance to advance or protect an Intimacy. * '''Changing Moon''': Tricksters and deceivers, using their looks and sly tongues to get what they want. Their anima power allows them to wrap themselves in a veil of illusion by paying 1 Essence, perfectly disguising themselves as anyone they had seen for a scene. When their anima banner is alight, they may also instead pull it around themselves to become unrecognizable. They replenish Essence when they use guile, cunning, seduction, or sheer force of presence to accomplish a significant goal, escape a dangerous situation, defeat an enemy, or support or defend an Intimacy. * '''No Moon''': Shamans and seers, these are the explorers of the Spirit Worlds, and go-betweens to the other night dwellers. Their anima power allows them to speak and be understood by spirits; by fixing their eyes upon the moon and rolling their Essence rating against the local Gauntlet or Shroud, the No Moon may attempt to cross into the Spirit World or Underworld. They replenish Essence whenever they learn a secret of the supernatural world, overcome a significant obstacle or enemy through knowledge, learning, clever plans, resources and contacts, or when they support or protect an Intimacy through these means. Lunars are shapeshifters par excellence, and are able to gain new forms through simple consumption (or murder, if needed). On the bare minimum, they have a Totem form, an animal that represents their personality. They may freely shift into this form without needing to hunt, and can reflexively assume the totem form without spending Essence. When particularly pissed off, they can even take on the Rage Form, a hybrid between human and their totem animal that can and WILL [[Rip and Tear]] anything that gets in their way. In this way, they can easily be mistaken for a Garou or similar Fera, but make no mistake, they are much ''much'' more than that. Finally as beings marked by Luna, Lunars are protected from any magic that would transform or mutate their bodies against their will. This requires no dice roll, as any such effect flatly fail. ===[[Sidereals]]=== Agents of the Five Maidens and keepers of the Loom of Fate, modern Sidereals are drawn from people with powerful but still-unrealized destinies: fated to affect the lives of millions, for good or ill. That destiny is consumed to fuel the joining, and whatever impact the Sidereal has on the world moving forward, it would be through her own means. Even during these modern nights, Sidereals still belong to five different Castes, each representing one of the Maidens of Fate: * '''Chosen of Journeys''': Those who make sure that the local Solar actually gets to where she can do the most good, at the same time gets hooked up with a helpful Hunter cell on the way there. Their anima power allows them to triple their and any nearby allies movement speed, whether on foot or in a vehicle, for the duration of a scene by spending 1 Essence. They replenish their Essence by causing, safeguarding, guiding, or helping a journey that destiny demands to happen. * '''Chosen of Serenity''': The Exalted support group, they make sure that the Chosen get rested up after a raid on a Vampire coven went bad, and that they don't fall into really bad depression as a result. Their anima power allows them and their allies to gain the warm and favorable regard of anyone who does not explicitly have an active reason to dislike or mistrust them for a scene, after spending 1 Essence. They regain Essence by bringing different parties together in accord with fate's requirements, or bring happiness or peace to those who need it in their darkest hour. * '''Chosen of Battles''': Strategists and tacticians, who make sure that the Chosen fight in battles where their might will be sorely needed. Their anima power lets them and their allies reduce damage done to them by 1 Health level after rolling soak for a scene, after spending 1 Essence. They regain Essence by starting, manipulating the results of, or creating conflicts in accordance to what destiny needs. * '''Chosen of Secrets''': Spies and information brokers, they collect the secrets of their enemies, arm their fellow Chosen with knowledge of their foes' weaknesses, and make sure the muggles ''aren't'' made aware that there was a throwdown between Solars and vampires in their neighborhood last night... Their anima power allows them and their allies protection from mind reading and magical mind control of any sort for the duration of the scene, after spending 1 Essence. They replenish their Essence by preventing the world from learning of the supernatural, including the Exalted, or by concealing or revealing a secret knowledge according to fate's demands. * '''Chosen of Endings''': The guys stuck with trying to muddle through the endings of people and nations, and hopefully through those prevent the biggest ending of all: the end of the world. Their anima power allows them and their allies an attack that inflicts at least one health level of damage after soak, which is then increased by one additional health level for the duration of the scene, after spending 1 Essence. They regain Essence by making sure conclusions destiny demand actually happen. Many Sidereals soon realize after their Exaltations that they simply don't stick in people's memories anymore, and mundane records of their existences start to disappear bit by bit. It's not absolute or infallible (and other Exalted see through it just fine), and makes living any sort of normal life difficult, but helps in protecting their anonymity. Sidereals are ideally suited to getting the '''Arcane Background''', and not only that, but they gain two dots for free. Each dot adds a die to all Stealth rolls, and subtracts a die to all attempts to track the Sidereal down, identify, or locate them. And the more dots purchased, the harder it is for people to even ''remember'' a Sideareal; at 3+ dots, records, photos, and paperwork about them simply get misplaced, or are generally unavailable for reference. Sidereals also gain '''Dynamic LARPing'''. With a bit of practice, the Sidereal can step into a false destiny, effectively ''becoming'' that person, and no one would be able to recognize them. They cannot put on a false destiny while being observed by others unless it's another Sidereal, and they will always recognize a "worn" false destiny anyway. There are of course limits to what sort of destiny a Sidereal wears, depending on their Caste. As their Essence grows more powerful, the Sidereal gains access to '''Greater Signs'''. Though they come at greater cost, these powers, when used at a pivotal moment, may alter the course of the world. They have to be at an Essence rating of 4 to even attempt, uses up a ''permanent'' point of Willpower, and lasts for an entire scene: * '''Mercury''' (Journeys): The Sidereal and allies within the same city are teleported to a point of their choosing anywhere on Earth. * '''Serenity''': Violence becomes impossible through the entire city or stretch of countryside around the Sidereal. Hostile magic use is stopped as well. * '''Battles''': No attacks directed against the Sidereal or their allies within the same city or similarly-sized area may inflict more than a single health level of damage, regardless of how many are rolled. * '''Secrets''': The Gauntlet and Shround become impassible in the city, and no Portals or similar powers may bring characters into or out of other worlds. * '''Endings''': All attacks made by the Sidereal and allies within the same city deal automatic damage rather than rolling dince. Given their connection to Fate, the Sidereals are obviously suited to being seers and prophets, and while they're still in the dark about what they are and how this whole Exaltation thing came about, are much better suited to finding out what needs to be done, ''right now''. They're also the right people to find all those scattered Solars and Lunars out there, and put them to work cancelling the Apocalypse. ===[[Abyssals]]=== Corrupted Solar Exaltations from the time beyond memory, Abyssal Exaltations look for the same sort of extraordinary traits a Solar Exaltation would look for -- except that the host needs to be close to death. And even then it isn't too bothered if it has to push the death along via proxy. As Solars run through a grunge and goth filter, the Abyssals also have Castes reflecting their roles in bringing down Creation: * '''Dusk''': Those who can and will kill on the battlefield: soldiers, mercs, enforcers, and crooked cops. Their anima power allows them to re-roll attack, damage, or a soak roll and keep the preferred result once per scene. The regain Essence when they defeat a supernatural opponent or overwhelming numbers of mortals, protect a useful minion, or use their martial power to advance or protect an Intimacy. * '''Midnight''': Dark and driven figures of dark resolve, who are prepared to kill and die for their causes. Demagogues and death cult leaders can be counted in this caste. Their anima power makes them a beacon to the dead for the entire scene after spending 1 Essence, and if they are drained of blood, chi, or emotions it provides twice the amount; this effect lasts for one full moon cycle. They regain Essence whenever they terrify someone or fill them with awe at the power of death, endure great hardship to support or protect an Intimacy, or bring about some great work of the grave. * '''Daybreak''': Those who get a kick collecting macabre secrets and forbidden knowledge, and believe that these should be shared with the rest of mankind. Their anima power allows them to discorporate themselves into the dragon lines of the world, and reform a few hours later at the boundary of a nearby haunt, after spending 2 Essence. They regain Essence whenever they learn a secret of the supernatural world, learn something that helps them advance or protect an Intimacy, or increase the influence of the dead over the living. * '''Day Caste''': Spies, assassins, and saboteurs, who would use any means to remove those in the way of the Dead bringing down the world. Their anima power allows them to delay the flaring of their anima banner, in that the first 2 Essence they spend doesn't trigger it; if it does trigger, it instead wraps them in an obscuring cloak, making them impossible to recognize. They regain Essence when they advance their goals through blackmail, assassination, or similarly underhanded means, or protect or support an Intimacy in this way. * '''Moonshadow''': Those who fight with words to get what they want, the lobbyists, solicitors, and lawyers. Their anima power allows them to sanctify any oath they here by spending 1 Essence, and anyone who breaks such an oath is cursed by the Underworld (Storyteller's choice). They regain Essence when they advance their goals via words, connections, and resources, reach accord between the dead, or the dead and the living, or manipulate people or systems to advance or protect an Intimacy. Abyssals may roll they Essence rating against difficulty 6 to manifest sharp fangs for a scene. These fangs deal lethal damage, though they must first grapple a target to do so. Using the fangs to drink the blood of a living target restores Essence; drinking enough to do 3 levels of lethal damage restores 1 Essence, while draining a person to death restores 2 Essence. Being the edgelords that they are, Abyssals find living in the world of mortals ''very'' distressing, and only find some solace if they wear or otherwise surround themselves with the trappings of the dead -- like long dead fashions, or just a car with a whole lot of skull and bone decorations on it. If they ''don't'' do this, then all actions increases by a difficulty of 1 while in the living world, the Dreaming, and most of the Spirit world. Abyssals are essentially mobile Haunts, and while in an area the Shroud rating drops by a value equal to their Essence rating. In addition to this, Abyssals are plagued by unnatural manifestations of power. Called '''Shadows of Death''', an Abyssal would always have at least two of these, which may include the following, but are not limited to these: flocks of crows, ravens, or owls, follow the Abyssal around and congregate in massive numbers the longer she stays in an area; a chill wind that blows whenever they do anything dramatic; ''things'' can be seen from the corner of one's eye, which crawl out of the shadows while the Abyssal is around. Abyssals sacrifice their names in the course of their Exaltation, and in time go by titles instead. Along with this, they are afflicted by a the '''Curse of the Neverborn''', due to their Essence's connection to those ancient spectres. Going against these impulses punishes the Abyssal with a temporary curse of sorts, determined by the Storyteller. Unlike their Celestial counterparts, Abyssals don't really ''have'' a plan, though if it involves pushing things a little closer to Armageddon it wouldn't be too bad for them either. ===[[Infernals]]=== The ''other'' flavor of corrupted Solar Exaltations, who served trapped fiendish overlords instead of undead Primordials. Just like they've always been, Infernals are truly exceptional people who found themselves up against odds even they had little chance against on their own. Just like a Solar, had a Solar Exaltation come flying by at just that moment, they would have exalted, finding new reserves of power within themselves that made the impossible trivial. Unlike the Solars, though, they didn't win the cosmic lottery in their greatest moment of need, and because they didn't it ruined their life and left them bitter. As a consolation prize something else chose them and now they have the chance to become Demon Emperor and reign over the Sixth Age with an adamant claw, so it's not all bad. During the Age of Legends, Infernals also had Castes like the Solars and Abyssals; in these modern nights, each Infernal is an island to themselves, each a budding Demon Emperor or Empress ready to ascend to the Throne of Heaven. They do still have Caste markings however, but these symbols are nonsensical in modern nights. (Well, they're described as nonsensical, but from the examples provided it's clear their caste marks haven't actually changed at all since the 3rd Age, the things they once represented are just gone.) That said, they do regain 3 Essence if they meet any of the following Urges (only one chosen at Character Creation): * '''Destroyer''': Replenishes Essence whenever they defeat a supernatural opponent or overwhelming mortal foes, destroy their assets, or create mayhem and destruction to advance an Intimacy. * '''Conqueror''': Replenishes Essence when they force an enemy or powerful figure to submit to their will. * '''Forbidden''': Replenishes Essence whenever secretive or forbidden lore of the supernatural world is learned, or something truly nasty is bound to their service. * '''Corrupter''': Replenishes Essence whenever she destroys the perceptions of the righteous, or tempts them in taking the easy way out. * '''Manipulator''': Replenishes Essence whenever [[JUST AS PLANNED]] happens. Yeah. Once an Infernal reaches the second Essence rank, they gain the ability to manifest '''Shintai''', or God-Body forms that reflect the Demon Emperor or Empress they may become. They can do this once per story, but retain access to all their Charms plus any modifications to their Traits AND any additional Aspects they select for that form. The Shintai form remains until the duration ends, is dismissed by force, or its Health track gets filled by lethal or aggravated damage. These can range from a more powerful, mutated-looking version of their normal body which is still recognizable as them to a whirling pillar of flaming tentacles. Incidentally, any Infernal who purchases the '''The King and the Kingdom''' Charm also ''creates their own Hell realm'' (that they can further customize) in Yomi Wan. Congratulations! You've taken the first step into overlordship of Hell! Much like the newly-returned Solars and Abyssals, Infernals have little to no context to how they came to be. However thanks to their connection the Thousand Hells of Yomi Wan, they have an idea where things are ''going''. As the Wheel of Ages turns toward the Sixth Age the Infernals scheme amongst themselves, as well as against their main rivals the [[Kindred of the East|Yama Kings]], to gather power and followers in their bid to come out on top of the inevitable free-for-all for the vacated Throne of Heaven. ===[[Dragon-Blooded|Terrestrials]]=== Terrestrial Exalted, or the Dragon-Blooded, are the only "native" Exalted of the World of Darkness, and the only remaining legacy of the Age of Legends. Unlike the Celestial Exalted, their Exaltation is hereditary, so any Terrestrial will inevitably be part of the thirty three-odd surviving Dragon-Blooded families. Rather than Castes, the Dragon-Blooded families are aspected to a particular "classical" Element (like Fire or Air), though it is rare but not unheard-of for a descendant to be attuned to an opposing element instead: * '''Air''': Wise scholars and zealous fighters, they are capable of both subtlety and sudden action. Their anima power helps them ignore falling damage, and triples their jumping distance and height. They may restore Essence by meditating an hour on an elevated place where they can feel the wind on their skin. * '''Earth''': Solid and resolute, thinking that they are slow is making a grave miscalcuation. Their anima power reduces the difficulty of all soak rolls by 1. They may restore Essence by meditating an hour beneath the earth, or at least half-submerged in soil. * '''Fire''': Passionate and impulsive individuals, who are equally at home in a brawl or a party. Their anima power makes them immune to fire damage, and when their anima flares, it deals lethal damage to anyone in the area (2 levels of lethal damage, difficulty 6 to soak). They may restore Essence by meditating an hour in a sweat lodge, steam bath, or surrounded by heat or smoke. * '''Water''': Smooth and adaptable, they go with the flow and exploit what they can to their advantage. Their anima power gives them the ability to breathe underwater, and swim at full movement speed, but when their anima is flaring they can also run across the surface of water. They may restore Essence by meditating an hour floating or submerged in water. * '''Wood''': Nurturing yet at times deadly, they understand the connections between people and societies. Their anime power makes them immune to poison, and when their anima flares their skin becomes poisonous to touch -- anyone in skin contact must soak 2 lethal damage per turn. They may restore Essence by meditating an hour surrounded by plant life, like in farmland or a large greenhouse. The Terrestrial Exaltation is physical, and as such all Dragon-Blooded have visible and obvious markings hinting to their Elemental attunements. This may be as subtle as cool skin or an ever-present breeze blowing their hair for an Air Aspect, or red colored and flame-shaped hair for a Fire Aspect. The Dragon-Blooded have to take care in using Essence, as instead of an Anima Flare, they instead have an '''Anima Flux''', a very deadly manifestation of their Elemental aura, like cutting winds, a cloud of sharp rocks, or a very hot aura of flame. Whenever their anima manifests, everything within 1 yard of the Dragon-Blooded suffers an automatic level of lethal damage. Any supernatural who is vulnerable to the element involved (like Vampires with fire) experience aggravated damage instead. Finally the Terrestrials have some minor form of elemental manipulation. Essentially parlor tricks, like being able to light up a cigar without a match, they can be used to entertain or distract in a pinch. ===[[Alchemicals]]=== Heroes of the Machine God, Autochton "reactivated" them in reaction to the unsealing of the Black Vault, and the return of the Celestial Exalted. Unlike those Exaltations, Modern-day Alchemicals were created by accident as a random person touches one of the spherical nodes that got released from the hold of a Technocracy ship that disintegrated in the upper atmosphere. In days of old, each Alchemical was part of a Caste, which were designed with specific duties in mind. Although these days the number of extant Alchemicals number less than a dozen, the Castes still determine their personalities and implant preferences: * '''Orichalcum''': Draws from natural leaders and visionaries. Replenishes Essence when they defend or advance an Intimacy through forthright action or inspiration. Their anima power is to add their Essence rating to all Damage rolls while their anima is flaring. * '''Moonsilver''': Draws from those comfortable with lying through their teeth to accomplish their goals. Replenishes Essence when they defend or advance an intimacy through deception or trickery. Their anima power is to add their Essence rating to their Initiative total while their anima is flaring. * '''Jade''': Draws from the rugged and salt-of-the-earth types, populist heroes essentially. Replenishes Essence whenever they defend or advance an Intimacy through persistence or steadfast endurance. Their anima power while their anima is flaring is to add their Essence rating to their soak rolls. * '''Starmetal''': Draws from plotters, planners, and dealers of knowledge. Replenishes Essence whenever they defend or advance an Intimacy through manipulation or long-sighted strategy. Their anima power while their anima is flaring is to add their Essence rating to all attack rolls. * '''Soulsteel''': Draws from those who seek justice. Replenishes Essence whenever they defend or advance an Intimacy through intimidation or explosive violence. Their anima power while their anima is flaring is to add their Essence rating to all block, dodge, and parry rolls. Although they are essentially magitek cyborgs, Alchemicals can only "equip" so many Charm arrays at one time, though this limit grows as their Essence Rating increases. ''Because'' they're magitek cyborgs, they're immediately recognizable as unusual unless they enter '''Dormancy''', after which they look normal for about twelve hours, in return to losing all their Exalted powers for that same timeframe. Finally, an Alchemical may "reconfigure" their Charm arrays, but this may only be done during a Dormancy cycle. If the Dormancy cycle is ended prematurely, then most of these planned reconfigurations fail. ===All the Other Exalted=== All the other types of Chosen -- Liminals, etc. -- are considered extinct as far as the netbooks go, as not even an echo of their patrons remain in the modern age, unlike the Solars or Lunars (the Sun and Moon are still around after all). The [[Kindred of the East|Wan Xian]], who would eventually devolve into the Hungry Dead, probably ''were'' Exalted, but of what type Shearer leaves to the individual Storyteller to decide.
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