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Dice [Exalted] O Brave New World (Characters)

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Three Thousand Club
Standard character creation rules. All merits are on the table.

Flat XP costs, so sum the cost of buying all 4 dots of an attribute or 5 of an ability, then divide by 4 or 5 respectively, to get the per-dot cost.

Unicorns for everyone*! (*Who buys them as Familiars)

D. Rex, if you want Erembour to ever do anything useful rather than simply oscillating between dangerous and incredibly inconvenient, you can optionally buy her as a 5 dot Ally. You can't make her hate the Sun any less in either its golden or green flavours, but you could buy a narrative where she would sometimes be willing to help when you can convince her you aren't furthering - or better yet, are opposing - the aims of either Sun.

You can earn up to 6 XP immediately, 2 XP each for two positive/neutral connections to other players and one negative connection.

Each character should be described by up to five Aspects. These define the kind of drama and complications you want other players and myself to introduce into your life, and what kind of story your character is part of.

Each character should specify at least three Flags, scenes you'd like to have them experience. It's helpful if at least one is an establishing scene. Think of the first scene in a movie when a character is introduced - what's the first glimpse you want everyone to have of your character? What piece of them is it essential everyone knows about, and what kind of scene would exemplify it?

----

XP Earned So Far:
Defeat the Raksha Raiding Party
Break the Siege of Kabir
Find the Location of the Alcazar of Twelve Ewers
Resolve the Diplomatic Incident between the Fayum and Bintanath
The Hall of Enduring Silence
The Fayum Civil War
Eight Forged King
Secure the Tin
Unite the Vassals

Regular XP: 27 for everyone + 6 at character creation

Everyone: 10 Bonus XP of your favourite flavour.
Morrolan: 6 Lunar XP
Renna: 3 Solar XP
Atusa: 3 Solar XP
John: 3 Solar XP
 
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  • 47d7bdb765e908395e3c9b649c67a42f.jpgName: Jean Latrans | John Barker
    Caste: Twilight
    Age: 24
    Supernal Ability: Craft
    Totemic Anima: A Coyote stalks and studies his prey
    Limit Trigger: The Solar tells a lie, deliberately deceives someone, or breaks a sworn oath

    Aspects
    Daydreaming Chef - "I wonder what that tastes like..."
    Insatiably Curious - "Cliffhangers are the real anathema. I need answers."
    Everything has a purpose - "Hey! I could have made something out of that."
    Playful spirit - "Relax and have fun. You can take the next life seriously."
    Seeker of Miracles - "I will unravel the secrets of lost artifice and weave new wonders once again."

    Current Flags
    Create a dish that brings someone to tears when they taste it.
    Uncover a secret to an existing sorcerous working.
    Establish a location for a future workshop at a demesne.
    Secure a supply of at least one magical metal.
    Conduct a study of Hazel's demon binding specifically for the purpose of aggravating Erembor.
    Explore a mostly unlooted first age structure.
    Conduct an investigation or examine evidence for a criminal case or legal dispute.
    Acquire rare materials from the wilderness by hand.
    Complete construction of a manse.
    Engage a renowned chef in a public competition with significant stakes on the line.
    Create a weapon of such enviable quality that it starts a fight.
    Complete a construction that restores a once lost luxury.
    Repair a broken vehicle.
    Establish a lasting bond with an animal through craftsmanship.
    Create something poorly for a deliberate and useful purpose.
    Obtain something of value by bargaining with an influential supernatural being.
    Identify an obscure detail about a mysterious substance through taste or scent.
    Spend a scene learning something new about another player character's history or hobby.
    Uncover a vivid memory from a past life.
    Create something to be used for a harmless prank.
 
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  • 20190923_194703.jpgName: Hazel
    Caste: No-moon
    Concept: Wyld Mutant
    Age: 19

    Essence:
    Willpower: ●●●●●

    Spirit Totem:
    A black cat.


    Attributes
    Strength ●●
    *Dexterity ●●●●●
    Stamina ●●●

    Charisma ●●●●
    Manipulation ●●
    Appearance ●●

    *Perception ●●●●●
    *Intelligence ●●●●●
    *Wits ●●

    Abilities
    Archery ●●●●● +firewands
    Athletics
    Awareness ●●●
    Brawl
    Bureaucracy
    Craft
    Dodge ●●●
    Integrity ●●
    Investigation
    Larceny ●●
    Linguistics ●
    Lore ●●● +Geomancy
    Medicine
    Melee
    Occult ●●●●● +demonology +shaping
    Performance
    Presence ●●●
    Resistance ●●
    Ride
    Sail
    Socialize
    Stealth ●●●
    Survival
    Thrown
    War

 
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  • Excellencies: Dexterity, Perception, Intelligence, Wits, Charisma

    Perception
    Sense-Sharpening Change
    Cost: 4m (or 1m); Mins: Perception 2, Essence 1
    Type: Reflexive
    Keywords: Stackable
    Duration: One scene
    Prerequisite Charms: None
    The Lunar shifts her body to hone one of her senses. She chooses a single sense, rerolling 1s until they cease to appear on Perception rolls using it and ignoring (Essence) points of penalty from overstimulation or understimulation of that sense, even on non-Perception rolls. She could ignore penalties to vision caused by darkness or blinding light, but not by fog or distance.

    The Lunar may stack this Charm to enhance different senses. The cost of activations beyond the first is reduced to one mote.
    Perceiving the Hidden World
    Cost: 4m; Mins: Perception 2, Essence 1
    Type: Reflexive
    Keywords: Protean
    Duration: One scene
    Prerequisite Charms: None
    The Lunar’s senses awaken to the ephemeral existence of spirits. She can perceive (but not
    touch) dematerialized entities.
    Protean: In animal forms with sense-enhancing Merits, the Lunar intuits whenever a
    dematerialized spirit comes within long range, prompting her to use this Charm if she chooses.

    Wits
    Squirrel’s Cunning Technique
    Cost: 3m; Mins: Wits 2, Essence 1
    Type: Simple
    Keywords: None
    Duration: Indefinite
    Prerequisite Charms: None
    Infinitely devious, the Lunar conceals contraband, weaponry, or ill-gotten gains in all manner of
    hiding places. She makes a conceal evidence roll with ([Intelligence or Wits] + Larceny). If the concealed object is light enough to hold, she adds (essence) successes, and her concealment can only be opposed by characters with superhuman or magically enhanced senses for this charms duration. She may exempt characters from this effect.

    Intelligence
    Inevitable Genius Insight
    Cost: 1m; Mins: Intelligence 2, Essence 1
    Type: Supplemental
    Keywords: None
    Duration: Instant
    Prerequisite Charms: None
    The Lunar’s keen mind synthesizes disparate insights to reveal new truths. She adds ([most relevant of Bureaucracy, Craft, Investigation, Larceny, Linguistics, Medicine, Occult, Socialize, Survival or War]/2 rounded up) dice roll to a lore roll. She treats specialties in that ability as lore specialties to justify introducing or challenging a fact, and adds them to the dice.
    Penumbra Witch Mastery
    Cost: 3m; Mins: Intelligence 2, Essence 1
    Type: Supplemental
    Keywords: None
    Duration: Instant
    Prerequisite Charms: None
    A student of Creation’s mysteries and those that lie beyond the world, the Lunar’s insight illumines uncanny darkness. She adds (higher of Essence or 3) dice and rerolls 1s until they cease to appear on a sorcery- or thaumaturgy-related roll; a roll to understand or introduce a fact about a supernatural being, artifact, manse, or similar phenomenon; or a read intentions, profile character, or case scene roll opposing a spirit or fae.

    Terrestrial Circle Sorcery
    Cost: —; Mins: Intelligence 3, Essence 1
    Type: Permanent
    Keywords: None
    Duration: Permanent
    Prerequisite Charms: Any four Mental Attribute Charms
    Crossing the Terrestrial Circle’s threshold, the Lunar is initiated into mysteries unknown. She
    may use Terrestrial Circle sorcery. She learns one Terrestrial spell — her control spell — and one shaping ritual for free.
    Cloaked in Moonfire
    Cost: —; Mins: Intelligence 4, Essence 1
    Type: Permanent
    Keywords: None
    Duration: Permanent
    Prerequisite Charms: Terrestrial Circle Sorcery
    The Lunar’s anima banner shifts and warps as sorcerous Essence flows through it. While her anima is glowing or higher, she doesn’t lose sorcerous motes on turns wherein she doesn’t gather additional sorcerous motes.

    Dexterity
    Agile Beast Defense
    Cost: 1m; Mins: Dexterity 2, Essence 1
    Type: Reflexive
    Keywords: Protean, Uniform
    Duration: Instant
    Prerequisite Charms: None
    Reflexes honed by Essence, the Lunar defends faster than her foes can imagine. Successfully defending against an attack grants one Initiative, and she can parry lethal damage barehanded. If her attacker’s Initiative is lower than hers or he rolls any 1s, she gains +1 Defense.

    Protean: In animal shapes with the Tiny Creature or Minuscule Size Merits, this Charm may be declared after the attack roll.
    Bending Before the Storm
    Cost: 2m; Mins: Dexterity 3, Essence 1
    Type: Reflexive
    Keywords: Uniform
    Duration: Instant
    Prerequisite Charms: Agile Beast Defense
    The Lunar moves with impossible grace that only a shapechanger could achieve, shifting her form and stance to close gaps in her defense. She halves all penalties, rounded down, to her Defense. Against lower-Initiative attackers, she ignores all Defense penalties. This doesn’t affect penalties from surprise attacks (Exalted, p. 203)

    Stamina
    Ox-Body Technique
    Cost: —; Mins: Stamina 1, Essence 1
    Type: Permanent
    Keywords: None
    Duration: Permanent
    Prerequisite Charms: None
    The Lunar is endowed with superhuman vitality. She gains additional health levels based on her
    Stamina rating:
    Stamina 1-2: Two −2 levels.
    Stamina 3-4: Two −2 levels and one −4 level.
    Stamina 5: One −1 level, one −2 level, and two −4 levels.
    This Charm may be purchased (Stamina) times. If the Lunar’s Stamina increases, her health
    levels change to reflect her new rating.

 
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  • 10861118_845914052112381_4473630634131029882_o.jpg Name: Renna Taeger
    Age: 36
    Caste: Dawn
    Supernal Ability: Brawl/Martial Arts

    Attributes
    Str: 2
    Dex: 5
    Sta: 2

    Cha: 5
    Man: 3
    App: 3

    Per: 2
    Int: 3
    Wits: 3

    Abilities
    Archery
    Athletics: 1
    **Awareness: 4 -- Spotting Ambushes
    **Brawl: 1
    Bureaucracy
    Craft
    **Dodge: 2
    Integrity: 1
    Investigation
    Larceny
    Linguistics: 1
    Lore: 1
    **Martial Arts: 5 - Swords
    Medicine
    **Melee: 1
    Occult
    **Performance: 3
    **Presence: 3 -- Inspiring Leadership
    **Resistance: 1
    **Ride: 3
    Sail
    Socialize: 3
    **Stealth: 3
    Survival: 1
    Thrown
    **War: 5 -- Cavalry Combat

    **Caste/Favored Abilities

 
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  • am_d09.jpg f0aef79819a113f6b4a18d9f62e7e529.jpg Name: Morrolan
    Age: 40
    Caste: Full Moon
    Totem Animal: Elephant

    Attributes
    **Str: 5
    **Dex: 4
    **Sta: 5

    **Cha: 3
    Man: 2
    App: 3

    Per: 3
    Int: 2
    Wits: 5

    Abilities
    Archery
    Athletics: 3 - Feats of Strength
    Awareness: 3
    Brawl: 2 - Boxing
    Bureaucracy
    Craft
    Dodge: 1
    Integrity: 2
    Investigation
    Larceny
    Linguistics: 1
    Lore: 1
    Martial Arts
    Medicine
    Melee: 5 - Direlance
    Occult
    Performance
    Presence: 3 - Fearsome Mein
    Resistance: 2
    Ride
    Sail
    Socialize
    Stealth: 3
    Survival: 1
    Thrown: 1
    War: 2

 
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WIP

  • Name: Atusa Hematti
    Age: 28
    Caste: Zenith
    Concept: Faqari Clan Leader
    Supernal: Presence
    Limit trigger: The Solar is faced with the opportunity to advance his own cause by harming an innocent or ignoring one’s suffering.
    Anima Banner: A golden lion

    Appearance
    Atusa is an olive-skinned woman of slightly above average height, with green eyes and curly brown hair that reaches down to her shoulders. Several years living onboard a township and serving on sandships have given her an athlete's build, and an attractively rugged appearance.

    In battle, she dons either bronze lamellar armor or a camel-hide buff jacket, along with loose, sand-colored trousers, and brown boots of camel-hide. When travelling onboard a sandship, she wears the buff jacket, trousers and boots, and a dark red headscarf that covers everything but her face. When making formal appearances, she wears ankle-length sleeveless robes that hug her body and have side-slits to allow full leg movement, along with a pair of calf-length leather sandals, and a necklace, a girdle and a pair of bracelets of fine bronze.

    Her crown is a bronze diadem that resembles the head of a falcon, the bird of prey being the symbol of the Hematti clan.

    Caste Effects:

    For one mote, the Zenith’s anima leaps from her hand to a corpse she’s touching, igniting it in Solar flame. This power incinerates the corpse and ensures the soul of the deceased will not return as a hungry ghost. In addition, the Zenith may perceive the strongest Intimacies of the deceased and may choose to accept them. When she is ready, she may pay one mote, touching a target of those Intimacies to pass on feelings of peace, love, and assurance, shedding them in the process. She may also transfer them to an object, allowing it to convey comfort or a sense of duty to the subject. Conversely, she may touch someone who caused the deceased to suffer, paying one mote and rolling ([A social Attribute] + Presence) with three automatic non-Charm successes against their Resolve to transfer pain suffered by the deceased back on the one who caused it. The Storyteller is free to dictate the length and weight of such attrition.

    For 10 motes, one Willpower, the Zenith channels her Essence into an aura of divine retribution, surging around an attack. This power supplements a successful decisive attack against a creature of darkness, preventing the Solar’s Initiative from returning to its base value after the attack. When the Zenith’s anima is at bonfire, reduce the cost of this power by five motes and ignore the Willpower. This power may only be used once per day, resetting when the sun is at its zenith.

    For seven motes, the Zenith may order a dematerialized spirit to manifest using a (Charisma + Presence) persuade action with (Essence) automatic successes. All spirits inherently recognize the Unconquered Sun’s authority in the priest-kings and are compelled as if by a Defining Intimacy, but may still have Defining Ties or Principles which counter this advantage. If successful, the Zenith’s very command draws the spirit into the material world, so that it does not need to pay the cost to materialize.

    Aspects:
    * Warrior Priest-Queen
    * Daughter of the desert
    * Ruler of a future Faqari Empire

    Flags:
    * At least one scene of a character from outside of the clan - PC or NPC - having an audience with her in her throne room.
    * A scene of her leading and commanding her people in a battle, or in some other crisis.
    * A scene where she engages in diplomacy with the representative of another faction in the area.
    * A scene where she meets with the Nomarch of the Fayum.
    * A scene where she witnesses something that makes her question her continued fealty to the Fayum.
    * A scene in which she has a second encounter with Acekara.
    * A scene in which she beats Acekara to death with brass knuckles of iron. One blow for each month the Raksha has survived since their last battle (As far as Atusa's concerned, Acekara should have died then, not later).
    * A scene in which she treats with the Ur-Pharaoh, and/or one of his representatives.
    * A storyline in which she and the Hematti explore either a tomb or lost city that was once very important to the Faqari.
    * At least one scene of her meeting with a fellow Celestial Exalted, and trying to convince them to join her.

    Goal:
    Peacefully Resolve the Diplomatic Incident
    Win the Fayum Civil War/Secure independence for the Hematti

    Secure the loyalty and unity of the former Fayum vassals

    • Increase the power and wealth of myself and the Hematti (Raise Influences and Resources to 4)
    • Discover the tomb of Umarkut, a previous Ur-Pharaoh believed to be a Solar and one of my past lives
    • Learn the truth about the current Ur-Pharaoh
    • Unify the Faqari Clans into a Great Empire

    Backstory (WIP):
    The Hematti were just one of the many Faqari clans of the Achaean river valley, until a stroke of fortune that took place after the return of the Solar Exalted.

    Atusa was the first child of the clan leader and his wife, making her the heir by default. Growing up, she learned Steel Devil Style at the hands of the clan's greatest warriors, and was tutored in how to captain a sandship and rule her people by her parents.

    She spent two years fostered by the Fayum, after her father Arsaphes swore fealty to them.

    The Hematti fought for the Sassarin Principate prior to and during the Battle of the Silesian Gate, with Atusa's father dying during the battle.

    At some point after Atusa became the clan leader, the Hematti came across one of the Unconquered Sun's temples buried beneath the sands. Atusa led a scouting party into the ruin, and emerged the next day at noon with a pair of orichalcum short daiklaves in her hands, and a disk of light shining from her forehead.
 
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