For quite some time I've been working on a project very similar to the Modernis Mundi setting for Exalted; something modern and gritty that has a tinge of the World of Darkness feel to it.
While some play testing has been done we've found difficulty keeping the main theme (Exalts and their Castes...) in line with a gritty modern setting. Â What we (my girlfriend and I have been compiling the setting for quite some time) eventually decided on was to eliminate the Exalts from the picture and grant the ability to channel essence to all mortals like we see in just about every single anime every produced (ordinary people doing some really impossible things through extensive training or mystical strength).
What we were able to compromise on was to assume that most mortals (those of the 'Hero' caste) were the equivalent of Half-Caste mortals whose blood-line traced back to one of the mighty god kings of yester-year whose mention is heard in ancient tales and legends. Â This helps us define what sort of abilities the character may possess (charm selection, etc)
Thus far this plan is really working out well, after a bit of adjustments to the cascades to help balance the DB charms in line with the rest of the Half-Castes (granting them a less expensive extra action charm for example).
We do have a snag however that thus far we are unsure how to handle: calculating Essence pools. Â As the characters grow in strength (most starting 'Heroes' are able to channel Essence as a standard mortal but with full access to their pool) we would like for them to gain the ability to access higher reserves of Essence. Â The most obvious way was to grant them an Essence pool from one of the chosen Exalts and each time the gain strength they are granted access to the next higher up in power (Mortal, Half-Caste, God-Blooded, Terrestrial, Lunar, Sidereal, Solar, etc... in ascending order of their Essence potential).
The first thought was to incorporate the Merit Essence Mastery and each time it is purchased in sends the characters' essence pool up to the next tier of ability.  The problem I've ran into however is that obviously it should cost progressively more EXP each time it is purchased but how much?  I don't want the prospect of a grand Essence pool to be out of reach but I also don’t want to hand it to the characters.
Here is a simple concept I've started with:
Mortal - Starting PC. Â Although the character has the blood of an Exalt in their veins, it is deluded through time and they must strive to reclaim their mastery of the forces of creation.
Half-Caste - Cost 20 EXP, must have Essence 3. Â The PC now channels Essence as a true Half-Caste, she begins to understand how life and society has pathetically severed it's ties with the natural order of Creation.
God-Blooded - Cost 40 EXP.
Terrestrial - Cost 60 EXP, must have Essence 4.
Lunar - Cost 80 EXP. Â At this point the character has gained such power in channeling the flow of Essence that she/he gains the "Aura of Power" flaw.
Sidereal - Cost 100 EXP.
Solar - 120 EXP. Â Must have Essence 5.
So thus far, that's what we have... it needs work I know, but that's what I'm posting this for, assistance.
Oh one last thing, we've also been looking to add 'Solar' and 'Abyssal' to the Dragon-Graced Weapon charm (since Solars and Abyssal do not exist, they are considered the 'Radiant' (light) and 'Shadow' (darkness) Aspects, respectively, with thier own venerated dragons to back them up.) Â Any have any ideas on how these effects could work?
Radiantly Graced Weapon - Flash burst that blind opponents, inflicts +4L damage against creatures of shadow.
Shadow Graced Weapon - Entropy envelops the target, lowering their bashing and lethal soak by 4 for (Attacker's Essence x 3 ticks).
Criticism is welcome, thanks in advance.
While some play testing has been done we've found difficulty keeping the main theme (Exalts and their Castes...) in line with a gritty modern setting. Â What we (my girlfriend and I have been compiling the setting for quite some time) eventually decided on was to eliminate the Exalts from the picture and grant the ability to channel essence to all mortals like we see in just about every single anime every produced (ordinary people doing some really impossible things through extensive training or mystical strength).
What we were able to compromise on was to assume that most mortals (those of the 'Hero' caste) were the equivalent of Half-Caste mortals whose blood-line traced back to one of the mighty god kings of yester-year whose mention is heard in ancient tales and legends. Â This helps us define what sort of abilities the character may possess (charm selection, etc)
Thus far this plan is really working out well, after a bit of adjustments to the cascades to help balance the DB charms in line with the rest of the Half-Castes (granting them a less expensive extra action charm for example).
We do have a snag however that thus far we are unsure how to handle: calculating Essence pools. Â As the characters grow in strength (most starting 'Heroes' are able to channel Essence as a standard mortal but with full access to their pool) we would like for them to gain the ability to access higher reserves of Essence. Â The most obvious way was to grant them an Essence pool from one of the chosen Exalts and each time the gain strength they are granted access to the next higher up in power (Mortal, Half-Caste, God-Blooded, Terrestrial, Lunar, Sidereal, Solar, etc... in ascending order of their Essence potential).
The first thought was to incorporate the Merit Essence Mastery and each time it is purchased in sends the characters' essence pool up to the next tier of ability.  The problem I've ran into however is that obviously it should cost progressively more EXP each time it is purchased but how much?  I don't want the prospect of a grand Essence pool to be out of reach but I also don’t want to hand it to the characters.
Here is a simple concept I've started with:
Mortal - Starting PC. Â Although the character has the blood of an Exalt in their veins, it is deluded through time and they must strive to reclaim their mastery of the forces of creation.
Half-Caste - Cost 20 EXP, must have Essence 3. Â The PC now channels Essence as a true Half-Caste, she begins to understand how life and society has pathetically severed it's ties with the natural order of Creation.
God-Blooded - Cost 40 EXP.
Terrestrial - Cost 60 EXP, must have Essence 4.
Lunar - Cost 80 EXP. Â At this point the character has gained such power in channeling the flow of Essence that she/he gains the "Aura of Power" flaw.
Sidereal - Cost 100 EXP.
Solar - 120 EXP. Â Must have Essence 5.
So thus far, that's what we have... it needs work I know, but that's what I'm posting this for, assistance.
Oh one last thing, we've also been looking to add 'Solar' and 'Abyssal' to the Dragon-Graced Weapon charm (since Solars and Abyssal do not exist, they are considered the 'Radiant' (light) and 'Shadow' (darkness) Aspects, respectively, with thier own venerated dragons to back them up.) Â Any have any ideas on how these effects could work?
Radiantly Graced Weapon - Flash burst that blind opponents, inflicts +4L damage against creatures of shadow.
Shadow Graced Weapon - Entropy envelops the target, lowering their bashing and lethal soak by 4 for (Attacker's Essence x 3 ticks).
Criticism is welcome, thanks in advance.