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Nizkateth
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Title: That Thing
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Exalted of the Mythos

05 Sep 2011, 12:39

Work in Progress
(inspired by hearing about Shards of the Exalted Dream)


Index:
Character Creation Summary
General Charms
Cthulhu Charms
Last edited by Nizkateth on 08 Sep 2011, 10:24, edited 3 times in total.
"There was a young lady named bright,
Who could travel much faster than light,
She went out one day,
In a relative way,
And came back the previous night."

Love is never having to say you're sorry. Power is being able to kill anyone who asks for an apology.
Jaito: "Necromancy is like Linux, but even less sociable"
<Logos> The sugar is Asian people.
"Fool me once, shame on you; fool me twice, watch it! I'm huge."
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Nizkateth
Essence 8
Essence 8
Topic Author
Posts: 5301
Joined: 18 Sep 2005, 17:36
Title: That Thing
Exalt: Fair Folk
Fighting Style: SAN-blasting
Artifact: Dividing By 0
Location: Where parallel lines intersect
Contact:

Re: Exalted of the Mythos

05 Sep 2011, 13:58

Chosen of the Old Ones

Castes: Favored Attributes; Associations.
Cthulhu: Strength, Charisma, Intelligence; The West, Conviction.
Anima Power – Mad Devotion: May drive one sentient being with lower Essence that they can see insane for 10m, costs (½ Essence, round up)wp to resist; acts as Deliberate Cruelty, Foolhardy Contempt, Heart of Tears or Overindulgence virtue flaw – whichever is the highest virtue (player chooses if there's a tie); does not return willpower and cannot be partially controlled.
While Anima is at 11+ peripheral mote range or higher, cost to resist natural mental influence from anyone with a lower Essence is reduced to 0wp.
Shub-Niggurath: Stamina, Appearance, Wits; The East, Compassion.
Anima Power – Profane Conception: May grant mutations to self or others with a touch, up to a maximum per target of (2 x your Essence) mutation points; costs motes equal to twice the mutation point value, but cost is not committed; mutations last one scene or are permanent if target is an Essence 1 extra and the character also spends 1hl.
While Anima is at 11+ peripheral mote range or higher, can seize control of a single Essence 1 extra within (Essence x 10) yards at a time, treat as an irresistible Servitude effect; can impose mutations on enslaved extra without needing to touch them.
Yog-Sothoth: Dexterity, Manipulation, Perception; Elsewhere, Temperance.
Anima Power – Lurk Upon the Threshold: Costs 10m for the scene, character can see and interact with dematerialized beings and they can interact with the character; can be ended reflexively before end of scene if desired.
While Anima is at 11+ peripheral mote range or higher, character is only partially existent in time and ceases to exist (cannot be subject to any effect and duration of effects paused while gone) for the 1 tick after following their action; cannot be prevented voluntarily.

Character Creation
Attributes: 8/6/4; note caste attributes, choose two others as favored. Distribute 2 extra dots amongst caste attributes, cannot exceed normal attribute limits.
Abilities: 25
Advantages: choose 7 Backgrounds (none may be higher than 3 without bonus points), 8 Charms, 5 virtues (cannot be higher than 3 without bonus points; does not affect Willpower).
Finishing Touches: record Essence (2), Willpower (5), Personal Essence ([Essence x 4] + [½ Willpower]), Peripheral Essence ([Essence x 4] + Willpower + [6 – Lowest Virtue] + Highest Virtue), and Health Levels (7, plus any gained from Charms).

Bonus Point/Experience Costs: where different from standard Solar.
Favored Attribute – 3bp/rating x 3xp
Essence – 10bp/rating x 10xp
Non-Favored Charms – 5bp/12xp
Favored Charms – 4bp/10xp
Willpower – 1bp per dot
Virtues – 1bp per dot

New Backgrounds
Lunatic Insight
The voices of the Old Ones echo in your mind, day and night. Your dreams are filled with starry expanses and ancient cyclopean cities. This background may serve as a prerequisite for some charms, which have the Keyword – Madness (x); X is the minimum of this background needed to purchase the charm. Ranks in this background are cumulative, you gain the benefits of all ranks up to the rating you purchase.
As a special benefit, Exalts of the Old Ones can choose to gain up to one free rank of this background for every two full dots of Permanent Essence they possess (+1 at 2/4/6/etc). Once gained, these free ranks cannot be removed.
Rank 1 – Hints of your madness are readily concealable, but your nature is definitely changing. You may act against one of your 3+ rated virtues once per scene without requiring a roll or willpower expenditure.
Rank 2 – Your mind begins to twist. Increase the benefit of rank 1 to twice per scene.
Rank 3 – Sanity has broken down, you are not who you were before. You suffer a -1 external penalty on any roll to hide your mad nature. Once per scene when you successfully suppress a 3+ rated virtue by failing the roll, you recover a point of temporary willpower.
Rank 4 – Sanity was for weaklings, you have stared into the abyss and let it stare back! You suffer a -2 external penalty on any roll to hide your mad nature. Apply the benefit of rank 1 and 2 to a second virtue. You can recover up to two willpower per scene from the rank 3 benefit.
Rank 5 – Madness is your demeanor as well as nature. You can no longer hide what you are without magic. You may suppress the virtue chosen at rank 1 freely, without ever needing to roll (not rolling prevents willpower recovery from the rank 3 benefit). Any social roll you make against anyone not already familiar and comfortable with you that is not based on intimidation or fear suffers an internal penalty equal to your permanent Essence.

Sidebar
Mutations and the Mythos
The Old Ones are neither gentle nor particularly giving beings. Unless otherwise specified, any mutation gained from a charm or other power of an Exalt of the Old Ones does not affect the character's health levels, for good or ill (no gain when growing, no loss when shrinking). Care should be taken, because normal equipment does not reshape itself when the character changes. An unwise shift in form could rip holes in the character's clothing or armor, and strain or destroy it completely if the character grows in size (most armor has enough give for at least the Large mutation).
For these reasons, and others, Chosen of Shub-Niggurath tend to wear minimal clothing and armor.
"There was a young lady named bright,
Who could travel much faster than light,
She went out one day,
In a relative way,
And came back the previous night."

Love is never having to say you're sorry. Power is being able to kill anyone who asks for an apology.
Jaito: "Necromancy is like Linux, but even less sociable"
<Logos> The sugar is Asian people.
"Fool me once, shame on you; fool me twice, watch it! I'm huge."
Hamster Style / Kitten Style / Hit 'Em With a Rock Style / Newest Icon Full Pic
 
User avatar
Nizkateth
Essence 8
Essence 8
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Posts: 5301
Joined: 18 Sep 2005, 17:36
Title: That Thing
Exalt: Fair Folk
Fighting Style: SAN-blasting
Artifact: Dividing By 0
Location: Where parallel lines intersect
Contact:

Re: Exalted of the Mythos

05 Sep 2011, 14:29

General Charms

1st (Old One) Excellency – Essence Insinuating
Cost: 3m/success; Mins: Essence 1; Type: Reflexive (step 4 for attacker, step 6 for defender)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
Outside and beyond, the Old Ones are yet part of reality and more fundamental to it than any mortal thought can grasp.
The Exalt's player may activate this charm after making a roll based on a Caste Attribute of the chosen Old One. A number of additional successes equal to half the successes rolled on the die pool may be purchased, at a cost of 3m per success.
Used to enhance a static value, this charm can increase the final value by up to half its current rating at a cost of three motes per +1 added to the static value.

2nd (Old One) Excellency – Essence Eternal
Cost: 1m/die converted; Mins: Essence 1; Type: Reflexive (step 1 for attacker, step 2 for defender)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
The old ones are and have always been, unchanged and perfect through unspoken eons.
The Exalt's player can invoke this charm when making a roll based on a Caste Attribute of the chosen Old One. This charm then converts up to the motes spent worth of attribute dice into successes instead of rolling them as part of the pool, which means there is no purpose in spending more motes on this charm than the relevant attribute. Used to enhance a static value, increase the value by half the attribute dice converted.

3st (Old One) Excellency – Essence Inverted
Cost: 4m, 1wp; Mins: Essence 1; Type: Reflexive (step 4 for attacker, step 6 for defender)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
Reality, as mortals know it, is a lie covering the non-Euclidean truth of the cosmos. Failure is success, and success failure.
Activating this charm allows the Exalt's player to treat their die roll in reverse: for every die that comes up 6 or lower they gain one success, each die that shows 7 or higher is not a success. This new value replaces the results of the original roll, before successes are added or subtracted by any other effect.
Used to enhance a static value, this charm restores it to its full value then adds a bonus equal to any penalty that normally would be suffered. This means when used to enhance a DV the character may ignore all penalties to their DV rating, then add their current DV penalty as a bonus, against a single attack.
This charm is not compatible with the 1st or 2nd Old One Excellencies, and cannot invert a roll affected by either.

Realization of Personal Irrelevance
Cost: varies, see text; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Any Excellency (any Old One)
You are nothing. You are not even a shadow compared to the timeless glory of they who have been and shall be.
When activating any Old One Excellency, you may forgo some or all the normal mote cost (and willpower if applicable) of the charm at the cost of your health:
For every 1hl spent you can reduce the cost of the 1st Excellency by 3m. You can spend as many bashing levels on that charm as you wish up to the maximum successes that can be purchased.
You may spend 1lhl to convert up to the relevant attribute worth of dice with the 2nd Excellency, instead of spending per converted die. Any extra converted dice from Unfortunate (Old One) Understanding must be paid for normally.
1ahl may be spent in place of the normal cost of the 3rd Excellency.

Unfortunate (Old One) Understanding
Cost: --; Mins: Essence 4; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Any (Old One) Excellency
Ia! Ia! You have gained blasphemous insight, and your sanity pays the price.
This charm enhances any Excellency associated with the chosen Old One. Add your Essence to the maximum purchased successes of the 1st Excellency, and to the maximum converted dice of the 2nd Excellency. You may treat any 1's rolled as two successes when using the 3rd Excellency, so long as the roll normally allowed 10's to count as two successes.
Nightmares plague your sleep. You cannot recover more than 1 temporary willpower at a time from sleeping.

Nature of My Master – (Old One)
Cost: 8m; Mins: Essence 5; Type: Simple
Keywords: Combo-Basic
Duration: One Scene
Prerequisite Charms: Any (One Old) Excellency
Becoming more like the masters, you begin to transcend into something... other.
For the duration of this charm you gain a benefit based on the chosen Old One. This charm may be purchased multiple times, each time selecting a different Old One, but only one version of this charm may be active at one time.
Cthulhu: Reduce multiple action penalties in any non-magical flurry you make by your Essence (minimum -0).
Shub-Niggurath: You gain the benefit of (your Essence x 2) in mutation points, and can reallocate those mutations every time your DV refreshes if desired. These count toward your own maximum mutations from the Shub-Niggurath Anima power.
Yog-Sothoth: Reduce the Speed of any action you perform by 1, to a minimum of Speed 3.
"There was a young lady named bright,
Who could travel much faster than light,
She went out one day,
In a relative way,
And came back the previous night."

Love is never having to say you're sorry. Power is being able to kill anyone who asks for an apology.
Jaito: "Necromancy is like Linux, but even less sociable"
<Logos> The sugar is Asian people.
"Fool me once, shame on you; fool me twice, watch it! I'm huge."
Hamster Style / Kitten Style / Hit 'Em With a Rock Style / Newest Icon Full Pic
 
User avatar
Nizkateth
Essence 8
Essence 8
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Posts: 5301
Joined: 18 Sep 2005, 17:36
Title: That Thing
Exalt: Fair Folk
Fighting Style: SAN-blasting
Artifact: Dividing By 0
Location: Where parallel lines intersect
Contact:

Re: Exalted of the Mythos

16 Sep 2011, 16:06

Charms of Cthulhu

Strength

Charms that mirror the unstoppable force of the High Priest.

Multiplicity of Assault
Cost: 4m; Mins: Strength 2, Essence 2; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Any Cthulhu Excellency
When Great Cthulhu attacks, his many tentacles attack together.
This charm enhances an attack, multiplying your Strength by your Essence when determining raw damage.
Note: this is of limited use with mundane bows, as it does not change the strength maximum, and has no effect when the attack's damage isn't based on strength.
This charm may be upgraded for 1bp or 3xp, causing any attack it enhances to inflict bashing or lethal damage; you choose the damage type at step 1 of each attack.
At Essence 3+ this charm may be upgraded for 2bp or 5xp, allowing any attack it enhances to inflict 2 points of onslaught penalty instead of 1 when used in a flurry.

Grasp of the Deep
Cost: 3m; Mins: Strength 3, Essence 2; Type: Supplemental
Keywords: Combo-OK, Crippling, Stackable
Duration: Instant
Prerequisite Charms: Multiplicity of Assault
You choke the life from your foes just as the smothering deeps of R'lyeh crushes the life from the unworthy.
This charm enhances an attack, causing the target to be unable to breathe for a number of ticks equal to five times the damage successes applied at step 10. This prevents speech and anything requiring vocalization, such as some charms or sorcery.
Multiple uses of this charm add their durations when determining the total time suffocating. See Holding Breath, Exalted: page 130.
This charm may be upgraded at for 1bp or 2xp at Essence 3+, increasing the difficulty for the target to continue holding their breath to your Essence.
At Essence 5+ this charm may be upgraded for 4bp or 10xp, reducing the time the target can hold their breath to their Stamina times 5 ticks, plus 5 ticks for each success on the (Stamina + Resistance) roll.

Unstoppable Wrath of the High Priest
Cost: 5m; Mins: Strength 4, Essence 3; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Multiplicity of Assault
With a barrage of furious attacks you overwhelm lesser defenses.
This charm enhances an attack, making it unparryable if the target has a Dexterity lower than your Strength.
At Essence 4+ this charm may be upgraded for 3bp or 6xp, allowing you to make an attack it enhances undodgeable instead of unparryable if the target has a Dexterity lower than your Strength. If you spend +3m when activating the upgraded version of this charm you may make the attack both unparryable and undodgeable if it qualifies.

Crushing Weight of the Deep
Cost: 2m; Mins: Strength 4, Essence 2; Type: Supplemental
Keywords: Combo-OK
Duration: Indefinite
Prerequisite Charms: Grasp of the Deep
Few things can survive the pressure of the ocean down upon them, especially as deep as the dead city R'lyeh.
This charm enhances a Clinch you initiate, causing the damage to completely ignore non-magical armor so long as you control the clinch.
At Essence 3+ this charm can be upgraded for 2bp or 5xp, causing the clinch damage to ignore soak from magical armor as well.
At Essence 5+ this charm can be upgraded for 4bp or 10xp, turning the damage of the clinch to aggravated so long as you control it.

Charisma

Charms of insane devotion and undeniable awe.

Prayer of Dagon
Cost: 3m, 1wp; Mins: Charisma 3, Essence 2; Type: Simple (Speed 6 in long ticks, DV -1)
Keywords: Combo-Basic, Illusion
Duration: Instant
Prerequisite Charms: Any Cthulhu Excellency
The old ones were, the old ones are, and the old ones shall be. To them we are nothing. Let none deny this simple truth.
You intone the sacred prayer held by Dagon, who leads the distant progeny of the High Priest. Make a roll of (Charisma + Performance + Essence) and compare the result to the Dodge MDV of anyone who can hear you. If someone's MDV is less than the successes you roll they have a seed of madness planted in them, immediately developing a magically-reinforced negative intimacy toward their own self importance. They begin to doubt their worth, and question if they or anyone really matters. It costs 1wp per scene to attempt to erode this negative intimacy.
While affected the victims become more susceptible to conversion into a cult, as they seek out something with more worth than themselves to anchor their self-worth. They may gain a positive intimacy toward the Old One you represent in a single scene of social interaction.
Those with a positive intimacy toward any Old One are unaffected by this charm, or overcome its effects as soon as the intimacy is developed.

Supplication to Mother Hydra
Cost: varies (see text); Mins: Charisma 3, Essence 3; Type: Simple (Speed 5 in long ticks, DV -1)
Keywords: Combo-Basic, Servitude
Duration: Indefinite
Prerequisite Charms: Prayer of Dagon
For all her might, the mother willingly submits to the father so that the children may be born.
This charm can only affect someone with a positive intimacy toward an Old One, or a negative intimacy toward themselves, and only one being per activation. Essence enhances the feelings of devotion or worthlessness, binding the victim to you as an unnatural Servitude effect that can be resisted for a number of temporary willpower equal to the subject's own conviction rating.
The mote cost of this charm depends on the permanent Essence and insight of the subject. Those with Essence of 1 and without access to their full mote pool cost a single mote to subjugate. Otherwise this charm costs a number of motes equal to five times the subject's Essence rating. Motes are committed for the duration.

Intelligence

Power drawn from knowledge of the true dimensions of reality.

Terrestrial Circle Sorcery
Cost: --; Mins: Intelligence 3, Essence 3; Type: Permanent
Keywords: None
Duration: Instant
Prerequisite Charms: None
Aside from its prerequisites, this charm functions exactly as the Solar charm of the same name (Exalted: page 220).

Celestial Circle Sorcery
Cost: --; Mins: Intelligence 4, Essence 4; Type: Permanent
Keywords: None
Duration: Instant
Prerequisite Charms: None
Aside from its prerequisites, this charm functions exactly as the Solar charm of the same name (Exalted: page 220).

Voorish Sign
Cost: 3m; Mins: Intelligence 2, Essence 2; Type: Reflexive (Step 1)
Keywords: Combo-OK
Duration: One Action
Prerequisite Charms: Any Cthulhu Excellency
A few simple hand gestures and a small amount of essence opens your vision to the unnatural and surreal.
For this charm's duration you may see, but not otherwise sense or interact with, dematerialized beings and phenomenon such as sanctum entrances. You also gain insight into the basic flows of essence in the area, adding a free success to any thaumaturgy rolls you make during the charm's duration.
At Essence 3+ this charm may be upgraded for 2bp or 4xp. If activated within one action before you begin shaping a sorcery spell you may add the free success to any roll required by the spell, including attack rolls.
"There was a young lady named bright,
Who could travel much faster than light,
She went out one day,
In a relative way,
And came back the previous night."

Love is never having to say you're sorry. Power is being able to kill anyone who asks for an apology.
Jaito: "Necromancy is like Linux, but even less sociable"
<Logos> The sugar is Asian people.
"Fool me once, shame on you; fool me twice, watch it! I'm huge."
Hamster Style / Kitten Style / Hit 'Em With a Rock Style / Newest Icon Full Pic
 
LastWolverine
Essence 1
Essence 1
Posts: 7
Joined: 08 Feb 2014, 16:53
Title: Lord of Solar Lightning
Exalt: Solar
Fighting Style: Minions and SCIENCE
Artifact: Infinity Gauntlet

Re: Exalted of the Mythos

18 Nov 2014, 06:09

.... :shock: YES.

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