Exalted: Brotherhood of the Dragons
In this, the volatile Second Age of Creation, forces innumerable are at work. The high-handed and overbearing tactics of the Realm, the subtle machinations of the Sidereal caste, the economic power of the Guild, and the Oblivion-seeking servants of the Neverborn are just a few.
To top it all off, the recent return of the Solar and Lunar Exalted has caused quite a stir amongst the chosen of Creation’s Gods – and the disappearance of the Scarlet Empress, the force holding together the Realm, have made this a time of change. A time of heroes. A time of villains.
A time for the birth of legends, great and small.
This is an Exalted campaign, focusing on one particular group of Exalts – the Terrestrial Exalted of the city-state of Lookshy, the former Seventh Legion of the Shogunate. The setup goes as follows:
Character Types: Terrestrial Exalts only. However, you have the option of playing as a Lookshy Terrestrial, or as a Terrestrial defecting to Lookshy from the Realm. Character Creation guidelines will be detailed below.
Lookshy Terrestrials: As per standard creation within the Dragon-Blooded Manual of Exalted Power.
Realm Defectors: Ability dots and Charms must be selected as a Dynast. Background as from Lookshy, with the exception of the Breeding background, which is treated as Dynastic for purpose of bonus points.
Merits & Flaws from Scroll of Heroes are welcome, with a limit of either 15 points gained from Flaws, or 4 Flaws total (Merits do not suffer either limit).
Families: you may play one of the Eleven Houses (if you are a Dynast defector), or one of the five Gentes (if you’re from Lookshy), or you may create your own minor family.
Custom Artifacts & Hearthstones are welcome, but must be first approved by the GM.
Alterations from standard Exalted.
First, I am handing out free levels of Breeding for all players, up to level 4. You can take less, but Breeding 4 is the maximum I will hand out – anything higher would require bonus point expenditure.
Essence Formula Changes:
Personal Essence formula (Essence+Willpower+Breeding) remains the same. There is, however, a new Peripheral Essence formula, which goes as follows:
[Essence*4] + Willpower + Breeding + [Sum of all Virtues]
Normally, developing combos is expensive, and has little benefit. I’ve changed the rules for developing combos to the following.
XP Cost of Combos: Dependent on either the Ability or Essence minimum of the Charm used, whichever is higher. Essence/Ability 1 to 3: 1 XP. 4 or 5: 2 XP. Example: A Charm combo consisting of the First Melee Excellency (requires Melee 1, Essence 1) and the Melee Charm Dragon-Graced Weapon (requires Melee 2, Essence 2) would cost 2 XP to develop.
Essence cost of Combos: The Essence cost of a combo has been reduced. It is now the combined motes of Essence needed to fuel the combo, divided by 2. So, for the Combo example above, the combo cost would be either ranging from 1 mote (1 mote used in Excellency, 1 mote for Dragon-Graced Weapon, divided by 2) to 3 motes (5 motes Excellency, 1 mote Dragon-Graced Weapon, divide by 2).
Willpower cost of Combos: Typically, activating a combo costs 1 Willpower, always. I am changing the conditions to when a Willpower must be spent to activate a Combo. Combos only need a Willpower for activation whenever the Combo in question costs 4 or more XP to make.
PM me, or post here if you’re interested. See you out there!