Exalted: A Tale in the Time of Tumult

The Rules

a part of “Exalted: A Tale in the Time of Tumult”, a fictional universe by Wake.

In you is the soul of a hero, powered by a divine spark granted by the gods. In you is the power to change the world and right ancient wrongs. In you is the inherited destiny and legacy of a legend. Go forth young champion and conquer.

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This conversation is an Out Of Character (OOC) part of the roleplay, “Exalted: A Tale in the Time of Tumult”.
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The Rules

Tips: 0.00 INK Postby Wake on Wed Jun 12, 2019 7:05 pm

Since They don't seem to be showing up on the front page anymore I'll be posting the rules here for the time being.

The rules for character creation are currently embedded inside of the character sheet.

As for the actual rules of the roleplay itself I will split into Magic and Combat Rules, Character Advancement Rules, and General rules.

Charm use, Essence, Damage and Recovery, and Combos

Charms are the primary power used by the exalted, and each is a technique that allows them to preform super natural feats. In general when using charms you're character is limited to one charm per post, unless it is part of a combo (more on that later). All charms cost essence motes from your essence pool, which will be listed on your character sheet. More powerful charms may also cost points from your willpower pool or health pool. All Charms should be listed with a essence cost, a stat attached that charm and a description of what it does.

Generally there are two factor's that determine a Charm's strength. The first is the amount of essence used to power the Charm. The more essence pumped into the Charm the stronger it's effect and the higher the likeliness of the exalt to succeed at what they are attempting. There is a hard limit on how much essence a character can use for one charm, which can be no greater than the relevant ability/attribute that govern's it. Further more you must master a charm of a lower essence cost before you can master one of a high cost in the same stat.

The other factor governing Charm strength is how long that last. Charms have an activation length on them, depending on what they do. Generally speaking, the charms that have a shorter duration will have more concentrated power in it's use the have greater impact that those will a longer duration. For example an athletics charm with a duration of 'one action/instant' will allow the exalt to leap across a river in a single bound, while one with with a length of 'one scene' will merely allow them to run atop the water unimpeded by it's current. Some specific charms may remain active indefinitely via 'committing' essence, effectively reducing the exalt's maximum essence pool until the charm is deactivated. Charms don't stack with other charms unless specified. Charms never stack with themselves. You can't use a Charm twice for twice the effect.

Charm lengths are: Instant, (#) of actions/post, one scene, one day, or until released.

Charm Combos are a specialized trump card that allows the exalt to activate some charms in rapid succession, a trick unique to them alone. Combo however have a high cost as not only must the exalt pay the essence/willpower cost of each charm in the combo, the exalt must also pay an extra 1 mote surcharge per charm that is part of it. When activating a combo the exalt must activate the ALL the charms that are part of it or the combo will automatically fail. You may not begin play knowing a charm combo, but may develop them as the game goes on.

Artifacts are magical devises or pieces of equipment with unique properties. The most common type of artifact's are made of the five magical metals, which each correspond to one of the exalted types. Any exalt can utilize these tools, but if they make use of one made from the magical metal that resonates with their specific type reduces the cost of activation/attunemeant by 1, to a minimum of 0. More of this will be explained elsewhere.

Sorcery/Necromancy, a dangerous but powerful tool in the exalted's arsenal. The you must decide at the start of play if your character is a sorcerer in order to use it, though it is possible for your character to learn the skill later on if you desire. Sorcery allows the exalted to work magic outside the themes of their caste type and aren't governed under the rules of charms, effecting the environment around them rather than worked through the exalts body, and in general is much more powerful than charms in their effects. The cost for this is that sorcery in general is also vastly more expensive to activate than charms and takes longer to activate, and if the sorcerer is interrupted in their casting it can have catastrophic results.

-Terrestrial Circle
The highest level that dragon blooded may learn. Though it is the most limited in scope it only a fool would soft at it for spells of this level are the fastest to cast and thus the most reliable sorcery to use in combat. Spells from this circle take two post to activate (if in combat). One to start the incantation, and the second to deploy it's power. In order to activate a sorcery the exalt must pay the essence cost plus one point of willpower.
Spells of this level can: Effect an area the size of a large house or manor, create mundane objects of non precious material in small quantities, summon demons of the first circle through an extended ritual at night, and lay a curse/blessing upon someone who is either in range or the sorcerer has a personal object belonging to that person.

-Celestial Circle
The highest level Sidereal's and lunar's. Abyssal's may use magic of this level as well but can go no further. More potent in it's effect's than the terrestrial circle at the cost of being more costly and complex to cast. Spells of this circle requires three post to be cast (if in combat), one to start the incantation, a second to bind the energies, and a third to deploy the magic. The exalt must pay the essence cost plus 2 points of willpower to activate this magic.
Spells of this level can: Effect an area the size of a village, Create mundane object's in large quantities of non precious-materials or small quantities of precious materials, summon a demon of the second circle through an extended ritual on the night of the no moon, or create temporary objects of lesser magic that will fade after a month.

-Solar Circle
The highest level of Spell casting, limited solely to use by the solar exalted. Magic of this level can be world shaking, but is highly focus intensive in it's casting and exhausting in it's essence cost. It requires four post to activate spells of this level in combat. One to begin the incantation, a second to draw upon the vast energies to power the spell, a third to bind that energy, and finally a fourth to deploy that magic. It requires 3 points of willpower along with a large amount of essence to activate spells of this level.
Spells of this circle can: Effect an area the size of a city, Create Mundane object's in a vast hordes if made of non-precious materials or large quantities of precious materials, summon a demon of the third circle through an extended ritual on the starless night of calibration, and create object's of lesser power that can last for a year or object's of greater power that last for a week.

There is a flip side to sorcery though. A dark rival that equal's it in power that was born of the abyss of the underworld. Necromancy, while not innately evil, is an unnatural mimicry of sorcery. While sorcery has the power to create and alter, Necromancy has the power to destroy and corrupt. More on this later once I have time

Each exalt has what is known as an 'anima banner', a totemic icon that represents an aspect of their soul. The Anima banner starts out invisible and immaterial, but as the exalt burns mores of peripheral essence it grows in intensity and becomes increasingly visible. This image remains so for a long time fading at a rate of one stage per scene (or or every 10-15 minutes) with the exception of the first and final stages
  1. 1-2 motes spent: At this stage the Characters cast mark appears on their forehead for and glitters if it catches light allowing some to see it from certain angles. It is possible to hide this mark under head ware or wrappings and the character may act with stealth normally without penalty. This stage fades after one hour.
  2. 3-4 motes spent: The character's caste mark glows brightly and will shine through anything placed over it, and any who look at her face will find it impossible to mistake her for what she is.Stealth charms and other such magic's used to mute sensory impressions automatically fail, however the character may still use the natural environment to hide themselves, with slight difficulty. (Abyssal caste marks will instead start to bleed rather than glow)
  3. 5 motes spent: The exalt's body is surrounded by a coruscant aura bright enough to read by in the dark, and the caste mark is alight as a burning brand on their forehead. Stealth becomes impossible at this stage.
  4. 6 motes spent: The character is engulfed in a brilliant bonfire of Essence, which burns from his feet to at least a foot above their head. Objects exposed to solar anima's might become bleached or faded as if left in the sun for several days. Most vibrant are the Terrestrial anima's for theirs become physical conduits for their elemental aspect. While their personal effects are safe, as are other supernatural creatures like fellow exalted, anything in close proximity to the dragon blooded will be bombarded with destructive elemental energies. In each case the result is that the exalt is now visible for miles and their caste mark will become engraved in the minds of any who see it.
  5. 7 motes spent: At this stage the character is surrounded by a burning image totemic to his person- a warrior bight be surrounded by a grand and mighty bull, a magician by an elaborate mandala, and so on.This effects fades during any post the character makes that they do not spend essence bu leaps back into existence from the bonfire of their anima when they again spend peripheral motes.

The exalted were created by the gods to be tireless warriors, able to undergo great stress and harm. However even their semi-divine bodies be strained by great forces. To that end the gods made sure to imbue the exalt flesh with a natural regenerative quality that can recover from all but the most sever maiming with out scaring.
  • Essence recovers at a rate on one mote per hour if the exalt is preforming low intensity activities, or two per hour if the exalt is taking time to rest.
  • Abyssal exalted recover essence differently as they can't naturally recover it while in the living world (on the flip side, only the can respire it normally in the underworld while non-abyssal can't). To circumvent this, they may drink the blood of the living to regain essence.
  • Health recovers at a rate of one hit point per day or two if they are receiving medical attention and bed rest. They can't regenerate limbs on their own, but bones will set themselves into place and gaping holes will slowly shrink. Mortal's take MUCH longer to heal and suffer complication's without medical assistance.
  • Willpower recovers at a rate of 1 per day, similar to health. The exalted may also earn back a point if they do something in line with their nature or motivation, such as a caretaker healing the sick.
  • Exalts are highly resistant to non magical diseases, with the worst they suffer being sore throats and slight sniffles.
  • Exalted flesh is incredibly tough. Even without the use of charms a completely naked exalt would find their skin resisting stab wounds about as well as a leather vest.

Character Advancement

Attributes cost [current score x5] xp. Or [current score x4] for Caste attributes of lunar's.

Abilities cost [current score x3] xp, except for cast/favored abilities. Those costing [(current score x3) -1].

Charms cost 10 xp, except for caste/favor-based charms which cost 8 xp.

Developing A combo cost 1 xp per charm that is part of the combo.

Raising your essence score cost [current score x8]

Code: Select all
[left][b]Name[/b]:[/left][right][b]Type and Caste/Aspect[/b]:[/right]
[left][b]Nature[/b]:[/left] Chose from this list http://whitewolf.wikia.com/wiki/List_of_Archetypes
[right][b]Anima Banner[/b]: (Born from the personality and character of the exalt, it is an iconic image that flairs behind them when they burn great amounts of essence)[/right]
[b]Totem Animal:[/b] (Lunar's only. Their 'spirit animal' if you will and one of the lunar's 'true' forms. )

All Attributes start with one point in them, and are divided into categories of Physical, Social, and Mental. Of these categories you will decide which is your Primary (8 points to spend on raising attributes) Secondary (6 points to spend) and Tertiary (4 points to spend). This is most important for lunar's as their charms are drawn from their attributes rather than their abilities. No Attribute may be raise above 5.
[center]STRENGTH (#) DEXTERITY (#) STAMINA (#)[/center]
[center]CHARISMA (#) MANIPULATION (#) APPEARANCE (#)[/center]
[center][b]Mental [/b][/center]
[center]PERCEPTION (#) INTELLIGENCE (#) WITS (#)[/center]
Pick three that are not your caste abilities to become favored abilities. You will have 25 points to spend here but at the bare minimum 10 of these must be spent on Either caste or favored abilities.You may also pick up to five 'specialties' that exist as more narrow focused versions of the other types. No Ability can be raised above 5)



(optional: A subgroup within a larger ability that you have a particular aptitude. Such as dancing specialty from performance, sword from melee etc )
[center][size=170][u]YOUR LIFE[/u][/size][/center]
(Write here)

[b]Motivation(s)[/b] (Motivations are the personal aspirations and ambitions of a character.

(The four Virtues are core to your characters beliefs and desires. You draw strength from them when you set your self to a difficult task and give you motivation towards your goals, and they define you as a hero to the masses. But be warned, the higher the virtue the more difficult it is to ignore for the sake of pragmatism. Resist holding true towards your beliefs of right and wrong too often and you may just snap. Each virtue has one point in it, and you have five additional points to distribute how you choose, but non may go above five.  )
COMPASSION A measure of empathy and forgiveness. Characters with high compassion find strength in helping others but find it difficult to ignore another's plight.
TEMPERANCE is your self control and honesty. High temperance allows you to resist temptation or coercion, but leaves you troubled when you break oaths or tell lies.
CONVICTION  represent's how hardened the character is against hardship and stress. High conviction allows you to endure (and inflict) great pain and suffering, but makes it hard for you abandon a course of action or cause that you have committed yourself too, or admit when you are wrong.
VALOR measures you bravery and self confidence in the face of danger. High valor helps to resist fear or plunge into danger but makes it hard to ignore a challenge or insult, or flee from a foe.

(No, this not like final fantasy. The nature of the great curse the defeated primordial's placed upon their vanquishers periodically warps their virtue into twisted inversions in moments of great stress. When an exalt has been force to ignore his or her own principles one to many times they under go episode of madness in which the corruption of the primordial curse comes to the surface. When this 'snap' occurs the exalts primary virtue (the one that's ranked the highest or which ever one you prefer if they are of even rank) becomes compromised into either a twisted reflection of itself or inverted as a polar opposite of itself. The exalt is then forced to act in the terms of this new corrupted virtue until the effects of the curse finishes burning itself out. This effect can last anywhere from hours to DAYS. Though to avoid forcing too heavy a restriction on the player I'll put down a guide line that the character's break down should at least last until the end of the current scene, and after that it's up to the player to decide how long the episode will last.

Examples of Limit breaks are berserk rages, to uncontrollable crying, to a sudden bout of extreme apathy, paranoia, hedonism or whatever else you can come up with. Seriously, so long as it at least tangibly be attributed to a particular virtue in a corrupted state you can go nuts on the concept.)




Your early life? (what was your childhood like)

Your family and friends? (Did you grow up in a dynastic house of the realm tutored by servants? Child of nomadic barbarians weaned on the shamans stories? A street Urchin stealing purses with their friends for bread money? Who raised you and taught you what you know?)

Reaching Maturity? (However you wish to define 'Maturity'. Anywhere from your early teenage years to your adult life. When did you learn to accept responsibilities and the value of hard work? (Or maybe how to avoid it.) )

The events that led up to your Exaltion?(This is a dramatic shift in your characters life. A rebirth with new godly powers. A change that cannot be undone, triggered by important events that you either may or may not have had control over, and a new destiny laid at your feet, for good or ill. )

The after effects? (What did you do with your new found powers? How did you react to becoming what you are now? How did the people around you react?)

And finally how did you get where are you now and what are you going to do?
[size=170][u]MAGIC, GEAR AND TALENTS[/u][/size]
[u]Essence score:[/u] 2 (all exalt's start play at this level)
[u]Health:[/u] 0/0 (your stamina stat+3, can be raised further with an endurance charm called ox body technique. Mortal's only get their stamina in health.)
[u]Willpower pool:[/u] 0/0 (Equal to the sum total of your two highest virtues.)

[b]Essence motes[/b]
The magic of the exalted in quantified as 'motes' which can be 'burnt' to power their charms. All exalted have two pools Personal and Peripheral. Personal essence can be burned without causing the exalt's anima banner to flair and is the first one to recharge when the exalt rest to regain their power.

Essence pools are calculated slightly differently between the exalted types.
Solar's and Abyssal's essence pools: Personal (half your willpower+your essence score+2) Peripheral (your full willpower + (essence score X 5))
Lunar's and Sidereal's Essence Pools: Personal (half your willpower+your essence score+1) Peripheral (your full willpower + (essence score X 4))
Dragon Blooded Essence Pools: Personal (half your willpower+your essence score) Peripheral (your full willpower + (essence X 3))

All exalted start off with 7 charms, based of their abilities (or attributes for Lunar's).

Each 'charm' is a magical trick designed to enhance or augment the exalt's natural talents in super natural ways. The more powerful the charm the more essence it will cost to activate, with some requiring the exalt to also burn a point of willpower as well, or hit points. All charm also require a certain level of skill and spiritual enlightenment in order to learn, necessitating the exalt to to raise their essence score and their abilities/attributes if they wish to acquire stronger charms.

A combo is a specialized form of charm use that allow rapied fire activation of multiple charms at once. Using a combo allows the exalt to overcome the '1 charm per post rule' but only if they have invested the xp to learn that combo first. You may not have a combo at the start.

You may choose to exchange one of you charms to unlock the first level of sorcery, the terrestrial circle which will mark you as a sorcerer at the start of play. You will start off with only one spell that you have mastered, but may exchange more charms for more spells. For all other cases, spells are treated the same as charms xp coast wise, and are treated as 'occult' charms this purpose. You require an essence score of 3 and at least 3 in occult to learn the first circle of magic.

[b]!!!!!BONUS POINTS!!!!![/b]
You will have 10 Points to spend on any stats you wish. You may also choose to spend 4 BP to gain another charm/sorcery (or 3 if it is a favored ability/attribute). Also you may spend 3 points to start with a piece of magical gear, or 6 to raise your essence score by 1



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