[Let’s Study Exalted 3rd Edition] Part 4: Character Creation Example

Posted: March 25, 2016 by pointyman2000 in Articles, Exalted, Let's Study, Roleplaying Games
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Hey there, today we’re going to try our hand at some character creation in Exalted 3e. While I’ve done this before when I first got the backer copy, I feel that now that I’ve had a chance to actually digest the system, making one will be easier.

CONCEPT

For today’s exercise, my concept will be a male bare-handed brawler named Twelve-Merit Scholar. A wiry youth with, a cocksure attitude, mischievous eyes and a love for fighting, Scholar was everything his mother had hoped he would NOT grow up to be.

Scholar exalted while fighting his way through the enraged crowd of a fighting pit after the he had knocked out the current champion despite accepting money to throw the match.

CASTE

Okay, with the concept down, we can move on to picking a caste. Given his concept, Twelve-Merit Scholar suits the Dawn Caste the best.

This gives him the following Caste Abilities to pick from: Archery, Awareness, Brawl/Martial Arts, Dodge, Melee, Resistance, Thrown and War.

In addition he receives the following powers:

• At bonfire/iconic anima display, the Dawn adds half her Essence score (round up) to her base Initiative upon resetting to base after a successful decisive attack.

• For 10 motes, all of the Dawn’s combat and movement Charms with outstanding reset conditions are automatically reset. This effect can only be used once per day, becoming available again at sunrise.

• The Dawn Caste inspires terror in her foes. She adds half her Essence score (round up) in dice to all intimidating social influence. She may also intimidate targets which do not feel fear, such as automatons, golems, and certain undead.

ATTRIBUTES

Solars begin with one dot in each attribute, and get to distribute 8, 6 and 4 dots among each of the categories of Physical, Mental and Social.

For Twelve-Merit Scholar I’m distributing his points as:

Physical: Strength 4, Dexterity 3, Stamina 4
Social: Charisma 3, Manipulation 2, Appearance 4
Mental: Perception 2, Intelligence 2, Wits 4

ABILITIES

I’ll need to pick 5 Abilities from the list given above to form Twelve-Merit Scholar’s Caste Abilities.

I’ll go for: Awareness, Brawl, Dodge, Resistance and Thrown.

In addition I’ll also get to pick 5 more abilities to serve as his Favored Abilities. These must NOT be Caste abilities.

For this case, I’ll go for Athletics, Integrity, Larceny, Performance and Presence.

Each of the Favored Abilities starts with one dot. Now I distribute 23 more dots. No score can be rasied above 3 at this point.

I also get to assign 4 specialties

Athletics (f) ***
Awareness (c) ***
Brawl (c,s) *** Bare-Handed
Dodge (c) ***
Integrity (f) ***
Larceny (f) ** Petty Theft
Performance (f) *** Work the Crowd
Presence (f) *** Intimidation
Resistance (c) ***
Thrown (c) **

MERITS

At this point I get to purchase 10 dots in Merits for Twelve-Merit Scholar.

Danger Sense *** +1 die on rolls to detect danger
Fast Reflexes *** +1 die to Join Battle rolls
Resources *
Influence ** Famous arena fighter
Followers * 1 dozen Student-Disciples

CHARMS

This took the most amount of time for me to put together thanks to having to read a lot of them. I’ll go into charms in more detail in another installment, but let’s just say that Twelve-Merit Scholar has a broad range of charms.

Increasing Strength Exercise p.262
Sensory Acuity Prana p.267
Fists of Iron Technique p.273
Ferocious Jab p.274
Heaven Thunder Hammer p.274
Thunderclap Rush Attack p.275
Falling Hammer Strike p.275
Hammer on Iron Technique p.278
Reed in the Wind p. 299
Searing Quicksilver Flight p.300
Durability of Oak Meditation p.374
Spirit Strengthens the Skin p.374
Iron Skin Concentration p.374
Ox Body Technique p. 375
Tiger’s Dread Symmetry p.370

INTIMACIES:

Intimacies define a character’s relationships and deeply held beliefs. As such, they become very important in social scenes and social encounters.

Defining: “It’s not how often you fall, it’s how often you get up.”

Major: “You’re nothing if you’re not number 1”

Minor: Positive Tie “I love this City. Here, you can make dreams come true.”

Minor: Negative Tie: “The Guild has it in for me.”

LIMIT TRIGGER
Being unable to help people regardless of his physical Prowess

SPEND BONUS POINTS
In order to afford some of my charms, I needed to up some of Twelve-Merit Scholar’s Abilities

Spend 6 on raising Brawl, Resistance and Athletics to 5.
Spend 4 to raise Dexterity to 4
Spend 4 to Raise Willpower by 2 dots
Spend 1 to add a Specialty of “Ambushes” to Awareness

FINAL SHEET:

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Twelve-Merit Scholar
Dawn Caste
Cocksure Brawler

ATTRIBUTES:
Physical: Strength 4, Dexterity 4, Stamina 4
Social: Charisma 3, Manipulation 2, Appearance 4
Mental: Perception 2, Intelligence 2, Wits 4

ABILITIES:
Athletics (f) *****
Awareness (c) *** Ambushes
Brawl (c,s) ***** Bare-Handed
Dodge (c) ***
Integrity (f) ***
Larceny (f) ** Petty Theft
Performance (f) *** Work the Crowd
Presence (f) *** Intimidation
Resistance (c) *****
Thrown (c) **

MERITS:
Danger Sense *** +1 die on rolls to detect danger
Fast Reflexes *** +1 die to Join Battle rolls
Resources *
Influence ** Famous arena fighter
Followers * 1 dozen Student-Disciples

CHARMS:
Increasing Strength Exercise p.262
Sensory Acuity Prana p.267
Fists of Iron Technique p.273
Ferocious Jab p.274
Heaven Thunder Hammer p.274
Thunderclap Rush Attack p.275
Falling Hammer Strike p.275
Hammer on Iron Technique p.278
Reed in the Wind p. 299
Searing Quicksilver Flight p.300
Durability of Oak Meditation p.374
Spirit Strengthens the Skin p.374
Iron Skin Concentration p.374
Ox Body Technique p. 375
Tiger’s Dread Symmetry p.370

INTIMACIES:
Defining: “It’s not how often you fall, it’s how often you get up.”
Major: “You’re nothing if you’re not number 1”
Minor: Positive Tie “I love this City. Here, you can make dreams come true.”
Minor: Negative Tie: “The Guild are nothing but lowlifes, you can’t trust them.”

LIMIT TRIGGER
Being unable to help people regardless of his physical Prowess

Essence: 1
Personal: 13 | Peripheral 33
Willpower 7

HEALTH:
-0, -1, -1, -1, -2, -2, -2, -2, -4, Incapacitated

GEAR
Since Twelve-Merit Scholar enjoys fighting hand-to hand wearing a Cestus

Cestus (Light, Bashing, Brawl, Smashing, Worn) Accuracy +4, Damage +7, Defense +0, Overwhelming 1

He also wears a Buff Jacket for extra protection
+3 Soak, 0 Hardness

Overall character creation is straightforward, but many of the Charm picks will need to be made once the player has a better understanding of the systems in play.

Next installment will cover the various Systems and Conflict resolutions rules for Exalted 3rd.


You can now get a copy of Exalted 3rd Edition from DriveThruRPG in PDF and PoD versions starting from $29.99

Also, this Let’s Study series was made possible by the generosity of our supporters in Patreon. If you’d like to see me come up with more of these, please consider becoming a patron!

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Comments
  1. Do all Solar exalted start with 14ish charms? That seems like a big investment in system knowledge to be able to navigate those choices effectively.

    • Hi there,

      Yeah, starting Solars in 3rd Edition now begin with 15 charms. It feels like a lot, but but thankfully since your starting Essence is pinned at 1, that means that each Ability only has about 7 or so Charms relevant to a starting character. The only time that a player would need to read the entire charm tree would be for the chosen Supernal ability, which ignored Essence requirements.

      Still I suppose that’s a lot of reading either way. I’m definitely seeing this as one of those games that might need a dedicated session for character creation and an option to respec charm picks once after a session of actual play since there are so many moving parts to consider.

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