Exalted is a high fantasy system that uses White Wolf's Storyteller mechanics. It is a definite favourite of the Worlds Within Worlds team, with two of our headline campaigns Golden Opportunity and Sidereal:PI running in the Exalted system. It is characterised as being a great place for over-the-top action and high adventure, but also able to cater for occasional grittiness and realism in theme or tone.
There are two published settings for this system, though the intervening history is quite well fleshed out, so the possibilities of using any time between the two is left open.
Usually it uses the Time of Tumult setting. The end of the second age as creation falls apart at the seams. The details of this setting can be found in the core book, and enhanced through almost every other published piece of material for the setting.
The other published setting is the High First Age. This setting is detailed in the box set sold as 'Dreams of the First Age'.
Members of the WwW community have also experimented with their own settings for this system.
Learned Hand ran a brief campaign known as Exalted Modern. Set in a world that is similar to our own in most ways, and also took some inspiration from White Wolf's World of Darkness system.
Johan Denerad and a partner have also made frequent mutterings about a possible Exalted Future setting/campaign. We'll see if anything happens with that one.
There's a bit of our own creations for this setting here. That material is mostly from the Golden Opportunity campaign at the moment, but is likely to expand rapidly as Exalted is really the primary system we play in at WwW.
"Time of Tumult" is the default setting for White Wolf's Exalted RP system. It's a cinematic very-high-magic fantasy setting inspired by animé, with high-powered magical heroes wading through legions of far inferior mortals.
Craft Rules
The primary rules change in the two Exalted campaigns run by members of WwW, trying to codify the craft rules into what may be a slightly more complex system, but to make them work better in the long run.
Wolf Style
A supernatural martial arts style created for the character Fox. Written by Blackrat.
Craft Charms
A tree of craft charms created for the homebrew craft system in use in Golden Opportunity. Contributions from Brave Sir Robin, Oneiros and Learned Hand.
Investigation Charms
A set of charms to make investigation more flexible as a social ability. Created by Cardinal Sin.
Artifacts
Various artifacts in use in the Golden Opp campaign. Mostly created by BSR.
Hearthstones
A few hearthstones available in GO. Mostly designed by BSR.
Mundane Crafts can be used to produce goods rated by resources
Magical Crafts can be used to produce goods rated by artifact
Esoteric crafts produce other things entirely.
The five mundane crafts are Air, Earth, Fire, Water and Wood.
Each of these deals with the areas mentioned in the core rulebook.
The five magical crafts are analogues of these, each dealing with specific areas.
Crystalsis - Air analogue, deals with mechanisms and moving energy.
Geomancy - Earth analogue, deals with manse, demesnes and similar.
Pyrognostics - Fire analogue, deals with crafting and shaping the magical materials to specific uses.
Alchemy - Water analogue, deals with brewing potions and transmuting substances.
Genesis - Wood analogue, deals with shaping living things and creating life.
The corebook describes first age wonders as needing Craft(Magitech) - they are more likely to need Craft(Crystalsis) with mechanisms and similar wearing down. Damage to the material components would require Craft(Pyrognostics).
A magical craft cannot be more than three dots higher than it's mundane equivalent. And can't be possesed at all if there are no dots in the mundane equivalent. However, dots in the mundane equivalent can count towards minimums needed in certain types of project (at a ratio of 2:1).
The Esoteric crafts can be possessed by anyone, but almost always require tutoring from someone who has natural access to them, they cannot be learned by mortals.
Craft(Glamour) - Air Analogue (Fair Folk)
Craft(Fate) - Earth Analogue (Gods)
Craft(Moliation) - Fire Analogue (Demons)
Craft(Thought) - Water Analogue (Primordials)
Craft(Souls) - Wood Analogue (Deathlords)
These charms are designed for use along with these house rules.
Trance of Solar Perfection
Min: Craft 5 Min Essence: 3
Type: Supplemental
Keywords: Combo OK
Duration: Dramatic Action
Cost: Variable
Prerequisite Charms: Craftsman Needs No Tools
The lawgiver can push all distractions out of mind, to concetrate on what truly matters. This charm supplements a dramatic action to craft an object. Each 2 motes spent on the charm lowers the difficulty of each of the extended craft rolls by 1. If 3 motes is spent per point instead the Solar also counts as having an essence 1 higher for the benefit of any other craft charms used. However the charm requires full dedication to the project. Whilst the object is unfinished the motes remain committed. The Solar also takes a -1 external penalty to any non-craft actions whilst the project is unfinished, as it is hard to think about anything except the desired outcome of the project.
Master of all Trades Technique
Min: Craft 1 Min Essence: 2
Type: Supplemental
Keywords: Combo OK
Duration: Instant
Cost: 1m per dot of cap added
Prerequisite Charms: Any Craft Excellency
No mortal artisan can rival The Copper Spiders. A solar who has mastered this charm may apply their experience and skills in one area of craftsmanship to any other that he has some knowledge of. Activating this charm allows the solar to increase the maximum dice bonus he can gain from charms when making a craft role. Instead of being capped at [attribute] + [relevant craft ability], the character can choose to cap the bonus at anything up to [attribute] + [highest craft ability], by spending one mote per point of the cap that is raised.
This charm can only be used to enhance craft abilities rated at one dot or higher.
Building on Foundation Knowledge
Min: Craft (mundane) 2, Essence 2
Type: Supplemental
Keywords: Combo OK
Duration: Instant
Cost: Variable
Prerequisite Charms: Master of all Trades Technique
Lawgivers who seek to master or replicate the wonders of the First Age have often built up a significant store of more mundane knowledge in preparation for their forays into more magical fields. This charm supplements a dramatic action using Craft (magical) by mining their stores of the associated mundane Craft ability and drawing out the relevant ideas.
If the Solar has Essence 3, they are also able to utilise the converse and boost their mundane abilities through application of more esoteric techniques.
A Solar may spend 1m per dot of Craft to increase his dice adding limit on a magical craft roll to [Attribute + Craft (magical) + Craft (associated mundane)]. However, this bonus may not increase beyond [Attribute + Craft (magical) + Craft (magical)]. If the Solar is Essence 3+, then a mundane craft roll can be augmented in the same way by the appropriate magical analogue.
Sublime Artisan Meditation
Min: Craft 5 Min Essence: 3
Type: Permanent
Duration: Permanent
Cost: -
Prerequisite Charms: Master of all Trades Technique
Nothing is beyond The Chosen of the Sun; even those things of which they have had no prior experience. This charm permanently enhances a character’s Master of all Trades Technique, allowing it to be used to enhance craft abilities currently rated at 0.
Question the Mob
Cost: 3m
Mins: Investigation 4, Essence 2
Type: Simple
Keywords: Combo-Basic
Duration: Scene
Prerequisite charms: Courtier's Eye Technique
The lawgivers know who to ask and what to ask them. If someone knows the secrets they seek, they will track them down. Roll investigation + manipulation or charisma to investigate a group. You may choose one question - if the group knows the answer then it will reveal it. This is the case even if no one person in the group knows the answer, provided collectively the group have the information needed to answer the question. This action may be opposed by the MDV of the group's leader, modified by madnitude as normal.
Subtle Questioning Technique
Cost: 4m
Mins: Investigation 4, Essence 2
Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite charms: Any Investigation Excellency
Supplement an investigation attack, to render it undetectable. The exalt's player rolls Manipulation + Investigation. If the number of successes rolled beats the targets Dodge MDV then the target will be unaware that he was being questioned.
The wolf is a dangerous predator - vicious, tenacious and fast. Wolves are also stealthy and alert, making them exceptional hunters. As if that were not enough, they share an uncanny awareness of their pack, making a group of them a particularly formidable opponent. This martial arts style aims to emulate these qualities - preferring speed over toughness and tenacity over super-powerful strikes. It helps practitioners to track and stalk their prey undetected, and gives them the speed and prowess to bring their mark down quickly. It also bestows them with the ability to sense their allies, allowing them to co-ordinate their combats much more easily.
The pages that follow describe the charms of the Wolf Style of Martial Arts. The form weapons for this style are daggers, knives and khatar. Wolf Style is a Celestial Martial Arts style, traditionally practiced by the Solar Exalted.
Alamithryr, Legendary Daiklave, 5dot (+3dot Ally)
Calm Voice Over Thunder, Mantle, 2dot
Crown of Kharadron, Crown, 3dot
The Duellist's Aid, Hearthstone Bracers, 3dot
The Xanthic Twins, Pair of Reaper Daiklaves, 4dot
Legendary Daiklave
5dot, +3dot Ally
Attune: 6
Material: Orichalcum
One of the most powerful blades of the ancient Solar god-kings, some still reference this blade in song. It has been used to slay the enemies of creation since time immemorial. It shines with the glory of the conquest of the primordials and speaks with the voice of an ancient and venerable spirit of war.
This blade possess all the usual abilities of a Daiklave of Conquest. Additionally it does aggravated damage to all creatures of darkness. Thirdly, it also contains an awakened spirit with a wealth of knowledge and willpower and essence that can be added to the wielders for combos, charms and sorcery.
The ally possesses five dots, and relevant specialties in Melee, War, Lore and Occult. It has 5 willpower and a pool of 15 motes.
Type: Mantle
Rating: 2dot
Attune: 3
Material: Jade
Crafted mostly from Blue and White Jade this thin subtle mantle is worn on the forehead but when attuned can be felt to seep influence into the throat instead, as this is where it's power lies. It seems to add a sonorous hum to the wearer's voice, carrying it extra distance and lending it additional gravitas.
It allows the wearer to modulate their voice so that anyone they can see can hear their voice at any volume they desire. Their voice will not carry further if they do not wish it to, but anyone closer will hear it to be at least the same volume. It provides an automatic success to any social roll where the wearer is attempting to lead or otherwise use directness and authority. If the wearer is not fully attuned to the jade then this mantle merely provides 1 automatic success on any performance roll where a leadership specialty would be applicable.
Type: Crown
Rating: 3dot
Attune: 5
Material: Jade
This beautiful crown is carved from Red and White Jade, with slight flecks of yellow jade and a hearthstone socket in the forehead. When attuned the eye of all is drawn to the magnificent beauty of the crown and it seem to lend it's wearer a supernatural aura of authority.
The crown adds two to appearance. It also allows the wearer to turn natural mental influence into unnatural mental influence. This costs 3 motes and may only be used if the target is subordinate to the wearer in a social unit that both characters are members of. There is a surcharge of two additional motes on this effect if the wearer is not fully attuned to the jade.
Type: Hearthstone Bracers
Rating: 3dot
Attune: 2x2
Material: Yellow Jade
These bracers seem to have pictures carved into them of many different types of weapon. When one wears them they seem to harmonise with whatever weapons are wielded, resonanting with each strike and granting additional fluidity in defence.
They grant +3 dice to the pool used to calculate Parry DV. Additionally if the wearer is wielding two identical jade weapons that they are fully attuned to they may add the defense rating of both of the weapons into the pool used to calculate their parry DV. They also provide the standard jade bonus when fully attuned.
Type: Pair of Reaper Daiklaves
Rating: 4dot
Attunement: 2x4
Material: Yellow Jade
Each of these magnificent swords has an intircate picture carved into it, each depicts a classic terrestrial hero in full battle armour, but the figures represent opposing aspects, one female one male, one ruthless one merciful, one earth one fire. The blades are light and balanced towards the hilt lacking somewhat in offensive power but blisteringly fast in defense. The two blades seem to resonate with each other, when attuned the wielder feels almost as if they sing to each other in a range below hearing.
The two reaper daiklaves are balanced slightly differently from normal ones meaning they lose a point of accuracy but gain a point of defense. They must be wielded paired and there is no off hand penalty for doing so. They eliminate the first point of DV penalty from any source (and do so seperately for each different type of penalty). They also reduce the flurry penalty by one die on each action in the flurry that involves wielding the swords. They also provide the standard jade bonus when fully attuned.
Rock of Intractable Earth
A level 4 earth hearthstone from a level 4 manse buried deep under Nexus.
Gem of Sacrifice
A level 4 solar heartstone from a level 5 manse floating high above Nexus.
Stone of Shadows
A level 1 corrupted wood hearthstone from a level 1 manse located in a small shadowland in the north-east.
Level: 4
Aspect: Solar
Manse: 5
A small warm semi-transparent gem, holding the colour of the setting sun sitting on the horizon this gemstone reinforces the bearers connection to the things they hold dear. When held in the palm and concentrated upon, calling to mind those things that are most important to the exalt fills the soul with the wonder and power of the Unconquered Sun. This exacts a price however as coming too close to Sol Invictus sears one with his heat and light, and the rewards and risks are both great.
An exalt attuned to this hearthstone can channel their primary virtue through it as they normally can on a roll. The virtue is then rolled. For each success the exalt may regain 10 motes and 2 willpower instantly. For each success they decide to use however they also suffer one unsoakable level of aggravated damage.
Level: 4
Aspect: Earth
Manse: 4
The manse that produces this stone is buried deep under ground. Cold so far from the sun, hot from the flow lava, solid from earth surrounding it in so many directions. It's hearthstone is large, heavy and grey. It imparts upon it's wearer the nature of the earth itself, as immune to the ever changing world around it as the very bedrock of creation.
It grants 8 soak and 4 hardness against any form of enviromental damage. It grants the effects of the Integrity Protecting Prana charm. It also provides 2 automatic success on any craft roll that involves working with an extreme condition or unstable material such as heat, cold, firedust or the wyld itself.
Level: 1
Aspect: Wood/Abyssal
Manse: 1
The Stone of Shadows is small and such a dark green that most mistake it for black. It is always a little cold, and if you look deep into it there is an impression of decay, of the build up of moss and mould. Any lights shone on to it seem to make no difference to its appearance, as if it simply absorbs them, remaining forever in shadow. The bearer of this stone can attune himself to the essence flow within it and sense the presence of nearby shadowlands.
This stone provides the bearer with the direction of the nearest shadowland. It provides a 2 dice bonus on any survival roll to navigate to a shadowland.
In my opinion, stunting in Exalted is a very cool game mechanic that can encourage some really great roleplaying. Unfortunately, it often encourages behaviour that is not so great. A quick run-down:
1) Descriptiveness. The stunt mechanic encourages players (and the GM) to go into more detail about their actions than just "I hit him". However, on the flip side, it incentivises lyrically describing even quite mundane actions, which are not deserving of extended description. The same problem can arise with non-trivial actions which nevertheless end up with way more attention than they need.
2) Epic action. The stunt mechanic encourages players to take risky, daring, unusual or otherwise entertaining actions. This means that, like the anime which Exalted emulates, the action is epic in scale, not to mention awesome cool. The flip side of this, again, is that every action becomes a major palaver.
The above two problems are exacerbated by the very high reward received by players who put the effort in to stunt regularly. In general you will be getting a third to half or even more of the motes you spent on an action back if you stunt successfully. Alternatively, you get some XP, which is worth its weight in gold. In turn this can lead to the equivalent of a Monty Haul D&D campaign, with ever-increasing XP and free motes handed out.
My suggested remedy is to explicitly encourage stunting that is pitched at the right level for the action at hand.
One Dice Stunts[*]. You should be getting a one dice stunt for every action that is sufficiently non-trivial to be worth rolling dice for. A one dice stunt involves describing what you are doing, probably in no more than a sentence or two, in more detail than just "I pick the lock". The GM should only not award a one-die stunt for an action if the player didn't bother to properly describe it.
Two Dice Stunts. A two dice stunt involves describing an action in a vivid fashion that is either unusual, or particularly daring, or entertaining in some other way. The GM should only award a two-dice stunt for a description that is significantly above-par. In addition, the GM should only award two-dice stunts for what I term "major plot actions". There is no hard-and-fast rule for what constitutes a major plot action, but it should be something which makes an important contribution to moving the plot forward - not a minor action, not an incidental action, but something which, if this was a movie, would get some serious camera time.
You will have noticed that it is impossible to get more than a one-dice stunt for the majority of actions. This is deliberate. I would go so far as to suggest that the GM should consider not awarding stunt dice when a player makes a two (or more) dice description for something that is fairly clearly a one-dice action. At any rate, this is aimed at encouraging well-described epic actions, but only when you'd expect to see them in a movie or story.
Three Dice Stunts. A three dice stunt is an action which is highly memorable. This action should not merely have been cool, not merely awesome, but one of those actions which you remember a year later, and which is one of the highlights of the campaign. The GM should only award a three-dice stunt if he genuinely believes it will meet, at the very least, the "one week test" - i.e. will you still remember this (without trying) a week later? Further, three-dice stunts should only be awarded for actions which are critical to the plot and, if they were in a movie, would merit some kind of montage or slow motion action sequence, or similar. The opportunities for three dice stunts should be very limited - the killing blow in a major fight scene, for instance.
The above may seem a bit harsh. However, the underlying motive for the stunt mechanic is to create an exciting, epic game - not for every single action a character takes to be exciting and epic.
There is one tweak I would make in the opposite direction - and that is to allow three-dice stunts to provide bonus motes *and* XP. I leave it as an exercise to the reader to work out why.
[*] This should be one-die stunts. Shouldn't it?
In collaboration with MadLetter from the White Wolf Exalted forums, I have been working on producing consolidated Charm Trees for the various character types. As the welter of material and errata grows, so new Charms get scattered and it is easy to lose track of how they all fit together or even, where they all are.
The original thread from the forum and hosting for the current charm sets (by Exalt-type and Ability) is: http://forums.white-wolf.com/cs/forums/t/33629.aspx?PageIndex=1
MadLetter has done/is revising the Solar and Abyssal trees. And I did the Dragon-Blood trees (though some are need of revision coz there are a few mistakes and I have a new format I'm using). Comments and suggestions are gratefully welcome here or in the forum thread. I hope these prove useful to you!
Whilst I wait for the Lunar errata to work on their trees, here are some other bits and pieces I've been working on:
2a. Mountain Folk Foundation Pattern
2b. Mountain Folk Worker Pattern
2c. Mountain Folk Warrior Pattern
2d. Mountain Folk Artisan Pattern
2e. Mountain Folk Enlightened Pattern
2f. Mountain Folk Chaos Seer Pattern
3a. Infernal Charm Tree: Kimbery, The Sea That Marched Against the Flame
3b. Infernal Charm Tree: She Who Lives in Her Name, The Principle of Hierarchy
3c. Infernal Charm Tree: Adorjan, The Silent Wind (v1.5)
3d. Infernal Charm Tree: Malfeas, the Demon City