Campaign:Zab's Untitled Chronicle

From 1d4chan

Game Times[edit]

Game runs Saturdays, in #exalted-zuc
Hawaii Standard Time: 2:00 PM
PST/West Coast: 4:00 PM
Mountain Standard Time: 5:00 PM
Central Standard Time: 6:00 PM
EST/East Coast: 7:00 PM

If you'd like your time added, let me know! =)

Premise[edit]

The South - Chiaroscuro. The bounty of magitech lost to Creation in other continuities is null - Creation's intelligent and willful people, particular in the Realm, have managed to preserve a lot of their magitech. The adverse consequences of this however, like in Jer's campaign, is that Martial Arts were rendered remarkably less important in Creation and therefore it is much more difficult to come by a mentor to train in new martial arts - especially Celestial Martial Arts which are exclusively only to noble and reputed members of the Realm.

The Realm's control over Creation is highly exaggerated by their flying war manses called "Arks," all operated by exceptionally powerful military leaders from The Realm who go by specific titles such as "Grand Oppressor" and "Grand Hunter," based on their roles. Their Arks are armed with immensely powerful Essence beams, and with such powerful military weapons it wouldn't be difficult for the Realm to exert total control over Creation. There is only one problem - there is no Empress.

With the disappearance of the Scarlet Empress, there is no ruler, and so the various Dynast Houses are not only vying for power, but in their internal struggles are tearing Creation apart. Considered with the dawning thread of the Neverborn and the waning power of the poles protecting Creation from the chaos that is the Wyld, Creation needs some spectacular heroes to save it - or villains to drive the nail into the coffin that will bring it down into the Abyss once and for all.

  • Use this template for characters and be sure to edit the categories correctly.
  • Player Characters must allocate starting dots or bonus points into Background: Backing ●● (Guild) or be traveling with a player character who has in order to play.
  • Dragon-Blooded characters receive an additional one experience for every ten experience they gain and observe the Regular Charm fixes and Mass-combat-oriented Charm Fixes
  • If a Sidereal wishes to start a character with a Resplendent Destiny, they are allowed seven effect points without having to roll. You may post a character sheet for your Resplendent Destiny and keep your real character sheet a secret between me and yourself in order to conceal your identity for extra rp spice.
  • If you have any First Age Artifacts, be prepared to present fluff explaining where you obtained them.
  • Sidereals, Lunars, and Dragon-Blooded may begin with up to four in a virtue instead of three without spending bonus points. Why shouldn't you be as equally cursed at the Solars?

Setting[edit]

NPC character sheets, manses, and other setting-oriented wikipages attached to this campaign are listed here.

Non-Player Characters[edit]

Note: I will include the character sheets of enemies you defeat if I actually made them.


Party Members and Close Allies

Manses[edit]

House Rules and Features[edit]

  • I can be contacted via AIM: man of 500 lbs
  • Dragon-Blooded characters, as previously mentioned, observe Regular Charm fixes and Mass-combat-oriented Charm Fixes rules.
  • Stunts, provided the roll is successful, replenish motes equal to twice the rating. +2 and +3 stunts can instead award one willpower, and +3 stunts award 1 XP per session in addition to three motes or a willpower, by your choice.
  • Training Martial Arts Charms with a prerequisite ability of four or five requires the Mentor or Sifu Background to be invoked. Higher dots in the respective background makes them more accessible under these circumstances. Otherwise, train away.
  • Custom charms and customized equipment are allowed with permission.
  • Side Sessions are allowed if logged, and will be rewarded with XP if appropriate. Don't expect much, though.
  • Adding charms to previously bought combos requires that you simply pay XP equal to that charm's ability minimum to add it. However, every time you add a new charm to a combo, the price doubles. This means if you try to add a charm with a minimum requirement of four dodge to a combo that you've already added a charm to, it will costs eight XP instead of four. Then, it triples, quadruples, and so on.
  • This is a pretty role play heavy game, or so I hope for it to be. If you're here just to fuss around with mechanics and don't really care for story-telling and character interaction/development, I don't know if you'll have a very easy time enjoying yourself.

Player Characters[edit]

  • Submit character and receive bacon by making a page titled "Campaign:Zab's Untitled Chronicle/yourcharacterhere".
  • Anonymoogle - Aenkey Orichalcum Flame, Twilight craftnerd in power armor.
  • LinaInverse - Rika Brangwyn, Full Moon Yojimbo.
  • Plat - Shining Gift to Man, Better-than-you Doctor.
  • Kalga- Metal Ash Raven Rogue Abyssal, Sort-Of-Parody of Emobyssals. Or something.