Site hosted by Angelfire.com: Build your free website today!

 Contents
  Homepage
  Biography
  Favorite Links
  Friends and Photos
  Gaming
      Dungeons and Dragons
      Earthdawn
      Exalted
        Artifacts
        Backgrounds
           - Dreaming
           - Library
           - Spirit Ally
        Campaign Info
        Charm Flow Charts
        Creatures
        Dramatis Personae
        Hearthstones
        Locations
        Manses
        Weapons
        Weapons
      Vampire
      Werewolf
  Geneology
  Ravings
  Résumé
  Updates
  Writing Samples

New Backgrounds

   Since I have not heard of a Exalted Player's Companion coming out, I assume we are left with the Backgounds in the book as the only examples. I thought this was unacceptable.I looked through all the Exalted books and tried to find a common thread throughout the series. The following are three new Backgrounds that should help vary the choices offered to your characters.


Dreaming

   This background gives the Exalted the ability to percieve through his past lives' eyes. Through focusing her Essence into her meditative trance, a Solar can gain information she does not know. While not an exact ability, Dreaming allows access to random information which could help with the situation at hand or be completely useless to the current task.

   In story terms, the Solar goes into a trance depending on the character. A Dawn Caste in the middle of a weapon kata could gain mysterious insight into his past life. A Night Caste could break into a hidden temple at night and focus on her Essence. Either way, when the trance ends the Exalted comes back with some form of intuition; regardless of whether this information helps or not.

   In regards to the game, the character rolls Intelligence + Dreaming. Depending on the number of successes, she comes back with one of a variety of possibilities. Levels in abilities could be gained through the trance, which is easier depending on whether you have the Ability to begin with. General knowledge of the First Age could come through as well. Even possible reserves of strength (one temprorary Willpower point) could come through the vision. All of these possibilities are in the hands of the Storyteller who determines the effects of the Dreaming based on the roll.

   While not a specific Background, the Storyteller has the final say on what Dreaming can do for your character. Another possibility for the Storyteller to decide is whether there is a danger to seeing the past.

Dreaming
Level 1 Small insights can be gained from the trance. One minute of the past is all you can see. You use the Dreaming to help your current life.
Level 2 Moderate information can be taken from your five minute trances. You sometimes lose yourself in thoughts of the past.
Level 3 You have a remarkable sense of the past and know some of its secrets. For ten minutes you become one of the Legends once again. You are a bridge between the past and the present and swing from one side of the scale to another.
Level 4 You have seen things that few Sideareal's remember. For fifteen minutes you can see the past with excellent detail. You sometimes become uncaring to the current age.
Level 5 Your soul weeps at the lost of the First Age. You see it with impeccable clartiy, if only for thirty minutes at a time. You lose yourself through the eyes of your past life and care little for the present; it cannot compare.



Library

   Some Solars have large quantites of occult knowledge to draw upon. Whether these sources have been gained from a mentor, a robbed Sidereal, or a past life's tomb; these sources are an important tool for research.

   Libraries aid in your ability to look into new spells, artifacts, or capabilities of the character. However, Libraries need not necessarily be books. Scrolls, talking gems, occult sources, trapped spirits all can be used within a Library. As with all backgrounds, you must discuss with your Storyteller as to what your Library may be.

   Using your Library can aid in many ways. When researching spells, crafts, magical effects, spirits, etc.; you may add your Library Background to your research roll if it is available to be accessed. Obviously, Libraries are difficult to carry around. If the Storyteler allows, you may take a few books with you as you travel or if you have a small Library score.

   Libraries must be hidden well, since many would kill to have the same resources. Many are kept near or in the Manses held by the Solar or in other safe havens. If you do not take care of your Library, the Storyteller may take the opportunity to bring it into the story in a negative way.

Library
Level 1 You have a small collection of of second hand information collected by current scholars.
Level 2 Your Library contains a few notable pieces and a large amount of theses of current scholars on the First Age.
Level 3 You have a handful of rare and unknown texts. Your theoretical texts gives you insight into the mysteries of the First Age.
Level 4 Your collection would fetch a fortune at Nexus, other scholars would kill for your pieces. Theorietics, field studies, and first-hand narratives are a sample of your material.
Level 5 A priceless trove of rare information. Any Exalted which hears of your collection would hunt you down for a glimpse. You have the best theoretical information on the First Age, collected from the past and present.



Spirit Ally

   The little gods have been around the block for a long time. Some are as ancient as the mountains themselves, while some can only remember a few centuries. Having one of these beings as an Ally can have a substantial impact on events you go through.

   As with all Allies, the relationship goes two ways. While you can ask aid and succor from the spirit, you must return the favor occassionaly. The Spirit Ally is one that you have a lasting commitment based on trust and friendship. It may not lay down its life for you, but it certainly will go out of its way to give you a hand-up. Of course, it can call in the same type of favor anytime.

   Your Spirit Ally, depending on its power level, could hold little or much power in the local or regional Spirit Courts. As such, they may be limited in the amount of power or travel that they are capable of. City Mothers hate to leave their chosen protectorate. The Storyteller has the last say on who or what you can take as an Ally Spirit and they are always Storyteller characters.

Spirit Ally
Level 1 A weak spirit that holds little or no power. A small elemental spirit.
Level 2 A minor spirit that has sway within the local Spirit Court. A Wood Spider or Nymph.
Level 3 A great spirit that leads the local Spirit Court. A City Father or Mother of a small city.
Level 4 A powerful spirit that holds sway in the higher Spirit Courts. A lesser elemental dragon.
Level 5 One of the greatest of the little gods who holds a position of great importance in the higher Spirit Courts. A greater elemental dragon.



To go to the top of this page, click here.