Mapache's Role-Playing Game Stuff

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Exalted

Exalted is a role-playing game set in an ancient world ruled over by a crumbling empire to which the reborn champions of the Unconquered Sun have returned to set things straight after millennia of exile. Players take the part of various sort of Exalted, ordinary mortals made superhuman by the favor of the gods, adventuring in a world that draws as much on Homeric myth as on modern animé. The mechanics reward players for performing awesome stunts, and characters have access to magical charms that enable superhuman feats and powerful sorcery. Everything is over the top—empires are expected to be toppled and rebuilt, and gods are expected to be slain and reborn. Below you will find both useful compilations of official information and original content I have written for use with Exalted.

Wolf & Raven Style Martial Arts

Wolf and Raven styles are two interrelated martial arts recently developed by Abyssal Exalted to aid them in the conquest of Creation. Wolf, the way of the predator, is primarily a brutal, aggressive style that concentrates on stealing life from foes and crippling them. Raven, the way of the scavenger, is a more controlled style that catches opponents off-balance and is specially designed for spellcasters, which are numerous among the Deathknights.

Attacks with knives, daggers, and katars are treated as unarmed attacks for the purposes of the following charms.

Exalted High School

Continuing with my ideas for alternate settings for RPGs, I present Exalted High! It's just a typical high school filled with teen angst…and earth-shattering kung fu!

Fivefold Monkey Style Martial Arts

Sun Wu Kung was accused of a crime he did not commit, and for this he was exiled from his lands, to eke out an existence on the edge of civilization, where barbarians and city-folk fought over scraps. Apart from the petty men were bands of monkeys, which stole from both and loved neither. One of these groups did Sun Wu Kung befriend, and from them he learned wisdom the men were lacking.

Calling Forth the Blasphemous Legion

Cost: 50+ Motes

Using the awesome might of the most potent of Sorcery, a Solar may conjure a dozen or more demons with a single grueling ritual. After preparing a summoning circle at least 5 meters in diameter (and possibly larger, depending on the specific demons called), the rite must be started at the stroke of midnight and lasts until the next midnight, with no space for interruptions or rest. Successfuly completing this ordeal requires a Stamina+Occult roll with difficulty 3. 50 motes of Essence must be spent over the course of the ceremony, and remain committed until it is over.

Efficacious Restoration of the Flesh

Cost: 60 motes + Variable Experience

Some of those Abyssals who bear the visage of death and decay tire of their prison of rotting flesh and wish to change their nature to that of superhuman beauty. This potent spell allows them do so almost instantaneously.

To cast this spell, the Deathknight must be within a manse to which she is attuned on one of the five nights of Calibration, when the natures of things are most malleable. Then, she must sacrifice upon the center stone of the manse a living human of Appearance 5, and bathe in the victim's blood while expending five times her permanent Essence in Experience. The victim's blood will wash away the corruption of the flesh, leaving the Abyssal with Appearance equal to her permanent Essence.

This spell may be used upon another Deathknight, in which case the manse must belong to the target of the spell, and the Experience cost will be paid by her, though the caster still pays the Essence cost.

Three Hearthstones

Gem of Calming Influence • (Air or Earth)
This simple, smooth pearly-grey stone increases the bearer's Temperance by one dot, which may allow it to exceed five. Rubbing one's thumb over it produces a tranquil, relaxing sensation.
Stone of Driving Focus •• (Water or Abyssal)
This opaque red stone allows the bearer's determination to knock aside impediments to his finding things he wants. Add the bearer's Conviction to all Investigation rolls he makes.

Death & Taxes

Death and Taxes are a pair of wicked knives from the First Age. Death is long and thin with a blade of starmetal, while Taxes is curved and made of Soulsteel. The tang on each is of the complementary metal. They are Artifact •• separately, or Artifact ••• for the pair.

Failure of Negotiations, Communications Breakdown, & End of Discussion

These three weapons are grand daiklaves, identical down to the last detail save for the material of their construction. They are made of Orichalcum, Moonsilver, and Starmetal, respectively. Though they are mighty implements of war, so long as they are on the bearer's person and sheathed they act instead as tools of diplomacy.

The Hat of Knows No Limit

In appearance, it is a fine silk cap with intricate stiching in orichalcum thread. It never shows signs of age or wear. Any Exalted that wears it will never suffer a Limit Break. However, she will continue to accumulate points of Limit as appropriate. When she takes off the hat, she will immediately suffer a Limit Break if her Limit is at 10 or higher, with appropriately increased duration and strength based on however much her Limit is over 10.

Codex of Woodchuck the Younger

Early in the First Age, the No Moon scholar Woodchuck the Younger first compiled this impressive tome, which recorded all known history, had encyclopedic knowledge of cultures and customs across Creation, and instructions on how to perform a wide variety of useful tasks. It was intended as a primer for children, and widely distributed to those who followed the philosophy of preparedness espoused by Woodchuck the Younger. New versions were periodically produced over the centuries, right until the end of the First Age.