MECHANICS
Other Mechanics
Debt & Obligation
Experience (XP)
As is typical for the SV Exalted Questing Universe (hereby referred to as the SVEQU, or "Svekwu"), this is a narrative quest, where the mechanics serve to quantify and define story variables.
Improving your capabilities will depend on the allocation of XP, which can be obtained in two primary ways: as narrative awards given out at the end of each story arc, or as personal rewards given to anyone who writes omakes, draws fanart or otherwise contributes to making the Quest thread a more interesting place for me to visit on a regular basis. The former will be allocated as part of a general vote, while the latter is assigned at the will of the person responsible for obtaining it.
There are therefore three broad categories of things XP can be spent upon:
Styles
As Exalted as a setting draws heavily from wuxia, rather than having distinct "traditional" skills, your talents are instead represented as Styles - broad, "job-like" descriptions of the character's talent. Iron-Handed Labourer represents skills in the thing a blacksmith would need (working with iron, strength, endurance in the heat), while Earth Dragon Style is not just magical martial arts fighting, but also enduring and withstanding tribulations.
Note that skills mechanised as styles are things that have narrative weight. If you're fond of tea, you don't need to put XP in a Style to know how to brew a good cup of tea - but if you know how to brew certain herbs into something that can cure sickness or help a man recover from poison, then this would be mechanised here.
Note that due to your injuries, your low ranks in certain Styles are not a product of ignorance; they are a product of injury crippling your former capacity. Such Styles will be noted, though may depend on your background.
Charms are what supernatural beings develop as their essential nature shapes how their talents manifest. As a Dragonblooded, your Charms are rooted in your Styles, and will tend to be themed along aristocratic, elemental, or draconic themes. Later Charms will tend to build on the initial themes, whether directly or within the same conceptual space.
You acquire a new Charm at a rank of
Disciple, and for every rank past that. If the Style is associated with your Aspect, you instead gain your first Charm at
Initiate. Such aspected Styles (for example, Fire Dragon Style for Fire Aspects, or Weather-Witch Style for Air Aspects) will be marked.
The XP cost is the amount of XP that must be spent to reach that level.
- Untrained (N/A) - You may have some basic or impromptu knowledge of the techniques, but nothing that can be counted reliably in your skillsets.
- Student (100xp) - You are the rankest amateur - a novice, nothing more. There are people at this level of this skill who are quite unaware of how much they have left to learn, but that's just a sign of their ignorance.
- Initiate (200xp)- This is the level of skill common among mortals in their wage-earning profession. Suitable for them - but for one of the Exalted, it is the mark of a dabbler.
- At this level, you acquire your first Charm for Styles aligned with your Aspect.
- Disciple (400xp) - The basic understanding imparted by training has been reinforced by practical experience and personal specialisation, allowing you to use the skill absent error even under pressure or outright attack.
- At this level, you acquire your first Charm for Styles which are not aligned with your Aspect.
- Adept (800xp) - Your technique has been refined to a point beyond simple training, including the personalised moves and individual techniques that mark your Terrestrial Charms.
- Master (1600xp) - For a human to reach such a level of skill, they must open their chakras and reach enlightenment, developing their own Charms. Such exceptional beings might even be the peers of a Chosen - at least in that one singular field.
- Grandmaster (2400xp) - Your students speak your name with pride, gods nod in acknowledgement and the common folk look up at you with awe. Most Dragonblooded struggle to break this boundary.
- Heroic (3600xp) - You have risen beyond the level of what any mortal could do, and tales of your prowess are spoken by hushed voices in teahouses and shared by idle peasants in the fields. Even among the Terrestrials, one with skills at this level exceed their peers.
- Champion (5400xp) - Even your enemies grudgingly attest to your prowess, and even among the legends of Creation there are few who can hope to call themselves your superior. You stand out among the ranks of the Terrestrial Exalted as an exceptional specimen.
- Infamous (7500xp) - If it can be done, you have done it; if you cannot do it, it cannot be done. You are the master of this style, and the meeting of two such exemplars in battle is something more akin to a natural disaster in motion than anything resembling an actual fight. The mightiest Immaculate masters might have mastered their signature style to this level.
- Legendary (10,000xp) - The things you can do defy belief and shatter any kind of expectation. You are the unattainable ideal against which the prodigies of tomorrow will measure themselves. For a Dragonblood to reach this level is nearly unheard of.
- Mythic (N/A) - You are, quite simply, the best. There is by definition only one being of this level of achievement for any given skill; attaining the rank for yourself would be an epic for the ages.
Sorcery
Sorcery is the power of being on top of the world, and don't you love it? Once you were a mightier sorceress than you are now, but you lost your manses, your spirit-servants were banished or slain, and your libraries were burned. Still, what you are is a sorcerer and the talent is within you.
Also falling into this category are things like pacts with otherworldly beings, and investments in sorcerous materials or sites of power. If you find a wrecked manse that's returning only a dribble of the power it once had, repairing it would cost XP representing the downtime effort put into it.
A basic spell costs
400XP. Many spells will have additional variants, ways to tweak them, and suchlike. These modifications will vary on a spell-by-spell basis, and will often require research, tuition, or the discovery of lore to divise. The cost of such modifications will be listed as a spell upgrade when discovered.
Subordinates
Subordinates covers things like organisations you control, armies you lead, and allies. Yes, the allies might not think they're your subordinates, but they're just temporarily mistaken about the current state of affairs.
This is an important category. You once ruled land, after all. You know how important it is to have underlings who you can rely on to get things done. And powerful familiars. And terrible automata with devastating weapons. And identically dressed legions of doom. And teams of themed powerful minions, yes.
Basically, failure to develop one's assets will lead to your fall. Again.