First, I'd like to preface this that these guys actually bear superficial resemblance to the Getimian Exalted. This was completely unintentional (with the exception that Sidereal exalts find them aggravating). They have the equal peripheral and personal pools aspect, they change if they use more motes out of one pool or the other and they interact with the loom of fate. I honestly had no idea of the Getimian stuff until after I had written a good chunk of the Fabulists. I didn't have access to the kickstarter preview and knew only what the core book had on the Getimians so please don't judge to harshly the overlap there.
Anyway, on to the Fabulists themselves!
The name comes from their role as exalts focused on stories and narrative forces. The latin word for storied is "Fabulos" according to Google Translate anyway so I went with that. The castes come from various folklore and fairytales in the real world but as far as I know don't exist in creation or exalted as such.
This is the link to the google doc I'm compiling everything in. Feel free to comment in there if you prefer. I set it such that anyone with the link can comment, but please don't abuse this and if you end up with edit privileges somehow, I'd appreciate a heads up
https://docs.google.com/document/d/1...it?usp=sharing
The Fabulist Exalted
There exist those who live at the edges of the wyld and are discontent with their lot. These include barbarian tribe members, exiles, castoffs, and even occasional Fae. All want to progress further into creation to gain or regain a place in the great drama of the world rather than being forced to be an extra waiting in the wings. Above all they wish to drive the narrative that is life. In very rare circumstances, the fae and humans sometimes reach an accord in their desires. An exceptional human may bond with one of the fair folk of like mind and the two-as-one may strike forth into creation with the desire to create their own narratives. The result is neither fully human, nor as alien as the raksha. They deem themselves the Fabulist Exalted. The Tale-Spinners, The Narrators, The Storied, or the Story-Weavers all know that creation is the place of tales both great and small.
The Barbegazi
Fabulists from the North. When fully human they may appear pale with wind-swept white, grey or blue-grey hair. When fully fae they appear as hunched, wizened figures with icicles for beards and wide feet. The Ice Heart’s skin appears white or grey and they blend in with snow or ice. Whether human or fae is strongest, their eyes remain a brilliant sapphire.
Caste Powers
The Ice Heart’s core virtue is temperance. They tend towards creating or resolving stories of people ruined by their own excess, overcoming their own desires, gluttony, greed and avarice. This includes extremes of both high and low temperance. Stories of people changed by extreme indulgence and forging a path of utter temperance and forbearance. The Barbegazi stand aloof from others generally. They tend to set themselves up as a source of wisdom and let others come to them to satisfy curiosity, greed or simple confusion. They are the mystics in the mountains and the dragon guarding their horde both. The Airkin draw their Story elements towards their destinations and tempt them along as the choose.
The Boggins
Story-Weavers of the East are noted for their Emerald eyes in all their forms. When their human side is most expressed they tend towards heavily muscled, but lean forms with deep brown skin hues and hair a dark auburn sometimes with green highlights. When the Bark Heart’s Fae aspect comes out to play, their muscles turn to bark and wood and their hair becomes moss or vines.
Caste Powers
The Woodkin Tend towards stories based around conviction. This covers stories of people who are normally pushovers finding their spine and resolve against an enemy, or the stubborn conservative ruling council of a city bending age-old traditions for the benefit of all. Also included in their purview are stories of perseverance, survival, or holding strong against the overwhelming pressure from the outside. The Bark-Hearts love to build or follow stories of conviction both great and small. As the Boggins are masters of both perseverance and misdirection, they tend to trick or beguile their story elements onto the correct path.
The Salamanders
The Storied of the South are both the least noticeable as humans and the most inhuman when in their fae form. When in their human aspect their red or ginger hair in combination with their dark skin tones allows them to blend in to the south instantly. Their eyes in this form are a red deep enough to appear similar to brown eyes except on close inspection or when the Fire-Heart is particularly angry or in combat where they glow the color of hot coals. In their fae aspect, the Salamanders are transformed into a long lizard-like being with glowing red skin and furnace-red eyes.
Caste Powers
The Firekin gravitate towards stories of courage and cowardice, Bloody battle and horrible defeat. The Salamaders often rely on action to motivate their Story elements, or inspire them to action one way or another. They tend to be the most straightforward of the Tale-Weavers.
The Asrai
The Narrators of the West are noted for their exceptional beauty in both fae and human aspect with alluring forms and a haunting gaze. For those who look closely, their deep, black eyes are often disconcerting to gaze upon. When The Water-Heart’s humanity shows they sport raven hair that tends to appear damp or wet at all times. Skin color tends to vary wildly among the Asrai but tends to be clammy to the touch. When fully fae They appear as beautiful river nymphs (not limited to female) with flowing water for hair and gorgeous proportions and skin. The waterkin gain benefit from Undertow menace merit and can breath underwater.
Caste Powers
The Asrai are great lovers of romance and revenge. Their focus on compassion lends the Water-Hearts to follow stories of love both unrequited and epic romances. They also promote stories of kindness and healing but also cruelty and destruction. They are the champions of revenge and sorrow as much as they are the purveyors of romance and comfort. These are the stories of a soldier returned to his loving family after years of being lost at sea as much as they are the stories of a man working feverishly on a cure to a disease that ravages the locals population being killed by the very people he wishes to save. The Asrai are the most persuasive of the Fabulists and often rely on their charm and beauty to send story elements to their rightful places.
Where's the Earthkin?
Essence Pools
The essence pools of the Fabulists are not like those of other exalts. Their essence is split evenly between their human (jade) and their fae (gossamer) aspects. The Fabulist’s jade essence pool starts at [Essence x 5] + 15, and their Gossamer pool is [Essence x 5] + 15 as well. Their Gossamer pool is the equivalent of their peripheral pool and refills before their Jade pool.
Anima Banners
Much like other exalts the Fabulists tend towards displays of power when they spend essence out of their peripheral essence pools. In the case of the Fabulists, this pool is their Gossamer pool. When your character spends five or more motes of gossamer essence in an instant, their anima banner ignites or intensifies by one level for every 5 motes of gossamer essence spent. Fabulists find this fairly easy to avoid as they can spend motes out of both pools simultaneously to share out the load and avoid descending into their fae aspect. Much like spending personal essence has no effect on an anima banner one way or another, spending jade essence does not reduce an active anima banner.
Limit Track
The Fabulist Exalts do not suffer from limit in the same way that creation’s exalted do. For them their limit track is a measure of how in tune they are with either their humanity or their inherent fae nature. This also determines whether their appearance falls into their human face or that of their fae nature. The Fabulist gain and lose limit through the way they use their essence. If they lean heavily on their humanity and use only motes from their mortal pool, the Fabulist will lose points of limit at a rate of 1 point/5 motes. If they rely only on essence drawn from their immortal pool then they gain limit at the same rate.
Limit 0-3 - Human
The Fabulist shows their fully human face and it requires a Perception + Awareness check at difficulty 7-(Fabulist Essence) to detect that the Fabulist is more than simply human. Due to their deepened understanding of humanity and how virtues work the Fabulist gains double 9s on rolls to persuade or read intentions actions. In addition she gains the same bonus on all rally and rally for numbers actions in mass combat. [I'd like to introduce some kind of disadvantage to being human that doesn't make it completely pointless to ever be human but isn't trivial either - Armyofwhispers]
Limit 4-6 - Transitional
Noticeable Fae aspects show themselves. These are based upon the Fabulist’s caste. A Barbegazi may have a rime of frost on their eyelashes or stubble, a Salamander may have glowing swirls on some parts of their skin etc. The difficulty to spot their fae nature is now at 4-(Fabulist Essence). The Tale Weaver does not gain any special benefit from riding the balance between human and fae but nor do they suffer penalties.
Limit 7-10 - Fair Folk
At this level of limit the Fabulist displays obviously fae traits for any who know what to look for. At this level it is impossible to be mistaken for anything other than their true nature barring heavy disguises and magic. The roll to spot fae features automatically succeeds for any who perceive the true form of the Fabulist. Anyone who knows Raksha or Fair Folk on sight would instantly recognize the kinship. At this level the fabulist gains double 9’s on all rolls to bargain with or threaten a character to follow along with a Tale’s plot. This comes at a price however. So long as the Fabulist remains deeply connected to their fae nature they run the risk of becoming a character in their own stories. The first time in a story that the Tale Weaver gains enough limit to enter this category, they roll their Essence and the result is how many of their intimacies have their context changed to reflect whatever story they were most recently peddling, at the intimacies current strength (a defining intimacy remains at the defining level though it’s target and/or context will have changed to match the needs of the story). If the Fabulist does not have enough intimacies to match the successes they roll, they must take intimacies at the minor level to make up the difference. If the Fabulist remains at this level until the end of a story, they must repeat the roll to change intimacies the first time she takes it upon herself to achieve a narrative.
Sorcery, Martial Arts, Magical Materials and Excellencies limits
Okay, I think that's enough for the first post. TLDR: These guys are are all about stories. They can start in their own stories or have someone else star in them for them. They run potentially creation spanning tales that hijack the lives of people and places around them. They are exalted!
More to come with how the stories work, the charms of the Storied Exalts and descriptions of the virtues/vices that they control to make their story elements dance to their tune.
I realize that this is still a very rough draft and needs a lot of work, but what do you guys think?
Anyway, on to the Fabulists themselves!
The name comes from their role as exalts focused on stories and narrative forces. The latin word for storied is "Fabulos" according to Google Translate anyway so I went with that. The castes come from various folklore and fairytales in the real world but as far as I know don't exist in creation or exalted as such.
This is the link to the google doc I'm compiling everything in. Feel free to comment in there if you prefer. I set it such that anyone with the link can comment, but please don't abuse this and if you end up with edit privileges somehow, I'd appreciate a heads up
https://docs.google.com/document/d/1...it?usp=sharing
The Fabulist Exalted
There exist those who live at the edges of the wyld and are discontent with their lot. These include barbarian tribe members, exiles, castoffs, and even occasional Fae. All want to progress further into creation to gain or regain a place in the great drama of the world rather than being forced to be an extra waiting in the wings. Above all they wish to drive the narrative that is life. In very rare circumstances, the fae and humans sometimes reach an accord in their desires. An exceptional human may bond with one of the fair folk of like mind and the two-as-one may strike forth into creation with the desire to create their own narratives. The result is neither fully human, nor as alien as the raksha. They deem themselves the Fabulist Exalted. The Tale-Spinners, The Narrators, The Storied, or the Story-Weavers all know that creation is the place of tales both great and small.
The Barbegazi
Fabulists from the North. When fully human they may appear pale with wind-swept white, grey or blue-grey hair. When fully fae they appear as hunched, wizened figures with icicles for beards and wide feet. The Ice Heart’s skin appears white or grey and they blend in with snow or ice. Whether human or fae is strongest, their eyes remain a brilliant sapphire.
Caste Powers
- Immune to cold from the environment. They may walk through the heart of a blizzard or a glacier with equal equanimity. This does not grant immunity to attacks that use cold directly against them, however.
- The Airkin can burrow or move through snow and ice as if swimming through still water. Several Barbegazi have been noted to cause avalanches and ride them down a mountain for the sheer thrill of the ride.
The Ice Heart’s core virtue is temperance. They tend towards creating or resolving stories of people ruined by their own excess, overcoming their own desires, gluttony, greed and avarice. This includes extremes of both high and low temperance. Stories of people changed by extreme indulgence and forging a path of utter temperance and forbearance. The Barbegazi stand aloof from others generally. They tend to set themselves up as a source of wisdom and let others come to them to satisfy curiosity, greed or simple confusion. They are the mystics in the mountains and the dragon guarding their horde both. The Airkin draw their Story elements towards their destinations and tempt them along as the choose.
The Boggins
Story-Weavers of the East are noted for their Emerald eyes in all their forms. When their human side is most expressed they tend towards heavily muscled, but lean forms with deep brown skin hues and hair a dark auburn sometimes with green highlights. When the Bark Heart’s Fae aspect comes out to play, their muscles turn to bark and wood and their hair becomes moss or vines.
Caste Powers
- Can Brachiate through the thickest forests at normal speeds.
- Gain the Agile Climber Merit (Double-8s rule on all climbing based rolls)
- Immune to poisons derived from plant-life.
The Woodkin Tend towards stories based around conviction. This covers stories of people who are normally pushovers finding their spine and resolve against an enemy, or the stubborn conservative ruling council of a city bending age-old traditions for the benefit of all. Also included in their purview are stories of perseverance, survival, or holding strong against the overwhelming pressure from the outside. The Bark-Hearts love to build or follow stories of conviction both great and small. As the Boggins are masters of both perseverance and misdirection, they tend to trick or beguile their story elements onto the correct path.
The Salamanders
The Storied of the South are both the least noticeable as humans and the most inhuman when in their fae form. When in their human aspect their red or ginger hair in combination with their dark skin tones allows them to blend in to the south instantly. Their eyes in this form are a red deep enough to appear similar to brown eyes except on close inspection or when the Fire-Heart is particularly angry or in combat where they glow the color of hot coals. In their fae aspect, the Salamanders are transformed into a long lizard-like being with glowing red skin and furnace-red eyes.
Caste Powers
- Immune to fire. They take no damage from fire based environmental hazards but are affected normally from direct fire based attacks.
- Never go thirsty no matter how hot or inimical the landscape they are in.
- Difficulty to spot their fey nature is at +1 when not in combat.
The Firekin gravitate towards stories of courage and cowardice, Bloody battle and horrible defeat. The Salamaders often rely on action to motivate their Story elements, or inspire them to action one way or another. They tend to be the most straightforward of the Tale-Weavers.
The Asrai
The Narrators of the West are noted for their exceptional beauty in both fae and human aspect with alluring forms and a haunting gaze. For those who look closely, their deep, black eyes are often disconcerting to gaze upon. When The Water-Heart’s humanity shows they sport raven hair that tends to appear damp or wet at all times. Skin color tends to vary wildly among the Asrai but tends to be clammy to the touch. When fully fae They appear as beautiful river nymphs (not limited to female) with flowing water for hair and gorgeous proportions and skin. The waterkin gain benefit from Undertow menace merit and can breath underwater.
Caste Powers
- Breathe underwater. The Asrai can never drown or be crushed by the massive pressure in the depths of the west
- Undertow Menace (Gain double-8s on all attempts to establish stealth underwater.)
The Asrai are great lovers of romance and revenge. Their focus on compassion lends the Water-Hearts to follow stories of love both unrequited and epic romances. They also promote stories of kindness and healing but also cruelty and destruction. They are the champions of revenge and sorrow as much as they are the purveyors of romance and comfort. These are the stories of a soldier returned to his loving family after years of being lost at sea as much as they are the stories of a man working feverishly on a cure to a disease that ravages the locals population being killed by the very people he wishes to save. The Asrai are the most persuasive of the Fabulists and often rely on their charm and beauty to send story elements to their rightful places.
Where's the Earthkin?
Essence Pools
The essence pools of the Fabulists are not like those of other exalts. Their essence is split evenly between their human (jade) and their fae (gossamer) aspects. The Fabulist’s jade essence pool starts at [Essence x 5] + 15, and their Gossamer pool is [Essence x 5] + 15 as well. Their Gossamer pool is the equivalent of their peripheral pool and refills before their Jade pool.
Anima Banners
Much like other exalts the Fabulists tend towards displays of power when they spend essence out of their peripheral essence pools. In the case of the Fabulists, this pool is their Gossamer pool. When your character spends five or more motes of gossamer essence in an instant, their anima banner ignites or intensifies by one level for every 5 motes of gossamer essence spent. Fabulists find this fairly easy to avoid as they can spend motes out of both pools simultaneously to share out the load and avoid descending into their fae aspect. Much like spending personal essence has no effect on an anima banner one way or another, spending jade essence does not reduce an active anima banner.
Anima Level | Effects |
Dim | The dim level of the Fabulist’s anima is subtle and cannot be detected at this stage. This is the default level of Fabulist anima |
Glowing | The character’s anima glows and pulses outlining the exalt with a striking rainbow of colors, predominantly those associated with their caste. Any attempts at stealth or disguise suffer a -3 penalty |
Burning | At this level the exalt’s anima seemingly becomes a separate being from themselves. It resolves itself into a brilliant display of stylized imagery depicting the events as they happen. These images may depict the characters in different ways depending on their roles in the story as it unfolds. The Fabulist's self image rarely alters much from one display of anima to the next though it does not have to accurately reflect the character's true features (A Fabulist could always depict themselves as a glorious hero or shadowy figure at the sidelines for example). All characters that the Fabulist is aware of in the fight are depicted in some way in the imagery, though these depictions won't necessarily be the same every time the Fabulist's anima activates. This mural disappears after the scene has concluded. Stealth becomes impossible. |
Iconic/Bonfire | At this level the images outlined in the exalt’s anima grow in size to act out the tale across the sky. They depict epic battles or interactions visible for miles. Only major events in the fight are depicted in this manner, showcasing tense moments in the scene or great triumphs or failures. Otherwise the scenes being depicted resume their Burning Size as they continue to depict the scene. |
The Fabulist Exalts do not suffer from limit in the same way that creation’s exalted do. For them their limit track is a measure of how in tune they are with either their humanity or their inherent fae nature. This also determines whether their appearance falls into their human face or that of their fae nature. The Fabulist gain and lose limit through the way they use their essence. If they lean heavily on their humanity and use only motes from their mortal pool, the Fabulist will lose points of limit at a rate of 1 point/5 motes. If they rely only on essence drawn from their immortal pool then they gain limit at the same rate.
Limit 0-3 - Human
The Fabulist shows their fully human face and it requires a Perception + Awareness check at difficulty 7-(Fabulist Essence) to detect that the Fabulist is more than simply human. Due to their deepened understanding of humanity and how virtues work the Fabulist gains double 9s on rolls to persuade or read intentions actions. In addition she gains the same bonus on all rally and rally for numbers actions in mass combat. [I'd like to introduce some kind of disadvantage to being human that doesn't make it completely pointless to ever be human but isn't trivial either - Armyofwhispers]
Limit 4-6 - Transitional
Noticeable Fae aspects show themselves. These are based upon the Fabulist’s caste. A Barbegazi may have a rime of frost on their eyelashes or stubble, a Salamander may have glowing swirls on some parts of their skin etc. The difficulty to spot their fae nature is now at 4-(Fabulist Essence). The Tale Weaver does not gain any special benefit from riding the balance between human and fae but nor do they suffer penalties.
Limit 7-10 - Fair Folk
At this level of limit the Fabulist displays obviously fae traits for any who know what to look for. At this level it is impossible to be mistaken for anything other than their true nature barring heavy disguises and magic. The roll to spot fae features automatically succeeds for any who perceive the true form of the Fabulist. Anyone who knows Raksha or Fair Folk on sight would instantly recognize the kinship. At this level the fabulist gains double 9’s on all rolls to bargain with or threaten a character to follow along with a Tale’s plot. This comes at a price however. So long as the Fabulist remains deeply connected to their fae nature they run the risk of becoming a character in their own stories. The first time in a story that the Tale Weaver gains enough limit to enter this category, they roll their Essence and the result is how many of their intimacies have their context changed to reflect whatever story they were most recently peddling, at the intimacies current strength (a defining intimacy remains at the defining level though it’s target and/or context will have changed to match the needs of the story). If the Fabulist does not have enough intimacies to match the successes they roll, they must take intimacies at the minor level to make up the difference. If the Fabulist remains at this level until the end of a story, they must repeat the roll to change intimacies the first time she takes it upon herself to achieve a narrative.
Sorcery, Martial Arts, Magical Materials and Excellencies limits
- The Fabulist exalted are approximately celestial level in certain areas but closer to Terrestrial in others. A Fabulist Exalt may only initiate into the first circle of Sorcery, though their Storytelling powers are actually tangential to sorcerous workings and in this regard they can be compared to the upper echelons of Celestial Circle workings. These are explained further at the beginning of the charms section.
- They have no access to necromancy.
- In Martial Arts, the fabulists follow the example of the Sidereals in as much as they tend to be teachers and guide others in the forms of Martial Arts. however, they have nowhere near the competency that the sidereals exhibit and while they do not suffer from the Terrestrial keyword limitations they do not gain mastery of martial arts either.
- The Fabulist exalts have no great power over artifacts and do not generally gain power from these sources easily. They are resonant only with artifacts crafted of gossamer, are neutral to jade and are dissonant with all others.
- Gossamer as a MM thread.
- Being creatures of narrative and stories, the Fabulists focus on what drives themselves and others. Their excellency limit is an appropriate Virtue/Vice Merit rating divided by two and rounding down with the ability to add in the rating of up to two relevant intimacies. (For example a Valor 2 Salamander could stunt lifting his sword in challenge as he races towards a foe and he could add his Major intimacy to his sword and defining intimacy to valor stories for a total of [Virtue Merit/2] + 3 [Major Intimacy] + 4 [ Defining Intimacy] = 8 dice.)
Okay, I think that's enough for the first post. TLDR: These guys are are all about stories. They can start in their own stories or have someone else star in them for them. They run potentially creation spanning tales that hijack the lives of people and places around them. They are exalted!
More to come with how the stories work, the charms of the Storied Exalts and descriptions of the virtues/vices that they control to make their story elements dance to their tune.
I realize that this is still a very rough draft and needs a lot of work, but what do you guys think?
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