conversations.from: system
conversations.value: Once, in a bygone age, the Solar Exalted ruled over Creation as god-kings. But they were betrayed and overthrown. Over the centuries their great works have fallen into ruin and their names have been villified by those who replaced them. 
  
  Now in this fallen Age of Sorrows, mortals once again have been chosen to take on the power of the Solar Exalted. Will they raise up Creation or destroy it?
  
  Players will portray the Solar Exalted. Play will revolve around the hive of scum and villainy known as Nexus. There's also a small house rule I'm trying out in this game. 
  
  In *Exalted*, there is something of a big deal about "anima banners." These are auras that manifest when a great deal of magical power is exerted. This also has some secondary effects that vary by caste.
  
  To recreated this, there will be a house rule that characters will glow with power when they spend two or more Strength cards in a scene when those cards represent some innate ability and not an external resource. At two cards this aura is just bright and obvious. At three cards this becomes a towering bonfire of energy with iconic/totemic images manifesting in the flickering energy. 
  
  As part of the narrative, players may also choose to have this anima banner manifest and use their caste related ability without playing other cards. 
  
  *Exalted* is a creation of White Wolf Publishing. This game is not meant as a challenge to their intellectual property, just a chance to play in their awesome setting without their clunky rules.
conversations.from: human
conversations.value: Artifact Armor: You have an artifact that provides protection and perhaps other benefits. 
conversations.from: gpt
conversations.value: Miscellaneous Artifacts: You have one or more potent magical items. 
conversations.from: human
conversations.value: Artifact Weapons: You have one or more oversized weapons that you have bonded to. They are probably made of orichalcum, but might be made of one of the other magical materials. 
conversations.from: gpt
conversations.value: Manse: You have found one or more buildings that harnesses the magical energy of a location. This has also generated one or more stones that allow you to remotely draw on the power. 
conversations.from: human
conversations.value: Miscellaneous Artifacts: You have one or more potent magical items.
conversations.from: gpt
conversations.value: Artifact Weapons: You have one or more oversized weapons that you have bonded to. They are probably made of orichalcum, but might be made of one of the other magical materials.  
conversations.from: human
conversations.value: Manse: You have found one or more buildings that harnesses the magical energy of a location. This has also generated one or more stones that allow you to remotely draw on the power. 
conversations.from: gpt
conversations.value: Twilight Caste: Scholars, sorcerers, and artisans. When their anima banner flares, they are protected from physical harm.
conversations.from: human
conversations.value: Dawn Caste: The warriors and generals of the Solar Exalted. When their anima banner flares, they become terrifying to those around them and only the bravest can stand up to it. 
conversations.from: gpt
conversations.value: Eclipse Caste: Diplomats, explorers. When their anima banner flares, they may sanctify oaths. They also receive special treatment from supernatural creatures and can be taught magical abilities by them.
conversations.from: human
conversations.value: Zenith Caste: Leaders, judges, priests. They can immolate the bodies of the deceased with a touch. When their anima banner flares, they are surrounded by a holy light that bolsters them against creatures of darkness.
conversations.from: gpt
conversations.value: Night Caste: Thieves, spies, assassins.They may diminish light and sound in an area. They may ignore rules about anima banners being triggered. If they  allow it to trigger, the aura obscures their identity. 
  
  
conversations.from: human
conversations.value: Warrior King: You are an exemplar of physical ability, a master of physical conflict beyond the ability of mere mortals. You can easily take on several mortals at once with confidence.
conversations.from: gpt
conversations.value: Celestial Martial Artist: You have been trained in one of the supernatural martial arts, attuning your Essence with the flows of the natural world in order to create powerful effects. 
  
  If you are not familiar with the martial arts styles in Exalted, just think of a metaphor that your character might use in a conflict. Do you strike quickly like a snake? Are you a courtesan with war fans fluttering around you? 
conversations.from: human
conversations.value: Premier Artisan: You understand the long lost technology of the First Age, allowing you to interact with artifacts and begin making your own. 
conversations.from: gpt
conversations.value: Sorcerer: You have learned to tap into the secret laws of the universe to create drastic effects. It is over the top, showy, and capable of leveling buildings. 
  
  With regards to the flaring of your aura from playing Strength cards, playing one of these cards counts as playing an additional one as well. (If you play one, it counts as two for your aura. If you play two, it counts as three.)
conversations.from: human
conversations.value: Persuasive: You might be a mighty orator, a master debater, a courtesan with honeyed words, a genius with the written word. You are not just a talented speaker, your power of persuasion is a supernatural effect that turns mortal minds to your will. In turn, you also have a superhuman understanding of social situations. 
conversations.from: gpt
conversations.value: Dweller in Shadows: You are a thief of legend. You can choose to look like anyone, bypass any lock, lift an item off of anyone you choose. It is hard for people to notice you sneaking if you so choose, and if you hold still you can even hide in plain sight. 
conversations.from: human
conversations.value: Friends Everywhere: You have an extensive network of contacts that you can draw upon for help. 
conversations.from: gpt
conversations.value: Frail: Unlike some of your more robust peers, you are not a paragon of physical ability. You would easily lose in a fight with even mortals. 
conversations.from: human
conversations.value: Compassionate: You cannot allow people to suffer and will undertake great risk to keep them safe. When you are powerless to help those in need, you might go a little mad. 
conversations.from: gpt
conversations.value: Hunted: You have enemies that catch up with when you least want them to do so.
conversations.from: human
conversations.value: Valorous: You are brave to a fault. You cannot back down from a challenge, flee from battle, let someone insult you. When you are forced to do so, you might go a little mad. Perhaps going berserk. Perhaps losing all courage and fleeing. 
conversations.from: gpt
conversations.value: Temperate: You are honest to a fault. You have trouble lying. You cannot overindulge, act impulsively, or break an oath. If you are forced to do so, you might go a little mad. 
conversations.from: human
conversations.value: Convicted: You stand by your cause. You cannot give up when things go tough or abandon friends in their time of need. If you are somehow forced to you, you might go a little mad. 
conversations.from: gpt
conversations.value: Voices of the First Age: The power within you once belonged to someone else who died a long time ago. They spirit lingers and haas opinions regarding what you're doing with "their" power.
conversations.from: human
conversations.value: Blessed: You have an exceptionally close relationship to your  patron, the Unconquered Sun. He will never intervene directly, but you might benefit from uncanny luck and the occasional portents of the future.
conversations.from: gpt
conversations.value: Get Revenge: Someone did you wrong, and you need to work to make sure they pay. 
conversations.from: human
conversations.value: Regain Your Glory: You once knew power, and you want to get it back. 
conversations.from: gpt
conversations.value: Fill a Hole in Your Life: Everyone you cared about has met an untimely death. Can you heal the wounds in your heart?
conversations.from: human
conversations.value: Artifact Armor: You have an artifact that provides protection and perhaps other benefits.
conversations.from: gpt
conversations.value: Night Caste: Theives, spies, assassins, troubleshooter.
  
  Special Rules: As part of your narrative, you may veil an area in increased secrecy: sounds are muted, shadows are darker, tracks are fainter, etc.
  
  If you play two Strength or more cards in a scene that play off your innate ability (as opposed to an ally or an item), you may choose to allow the following two things happen: First, you glow with a golden light. At two cards it's simply obvious. At three cards it's a bonfire of light with totemic images. 
  
  Additionally, the aura obscures your identity. 
  
  You may bring forth the same effects as two cards in a scene without playing cards if you so choose.
conversations.from: gpt
conversations.value: Voices of the First Age: The power within you once belonged to someone else who died a long time ago. They aren't entirely gone and have very strong opinions regarding what you're doing with "their" power.
conversations.from: gpt
conversations.value: And you shall know my name: Someday, your name will be a thing of legend--people will tell epic stories about you and your deeds. Someday ...
conversations.from: gpt
conversations.value: Impulsive: You don't really think through the consequences of your actions. When you decide you want to do something, you usually just do it, often putting yourself in uncomfortable or dangerous situations as a result.
conversations.from: gpt
conversations.value: Solve a Mystery: There are questions that remain unanswered and a hidden truth you must work to uncover.