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==Protips== * Even more than regular Exalted, it pays to read the rules carefully; if you try playing a Raksha without a decent familiarity with the rules for shaping, you ''will'' slow the game to a crawl. * Unlike the normal Exalted, your charms tend to focus less on being supernaturally good at individual skills, and more on manipulating the Wyld to aid you. * You won't win in a straight fight against the more powerful splats like Solars, but your Raksha abilities help ensure that any fight you will never ''be'' a straight fight. * Remember, it is thematically appropriate to indulge in theatrics and drama at every possible moment, but don't let this get in the way of the enjoyment of other players. * While Shaping can be potentially powerful, it is easily countered by other Exalted charms that protect against the Wyld; if you run into a Twilight Caste Solar for example, you are better off using shaping to attack and hinder them indirectly (such as by shaping the ground underneath their feet into quicksand, or using shaping to attack their mortal allies) than to try to mess with their body, mind, or soul. * Get familiar with the rules for mutations; The Raksha have a lot of ways to give themselves mutations, and are second only to Lunar Exalted in their ability to easily alter their own form. Be careful giving yourself ''permanent'' mutations however, as each one increases the experience cost of Essence later on. * Your charms don't require dots in any abilities, only in various Graces (and obviously Essence, just like every other splat). This means that you can more easily afford to spread around your ability points (this is especially true for Noble Raksha, because their higher base stats can compensate somewhat for lower ability scores). If you do choose to do this however, then it is probably a good idea to buy dots in the ''Style'' advantage, so that your stunting can more effectively compensate. * Unless you know ''exactly'' what you are doing, it is almost always better to play as a Noble rather than a commoner; not only do Commoners have much worse base stats and abilities, they are much more limited in their ability to use Shaping, their caste abilities are much more narrowly focused, and they have access to two Major Graces instead of just one (that last one is super important, since it basically means that they get to play with charms from two different trees very easily). The main thing commoners (well, at least Heroic Commoners, regular commoners get nothing) potentially have going for them is the fact that they have double the Build Points to play around with during character creation. This is useful if you have some combination of abilities you absolutely ''need'' to include in your character, and it allows you to customize your abilities more freely, but as mentioned earlier, unless you know exactly what you are doing, you are almost always better off with a Noble caste. {{Exalted-Classes}} [[Category:Exalted]]
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