Template:Character Creation Summary Dragon-Blooded Outcastes

From exalted2e
Revision as of 08:56, 26 January 2020 by Np (talk | contribs) (Created page with "===Step One: Character Concept=== * Determine why your character has not joined the Realm or Lookshy. * Choose concept, aspect, and Motivation. * Note cast...")
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search

Step One: Character Concept

Step Two: Attributes

Step Three: Abilities

  • Note Aspect Abilities.
  • Select Favored Abilities (5; may not be the same as Caste Abilities).
  • Choose Abilities (25). You may raise any of your Abilities to five without spending bonus points.
  • Distribute four Specialties amongst your character's Abilities.

Step Four: Advantages

  • Choose Backgrounds (7—none may be higher than 3 without spending bonus points, except for Breeding)
  • Charms (7-any Charms you meet the prerequisites for)
  • Virtues (5—none may be higher than 4 without spending bonus points)

Step Five: Finishing Touches

Bonus Points

Bonus Points Table for Dragon-Blooded

Trait Cost
Attribute 4
Ability 2 (1 if a Favored or Aspect Ability)
Background 1 (2 if the Background is being raised above 3. Certain Backgrounds may cost more, depending on the character's history and circumstances.)
Specialty 1 (2 per 1 if in a Favored or Aspect Ability)
Virtue 1 per dot (Willpower is independent of Virtues)
Willpower 1
Intimacies Characters may begin with up to (Willpower + Compassion) Intimacies without spending bonus points.*
Essence 10
Charms 7 (5 if in a Favored or Caste Ability)

*Latest errata

  • You get 18 bonus points, which may be spent at any time during character creation.

Sample Concepts

  • Bureaucrat—record keeper, tax collector, clerk
  • Craftsman—carpenter, swordsmith, cobbler
  • Criminal—bandit lord, pirate, con artist, burglar
  • Entertainer—courtesan, musician, gladiator
  • Merchant—caravan owner, slave trader, moneylender
  • Priest—shaman, initiate of the Immaculate Order, Illuminated cultist
  • Savant—royal historian, healer, engineer
  • Sailor—rower, midshipman, pirate, fisherman
  • Soldier—city guardsman, mercenary, barbarian warrior
  • Thaumaturge—potion and charm seller, wandering exorcist, court soothsayer
  • Worker—farmer, manservant, dock worker

Aspects

  • Air: Nearly as aloof as they are insightful, the Children of Mela are almost uniformly brilliant, and prone to losing themselves in thought. Creatures of thought and subtlety, they embody the boundless creativity and idealism that can only exist in pure thought.
Caste Abilities: Linguistics, Lore, Occult, Stealth and Thrown
Anima Powers: May triple leaping distance, take no damage from falls of any height, add Essence rating to Dodge DV against Archery and Thrown attacks.
  • Earth: Islands of stability in the shifting seas around them, the Children of Pasiap are the very embodiment of constancy and fortitude, bringing order to the world around them with artifice and strategy. They form the bedrock supporting the individuals, causes and institutions to which they devote themselves.
Aspect Abilities: Awareness, Craft, Integrity, Resistance, and War
Anima Powers: May soak lethal damage with full Stamina and add Essence trait to rolls to resist grappling attacks or to avoid knockback. May add Essence to Stamina for all rolls when standing on earth or stone.
  • Fire: The passion and drive of the Children of Hesiesh are so great they can barely be contained, and the persuasive skills of a Fire Aspect can inspire armies. In the presence of these fonts of seemingly boundless energy, all is light and warmth, and once they've gone, all of Creation seems a colder, darker place.
Aspect Abilities: Athletics, Dodge, Melee, Presence and Socialize
Anima Powers: Becomes immune to fire and bursts into flame for scene. Touch inflicts (Essence) dice of lethal fire damage.
  • Water: Common wisdom regarding the Children of Daana'd states that their minds are flowing and their hearts are overflowing. Quick to adapt to new ideas and suspicious of dogma, they are fond of mysteries of all sorts, and love solving puzzles.
Aspect Abilities: Bureaucracy, Investigation, Larceny, Martial Arts and Sail
Anima Powers: May breathe and move freely underwater. Suffers no penalties to any action for being underwater and may move full movement rate in all directions. May walk or run across the surface of water as easily as if it were dry land.
  • Wood: Fascinated with life and its cycles and the nature and journey of the soul, Aspects of Wood often earn themselves a reputation for mysticism. Living as much in "might be" as "is," the Children of Sextes Jylis seem to live in a slightly different version of Creation from the rest of the Dragon-Blooded.
Aspect Abilities: Archery, Medicine, Performance, Ride and Survival
Anima Powers: Immune to plant-derived poisons. Skin produces a natural toxin. Adds Essence rating to Dodge DV against weapons with wooden shafts or hafts.

Motivation

  • Choose a driving and epic goal for your character.

Virtues

Backgrounds

  • Allies—Loyal friends.
  • Artifact—Wondrous devices of the First Age or weapons and savant-forged tools made of the magical materials.
  • Backing—Status and authority in a powerful organization.
  • Breeding—Pure blood, a strong inherited link to the Elemental Dragons. Rare in outcastes.
  • Contacts—Information sources and friends in useful places.
  • Cult—Mortals who literally worship you. Unusual for Terrestrials.
  • Familiar—An animal companion.
  • Followers—Mortals who look to you for leadership.
  • Influence—Your command of the world around you.
  • Manse—A place of power and Essence to which you have the hearthstone.
  • Mentor—A wise or helpful teacher and instructor.
  • Resources—Wealth and material goods.

Intimacies

  • Start with a number of Intimacies up to your (Willpower + Compassion).
  • Intimacies can be anything your character cares about on a meaningful level—a cause, an ideal, a place, a person, a nation.
  • Don't worry if you can't come up with them, they are easy to gain and change.
  • See Intimacies for more information.