Character Creation Summary

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Mortals

See Commoners.

Solar Exalted

Step One: Character Concept

Step Two: Attributes

Step Three: Abilities

  • Note Caste Abilities.
  • Select Favored Abilities (5; may not be the same as Caste Abilities).
  • Choose Abilities (28). You may raise any of your Abilities to five without spending bonus points.
  • Distribute four Specialties amongst your character's Abilities. You can have up to three specialties per Ability - even the same specialty three times.

Step Four: Advantages

  • Choose Backgrounds (7—none may be higher than 3 without spending bonus points)
  • Charms (10-any Charms you meet the prerequisites for)
  • Virtues (5—none may be higher than 4 without spending bonus points)
  • Choose Virtue Flaw and Limit Break condition

Step Five: Finishing Touches

Bonus Points

Bonus Points Table

Trait Cost
Attribute 4
Ability 2 (1 if a Favored or Caste Ability)
Background 1 (2 if the Background is being raised above 3)
Specialty 1 (2 per 1 if in a Favored or Caste 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 7
Charms 4 (3 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
  • Entertainer—courtesan, musician, gladiator
  • Merchant—caravan owner, slave trader, moneylender
  • Priest—shaman, initiate of the Immaculate Order, Illuminated cultist
  • Savant—royal historian, healer, engineer
  • Soldier—city guardsman, mercenary, barbarian warrior
  • Thaumaturge—potion and charm seller, wandering exorcist, court soothsayer
  • Worker—farmer, manservant, dock worker

Castes

  • Dawn: Masters of all forms of warfare, the Children of the Dawn were once the generals and champions of the Celestial armies. The Unconquered Sun chooses the Dawn Caste from those with a talent for the arts of combat and war.
Caste Abilities: Archery, Martial Arts, Melee, Thrown, and War
Anima Powers: May use their animas to appear awesome and terrifying for a scene.
  • Zenith: Once the leaders and priests of the Solar Exalted, the Golden Bulls are priest-kings, prophets and mystics. The Unconquered Sun chooses the Zenith Caste from those who thirst for righteousness and justice, as well as from among the leaders of men.
Caste Abilities: Integrity, Performance, Presence, Resistance, and Survival
Anima Powers: May use their animas to burn the bodies of the dead and to protect themselves from creatures of darkness.
  • Twilight: Scholars, sorcerers and crafters of the Solar Exalted, the Children of Twilight are thinkers and doers. The Unconquered Sun chooses the Twilight Caste from those who use their training and scholarship to transform the world.
Caste Abilities: Craft, Investigation, Lore, Medicine, and Occult
Anima Powers: May use their animas as protective shields.
  • Night: Lords of stealth and trickery, the Concealing Shadows once served as the spies and police of the Old Realm. The Unconquered Sun chooses the Night Caste from those who excel at entering places where they are not wanted and finding unconventional solutions to problems.
Caste Abilities: Athletics, Awareness, Dodge, Larceny, and Stealth
Anima Powers: May use their animas as cloaks against detection, and may mute their animas' display when using Essence.
  • Eclipse: Diplomats and bureaucrats, the Crowned Suns kept the Old Realm running smoothly. The Unconquered Sun chooses the Eclipse Caste from those who love to travel and who excel at all forms of communication.
Caste Abilities: Bureaucracy, Linguistics, Ride, Sail, and Socialize
Anima Powers: May use their animas to sanctify oaths and contracts and to provide diplomatic immunity when dealing with spirits, demons and the Fair Folk.

Motivation

  • Choose a driving and epic goal for your character.

Virtues

Backgrounds

  • Allies—Aides and friends who help in tasks.
  • Artifact—Wondrous devices of the First Age.
  • Backing—Standing and rank in an organization of power and influence.
  • Contacts—Information sources and people in useful places.
  • Cult—Mortals who worship you.
  • Familiar—An animal companion.
  • Followers—Mortals who look to you for leadership.
  • Influence—Your pull in the world around you.
  • Manse—A place of power and Essence.
  • Mentor—A teacher and instructor.
  • Resources— Material goods and money.

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.

Alchemical Exalted

Template:Character Creation Summary Alchemical Exalted

Abyssal Exalted

Step One: Character Concept

Step Two: Attributes

Step Three: Abilities

  • Note Caste Abilities.
  • Select Favored Abilities (5; may not be the same as Caste Abilities).
  • Choose Abilities (28). You may raise any of your Abilities to five without spending bonus points.
  • Distribute four Specialties amongst your character's Abilities. You can have up to three specialties per Ability - even the same specialty three times.

Step Four: Advantages

  • Choose Backgrounds (7—none may be higher than 3 without spending bonus points)
  • Charms (10-any Charms you meet the prerequisites for)
  • Virtues (5—none may be higher than 4 without spending bonus points)
  • Select your Flawed Virtue.

Step Five: Finishing Touches

Bonus Points

Bonus Points Table

Trait Cost
Attribute 4
Ability 2 (1 if a Favored or Caste Ability)
Background 1 (2 if the Background is being raised above 3)
Specialty 1 (2 per 1 if in a Favored or Caste 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 7
Charms 4 (3 if in a Favored or Caste Ability)*

*Latest errata

  • You get 18 bonus points, which may be spent at any time during character creation.
  • You may raise your Abyssal's Essence to 4 at character creation, but no higher.
  • Note that as an Abyssal's Essence increases, his appearance changes. At Essence 4, an Abyssal must have an Appearance of 1 or less, or an Appearance of 3 or more. At Essence 5, an Abyssal must have an Appearance of 0 or an Appearance of 4 or higher.
  • A tip: check out the Taint Charms. Some of them can be bought with bonus points.

Sample Concepts

  • Airship Captain turned Dreaded Pirate
  • Embittered Ex-Lover
  • Obsessed Hunter of the Fair Folk
  • Priest of Darkness
  • Repetant Monster
  • Vegneful Former Dynast
  • Vicious Swordsman

Castes

  • Dusk: The Dusk Caste wields the arts of murder in all their forms and leads the armies of the Deathlords, spreading carnage across Creation.
Caste Abilities: Archery, Martial Arts, Melee, Thrown, and War
Anima Powers: May use their animas to appear dreadful and terrifying for a scene.
  • Midnight: As priests of Oblivion, the Midnight Caste spreads the Whispers of the Neverborn to the dead and the worship of the ancestor cults to the living.
Caste Abilities: Integrity, Performance, Presence, Resistance, and Survival
Anima Powers: May use their animas to slay mortals or to animate corpses.
  • Daybreak: As the savants of the Underworld, Daybreak Caste deathknights wield the powers of necromancy and the secrets of the dead to further either the aims of their masters or their own ambitions.
Caste Abilities: Craft, Investigation, Lore, Medicine, and Occult
Anima Powers: May use their animas as shields.
  • Day: As the unseen spies of the Deathlords, Day Caste deathknights mingle with the living, destroying their enemies' resolve with assassination and treachery.
Caste Abilities: Athletics, Awareness, Dodge, Larceny, and Stealth
Anima Powers: May use their animas as cloaks against detection and/or mute their anima banners when using Essence.
  • Moonshadow: As the emissaries of the dead, Moonshadow Caste deathknights wield the powers of ghosts and Exalted alike, traveling from nation to nation to forge dark contracts at the behest of the Deathlords.
Caste Abilities: Bureaucracy, Linguistics, Ride, Sail, and Socialize
Anima Powers: May use their animas to bind oaths and contracts.

Motivation

  • Choose a driving and epic goal for your character.

Virtues

  • Compassion—The desire to end suffering.
  • Conviction—Emotional endurance and loyalty to a cause.
  • Temperance—Cold detachment and self-control.
  • Valor—Courage and unholy fury.

Backgrounds

  • Abyssal Command—Zombie swarms, undead legions and mortal soldiers (loyalist only)
  • Allies—Companions and talented servants.
  • Artifact—Soulsteel armaments and powerful trinkets.
  • Backing—Standing and rank within an organization.
  • Contacts—Information sources and mortals who owe the deathknight favors.
  • Cult—Mortals or ghosts who worship the deathknight directly.
  • Familiar—An animal companion.
  • Followers—Undead minions, ghostly servants and loyal mortals.
  • Influence—The deathknight's pull on the world around him.
  • Liege—The esteem and generosity of the Abyssal's Deathlord (loyalist only).
  • Spies—Informants a deathknight's Deathlord places at his disposal (loyalist only).
  • Manse—A place of power and Essence.
  • Mentor—A patron and instructor.
  • Resources— Material goods and money.
  • Underworld Manse—Manse access and hearthstones on loan from one's Deathlord (loyalist only).
  • Whispers—The deathknight's attunement to the fathomless knowledge of the Neverborn.

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.

Infernal Exalted

Step One: Character Concept

Step Two: Attributes

Step Three: Abilities

  • Note five Caste Abilities.
  • Select Favored Abilities (5; may not be the same as Caste Abilities).
  • Choose Abilities (28). You may raise any of your Abilities to five without spending bonus points.
  • Distribute four Specialties amongst your character's Abilities. You can have up to three specialties per Ability - even the same specialty three times.

Step Four: Advantages

  • Choose Backgrounds (7, plus free Backgrounds—none may be higher than 3 without spending bonus points)
  • Charms (10-any Charms you meet the prerequisites for)
  • Virtues (5—none may be higher than 4 without spending bonus points)
  • Choose Virtue Flaw

Step Five: Finishing Touches

Bonus Points

Bonus Points Table

Trait Cost
Attribute 4
Ability 2 (1 if a Favored or Caste Ability)
Background 1 (2 if the Background is being raised above 3)
Specialty 1 (2 per 1 if in a Favored or Caste 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 7
Charms 4 (3 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

TODO

Castes

  • Slayer: Violent and bloodthirsty, the Forsaken are destined to be Hell's generals.
Caste Abilities: Archery, Martial Arts, Melee, Thrown, and War
Anima Powers: May use their animas to appear awesome and terrifying for a scene.
Yozi Patron: Malfeas
  • Malefactor: Hypnotic and fanatical, the Blasphemous are destined to be Hell's priest-kings.
Caste Abilities: Integrity, Performance, Presence, Resistance, and Survival
Anima Powers: May use their animas to destroy holy symbols, to harm the servants of the light and to facilitate the worship of the Yozis.
Yozi Patron: Cecelyne
  • Defiler: Brilliant but depraved, the Unclean are destined to reshape Creation as Hell's visionaries.
Caste Abilities: Craft, Investigation, Lore, Medicine, and Occult
Anima Powers: May use their animas as protective shields.
Yozi Patron: She Who Lives In Her Name
  • Scourge: Mad masters of stealth and trickery, the Wretched are destined to deal silent death as Adorjan's assassins.
Caste Abilities: Athletics, Awareness, Dodge, Larceny, and Stealth
Anima Powers: May use their animas as cloaks against detection, and may mute their animas' display when using Essence.
Yozi Patron: Adorjan
  • Fiend: Scheming manipulators of diplomacy and emotion, the Deceivers are destined to mold mortal and godly society into a form suitable for demonic purposes as Hell's advocates.
Caste Abilities: Bureaucracy, Linguistics, Ride, Sail, and Socialize
Anima Powers: May use their animas to sanctify oaths and contracts enforced by the power of Malfeas itself, to interfere with similar oaths sanctified by Heaven or their slain brethren and to provide diplomatic immunity when dealing with demons, the Fair Folk and the dead.
Yozi Patron: The Ebon Dragon

Motivation

  • Choose a driving and epic goal for your character.

Virtues

  • Compassion—The ability to understand the feelings of others, regardless of whether or not one actually cares about those feelings.
  • Conviction—Being driven toward fulfilling one's Motivation and Urge.
  • Temperance—Self-control and a willingness to ignore one's vices unless engaging in them actually advances one's plans.
  • Valor—Bravery in the face of a Creation that rejects the rightness of the Malfean cause.

Backgrounds

  • Allies—Aides and friends who help in tasks.
  • Artifact—Wondrous devices of the First Age.
  • Backing—Standing and rank in an organization of power and influence.
  • Contacts—Information sources and people in useful places.
  • Cult—Mortals who worship you.
  • Familiar—An animal companion.
  • Familiar (Demonic)—A demonic companion.
  • Followers—Mortals who look to you for leadership.
  • Influence—Your pull in the world around you.
  • Manse—A place of power and Essence.
  • Mentor—A teacher and instructor.
  • Past Life—Memories of one or more of the prior hosts of your Infernal Exaltation.
  • Resources— Material goods and money.
  • Savant—Advanced knowledge of First Age lore and technology.
  • Spies – A network of agents and infiltrators who supply you with inside information on your enemies.

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.

Lunar Exalted (Caste)

Step One: Character Concept

Step Two: Attributes

Step Three: Abilities

  • Note Survival as Favored Ability.
  • Select one additional Favored Ability (may not be Survival).
  • Choose Abilities (25). You may raise any of your Abilities to five without spending bonus points.
  • Silver Pact Lunars must have a minimum of two dots in Survival and one dot in Archery, Martial Arts, Melee or Thrown.
  • Distribute four Specialties amongst your character's Abilities. You can have up to three specialties per Ability - even the same specialty three times.

Step Four: Advantages

  • Choose Backgrounds (7—none may be higher than 3 without spending bonus points).
  • Choose 8 Lunar Charms or Knacks (at least 4 Charms and 1 Knack). You may take which you meet the prerequisites for.
  • Choose Virtues (5—none may be higher than 3 without spending bonus points).
  • Choose Virtue Flaw.

Step Five: Finishing Touches

Bonus Points

Bonus Points Table

Trait Cost
Attribute 4 (3 if a Caste of Favored Attribute)
Ability 2 (1 if a Favored Ability)
Background 1 (2 if the Background is being raised above 3)
Specialty 1 (2 per 1 if in a Favored or Caste 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)
Knacks 6

*Latest errata

  • You get 18 bonus points, which may be spent at any time during character creation.
  • If the optional rule is in use, you might start with Wyld Mutations bought with bonus points.

Sample Concepts

  • Bloodthirsty Warlord—An escaped slave who returned to his people and became a bloodthirsty warlord and leads them in revenge upon his onetime captors.
  • Wise Shaman—whose life is dedicated to protecting her homeland in the great Eastern forests from the depredations of the Wyld and greedy wood spirits alike.

Castes

  • Full Moon: Deadly warriors who survive via speed and strength.
Caste Attributes: Strength, Dexterity and Stamina.
Anima Powers: May double leaping distance and movement speed. Doubles Strength rating for purposes of feats of strength.
  • Changing Moon: Cunning agents who survive through guile and subtlety.
Caste Attributes: Charisma, Manipulation and Appearance.
Anima Powers: May appear as a person known to the Lunar for one scene. Gains Essence dice to actions assisted by trustworthiness of chosen image.
  • No Moon: Wise mystics who survive due to their intellect and ancient lore.
Caste Attributes: Perception, Intelligence and Wits.
Anima Powers: May reduce the mote cost of all Occult-related actions (whether Charm or spell) taken for the remainder of the scene. Also gains an obscuring aura of shadows.

Motivation

  • Choose a driving and epic goal for your character. (A normal mortal usually needs a simpler Motivation.)

Virtues

Backgrounds

  • Allies—Aides and friends who help in tasks.
  • Artifact—Wondrous devices of the First Age.
  • Backing—Standing and rank in an organization of power and influence.
  • Contacts—Information sources and people in useful places.
  • Cult—Mortals who worship you.
  • Familiar—An animal companion.
  • Followers—Mortals who look to you for leadership.
  • Heart's Blood—The shapes of animals and men that you may take.
  • Influence—Your pull in the world around you.
  • Manse—A place of power and Essence.
  • Mentor—A teacher and instructor.
  • Reputation—Your renown in society.
  • Resources— Material goods and money.
  • Solar Bond—A supernatural connection to your Solar mate.
  • Tattoo Artifact—An artifact of power worked into the very substance of the Lunar's tattoos.

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.

Lunar Exalted (Casteless)

Step One: Character Concept

Step Two: Attributes

Step Three: Abilities

  • Note Survival as Favored Ability.
  • Select one additional Favored Ability (may not be Survival).
  • Choose Abilities (25). You may raise any of your Abilities to five without spending bonus points.
  • Distribute four Specialties amongst your character's Abilities. You can have up to three specialties per Ability - even the same specialty three times.

Step Four: Advantages

  • Choose Backgrounds (7—none may be higher than 3 without spending bonus points).
  • Choose 8 Lunar Charms or Knacks (at least 4 Charms and 1 Knack). You may take which you meet the prerequisites for.
  • Choose Virtues (5—none may be higher than 3 without spending bonus points).
  • Choose Virtue Flaw.

Step Five: Finishing Touches

Bonus Points

Bonus Points Table

Trait Cost
Attribute 4
Ability 2 (1 if a Favored or Caste Ability)
Background 1 (2 if the Background is being raised above 3)
Specialty 1 (2 per 1 if in a Favored or Caste 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 7
Charms 4 (3 if in a Favored or Caste Ability)*

*Latest errata

  • You get 18 bonus points, which may be spent at any time during character creation.
  • A Lunar with Martial Arts as a favored ability can buy Martial Arts Charms for the experience cost of Favorite Attributes Charms.

Sample Concepts

  • Bloodthirsty Warlord—An escaped slave who returned to his people and became a bloodthirsty warlord and leads them in revenge upon his onetime captors.
  • Wise Shaman—whose life is dedicated to protecting her homeland in the great Eastern forests from the depredations of the Wyld and greedy wood spirits alike.

Castes

The Casteless do not possess a caste.

Motivation

  • Choose a driving and epic goal for your character.

Virtues

Backgrounds

  • Allies—Aides and friends who help in tasks.
  • Artifact—Wondrous devices of the First Age.
  • Backing—Standing and rank in an organization of power and influence.
  • Contacts—Information sources and people in useful places.
  • Cult—Mortals who worship you.
  • Familiar—An animal companion.
  • Followers—Mortals who look to you for leadership.
  • Heart's Blood—The shapes of animals and men that you may take.
  • Influence—Your pull in the world around you.
  • Manse—A place of power and Essence.
  • Mentor—A teacher and instructor.
  • Reputation—Your renown in society.
  • Resources— Material goods and money.
  • Solar Bond—A supernatural connection to your Solar mate.
  • Taboo—Culturally significant behavior that helps protect a Casteless Lunar from the Wyld.
  • Tattoo Artifact—An artifact of power worked into the very substance of the Lunar's tattoos.

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.

Sidereal Exalted

Template:Character Creation Summary Sidereal Exalted

Terrestrial Exalted (Dragon-Blooded) Dynasts of the Blessed Isle

Template:Character Creation Summary Dragon-Blooded Dynasts of the Blessed Isle

Terrestrial Exalted (Dragon-Blooded) Lookshy's Terrestrials

Template:Character Creation Summary Dragon-Blooded Lookshy's Terrestrials

Terrestrial Exalted (Dragon-Blooded) Outcastes

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. You can have up to three specialties per Ability - even the same specialty three times.

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)

Rare Backgrounds

Being from neither the Realm nor Lookshy puts outcastes in an odd situation. On one hand, they have access to the Cult Background which other Dragon-Blooded cannot normally take. Note that it's more expensive for them than it is for Solars. Terrestrials do not have the sheer, impressive power to show of as the Celestial Exalted, so the higher levels of the Cult Background are more expensive (as the table shows). Any outcaste who creates a cult around herself will likely have to use showmanship and charisma as much as dramatic displays of elemental might.

On the other hand, the Breeding Background is quite rare, since their Exalted blood runs so thin.

The costs listed here may be paid in any combination of Background dots and bonus points.

Cult Cost Breeding Cost
1 2
•• 2 •• 4
••• 4 ••• 6
•••• 7 •••• 10
••••• 10 ••••• 14

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.

Fair Folk

Raksha

Latest Errata:

  • Raksha nobles receive three specialties to distribute among their Abilities. Raksha commoners receive five.
  • Raksha may raise their Virtues to 5 without spending bonus points.
  • Willpower is calculated independently from Virtues, and begins at 5. It may be raised to 10 with bonus points regardless of the raksha's Virtue ratings.
  • Virtues and Willpower cost 1 bonus point to raise.
  • Raksha may begin with up to (Willpower + Compassion) Intimacies.
  • Raksha nobles begin with 10 Charms, one free Assumption, and any Charms gained from the Birth Background.
  • Noble raksha and commoners receive 18 bonus points at character creation. Heroic commoners receive 36.