Character generation

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* Start play with Essence 3 and 30 XP.
* Start play with Essence 3 and 30 XP.
* Charms for non-Solar Celestials cost 9 XP if Favored, 11 XP if Unfavored, and 10 XP for Knacks.
* Charms for non-Solar Celestials cost 9 XP if Favored, 11 XP if Unfavored, and 10 XP for Knacks.
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== The Rebellion ==
== The Rebellion ==

Revision as of 22:41, 7 July 2009

Contents

Night Sky Regime

Lunars

Lunars of the Night Sky Regime may use all Five Full Castes and follow First Age character generation except for the following:

  • They gain 9/7/5 Attribute points and select two of the three Caste Attributes and then choose two Favored Attributes from the remaining Attributes.
  • Follow the Ability training requirements listed on pp 48 of Lords of Creation
  • Each Caste has a specific Favored ability.
  • Full Moons favor War
  • Waxing Moons favor Performance
  • Half Moons favor Investigation
  • Waning Moons favor Stealth
  • No Moons favor Occult
  • Another Favored Ability may be allotted anywhere.
  • The No Moon anima applies to Intelligence rolls, not Occult rolls.
  • 10 total Charms and Knacks; at least 3 must be Knacks
  • 12 backgrounds. NSR characters may take Wealth.

Sidereals

Sidereals of the Night Sky Regime Follow character generation as detailed in MoEP: Sidereals.

  • Sidereals are NOT susceptible to Arcane Fate.
  • A Sidereal may have Followers and Cult (though the latter is still frowned upon)
  • they may take Wealth, but it may not be higher than 3.

General

  • Arsenal and Panoply are based on Backing (Night Sky Regime) not your Wealth.
  • All NSR characters gain 6 points to spend on Virtues, not 5, and MUST have Conviction, Temperance and Valor at 2 or higher
  • Start play with Essence 3 and 30 XP.
  • Charms for non-Solar Celestials cost 9 XP if Favored, 11 XP if Unfavored, and 10 XP for Knacks.


The Rebellion

Solars

Solar Exalted of the Rebellion are forced into a merely mortal existence, and must avoid notice!

  • Follow character generation as detailed in the Exalted core rulebook.
  • Characters should not have Artifact or Manse above 3 without a really spectacular explanation.
  • Similarly, Arsenal, Panoply and Wealth are restricted, without an excellent reason.
  • Are you seriously asking me for Cult?
  • Followers, Contacts, Allies and such, however, are all A-Okay

Other Celestials

Lunar and Sidereal characters defecting or secretly double-crossing follow the chargen listed in the NSR section.

  • HOWEVER, a decent explanation for why you're doing this is required.
  • Defectors may not have Backing (Night Sky Regime) above 3 without a phenomenal explanation for why you haven't bee CAUGHT yet.

DragonBlooded

Dragon-Blooded members of the Rebellion follow standard Dreams of the First Age chargen.

  • Members of the prestigious unit The Seigelords resist the persuasions of the regime. They are playable, and follow the Charm requirements for Immaculate Monks. However these characters may know Solar Hero Style or The Open Palms of Disruption Style, found here

General

  • Members of the Rebellion, defectors or otherwise, gain 6 virtue points. Conviction, Compassion, and Valor MUST be 2 or higher.
  • Members of the Rebellion start with Essence 3 automatically, and 15 XP.
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