Character generation
From Gameresource
(Difference between revisions)
(→Lunars) |
|||
(7 intermediate revisions not shown) | |||
Line 1: | Line 1: | ||
- | + | Character generation rules for [[RebellionSetting]]. | |
- | Lunars of the Night Sky Regime may use all Five Full Castes | + | |
- | * They gain 9/7/5 and select two Caste Attributes and two Favored. | + | == Night Sky Regime == |
- | * Follow the training requirements listed on pp 48 of Lords of Creation | + | |
- | + | === 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; instead of favoring Survival, Lunars favor an ability based on their Caste: | ||
+ | :*Full Moons favor War | ||
+ | :*Waxing Moons favor Performance | ||
+ | :*Half Moons favor Investigation | ||
+ | :*Waning Moons favor Stealth | ||
+ | :*No Moons favor Occult | ||
+ | :*Two Favored Abilites may be allotted anywhere. | ||
* The No Moon anima applies to Intelligence rolls, not Occult rolls. | * The No Moon anima applies to Intelligence rolls, not Occult rolls. | ||
* 10 total Charms and Knacks; at least 3 must be Knacks | * 10 total Charms and Knacks; at least 3 must be Knacks | ||
- | * 12 backgrounds. NSR characters may take Wealth. | + | * 12 backgrounds. NSR characters may take Wealth. |
- | + | ||
- | Sidereals of the Night Sky Regime | + | === 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) | * 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. | * 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. | + | * Purchases made through '''Arsenal''' and '''Panoply''' are based on '''Backing (Night Sky Regime)''' not your Wealth. You need at least an equal Backing to the Artifact's rating, instead of (Artifact rating+1) Wealth. It's assumed that such items are for use in something that benefits the state, such as equipping your Command or managing your bureaucratic division. |
+ | * The licensing and approval systems for personal artifacts are temporarily suspended; '''Wealth''' may now buy any mass-produced artifact you can afford. Unique artifacts, such as the Sword of Conquest or Death at the Root, ''must'' be purchased using the '''Artifact''' background. | ||
+ | * As per Dreams of the First Age, most mass-produced, non-magitech artifacts are rated one dot less. A plain daiklave is only Artifact • (and thus a Wealth • purchase), but a suit of ''Yoroi'' Rapid Response Armor continues to be Artifact •••. In reality, it's because the magitech is automatically the (Artiact rating +1) Permanence version. | ||
+ | * Many manses have been damaged in the initial "event", and many more have been relegated to state programs for power supplies. Use the standard '''Manse''' background instead of the version in Dreams of the First Age. | ||
* '''All NSR characters gain 6 points to spend on Virtues, not 5, and MUST have Conviction, Temperance and Valor at 2 or higher''' | * '''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. | * Start play with Essence 3 and 30 XP. | ||
- | * Charms for non-Solar Celestials cost 9 if Favored, 11 if Unfavored, and 10 for Knacks. | + | * Charms for non-Solar Celestials cost 9 XP if Favored, 11 XP if Unfavored, and 10 XP for Knacks. |
- | + | ||
- | Solar Exalted of the Rebellion are forced into a | + | == 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. | * Follow character generation as detailed in the Exalted core rulebook. | ||
* Characters should not have Artifact or Manse above 3 without a really spectacular explanation. | * Characters should not have Artifact or Manse above 3 without a really spectacular explanation. | ||
- | * Similarly, Arsenal | + | * Similarly, Arsenal, Panoply and Wealth are restricted, without an excellent reason. |
* Are you seriously asking me for Cult? | * Are you seriously asking me for Cult? | ||
* Followers, Contacts, Allies and such, however, are all A-Okay | * Followers, Contacts, Allies and such, however, are all A-Okay | ||
- | + | ||
- | Lunar and Sidereal characters defecting or secretly double-crossing follow the chargen listed | + | === 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. | * 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. | Dragon-Blooded members of the Rebellion follow standard Dreams of the First Age chargen. | ||
- | * Members of the prestigious unit The | + | * Members of the prestigious unit The Siegelords 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 [http://exalted.xi.co.nz/wiki/wiki.pl?DualMegami/TheOpenPalmsOfDisruptionStyle 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. | * Members of the Rebellion start with Essence 3 automatically, and 15 XP. | ||
[[Category:Rebellion_Setting]] | [[Category:Rebellion_Setting]] |
Current revision as of 03:27, 9 July 2009
Character generation rules for RebellionSetting.
Contents |
[edit] Night Sky Regime
[edit] 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; instead of favoring Survival, Lunars favor an ability based on their Caste:
- Full Moons favor War
- Waxing Moons favor Performance
- Half Moons favor Investigation
- Waning Moons favor Stealth
- No Moons favor Occult
- Two Favored Abilites 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.
[edit] 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.
[edit] General
- Purchases made through Arsenal and Panoply are based on Backing (Night Sky Regime) not your Wealth. You need at least an equal Backing to the Artifact's rating, instead of (Artifact rating+1) Wealth. It's assumed that such items are for use in something that benefits the state, such as equipping your Command or managing your bureaucratic division.
- The licensing and approval systems for personal artifacts are temporarily suspended; Wealth may now buy any mass-produced artifact you can afford. Unique artifacts, such as the Sword of Conquest or Death at the Root, must be purchased using the Artifact background.
- As per Dreams of the First Age, most mass-produced, non-magitech artifacts are rated one dot less. A plain daiklave is only Artifact • (and thus a Wealth • purchase), but a suit of Yoroi Rapid Response Armor continues to be Artifact •••. In reality, it's because the magitech is automatically the (Artiact rating +1) Permanence version.
- Many manses have been damaged in the initial "event", and many more have been relegated to state programs for power supplies. Use the standard Manse background instead of the version in Dreams of the First Age.
- 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.
[edit] The Rebellion
[edit] 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
[edit] 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.
[edit] DragonBlooded
Dragon-Blooded members of the Rebellion follow standard Dreams of the First Age chargen.
- Members of the prestigious unit The Siegelords 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
[edit] 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.