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Nature: Stays the same. <br> | Nature: Stays the same. <br> | ||
Attributes: Stay the same. <br> | Attributes: Stay the same. <br> | ||
− | Abilities: | + | Abilities: Heroic Radiants gain 30 pts of Abilities, 15 of which must be Caste or Favoured. No Ability may begin above 3. <br> |
Backgrounds: Stay the same. <br> | Backgrounds: Stay the same. <br> | ||
Charms: The Radiant begins play with only eight Charms, at least three of which must be from Caste Abilities. Please remember general differences in Sorcery. <br> | Charms: The Radiant begins play with only eight Charms, at least three of which must be from Caste Abilities. Please remember general differences in Sorcery. <br> |
Latest revision as of 19:53, 8 June 2010
Contents
What Creates Heroic Radiants?
Heroic radiants, as with the other sorts, are created in a moment of need. A moment in which everythin in a person's soul years for something more, generally the power to accomplish some feat. That power is given, and the Heroic Radiant is born.
When Heroic Radiants are created, the clouds split open for a moment, shining sunlight upon them. In that moment, their anima blazes to life in a totemic frenzy, bathing everything around them in golden sunlight. In that moment, they feel power rush through them, and it is heady and good.
Heroic Radiants are people who are going to USE their power, for whatever reason. It is the ends, and not the process, that interests them, and they have goals and plans. As a rule, all Heroic radiants should fall into the archetype of a person with a desire for greatness.
Innate Powers of the Heroic
All Heroic Radiants can learn Solar Charms from any Exalted book. They choose Solar Charms for all Charm purposes.
In addition, Heroic Radiants follow the same rules for anima flare as Solars, and can activate their animas in the same manner as Solars. They can't tell the time of day, however.
The anima flares of the Heroics are brilliant gold, and all of them have golden discs as Caste Marks. The discs are tinted based on the Caste of the Heroic Radiant.
Castes of the Heroic
The Heroic aren't quite the same as Solars. Their Castes are determined based on what they wish to excell in:
Warforged Heroics are gods of combat, the lords of all forms of destruction. None can stand against them in battle.
Caste Abilities: Archery, Brawl, Martial Arts, Melee, Thrown
Anima Power: By spending 5 motes of Essence, the Warforged can cause their animas to blaze brightly. When this happens, all Valour checks made by their allies gain +1 die, and all Valour checks made by their enemies are at -1 die. This effect lasts as long as Essence is committed to the effect.
Anima Colour: Red-gold
Stalwart Heroics are the ultimate survivors, immune to anything the world might throw at them.
Caste Abilities: Awareness, Endurance, Medicine, Resistance, Survival
Anima Power: By spending 5 motes of Essence, the Stalwarts can can cause their animas to blaze brightly. When this happens, they soak lethal damage with their full Stamina and bashing damage with half of their Stamina (round down) for the scene.
Anima Colour: Green-gold
Sage Heroics are filled with knowledge, able to build, learn, and quickly discover whatever they need.
Caste Abilities: Crafts, Investigation, Lore, Occult, Profession
Anima Power: By spending 5 motes of Essence, Sages can cause their animas to blaze brightly. When this happens, the Sage ignores all die penalties due to pain or distraction to any mental task.
Anima Colour: Blue-gold
Wayfaring Heroics are journeyers, able to go anywhere quickly and unseen.
Caste Abilities: Athletics, Dodge, Larceny, Stealth, Ride
Anima Power: By spending 5 motes of Essence, Wayfarers can cause their animas to blaze brightly. When this happens, the Wayfarers double their running and leaping distance for a scene.
Anima Colour: Black-gold
Mediating Heroics are the ultimate spokesmen, convincing others to go along or join their causes.
Caste Abilities: Bureocracy, Linguistics, Performance, Presence, Socialize
Anima Power: By spending 10 motes of Essence, Mediators can create a sudden anima flare. This flare binds two parties to an oath that has just been sworn as per the Eclipse caste oathbinding. Mediators CANNOT learn Charms from other Radiants.
Anima Colour: White-gold
Character Creation
Character creation is as Solars from the Core Book, with the following changes:
Caste: Choose from the new Castes above.
Nature: Stays the same.
Attributes: Stay the same.
Abilities: Heroic Radiants gain 30 pts of Abilities, 15 of which must be Caste or Favoured. No Ability may begin above 3.
Backgrounds: Stay the same.
Charms: The Radiant begins play with only eight Charms, at least three of which must be from Caste Abilities. Please remember general differences in Sorcery.
Virtues: Stay the same.
Willpower: Stays the same.
Essence: Stays the same.
Essence Pool: Personal Essence is now calculated at (Essence x2) + Willpower. Peripheral Essence is now calculated at (Essence x6 + Willpower + Two Highest Virutes).
Health Levels: Are calculated the same.
Bonus Points: Aren't quite the same. Essence costs 9 bonus points to increase. Favoured Charms cost 5 freebies; non-favoured Charms cost 6 freebies. Otherwise, use the normal Bonus point rules.
The Curse
Heroic Radiants suffer from the Solar Limit Break curses, and choose them exactly as Solars do.