Difference between revisions of "FrivYeti/SaGGoldChars"

From Exalted - Unofficial Wiki
Jump to: navigation, search
(*Good thought)
m (link fix)
(2 intermediate revisions by 2 users not shown)
Line 6: Line 6:
 
Step 1: Caste: Choose any of the Solar castes from the corebook. Note Anima alterations in the Solar Charms section.
 
Step 1: Caste: Choose any of the Solar castes from the corebook. Note Anima alterations in the Solar Charms section.
  
NATURE: Choose any from the corebook.
+
MOTIVATION: Choose a Motivation
  
 
ATTRIBUTES: Primary 8, Secondary 6, Tertiary 4, as normal.
 
ATTRIBUTES: Primary 8, Secondary 6, Tertiary 4, as normal.
Line 12: Line 12:
 
ABILITIES: Solars choose five (5) favoured Abilities, in addition to five caste abilities, and spend 12 points in these abilities. They then spend 18 points in any ability. Abilities remain limited to 3 pts, unless bonus points are spent. Gold Faction Solars must have one combat ability (Dawn Caste) at 3, and one social ability (Presence, Performance, Bureaucracy, or Socialize) at 3.
 
ABILITIES: Solars choose five (5) favoured Abilities, in addition to five caste abilities, and spend 12 points in these abilities. They then spend 18 points in any ability. Abilities remain limited to 3 pts, unless bonus points are spent. Gold Faction Solars must have one combat ability (Dawn Caste) at 3, and one social ability (Presence, Performance, Bureaucracy, or Socialize) at 3.
  
BACKGROUNDS: Gold Faction Solars get 12 points of Backgrounds.
+
BACKGROUNDS: Gold Faction Solars get 10 points of Backgrounds.
  
 
Solars choose their Backgrounds from the following Steel and Glass list: Allies, Artifact, Backing, Connections, Cult, Familiars, Followers, Henchmen, Library, Manse, Mentor, Reputation, Resources, and Spies.
 
Solars choose their Backgrounds from the following Steel and Glass list: Allies, Artifact, Backing, Connections, Cult, Familiars, Followers, Henchmen, Library, Manse, Mentor, Reputation, Resources, and Spies.
  
Solars of the Gold Faction have easy access to Artifacts, gathered by the Faction. As such, if purchasing orichalcum or jade, they may receive two points of Artifacts for every dot in their highest Artifact rating; no single Artifact may have a higher rating than their total score.
+
Solars of the Gold Faction have easy access to Artifacts, gathered by the Faction. As such, if purchasing orichalcum artifact, they may receive two points of Artifacts for every dot in their highest Artifact rating; no single Artifact may have a higher rating than their total score.
  
 
VIRTUES: Solars begin play with 6 dots of Virtues. A single Virtue may be purchased up to 4 with these points; the others may be purchased up to three.
 
VIRTUES: Solars begin play with 6 dots of Virtues. A single Virtue may be purchased up to 4 with these points; the others may be purchased up to three.
Line 30: Line 30:
 
Step 1: Caste: Choose any of the three Lunar Castes from the Lunar core book.  
 
Step 1: Caste: Choose any of the three Lunar Castes from the Lunar core book.  
  
NATURE: Choose any from the corebook.
+
MOTIVATION: Choose a Motivation
  
ATTRIBUTES: The character chooses two Favoured Attributes in addition to her three Caste Attributes, which cannot be in the same Attribute category. The character then spreads 8 points in her primary category, 7 in her secondary category, and 5 in her third category. All Caste and Favoured Attributes must be rated at least 3.
+
ATTRIBUTES: The character chooses a Favoured Attribute in addition to her three Caste Attributes, which cannot be in the same Attribute category. The character then spreads 8 points in her primary category, 6 in her secondary category, and 4 in her third category. After this, they put one dot into any caste or Favoured Attribute. Their Favoured Attribute must be rated at least 3.
  
ABILITIES: Gold Faction Lunars automatically receive Survival as a Caste Ability, and may choose one other Favoured Ability. The Lunar then spreads 30 Ability points as desired. The Favoured Ability must be rated at 3. <br>
+
ABILITIES: Gold Faction Lunars automatically receive Survival as a Caste Ability, and may choose one other Favoured Ability. The Lunar then spreads 28 Ability points as desired. The Favoured Ability must be rated at 2. <br>
 
Gold Faction Lunars must have one combat ability (Dawn Caste) at 3, one social ability (Presence, Performance, Bureaucracy, or Socialize) at 2, and Survival 2.
 
Gold Faction Lunars must have one combat ability (Dawn Caste) at 3, one social ability (Presence, Performance, Bureaucracy, or Socialize) at 2, and Survival 2.
  
 
BACKGROUNDS: Gold Faction Lunars get 10 points of Backgrounds.
 
BACKGROUNDS: Gold Faction Lunars get 10 points of Backgrounds.
  
Gold Lunars choose their Backgrounds from the following Steel and Glass list: Allies, Artifact, Backing, Connections, Cult, Familiar, Followers, Heart's Blood, Manse, Mentor, Reputation, Resources, Songlines and Spies.
+
Gold Lunars choose their Backgrounds from the following Steel and Glass list: Allies, Artifact, Backing, Connections, Cult, Familiar, Followers, Heart's Blood, Manse, Mentor, Reputation, Resources, Solar Bond, Songlines, Spies and Tattoo Artifact.
  
Gold Faction Lunars do not have easy access to moonsilver, but they can get jade and orichalcum easily. As such, if purchasing orichalcum or jade, they may receive two points of Artifacts for every dot in their highest Artifact rating; no single Artifact may have a higher rating than their total score.
+
Gold Faction Lunars have easy access to Artifacts, gathered by the Faction. As such, if purchasing moonsilver artifacts, they may receive two points of Artifacts for every dot in their highest Artifact rating; no single Artifact may have a higher rating than their total score.
  
 
VIRTUES: Gold Lunars begin play with 5 dots of Virtues. No Virtue may be bought above 3 dots without spending bonus points.
 
VIRTUES: Gold Lunars begin play with 5 dots of Virtues. No Virtue may be bought above 3 dots without spending bonus points.
  
CHARMS: Gold Lunars begin play with 9 Charms, in addition to Finding the Spirit's Shape. At least four of these Charms must be Caste or Favoured (not counting Martial Arts). No more than three may be Martial Arts Charms.
+
CHARMS: Gold Lunars are well-trained; they begin play with 10 Charms or Knacks; one of these must be a Knack, and five must be Caste or Favoured.
  
WILLPOWER AND ESSENCE: Lunars begins with Willpower equal to the sum of their two highest Virtues +1. They begin with Essence 2 as normal.
+
WILLPOWER AND ESSENCE: Lunars begins with Willpower equal to the sum of their two highest Virtues. They begin with Essence 2 as normal.
  
BONUS POINTS: Lunars receive 15 bonus points. Bonus points are revised as follows: <br>
+
BONUS POINTS: Lunars receive 15 bonus points. Bonus points are spent as per the Manual of Exalted Power: Lunars
Attributes: 4 pts (3 if Caste or Favoured) <br>
 
Abilities, Backgrounds, Virtues, Willpower: As normal <br>
 
Essence: 9 pts <br>
 
Charms: 7 pts (5 if Caste or Favoured) <br>
 
Martial Arts Charms: 8 pts (6 if Caste or Favoured)
 
  
 
=== GOLD FACTION SIDEREALS CHARACTER CREATION ===
 
=== GOLD FACTION SIDEREALS CHARACTER CREATION ===
Line 60: Line 55:
 
Step 1: Caste: Choose any of the five Sidereal Castes from the Sidereal core book.  
 
Step 1: Caste: Choose any of the five Sidereal Castes from the Sidereal core book.  
  
NATURE: Choose any from the corebook.
+
MOTIVATION: Choose a Motivation
  
ATTRIBUTES: As normal for Sidereals.
+
ATTRIBUTES: Primary 8, Secondary 6, Tertiary 4, as normal.
  
ABILITIES: Gold Faction Sidereals spend more time focusing on their skills, but lack the long training of the Jade or Steel factions. As such, they receive 15 dots in Caste and Favoured Abilities, and 15 dots in any Ability. They do not have any lower requirements from normal Sidereals, however.  
+
ABILITIES: Gold Faction Sidereals spend more time focusing on their skills, but lack the long training of the Jade or Steel factions. As such, they receive 15 dots in Caste and Favoured Abilities, and 15 dots in any Ability.  
  
BACKGROUNDS: Gold Faction Sidereals don't have the connections of their brethern; they get only 12 points of Backgrounds.
+
BACKGROUNDS: Gold Faction Sidereals don't have the connections of their brethren, but they have spent more time gathering resources and connections than Solars or Lunars; they begin with 12 points of Backgrounds.
  
Gold Sidereals choose their Backgrounds from the following Steel and Glass list: Acquaintances, Allies, Artifact, Backing, Connections, Familiar, Manse, Mentor, Resources, and Spies.
+
Gold Sidereals choose their Backgrounds from the following Steel and Glass list: Acquaintances, Allies, Artifact, Backing, Connections, Familiar, Manse, Mentor, Resources, Savant and Spies.
  
Gold Faction Sidereals do not have easy access to starmetal, but they can get jade and orichalcum easily. As such, if purchasing orichalcum or jade, they may receive two points of Artifacts for every dot in their highest Artifact rating; no single Artifact may have a higher rating than their total score.
+
Gold Faction Sidereals do not have the easy access to starmetal that the other groups in the Gold can acquire. They purchase all Artifacts normally.
  
 
VIRTUES: Gold Sidereals begin play with 5 dots of Virtues. No Virtue may be bought above 3 dots without spending bonus points.
 
VIRTUES: Gold Sidereals begin play with 5 dots of Virtues. No Virtue may be bought above 3 dots without spending bonus points.
  
CHARMS: Gold Sidereals are well-trained, and begin play with 12 Charms. At least six Charms must be Caste or Favoured.
+
CHARMS: Gold Sidereals are well-trained, but do not generally have the long training times of the Jade or Steel factions, especially in the modern days; many are recruited early in the training process, before indoctrination. They begin play with 10 Charms. At least five Charms must be Caste or Favoured.
  
 
ASTROLOGY: As normal for Sidereals. The Gold Faction lacks the connections to elder Sidereals that the other factions have, but they have the support of the Maidens.
 
ASTROLOGY: As normal for Sidereals. The Gold Faction lacks the connections to elder Sidereals that the other factions have, but they have the support of the Maidens.
Line 100: Line 95:
 
VIRTUES: Dragon-Bloods begin play with 5 dots of Virtues. No Virtue may be bought above 3 dots without spending bonus points.
 
VIRTUES: Dragon-Bloods begin play with 5 dots of Virtues. No Virtue may be bought above 3 dots without spending bonus points.
  
CHARMS: 7 Charms, as normal. Note any Charm changes in the Dragon-Blooded Charms section. Those who have undergone Celestial Initiation may trade three Terrestrial Charms for two Initiation Charms, or may trade all Charms for two Initiation Charms and three Celestial Martial Arts Charms.  
+
CHARMS: 7 Charms, as normal. Note any Charm changes in the Dragon-Blooded Charms section. Those who have undergone Celestial Initiation may begin play with six Charms; two must be Celestial Initiation Charms, one must be a Celestial Martial Arts Charm, and one must be a normal Dragon-Blooded Charm.  
  
 
WILLPOWER AND ESSENCE: As normal for Dragon-Bloods.
 
WILLPOWER AND ESSENCE: As normal for Dragon-Bloods.
  
BONUS POINTS: Dragon-Bloods receive 15 bonus points as normal, and spend them as per the chart in the Dragon-Blooded core rulebook.
+
BONUS POINTS: Dragon-Bloods receive 15 bonus points as normal, and spend them as per the chart in the Manual of Exalted Power: Dragon-Blooded.
  
 
=== Comments ===
 
=== Comments ===
Any chance of this being updated for Second Edition?  We now have all the splat-books for the character types on this page, after all.  If you want, I'll be happy to start doing some of it. - MoonSword
+
Any chance of this being updated for Second Edition?  We now have all the splat-books for the character types on this page, after all.  If you want, I'll be happy to start doing some of it. - [[MoonSword]]
: Oh, good idea. I will go and get on all of that tonight. :) - FrivYeti
+
: Oh, good idea. I will go and get on all of that tonight. :) - [[FrivYeti]]

Revision as of 08:06, 5 April 2010

Back to Character Creation


GOLD FACTION SOLAR CHARACTER CREATION

Step 1: Caste: Choose any of the Solar castes from the corebook. Note Anima alterations in the Solar Charms section.

MOTIVATION: Choose a Motivation

ATTRIBUTES: Primary 8, Secondary 6, Tertiary 4, as normal.

ABILITIES: Solars choose five (5) favoured Abilities, in addition to five caste abilities, and spend 12 points in these abilities. They then spend 18 points in any ability. Abilities remain limited to 3 pts, unless bonus points are spent. Gold Faction Solars must have one combat ability (Dawn Caste) at 3, and one social ability (Presence, Performance, Bureaucracy, or Socialize) at 3.

BACKGROUNDS: Gold Faction Solars get 10 points of Backgrounds.

Solars choose their Backgrounds from the following Steel and Glass list: Allies, Artifact, Backing, Connections, Cult, Familiars, Followers, Henchmen, Library, Manse, Mentor, Reputation, Resources, and Spies.

Solars of the Gold Faction have easy access to Artifacts, gathered by the Faction. As such, if purchasing orichalcum artifact, they may receive two points of Artifacts for every dot in their highest Artifact rating; no single Artifact may have a higher rating than their total score.

VIRTUES: Solars begin play with 6 dots of Virtues. A single Virtue may be purchased up to 4 with these points; the others may be purchased up to three.

CHARMS: Gold Faction Solars receive 12 Charms, due to their faction training. Note any Charm changes in the Solar Charms section.

WILLPOWER AND ESSENCE: As normal for Solars.

BONUS POINTS: Solars receive 15 bonus points as normal, and spend them as per the chart in the core rulebook.

GOLD FACTION LUNARS CHARACTER CREATION

Step 1: Caste: Choose any of the three Lunar Castes from the Lunar core book.

MOTIVATION: Choose a Motivation

ATTRIBUTES: The character chooses a Favoured Attribute in addition to her three Caste Attributes, which cannot be in the same Attribute category. The character then spreads 8 points in her primary category, 6 in her secondary category, and 4 in her third category. After this, they put one dot into any caste or Favoured Attribute. Their Favoured Attribute must be rated at least 3.

ABILITIES: Gold Faction Lunars automatically receive Survival as a Caste Ability, and may choose one other Favoured Ability. The Lunar then spreads 28 Ability points as desired. The Favoured Ability must be rated at 2.
Gold Faction Lunars must have one combat ability (Dawn Caste) at 3, one social ability (Presence, Performance, Bureaucracy, or Socialize) at 2, and Survival 2.

BACKGROUNDS: Gold Faction Lunars get 10 points of Backgrounds.

Gold Lunars choose their Backgrounds from the following Steel and Glass list: Allies, Artifact, Backing, Connections, Cult, Familiar, Followers, Heart's Blood, Manse, Mentor, Reputation, Resources, Solar Bond, Songlines, Spies and Tattoo Artifact.

Gold Faction Lunars have easy access to Artifacts, gathered by the Faction. As such, if purchasing moonsilver artifacts, they may receive two points of Artifacts for every dot in their highest Artifact rating; no single Artifact may have a higher rating than their total score.

VIRTUES: Gold Lunars begin play with 5 dots of Virtues. No Virtue may be bought above 3 dots without spending bonus points.

CHARMS: Gold Lunars are well-trained; they begin play with 10 Charms or Knacks; one of these must be a Knack, and five must be Caste or Favoured.

WILLPOWER AND ESSENCE: Lunars begins with Willpower equal to the sum of their two highest Virtues. They begin with Essence 2 as normal.

BONUS POINTS: Lunars receive 15 bonus points. Bonus points are spent as per the Manual of Exalted Power: Lunars

GOLD FACTION SIDEREALS CHARACTER CREATION

Step 1: Caste: Choose any of the five Sidereal Castes from the Sidereal core book.

MOTIVATION: Choose a Motivation

ATTRIBUTES: Primary 8, Secondary 6, Tertiary 4, as normal.

ABILITIES: Gold Faction Sidereals spend more time focusing on their skills, but lack the long training of the Jade or Steel factions. As such, they receive 15 dots in Caste and Favoured Abilities, and 15 dots in any Ability.

BACKGROUNDS: Gold Faction Sidereals don't have the connections of their brethren, but they have spent more time gathering resources and connections than Solars or Lunars; they begin with 12 points of Backgrounds.

Gold Sidereals choose their Backgrounds from the following Steel and Glass list: Acquaintances, Allies, Artifact, Backing, Connections, Familiar, Manse, Mentor, Resources, Savant and Spies.

Gold Faction Sidereals do not have the easy access to starmetal that the other groups in the Gold can acquire. They purchase all Artifacts normally.

VIRTUES: Gold Sidereals begin play with 5 dots of Virtues. No Virtue may be bought above 3 dots without spending bonus points.

CHARMS: Gold Sidereals are well-trained, but do not generally have the long training times of the Jade or Steel factions, especially in the modern days; many are recruited early in the training process, before indoctrination. They begin play with 10 Charms. At least five Charms must be Caste or Favoured.

ASTROLOGY: As normal for Sidereals. The Gold Faction lacks the connections to elder Sidereals that the other factions have, but they have the support of the Maidens.

WILLPOWER AND ESSENCE: As normal.

GOLD FACTION TERRESTRIALS

Step 1: Aspect: Choose any of the Dragon-Blood aspects from the Dragon-Blooded core book.

NATURE: Choose any from the corebook.

ATTRIBUTES: Primary 7, Secondary 6, Tertiary 4, as normal.

ABILITIES: Dragon-Bloods choose three (3) favoured Abilities, in addition to five caste abilities, and spend 12 points in these abilities (rather than 10). They then spend 18 points in any ability. Abilities remain limited to 3 pts, unless bonus points are spent. This intense Ability training replaces magical training.

Gold Dragon-Bloods have the following Ability requirements: One combat ability at 2, one social ability at 2, and at least 1 dot in Endurance, Occult, Lore, and Awareness.

BACKGROUNDS: Terrestrials don't have the full access of the Gold Faction, but they still have strong connections. They receive nine dots of Backgrounds.

Gold Dragon-Bloods choose their Backgrounds from the following Steel and Glass list: Allies, Artifact, Backing, Connections, Familiars, Followers, Henchmen, Library, Manse, Mentor, Reputation, Resources, and Spies.

Gold Dragon-Bloods tend to be well-equipped by the Gold. As such, they can get jade easily, and if purchasing jade, they may receive two points of Artifacts for every dot in their highest Artifact rating; no single Artifact may have a higher rating than their total score.

VIRTUES: Dragon-Bloods begin play with 5 dots of Virtues. No Virtue may be bought above 3 dots without spending bonus points.

CHARMS: 7 Charms, as normal. Note any Charm changes in the Dragon-Blooded Charms section. Those who have undergone Celestial Initiation may begin play with six Charms; two must be Celestial Initiation Charms, one must be a Celestial Martial Arts Charm, and one must be a normal Dragon-Blooded Charm.

WILLPOWER AND ESSENCE: As normal for Dragon-Bloods.

BONUS POINTS: Dragon-Bloods receive 15 bonus points as normal, and spend them as per the chart in the Manual of Exalted Power: Dragon-Blooded.

Comments

Any chance of this being updated for Second Edition? We now have all the splat-books for the character types on this page, after all. If you want, I'll be happy to start doing some of it. - MoonSword

Oh, good idea. I will go and get on all of that tonight. :) - FrivYeti