Difference between revisions of "Enchantress/GodBlooded"

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== Step One: ==
 
== Step One: ==
Determine motivation  
+
Determine heritage and motivation  
  
 +
Sample Heritages: <br>
 +
Divine God Blooded <br>
 +
Elemental Blooded <br>
 +
Demon Blooded <br>
 +
Ghost Blooded <br>
 +
Fae Blooded <br>
  
 
== Step Two: ==
 
== Step Two: ==
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== Step Three: ==  
 
== Step Three: ==  
Note Favoured Abilities  (1)  
+
Note Favoured Abilities  (2) and Favoured Virtue (1)
Chose Abilties (25) At least 1 dot must go in each favoured ability  
+
Chose Attributes (22) At least 1 dot must go in each favoured ability  
 
== Step Four: ==  
 
== Step Four: ==  
Chose Backgrounds (6) Charms (3) and Virtues (5- none may be higher than 3 without spending bonus points)  
+
Chose Backgrounds (6) Charm (2*) and Virtues (5- none may be higher than 3 without spending bonus points)  
  
 
== Step Five: == Record Essence (1)and health levels (7 plus any obtained from charms)   
 
== Step Five: == Record Essence (1)and health levels (7 plus any obtained from charms)   
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Ability 2 (1 if favoured)<br>
 
Ability 2 (1 if favoured)<br>
 
Background 1 <br>
 
Background 1 <br>
Favoured Charm 5 <br>
+
Favoured Charm 5* <br>
Non-Favoured Charm 7 <br>
+
Non-Favoured Charm 7* <br>
 
Specialty 1 (two for one in favoured) <br>
 
Specialty 1 (two for one in favoured) <br>
 
Virtue 3 <br>
 
Virtue 3 <br>
Line 29: Line 35:
 
Essence 2 5 <br>
 
Essence 2 5 <br>
  
 +
*God Blooded may buy charms that require essence at character creation even if they lack an essence pool, this represents an untapped potential that can be reached through enlightenment.
  
 
=== Backgrounds ===
 
=== Backgrounds ===
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  Followers
 
  Followers
 
  Influence
 
  Influence
Inheritance
 
 
  Manse
 
  Manse
 
  Mentor  
 
  Mentor  
Purviews
 
 
  Resources  
 
  Resources  
  
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*Enlightenment  
 
*Enlightenment  
God Blooded essence pools are normally the same size as a mortal- their essence x 10 but with only their essence x 3 readily available to them without spending a point of willpower, after which time they may access their entire essence pool for the duration of the scene. 
+
Should the charms of spirits or exalted give the God Blooded an essence pool then their supernatural heritage is realised – rather than gaining an essence pool of essence x10 like a mortal their pool is generated as follows- (essence x 5 + willpower x 2 + sum of virtues) like Enlightened mortals God Blooded may learn martial arts.  
 
 
*Natural Essence Users
 
God Blooded do not suffer the -1 penalty to stunt bonuses imposed upon mortals, despite not being Exalted, they are pretty awesome.   
 
 
 
 
 
*No Mandate of Heaven
 
While God Blooded may summon both Elementals and First Circle Demons they lack the authority to bind them to a task, they must negotiate and deal as they would with any other spirit.
 
  
 
*Essence
 
*Essence
 
God Blooded may not normally exceed essence 3, at the storyteller’s approval they may be “promoted” and become gods, demons or other stranger things.   
 
God Blooded may not normally exceed essence 3, at the storyteller’s approval they may be “promoted” and become gods, demons or other stranger things.   
 +
 +
*Spirit Charms
 +
2nd edition currently lacks universal spirit charms aside from those on page 295 of the Core Rulebook. The best source for these thus far is the 1st edition Storyteller’s Companion (ironically). Charms that the Storyteller feels are suitable for their heritage are considered “favoured” for the purposes of experience and bonus points.
  
 
*Unusual Traits  
 
*Unusual Traits  
God Blooded may perchance poxes and deficiencies at character creation (as per the rules on page 144 of [[CoCD]]: The Wyld) these are inherent to their bloodline rather than actual mutations.  
+
God Blooded may perchance poxes and deficiencies at character creation (as per the rules on page 144 of CoCD: The Wyld) these are inherent to their bloodline rather than actual mutations.  
  
*Purviews
 
Each God Blooded has access to one or more purviews that effect the scope and the nature of the charms they can learn. The Child of a Fire Elemental, for example would possess the Fire Purview and their charms (excluding excellencies and martial arts) would all be at least themed towards fire.   
 
 
=== Backgrounds ===
 
  
Purview-
+
=== Notes on different heritages ===
Each God Blooded has access to one or more purviews that effect the scope and the nature of the charms they can learn. The Child of a Fire Elemental, for example would possess the Fire Purview and their charms (excluding excellencies and martial arts) would all be at least themed towards fire. With more powerful spirits such as Second Circle Demons and Celestial Gods it's rarely that simple and their children often find themselves wielding a much wider array of charms. <br>
 
x- Your divine nature is extremely limited allowing you access to a single purview. <br>
 
o- Thin blood, one additional Purview. <br>
 
oo- Good blood, two additional Purviews. <br>
 
ooo- Noticable ancestry, three additional Purviews. <br>
 
oooo- Impeccable Scion, four additional Purviews. <br>
 
ooooo- Divine, five additional Purviews. <br>
 
  
[[/Excellencies]]
+
*Divine God Blooded
[[/PurviewCharms]]
+
The children of gods have a tendency to achieve nigh perfection in their parent’s sphere of influence, the children of war gods often become legendary generals or warriors. A Divine God Blooded may perchance Excellencies for one of her abilities (determined at character creation).
  
 +
*Elemental Blooded
 +
At character creation the player chooses a suitable element for the Element Blooded character. Elemental Blooded may purchase Elemental Powers on page 302 of the Core Rulebook these are considered to be favoured charms. 
  
 
=== Experience ===
 
=== Experience ===
 
Non-Favoured Charm (15 experience points)<br>
 
Non-Favoured Charm (15 experience points)<br>
Favoured Charm        (12 experience points)<br>
+
Favoured Charm        (10 experience points)<br>
 
Permanent Essence (current rating x 12 experience points)
 
Permanent Essence (current rating x 12 experience points)
  
 
=== Notes ===
 
=== Notes ===

Revision as of 17:14, 4 June 2007

God Blooded Character Creation

Step One:

Determine heritage and motivation

Sample Heritages:
Divine God Blooded
Elemental Blooded
Demon Blooded
Ghost Blooded
Fae Blooded

Step Two:

Determine Favoured Attributes 6/4/3

Step Three:

Note Favoured Abilities (2) and Favoured Virtue (1) Chose Attributes (22) At least 1 dot must go in each favoured ability

Step Four:

Chose Backgrounds (6) Charm (2*) and Virtues (5- none may be higher than 3 without spending bonus points)

== Step Five: == Record Essence (1)and health levels (7 plus any obtained from charms)

Bonus Points (15) can be spent at any time during character creation.

Bonus Points-
Attribute 4
Ability 2 (1 if favoured)
Background 1
Favoured Charm 5*
Non-Favoured Charm 7*
Specialty 1 (two for one in favoured)
Virtue 3
Willpower 2
Essence 2 5

*God Blooded may buy charms that require essence at character creation even if they lack an essence pool, this represents an untapped potential that can be reached through enlightenment. 

Backgrounds

Allies 
Artefact
Backing
Contacts
Familiar
Followers
Influence
Manse
Mentor 
Resources 

God Blooded rules

  • Enlightenment

Should the charms of spirits or exalted give the God Blooded an essence pool then their supernatural heritage is realised – rather than gaining an essence pool of essence x10 like a mortal their pool is generated as follows- (essence x 5 + willpower x 2 + sum of virtues) like Enlightened mortals God Blooded may learn martial arts.

  • Essence

God Blooded may not normally exceed essence 3, at the storyteller’s approval they may be “promoted” and become gods, demons or other stranger things.

  • Spirit Charms

2nd edition currently lacks universal spirit charms aside from those on page 295 of the Core Rulebook. The best source for these thus far is the 1st edition Storyteller’s Companion (ironically). Charms that the Storyteller feels are suitable for their heritage are considered “favoured” for the purposes of experience and bonus points.

  • Unusual Traits

God Blooded may perchance poxes and deficiencies at character creation (as per the rules on page 144 of CoCD: The Wyld) these are inherent to their bloodline rather than actual mutations.


Notes on different heritages

  • Divine God Blooded

The children of gods have a tendency to achieve nigh perfection in their parent’s sphere of influence, the children of war gods often become legendary generals or warriors. A Divine God Blooded may perchance Excellencies for one of her abilities (determined at character creation).

  • Elemental Blooded

At character creation the player chooses a suitable element for the Element Blooded character. Elemental Blooded may purchase Elemental Powers on page 302 of the Core Rulebook these are considered to be favoured charms.

Experience

Non-Favoured Charm (15 experience points)
Favoured Charm (10 experience points)
Permanent Essence (current rating x 12 experience points)

Notes