Difference between revisions of "FrivYeti/RadiantRules"

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[[FrivYeti/Radiant | Back to the main section]]
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[[FrivYeti/Radiant|Back to the main section]]
  
 
The following are important rules regarding all Radiants, that should be kept in mind.
 
The following are important rules regarding all Radiants, that should be kept in mind.
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=== 4. Sorcery ===
 
=== 4. Sorcery ===
  
Sorcery is the province of the Sorcerers (big surprise, there), but the Radiants have some limited capability to learn it. All Radiants, regardless of type, may learn Emerald Circle Sorcery as a Charm with the requirements Occult 3, Essence 3. If they do, they may learn spells as in Exalted. Learning Sapphire Circle Sorcery is also a Charm, and requires Occult 5, Essence 5. No Radiant may learn Adamant Circle Sorcery; they must rely on their Charms to defeat such powerful magics. <br>
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Sorcery is the province of the Sorcerers. No other group may learn the powers of Sorcery. Note that the 'Sorcery' practiced by said Sorcerers is not the same as that in ordinary Exalted.<br>
Radiants may learn Shadowlands Circle Necromancy at Occult 4, Essence 4. All such spells increase their Essence costs by 5 motes. They may learn Labyrinth Circle Necromancy at Occult 6, Essence 6, with the same restriction. Again, Void Circle Necromancy is beyond them. <br>
 
Once I've finished designing Glamourie and Infernalism, these rare magic types will follow the same rules as Necromancy. <br>
 
  
 
=== 5. Martial Arts ===
 
=== 5. Martial Arts ===
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Charm: 12 XP. Training time: Required Essence + Required Attribute or Ability in days <br>
 
Charm: 12 XP. Training time: Required Essence + Required Attribute or Ability in days <br>
 
Favoured or Caste Charm: 10 XP. Training time: Required Essence in days. <br>
 
Favoured or Caste Charm: 10 XP. Training time: Required Essence in days. <br>
Terrestrial Spell: 10 XP. Learning time: One week. <br>
 
Shadowlands or Celestial Spell: 12 XP. Learning time: Two weeks. <br>
 

Latest revision as of 19:53, 8 June 2010

Back to the main section

The following are important rules regarding all Radiants, that should be kept in mind.

1. How Radiants Are Created

Radiants can be created anywhere; however, their creation is always flashy and obvious. Some Radiants are created during Radiance Storms, and become the sole survivors of ruined landscapes, but most are spontaneously created in areas where the mystic clouds are weakening. Need defines the Radiants, although its exact specifics are further defined later on.

2. The Curse

Radiants are created by wild Essence flows, power that is not meant for mortals. As such, they suffer from what has become known as the Curse, a tendancy towards strange actions. The Curse is not well-known, generally it requires a Lore ( + Radiant Lore) of 4 or higher to know of it. Personal experience will also do.

All Radiants, therefore, suffer from some variant of the Great Curse from Exalted. The exact details of this curse will be laid out further in.

3. Age, Disease, and the like

Radiants age exactly as Dragon-Blooded in Exalted do, and heal, resist disease and infection and poison, and everything else exactly like Exalted. There is, however, a general lack of magic that greatly enhances age, and therefore it is extremely rare to see Radiants able to pass the age of 300 (it's also rare because most Radiants have been killed until fairly recently).

4. Sorcery

Sorcery is the province of the Sorcerers. No other group may learn the powers of Sorcery. Note that the 'Sorcery' practiced by said Sorcerers is not the same as that in ordinary Exalted.

5. Martial Arts

All Radiants can freely learn either Terrestrial or Celestial Martial Arts. Sidereal Martial Arts are off-limits; however, creating Elder trees such as the ones on the Wiki are okay for high-Essence characters.

6. Experience

Unless otherwise noted, all Radiants use the following table for experience and training times.

Attributes: Current Rating x4. Training time: Current rating x months.
Favoured or Caste Attributes (if applicable): Current Rating x3. Training time: Current rating x weeks.
Abilities: Current Rating x2. Training time: Current rating x weeks.
Favoured or Caste Abilities: (Current rating x2) -1. Training time: Current rating x days.
Specialties: 3 XP. Training time: One week.
Favoured or Caste Specialties: 2 XP. Training time: One day.
Virtues: Current Rating x3. Training time: None
Willpower: Current Rating. Training time: None

Essence: Current Rating x9. Training time: None up to Essence 3, then requires Current rating x months.
Charm: 12 XP. Training time: Required Essence + Required Attribute or Ability in days
Favoured or Caste Charm: 10 XP. Training time: Required Essence in days.