Enchantress/GodBlooded

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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. The charms of Elemental Blooded are traditionally Elemental Powers (similar to those examples on page 302 of the Core Rulebook and the effects of some weaker Dragon-Blooded charms). Unlike Dragon-Blooded who can shape and control numerous elements Elemental Blooded may only control the element of their supernatural parent. Most notably their essence once enlightened has an "aspect" for the purposes of Terrestrial Marital Arts surcharges.

  • Ghost Blooded

Ghost Blooded may learn Arcanoi as oppose to conventional Spirit Charms, they also learn Shadowlands Circle Necromancy instead of Sorcery.

  • Fae Blooded

Any spirit charms that relate to the Wyld (such as those in Compass of Celestial Directions: The Wyld) are favored to a Fae Blooded, they may also learn the charms of any Fair Folk willing to teach them (though this will most likely result in the creation of graces for those using Exalted the Fair Folk as a source).

Mixed Heritages

Breeding between supernatural entities can produce unusual results and unforeseen consequences. For the most part these have no effect upon the supernatural abilities of the God Blooded. However in rare cases they can provide surprising advantages- For example the offspring of a Lesser War God and a Ghost Blooded may show both supernatural tactical ability and be able to learn Shadowlands Circle Necromancy.

Apheliotropes in the north descend from the insane First Aged Solar Derat Khan and innumerable demons, the most notable trait of these beings is that they are perpetually shrouded in shadow as though the light of the Unconquered Sun shuns his illegitimate grandchildren. This is one of the many ways such breeding can be a tad unpredictable.

Ledaal Kebok Coren and the Dragons of Another Colour are examples of how a rare union with spirits could subtly effect the powers of a Terrestrial Exalted.

Experience

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

Notes

I'm reluctant to refer players back to 1E books except for background given that these rules are based on 2nd edition, but the lack of spirit charms is somewhat frustrating. Lets see how Role of Glorious Divinities changes that?