FrivYeti/RadiantChimeric

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What Creates Chimeric Radiants?

Chimeric radiants, as with the other sorts, are created in a moment of need. A moment in which the character is faced with death, destruction, total humiliation, or the loss of all that matters, and they don't care about anything except ending it. Removing it. Evading it, and not being drawn under.

When Chimeric Radiants are created, the world itself warps and twists around them, the clouds shatter into flecks of dust, and the Radiant shifts and transforms, their flesh twisting unpredicatbly for hours afterwards.

Chimeric Radiants have a tendancy to be dangerously unstable. At their best, they are adaptable and capable of wearing whatever personality suits the moment. At their worst, they are paragons of insanity, living emblems of the twisting Wyld.

Innate Powers of the Chimeric

Chimeric Radiants have their own Charm set, which is detailed in the Charm section. Their Charms are based around transformation of the self. In addition, Chimeric Radiants follow the same rules for anima flare as Lunars, and follow the anima rules from the Lunar book for all Essence usage, except that their bodies twist with swirls of colour instead of having a caste mark on their forehead. Chimerae treat Sorcery as Glamourie and Glamourie as Sorcery for the purpose of all requirements and costs.

The anima flares of the Chimerae are mind-bending swirls of colour, with no rhyme or reason. They are tinted based on the Caste of the Chimera in question.

Castes of the Chimerae

The Chimerae Castes favoured Attributes. A Chimera favours the three Attributes of his Caste, and no others.

Ravagers: The Ravagers seek to destroy and corrupt the physical world, leaving it twisted and ruined.
Caste Attributes: Strength, Charisma, Perception
Anima Power: By spending 5 motes, Ravagers can wrap themselves in silver light, becoming frighteningly strong for the scene. Their Strength + Athletics score is increased by their Essence for the purposes of lifting and carrying, and they add half their Essence (round down) to all hand-to-hand damage rolls. Anima Colour: Red

Seducers: Seducer Chimera are bizarre, twisting the hearts and minds of those they encounter. They are the most subtle of the Chimerae, but not by much.
Caste Attributes: Stamina, Appearance, Wits
Anima Power: By spending 5 motes, Seducers can bathe themselves in silver light, becoming supernaturally alluring; they add their Essence to their Appearance for the scene, and half their Essence (rounded down) to Presence rolls. Anima Colour: Black

Questers: Questers have a holy mission; the corruption and confusion of knowledge itself.
Caste Attributes: Dexterity, Intelligence, Manipulation
Anima Power: By spending 5 motes, Seekers can wash themselves with silver light, letting their minds roam freely. For the duration of the scene, they add their Essence to all Lore rolls, as well as any Occult or Crafts rolls based around destroying or twisting information (rather than creating or spellcasting). Anima Colour: White

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: Chimerae get 9/7/5 as an Attribute spread.
Abilities: Chimerae choose 5 favoured Abilities, but have no Caste Abilities. They get 25 Ablity points, 8 of which must go to favoured Abilities.
Backgrounds: As Solars.
Charms: The Radiant begins play with only eight Charms, three of which must be from Caste Attributes. Please remember general differences in Sorcery and Glamourie.
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 x2).
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 for Solars.

The Curse

The Chimerae suffer from a tendancy to become locked in a form, unable to return themselves to human shape. A Chimera may dismiss one Charm per scene safely; each additional dismissal requires them to roll their highest Virute. Each success adds one to Limit. If the character's Limit hits 10, the Chimera cannot remove the Essence in the Charm and must keep it active. Roll the character's Virtue each morning; the character cannot decommit the Essence and end the Charm until the roll fails. It is possible to have multiple Charms trapped in this way.

Charms

Chimerae use their own Charms. All Chimeric Charms are Reflexive, Indefinate Duration Charms, which provide various advantages.
Chimerae can create specialized Comboes of any Charm without following the normal duration rules. Developing a Combo requires a number of freebies equal to the number of Charms, plus one if the Combo involves Charms from multiple Attributes; or, it requires an amount of experience equal to the total required Attributes of all the Charms, plus an extra amount equal to the total number of Charms if they are from different Attributes. Activating a Chimeric Combo requires enough Essence and Willpower for every Charm in it, plus 1 Essence per Charm and 1 Willpower total. A Combo must be dismissed all at once.

The Charm list is as follows:

Physical Charms
Social Charms
Mental Charms