MoCharacter
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*Under Construction*
Currently, this section generates values for points to allocate to stats at chargen based on character type, and relates those values to a scale. It departs slightly from the rules presented in canon, and fully utilizes all of my houserules. In the future, this page will provide a more detailed look at the types of characters, abilities, chargen, and more.
Contents
Starting
All starting characters receive 15 freebie points.
Type | Attributes | Abilities | Powers | Backgrounds | Virtues | Special | Scale Solars | 16 | 25(9) | 10 | 8 | 5 | 0 | 7 Lunars | 17(3) | 21(5) | 8 | 5 | 5 | 1 Shp | 7 Sidereals | 15 | 21(9) | 8 | 11* | 5 | 3 Col | 7 Abyssals | 15 | 21(9) | 10 | 5 | 5 | Death? | 7 Dragon Kings | 15 | 21(3) | 5 | 4 | 5 | Breed | 4 Terrestrials | 12 | 17(6) | 8 | 5* | 5 | 0 | 3 God-Blood(5) | 14 | 17 | 0 | 7 | 5 | 30 pts | 2 God-Blood(4) | 14 | 17 | 0 | 6 | 5 | 24 pts | 1.75 God-Blood(3) | 13 | 17 | 0 | 6 | 5 | 18 pts | 1.5 God-Blood(2) | 13 | 17 | 0 | 5 | 5 | 12 pts | 1.25 God-Blood(1) | 12 | 17 | 0 | 5 | 5 | 6 pts | 1 Half-Caste | 13 | 21(1) | 0 | 6 | 5 | 6 pts | 1 Mortal | 12 | 17 | 0 | 5 | 5 | 0 | 0
Training
Package Training provides 13 Morpheus points. All Atts, Abils Charms, etc. cost as much as they would cost favored, assuming that the character can favor that type of thing.
Type | Attributes | Abilities | Charms | Backgrounds | Virtues | Special | Scale Gold Faction | 0 | +5 | +4 | +5 | 0 | 0 | +2 Silver Pact | +2 | 0 | +2 | +1 | +1 | +2 | +2 Destiny | 0 | +4 | +2 | +4 | 0 | +2 | +2 Deathlord | 0 | 0 | 0 | +7 | 0 | +2 | +1 Dynasty | +4 | +18 | +2 | +8 | 0 | 0 | +4 Immaculate | +4 | +4 | 0 | +1 | +1 | MA+4 | +4
Requirements
- Gold Faction - 3 Essence
- Silver Pact - 2 Survival, 2 in every physical attribue, 1 in Arc, Bra, Mel, or Thr. Full moons require 2 in at least 1 of those abilities, and 3 in at least 2 physical attributes. No moons require at least 2 Lore and 2 Occult.
- Division of Destiny - 1 Craft(Fate), 2 Performance(Prayer), 3 Lore, 1 Occult, 2 Bureaucracy, 2 in 1 Martial Art, 2 in Language(Celestial)
- Deathlord - None
- Dynasty - 1 Athletics, 1 Ride, 1 Performance, 2 Socialize, 1 Brawl or 1 in 1 Martial Art, 1 Melee, 1 Tactics, 2 Lore, 1 Bureaucracy
- Immaculate - 3 Essence, 2 in 1 Celestial Martial Art
Experience
Experience dots given by the ST at chargen provide 12 freebie points per dot. Each dot raises a character's scale by 1. Care should be taken by the ST to monitor point distribution. Some players will do crazy stuff while you're not looking.
Comments
Questions... what are these rules for? What do the numbers besides the abilities mean? Where is the siddie Bronze faction? Why are Dragon Kings more powerful that Dragon Blooded? and why is it that the other Exalts (especially DBs and Siddies) get less abilities than Solars? - Curious Tiffa
Hello, Tiffa. In response:
- These rules are for character creation in games which I run. I put them up because I like to work on thing on the wiki, and I thought some people might be interested. It's not quite finished, and not really in a presentable format, yet.
- The numbers in parenthesis beside the ability number indicates automatic favored abilities. Merits and flaws can modify this number.
- The Gold Faction training represents training for solars who work with the Gold Faction, and is designed to balance starting solars with starting sidereals who are trained by the Division of Destiny. Bronze and Gold Faction Sidereals are trained by the Division of Destiny ("Destiny").
- Dragon Kings are more powerful than Dragon-Blooded, because I wanted to reflect the fact that Dragon-Blooded exaltation can strike virtually anyone, and typically occurs at a rather young age, regardless of any personal strength. As such, these rules tend to lean toward the creation of Dragon-Bloods who are under 20 years old. The Dynasty training increases their strength significantly, however, as is begins at a very young age, and tends to be very comprehensive. Dragon Kings, on the other hand, I prefer to show to be a very powerful race, though with many weaknesses. Not a match for a celestial, they should be more than a match for untrained Terrestrials.
- Solars get more starting ability dots than Lunars, Sidereals, and especially weaker types, because solar essences tend to choose people to exalt who are far, far above the level of the common man in personal strength and personal skill. Lunar essences lean more toward personal strength than skill, thus higher Atts and lower Abils. Sidereals have a fated existence, growing strong, but not that strong. On the other hand, they are given lives which, even before their exaltation, are important to the world around them, and they tend to have more backgrounds. Similar reasoning applies to the other types.
I hope this answers your questions. Thanks for your interest. Let me know if there's anything else. - Morpheus
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