TriStatConversion/TerrestrialTemplates

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Revision as of 01:11, 13 February 2008 by Wordman (talk) (Created)
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All terrestrial characters must take the following template, as well as one of the aspect templates:

|| Level || Points || Attribute || || 1 || 1 || Divine Relationship || || 1 || 2 || Energy Bonus || || 2 || 2 || Fast Healing || || 4 || 4 || Robustness || || 1 || 1 || Special Defense: Aging || || 2 || 2
-1 || Energy Respiration
Only in Creation, Heaven and the Wyld || || 1 || 2




|| Special Attack: Anima Flux (Reduction: 10 damage/level, -2/lvl)
10 damage
Aura
Area
Requires anima flare
Slow (x2)|| || 1 || 2 || Special Attack: Anima Flare || || || -1 || Cursed || || || -2 || Anima Flare || || || 10 || Total ||

For terrestrials, the Divine Relationship attribute not only represents their exalted status, the level of the attribute is considered a measure of the potency of their blood.

Dynast

|| Level || Points || Attribute || || 1 || 3 || Organizational Ties: Noble House || || 5 || 5 || Highly Skilled || || || 8 || Total ||

Dynasts always have some association to their family, and typically take more levels (and, perhaps, defects like Owned, Red Tape, etc.). Nearly all Dynasts also have other Organizational Ties to elements within the Imperial apparatus, such as the military, the Eye, etc.

The levels in Highly Skilled represent the training Dynasts receive, and the 50 skill points provided must be used to buy a broad Dyastic education. If using the standard skill system, the suggested package is +1 to all of the following: Archery, Architecture, Area Knowledge (the Realm), Biological Sciences, Cultural Arts, Etiquette, Foreign Culture (some non-Realm culture), Intimidation, Melee Attack, Melee Defense, Military Science, Occult, Performing Arts, Physical Sciences, Ride, Social Science, Unarmed Attack, Unarmed Defense, Writing.

Lookshy

|| Level || Points || Attribute || || 1 || 1 || Organizational Ties: House || || 1 || 2 || Organizational Ties: Lookshy Military || || 6 || 6 || Highly Skilled || || || 9 || Total ||

Lookshy terrestrials always have associations both with their own family and with the Lookshy military. Most purchase additional levels in at least the latter.

The levels in Highly Skilled represent the disciplined training undergone by Lookshy dragon-blooded, and the 60 skill points provided must be used to buy a representative education. If using the standard skill system, the suggested package is +2 to some skills (Archery, Languages, Melee Defense, Military Science, Occult, Unarmed Defense), +1 to others (Architecture, Intimidation, Melee Attack, Performing Arts, Ride, Stealth, Unarmed Attack, Writing).

Air Aspect

|| Level || Points || Attribute || || 2 || 10 || Limited Power Flux (air) || || || 1 || Duration: 6 months || || || -4 || Burns Energy: 10pts || || || 7 || Total ||

Two levels of the Limited Power Flux attribute (dX.30) allows the terrestrial to "buy" 10 points worth of attributes that reflect effects produced by air. Because this is the limited version of the Power Flux attribute, three air-inspired attributes must be selected at character generation (suggested to be Jumping, Special Movement, Extra Defense). The 10 points can be spent on these attributes in any combination, and the combination may be changed once every six months. Whenever these attributes are used, the Burns Energy defect of this template comes into effect.

Earth Aspect

|| Level || Points || Attribute || || 2 || 10 || Limited Power Flux (earth) || || || 1 || Duration: 6 months || || || -4 || Burns Energy: 10pts || || || 7 || Total ||

Two levels of the Limited Power Flux attribute (dX.30) allows the terrestrial to "buy" 10 points worth of attributes that reflect effects produced by earth. Because this is the limited version of the Power Flux attribute, three earth-inspired attributes must be selected at character generation (suggested to be Immovable, Mass Increase, Armor). The 10 points can be spent on these attributes in any combination, and the combination may be changed once every six months. Whenever these attributes are used, the Burns Energy defect of this template comes into effect.

Fire Aspect

|| Level || Points || Attribute || || 2 || 10 || Limited Power Flux (fire) || || || 1 || Duration: 6 months || || || -4 || Burns Energy: 10pts || || || 7 || Total ||

Two levels of the Limited Power Flux attribute (dX.30) allows the terrestrial to "buy" 10 points worth of attributes that reflect effects produced by fire. Because this is the limited version of the Power Flux attribute, three fire-inspired attributes must be selected at character generation (suggested to be Special Attack, Massive Damage, Extra Attack). The 10 points can be spent on these attributes in any combination, and the combination may be changed once every six months. Whenever these attributes are used, the Burns Energy defect of this template comes into effect.

Water Aspect

|| Level || Points || Attribute || || 2 || 10 || Limited Power Flux (water) || || || 1 || Duration: 6 months || || || -4 || Burns Energy: 10pts || || || 7 || Total ||

Two levels of the Limited Power Flux attribute (dX.30) allows the terrestrial to "buy" 10 points worth of attributes that reflect effects produced by water. Because this is the limited version of the Power Flux attribute, three water-inspired attributes must be selected at character generation (suggested to be Water Speed, Special Movement, Adaptation (underwater)). The 10 points can be spent on these attributes in any combination, and the combination may be changed once every six months. Whenever these attributes are used, the Burns Energy defect of this template comes into effect.

Wood Aspect

|| Level || Points || Attribute || || 2 || 10 || Limited Power Flux (wood) || || || 1 || Duration: 6 months || || || -4 || Burns Energy: 10pts || || || 7 || Total ||

Two levels of the Limited Power Flux attribute (dX.30) allows the terrestrial to "buy" 10 points worth of attributes that reflect effects produced by wood. Because this is the limited version of the Power Flux attribute, three wood-inspired attributes must be selected at character generation (suggested to be Special Defense (wood items or plant-based poisons), Special Attack (with poison effects), Immunity (poison)). The 10 points can be spent on these attributes in any combination, and the combination may be changed once every six months. Whenever these attributes are used, the Burns Energy defect of this template comes into effect.