XerExaltedLite/DragonKings
Contents
Dragon Kings
- /DKSquads - Dragon King Squads
Outside of the changes to the rest of the system, which get covered in Character Creation below, there is little to adjust. Mostly in movement.
Universal Effects
- All Dragon Kings except for Raptok suffer a +1 Difficulty penalty when using tools or weapons not specifically made for them.
- All Dragon Kings do Lethal damage with their /Brawling moves, and pay 1 point per point of damage instead of 2.
- All Dragon Kings soak Lethal damage with their full Brawn.
- Dragon Kings may not attune to Orichalcum, but instead to infused Gold.
Breed Abilities
- Anklok:
- Add their permanent Essence to both Lethal and Bashing soak.
- Mosok:
- Add half their permanent Essence to both Lethal and Bashing soak.
- Mosok can swim quite proficiently, moving at the same speed humans do on land. They can hold their breath for their Brawn x 10 minutes.
- On land, Mosok cannot sprint.
- Pterok:
- Pterok can fly horizontally at ten times their Dexterity + Prowess. They can ascend at one-fifth of this speed and descend at double it.
- On land, Pterok cannot sprint, and can only run at 5 + double their Dexterity + Prowess.
- Raptok:
- Add half their permanent Essence to both Lethal and Bashing soak.
- Suffer no penalty using human weapons or tools.
Altered Paths
Some paths need altering due to the new rules.
Celestial Air:
- bull;•• - Intelligence + Lore instead of Perception + Occult
Clear Air:
- bull;•••• - Wits + Lore instead of Perception + Lore.
Solid Earth:
- • - Intelligence + Lore.
- ••• - This path power does not allow them to work Orichalcum, though they can infuse Gold with the necessary Essence
- •••• - Dexterity + Subterfuge. Add the Path level in soak, and +1 die of lethal damage. His effective Hardness is Brawn + Path level.
- ••••• - Dexterity + Prowess.
Yielding Earth:
- • - Applicable Might rolls.
- ••••• • - Intelligence + Lore
Blazing Fire:
- ••• - Dexterity + Combat
- ••••bull; - Dexterity + Combat
Flickering Fire:
- • - Applicable Prowess rolls
- •• - Hand - to - hand (ie, not thrown or otherwise ranged) attacks only.
- ••••• • - Applicable Prowess rolls.
Flowing Water:
- No modifications
Shimmering Water:
- • - Wits + Subtefuge
- •• - Wits + Subterfuge
- ••• - Wits + Subterfuge, Appropriate Expression rolls
- •••• - Wits + Subterfuge
- ••••• - Intelligence + Subterfuge
- ••••• • - Intelligence + Subterfuge
Growing Wood:
- •••• - applicable Prowess rolls.
- ••••• - Initiative is raw Wits.
Shaping Wood:
- ••••• - Brawn is +1 instead of setting Attribute, Soak is +8L/8B natural weapons do +1L Damage.
Character Creation
See /CharacterCreation for bonus point costs.
Step One: Choose Nature and Breed.
Step Two: Prioritize the three categories: Physical, Social, Mental (5/4/3 for modern, 6/4/3 for ancient). See /Attributes
- Choose Physical Traits: Brawn, Dexterity
- Choose Social Traits: Charisma, Presence.
- Choose Mental Traits: Intelligence, Perception.
- All Dragon Kings add +1 to both Brawn and Dexterity.
Step Three: Choose /Abilities (4/3/2/1).
- Ancient Dragon Kings choose 5 Abilities and add +1 dot to each, as per Trained rules (thus, this will not raise an Ability above four).
Step Four: Note altered /Backgrounds when purchasing.
- Assign 5 dots to Virtues, all begin at 1 dot, none may be higher than 3 without bonus points.
- Choose Paths - 6 for a modern Dragon King, 10 for an ancient.
Step Five:
- Record permanent Essence (2 for a modern Dragon King or 3 for an ancient)
- Willpower is equal to the sum of two highest Virtues.
- Essence Pool is Essence x4 + Willpower x3
- Health levels are (Essence + Brawn + Might) x 3 (unless Small or Large), with alteration from Ox Body.
- Apply /Merits and /Flaws as desired
Dragon Kings begin with 25 bonus points, Ancient Dragon Kings add whatever they gain from the Experienced Background