XerExaltedLite/DragonKings

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Dragon Kings


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 XerExaltedLite/DragonKings/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 XerExaltedLite/DragonKings/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 XerExaltedLite/DragonKings/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 XerExaltedLite/DragonKings/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 XerExaltedLite/DragonKings/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 XerExaltedLite/DragonKings/Merits and XerExaltedLite/DragonKings/Flaws as desired

Dragon Kings begin with 25 bonus points, Ancient Dragon Kings add whatever they gain from the Experienced Background

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