TO BECOME A CHAMPION

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To Become a Champion

STEP ONE:
CHARACTER CONCEPT: A concept is the first step to making a interesting character. Who was your character before they were Chosen by their patron/parent? Where were they born? The more you can fill out your characters history the better you can play the character.

CASTE: Champions have four castes, Shepard, Crusader, Disciple and Herald.

MOTIVATION: Next, establish your character’s Motivation: a sentence describing her driving goal. Obviously, people have various goals, but this goal should be the primary one, defining how your character interacts with the world.

STEP TWO:
ATTRIBUTES: A Champion is physically, mentally and socially on par with other celestial exalted. They start with eight points to be used in the characters primary attributes, six for their secondary attributes and three for their tertiary attributes.

STEP THREE:
ABILITIES: The life of an Champion is varied and chaotic. They have an opportunity to learn many skills for a plethora of sources. A Champion starts with twenty-five points to spread around, as the player likes. In addition a player may select two favored skills that they can advance in quicker than the others.
STEP FOUR: ADVANTAGES

BACKGROUNDS: Backgrounds measure such things as a character’s wealth, social connections and fame (or infamy). Champion have seven dots to assign among their Backgrounds. Backgrounds should tie into your character concepts, as defined in Step One. No Background can be raised above three dots without the use of bonus points. Buying the fourth or fifth dot of a Background with bonus point’s costs more than buying the first, second or third dot.

CHARMS/GIFTS: A Champion can start with 4 charms. Two charms must be from for their chosen casts. Also they gain 3 Gifts from their Patron’s purviews.

VIRTUES: A Champions starts with one free dot in all four Virtues and get five additional dots to assign. No Virtue may be higher than three dots unless the player spends bonus points. Choose one Virtue with at least three dots rating as your primary—this Virtue is the root of your character’s Virtue Flaw.
STEP FIVE: FINISHING TOUCHES

WILLPOWER: Add your character’s two highest Virtue ratings for her initial Willpower. You can increase Willpower to no higher than 8 with bonus points. Only characters with two Virtues at 4 or higher may begin the game with Willpower above 8.

INTIMACIES: Intimacies are things that your character cares about on a meaningful level. You may choose a number of Intimacies equal to your character’s dots of Compassion.

ESSENCE: Champions begin with an Essence rating of 2. You can raise this value with bonus points, but characters may not start the game with an Essence above 3. A Champions Personal Essence pool equals the sum of the character’s permanent Essence, plus twice her Willpower. A Champion’s Peripheral Essence pool equals the sum of four times the character’s Essence, plus twice her Willpower, plus four times her highest Virtue.

HEALTH LEVELS: A Champion possess seven health levels, just as any mortal: one -0 level, two -1, two -2, a -4 and one Incapacitated health level. They may gain additional health levels for every Ox-Body Technique they purchase. The amount of health levels gained depends which virtue the Ox-Body comes from. A character may purchase Ox-Body Technique as many times as she has dots of Stamina.

BONUS POINTS: Assign bonus points to help you fine-tune your character to fit your concept. Raising Abilities, Backgrounds or Virtues above 3, or raising Essence above 2, at character creation, requires you to use bonus points. You have 15 bonus points to spend.


BONUS POINTS
Trait Cost
Attribute 4
Ability 2 (1 if a Favored Ability)
Background 1 (2 if the Background is being raised above 3)
Specialty 1 (2 per 1 if in a Favored Ability)
Virtue 3
Willpower 2
Intimacies 3 to increase starting Intimacies to (Willpower + Compassion).
Essence 10
Charms/Gifts 7 (4 if in a Favored or Caste Ability)

Experience Costs
Trait Cost Training Times
Attribute rating x 4 (rating) months
Favored Ability (rating) days
Ability rating (rating) weeks
All Charms 8 (Highest Mins in Weeks)
Virtue rating x 3* immediate
Willpower rating x 2 immediate
New Ability 3 3 weeks
New Specialty 3** 3 weeks
Spell 10 (spell circle) weeks
Essence current x 9 (rating) months