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What Creates Elemental Radiants?

Heroic radiants, as with the other sorts, are created in a moment of need. A moment in which the character's desires and hopes have been denied, and they see a way to turn everything around (rightly or wrongly). In that instant, the skies open and the appropriate elemental swirls into a cocoon around the character. As it shatters, the Radiant stands revealed, his anima blazing.

Innate Powers of the Elemental

All Elemental Radiants can learn Dragon-Blooded Charms from any Exalted book. They choose Dragon-Blooded Charms for all Charm purposes.

In addition, Elemental Radiants follow the same rules for anima flare as Terrestrials, and can activate their animas in the same manner as Terrestrials. They can't tell compass directions, though.

The anima flares of the Elemental are swirls of the appropriate element surrounding them. They have no caste marks, but they do have marking that shine to life on their skin.

Castes of the Elemental

Usefully, the Elemental Radiants use Dragon-Blooded castes for all anima effects and Caste Abilities.

Character Creation

Character creation is as Solars from the Core Book, with the following changes:

Caste: Dragon-Blooded caste
Nature: Stays the same.
Attributes: Stay the same.
Abilities: Elemental Radiants gain 30 Ability dots, 15 of which must be placed in Caste or Favoured Abilities; they have only 4 Favoured Abilities, not five.
Backgrounds: Same as SOLARS. Elemental Radiants cannot purchase Breeding.
Charms: The Radiant begins play with eight Charms, at least three of which must be from Caste Abilities. Please remember general differences in Sorcery.
Virtues: Stay the same.
Willpower: Stays the same.
Essence: Stays the same.
Essence Pool: Personal Essence is now calculated at (Essence x2) + Highest Virtue. Peripheral Essence is now calculated at (Essence x6 + (Highest Virtue x2) + Second-Highest Virute).
Health Levels: Are calculated the same.
Bonus Points: Aren't quite the same. Essence costs 9 bonus points to increase. Favoured Charms cost 5 freebies; non-favoured Charms cost 6 freebies. Otherwise, use the normal Bonus point rules.

The Curse

TBD