Difference between revisions of "Enchantress/Darkbroods"

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=== Playable Darkbrood ===
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#REDIRECT [[Enchantress/Darkbrood]]
 
 
Disclaimer: I don’t know what on earth possessed me to write this, I’d imagine it was a desire to play as the monsters during late night sessions of Call of Cthulhu. I guess it could be helpful to Storytellers that wish to further explore the Mountain Folk and their enemies.   
 
 
 
=== Step One Character Concept ===
 
Choose Concept and motivation
 
 
 
=== Step Two Choosing Attributes ===
 
Note that all nine attributes start with one dot automatically before you assign any. 
 
Prioritise your attribute categories Physical (Strength, Dexterity, Stamina), Social (Charisma, Manipulation, Appearance) and Mental (Perception, Intelligence, Wits). You have 7 dots to assign to your primary attribute category, 4 to assign to your secondary category and a single attribute dot to place in the tertiary category).
 
 
 
=== Step Three Choosing Abilities ===
 
Choose abilities (25) none may be higher than 3 without spending bonus points.
 
Note a single favoured ability.
 
 
 
=== Step Four Advantages ===
 
Backgrounds (5) and virtues (5) –no background or virtue may be raised above 3 without spending bonus points 
 
 
 
=== Step Five Finishing Touches ===
 
Record Essence (1), willpower (sum of the two highest virtues) and determine health levels 7+ any gained from charms or mutations.
 
If applicable: determine essence pool  (essence x 2 + willpower + the sum of virtues)
 
 
 
=== Bonus Points ===
 
Spend bonus points at any point during character creation (30)- minimum of 3 beneficial mutations and/or charms
 
 
 
 
 
 
 
=== New Mutations ===
 
Blights <br>
 
Exceptional Vitality: The Darkbrood can soak lethal damage equal to half it's stamina as though one of the Exalted. <br> Material Resonance: The Darkbrood gain the full benefits of attunement with a single magic material as if they were an appropriate exalt. <br> 
 
 
 
 
 
 
 
 
 
=== Bonus Point Costs ===
 
Attribute: 4 <br>
 
Ability: 2 (1 if species or favoured) <br>
 
Background: 1 (2 if being raised above 3)<br>
 
Specialty: 1 (two for one if favoured or species) <br>
 
Virtue: 3 <br>
 
Essence: see enlightened essence blight <br>
 
Spirit Charm: 7 <br>
 
 
 
=== "You look like some kind of bug monster" -sociable with Mutations ===
 
Darkbrood aren't Wyld Mutants, they're entire races of creatures who may have once been on a par with the Dragon Kings or the Mountain Folks (more likely they believe this irrespective of the truth) for this reason Storytellers are strongly advised to reconsider what constitutes a negative mutation. "Ugly" and "Plague Carrier" for example aren't going to cause problems if the species within question only reacts to others with hostility. In these situations being ugly and diseased will prove advantageous.
 
 
 
=== On Linguistics ===
 
Though a rare few Darkbrood speak Old Realm from the days before the Primordial War many of them have degenerated into their own unique and hideous methods of communication such as the rapid clicking of mandibles or using their own vile stench to transfer shockingly complex messages. These are considered to be tribal tongues for the purpose of the Linguistics ability. 
 
 
 
=== On Spirit Charms ===
 
Spirit charms brought at character creation are used to represent powers and abilities that come natural to the character’s Darkbrood race (in as much as Darkbrood can be considered natural that is) rather than a learnable supernatural ability. As such new spirit charms may not be learnt after character creation.
 
 
 
=== Other Supernatural Abilities ===
 
Many of the pre-human races were able to develop supernatural abilities similar in nature to charms- such as the Dragon King Paths of Prehuman Mastery and the Mountain Folk Patterns.
 
It is not inconceivable that other Primordial races have developed their equivalent of paths and patterns. Or are familiar with much more familiar methods of utilising their essence- such as thaumaturgy, sorcery or supernatural martial arts.
 
 
 
=== Experience ===
 
Permanent Essence: current essence x10 (maximum limit = 5)<br>
 
Species Attribute: current rating x 3 <br>
 
New Charm (favoured): 12 <br>
 
New Charm (non-favoured): 15 <br> 
 
New Spell (favoured): 12 <br>
 
New Spell (non-favoured): 15 <br>
 
 
 
 
 
=== Storytelling with The Darkbrood ===
 
The most obvious role that the Darkbrood is that of the Nameless Hordes that assail the Mountain Folk and any group of Exalts that are brave enough to travel beneath the surface of Creation. After all most of them are there because they were rejected by the Primordials or chose to aid their masters against the Exalted.
 
 
 
Storyteller's who wish to add more drama to their own games merely have to draw attention to the fact that some of the Darkbrood races simply chose the wrong side or failed to meet the impossible standards of chaotic and godlike beings.
 
 
 
It's doubtful that the Mountain Folk have the luxury to make such distinctions- so it could be up to a Circle of Solar Exalted to actually make peace with creatures long since presumed to be enemies of the enemies of the Gods. Would the Mountain Folk allow these creatures to return to the surface while the effects of The Great Geas denies them the same right? 
 
 
 
Similarly agents of the Yozis and Neverborn may be able to seek out bitter enemies to the gods and potential allies to their cause hiding in the dark places of the world.
 

Latest revision as of 18:37, 23 April 2008