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Back to [[FrivYeti/PowerCeilingExalted|Power Ceiling]]
 
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*Character Concept: As Usual
 
*Character Concept: As Usual
 
*Attributes: 8/6/4
 
*Attributes: 8/6/4
*Abilities: 35 points. Use extensive Ability requirements from Manual of Exalted Power: Sidereals
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*Abilities: 35 points. Use extensive Ability requirements from Manual of Exalted Power: Sidereals, with the following changes:
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** All Sidereals must have the Old Realm Linguistics specialty, and Integrity 1
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** Chosen of Serenity require Integrity 2 instead of Medicine 2
 
*Backgrounds: 15 dots of Backgrounds  
 
*Backgrounds: 15 dots of Backgrounds  
 
** Sidereals purchase the following Backgrounds at normal cost: Allies, Aquaintances, Artifact, Backing, Connections, Familiar, Henchmen, Mentor, Savant
 
** Sidereals purchase the following Backgrounds at normal cost: Allies, Aquaintances, Artifact, Backing, Connections, Familiar, Henchmen, Mentor, Savant
 
** Sidereals who purchase Manse almost always must take a Manse located in Yu-Shan. Manses located in Creation cost one additional Background or bonus point.  
 
** Sidereals who purchase Manse almost always must take a Manse located in Yu-Shan. Manses located in Creation cost one additional Background or bonus point.  
** Sidereals who purchase Resources gain one extra dot for free, and do not pay double for the fourth dot. This is due to their Heavenly salaries
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** Sidereals who purchase Resources gain the first dot for free, and do not pay double for the fourth dot. This is due to their Heavenly salaries
 
** Sidereals pay double Background or Bonus points for the following Backgrounds: Cult, Followers, Liege, Reputation, Retainers, Whispers. In addition, many of these Backgrounds require the character to develop a resplendant destiny or assume a vague nature, due to Arcane Fate.
 
** Sidereals pay double Background or Bonus points for the following Backgrounds: Cult, Followers, Liege, Reputation, Retainers, Whispers. In addition, many of these Backgrounds require the character to develop a resplendant destiny or assume a vague nature, due to Arcane Fate.
 
* Charms: 12 Charms, at least six of which must be Caste or Favored
 
* Charms: 12 Charms, at least six of which must be Caste or Favored
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* Virtues: Sidereals begin play with 5 Virtue dots.No Virtue may begin over 3 without bonus points.  
 
* Virtues: Sidereals begin play with 5 Virtue dots.No Virtue may begin over 3 without bonus points.  
 
* Willpower and Essence: Willpower equal to two highest Virtues, Essence begins at 2
 
* Willpower and Essence: Willpower equal to two highest Virtues, Essence begins at 2
* Bonus Points: 15 bonus points, spent as usual. Essence costs 8 bonus points, Charms and Colleges cost 4 bonus points, Martial Arts charms cost 3 bonus points.
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* Bonus Points: 15 bonus points, spent as usual. Essence costs 8 bonus points, Charms and Colleges cost 4 bonus points (3 if Favored), Martial Arts charms cost 3 bonus points.
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Astrology has its cost reduced for experience - (Current Rating x3) -1.  
  
 
=== Ronin Sidereals ===
 
=== Ronin Sidereals ===
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* Virtues: Dragon-Bloods begin play with 5 Virtue dots. No Virtue may begin over 3 without bonus points.  
 
* Virtues: Dragon-Bloods begin play with 5 Virtue dots. No Virtue may begin over 3 without bonus points.  
 
* Willpower and Essence: Willpower equal to two highest Virtues, Essence begins at 2
 
* Willpower and Essence: Willpower equal to two highest Virtues, Essence begins at 2
* Bonus Points: 15 bonus points, spent as usual. Essence costs 9 bonus points, Charms cost 4 bonus points if Favored, 5 if not favored or Celestial Martial Arts.
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* Bonus Points: 15 bonus points, spent as usual. Essence costs 9 bonus points, Charms cost 4 bonus points if Favored, 5 if not favored or Celestial Martial Arts.
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== Character Creation: The Fair Folk ==
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Fair Folk characters are created as follows:
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=== Fair Folk Nobles ===
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*Character Concept: As Usual
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*Attributes: As Usual
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*Abilities: As Usual
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*Backgrounds: 10 dots of Backgrounds
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** Nobles purchase the following Backgrounds at normal cost: Allies, Backing, Birth, Cult, Familiar, Gossamer, Henchmen, Mentor, Reputation, Retainers, Style
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** Nobles who purchase the following Backgrounds may take normal Fair Folk commoners instead of normal mortals: Retainers
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** Nobles who purchase the Artifact background for the first time use the listing in the Fair Folk book.
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** Nobles pay double Background or Bonus points for the following Backgrounds: Connections, Followers, Liege, Resources
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* Charms: As Usual
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* Virtues and Graces: Characters begin with six dots of Virtues, and six dots of Graces. Minor Graces may not be raised past two dots at character creation.
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* Willpower and Essence: Fair Folk begin with Willpower 5 and Essence 2.
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* Bonus Points: 15 bonus points, spent as usual. Charms cost 3 bonus points if favoured, 4 if not. Willpower costs 2 points per dot, and Virtues cost 1 point per dot.
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=== Heroic Commoners ===
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*Character Concept: As Usual
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*Attributes: As Usual
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*Abilities: As Usual
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*Backgrounds: None
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** Heroic Commoners follow all the Background rules for nobles, except that they pay an extra bonus point for every Background over one dot, and cannot have Backgrounds at five dots.
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* Charms: Heroic commoners start with only six Charms, plus those gained from the Birth Background.
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* Virtues: As Usual
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* Willpower and Essence: As Usual
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* Bonus Points: 15 bonus points, spent as usual. Charms cost 3 bonus points if favoured, 4 if not.
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=== Standard Commoners ===
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*Character Concept: As Usual For Commoners
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*Attributes: 9/6/4, with no automatic dots.
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*Abilities: Standard commoners have no Favored Abilities, and only get 20 Ability dots. They still receive a free dot in all Caste Attributes.
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*Backgrounds: None
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** Standard Commoners follow all the Background rules for nobles, except that they pay an extra bonus point for every Background over one dot, and cannot have Backgrounds at four dots or above. 
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* Charms: Standard commoners start with only four Charms, plus those gained from the Birth Background. All must be from Heart or their Major Grace.
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* Virtues: Standard commoners start with five dots of Virtues. They may buy the Virtue associated with their Feeding Grace up to 4, and must buy it up to 3.
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* Willpower and Essence: Standard commoners have Willpower equal to their highest Virtue, Essence 1, and Heart 1.
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* Bonus Points: 10 bonus points, spent as usual. Charms cost 3 bonus points if favoured, 4 if not.

Latest revision as of 01:34, 20 September 2011

Back to Power Ceiling


Note: If a character pays double for a given Background, it means that they pay 2 Background or Bonus points for the first three dots, and 4 for the fourth or fifth. This doubling effect also applies after character creation, when characters must pay (Current Rating x4) to raise those Backgrounds with experience. This usually reflects extreme difficulty in gaining and maintaining such connections.

Character Creation: Solar Exalted

Solar Exalted are created as follows:

  • Character Concept: As Usual
  • Attributes: 8/6/4
  • Abilities: 28 points, at least 10 in Caste and Favored Abilities
  • Backgrounds: 7 dots of Backgrounds
    • Solars purchase the following Backgrounds at normal cost: Allies, Artifact, Backing, Connections, Cult, Familiar, Followers, Henchmen, Manse, Mentor, Reputation, Resources, Retainers, Savant
    • Solars pay double Background or Bonus points for the following Backgrounds: Liege, Whispers
  • Charms: 10 Charms, at least five of which must be Caste or Favored
  • Virtues: Solars begin play with 6 Virtue dots. No more than one Virtue may begin play with a rating of 1. No Virtue may begin over 4 without bonus points.
  • Willpower and Essence: Willpower equal to two highest Virtues, Essence begins at 2
  • Bonus Points: 15 bonus points, spent as usual. Charms cost 3 bonus points if favoured, 4 if not.

Character Creation: Lunar Exalted

Lunar Exalted as created as follows:

Casted Lunars

  • Character Concept: As Usual
  • Attributes: Choose two of your Caste Abilities as Caste, and then two more Attributes as Favored. Favored Attributes may not both be in the same Attribute group, but may be third Caste Attribute. 8/6/4 Attributes, plus one dot in any Caste or Favored Attribute.
  • Abilities: Choose one Favored Ability, plus Survival. 25 Ability dots. Must have Survival 2, and one combat Ability at 1.
  • Backgrounds: Silver Pact Lunars start with 9 dots of Backgrounds, plus one automatic dot in Heart's Blood.
    • Lunars purchase the following Backgrounds at normal cost: Allies, Artifact, Backing, Connections, Cult, Familiar, Followers, Heart's Blood, Henchmen, Lunar Bond, Manse, Mentor, Reputation, Resources, Retainers, Savant
    • Lunars pay double Background or Bonus points for the following Backgrounds: Liege, Whispers
  • Charms: Pact Lunars begin play with 10 Charms, at least one of which must be a Knack.
  • Virtues: Lunars begin play with 5 Virtue dots. No Virtue may be purchased over 3 without bonus points.
  • Willpower and Essence: Willpower equal to two highest Virtues, Essence begins at 2.
  • Bonus Points: 15 bonus points, spent as usual. Essence costs 8 bonus points, Charms cost 4 bonus points, Knacks cost 3 bonus points.

Casteless Lunars

  • Character Concept: As Usual
  • Attributes: Choose two Favored Attributes. 8/6/4 Attributes.
  • Abilities: Choose one Favored Ability, plus Survival. 25 Ability dots.
  • Backgrounds: Casteless Lunars start with 7 Background dots.
    • Lunars purchase the following Backgrounds at normal cost: Allies, Artifact, Backing, Connections, Cult, Familiar, Followers, Heart's Blood, Henchmen, Lunar Bond, Manse, Mentor, Reputation, Resources, Retainers, Savant, Taboo
    • Lunars pay double Background or Bonus points for the following Backgrounds: Liege, Whispers
  • Charms: Casteless Lunars begin play with 8 Charms
  • Virtues: Lunars begin play with 5 Virtue dots. No Virtue may be purchased over 3 without bonus points.
  • Willpower and Essence: Willpower equal to two highest Virtues, Essence begins at 2.
  • Bonus Points: 15 bonus points, spent as usual. Essence costs 8 bonus points, Charms cost 4 bonus points, Knacks cost 3 bonus points.

Character Creation: Sidereal Exalted

Sidereals are created as follows:

Bureau Sidereals

  • Character Concept: As Usual
  • Attributes: 8/6/4
  • Abilities: 35 points. Use extensive Ability requirements from Manual of Exalted Power: Sidereals, with the following changes:
    • All Sidereals must have the Old Realm Linguistics specialty, and Integrity 1
    • Chosen of Serenity require Integrity 2 instead of Medicine 2
  • Backgrounds: 15 dots of Backgrounds
    • Sidereals purchase the following Backgrounds at normal cost: Allies, Aquaintances, Artifact, Backing, Connections, Familiar, Henchmen, Mentor, Savant
    • Sidereals who purchase Manse almost always must take a Manse located in Yu-Shan. Manses located in Creation cost one additional Background or bonus point.
    • Sidereals who purchase Resources gain the first dot for free, and do not pay double for the fourth dot. This is due to their Heavenly salaries
    • Sidereals pay double Background or Bonus points for the following Backgrounds: Cult, Followers, Liege, Reputation, Retainers, Whispers. In addition, many of these Backgrounds require the character to develop a resplendant destiny or assume a vague nature, due to Arcane Fate.
  • Charms: 12 Charms, at least six of which must be Caste or Favored
  • Colleges: 7 dots of colleges, at least four of which must be from her Maiden's House.
  • Virtues: Sidereals begin play with 5 Virtue dots.No Virtue may begin over 3 without bonus points.
  • Willpower and Essence: Willpower equal to two highest Virtues, Essence begins at 2
  • Bonus Points: 15 bonus points, spent as usual. Essence costs 8 bonus points, Charms and Colleges cost 4 bonus points (3 if Favored), Martial Arts charms cost 3 bonus points.

Astrology has its cost reduced for experience - (Current Rating x3) -1.

Ronin Sidereals

  • Character Concept: As Usual
  • Attributes: 8/6/4
  • Abilities: 25 points. At least ten dots must be Caste or Favored.
  • Backgrounds: 7 dots of Backgrounds
    • Sidereals purchase the following Backgrounds at normal cost: Allies, Aquaintances, Artifact, Familiar, Henchmen, Mentor, Resources, Savant
    • Sidereals who purchase Manse must pay one additional Background or bonus point.
    • Sidereals pay double Background or Bonus points for the following Backgrounds: Backing, Connections, Cult, Followers, Liege, Reputation, Retainers, Whispers. In addition, many of these Backgrounds require the character to develop a resplendant destiny or assume a vague nature, due to Arcane Fate.
  • Charms: 8 Charms, at least four of which must be Caste or Favored
  • Colleges: None to start
  • Virtues: Sidereals begin play with 5 Virtue dots. No Virtue may begin over 3 without bonus points.
  • Willpower and Essence: Willpower equal to two highest Virtues, Essence begins at 2
  • Bonus Points: 15 bonus points, spent as usual. Essence costs 8 bonus points, Charms and Colleges cost 4 bonus points, Martial Arts charms cost 3 bonus points.

Character Creation: Terrestrial Exalted

The Dragon-Blooded are created as follows:

Dynastic Dragon-Bloods

  • Character Concept: As Usual
  • Attributes: 7/6/4
  • Abilities: 35 points, following the Dynastic requirements in Manual of Exalted Power: Dragon-Blooded
  • Backgrounds: 12 dots of Backgrounds
    • Dragon-Bloods purchase the following Backgrounds at normal cost: Allies, Backing, Breeding, Connections, Familiar, Followers, Henchmen, Mentor, Reputation, Resources, Retainers
    • Dragon-Bloods receive the following Backgrounds twice the first time they purchase them: Artifact, Manse
    • Dragon-Bloods pay double Background or Bonus points for the following Backgrounds: Cult, Liege, Savant, Whispers
  • Charms: 7 Charms, at least four of which must be Aspect or Favored. The two Immaculate initiation Charms may be purchased by spending three Charm slots; future Celestial Martial Arts at character creation are purchased normally.
  • Virtues: Dragon-Bloods begin play with 5 Virtue dots. No Virtue may begin over 3 without bonus points.
  • Willpower and Essence: Willpower equal to two highest Virtues, Essence begins at 2
  • Bonus Points: 15 bonus points, spent as usual. Essence costs 9 bonus points, Charms cost 4 bonus points if Favored, 5 if not favored or Celestial Martial Arts.

Outcaste Dragon-Bloods

  • Character Concept: As Usual
  • Attributes: 7/6/4
  • Abilities: 25 points, of which ten must be caste or favored.
  • Backgrounds: 7 dots of Backgrounds
    • Dragon-Bloods purchase the following Backgrounds at normal cost: Allies, Artifact, Backing, Cult, Connections, Familiar, Followers, Henchmen, Manse, Mentor, Reputation, Resources, Retainers
    • Outcaste pay normal costs for the first two dots of Breeding, two points for the third dot, three for the forth, and four for the fifth.
    • Dragon-Bloods pay double Background or Bonus points for the following Backgrounds: Liege, Savant, Whispers
  • Charms: 7 Charms, at least four of which must be Aspect or Favored. The two Immaculate initiation Charms may be purchased by spending three Charm slots; future Celestial Martial Arts at character creation are purchased normally.
  • Virtues: Dragon-Bloods begin play with 5 Virtue dots. No Virtue may begin over 3 without bonus points.
  • Willpower and Essence: Willpower equal to two highest Virtues, Essence begins at 2
  • Bonus Points: 15 bonus points, spent as usual. Essence costs 9 bonus points, Charms cost 4 bonus points if Favored, 5 if not favored or Celestial Martial Arts.

Character Creation: The Fair Folk

Fair Folk characters are created as follows:

Fair Folk Nobles

  • Character Concept: As Usual
  • Attributes: As Usual
  • Abilities: As Usual
  • Backgrounds: 10 dots of Backgrounds
    • Nobles purchase the following Backgrounds at normal cost: Allies, Backing, Birth, Cult, Familiar, Gossamer, Henchmen, Mentor, Reputation, Retainers, Style
    • Nobles who purchase the following Backgrounds may take normal Fair Folk commoners instead of normal mortals: Retainers
    • Nobles who purchase the Artifact background for the first time use the listing in the Fair Folk book.
    • Nobles pay double Background or Bonus points for the following Backgrounds: Connections, Followers, Liege, Resources
  • Charms: As Usual
  • Virtues and Graces: Characters begin with six dots of Virtues, and six dots of Graces. Minor Graces may not be raised past two dots at character creation.
  • Willpower and Essence: Fair Folk begin with Willpower 5 and Essence 2.
  • Bonus Points: 15 bonus points, spent as usual. Charms cost 3 bonus points if favoured, 4 if not. Willpower costs 2 points per dot, and Virtues cost 1 point per dot.

Heroic Commoners

  • Character Concept: As Usual
  • Attributes: As Usual
  • Abilities: As Usual
  • Backgrounds: None
    • Heroic Commoners follow all the Background rules for nobles, except that they pay an extra bonus point for every Background over one dot, and cannot have Backgrounds at five dots.
  • Charms: Heroic commoners start with only six Charms, plus those gained from the Birth Background.
  • Virtues: As Usual
  • Willpower and Essence: As Usual
  • Bonus Points: 15 bonus points, spent as usual. Charms cost 3 bonus points if favoured, 4 if not.

Standard Commoners

  • Character Concept: As Usual For Commoners
  • Attributes: 9/6/4, with no automatic dots.
  • Abilities: Standard commoners have no Favored Abilities, and only get 20 Ability dots. They still receive a free dot in all Caste Attributes.
  • Backgrounds: None
    • Standard Commoners follow all the Background rules for nobles, except that they pay an extra bonus point for every Background over one dot, and cannot have Backgrounds at four dots or above.
  • Charms: Standard commoners start with only four Charms, plus those gained from the Birth Background. All must be from Heart or their Major Grace.
  • Virtues: Standard commoners start with five dots of Virtues. They may buy the Virtue associated with their Feeding Grace up to 4, and must buy it up to 3.
  • Willpower and Essence: Standard commoners have Willpower equal to their highest Virtue, Essence 1, and Heart 1.
  • Bonus Points: 10 bonus points, spent as usual. Charms cost 3 bonus points if favoured, 4 if not.