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What Creates Destined Radiants?

Heroic radiants, as with the other sorts, are created in a moment of need. A moment in which everythin in a person's soul years for things that have been going wrong to GO RIGHT. To GO THE WAY THEY ARE SUPPOSED TO.

When Destined Radiants are created, the stars shine through the clouds in a thousand specks that scatter across the landscape. The Radiant begins to glow softly, and feels Destiny course through them.

Destined Radiants are people who believe in a higher purpose, who don't trust luck or chance and who are determined to make things work the way they should. Unlike Heroic Radiants, who just want to DO something, Destined Radiants are always concerned with the process and pathways to a destination.

Innate Powers of the Destined

All Destined Radiants can learn Sidereal Charms from the Sidereal book. They choose Sidereal Charms for all Charm purposes.

In addition, Destined Radiants follow the same rules for anima flare as Sidereals, and can activate their animas in the same manner as Sidereals. However, they do not suffer from Paradox, as they cannot activate Resplendant Destinies or Astrology. Instead, they must rely on their Charms to bring about their desired goals. On the flip side, they are not affected by Arcane Fate in any of its incarnations.

The anima flares of the Destined are soft glows of the appropriate colour. Their 'caste mark' is that their eyes blaze with the appropriate type of light, and appear to be filled with stars.

Castes of the Destined

The Destined follow the same castes as Sidereals, but have slightly different anima effects. Any Destined Sidereal may spend 8 motes and flare their anima, giving themselves and all allies within (their Essence x10) yards +1 die on all rolls using their Caste abilities for the duration of the scene. If multiple Destined of the same sort activate animas, add their Essence scores together, and then add an amount equal to the number of Chosen using the power, to determine range. Count it from the centre of the Destined.

In addition, any of the Destined can create minor blessings or curses; they may have a number of these in play at any given time equal to their Essence score. These blessings or curses modify the target number of rolls for one Caste ability by 1 in whichever direction for the target; they require the commitment of 4 motes of Essence by the Destined. Multiple effects counter each other, but do not stack.

Character Creation

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

Caste: Choose from the new Castes above.
Nature: Stays the same.
Attributes: Destined get only 7/6/4 as their Attribute spread.
Abilities: Destined choose 4 Favoured Abilities, not 5. They get 32 Ability points, 16 of which must be placed into Caste or Favoured abilities (of those 16, at least 8 must be in Caste abilities). They cannot begin play with more than 3 dots in an Ability before bonus points.
Backgrounds: As Solars.
Charms: The Radiant begins play with only 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 x5 + Willpower + 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 for Solars.

The Curse

The Great Curse has a special effect for the Destined. When their carefully-laid plans don't work out, each has his own special way of freaking out. Choose whichever Virtue Flaw fits best; whenever problems occur, roll that Virtue and add towards Limit as for Solars and Lunars. All Destined Limits last for a number of days equal to their Limit. Also increase Limit by one whenever the Destined refuses to try and control events.

Compassion: Karmic Balance
The character has made mistakes in their plans; now is the time to right them. As long as the character is broken, she will do everything in her power to help anyone that has been injured or harmed by the plans the character has attempted. She will do so far out of proportion to the harm inflicted, and may badly injure herself in the process.
Limit Condition: A plan or action of the character brings unintended harm.

Conviction: Overwhelming Hubris
The character cannot make mistakes! Her plans are perfect! Perfect! The character is not able to see any flaws or problems with her plans, and will blissfully make horrendous errors. Any problems that occur will be blamed on other people deliberately sabotaging her.
Limit Condition: A plan or course of action of the character works flawlessly.

Temperance: Hopeless Indecision
The character's plans are fraught with problems! Nothing works right! Nothing! Why should she bother?? For the duration of the Limit, the character must succeed at a Willpower roll to take any action on her own initiative, even if that action is simply to disobey anyone else. She will distrust any of her own judgements, and will do whatever others suggest.
Limit Condition: A plan or action of the character fails due to unforeseen circumstances.

Valour: Rage of the Heavens
The character's plans would work just fine, if it weren't for that idiot who got in the way! Grah! Get him! This Limit only lasts for a single scene; the character will immediately do everything in her power to utterly kill whomever just screwed up her plan.
Limit Condition: A plan or serious course of action of the character is foiled by someone else.