GryffonDurime/AuroralCreation

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The first step in playing an Auroral is in understanding the intense way in which an Auroral is connected to his past lives: the same Essential soul has animated the current Auroral and every since one of his past incarnations. While their echoes linger on the edge of Lethe, they are not ghosts—they feel pain when the Auroral does, albeit it only faintly. They share a link, a connection that technically renders them not only living beings, but the SAME living being. These echo-selves form a generally helpful cooperative known as an Auroral’s Choir.

Aurorals are few in number, but effectively immortal: they can construct a new body for themselves within only one week’s time, possibly faster given the interaction of Charms. Their innate magic is somewhere between a Dragon-Blooded and a Celestial Exalt’s, but their ability to grow stronger through death while other Exalted are crippled makes the Aurorals singularly capable of suicidal missions.

Character Creation

Concept

As with all Exalts, an Auroral begins with a concept: not who you were before Exaltation, for the Aurorals have long been Aurorals. For them, concept does not begin with birth, but with death. You are the newly-reincarnated Exalt, ready to leave Lethe for the first time. Your Choir, should you have one (and you should) roots you in your former lives and defines the experiences you may draw on, but the concept should include personality, desires: the Aurorals are still, in many ways, keenly mortal in their wants, fears, and hopes.

Attributes

An Auroral is not that far removed from mortality, and so they receive slightly less in the way of Attributes. An Auroral has 7 points to distribute among his Primary statistics, 6 among his secondary, and 4 among his tertiary.

Abilities

An Auroral receives five favored abilities and, quite to the contrary of most Exalts, no caste abilities. An Auroral begins with 32 dots to distribute among his abilities, with 12 being set aside explicitly for favored abilities. No ability may be raised above 3 without the expenditure of bonus points.

Advantages

Aurorals receive 10 dots of Backgrounds, none of which may be higher than 3 without the expenditure of bonus points. A starting Auroral selects ten charms, at least five of which must be from his caste. Aurorals have 5 dots to spend on virtues, none of which may be higher than 4 at character creation without the expenditure of bonus points.

Finishing Touches