Difference between revisions of "XerExaltedLite/DragonBlooded"

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== The Dragon-Blooded ==
 
== The Dragon-Blooded ==
* /DragonBloodedCharms - Reorganized Dragon Blooded Charms
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* /ElementalPaths - The Elemental Paths
 
* /DragonBloodedImmaculatePaths - Reorganized Immaculate Martial Arts Paths.
 
* /DragonBloodedImmaculatePaths - Reorganized Immaculate Martial Arts Paths.
 
* /DBSquads - Dragon-Blooded Squads
 
* /DBSquads - Dragon-Blooded Squads
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* /DBAspects - Dragon-Blooded Aspect Abilities
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* /DBAbilities - Abilities common to all Dragon-Blooded
 
== Aspect Changes ==
 
== Aspect Changes ==
 
As there are no more favored Abilities (just favored Charms), the Exalted need a bit more to differentiate themselves.  For the Dragon-Blooded, this takes the form of special [[/DBSquads|Squads]], redesigned Aspects and such.
 
As there are no more favored Abilities (just favored Charms), the Exalted need a bit more to differentiate themselves.  For the Dragon-Blooded, this takes the form of special [[/DBSquads|Squads]], redesigned Aspects and such.
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Thus, this project attempts to redefine them as especially unique terrors of their elements that aren't so hard to pin down, ability wise.  Many of their Charms still exist, but they more closely resemble Dragon King Paths in terms of design.  They go to level 8, however, and are generally more powerful.
 
Thus, this project attempts to redefine them as especially unique terrors of their elements that aren't so hard to pin down, ability wise.  Many of their Charms still exist, but they more closely resemble Dragon King Paths in terms of design.  They go to level 8, however, and are generally more powerful.
 
=== Protection, Flaring and Projection ===
 
Each aspect adds an important element (literally) to the rest of the team.  Each one has several properties unique to their element, which grow with their Essence:
 
* Elemental Protection
 
* Elemental Flare
 
* Elemental Projection
 
 
They have no unique Anima powers 'as such', but rather, constant effects that they may extend to their compatriots.  For five motes, a Dragon-Blood may attune her anima to another for the rest of the scene, granting the Target immunity to her Anima and Elemental Flare, as well as benefit of her Elemental Protection abilities (but not, however, her Projection).  She may protect only protect one non-Dragon-Blooded individual in this manner per scene, and up to four Dragon-Blooded per scene.
 
* This can aid in the curing of diseases and poisons, rescuing people from drowning and so on.
 
 
Flaring their Animas are also abilities specific to them.
 
* By spending 5 motes, they can flare their Anima to a great extent, causing anything that comes into contact with it to suffer their permanent Essence in Lethal damage per Turn.
 
* For 10 motes and one Willpower, they can cause it to flare even more violently, creating a vortex of elemental energy around them - reaching out to their permanent Essence x 5 yards, doing their permanent Essence in Lethal damage every Turn.
 
* Without some sort of supernatural protection, this is unsoakable, as damage may not be reduced below the attacker's permanent Essence.
 
* Both of these effects last for one Scene.
 
* An Elemental Lens doubles this damage, but it then becomes soakable (though minimum damage still equals the attacking Character's permanent Essence).
 
 
Finally, they may Project their Elemental nature.  They can spend up to their Lore in motes of Essence to fire a targetted attack at a person, thing, or area.  This bolt attack is rolled with Dexterity + Combat + permanent Essence, permanent Essence being the attack's Accuracy.  It has a range of the Character's permanent Essence times 20 yards.  Two types of effects may be made:
 
* A bolt of elemental energy.  This targets a single person and does a base of 2L damage per mote spent.
 
* A blast of elemental energy.  This targets a spherical area with a radius of the Character's permanent Essence, and does a base of 1L damage per mote spent.
 
* As with Anima flaring, Projecting damage can be doubled with an Elemental Lens.  This only affects base damage and not extra successes.
 
 
All Dragon-Blooded also have a secondary Aspect, depending on their primary Virtue, which colors the nature of their Element.
 
 
* By these rules, Dragon-Blooded can only attain Essence 8, and even then it is a wonder.
 
* The Dragon-Blooded Virtue Flaw rules are still in effect.  The Anima effects given below are largely for flavor purposes, however their attuned element counts for immunity purposes.
 
* Dragon-Blooded add twice their permanent Essence score to their Anima Flux (explained in the Dragon Blooded, page 161).  In the manner of the basic powers described on page 148, they may spend 1 mote of Essence to supress this addition for a scene.
 
 
=== Air Aspects ===
 
* <B>Protection:</B> Air Aspects gain a resistance to Cold.  At first, this is merely a protection from the cold of the wind, but soon it becomes a defense against all such things and, eventually, from the Wind itself, depending on their permanent Essence.
 
# When they just Exalt, Air Aspects find little trouble staying out in the cold (or extreme heat in rare cases), as the wind does not steal their heat from them.  Wind is always considered 'very calm' when considering negative temperature effects.
 
# Once they grow some into their power, Air Aspects gain a bit more resilience to cold, always soaking any form of cold damage with their full Brawn.
 
# Mature Air Aspects fear nothing of Cold, suffering no damage from it.  Aggravated versions and Air Elementals may still harm them, though Air Aspects gain their full Brawn to soak against both.  In addition, their attention is fickle and little can hold their emotions for long.  They add their permanent Essence to social soak against Persuasion.
 
# Some Air Aspects develope to the point where Air Elementals simply can not directly harm them.  In order to hurt an Air Aspect the Elemental must use a weapon of some sort not of its own nature.  Even then, the Air Aspect soaks any lethal damage with their full Brawn.
 
# A rarer few Air Blooded have less to fear from the random hazards winds toss their way, for they are the wind, and their nature counteracts it.  They resist any form of windblown particle, dehydration, airborne poison, or airborne acid damage with their full Brawn.  In addition, their breath may not be stolen from them - so long as they may regain Essence, they may still breath.
 
# The pinnacle that most Air Aspects can hope to reach in the Age of Sorrows, they experience the protection and grace of their own inner wind.  They soak all Ranged attacks with their full Brawn, and double their Prowess for movement, leaping and falling purposes (for calculating raw numbers).
 
# Air Aspects who reach this level are true masters of their Element.  Aggravated Cold or Wind attacks do merely Lethal damage and thus, they are immune.  They need not fear The Silent Wind.
 
# At this level, the Children of Mela are true masters and mistresses of the Air.  They no longer walk but, instead, fly and dart about at whatever speed normal movement would grant.  Ascending speed is halved, and descending speed is doubled (though the Terrestrial may still choose to enter free-fall).
 
 
* <B>Compassion:</B> Some few Attuned to Air are also attuned to Wood, for it renews and invigorates Air.  Their Animas are strange, silent manifestations that carry a musky scent.  Their attacks steal the breath from those around them, causing a strange silence not unlike that of Adjordan.
 
* <B>Conviction:</B> A surprising many Attuned to Air have Fire as their secondary aspect.  Their Animas are a dry, bitter, almost burning cold.
 
* <B>Temperance:</B> Many Attuned to Air are also attuned to Water, for the Air bears Water on its way.  The Animas of these Terrestrials are icy and snowy, a continuous frost forming about them.
 
* <B>Valor:</B> Earth is an uncommon secondary aspect for Mela's Children.  Their Animas are noisy and crackling, whipping shockwaves through the air.
 
=== Earth Aspects ===
 
* <B>Protection:</B> Earth Aspects are one with the land, gaining protection from rocks and standing firm no matter what the situation.
 
# At the moment of their Exaltation, Earth aspects have only a loose connection with their Element.  They may soak falling damage with their full Brawn.
 
# As they learn to better harmonize themselves with the Earth, they become more resilient.  They may soak any damage caused by unworked Earth - flying rocks or sand, for example, with their full Brawn.
 
# Mature Earth Blooded fear nothing of unworked Earth.  Aggravated sources and Earth Elementals may still harm them, though Earth Aspects gain their full Brawn in soaking both.  In addition, they are hard to sway with temporary pleasures.  They add their Essence to social soak against Seduction.
 
# Some Earth Aspects develope to the point where Earth Elementals simply can not directly harm them.  In order to hurt an Earth Aspect the Elemental must use a weapon of some sort not of its own nature.  Even then, the Earth Aspect soaks any lethal damage with their full Brawn.
 
# At this level of Essence, Earth Aspects are in tune with the Earth around them, betraying their enemies.  Any lethal damage from Melee attacks that are not made with natural weapons while the attacker stands upon solid ground are soaked with the Terrestrial's full Brawn.
 
# The pinnacle for most, at this level the Children of Earth may not be knocked backwards or prone so long as they stand on the mantle of the Earth.
 
# Earth Aspects who reach this point are masters of their Element.  Aggravated sources of Earth damage are merely Lethal and thus, they are immune.  In addition, they soak -all- damage with their full Brawn.
 
# At the peak of their power, children of Pasiap are one with the Earth.  They may move through any earthen or metal formation as if they were swimming through water, and can see their permanent Essence in yards through such things.  Living beings, some magical wards and, of course, the Magical Materials are proof against this movement.
 
 
* <B>Compassion:</B> Many aspects of Earth are also attuned to Wood.  Their Animas reach from their skin, whiplike coils of Earth.
 
* <B>Conviction:</B> A constant smell of ash permeates those of Earth who are Fire.  Their Animas are cloudy, dark and smokey.
 
* <B>Temperance:</B> Water is an oddly rare attunement for aspects of Earth.  Their animas fling mud around them, slamming into their enemies with amazing force.
 
* <B>Valor:</B> Air is a common secondary Aspect for the children of Pasiap.  Their Animas float and whip stones and sand about them.
 
 
=== Fire Aspects ===
 
* <B>Protection:</B> As one might guess, Fire Aspects build an immunity to heat, while retaining the grace of the flame.
 
# Upon their Exaltation, Fire Aspects gain resilience against flame.  They soak heat from Fire with their full Brawn.
 
# Gaining strength, young Fire Terrestrials can soak any source of heat damage with their full Brawn.
 
# Matured Fire Aspects fear nothing of heat, and are immune.  Aggravated sources and Fire Elementals may still harm them, but they always receive their full Brawn to soak.  Fire is all consuming, and this includes knowledge.  They may add their permanent Essence to their social soak while in a debate.
 
# Some Fire Blooded develop further, gaining immunity even to the efforts of Fire Elementals.  In order to hurt a Fire Aspect, such an Elemental must make use of a weapon not of their own nature, and even then the Blooded receives her full Brawn in soak.
 
# Little can forget the flame.  A rare few Fire Aspects resist the damage from any fire-forged weapon not made of the Magical Materials with their full Brawn.
 
# Fire can consume a great many things to feed it.  Fiery Terrestrials at this point may eat anything that burns to feed themselves.
 
# Some rare Fire Aspects become true masters of it.  Aggravated sources of heat damage are merely Lethal to them and thus, they are immune.  This is proof against all Fire - even that of She Who Lives in Her Name.
 
# The purest Children of Hesiash are raw emanations of Flame.  When truly Flaring or Projecting their Animas, they do double damage, including extra successes when projecting.  An Elemental Lens makes this Triple base damage, with extra successes from Anima Projections doubled.
 
 
* <B>Compassion:</B> Wood attuned Fire Terrestrials are by far the most common.  Their Animas are cackling flame, consuming all that touches them.
 
* <B>Conviction:</B> Air feeds Fire, and this attunement is common.  These Animas are a dry, merciless and unrelenting heat,
 
* <B>Temperance:</B> Water attuned aspects of Fire, though rare, are a sight to behold.  Their Animas are cracking lightning, visible from far away.
 
* <B>Valor:</B> Children of Hesiash attuned to Earth are somewhat uncommon.  Their animas take the Earth about them, melting it to magma and flinging it about.
 
=== Water Aspects ===
 
* <B>Protection:</B> Water Aspects build immunity to acids, as well as becoming one with the waters, that they may not hinder them.
 
# Upon their Exaltation, Water Aspects are friends with the seas.  They may pass out while underwater, but will not actually drown.
 
# Gaining in power, Water Aspects gain resilience against Water and Acid.  They soak such attacks with their full Brawn.
 
# Mature Water Blooded may breath freely underwater as the fish do, and they are immune to water and acid attacks.  Aggravated sources and Water Elementals may still harm them, though they always retain their full Brawn to soak.  In addition, though they may flow and yeild, they never truly give up.  They may add their permanent Essence to their social soak against Intimidation.
 
# Some Water Aspects reach the point where Water Elementals may not bring them direct harm.  In order to hurt the Terrestrial, the Elemental must find a weapon not of its own nature, and even then the Blooded applies her full Brawn to soak.
 
# The sway of the Ocean is easily girded by the Water Children.  When attacked by any being underwater or on a vessel supported by water, the Terrestrial gets her full Brawn to soak lethal damage.
 
# The pinnacle of the modern age, Water Aspects at this level of Essence are forever attuned to Water, and need never thirst.  In addition, they can see as clearly through water as they can through air, though mud and other substances might still disturb their vision..
 
# A few rare Water Aspects fear nothing of their element in any form.  Aggravated Water and Acid attacks are Lethal to them and thus, they are immune.  They could take a bath in Kimbery's waters without worry.
 
# The purest Children of Daana'd are utterly at home underwater.  They may move as freely underwater as on land, with no restrictions whatsoever.  In addition, they can flow through cracks and crevaces, though only at swimming speed.
 
 
* <B>Compassion:</B> The rarest of the Water attunements is Wood.  Their Animas are whiplike streamers of water, which burn with acids and poison.
 
* <B>Conviction:</B> Fire is a rare, though impressive attunement for Water Aspects.  Their Animas are hissing steam.
 
* <B>Temperance:</B> Air attuned Water Aspects are somewhat common.  Their Animas are freezing rain.
 
* <B>Valor:</B> The most common of attunement for the Children of Daana'd is Earth.  Their Animas bring forth the full, unforgiving might of the Ocean, slamming into their opponents.
 
=== Wood Aspects ===
 
* <B>Protection:</B> Wood Aspects gain resistance and eventual immunity to poisons and disease.  The things of nature may not bring them undue harm.
 
# At the moment of their Exaltation, Wood Aspects gain a resilience to common natural poisons - resisting minor effects such as poison ivy and soaking any lethal damage with their full Brawn.
 
# After a short time, Wood Terrestrials may soak any lethal poison damage with their full Brawn.
 
# Mature Wood Aspects are immune to most poisons, and gain their full brawn to soak Lethal damage made by wood Elementals and Aggravated poisons.  Their resilience to unfamiliar pain is ever present - they may add their permanent Essence to their social soak against Torture.
 
# Some Wood Blooded develop to the point where Wood Elementals can bring them no harm.  In order to hurt the Terrestrial, the Elemental must use a weapon not of its own nature.
 
# At this point, Wood Aspects become resilient to the forces of nature.  They soak all natural attacks - including bites, claws, and fists, with their full Brawn.
 
# Eventually, some Wood Aspects become truly one with nature.  No amount of underbrush, thorns or natural abatis will bar their path, allowing them to move freely, even if enchanted to do otherwise.
 
# Wood Children that grow this far fear nothing of any poison, suffering no effect whatsoever.  Of diseases, only the Great Contagion may bring them harm.
 
# The greatest Children of Sextes embody all that is life.  By stepping into a tree, or other plant that is large enough to contain them wholly, they may pass through Elsewhere and step out of another such plant up to their permanent Essence in miles away.  Both entering and leaving the plant is a die action that may not be split (it takes a full Turn).
 
 
* <B>Compassion:</B> Air is a rare attunement for the Wood Children.  Their Animas are stale, promoting rot and fungal growths.
 
* <B>Conviction:</B> Another rare attunement for Wood Aspects is Fire.  Their Animas are smokey, burning, toxic mists.
 
* <B>Temperance:</B> Water is the most common attunement of Wood Terrestrials.  Their Animas consist of whipping vines.
 
* <B>Valor:</B> A common attunment, Earth brings out the force of nature in the Children of Sextes.  Their Animas are thick, winding branches of trees, tearing and rending their opponents.
 
 
 
== Character Creation ==
 
== Character Creation ==
See /CharacterCreation for bonus point costs.
+
See /CharacterCreation for the basics and /Advancement for xp costs.
  
<B>Step One:</B> Choose Nature and Aspect.  Note Aspects have been altered.
+
<B>Step One:</B> Choose Name, Concept, Nature, and Aspect.
  
<B>Step Two:</B> Prioritize the three categories: Physical, Social, Mental (5/4/3).  See /Attributes
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<B>Step Two:</B> Assign 240 experience points to your /Attributes - or choose (4/3/3/3/3/3).  Scores begin at 0, but must normally be raised to a minimum of 1.  See /Attributes
* Choose Physical Traits: Brawn, Dexterity
 
* Choose Social Traits: Charisma, Presence.
 
* Choose Mental Traits: Intelligence, Perception.
 
  
<B>Step Three:</B> Choose /Abilities (4/3/2/1).
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<B>Step Three:</B> Choose /Abilities (4/4/3/2/1/1/1/0/0/0), or divide 160 xp between them. Abilities begin at 0.
* Note Dynasts gain additional Abilities - +1 to 5 chosen abilities.
 
  
<B>Step Four:</B> Note altered /Backgrounds when purchasing.
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<B>Step Four:</B> Note /Backgrounds - Outcaste Dragon-Blooded will normally begin with 15 xp of backgrounds, while Dynasts will begin with 45 xp of backgrounds.
* Assign 5 dots to Virtues, all begin at 1 dot, none may be higher than 3 without bonus points.
+
* Choose Virtues (3/2/2/2) or assign 45 xp between them.
* Choose 7 Charms or /Talents as normal.
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* Choose Paths, Talents, and Spells (8), or divide 90 xp among these.
  
 
<B>Step Five:</B>
 
<B>Step Five:</B>
* Record permanent Essence (2)
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* Record permanent Essence (2) - 45 xp
* Willpower is equal to the sum of two highest Virtues.
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** Personal Essence is equal to Essence * 2 + Willpower
* Personal Essence Pool is Essence x 2 + Willpower
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** Peripheral Essence is equal to Essence * 3 + Willpower + Sum of Virtues
* Peripheral Essence Pool is Essence x 6 + Willpower x 2
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* Willpower begins at 5 - 30 xp
* Health levels are (Essence + Brawn + Might) x 3 (unless Small or Large) plus any from Ox Body.
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* Health levels are (Essence + Brawn + Might) x 3 (unless Small or Large).
* Breeding does not add to either Essence pool.
+
* Apply /Merits and /Flaws as desired.
* Apply /Merits and /Flaws as desired
 
  
Dragon-Blooded begin with 25 bonus pointsRemember to add Inheritance x6 to Bonus Points, if any.
+
Apply Experience Points - 80, plus those gained from Training, Knowledge or ExperienceNo Trait may be raised above 5 (or Essence, whichever is higher) without Legendary (or 10 / Essence * 2 for Willpower).  See /Essence rules for limits on Essence.
  
 
== Comments ==
 
== Comments ==

Revision as of 01:36, 11 June 2005

The Dragon-Blooded

  • /ElementalPaths - The Elemental Paths
  • /DragonBloodedImmaculatePaths - Reorganized Immaculate Martial Arts Paths.
  • /DBSquads - Dragon-Blooded Squads
  • /DBAspects - Dragon-Blooded Aspect Abilities
  • /DBAbilities - Abilities common to all Dragon-Blooded

Aspect Changes

As there are no more favored Abilities (just favored Charms), the Exalted need a bit more to differentiate themselves. For the Dragon-Blooded, this takes the form of special Squads, redesigned Aspects and such.

The basic premise is that, as the most common type of Exalt, they will be seen a lot more often. The nature of their Charms, however, requires more memorization than any other type of Exalt - which is a hassle enough when building a full scale Wyld Hunt party. When trying to build armies from them, it becomes nearly impossible.

Thus, this project attempts to redefine them as especially unique terrors of their elements that aren't so hard to pin down, ability wise. Many of their Charms still exist, but they more closely resemble Dragon King Paths in terms of design. They go to level 8, however, and are generally more powerful.

Character Creation

See /CharacterCreation for the basics and /Advancement for xp costs.

Step One: Choose Name, Concept, Nature, and Aspect.

Step Two: Assign 240 experience points to your /Attributes - or choose (4/3/3/3/3/3). Scores begin at 0, but must normally be raised to a minimum of 1. See /Attributes

Step Three: Choose /Abilities (4/4/3/2/1/1/1/0/0/0), or divide 160 xp between them. Abilities begin at 0.

Step Four: Note /Backgrounds - Outcaste Dragon-Blooded will normally begin with 15 xp of backgrounds, while Dynasts will begin with 45 xp of backgrounds.

  • Choose Virtues (3/2/2/2) or assign 45 xp between them.
  • Choose Paths, Talents, and Spells (8), or divide 90 xp among these.

Step Five:

  • Record permanent Essence (2) - 45 xp
    • Personal Essence is equal to Essence * 2 + Willpower
    • Peripheral Essence is equal to Essence * 3 + Willpower + Sum of Virtues
  • Willpower begins at 5 - 30 xp
  • Health levels are (Essence + Brawn + Might) x 3 (unless Small or Large).
  • Apply /Merits and /Flaws as desired.

Apply Experience Points - 80, plus those gained from Training, Knowledge or Experience. No Trait may be raised above 5 (or Essence, whichever is higher) without Legendary (or 10 / Essence * 2 for Willpower). See /Essence rules for limits on Essence.

Comments