Caelene/BuildTraits

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Origins

After reading through the Manse section of the very snazzy Oadenol's Codex, I was struck with an idea: why not use the same rules for adding fun things to Freeholds? Of course, freeholds can be changed at a whim by the owner, but there are certain things that are always there. So, I started working, and below are the fruits of my labor. Enjoy!

NB: If it was me, I'd rule that freeholds automatically start with Outside of Fate and Wyld Revocation before spending any points. The rule for determining points is the same as for Manses, including being able to use the Maintenance, Fragility and Habitability backgrounds. Can you imagine what sort of fun you can cook up in terms of what a freehold would need for maintenance?  :3

Also, I realize that the first four are just ports from the Freehold-forging charms in the Fair Folk book. They work though, right? *grin*

New Traits

Stronghold (3)- A Sword Grace has been embedded into one of the waypoints making up the freehold. It always has masculine or martial symbolism, and its existence protects the Freehold from physical invasion; the Freehold itself gains a Sword Trait equal to the Grace that was embedded to create the Stronghold. This Trait dictates how many waypoints the Freehold can hold; it can directly control a number of points equal to (Sword Traitx10).
The Stronghold may be attuned by anyone; to attune, they must hold the waypoint as their own for six scenes, then commit one mote. Once attuned, the person has the ability to rearrange the number of journeys between the Freehold's waypoints with a difficulty 3 Sword-shaping action. He can also enflesh himself into the Freehold, making him aware of all Sword shaping within the Freehold and letting him use Sword-based defenses against attacks on the Freehold's waypoints from anywhere within the Freehold itself.
Glory (3) - A Cup Grace has been embedded into one of the waypoints making up the freehold. It emits a a subtle radiance that makes the Freehold a magical and wondrous place, despite its actual appearance. The Freehold itself gains a Cup Trait equal to the Grace that was embedded to create the Glory. Characters with a Wits+Essence of 6 or less who accept the hospitality of the Freehold must make a Willpower roll (diff 1 for Raksha, 2 for Creation-born and 3 for Creation-born prisoners); those who fail suffer a beguilement effect directing them to linger at the freehold, put up little resistance against the raksha and consent to Charm use.
The Glory many be attuned by anyone; to attune, one must take part in an uninterrupted performance of some sort that lasts six scenes, then commit one mote. The attuned character can selectively prevent raksha from regaining Essence normally with a difficulty 3 Cup shaping action. He can also enflesh himself into the Freehold, making him aware of all Cup shaping within the Freehold and letting him use Cup-based defenses against attacks on the Freehold's waypoints from anywhere within the Freehold itself.
Fountainhead (3) - A Ring Grace has been embedded into one of the waypoints making up the freehold. It always has feminine or passive symbolism, and its existence gives the Freehold self-awareness and identity; the Freehold itself gains a Ring Trait equal to the Grace that was embedded to create the Stronghold. A Freehold with a Fountainhead is a living (although not necessarily sentient) creature.
The Fountainhead may be attuned by anyone; to attune, the majority of the Worker population of the Freehold must work with the character for six scenes, who must then commit one mote. Once committed, the attuned character can reflexively sense everything that happens anywhere in the Freehold or near any of its pennants or Cysts. He can also enflesh himself into the Freehold, making him aware of all Ring shaping within the Freehold and letting him use Ring-based defenses against attacks on the Freehold's waypoints from anywhere within the Freehold itself.
Throne Room (3) - A Staff Grace has been embedded into one of the waypoints making up the freehold. Its existence gives the Freehold the ability to marshal and shape the convictions of others; the Freehold itself gains a Staff Trait equal to the Grace that was embedded to create the Throne Room.
The Throne Room may be attuned by anyone; to attune, the character must have meaningful interaction with every noble sworn to the Freehold during the story in which he attempts to attune. Once attuned, the character may take on one oath or adjuration per story on the Freehold's behalf. He can also enflesh himself into the Freehold, making him aware of all Staff shaping within the Freehold and letting him use Staff-based defenses against attacks on the Freehold's waypoints from anywhere within the Freehold itself.

Comments

Little shaky on the point costs of the first four. Thoughts? - Caelene