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Backgrounds

The majority of the Backgrounds listed in Enlightened are identical to those present in Exalted Second Edition. Those that are different or new are listed below the list of traditional Backgrounds.

The following Backgrounds are identical to those in Exalted Second Edition:

Allies, Backing, Contacts, Influence, Resources.

The following Backgrounds are new or altered:

Artifact

The Artifact background is bought as per Exalted: Second Edition. However, artifacts in Enlightened are less powerful; treat any Artifact from the Exalted main line as being 1 dot higher than it actually is, and add a strange Drawback to it (see Understandings for more details). Anyone can commit to artifacts, but 'magical material' bonuses are granted based on the style of the Artifact, rather than literal construction. In addition, artifact weapons and armor from Exalted are not generally appropriate in Enlightened; alternate weapons and armor are listed in their own section, below.

Artifacts retain attunement costs, but since everyone in Creation has Essence pools, and most people don't use them, this is not generally considered to be an onerous issue. Martial artists tend to avoid heavy artifact use, however.

Familiar

A Familiar is a creature - or magical being - whose destiny is tied to the character's. Being a Familiar gives them a number of benefits, as follows:

  • A character may spend Kismet on behalf of her Familiar as though it were herself.
  • Familiars are always able to understand their masters, and begin with Intelligence 1, representing human-level intellect rather than animal-level.
  • Familiars grow in skill and training, unlike ordinary animals. They gain 1 XP for every 2 that the character gains. Familiars can never raise any Trait to more than 2 points higher than they started with.

Background dots in Familiar may be spent on either improving the familiar's type or skill. Every Background point spent on skill provides 8 bonus points that can be spent on Attributes, Abilities, Willpower, or Virtues. Points spent on purchasing Abilities up to 3 alter those Abilities to count as starting ratings for the purposes of experience.

0 - A basic familiar, such as a squirrel or a cat.
00 - A useful creature, such as a wolf, horse, or eagle.
000 - A powerful creature, such as a great cat or strix, or a small magical being - creature, god or Primordial (Essence 1).
0000 - A magical being with Essence 2.
00000 - A magical being with Essence 3.

Followers

This Background gives large numbers of extras and non-heroic mortals that work for the player. These characters should have a 5,4,3 Attribute spread, and any number of relevant Abilities at 2. Alternately, a character may take half the number of Followers listed below (round up), and give them relevant Abilities at 3, with up to three Specialties spread around their abilities. Numbers are as follows:

0 - Up to 5 Followers.
00 - Up to 25 Followers.
000 - Up to 100 Followers.
0000 - Up to 300 Followers.
00000 - Up to 1,000 Followers.

A character may purchase this Background repeatedly.

Henchmen

This grants a character skilled servants. Each servant is bought as a seperate Background.

0 - A skilled mortal. 6, 4, 3 Attributes, 21 Abilities, 5 Virtues, 3 background dots. Standard Willpower. 5 bonus points. No Attribute or Ability may be raised above 3.
00 - A very skilled mortal. 6, 4, 4 Attributes, 24 Abilities, 5 Virtues, 4 background dots. Standard Willpower. 10 bonus points. No Attribute or Ability may be raised above 4.
000 - A servant who is highly skilled and useful. 6, 5, 4 Attributes, 25 Abilities, 5 Virtues, 5 background dots. Standard Willpower. 15 freebies. No Ability may be raised above 4. Freebies may be used to buy any supernatural capabilities.
0000 - An amazingly skilled servant. 7, 5, 4 Attributes, 27 Abilities, 5 Virtues, 7 background dots. Standard Willpower. 18 freebies. Freebies may be used to buy Awakened Essence, Knacks, or Charms.
00000 - A servant with broader skills than many players. 7, 6, 4 Attributes, 30 Abilities, 5 Virtues, 8 background dots. Standard Willpower. 24 freebies. Freebies may be used to buy any supernatural capabilities.

All Henchmen gain 1 experience for every 2 experience gained by their player.

Locus

This background grants a character ownership of a powerful Locus, a site where destiny and magic intertwine. See the Locus section of the rulebook for more details.

0 - A basic or open Locus. The character gains 2 Locus Points.
00 - A more powerful or secure locations. The character gains 5 Locus Points.
000 - A mighty locus, or one with inherent defenses. The character gains 8 Locus Points.
0000 - A legendary locus, or one which is all but impregnable. The character gains 12 Locus Points.
00000 - One of the greatest Loci in the land. The character gains 16 Locus Points.