FrivYeti/RadiantNecrotic
Contents
What Creates Necrotic Radiants?
Necrotic radiants, as with the other sorts, are created in a moment of need. A moment in which the character is confronted by something or someone, and they need it destroyed. A moment of rage, or cold certainty, or deepest sorrow.
When Necrotic Radiants are created, the clouds split open and the sky turns dark. Darkness coils around the Necrotic, fading into his or her skin, and dark energy blossoms around them as they stand tall.
Necrotic Radiants are not innately evil; however, they are innately destructive. Destruction and undeath are their domain, and the power of that realm suffuses them, even if they themselves destroy only to protect.
Innate Powers of the Necrotic
All Necrotic Radiants can learn Abyssal Charms from any Exalted book. They choose Abyssal Charms for all Charm purposes. Necrotic Radiants treat Necromancy as Sorcery and Sorcery as Necromancy for costs and requirements.
In addition, Necrotic Radiants follow the same rules for anima flare as Abyssals, and can activate their animas in the same manner as Abyssals.
The anima flares of the Heroics are a frightening black, tinted by the purposes to which they turn their powers. Their animas are similar to those of the Heroics, leading to some confusion.
Castes of the Necrotic
The Necrotic aren't quite the same as Abyssals. Their Castes are determined based on how they destroy their prey:
Slayer Necrotics are masters of combat, the gods of raw destruction. They can kill more people than anyone alive.
Caste Abilities: Archery, Brawl, Martial Arts, Melee, Thrown
Anima Power: By spending 5 motes of Essence, the Slayers can cause their animas to blaze brightly. When this happens, all Valour checks made by their allies gain +1 die, and all Valour checks made by their enemies are at -1 die. This effect lasts as long as Essence is committed to the effect.
Anima Colour: Red-black
Merciless Necrotics are the ultimate endurers, unflappable and unstoppable.
Caste Abilities: Awareness, Endurance, Medicine, Resistance, Survival
Anima Power: By spending 5 motes of Essence, the Merciless can can cause their animas to blaze brightly. When this happens, they soak lethal damage with their full Stamina and bashing damage with half of their Stamina (round down) for the scene.
Anima Colour: Green-black
Orphic Necrotics are filled with knowledge, able to learn and destroy with a thought.
Caste Abilities: Crafts, Investigation, Lore, Occult, Profession
Anima Power: By spending 5 motes of Essence, Orphics can cause their animas to blaze brightly. When this happens, the Orphic ignores all die penalties due to pain or distraction to any mental task.
Anima Colour: Blue-black
Stalking Necrotics are travellers, always feared but never spotted.
Caste Abilities: Athletics, Dodge, Larceny, Stealth, Ride
Anima Power: By spending 5 motes of Essence, Stalkers can cause their animas to blaze brightly. When this happens, the Stalkers double their running and leaping distance for a scene.
Anima Colour: Black-purple
Agitating Necrotics are the death of societies, breaking apart organizations and orders.
Caste Abilities: Bureocracy, Linguistics, Performance, Presence, Socialize
Anima Power: By spending 10 motes of Essence, Agitators can create a sudden anima flare. This flare binds two parties to an oath that has just been sworn as per the Eclipse caste oathbinding. Agitators CANNOT learn Charms from other Radiants.
Anima Colour: Silver-black
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: Stay the same.
Abilities: Necrotics get 30 points of Abilities, 15 of which must be spent on Caste or Favoured Abilities.
Backgrounds: Stay the same.
Charms: The Radiant begins play with only eight Charms, at least three of which must be from Caste Abilities. Please remember general differences in Necromancy.
Virtues: Stay the same.
Willpower: Stays the same.
Essence: Stays the same.
Essence Pool: Personal Essence is now calculated at (Essence x2) + Willpower. Peripheral Essence is now calculated at (Essence x6 + Willpower + Two Highest Virutes).
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.
The Curse
TBD.