FrivYeti/RadiantProtean

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What Creates Protean Radiants?

Protean radiants, as with the other sorts, are created in a moment of need. A moment in which the character is faced with death, destruction, total humiliation, or the loss of all that matters, and they determine to endure. They are willing to force everything they have into it, knowing that it won't be enough.

When Lunar Radiants are created, the sky opens above them, and silver light shines down, softly illuminating the landscape. The Radiant can be surrounded by a soft silver glow for hours afterwards, as the power seeps through them.

Protean Radiants are individuals that tend to rely on their individual strength and ability to adapt to endure anything. They tend to prefer not to rely on others, although they will work with them, and are usually very hands-on people.

Innate Powers of the Protean

All Protean Radiants can learn Lunar Charms from the Lunar book, with the changes listed in the Charm Changes section, below. Proteans are capable of shapeshifting. By carefully studying an animal, and having the appropriate Charms, they may learn to become an almost-exact replica of that animal. This costs 1 XP. Proteans all have the Tell, but instead of being based on DBT, the Tell is based on how powerful they are; replace the number of times that a Lunar has purchased DBT with the Protean's Essence - 1. This Tell is usually based on one animal, but may be a human trait or something stranger. In addition, Protean Radiants follow the same rules for anima flare as Lunars, and follow the anima rules from the Lunar book for all Essence usage.

The anima flares of the Protean are shimmering silver auras, tinted through with colours based on their Caste.

Castes of the Protean

The Protean Castes are similar to, but not the same as, Lunar Castes. Proteans choose two of the three listed Attributes as Caste, and then may choose any one other Attribute (including the last listed Attribute, if they wish), as their Favoured Attribute.

Hunters: The Hunter Proteans are physical beings, relying usually on larger, stronger beasts in order to become as powerful as possible. They are the most common warriors of the Protean.
Caste Attributes: Strength, Dexterity, Stamina
Anima Power: By spending 5 motes, Hunters can wrap themselves in silver light, becoming frighteningly strong for the scene. Their Strength + Athletics score is increased by their Essence for the purposes of lifting and carrying, and they add half their Essence (round down) to all hand-to-hand damage rolls.

Beguilers: Beguiler Proteans are social beasts, using their transformations to gain access to their prey and their human knowledge to win them over. They usually prefer having a wide repetoire of animals to a few powerful ones.
Caste Attributes: Charisma, Manipulation, Appearance
Anima Power: By spending 5 motes, Beguilers can bathe themselves in silver light, becoming supernaturally alluring; they add their Essence to their Appearance for the scene, and half their Essence (rounded down) to Presence rolls.

Seekers: Seeker Proteans are searchers of knowledge and understanding. They use their transformative powers to better understand the world itself.
Caste Attributes: Perception, Intelligence, Wits
Anima Power: By spending 5 motes, Seekers can wash themselves with silver light, letting their minds roam freely. For the duration of the scene, they add their Essence to all Lore rolls, as well as any Occult or Crafts rolls based around understanding (rather than creating or spellcasting).

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: Proteans get 9/7/5 as an Attribute spread.
Abilities: Proteans choose 5 favoured Abilities, but have no Caste Abilities. They get 25 Ablity points, 8 of which must go to favoured Abilities.
Backgrounds: As Solars.
Charms: The Radiant begins play with only seven Charms, at least two of which must be from Caste or Favoured Attributes, plus Finding the Spirit's Shape. Please remember general differences in Sorcery.
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 x2).
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 for Solars.

The Curse

The Proteans suffer from difficulty remembering who they truly are. This happens when they spend too much time in a form that is not their True Form, and this problem only grows as they gain strength. When a Protean is in any shape that is not a True Form, they begin to take on aspects of that Form. After a number of hours equal to their Willpower, roll their Essence. Roll again after every (Their Willpower) in days spent in the animal. Add every success to their Limit. For every week spent in a True Form without shapeshifting, reduce Limit by one. If the character's Limit hits 10, they temporarily forget themselves, and believe themselves to be whatever they have taken the shape of. For a number of days equal to their Essence, they will behave exactly as whatever they have taken the shape of would behave, and lose all memories of being a Protean. After this time, they may roll Willpower. If this roll fails, the state persists for that many days again. This continues until they succeed, at which point they remember.

Charms

The Lunar Charms are rather iffy, so many of them have been changed for the purpose of this setting. All Charm changes are listed right here.