FrivYeti/RadiantRules
The following are important rules regarding all Radiants, that should be kept in mind.
Contents
1. How Radiants Are Created
Radiants can be created anywhere; however, their creation is always flashy and obvious. Some Radiants are created during Radiance Storms, and become the sole survivors of ruined landscapes, but most are spontaneously created in areas where the mystic clouds are weakening. Need defines the Radiants, although its exact specifics are further defined later on.
2. The Curse
Radiants are created by wild Essence flows, power that is not meant for mortals. As such, they suffer from what has become known as the Curse, a tendancy towards strange actions. The Curse is not well-known, generally it requires a Lore ( + Radiant Lore) of 4 or higher to know of it. Personal experience will also do.
All Radiants, therefore, suffer from some variant of the Great Curse from Exalted. The exact details of this curse will be laid out further in.
3. Age, Disease, and the like
Radiants age exactly as Dragon-Blooded in Exalted do, and heal, resist disease and infection and poison, and everything else exactly like Exalted. There is, however, a general lack of magic that greatly enhances age, and therefore it is extremely rare to see Radiants able to pass the age of 300 (it's also rare because most Radiants have been killed until fairly recently).
4. Sorcery
Sorcery is the province of the Sorcerers. No other group may learn the powers of Sorcery. Note that the 'Sorcery' practiced by said Sorcerers is not the same as that in ordinary Exalted.
5. Martial Arts
All Radiants can freely learn either Terrestrial or Celestial Martial Arts. Sidereal Martial Arts are off-limits; however, creating Elder trees such as the ones on the Wiki are okay for high-Essence characters.
6. Experience
Unless otherwise noted, all Radiants use the following table for experience and training times.
Attributes: Current Rating x4. Training time: Current rating x months.
Favoured or Caste Attributes (if applicable): Current Rating x3. Training time: Current rating x weeks.
Abilities: Current Rating x2. Training time: Current rating x weeks.
Favoured or Caste Abilities: (Current rating x2) -1. Training time: Current rating x days.
Specialties: 3 XP. Training time: One week.
Favoured or Caste Specialties: 2 XP. Training time: One day.
Virtues: Current Rating x3. Training time: None
Willpower: Current Rating. Training time: None
Essence: Current Rating x9. Training time: None up to Essence 3, then requires Current rating x months.
Charm: 12 XP. Training time: Required Essence + Required Attribute or Ability in days
Favoured or Caste Charm: 10 XP. Training time: Required Essence in days.