FrivYeti/RadiantTainted

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What Creates Tainted Radiants?

Tainted radiants, as with the other sorts, are created in a moment of need. A moment in which the character's desires and hopes have been denied, and their despair and loss radiates into their surroundings. In that instant, the skies open and fractured elements swirl into a cocoon around the character. As it shatters, the Radiant stands revealed, his anima blazing.

Innate Powers of the Tainted

All Tainted Radiants can learn Dragon-Blooded Charms from any Exalted book; however, the cosmetic appearance of these Charms is altered based on the Tainted's new Caste. They choose Dragon-Blooded Charms for all Charm purposes.

In addition, Elemental Radiants follow the same rules for anima flare as Terrestrials, and can activate their animas in the same manner as Terrestrials (*see each Caste for details*). They can't tell compass directions, though.

The anima flares of the Elemental are swirls of the appropriate element surrounding them. They have no caste marks, but they do have markings that shine to life on their skin.

Castes of the Tainted

Tainted Castes are based on a mix of elements.

Lightning Caste are quick and fierce, fast to anger and to forgive, destructive but distractible.
Caste Abilities: Dodge, Linguistics, Presence, Occult, Melee
Anima Power: As Fire

Smoke Caste are adaptable and everpresent, slipping through their opponent's defenses and stealthily travelling the land.
Caste Abilities: Investigation, Larceny, Lore, Stealth, Thrown
Anima Power: As Air

Ice Caste appear firm and unyielding, but though they stand firm against overt attacks, they tend to yield to subtler approaches, knowing when to melt away from a fight and when to stand against it.
Caste Abilities: Brawl, Crafts, Endurance, Buerocracy, Profession
Anima Power: As Water

Rot Caste are the worm in the apple, the slow decay of their enemies.
Caste Abilities: Awareness, Martial Arts, Performance, Resistance, Survival
Anima Power: As Earth

Poison Caste taint and twist everything to destroy, never seen until the moment they strike.
Caste Abilities: Athletics, Archery, Medicine, Ride, Socialize

Character Creation

Character creation is as Solars from the Core Book, with the following changes:

Caste: Choose from above.
Nature: Stays the same.
Attributes: Stay the same.
Abilities: Tainted Radiants gain 30 Ability dots, 15 of which must be placed in Caste or Favoured Abilities; they have only 4 Favoured Abilities, not five.
Backgrounds: Same as SOLARS. Tainted Radiants cannot purchase Breeding.
Charms: The Radiant begins play with eight Charms, at least three of which must be from Caste Abilities. 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) + Highest Virtue. Peripheral Essence is now calculated at (Essence x6 + (Highest Virtue x2) + Second-Highest Virute).
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