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Chapter 4 : Traits


New and Altered Backgrounds

Backgrounds described in the Exalted corebook still apply (mostly,) however for their unique status Alchemicals' possess Backgrounds that differ from those. For games set after Autochton's return, use Backgrounds described in Exalted: the Autochthonians (pg 65).

Artifact: As the true Chosen of the Great Maker, Alchemicals enjoy the benefits of Autochthon's infinite arsenal. For every dots invested in Artifact, the Alchemical receives three points to purchase Artifacts with. Additionally, Alchemicals can purchase fourth and fifth dots of Artifact with Background points, however they still cost two points to purchase. It should be noted that the first nine Alchemicals had unlimited access to the Great Maker's plentiful forge. As player characters, they can possess any Artifact of level one (1) to five (5). Artifacts with N/A rating are too dangerous to allow even to his own children.

Followers: While Alchemicals are fully capable of gathering and leading people that follow the Exalt for their own goals, the Alchemicals are mainly concerned with serving their purpose; gather those who follow Autochthon and lead them to Autochthonia. If an Alchemical begins a game with dots in Followers, it is most likely that they are followers of Autochthon.

Arsenal: Alchemical inherent power of Integration is meaningless with an empty Arsenal. This Background represents the size of the Alchemical's database, which he may call forth from in times of need.

x - Your database is hollow. You have been hardcore, clueless, or damn lazy.
• - You have 3 points of Arsenal - Each point is worth one dot of Resource or one fifth dot of Artifact. That is, to have one Artifact with rating of 1 in your Arsenal, you need at least five points of Arsenal. At this level, you can have either two Resource 1 items or one Resource 2 item.
•• - Your arsenal contains items wroth 8 points of Arsenal.
••• - Items stored in your database add up to 13 points of Arsenal.
•••• - Your armory possesses up to 18 points of itmes within.
••••• - You are a militia on wheels. You have 23 points worth of itmes in your soul.

Clarity: This Background represents the Alchemical's connection with the Great Maker. Additionally, every dot of Clarity counts as two points of Clarity for Protocol requirements.

The Exalt may borrow on Autochthon's knowledge in times of need. As a reflexive action, the Alchemical rolls Essence + Clarity with Difficulty of 3. If the roll succeeds, he may replace Clarity with an Ability for a single action.

Great Curse (Virtue Flaw? Tragic Flaw? I don't know)

While Alchemicals are created after Autochthon's spiteful brethren cursed the Exalts, Alchemicals also suffer supernatural illness derived from the passions that drive them. Exalts become more and more spritually alike machines as their Essence matures, and an overlooked (rather, unexpected) flaw in the Great Maker's design grows more and more exaggerated. Hero's burning passion becomes incompatible with the system, and inherent bug accumulates within the Exalt whenever the Alchemical suppresses his greatest virtue.

If the Alchemical chooses to act against his driving Virtue, the Exalt's inner conflict between humanity and machinery congeals and adds one point to his Limit. Also, if the Alchemical goes more than (Primary Virtue) weeks without expressing his passion, the Exalt's mechanical Essence automatically overrides the Virtue. Whenever this occurs, the Alchemical must make a Willpower roll. Failture addes one point to Limit, and botch means that the Alchemical enters a Limit Break. If the roll was successful, the Alchemical may continue without another roll for (Success from the roll) days.

When a character's Limit reaches 10, the Exalt suffers a Limit Break. An Alchemical that suffers a Limit Break wrecklessly explode with madness and desire as the restraints let loose and passions flood the Exalt's thought process.

(ARRGH)

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