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Jokasti
2010-10-23, 05:57 PM
So. I am very interested in the Elements of Creation. Specifically, in how they could be combined. I've worked on multi-element elementals, but I want to go further. Something... PC. So I decided to make Terrestrials multi-elemental.
In this Time of Tumult, the Five Dragons have decided Creation needs more warriors than the Ten-Thousand can provide, especially without the guidance of the Scarlet Empress to control the Imperial Manse or marshal the forces of their Children. Working together in a display of power not seen since the Primordial War, they blessed their children in ways not seen before. Terrestrials noticed more children were Exalting, sooner and more powerful than before. If they didn't Exalt as a Pure Element, they had a chance to Exalt as one receiving characteristics and powers from both elements- powerful in both, but not as strong as one of a Pure Element would be in a single one. The Twice-Blessed, as they became to be called, were initially seen as abominations, but the Mouth of Peace came forward and stated the Dragons themselves had told them they were to be accepted and cherished. Within time, they proved themselves gifted in Martial Arts, Sorcery, and Politicks, and were accepted within the Blessed Isle. While there has not been much chance for Outcastes to be born, some have arisen, and the City of Lookshy has reports stating military tests are in process. These Twice-Blessed are joining the legions of Creation.

Character Creation Summary: Dynasts
Step 1: Character Concept
Choose Concept, elemental aspects (2), and Motivation.
Note aspect's anima powers.

Step 2: Choosing Attributes
Note that all nine Attributes start with one dot automatically before you assign any.
Prioritize your Attribute categories: Physical (Strength, Dexterity, Stamina); Social (Charisma, Manipulation, Appearance): and Mental (Perception, Intelligence, Wits). You have 7 dots to assign to your primary Attribute category, 6 to assign to your secondary, and 5 to place in the tertiary category. Add one additional dot to one Attribute in either your primary or secondary Attribute category.

Step 3: Choosing Abilities
Note Aspect Abilities.
Select Favored Abilities (4; may not be the same as Aspect Abilities.)
Choose Abilities (36- at least 15 must be from Aspect or Favored Abilities; at least one dot must be in each Favored Ability; none may be higher than 3 without spending bonus points. Dynastic characters must have at least Archery ●, Lore ●●, Martial Arts ●, Melee ●, Performance ●, Presence ●, Ride ●, Socialize ●●, and War ●.)

Step 4: Advantages
Choose Backgrounds (13- none may be higher than 3 without spending bonus points; All Twice-Blessed receive Breeding ●●● free), Charms (8 Dragon-Blooded Charms, at least four of which must be from Aspect or Favored Abilities; Immaculate martial artists get 5 Immaculate Martial Arts Charms and the two appropriate initiation charms instead, all of which must be from the same elemental tree) and Virtues (5- none may be higher than 3 without spending bonus points).

Step 5: Finishing Touches
Record Essence (2), Willpower (the sum of the character's two highest Virtues), Personal Essence pool (Essence + Willpower + highest Virtue + any gained from Breeding), Peripheral Essence pool ( [Essence x4] + [Willpower x2] + sum of virtues) and health levels (7 + any gained from Charms). Choose one of your two Aspects to be Primary and the other to be Secondary. You do not pay the 1 mote surcharge on your Primary Aspect, and spending 5 motes allows you to not pay the surcharge on your Secondary Aspect for one scene.

Bonus Points
Spend bonus points (16) at any point during character creation. Bonus point costs are 1 less than those found in Manual of Exalted Power: Dragon-Blooded page 99, minimum 1.

Aspects
Air-Earth:
Description: Those Blessed by both Mela and Pasiap are both steadfast and flighty, strong and fast. They are the Thinkers, the Creators, the Architects, and the Philosophers.
Aspect Abilities: Linguistics, Lore, Occult, Awareness, Craft
Anima Powers: May double leaping distance and soak lethal damage with full Stamina.

Air-Fire:
Description: When Mela and Hesiesh are present in one, they are passionately intelligent. They are both impulsive and able to plan years in advance for a single event. When they focus on a task, they remain dedicated until its end.
Aspect Abilities: Thrown, Presence, Socialize, Linguistics, Lore
Anima Powers: They may double their leaping distance. Their touch inflicts (Essence) dice of lethal fire damage.

Air-Water:
Description: Dedication through understanding is what those Blessed by Mela and Danaa'd believe. Fluid in their ideals and thoughts, they nonetheless are steadfasts believers in their dogma.
Aspect Abilities: Bureaucracy, Investigation, Martial Arts, Stealth, Thrown
Anima Powers: They may double their leaping distance. May breathe and move freely underwater.

Air-Wood:
Description: Flexibility in the way you think allows you to become better at anything you wish. When Sextes Jyles and Mela Bless a Terrestrial, he is both deadly, precise, and open to different ideas.
Aspect Abilities: Archery, Medicine, Survival, Lore, Stealth
Anima Powers: They may double their leaping distance. Skin produces a natural toxin.

Earth-Fire:
Description: These Twice-Blessed are both passionate and sturdy. They do not often change the way they think, and will fight to the death over it.
Aspect Abilities: Awareness, Integrity, War, Melee, Presence
Anima Powers: Their touch inflicts (Essence) dice of lethal fire damage. They soak lethal damage with full Stamina.

Earth-Water:
Description: These Twice-Blessed are both fluid and non-moving in their ideals. They are often as isolated as an island in the Great Western Ocean, but this leaves them to meditate in peace.
Aspect Abilities: Awareness, Integrity, Resistance, Martial Arts, Sail
Anima Powers: They soak lethal damage with full Stamina. May breathe and move freely underwater.

Earth-Wood:
Description: Children of Sextes Jylis do not remember that without the Earth, they would not flourish, and those of Pasiap do not think themselves bare without vegetation. They are both wrong- it takes two parts to live: Perseverance and Flexibility.
Aspect Abilities: Archery, Medicine, Survival, Craft, War
Anima Powers: They soak lethal damage with full Stamina. Skin produces a natural toxin.

Fire-Water:
Description: The spread of the fire and the flash of the flood both excel in speed and numbers, and these Twice-Blessed are both fast and furious.
Aspect Abilities: Dodge, Melee, Socialize, Investigation, Martial Arts
Anima Powers: Their touch inflicts (Essence) dice of lethal fire damage. May breathe and move freely underwater.

Fire-Wood:
Description: One might think these two would not coexist well, but it is the forest fire that gives way to new and better life in the forest. So too do these Twice-Blessed renew themselves every morning, improving and living better each day.
Aspect Abilities: Athletics, Dodge, Survival, Performance, Ride
Anima Powers: Their touch inflicts (Essence) dice of lethal fire damage. Skin produces a natural toxin.

Water-Wood:
Description: Life is fluid: this much about the world is true. To stick to one way is to die when you no longer have a place to sleep, or starve in a time of famine.
Aspect Abilities: Ride, Archery, Larceny, Survival, Martial Arts
Anima Powers: May breathe and move freely underwater. Skin produces a natural toxin.


Motivation
Choose a driving and epic goal for your character.

Virtues
Compassion: Empathy and forgiveness.
Conviction: Determination and emotional fortitude.
Temperance: Mental clarity and self-control.
Valor: Courage and bravery.

Backgrounds
Allies: Friends and sympathetic associates who help you.
Arsenal: Weapons and equipment issued from Realm armories for your use.
Artifact: Wonders of the First Age or other tools or weapons forged by savants from the magical materials.
Backing: The responsibility and power invest in you by a powerful or influential organization.
Breeding: How richly the blood of the Elemental Dragons runs in your veins; the inherited strength of your Exaltation.
Command: Authorization to lead soldiers.
Connections: Well-placed sources of influence and information with a particular area of influence.
Familiar: An animal companion.
Family: The impact of one's family members upon one's life.
Henchmen: Un-Exalted minions in your service.
Manse: A place of power whose hearthstone you hold.
Mentor: A powerful (or at least established) instructor or patron.
Reputation: Your social standing.
Resources: Wealth and material goods.
Retainers: Loyal servants.

Bonus Points
{table=head]Trait | Cost
Attribute | 3
Ability | 2 (1 if Favored or Aspect Ability)
Background | 1
Specialty | 1 (3 for 1 if Favored or Aspect Ability)
Virtue | 3
Willpower | 2
Intimacies | 2 to increase to (WP + Compassion)
Essence | 9
Charm | 6 (4 if Favored or Aspect Ability)
Immaculate/CMA Charm | 9 (6 if Favored or Aspect Ability)
[/table]

Jokasti
2010-10-23, 05:58 PM
[Reserved for Air/Earth, Air/Fire, Air/Water, and Air/Wood expanded descriptions]

Jokasti
2010-10-23, 05:59 PM
[Reserved for Earth/Fire, Earth/Water, and Earth/Wood expanded descriptions]

Jokasti
2010-10-23, 06:00 PM
[Reserved for Fire/Water, Fire/Wood, and Water/Wood expanded descriptions]

Jokasti
2010-10-23, 06:02 PM
Alright, this is open for discussion now. I plan to do DB-esque Exalted with the Eight Ministers in Autochthonia (that's 21 types) and then, if the Seal of Eight Divinities is broken, 55 new types once they intermingle.
If you've been counting, folks, that's 55+10+21= 86 new types.
And then on to Alloyed Alchemicals.
Hmmm. That doesn't include 3+ ones.

Jokasti
2010-10-27, 08:35 PM
Character Creation Summary: Mechanicals
Step 1: Character Concept
Choose Concept, elemental aspects, and Motivation.
Note aspect's anima powers.

Step 2: Choosing Attributes
Note that all nine Attributes start with one dot automatically before you assign any.
Prioritize your Attribute categories: Physical (Strength, Dexterity, Stamina); Social (Charisma, Manipulation, Appearance): and Mental (Perception, Intelligence, Wits). You have 7 dots to assign to your primary Attribute category, 6 to assign to your secondary, and 5 to place in the tertiary category. Add one additional dot to one Attribute in either your primary or secondary Attribute category.

Step 3: Choosing Abilities
Note Aspect Abilities.
Select Favored Abilities (3; may not be the same as Aspect Abilities.)
Choose Abilities (30- at least 12 must be from Aspect or Favored Abilities; at least one dot must be in each Favored Ability; none may be higher than 3 without spending bonus points. Sponsored characters must have at least Lore ●, Awareness ●, Resistance ●, Athletics ●, Bureaucracy ●, Investigation ●, and Survival ●.)

Step 4: Advantages
Choose Backgrounds (10- none may be higher than 3 without spending bonus points; All Mechanicals receive Class ●● free), Charms (8 Mechanical Charms, at least four of which must be from Aspect or Favored Abilities) and Virtues (5- none may be higher than 3 without spending bonus points).

Step 5: Finishing Touches
Record Essence (2), Willpower (the sum of the character's two highest Virtues), Personal Essence pool ([Essence x2] + Willpower + highest Virtue), Peripheral Essence pool ( [Essence x3] + [Willpower x2] + sum of virtues) and health levels (7 + any gained from Charms).

Bonus Points
Spend bonus points (15) at any point during character creation. Bonus point costs are the same as those for Dragon-Blooded.

Aspects
Crystal:
Description:
Aspect Abilities:
Anima Powers:

Lightning:
Description:
Aspect Abilities:
Anima Powers:

Metal:
Description:
Aspect Abilities:
Anima Powers:

Oil:
Description:
Aspect Abilities:
Anima Powers:

Smoke:
Description:
Aspect Abilities:
Anima Powers:

Steam:
Description:
Aspect Abilities:
Anima Powers:


Motivation
Choose a driving and epic goal for your character.

Virtues
Compassion: Empathy and forgiveness.
Conviction: Determination and emotional fortitude.
Temperance: Mental clarity and self-control.
Valor: Courage and bravery.

Backgrounds
Allies: Friends and sympathetic associates who help you.
Artifact: Wonders of the First Age or other tools or weapons forged by savants from the magical materials.
Backing: The responsibility and power invest in you by a powerful or influential organization.
Class: Social standing.
Familiar: An animal companion.
Mentor: A powerful (or at least established) instructor or patron.
Reputation: Your social standing.
Resources: Wealth and material goods.

Jokasti
2010-10-27, 08:37 PM
To-Do List:
Work on Multi-Blessed Terrestrials, Mechanicals.
Begin Gaians, Homebrew Charms, Artifacts, Hearthstones.