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Extra Freebie Points: +15 for each of: Backstory, C1, Picture

Flaw Limit: 13 points instead of 7

General note:

MERITS
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-Favored Ability (1,3,6, or 10 Point merit): A favored ability functions as a
caste ability for all purposes.
Can take an attribute favored instead, counts as two abilities for cost.

-Languages (x Point merit): You can speak a number of languages = 2^x, where x is
the points you have spent on it. So if you have spent no points, you speak but one
language. If you spend 3 points, you know 2^3=8 languages.

-Hedge Magic: All listed costs are -1. When you take this merit you can take one
path of sorcery and reduce it's costs by a further 1.

-Companion merit: This merit allows you to take a supernatural creature as an


ally. The merit "unlocks" them as an option, then dots in ally (or whatever
background makes sense) determines their "level.":
-Night Person companion (2 Point merit): You have a friend or ally who
happens to be a vampire, mage, wraith, changeling, werewolf, or othersupernatural
creature. Although you may call upon her in time of need, she also has the right to
call upon you (after all, you are friends).

-Terrestrial companion (3 Point merit): You have a friend or ally who


happens to be a Terrestrial (Dragon Blooded) exalt. Although you may call upon her
in time of need, she also has the right to call upon you (after all, you are
friends).

-Celestial companion (5 Point merit): You have a friend or ally who happens
to be a Celestial exalt. Although you may call upon her in time of need, she also
has the right to call upon you (after all, you are friends).

BACKGROUNDS
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-Familiar (p293-295) - all familiars get Spirit-Tied Pet at 1 dot of the background

ALCHEMICAL CHARMS
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Anyone can potentially take a number of points of Alchemical charms up to their


Essence+1 - you just need a reasonable explanation as to why you have it, and them
pay the normal cost in bonus points or xp. No individual charm can be higher level
than half of your Essence (round up, min 1). Cannot take the Augmentation of
(Caste) charms, as you do not possess an alchemical caste. Any charms necessitate
cyborg augmentations as described, and as non-Alchemicals cannot enter Dormancy,
both installation and removal of charm arrays can prove both painful and messy.
User can purchase submodules as usual. For non-exalts, use the "Celestial Exalted
Power Equivalence" chart (pg54) to determine effective Essence. Weaker
supernatural denizens and mortals have an effective Essence of 0.

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