…Here we have the next segment of the organized point-buy mutation rules for Exalted. Once they’re finished up, I may see about making a .PDF…
…Part I dealt with basic mutation rules and with Essence Awakening – also a pretty fundamental part of most characters in Exalted, since every exalt and supernatural creature has an essence pool – and so do quite a lot of otherwise fairly-normal humans. For part II, it’s the rules for mutations that enhance a character’s ability to either heal or take damage – also fairly major topics in the Exalted setting.
Healing is always a popular mutation – but its actual utility in the world of Exalted is usually drastically over-rated. In real life injuries are often quite minor – but they are slow to heal, often debilitating, and all too common. In Exalted, on the other hand, the minor pains of daily life have no effect. Injuries ONLY result from life-threatening situations, and in those situations (thanks to the “health level” mechanic and to characters having relatively low numbers of health levels) the dividing line between “uninjured” and “dead” is often a single blow.
That doesn’t actually leave much room for “healing” to have any effect even if it’s fast enough to regenerate your wounds in battle – an ability usually reserved for charms. It still generally won’t help if you’re killed in one shot – and if the game master wants you to enter your next battle injured, he or she can probably arrange it even if you are a fast healer.
Ergo, enhanced healing powers are relatively cheap. More importantly, they’re complimentary; for every three dots of enhanced healing abilities you buy, you get a fourth dot free. If you buy “stops bleeding as an exalt”, “resists disease and infection as an exalt”, and “heal as an exalt”, you can get “recover from disabling and crippling wounds as an exalt” for free. After all, you’ve already got most of the major factors for doing it “naturally”.
Finally, characters in Exalted generally only scar if it’s meaningful to the character; a disfiguring scar inflicted by a hated rival? An unfortunate child scarred by a villain? A jagged scar left by some dreadful weapon that the character barely survived? Definitely. Another random scar left over from your five-hundredth training nick? Definitely not. In Exalted spirit trumps flesh. If the character finds it forgettable, so will their body.
- (1) Heal wounds as an Exalt. That’s one level of bashing damage every three hours and lethal and aggravated wounds at an enhanced rate while resting. For (+1) heal one level of bashing damage per hour, one level of lethal damage per three hours, and one level of aggravated damage per six hours. For (+2) heal one level of bashing damage every ten minutes, one level of lethal damage every two hours, and one level of aggravated damage every four hours. For (+3) heal one level of bashing damage every minute, one level of lethal damage every hour, and one level of aggravated damage every two hours.
- (1) Heal as if resting, whether resting or not.
- (1) Spend three motes or one will to accomplish one hours worth of healing for themselves.
- (4) Regenerate from death. This requires (6-Sta) years (with a minimum of one month) as long as the smallest scrap of tissue remains. This is still death as far as a celestial exaltation is concerned; the exaltation will go and find a new host and the ex-exalt will come back as a mortal, albeit as a mortal with six mutation points worth of Essence Awakening and an essence score of three. Yes, this is finally a reason to play a Dragon-Blooded.
- (1) Recover from disabling and crippling wounds as an Exalt. For (+1) a character can ignore the Crippling keyword for any injuries and may spend one point of will or three motes to recover from any disabling or crippling effect as any damage levels involved have healed. For (+2) he or she does not need too spend anything this happens automatically.
- (1) Resist disease and infection as an Exalt. For (+1) the user is never affected by disease or infection.
- (1) Resist poison as an Exalt. For (+1) the user may automatically resist any poison. For (+2) the user may spend three essence or one will to automatically purge themselves of any poison. For (+3) the user is never affected by poisons of any kind.
- (1) Resist bleeding as an Exalt. For (+1) the user never suffers from bleeding at all.
Durability fortifies a character’s body against being injured in the first place. Once again, this is a popular, if rather limited, effect; even the mightiest of durability-boosting mutations means little or nothing in the face of high-end exalted-level combat. On the other hand, armoring can be very handy in battles between lower-end combatants – and those are a lot more common than battles between high-end exalts.
After all, quite a lot of Creation still exists doesn’t it?
In general, armoring mutations stack with conventional armor. Even if you have skin of iron, that buff jacket will still reduce the impact of a blade on it just as much as it would for someone with a normal human hide. When it comes to armor, thickness and layering matters. If it didn’t, a layer of tinfoil would be as effective as tank armor.
- Natural Soak (1) Soak lethal damage with half (1) or full (3, +2 if already soaking with half) Stamina.
- Armor (1-8) provides one die of bashing, lethal, and aggravated soak per level, along with a one-die per level bonus to an appropriate roll. For example, your mutation might improve Stealth in a specified environment (scales in deserts, bark in forests, etc), boost general Survival, provide Athletics bonuses in particular environments (perhaps in water, or in the air), or help in resisting relevant environmental effects (for example, fur might protect against cold and falling damage – while scales would help against fire and lightning). As a side benefit, any character with light armor or better can survive comfortably without clothing. For (-1 Mobility) the soak bonus may be doubled OR the armor may be given a hardness rating equal to the number of points spent on it. For (-2 Mobility) both apply. Sadly, these penalties stack with those of normal armor.
- Extra Health Levels: (2) per -0, (1) per -1, (1) per 2x -2. Maximum purchase is four each -1, -2, and -4.
- Inexhaustible (2). The user never suffers fatigue from any source. For (+2) multiply the user’s long-distance travel rate by three. For (+4) multiply it by six. For (+8) multiply it by nine. Travel bonuses are half price if restricted to a particular environment – deserts, along dragon lines, in the Wyld, or some such.
- Longevity (1-6): You may expect to live for an extra century (1), several centuries (2), millennia (3), several millennia (4), many millennia (5), or several tens of thousands of years (6). Exalts already possess this mutation, and the external source of their powers prevents them from taking more than +1 point in this mutation. Mortals may not usually take more than four points in this mutation.
- Exalted – Building Hearthstones from Emergence Campaign Weblog (ruscumag.wordpress.com)
- Exalted – Mortal “Charms” from Emergence Campaign Weblog (ruscumag.wordpress.com)
- Exalted – The Way of Manse and Demesne (ruscumag.wordpress.com)
- Exalted – Solar Guardian Presence Charms (ruscumag.wordpress.com)
- Exalted – Oniwabanshu (“Garden Keeper”) Jun and Hidden Twig Village from Emergence Campaign Weblog (ruscumag.wordpress.com)
- Exalted – Ixiah, God of Thaumaturgy and Youngsters Playing Ninja (ruscumag.wordpress.com)