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Post by Learned Hand on Oct 7, 2007 12:49:16 GMT
I figured it might help if we gave a brief outline of our character builds so as to avoid overlap.
Kilik
Night caste. Has mantis style, and specialises in bashing damage and clinching. Lots of athletics, awareness, stealth and larceny. Complete liability in social combat, especially since I've decided that he shouldn't really have integrity. Will have some sorcery, with spells that focus on restraining people and helping his stealthy stuff. Can take stormwind rider and countermagic at a push if there's no specialist sorcerer.
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Post by johandenerad on Oct 7, 2007 18:20:56 GMT
Valion
Night caste, with Tiger style, specialises in lots and lots of lethal damage from stealth. Mucho stealth, awareness, athletics and is a complete liability in social combat or situations that require planning. Hmm, sounding quite overlappy. No sorcery though.
The Sidereal I made is not so big on combat and could be more social combat/first age loreist if we don't have one of them, but that's easily done with a Twilight caste Celestial Circle sorcerer I suppose. Also have an up-himself Dawn melee-ist called Wondrous Tiger.
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Post by Learned Hand on Oct 7, 2007 20:41:49 GMT
To be fair, if we *all* have stealth we'll have an awesome party.
Otherwise, I'll be convincing you not to kill everyone and you'll be convincing me to kill everyone, except neither of us will actually be able to string an argument together.
I have an eclipse who's big on performance, socialise and weeping nightingale style who I'm happy to play.
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Post by Blackrat on Oct 9, 2007 11:52:09 GMT
LH, if you don't play Kilik I will cry. Both IC and OOC.
My character is as follows...
Fox
Wyld orphan and Zenith Caste, abandoned by the world and claimed instead by the Unconquered Sun. More about the endure-hardship-in-the-name-of side of the Zenith philosophy than the preach-and-convert side, but that is mostly because he's used to having to fight for survival, and not used to being listened to, rather than for any innate reason.
He's got a dog-ugly face (literally) and a child-like charm that's hard to resist. He's bouncy and somewhat hyperactive, though prone to sudden absorption in random stimuli, which occasionally distances him so much from the world that he almost appears catatonic.
Build: As well as the Zenith stuff he's pretty good in Athletics and has broken the Awareness system of one Exalted edition already. He'll probably have some decent Lore and Occult, and possibly some Socialise - certainly he won't be hopeless in Social Combat.
He'll be taking charms in Wolf Style - which I cobbled together from other styles wrote myself especially for him. He really ought to take a bit of Stealth, but perhaps given the above builds, that isn't a great idea. (That said, it will piss on his Wolf Style bonfire if he can't, and I agree with LH that if we all take Stealth that would be an interesting party. I think it's very easy for a party to be too diverse; having one aspect in common would be a good idea IMHO.)
Much of the above is still TBD as I haven't attempted to build him in 2nd Ed yet. Much of the building in 2nd Ed is also TBD as he is designed to abuse the game mechanics*, so it depends how much BSR will let me get away with. BSR, perhaps we could have a chat this week / weekend about it, if you're not too busy?
* But for reasons of making an interesting and unusual character, rather than just to power-game. Honest. (Well, except the Awareness thing, that's totally power-gaming...)
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Post by johandenerad on Oct 18, 2007 18:39:17 GMT
LH, are you still going with Mantis style? I think I remember hearing you say you might go for the Valour style. I'm umming and aahing about whether to switch between styles, and Valour might be on the list... (along with Ebon Shadow, Snake and Solar Hero )
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Post by Learned Hand on Oct 18, 2007 19:52:18 GMT
Yeah I'm going for valour style now.
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Post by oneiros on Oct 22, 2007 8:54:30 GMT
Hey guys - just started to work on build and being new to system, hope you'll bear with me.
Azir Twilight-caste medic/sorceror Not much for combat (only Archery 1 or 2) but with plenty Occult/Medicine/Lore/Presence with a smattering of Stealth/Larceny/Resistance/Awareness. Big on Conviction/Temperance but low on Val/Com (thinking Heart of Flint for flaw). Main damage to come from spells really.
Going for a kind of dodgy medieval apothecary - can heal, brew potions (Craft - Water?) and provide wisdom but also with knowledge of herbalism, poisons and darker activities. Was thinking he has/had a shop and has/had some kind of position in a shadowy group (Resources & Backing for background). Has the Presence, Socialise & Manipulation to try and convince people.
Ideas as to what charms and setting-specific background pieces would be much appreciated.
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Post by Learned Hand on Oct 22, 2007 11:26:45 GMT
If we have 3 of us with awareness, might I suggest that we compliment each other with our keen [sense] technique and, if you're having it, [unsurpassed sense discipline].
I've gone for hearing and touch with Kilik, simply so he can spy on people by listening from afar.
I'd suggest taste and smell for a herbalist - those sorts of charms allow you to detect tasteless poison in wine etc. You could coneivably try a medicine and identify every single ingredient from one taste. If you also have immunity to everything Technique (which admittedly does require resistance 5) you can merrily chomp down poisons in order to analyse their tastes, safe in the knowledge that you can't be harmed.
But I don't know what Fox is going to have...
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Post by Learned Hand on Oct 22, 2007 11:30:28 GMT
Hey guys - just started to work on build and being new to system, hope you'll bear with me. Azir Twilight-caste medic/sorceror Not much for combat (only Archery 1 or 2) but with plenty Occult/Medicine/Lore/Presence with a smattering of Stealth/Larceny/Resistance/Awareness. Big on Conviction/Temperance but low on Val/Com (thinking Heart of Flint for flaw). Main damage to come from spells really. Going for a kind of dodgy medieval apothecary - can heal, brew potions (Craft - Water?) and provide wisdom but also with knowledge of herbalism, poisons and darker activities. Was thinking he has/had a shop and has/had some kind of position in a shadowy group (Resources & Backing for background). Has the Presence, Socialise & Manipulation to try and convince people. Ideas as to what charms and setting-specific background pieces would be much appreciated. Every occultist can benefit from All encompassing sorcerer's sight. It lets you know whenever something magical is happening. Craftsman needs no tools is possibly the only craft charm you'll ever need.
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Post by Blackrat on Oct 22, 2007 11:43:06 GMT
If we have 3 of us with awareness, might I suggest that we compliment each other with our keen [sense] technique and, if you're having it, [unsurpassed sense discipline]. Agreed. LH, your keen hearing technique is simply exquisite. But I don't know what [Awareness charms] Fox is going to have... Fox is an Awareness monster; he will certainly have Keen Smell Technique and Unsurpassed Smell discipline, as that is his forte. However, I was kinda planning to take other Keen Sense Techniques too (Hearing, in particular), but maybe won't bother if you guys are covering them. The way the senses are grouped annoys me slightly. I can see why they've done it, but I don't think it's very logical. I find it fits Fox particularly badly because he wants smell and hearing but isn't at all bothered about taste or touch. However, I assume for balance reasons we aren't going to try splitting or re-grouping them?
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Post by oneiros on Oct 22, 2007 13:07:42 GMT
I'd suggest taste and smell for a herbalist - those sorts of charms allow you to detect tasteless poison in wine etc. You could coneivably try a medicine and identify every single ingredient from one taste. If you also have immunity to everything Technique (which admittedly does require resistance 5) you can merrily chomp down poisons in order to analyse their tastes, safe in the knowledge that you can't be harmed. Keen Smell/Taste Technique is a good idea. Only Aware 3 so can't take Unsurpassed. Res only 3 as well so other one is out too. Eliminated Larceny and reduced Stealth to 2 to have Occ 5 - AESS too necessary to pass up I guess. CNNT won't be yet as Craft only 3.
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Post by Learned Hand on Oct 22, 2007 14:08:32 GMT
The way the senses are grouped annoys me slightly. I can see why they've done it, but I don't think it's very logical. I find it fits Fox particularly badly because he wants smell and hearing but isn't at all bothered about taste or touch. However, I assume for balance reasons we aren't going to try splitting or re-grouping them? I think if you think of there as being a hearing charm, a smell charm and a sight charm it makes a lot more sense. Taste and Touch are just freebies, since sight is clearly the most powerful. If Fox is definitely going for smell, it might be better for Twilight guy (forgot his name - sorry) to take sight. It works incredibly well with AESS. I guess it depends on how important analysing medicines through taste is (probably not very, if you can't simultaneously stop them, y'know, killing you)
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Post by oneiros on Oct 22, 2007 14:24:33 GMT
Just wondering though, according to the char creation rules thread, max ability score (Favoured) is 4 which means AESS not available. That being said, sight prob still good idea for when Occ is raised and AESS is bought.
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Post by Learned Hand on Oct 22, 2007 16:09:01 GMT
You can use bonus points to take it up to 5.
Right?
Oh God I hope so
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Post by oneiros on Oct 22, 2007 17:26:54 GMT
You can use bonus points to take it up to 5. BSR hasn't got back to me on that yet...
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