jaydude
Five Thousand Club
For OOC discussion.
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I'm interested in knowing how active a presence you consider the Wyld Hunt. I'm thinking that I'd like to try some proper kingdom building, but that kinda demands us not being interrupted by sidereal assassins, dragonblooded goons and mortal armies every other month.
Gonna take a while to pick exactly what I want to do, thinking of possibly leveraging medicine and resistance heavily. Probably looking at a Twilight or a Zenith. If we want to do nation-building, I'm fine with that.
Yeah, sure.Can we use an embedded pdf in the sheet thread?
I'd love to try out a Solar Craftsman. Probably start with mundane craft, and learn Geomancy and Artifact making later on.
jaydude I'll move my conversation over to here. Arms of the Chosen is basically just more artifacts and hearthstones. Currently the character I'm building has an artifact from it and 1 hearthstone as well. You want me to post the details in here or pm them to you so you can see their full effects?
jaydude First, the simple hearthstone. By the way, my character's primary combat ability is brawling.
Stone of Resilient Bamboo (Wood, Standard)
- Keywords: None
- This stone gleams the pale green of young bamboo leaves. When its bearer sockets it in an attuned artifact and commits one mote, it helps shrug off minor injuries. She adds two to her soak, can parry lethal attacks unarmed without a stunt, and halves healing times for bashing damage.
Next is the artifact. I'll leave out the massive amounts of fluff text for now.
Heaven and Earth Gauntlets (Orichalcum Smashfists, Artifact •••)
- Attunement: 5m
- Type: Light (+5 ACC, +10 DMG, +0 DEF, OVW 3)
- Tags: Bashing, Brawl, Grappling, Smashing, Worn
- Hearthstone slot(s): 2
- The Heaven and Earth Gauntlets’ clash attack bonus when wielded paired rises to (the higher of Essence or 3).
Evocations:
1. Falling Star Fists
- Cost: 5m; Mins: Essence 1
- Type: Supplemental
- Keywords: Dual
- Duration: Instant
- Prerequisites: None
- Striking with overwhelming force, the Heaven and Earth Gauntlets clear the battlefield of foes. This Evocation waives the Initiative cost and Defense penalty for making a smash attack (Exalted, p. 586). The wielder adds (Strength) bonus dice to a withering smash attack’s raw damage, or doubles 10s on a decisive smash attack’s damage roll.
2. Mountain-Halting Might
- Cost: —; Mins: Essence 1
- Type: Permanent
- Keywords: None
- Duration: Permanent
- Prerequisites: Falling Star Fists, Iron Battle Focus
- The Solar combines defense and offense, fending off blows with overwhelming force. This Evocation upgrades Iron Battle Focus (Exalted, p. 273). When the wielder successfully blocks an attack from close range while Iron Battle Focus is active, she imposes a −1 onslaught penalty on the attacker.
3. Comet-Diverting Guard
- Cost: 4m, 1i; Mins: Essence 2
- Type: Reflexive
- Keywords: Clash, Perilous, Resonant, Withering-only
- Duration: Instant
- Prerequisites: Falling Star Fists
- The Heaven and Earth Gauntlets answer violence with violence, ringing like bells with the force of deflected blades or arrows. The wielder may reflexively clash an attack against her with a withering attack. Winning the clash stops the enemy’s attack from hitting her, but she doesn’t roll damage against him, although she still gains 1 Initiative for hitting and inflicts a point of onslaught penalty as normal. This doesn’t count as her combat action for the round.
- Resonant: The wielder may roll withering damage against an enemy on a successful clash. However, the wielder gains no Initiative from this damage.
4. Nova Breaker
- Cost: 4m, 1wp; Mins: Essence 3
- Type: Simple
- Keywords: Decisive-only, Dissonant, Resonant
- Duration: Instant
- Prerequisites: Comet-Diverting Guard
- The Heaven and Earth Gauntlets are limned with Essence, coruscating along the wielder’s arms as she strikes and detonating in a prismatic burst at the moment of impact. To use this Evocation, the wielder must have successfully hit an opponent with a smash attack since her last turn, and he must not have risen from prone yet. She moves one range band towards that opponent and makes a decisive attack against him, adding up to (Strength) threshold successes to the attack’s damage. This doesn’t count as her movement action for the round.
- Dissonant: Characters dissonant with orichalcum cannot awaken this Evocation.
- Resonant: The wielder adds all threshold successes on the attack roll to her damage roll.
5. Meteor Fist Meditation
- Cost: —; Mins: Essence 3
- Type: Permanent
- Keywords: None
- Duration: Permanent
- Prerequisites: Adamantine Fists of Battle (x2), Nova Breaker
- This Evocation upgrades Adamantine Fists of Battle (Exalted, p. 279), rendering it compatible with the Heaven and Earth Gauntlets. When the Solar wins Join Battle, she may reflexively invoke that Charm’s scene-long version.
6. Legend-Forging Blow
- Cost: 10m, 1wp; Mins: Essence 3
- Type: Simple
- Keywords: None
- Duration: Instant
- Prerequisites: Meteor Fist Meditation
Calling up limitless depths of power from the Heaven and Earth Gauntlets, the wielder strikes an almighty blow to carve her name into legend. She may unleash one of the following effects:
• She can knock back an enemy of up to Legendary Size, like a tyrant lizard or a warstrider, with a decisive attack. A hit flings the enemy three range bands backwards; if flung into an obstacle, he may suffer falling damage (Exalted, p. 232) at the Storyteller’s discretion.
• The wielder can smash through heavy fortifications with a single punch, doubling her effective base Strength to determine if she may attempt a given feat of demolition (Exalted, p. 231). Success destroys the targeted object instantly, while failure indicates the wielder will need to spend at least a few minutes more to destroy it.
• The wielder can use Legend-Forging Blow to stunt other applications of strength, such as diverting the course of a river by force or halting an avalanche in place with a single blow. The Storyteller should enhance these stunts with benefits comparable to the above options.
- Legend-Forging Blow can only be used once per story, unless reset by upholding a positive Defining Tie towards a community by defeating a powerful enemy that threatens it. The Dawn Caste anima power cannot reset this Evocation.
Yeah, frequent headaches aren't very helpful for complex stuff like plotting out an Exalted character.I'm terrible at making characters in Exalted. I always spread myself too thin. I'm trying to take my time with this one to try and not make that mistake again, but once I got the finished product I may want everyone's feedback on ways to improve it.
Hope you feel better soon Rykon
Rykon
1. Brawling is her method of fighting. No need to conceal a weapon if you are the weapon. And I want her to be pretty agile in combat. Closing distances quickly and taking opponents by surprise. She'll have to be good at Join Battle rolls too for some of her Stealth charms to be effective.
2. I have very little firmly set for my character's background and personality. How likely is it for a character to basically be the opposite of the personality their Solar incarnation is (or have an opposing moral compass)? Right now I'm thinking a daughter of one of the noble houses. She wasn't exactly a nice person. Was pampered and self-centered...so a true noblewoman. Looked down on the pleabs and whatnot. Then she exalted in some circumstance (no idea what yet) and it sort of flipped a switch in her on the terrible things she and her family were doing to other people. Her previous incarnations were very justice oriented. Her family, not wanting to have the social blight of having a member of their house turn anathema, tried quietly disposing of her without involving the Wyld Hunt but because of that it failed and she was able to escape.
3. I don't care much for theft, but I think it'll be important for her to be able to succeed at if she's going to be a good spy/investigator. Don't care about disguise at all. She'd rather just not be noticed at all. Infiltration and espionage are definitely primary feats she should be good at. Deception seems necessary to be a good infiltrator. Assassination, in the strictest sense, isn't that important. She wants to bring bad people to justice, not necessarily become the tyrant people already assume Solars are. She might sneak in while a baddie is sleeping and incapacitate them, drag them out to the streets and tie them up with a sign of their crimes and the evidence to back it up, but not murder them.
4. She's probably been working alone ever since her exaltation. Just moving around often enough to not draw too much attention and get caught. If I go with the backstory idea I mentioned earlier it would make sense she has some social abilities, though probably nothing refined. She'd probably know High Realm.