Saga of the Seven Sins - The Second Cycle

Oh yes, this will be interesting... especially if we haven't known each other for long. How do you have Demon of the Second Circle without Celestial Circle Sorcery, though?
 
Me? Opal does have Celestial Circle Sorcery. But summoning a demon isn't required for sleeping with them - in fact it sort of gets in the way of the Sacred Hunt. If they can't disobey or flee, it's not much of a proper hunt. At 272 I'm fairly certain there's been more than one trip to Malfeas, Yu-Shan, and plenty of places in between.
 
The more I think about my sheet, the more willing I am to cut back on the Charcoal March of Spiders style down to the Form Charm. This won't cripple my character in a fight, and it gives me seven more Charms to allocate into other areas. I'll tweak the sheet for now, but don't be surprised when I keep buying up the style as we go along.
 
Well, for Sherwood's case, I don't think anyone else is getting as deep in the whole combat thing. For my build at least, my offensive capabilities are fairly laughable where my defensive ones are fairly great. As for death lords every fight, there's a much simpler way to present a challenge and that's just other bronze faction martial artists with different styles. There are plenty of other styles just as potent for us to come across. It's not like we're all playing Solar combatants anyways. There's also the matter of just having lots of dragon blooded without lumping them into a single mass combat unit. If they have enough defenses, especially against bad touch (like wood aspects), they could last long enough to really strain our mote limits.


That said, if we continue down this road I'm afraid of what may be to come, because my charm crunch might get rough enough to go from White Reaper to Even Blade Style. I kind of don't want to resort to that for various reasons.
 
I changed around some Charms, and put a whole set of MA Charms on the back burner to be picked up later on. I should be ready to go now.
 
Sherwood said:
I changed around some Charms, and put a whole set of MA Charms on the back burner to be picked up later on. I should be ready to go now.
Some options you may want to look at, as I really enjoyed them in my one run as a Sidereal, would be exchanging Travel without Distance with the ride charm Yellow Path, which can guarantee we arrive early to a destination regardless of time remaining or distance, with a very small mote cost I might add. College of the Gull also comes recommended for avoiding official work/duties and scrutiny without negative impact on your reputation. And finally, the Celestial Spell whirlwind of fate that lets you bank successes for later tasks so you could expend them on effect rolls for astrology.


On another note, I've gutted my build and rebuilt a few things, shape-shifting powers took a huge hit as knacks just aren't as useful for a changing moon with their anima power. I should have a sheet posted tonight.
 
Thanks for the suggestions. I'll consider those tweaks.


 
Looking over the spell Whirlwind of Fate makes me wonder how I missed that spell before. For some reason, that particular one never registered with me until it was pointed out. It will be quite useful for many long-term tasks, not just Astrology.


 
And now a background story is up for Darian, in the Appearance and Background tab. It tells of her efforts to find her place, and why she is able to look at working with the other Exalts of this Circle for a new beginning.
 
I believe you are correct, sir. There is nothing in the character generation rules about free Ox-Bodies.
 
I wish we were; I'd have an extra six Charms to allocate to something else that are being taken up by Ox-Body Techniques.
 
One more question... since we're basically using First Age chargen, are the First Age backgrounds available? Specifically wondering about Henchmen and Wealth (the latter for obvious reasons).
 
My question is, what part of Creation are we starting off at? Also, do any of us know each other prior to game start?
 
We're starting out in the South, specifically in Gem. Wealth and Henchmen are available for purchase, although you will need good justification for it.
 
Justifications, you say?


Wealth: being a merchant prince in the Guild (mostly as practice for running a real empire), and being able to make things that sell for Resources 5 at will, out of any solid matter + 1m, 1wp.


Henchmen: one is the leader of a mercenary company I hired repeatedly, eventually gaining an exclusive contract with, and then impressed into swearing personal loyalty to me. The other one I "inherited" from the late wife I mentioned, a spy and cat burglar whom we helped break free of Varangia's restrictive caste system. The third henchman slot is reserved for Maxim...


IF you aren't cool with me having some Dragon-Blooded minions, I can drop it for something else. More artifacts, or maybe a Familiar or something.
 
Just posted backstory and backgrounds.


Even though we're starting in the South, I have most of my holdings in the far north. I went ahead and wrote in being called South, presumably by Tamuz. I initially intended him to be a paid mentor, but I think the character's period of isolation and level of competence makes it a bit unjustifiable and unnecessary. Let me know if you want me to change it or elaborate, I lost part of it earlier due to a mix up and I'm just too tired to dredge it back up in full.


As for wealth, in resources anyway, my justification is that the currency is a result of selling/hoarding various loot from slaying chimera, fair folk, and probably a wyld hunt. The land is supernaturally claimed through charms.
 
Are the various types of Exalts going to have a single xp chart with all costs being the same, or are we using the ones from the various books?
 
Since bonus points were set to solar costs, my guess is XP will as well, barring oddities like colleges/knacks.


On a different note, for motivations, sounds like two of us are cool with eliminating the great curse, and one wants world domination. Based on what everyone is putting together now, do we have any conflicting interests?
 
I'm not sure Viktor knows of the Great Curse. If he did, he'd be ambivalent towards removing it. It would make the world safer, but take away a weakness from his rivals. There's plenty of time to work out minor differences like that after we deal with the threat of the Sins, though. ;)


 
Speaking of conflicts... Random Word, did you still want to have a go at being Bonded to each other?
 
Ok. Sounds good. Looking forward to starting up soon.


 
If you look at my character, under the appearance tab is a new picture of my familiar. I was planning on using the Raiton write up for the base critter, then add on the familiar mutations of Man-Thought Evolution and Thought Speech Link. Any problems with that?
 
I went back and looked over the direction of my character and my expectations for the play style of this particular game and found the character seems like a bad fit. Mostly for the huge swath of charms and back story rooted in nation building where this pitch gives more of a go and conquer impression. So I'm considering either a Sidereal, who excel at "go make it happen" type games, or a Solar Artificer which have a plethora of options for doing things quickly and with little setup.


As I've played lots of Solar oriented games and only a little as Sidereal in the midst of Solars. The Sidereal is my first choice, mostly for the unique opportunities they have at higher levels of play.


@Sherwood, I'd rather not work on an exercise in needless redundancy or take away stuff from your character. So aside from martial arts choices (my primary are almost certainly Throne Shadow and Scarlet Patterned Battlefield with small utilitarian extractions from other styles), is there anything you consider defining, or critically important to characterization that I should steer clear of when putting this idea together? If two Sidereals in the group just isn't feasible I still have the alternative.
 

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