Team Composition [Four Factions ]

Argas

Member
Just posting this topic now so we can get some discussion going on for who's doing what. I think I can run a Dusk, Midnight, or Day caste well enough. Given enough time to read the book, perhaps a Daybreak caste.


Dusk: Ruthless general. War + Melee.


Midnight: Hypnotic Cult Leader. Martial Arts + Performance, almost certainly Silver-Voiced Nightingale Style


Day: Assassin with a taste for the theatrical. Archery or Thrown + Stealth.
 
Yo guys. Looking forward to owning this!


I've got three concepts that I feel pretty equally about, so I'm willing to use whichever best fits the group.


1) Dusk General: A noble tyrant who can justify any cruel act. Heavy War + Melee; Some Performance (Mainly for that 'you must fight me' charm.)


2) Day Stalker: A hunter capable of tracking and killing any prey from any distance. Heavy archery and Awareness. There is No Wind + Keen Sight Technique = pew pew.


3) Moonshadow Socialite: The manipulator and dark seduction behind every action. Heavy social charms. Using Killing-Words Technique as main combat tool/motivator.
 
Huh...


I had a few concepts in mind, one for each Caste:


-Dusk: Murderous outlaw gang leader-turned general of the dead; focus with multiple combat styles and "dirty" fighting tactics


-Midnight: mortal Immaculate who forsook his faith on death and is now a fervent believer in and proponent of the cause of Oblivion, has been physically and morally corrupted by the Lover herself; focus on Dark Messiah Style (ignoring VAP, of course) and mass Social Charms


-Daybreak: mortal ancestor cultist who drew the attention of the Lover with the sacrifice of a dozen beautiful virgins and his own suicide, now a powerful Necromancer and Sorcerer; focus on Necromancy, Sorcery, and probably a single Combat ability (Melee, or Thrown with Crypt Bolt)


-Day: serial killer motivated only by his perverse urge to engage in trysts with the ghosts of his victims after their deaths, now an spy/saboteur/assassin serving the Lover; focus on Melee/Martial Arts, Stealth, and spy-stuff


-Moonshadow: Charming socialite with a taste for cold murder, Exalted after a rival left her poisoned and bleeding in the wake of a huge celebration; uses Social Charms, combined with Stealth and Thrown when looking to kill


That said, I can play any of those. It seems like the Daybreak will be needed most of all as neither of you thought up a concept for one, so unless one of you changes your mind on it I suppose I can lean in that direction.
 
Really depends on how we want it to be spread.


A Dusk would be a combat monster and the general of the army, though the latter can be partially handled by any of the other castes.


A Midnight can be used to turn the things that dwell in Marama's Fall, as well as the various settlements. The cults would be loyal.


A Daybreak would be suited to bolstering our forces with equipment and Necrotech.


A Day, while useful for assassination missions and the like, isn't as essential as the others.


A Moonshadow could also gain us allies, particularly those that aren't going to worship Oblivion. Downside is that it's a promise, a deal, or a contract that binds them to us rather than loyalty.
 
Those are good observations, but it should be also noted that the Midnight's influence could easily be replicated by any character who puts enough of a focus into social Charms - even with social as a secondary focus, a character could easily draw such Cults under his banner. This is similar with a Daybreak's Spells/Necrotech. The only power that can't really be replicated too well is the Moonshadow's ability to oath-bind, and I imagine that's exactly why xarvh suggested one us play one above anything else.


Though, aside from the Moonshadow, any specific Caste's areas of expertise can easily be replicated by another Caste. Hmmmm... It seems like all of our concepts are really sticking to the Caste-archetypes themselves and not really much else. Perhaps it'd be better if we first think about what areas of expertise we specifically want covered, and then determine Caste based on what feels most fitting. I think that might give us a better chance at covering all the necessary areas of influence, so to speak.
 
Yeah, I think Moonshadow can cover cults as well.


I'm willing to do any crafting if needed, just gotta reread those sections of the book more.
 
Pretty much anyone can cover cults. Just as anyone can cover mass combat, social interactions, information gathering, Sorcery/Necromancy, you name it. A Moonshadow is necessary for the oath-binding, and aside from that we could pretty much go in any direction Caste-wise that we want. Said Moonshadow doesn't even necessarily have to have a primary Social focus. The Moonshadow in question could be a general and a combatant with social stuff on the side if that's what whoever wants the Moonshadow wanted. This is why I'm thinking we should think in terms of area of expertise instead of Caste. That said...


What do you think we need to cover focus-wise, and what is secondary/less necessary? And perhaps, most importantly, what do you guys want to have your characters do?


As far as our focuses as a group, I'd personally prefer it if we all try to branch out and cover a few areas each. In order for us to bring in a strong front against the other teams, I think we need to make sure we limit our areas of weakness. Having some henchmen/followers is probably going to be at least somewhat necessary as well.


And for crafting, Hammercro, if you want to cover that area of expertise it's all yours. But if you guys are up for it, I'd like for us to plan our characters out collectively with the areas of expertise we want to cover, instead of Castes and specific abilities.
 
I think we need to cover the following areas.


Most Important, in no particular order


1. Combat monster. We need someone that can stand toe-to-toe with any other foe and win.


2. General. Someone that boosts the capabilities of our minions and footsoldiers in combat.


3. Crafter. So that our forces are better armed or even have better support in the form of necrotech things.


Less important


A. Social monster. Good for recruitment, but depending on how we're going about this, may not be totally necessary. Wouldn't hurt.


B. Assassin-Sneak. Someone that can take out key targets, whether they be PCs or NPCs, regardless of their location. Would also be helpful for grabbing intel or anything.


1 and 2 can be rolled up into one thing rather easily. So is A and B.


As for what I'd like to do... Crafting + Siege weapons. If possible, I'd get my character a mobile manse that functions as a necrotech factory.
 
If you're doing Crafting/Necrotech, then I imagine you'll be going for Necromancy as well? At the very least for the animation Spells, that is?
 
Of course. I'm generally not fond of sorcery, though this situation will probably call for more than just the basics. I don't mind, give me a chance to do something new.
 
Sorcery is probably less necessary, though I imagine you will find utility in simple buffs like Invulnerable Skin of Bronze, as well as the Countermagics.
 
Yeah. No worries though, I think we all should also make sure we are able to survive (perfect defenses are probably the way to go, or at least DV penalty-reducers), so Sorcery may not be necessary from the get-go (unless xarvh implements a "free spell with Sorcery Charm" clause).


As far as what I'd like to do, I can go for just about anything. Though, I've got a little bit of a thing for tactics (military history buff, or so I'd like to think :P ). If lockepick doesn't mind, I'd be happy to go for a General/Combat monster. If I went with my murderer/outlaw gang leader, I could probably take a side of Followers/Spies to represent informants and criminals under my character's command. Those could probably help with, if not cover information gathering for us.


Though, if you really want to go for the general/combatant, lockepick, I'd be fine with making a Moonshadow information-gatherer/socialite/assassin. I'm flexible either way, so I'll leave it up to you.
 
Military history is so enjoyable.


Too bad it isn't too applicable in Exalted unless you want to bug the ST about it.
 
Of course it isn't, but making use of strategy and battlefield tactics should certainly have an effect on the game. For example - xarvh mentioned in the PM that we understand that Tyreso is defended by some Dynasts, a barbarian horde led by Lunars is going to attack it. The first thought that comes to mind immediately for me is to sabotage efforts on both sides, incite them to fall into each others' traps, and let them fall upon each others' swords and dull themselves. When both are sufficiently weakened (or ideally, when one destroys the other and is left in a weakened state), we swoop in to break and scatter them like dust on the wind. :twisted:
 
It would be pretty goddamn awesome, to say the least. You may need to sacrifice Hearthstone levels though in order to make it a necrotech factory as well. Hmm... Since you'll also need a Geomantic Nexus, maybe we can have our characters in this group link our Manses? We could say that the Lover's been a bit more active in Creation than some realize, and that there's a network of linked Abyssal manses. Or something.
 
It would be far too amusing for our enemies to be fighting each other only to stop and see multiple flying manses rain death upon them.
 
Haahaha, that's an awesome image.


Though... For a flying Manse to work, it has to draw power through other Manses linked to it with a Geomantic Nexus (as per DotFA). I was thinking that we could pool our Manses into a network (each one having a Network Node) so that way you wouldn't have to worry about taking several Manses yourself if you didn't plan to already.
 
I could probably take more than one manse depending on how I spread my backgrounds out, though it wouldn't hurt.


To boost our forces, I'd certainly need one for necrotech. It wouldn't hurt to have a flying fortress manse either. While it's possible to combine the two, it wouldn't hurt to have more than one.


All this talk of flying manses reminds me of Monoliths in Warhammer 40k.
 
Hah, I was thinking the exact same thing. Essence Artillery + Mobile Manse? :twisted:


But yeah, if you want to, go for it. I suppose if you're going for Necrotech you don't need Artifacts as much, seeing as you could make potent weapons and armor of the stuff pretty easily.
 
Another issue would be time, but I think the ST will be allow for maybe a few minor creations or a major creation prior to the start of the game.
 
True. I have some ideas for creations in mind, if you're interested. Pretty much everything from reanimated corpse armor to a bone-spine rail cannon. >:3
 
Well, the reanimated corpse armor is already pretty well laid out in the book. Necrotech steeds and transports would be sweet. As for weapons, nearly anything is possible. Said bone-spine rail cannon is pretty easy to do. Any sort of weapon is possible, from a acidic bile-launching device (similar to a flamethrower) to a sword of gnashing fangs (not unlike a chain-klaive). And then we have things like Nemissary-ridden necrotech frames with mounted artifacts. Those would make great shock troops.:twisted:
 

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