Team Composition [Four Factions ]

Well, here's a conundrum. If I take Necromancy for a few useful spells and the spells that would make empowering Necrotech creations, then I cannot have a workshop manse. However, MEP Abyssals does contain a few things, like the various workshops. I just wouldn't be able to stat a manse without Oadonel's Codex.
 
Huh... Well, I took the Manse rules in Oadenol's Codex as my exception. If necessary, I could just go Manse-happy and include a Workshop somewhere in the mix. I'd certainly be willing to sacrifice some other powers for the sake of the group, as Necromancy is really too important for us not to have. We may need a reliable method to travel back and forth to the Manse(s), however, especially if your character is going to spend a decent amount of time sequestering himself in the Workshop. Any chance you could dip into Sorcery for a travel spell? Or are there good travel spells in Necromancy? I'm not too familiar with it aside from some of the more popular spells.
 
I'll probably have to dip into sorcery. Necromancy concerns itself with the dead and manipulation of the dead. Sorcery covers everything else.


As for the workshop, a flawless or ideal workshop will require a manse. Either is fine really.


With Terrestial level Sorcery, there's two travel spells in the Treatises. One is slower than the other, but controllable and can be used as an archery platform, but only one passenger along for the ride. The other is direct-to-destination and faster, but limited to daylight hours. I think I'll take the former.
 
Fair enough. I imagine you're taking the Medicine Charms for necrotech preservation, right? Just make sure you have enough Charm slots for something defensive, even if it's just an Excellency or something. I can handle the big combat stuff, but we've gotta make sure that you guys can survive at the very least :P .
 
Yeah. For being a pain in the ass, I'll probably take archery since it's got more range than thrown. The last thing I need is someone clambering onto my ride because I came down too low.


By the way, we can't take Liege... But Abyssal Command and Underworld Manse would still be available right?
 
Doubtful, considering both are supposed to be things bestowed on us by our Deathlord. Though, we do technically have more freedom with those, in that they're more tied to our rank and position as Deathknights rather than things bestowed on us for specific missions as per Liege. If they're available, I certainly wouldn't mind. Though, it should be noted that Underworld Manse is basically useless unless we're in a Shadowland or the Underworld itself (that's how it works, right?).


Xarvh, what's your call?
 
Yeah. Underworld Manses represent multiple hearthstones that we can use, but they are too weak for whatever reason to work in Creation. For hearthstones of the non-Underworld variety or Underworld stones that work in Creation, the normal manse background is required.


I can see the reasoning behind these rules though I personally disagree with them.
 
Well, the Underworld is basically Creation's shadow - this includes its geomancy. I guess the best way to go about it would be to think about Underworld Manses as you would grave goods. It's also worthwhile to consider that you get Underworld-based manses equivalent to what you'd get if you were a Dragon-Blooded in the Realm. It's a balancing factor of sorts.
 
So back to the topic of our combined back story: Does anybody more familiar with Exalted geography/history have an idea of a territory we could have lost from the Lover to somebody else?
 
Well, the Deathlords hold little actual territory but generally have interests spread out around the area. The territory they and their forces usually occupy is the one around their base of operations.


The Lover and Bishop have, thus far, been competing for Marama's Fell for quite some time.


There's many ways to anger the Lover. Confronting various powers in Creation like Whitewall, the Bull of the North, or the Haslanti League without her permission would probably be a major one. She's not a particular military-focused Deathlord unlike the Silver Prince, Mask, Walker, or the Lion, all of which don't mind proving the power of their forces though they'd rather not suffer losses for no reason. For example, losing several thousand soldiers won't be an issue for the Lion because of the sheer size of his forces, though he will be pissed off at the Abyssal for losing them. For the Lover however, it represents a massive decrease in her forces. Furthermore, losing them to someone like the Bull is even worse because he is an up and coming power and may very well decide to start fighting the Lover if, say, we attack him.


Of course, that brings up the issue of why we're going after this city rather than the Bull of the North if that's going to be the case.
 
hammercro:


Yes, you will be able to do so prior to the game, and after if you arrange the time to do so.


Both Abyssal Command and Underworld Manse are available.


fhgwdads05:


The army is completely in-game and therefore 'for free', any specific background you pick (including Abyssal Command) will further bolster your forces, in number or quality.
 
Also, I think we should consider which sources we draw our non-MEP material from. Specifically, we can all draw from one book. I don't think xarvh will not let us draw from each other's books, so we should consider wisely.
 
Sorry hammercro, but I will not.


The exception is personal, as its whole point is to reduce the number of chapters I will have to check when evaluating someone's action.
 
Underworld Manse is a bit useless to us though.... Unless you've planned on changing the clause regarding how Hearthstones from manses in the Underworld work in Creation (as in they currently don't), xarvh. They could have a little more use as bases at the very least, but only if have a reliable method of going to and from the Underworld. This will be even more difficult because of the fact that it makes our presence more known to the Lover (not to say she doesn't already know what we're up to in the first place).


Anyhow, I'm already going to go for the Manses in Oadenol's Codex - my character doesn't have much of a need for Artifacts outside of the Core (Soulsteel Celestial Battle Armor requires Liege 3 :P ).


You're going for the Necromancy in the Black Treatise, right hammercro?


What about you, lockepick? Are you still planning on using your exception on that Moonsilver Baneclaw? You won't have any supernatural Martial Art style that you'll be able to use it with, you know...


EDIT: An update on my character generation process:


Essence 3 will be almost impossible, if not wholly so, to begin with - I'm simply too strained on Bonus points by Backgrounds, Abilities/Specialties, and a Combo. I could get it, but I'd have to short myself on those other areas there, and I want to make sure Sin can handle anything thrown at him from the get go. For sure, though, I'll be raising Essence as soon as possible with experience, and I'll be going for the War training charms ASAP.
 
I was going the Baneclaw because it was the cheapest way to get a +6 to my defense. I had no interest (well, I had no POINTS to buy) in anything from the other books. I'm willing to hear suggestions otherwise?
 
Ah, well, I can't beat going for a cheap method of defense. I was going to suggest the Gloves of Martial Readiness in Wonders of the Lost Age (page 80). They're Artifact 3 and 8m to attune to (assuming you with Soulsteel), but they've got a couple of nice benefits over the Baneclaw:


-the Essence-Khatars generated would technically count as form weapons for Dark Messiah Style, should you wish to go for any combat Charms


-they're stealthier when not in use (one needs Essence Sight to figure out they're anything more than decorative gloves)


-they give you a higher DV boost when you use the Essence shield built into them (+3 base Defense, and you can spend 2m to activate the Essence shield with one of the gloves for +2 PDV; this is in exchange for one of the two Khatars you summon normally)


Of course, they have a Repair rating (meaning they'd need maintenance), but I figured since hammercro was going for the Craft-fu that wouldn't be as much of an issue.


As far as points go, though, I hear you. If I were you, I'd consider lowering some of the 5-dot Abilities you have that your Charm choices aren't dependent on. I'd also suggest branching your Ability choices out just a little bit (Dodge may be nice to get), as while focusing is generally more efficient at the start, it also can harm you when the small things you neglected to take do come up. It also can be a pain in the ass if you decide you want to branch out and take a Charm on the side for utility. Of course, this also comes down to playstyle (I tend to favor characters with broader skillsets), so your mileage may vary.


You may want to consider nabbing Temperance 2, though. Valor 3 + Temperance 1 sometimes make for rather...short negotiations or social situations. Though, if this was what you were gunning for character-wise, I can't really argue with that. :P
 
The only reason I went Martial Arts is because Poisoning the Will requires touch. So it's just for touching people in combat. I'm probably going to stop at the Excellency.


+3 Def and +2 DV is effectively +7 Def. So only one point higher for two extra BP I don't have, sadly. The discretion IS nice though, but I'm hoping my larceny will be enough to sleight of hand the item on my person.


When we have an organized party, I prefer to go focused. If we stick together, hopefully any skill deficits any one of us has will be covered by another. I can switch my favored in Investigation to a favored in Dodge though for buying more dots later. I do agree that dodge is a superior defense.


My first XP will probably go towards getting Inescapable Massacre Technique. Forces people into Social Combat with me unless then spend 3 wp (read: take 3L damage) which makes for a nice 'join battle' effect.
 
Fair enough on the Baneclaw.


I'm down with things being somewhat focused as long as you guys can survive. Being focused is good, of course, but I imagine that we may not always be together for things, meaning you'll need at least some way of getting yourself out of bind in that circumstance. A dot of Resistance now is much cheaper than later, and it lets you take both a purchase of Ox-Body Technique and a purchase of Cadaverous Torpor Technique. Both of those will considerably extend your ability to survive, are pretty cheap to nab. Just a suggestion, of course.


And yeah, I'd definitely go for favoring Dodge. With the short-range teleport built into Flickering Wisp Evasion, you have the potential to break flurries when your Essence is high enough and you use a good stunt.


Inescapable Massacre Technique is also good for forcing people to stay in any form of combat with us. An enemy unit routs and attempts to break out of combat? They're not going anywhere. :twisted:
 
We need to get our collaborative back story done in 48 hours. I hereby revoke all opinion on WHAT our joint history is about. If somebody with a better grasp on Exalted geography/history wants to start something, I will input my character to the best of my ability.
 
I think hammercro's angle from about a page back was pretty good. As far as who we confronted to piss off the Lover, I think the Haslanti League could be a good choice. They have the backing of Lunars, meaning the Silver Pact will probably be a lot more wary of the actions of the Lover and Deathknights in the North. It's also a little less painful than, say, confronting Whitewall. With Whitewall, we have to worry about the Syndics, all three of whom happen to be quite powerful and influential in the Celestial Bureaucracy. I'd rather not have to deal with Heaven in this game. While going with Haslanti could give our Lunar opponents a little more knowledge about us (from past experiences, etc), I'd like to think that's the worse of the two.


The Bull is an option, but as hammercro already put it, that leaves us to wonder why we're not fighting the Bull now. Unfortunately, the Bishop doesn't really have many armies that I know of, so it'd be kind of hard to rationalize loosing troops/land to him. If he did, though, losing a major tract of land in Marama's Fell would be more fitting than anything else. Now that I think about it, if we could figure out an explanation for why an army was raised in the Bishop's name (probably not too difficult, but then again I don't know), that might actually work quite well.
 
The Bull also presents a problem in the form of an experienced Solar circle.


I say we should just start. Haslanti League, probably some aftermath of a battle we started and lost.
 
Again, I admit, I know very little about the Haslanti League. If nobody else starts the fanfic before tomorrow afternoon, I'll bumble my way to get something up. I hope I'm not coming off like a lazy bum; you two just seem rather experienced.
 
The North book has yet to be released and I don't know if 1E covered them in much detail. What we do know is that they are a loose collection of cities and towns linked by common goals as well as the plans of Lunar Exalted. The Haslanti League is one of the many attempts by Lunars to guide a nation, and one of the more successful ones. Unlike Halta, the League has the ambition to expand. They don't have Magitech airships, but their fleets of floating dirigibles make up the largest air fleet currently in Creation. Their ice ships allow them to project power across the ice floes with little difficulty, and they're very much a young nation looking to become greater.


Militarily, their air fleet makes them incredibly mobile. They employ gliders as both recon as well as light bombers. They're also the only major power besides the Jadeborn that know how to make crossbows.


I'll start the fanfic.
 
Anyhow, my character is almost done. I have only one major issue at the moment, and that would be figuring out whether or not I should make my Dragon-Blooded Ally rated at two or three dots. We're looking at an experienced, older Terrestrial whose betrayal by his House against the Bull and subsequent year spent living on the run from the Bull's agents without any aid or rescue led him to despair and eventual renunciation of all his loyalties. Aside from stating that a one dot Ally is equivalent to a starting character, the Core gives no explanation on how many dots more experienced and powerful Allies should be worth aside from "More powerful allies require higher ratings." Obviously, something along the lines of Mnemon's power isn't what I want, but I'm definitely thinking of a Terrestrial near to or just past his prime, so to say. Not Tepet Arada-aged, but definitely someone more than 100 years old.
 
Guys, the catch of the Allies background is that they tend to be very independent, they are not like other PCs always available at any time.


fhgwdads05, use a one dot Ally to have a base Dynast, but I will not allow you to have an ally that is actually stronger/more experienced than those of the other PCs.
 

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