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Dice To Kill A Primordial - OOC Thread

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On the necromancer idea I'm working on, I am now at the stage of having to trim off excess Charms or Spells, and trying to figure out my Merits. There are never enough points or Charms.
lol Even if I had given you Essence 5 characters, you'd still run out of stuff to get. Trust me, I know the feeling.
 
Random Word Random Word I know you'll know this: in what book is the revised xp chart that gives fixed ratings for increasing stuff? I want to look it over and see if it should be added to this game.
 
Ok, now that I have the right book, does anyone wish to use the Unified Experience Chart rules? It would give you guys some extra xp to start with, so I'm sure that no one would complain about that.

Edit: Keep in mind that you'd lose your Bonus Points in the process.
 
I'm looking over the book with the alternate xp chart in it, and I'm not sure that I want to go with that. Sure, I'd get more xp, but I will be burning through them faster getting Merits, Evocations and Charms.

I'll go with it if that's what you decide. Its your game, after all.
 
The primary purpose for the alternative system is to resolve the BP/XP split, in which incentives are obnoxiously misaligned with the goals of the game system (BP really encourages you to race for 5s and shore up your 1s later with XP).

The further you get from character creation the less the difference matters. The alternative system shouldn't result in less XP, since it grants 10 XP per session instead of the usual 5 if I recall.
 
I see your point. I'll add the alternate system to the Character thread so everyone can have it.
 
My suggestion is to go for Melee for a good combat build. Also, remember to invest in extra Health Levels using the Charm Corpse-Body Resilience, and don't skimp on your Artifacts using your Merits. Artifact armor and weapons are real game changers.

I have to run and get my daughter from school soon, but when I get back I'll try to add some more advice for you.
 
Since this will be my first Exalted game I think I'll try building a fighting character since that seems simple.
Any advice?

A few things to note:
Choose an interesting concept. Remember that to be an Abyssal, your character had to be dying, so think of what has brought them to that.
You may want to pick a Weapon and Armor, and that can inspire you with a character direction.
Don't forget to jnvest in Resistance, for extra health and to wear Armor faster.
Am about to get to sleep, so that's it for now.
 
My character concept is a warrior of some sort who lived a life of self-restraint and rigorous training to better hone his combat ability only to be assassinated before the battle that would have proven his prowess.

Enraged at the fact that all his discipline and hard work was for nothing he's embraced his monstrous new condition to consume in undeath all that he denied himself in life.

Basically he's a gluttonous cannibal now.
 
I've never made an Exalted character before and the rules are a bit confusing.
I'm using the Abyssal sheet from here: MrGone's Character Sheets.

Here's what I have so far, I'm still unsure where I should spend my dots. And am still figuring out a good name.
 

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I've never made an Exalted character before and the rules are a bit confusing.
I'm using the Abyssal sheet from here: MrGone's Character Sheets.

Here's what I have so far, I'm still unsure where I should spend my dots. And am still figuring out a good name.

I would start with a strong idea of who your character is, and we can work from there.

We can't really tell you where you should spend your dots, only what given attributes and abilities are good for, or which fit your concept best. They are often self-explanatory, but sometimes not. Strength is great for doing more damage with a bladed or blunt instrument and throwing mountains around. Dexterity is for dodging and actually hitting stuff to begin with. Stamina does a bit to help you soak damage and gives you more endurance, but unless you have Charms that depend on it or get poisoned it won't come up a lot.

If you want to be a melee combatant you want either Melee or Martial Arts for weapons, and either Brawl or Martial Arts for hand to hand. Your combat ability lets you parry, but you also have Dodge favoured and it doesn't hurt to have a backup. You want to pick one combat ability as your focus and put a lot of points into it. A bit of dodge and resistance can help supplement that, especially if you buy Charms from those abilities.

From there it's all up to you who your character is. If they're stubborn to the point he can shrug off mind control, take Integrity. If they can drink poison and ask for more, take a lot of Resistance. If they can survive in the most hostile conditions, take a lot of Survival. If they can run a financial empire to rival the wealthiest of merchant princes, take a lot of Bureaucracy.

Let us know what your concept is, and we can suggest Attributes, Abilities, and Merits that fit. Given the concept you outlined above, Integrity and Resistance sound important. So does Stamina. Melee or Martial Arts are obvious choices. Maybe not so much Awareness 😆
 
A few pointers if I may.

Dexterity is a key for your hand to hand strikes along with the Melee Ability. I strongly suggest you move a few dots around from your Stamina and Strength to boost your Dexterity to 5. Also, a 1 in an Attribute is below normal human average. A 1 in Intelligence means you are rather slow in the head. Take a dot off of your Perception and move it over.

Ability wise, at start-up you can only raise them up to a 3 before you have to spend xp, so put your Melee up to 3 and seriously consider boosting it to 5 with your xp.

You'll also want to use your Merits to pick out a good Artifact melee weapon and some solid armor.

My personal favorite sword is rather expensive to purchase, but it has some great perks to it.
Destiny (Starmetal short daiklave *****) Crafter: Jovita Korad
User: Jovita Korad, Tesni Summersky
An inscription can be seen on the side of the blade written in Old Realm reading, “Flesh is far easier cut than steel.” This starmetal short daiklave has an infamous past full of murder and betrayal. Forged during the First Age from an exceptionally auspicious meteorite, Destiny Its lore and infamy, however, come from its original user and smith Jovita Korad. The Endings
Caste Sidereal spent a good deal of his time considering the reasons behind the design of the human body. He would often engage in philosophical debates with the greatest exalted minds of the age on all manner of subjects, but human form was his specialty.
One day he told a gathered group of scholars that he had found the answer and presented them with Destiny and its sister sword, Exile. He then proceeded to slaughter all the attendees while reciting his reasoning of why humans were made of flesh. Once he had killed the last man, he wiped the blood from his weapon and stated “Flesh is far easier to cut than steel.”
Naturally a manhunt was set to capture the rogue exalted and bring him to justice. However, Jovita surrendered himself willingly. He turned over documents pertaining to each scholar's misdeeds ranging from child abuse, to rape, to human experimentation, and even to consorting with the enemies of Creation. Many of the scholars were exalts themselves and such knowledge coming to light would have been damning. His life was spared but he was exiled beyond Creationʼs borders.

Attunement: 5m
Type: Light (+5 ACC, +10 DMG, +0 DEF, OVW 3)
Tags: Lethal, Melee, Balanced
Hearthstone slot(s): 1
Era: Second Deliberative Era

Evocations of Destiny
Destiny has a muted shine as if it was asked to suppress its true splendor. In the right starlight, however, one can see a purple glimmer from its form. It holds a single hearthstone between its two blades just above the cross guard. A user of Destiny may change the result of one die on an attack or damage roll, moving it up or down one digit. For example if a player rolls seven dice with the results “5, 6, 7, 7, 8, 2, 10,” they can change one of the dieʼs digits. In the above example, they might change the “6” up one digit to a “7” thus adding an additional successes.
The magic of Destinyʼs evocations directly relates to the numbers rolled on dice. As such some players may also choose to decrease a number rolled.

Cost: -;Min: Essence 1
Type: Permanent
Keyword: Uniform, Stackable
Duration: Permanent
Prerequisite: None
As the blades were unveiled, many in the audience were spellbound by their beauty. The starmetal reflected the light of the Unconquered Sun breaking it into a rainbow. Other more paranoid members saw the weapons as a threat to life and limb, and rightly so. The paranoid onlookers came at Jovita with a fury only desperate men and women could muster. All the same, he turned their blades.
When a player rolls their attack and it has three “7s” the user increases their weapon parry by 1 for three actions. Should they roll three “7s” again they may increase their parry by an additional 1, to a maximum of their (Melee or Martial Artist, whichever skill they use with Destiny), or extend the duration by 1 action, to a maximum of five actions.
At Essence 3, should they roll six “7s” the user may spend 1 mote to trigger this evocation twice.
At Essence 5, should they roll nine “7s” the user may spend 3 motes (1 + 2) to trigger this evocation three times.
Resonant: A character resonant with Starmetal who rolls three “7s” twice, or more, may increase both their Parry by 1 and the number of turned it is active.
Cost: -;Min: Essence 2
Type: Permanent
Keyword: Dual, Resonant, Dissonant
Duration: Permanent
Prerequisite: Steel Deflects Steel
Jovita spent years, in some cases decades, collecting evidence that his “noble” peers were actually horrific monsters. He studied them, always the philosopher and doctor, never the
assassin. In doing so he gained their trust and found their weakness. On a withering attack after a player has rolled their attack, but before it is reported, they add their Essence to their overwhelming. They can do this if the attack roll has “7”, “8”, “9”, and “10”. On a Decisive attack the damage roll gains double 10s.
Dissonant: A character dissonant with Starmetal only gains double tens on Essence damage dice.
Resonant: A Character resonant with Starmetal need only have 3 of the 4 numbers consecutively to activate this ability. For example, “7, 8, 9” or “8, 9, 10”.
Cost: 4m; Min: Essence 3
Type: Reflexive
Keyword: Dual
Duration: Instant
Prerequisite: Gaps in the Armor
Jovita practiced the esoteric Sidereal Martial Arts in secret, training himself for the day he would strike. He made sure that only his most trusted friends knew of his martial prowess, lest his prey become wary. On that destined day he unveiled his true skill and parried with a mastery of sword that none expected.
On a Withering attack roll, if the player rolls three “8s” they may choose to spend 4 motes and gain a second attack on the same target after the first resolves. Their second attack may be Withering or Deceive. This Evocation may only be activated two times in any one turn. On a Decisive attack roll, should the player roll three “8s” the user may spend 4 motes and make a second damage roll equal to half their original damage roll.
Cost: -;Min: Essence 3
Type: Permanent, Dissonant, Resonant
Keyword: Decisive-only
Duration: Permanent
Prerequisite: Once Hit Twice Cut
Jovita cut down Solar and Lunar the same. He slew Dragon Blooded and Sidereal without prejudice. All that mattered in the moment was ending wickedness. He did so with the efficiency of an automaton, almost as if he knew the consequence of every action.
Should a player roll four “10s” on a Decisive attack they may refund the mote cost of any one charm or evocation used on that attack.
Dissonant: A character dissonant with Starmetal may only apply this Evocation to Essence 3 or lower Charms and Evocations.
Resonant: A character Resonant with starmetal who rolls 5+ “10s” may refunds the mote cost of any two Charms and/or Evocations.
Cost: 3m, 2w; Min: Essence 4
Type: Simple
Keyword: None
Duration: Scene
Prerequisite: Efficiency of Auspicious Action
Jovita orchestrated the slaughter as if it were an elegant play; maybe even a tribute to Saturn herself. Each victim was an actor in his or her own tragedy, with Jovita as the triumphant protagonist at centerstage. So it was preformed and so Destiny, and the Loom of Fate, recorded it. The player may enhance the basic ability of Destiny to now affect up to (Essence) dice. It costs 3 motes to change the digit of a die after the first time.
This power is explicitly incompatible with Efficiency of Auspicious Action. If a play buys 10s those motes are not refunded, however motes on other Evocations or Charms are.
[spoilers=Sisters in Battle]
Cost:-; Min: Essence 3
Type: Permanent
Keyword: Uniform
Duration: Permanent
Prerequisite: Steel Deflects Steel
Destiny was not the only blade that Jovita forged for this event. He knew that if he was to undertake this path, at the end was death or exile. As such, he forged Exile.
Should a user have Exile they may apply any of the evocations of Destiny to enhance Exile and vice versa.
In addition if the user rolls three “9s” on an attack they may reroll any “10s” on their damage roll.
Cost: 3m; Min: Essence 4
Type: Reflexive
Keyword: None
Duration: Instant
Prerequisite: Steel Deflects Steel
A century after Jovita died, a young Solar exploring beyond Creation recovered Destiny. Her name was Tesni Summersky. With Destiny she returned home to the South of Creation where she took charge of a small kingdom. Troubled by the swordʼs past as a weapon of assassination, she sought to alter its morality. Tesni used it to aid her circle mates and harm her adversaries. Once learned, Redeemed Blade enhances Destinyʼs basic ability and allows it to affect the allies the user has a positive intimacy for. Alternately if they have a negative intimacy for an adversary, the user may affect them as well. Should the user know Redeemed Blade and Forgone Conclusion they may use Redeemed Blade multiple times but are still limited by their Essence times.
[/spoiler]
 
A counterpoint to my esteemed friends. Abyssals actually have a Charm that allows them to use their Strength to attack with heavy weapons, so if you want a heavy weapon, have your strength higher than your Dex, and use it as the attack.
It's why I suggested to look for a weapon and armor, and use that to decide what Charms, Abilities and such you want to take.

From the concept you posted, I can suggest the following Abilities:
Melee (Kind of obvious, as your combat ability)
Resistance (Shows that he spent time working on building his endurance)
Athletics (Building muscles, and the ability to run to and after the enemy)
Integrity (His focus would suggest he might have Charms to boost Resolve, and to fortify his Intimacies)

Also, if you want two or more weapons, Abyssals also have a Charm that any weapon after the first gets the mote commitment reduced.

If you need more help, feel free to ask here, or in private.
 
I have a mostly finished character posted. Let me know what you think.
 
Strength to attack with heavy weapons, so if you want a heavy weapon, have your strength higher than your Dex, and use it as the attack.
Oh! That's amazing! I love that. Can they parry with strength or stamina as well? Or are they only half a lunar?
 
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Oh! That's amazing! I love that. Can they party with strength or stamina as well? Or are they only half a lunar?
The text says:
"The Abyssal can use Strength instead of Dexterity on unarmed attacks and attacks with heavy weapons."
So I personally would go with using Strength to Parry as well, but only unarmed or with Heavy Weapons.
 
I have a mostly finished character posted. Let me know what you think.

I love the character. You might want to consider taking the Occult Charm Necromancer-Tyrant Puissance, as it gives you 3 extra necromancy motes every round you shape some of your necromancy spells, making casting your spells faster.

Also Echoing in Emptiness upgrades Screaming in Silence, so that your circlemates don't count to the limit of using the prerequisite, allowing you to be the "communication hub" of the circle.
 
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I love the character. You might want to consider taking the Occult Charm Necromancer-Tyrant Puissance, as it gives you 3 extra necromancy motes every round you shape some of your necromancy spells, making casting your spells faster.

Also Echoing in Emptiness upgrades Screaming in Silence, so that your circlemates don't count to the limit of using the prerequisite, allowing you to be the "communication hub" of the circle.
Thanks for the suggestions. As I mentioned before, I haven't gone through the Abyssal book in detail yet. This is my first foray into the 3e book for them.
 

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