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Unread 6th of May, 2010, 12:14
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"Jalid"

Concept now, mechanics in progress. Don't have a name yet, so "Jalid" will do as a place holder for his real name.

“Jalid” is very young by Sidereal standards, under a century old. He is however at the upper range of a mortal lifespan, and has not yet reconciled himself with this difference. Therefore, when in the mortal realm, he usually takes on the role of a middle-aged to elderly man, and while in Yu-Shan, he resumes his rather youngish appearance.

He is a Chosen of Jupiter, and has gravitated towards Gold Faction, though he has yet to be recognized as an official member. Openly, he claims that the Bronze Faction is too cautious and too ruthless, and that picking no side is tantamount to doing nothing about a very serious problem, one that threatens the whole of creation. Neither claim is a lie, but they also do not portray the whole of his beliefs.
“Jalid” believes that the Sidereal Exalted have become just as tainted and corrupted as the Solars, Lunars, and Dragon-Blooded. He sees the bickering and in-fighting, and the arrogant manner in which the Seers conduct themselves as the surest sign of their descent. He believes that if the Sidereals are not shown some perspective, are not reminded of their mortality, they will drive all of Creation down. He believes that the Gold Faction, just as the Bronze Faction, and even the Independents, all style themselves as rulers of creation, forgetting that their place is to advise.

In order to force some humility into the Sidereals, he has recently begun plotting to have the mortals discover the nature of the Seers of Heaven. His machinations have led him to discover and take an interest in young Mnemon Calsin, an immensely curious and intelligent immaculate monk. After consulting the Loom of Fate, “Jalid” sees that the man's destiny is somewhat convoluted, and seems to be pointing to exaltation - but only with the proper encouragement. Thrilled to have found a kindred spirit, and one who could be instrumental in outing the Sidereals, “Jalid” has taken to making appearances in Calsin's life, pointing him forward, and encouraging his curiosity. In order for Calsin to be of any momentous use, it has to be his decision to discover the Sidereals, and his journey. If “Jalid” reveals any part directly, Calsin will lose all effectiveness. For this reason, “Jalid” can only nudge and point Calsin vaguely, at least until Calsin discovers the secret. Only then, will “Jalid” be able to openly plot with Calsin.



Notes about Calsin, Sidereals, Jupiter, and Sorcery:
(Much) Later on, I want to have some dialogue between Calsin and "Jalid" that reveals the following:
Calsin was not Chosen by Jupiter for two big reasons. First, Calsin is a seeker of secrets, not a keeper. He would do poorly as a Sidereal. Second, and more importantly, Calsin was not fated to Exalt, not fated to challenge the whole scheme of Sidereals. He makes his own destiny, seeks his own path to Truth. This attracts the attention of the Unconquered Sun.
This is not to say that Calsin has no ties to Jupiter. Far from it, he feels more in tune with Jupiter than with the Unconquered Sun. He simply is not suitable as one of her Chosen.
Also, I now know what Calsin's Sapphire or Adamantine Circle sacrifice will be: Turning his back on Jupiter; and I've got the justification. At first Calsin will reconcile his drive to seek the truth with Jupiter's secrecy by claiming that it is only possible to truly seek knowledge when knowledge is hidden away, so Jupiter is ensuring that the seekers of knowledge always have some further quest. Eventually however, he is forced to face the fact that Jupiter will hide her secrets at all costs - she prides secrecy above knowledge, above Truth, and this Calsin can not reconcile with his being. He then makes a conscious decision to turn his back on her, and to ascend to a higher level of sorcery.
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"Any sufficiently analysed magic is indistinguishable from science."
"Any magic which is distinguishable from science has not been analysed enough."

Last edited by Explosive Cheese; 11th of May, 2010 at 08:00.
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Unread 6th of May, 2010, 13:58
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Mechanics (in progress)

Anima powers: Spend 10 motes to render her and her allies
within (her Essence x 10) yards immune to mind-reading and
unnatural mental infl uence from opponents with an Essence
less than the Sidereal’s; against other opponents, still add (her
Essence) to affected persons’ Mental Defense Values.

Attributes:

Primary- Mental:
Intelligence: 4
Wits: 3
Perception: 5 (4 bp)

Secondary- Social:
Charisma: 3
Manipulation: 5 (4 bp)
Apperance: 2

Tertiary- Physical:
Strength: 2
Dexterity: 4
Stamina: 1


Abilities:

Auspicious abilities:
Stealth: 3
Lore: 5 (1 bp, 7 xp)
Investigate: 3
Larceny: 2
Occult: 4 (1 bp)

Favoured abilities:
Martial Arts: 5 (2 bp)
Awareness: 5 (1 bp, 7xp)
Socialize: 3
Bureaucracy: 2

Other:
Archery: 1
Medicine: 1
Craft (air): 2
Dodge: 2
Presence: 1
Linguistics: 3 (Old Realm, Forestongue, River. Native language: To be determined)

Ranks spent (not including bp or xp):
Auspicious+Favoured: 15/15
Other: 2 (Auspicious) + 8 (Favoured) + 10 (Other)=20/20

Advantages:

Background:
Salary 1
Sifu 2
Savant 3
Connections 2 - Jades, Advisor to the acting Satrap.
Artifact 2 - Dragon Tear Tiara
Artifact 2 - Mask
Artifact 2 - Serpent Sting Staff (Star Metal)
Backing 1 - Membership in a minor comittee; To be decided
No Celestial Manse yet - Too junior

Colleges:
The Gull 1
The Banner 1
The Key 3
The Mask 1
The Treasure Trove 1

Virtues:
Compassion 2
Conviction 3
Temperance 4 (9 xp)
Valor 2 (3 xp)

Willpower: 6

Essence: 3 (16 xp)
Personal Essence: 15
Peripheral Essence: 38

Charms:
Emerald Circle Sorcery
World Shaping Artistic Vision (Something to do with revealing the sidereals, or otherwise to do with his goals. Unless his superiors will know the specifics of his charms, in which case I'll pick something else)
Absence
Auspicious Prospects for Secrets
Efficient Secretary Technique
Methodology of Secrets
Of the Shaping of the World
Soft Presence Practice
Second Stealth Excellency
Gift of a Broken Mask
Blinding the Boar
Prior Warning
Wise Choice
Favourable Inflection Procedure (8 xp)

Martial Arts Charms:
Meditative Discussion Form (Temperance Form) -
Cautious Comments
Well-Timed Words
Patient Questions
Instruction in Self (Form Style) (5 bp)

Spells:



Health Levels:
-0 []
-1 [] []
-2 [] []
-4 []
Incapacitated []

Experience Point buys:
Essence 3: 16
Favourable Inflection Technique: 8
Awareness 5: 7
Lore 5: 7
Temperance 4: 9
Valor 2: 3

BP: 18/18; XP: 50/50; Charms: 12/12 + 1; Colleges: 7/7; Background: 15/15
__________________
"Any sufficiently advanced technology is indistinguishable from magic."
"Any sufficiently analysed magic is indistinguishable from science."
"Any magic which is distinguishable from science has not been analysed enough."

Last edited by Explosive Cheese; 13th of May, 2010 at 08:48.
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Unread 7th of May, 2010, 01:39
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Suggested: Get that DEX to 5 instead of having a 3 wits.
Attributes:

Primary- Mental:
Intelligence: 4
Wits: 2
Perception: 5

Secondary- Social:
Charisma: 3
Manipulation: 5
Apperance: 1 (Will be fixed with a HS)

Tertiary- Physical:
Strength: 2
Dexterity: 5 (4fb)
Stamina: 1

Extra Skills in a favored ability only cost 1FB per skills. Your MA of 5 should only cost 2fb from 3 to 5.


Charm Suggestions:
FAVORABLE INFLECTION PROCEDURE
Cost: 5m; Mins: Linguistics 3, Essence 2; Type: Simple
Keywords: Emotion, Virtue (Compassion)
Duration: Instant
Prerequisite Charms: None
The Chosen of the Gods honor mere mortals just by
acknowledging their existence. A Sidereal can forge a powerful
connection to another person just by saying his name
in his presence. The Seer’s player then rolls her (Charisma
+ Linguistics) against the target’s Dodge Mental Defense
Value and adds her Essence in automatic successes. If the
roll succeeds while the target is calm, the target feels more
connected to and enriched by the Sidereal. He gains a single
Intimacy toward the Sidereal for the rest of the scene.
If the target is upset or hostile toward the Sidereal, the
character can use this Charm to calm him. If the roll succeeds,
the target’s hostility and its cause evaporate from his
mind, giving the Sidereal a chance to change the subject
or hide whatever set the target off in the fi rst place. Physical
evidence of the trigger (seeing a Sidereal climbing out
the window while holding the target’s newborn infant, for
instance) will rekindle the passion in the target. However,
this Charm cannot affect an Exalt in Limit Break.

DODGE: THE EWER
ABSENCE
Cost: 2m; Mins: Dodge 2, Essence 2;
Type: Refl exive (Step 2)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
Viziers anticipate attacks upon them, and avoid them.
Apart from the name and Essence cost, this Charm duplicates
Shadow Over Water (see Exalted, p. 227).

WORLD-SHAPING ARTISTIC VISION (Bringing about and maintaining the Celestial Heirarchy?)
Cost: None; Mins: Craft 2, Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: None
The character develops an enviable knack for manipulating
fate in a particular circumstance, environment
or condition personal to her. This condition could be
“In Cities,” “On the Water” or defi ned by other similar
parameters. It should have the same breadth as a specialty.
When that specialty condition applies, the target number
for Craft (Fate) rolls and all rolls for Sidereal astrology
automatically decrease by one. The Sidereal doesn’t pay
for this reduction; it exists as a permanent enhancement
of her capabilities.
A character can buy this Charm up to three times,
either for the same condition or a selection of two or three
conditions.


FORCE DECISION
Cost: 4m; Mins: Presence 2, Essence 1; Type: Simple
Keywords: Compulsion, Fate
Duration: Instant
Prerequisite Charms: None
When people face choices, wise Viziers shape the
people’s decisions. The Sidereal subtly channels Essence into
a victim so he makes the decision that the Seer wants. At
the time, the decision seems perfectly natural to the target
character forced to make it, though he might come to regret
it later and wonder what possessed him to choose as he did.
The Seer’s player need merely succeed at a (Manipulation
+ Presence) roll at a diffi culty of the target’s Essence; the
character can affect anyone she can see.
The Charm works only on people who really are
weighing different options: it can’t force a person to drop
whatever he’s doing to go do something else. Any decision
imposed must be at least a plausible option in the
circumstances: when the Regent ponders what wine to have
with dinner, you can’t make him decide to declare war on
Thorns. Worst of all, the Charm doesn’t hold the target to
his decision. Habitual waffl ers may still change their minds
a few minutes later. (Bronze Faction Sidereals have learned
that using Force Decision on Regent Fokuf is futile and unnecessary:
he agrees with whatever anyone suggests...

EFFICIENT SECRETARY TECHNIQUE
Cost: 2m; Mins: Investigation 1, Essence 2;
Type: Simple
Keywords: None
Duration: One miscellaneous action
Prerequisite Charms: None
When the character fi rst learns this Charm, a measure
of his Essence crystallizes in his mouth in the form of a
small emerald pattern spider. The character spits out this
indestructible construct, whereupon it immediately dematerializes
and attaches itself to a part of his body. Thereafter,
the character may spend two motes of Essence to instruct the
spirit to fetch some particular piece of information for him.
If the information is available and not actively concealed,
the spider scuttles away along the weave of fate. The spider
returns in the space of a miscellaneous action and whispers
the information to the Sidereal.
The pattern spider can only retrieve simple, objective
facts. It can answer questions such as, “What is that
shopkeeper’s name?” or “When did it last rain in Nexus?”
or even “Who stabbed Sesus Lahor?” It cannot answer questions
such as, “Does the shopkeeper hate me?” (the spider
doesn’t read minds), “Who’s winning the battle?” (the spider
has no strategic sense) or “Who murdered Sesus Lahor?”
(murder, unlike stabbing, is a matter of intent). Questions
such as, “What is the Bull of the North up to?” usually give
unhelpful answers, such as, “Eating lunch.” The pattern
spider cannot retrieve information that is actively hidden
or innately esoteric, such as spells, and the spider does not
function in regions where fate’s infl uence is weak, such as
the Wyld, shadowlands or Malfeas.
As an alternative to pulling such answers from the Loom
of Fate, the Sidereal can send the spider with a query to her
own library, in Creation or Yu-Shan, for her assistants to look
up. The answer falls within the spider’s purview because the
answer is objective information—what the Sidereal’s staff
can locate in books—rather than anything so nebulous as
truth. Such answers take longer to retrieve, of course.


BLINDING THE BOAR (GET THIS ONE!)
Cost: 5m, 1wp; Mins: Stealth 2, Essence 2; Type: Simple
Keywords: Combo-Basic, Virtue (Valor)
Duration: Five actions
Prerequisite Charms: None
The Sidereal
cloaks herself in
the reflections
of a thousand
possible futures,
making it almost
impossible
to focus on the
“her” that exists
in the present.
The character is
obviously present
and real, perceptible
by sight and
touch, but determining
any
specific detail
about her proves
i m p o s s i b l e .
Where exactly
she stands, what
she wears, what
she says, her appearance,
even
her gender. . . .
None of these qualities makes an impression on an
observer’s mind.
To activate this Charm, the player rolls (Manipulation
+ Stealth). If she scores at least one success, people who
see the character cannot understand her words or describe
her beyond vague generalities. Also, the effect imposes an
external penalty equal to the activation successes on any
roll made to affect, infl uence or notice the Sidereal.

Last edited by Thanos; 7th of May, 2010 at 02:08.
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Unread 7th of May, 2010, 01:49
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PRIOR WARNING (GET THIS ONE)
Cost: 6m; Mins: Awareness 2, Essence 1;
Type: Simple (Speed 4, DV -0)
Keywords: None
Duration: Five hours
Prerequisite Charms: None
The character keeps one eye on the present while
the other eye watches for impending trouble. At any time
during the next fi ve hours when the character is just about
to get into trouble, the player may make a refl exive (Wits
+ Awareness) roll. If this roll succeeds, the character feels
a frisson of cold or gets a sinking sensation in his guts that
warns him of a danger on the horizon. This sensation befalls
him two minutes per success in advance of the danger and
assumes that he will not change his course of action in the
intervening period.
Example: Black Ice Shadow uses this Charm while walking
through the jungle. The Storyteller tells the Sidereal’s player
to make the refl exive roll, and the roll garners fi ve successes.
The Storyteller informs the player that danger lies 10 minutes
ahead. If Black Ice Shadow had continued on his present course
at his present speed, he would have walked right into the danger
unknowing. Since the character has been warned, however, he
can change his intended actions to mitigate or avoid it. Barring
that, he can at least approach the danger ready and vigilant—
possibly with a prayer strip ready in hand.
This Charm doesn’t provide a specifi c warning of what
danger lies ahead, only that something will happen. The
aforementioned Sidereal might not know if an ambush
lurks ahead, a nest of claw striders or a booby-trapped bridge
across a deep chasm. When or if the danger confronts him,
though, he’ll recognize it as the foreseen peril.

WISE CHOICE (Always a WISE CHOICE!)
Cost: 6m; Mins: Awareness 3, Essence 2;
Type: Simple (Speed 5, DV -0)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
When the Sidereal faces a choice between options, she
can peek into the future to see which choice would bring
her the best outcome in the next month. The Charm does
not, however, show the consequences of her decision beyond
that point. The Charm might show her, for example, which
of a range of investment opportunities will yield the greatest
short-term dividends but wouldn’t reveal that investing her
money in that particular venture secretly puts cash in the
pocket of the merchant prince whose business practices will
destabilize the satrapy’s economy.
Wise Choice does not reveal options the Sidereal
herself does not consider. For instance, if a Sidereal uses
Wise Choice to choose between two paths in a labyrinth,
the Charm won’t reveal the secret door that provides a third
option. The character must also defi ne what sort of outcome
she considers optimal: maximum profi t, the shortest path
or whatever. The Charm always provides a rough estimate
of personal danger, though.
Groups of Sidereals can look further into the future. A
circle of fi ve Seers, each of a different caste, can use Wise
Choice to assess consequences up to a year in the future. Five
such circles can consider outcomes 100 years in the future. The
entire Five-Score Fellowship can look an Age in the future.
The further they look, however, the wider becomes the spread
of possibilities, unless truly grand, Creation-wide forces are
at work—as they were when the Sidereals pondered what to
do about the madness of the Lawgivers. All participants must
know Wise Choice to gain the group benefits.

UNDERLING INVISIBILITY PRACTICE
Cost: 4m; Mins: Bureaucracy 3, Essence 2; Type: Simple
Keywords: Illusion
Duration: Indefi nite
Prerequisite Charms: None
The more important someone is, the more people he
has scurrying to do his will. The more such people he has
under him, the less distinct they all become, until he barely
notices any individual one of them. By internalizing the
underlying concept, a Sidereal can wrap himself in that same
anonymity and invisibility... but only against people who
consider themselves better than the Sidereal—or at least
better than the type of person the Sidereal pretends to be.
A person might consider himself personally better than the
Sidereal, of higher social class, higher in an organization,
or just generally better than everyone.
When a Sidereal encounters such a person while using
this Charm, that person cannot notice the Sidereal. The
person might notice signs of the Sidereal’s passing, such as
footprints, but not while the Sidereal is present. It doesn’t
help if other people, who can see the Sidereal, point her
out; the arrogant victim just doesn’t pay attention. At
most, the Sidereal leaves a faint impression based on her
caste. Chosen of Journeys give the victim a sense that he
needs to be someplace else. Chosen of Serenity make the
victim feel happy or peaceful. Chosen of Battles make the
victim tense and wary. Chosen of Secrets give the victim
a sense of dj vu. Chosen of Endings leave a vague sense
of anxiety and futility.
Effects that grant a perfect counter to invisibility pierce
this effect. This Charm’s glaring fl aw—although Sidereals
don’t consider it such—is that it does not affect other
Sidereals. A Vizier in the guise of a Guild merchant could
follow the barbarian Bull of the North unnoticed from hell
to breakfast, but any effort to sneak past his Sidereal fi eld
supervisor in Yu-Shan to drop off a late report would be
doomed to failure.
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Unread 7th of May, 2010, 02:24
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Brilliant Thanos! I think I'll probably go with all the charms you listed, and use some xp for sidereal martial arts. I might drop or replace one or two (the dodge, soft presence, and force decision), or not. I have to check the other charms when I get home.
As for the abilities, considering that this Sid is not that much of a fighter or mover, is a Dex of 5 really that important? Because I can see the benifits of having an above average Wits score for a sidereal planning to out all his brethren.
And what's an HS?
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Unread 7th of May, 2010, 02:39
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Your Sid, given 50XP, is VERY YOUNG. Less than 100 years old for sure. 50xp is like having a Sid that has been out of training for only a few years!

I am trying to set your mentor/Sifu up to be able to keep himself out of Yu-Shan jail and alive. Doing anything else for this young of a Sid would be difficult. I also suggest that you spend xp to get Ess 3 and then Ess 4 if possible. Essence is of the highest importance to a Sid as about half their charms use it in some way.

Having some MA might be good, I highly suggest Shadow Form as your main form, with perhaps 1 charm from the Temperance MA if your guy has a high Temperance (I suggest this since your guys has 100's of years to bring his plans to bear!)

If you use Prior Warning (5 hour durations) you can essentially 'know' when something bad is going to happen.


A MA Charm to consider:

CAUTIOUS COMMENTS
Cost: 2m; Mins: Martial Arts 2, Temperance 2, Essence 1;
Type: Refl exive
Keywords: Combo-OK
Duration: (Temperance) actions
Prerequisite Charms: None
A philosopher of Temperance most often opens a debate
by carefully asking questions that offer his position little
danger. Only once he becomes familiar with his opponent’s
beliefs and strategy does he attempt a more direct action. By
then, he has studied the form of his opponent’s arguments
and knows its fl aws.
This Charm increases both of the martial artist’s DVs
by an amount equal to his Temperance as long as he takes
no attack actions or otherwise attempts to injure someone
else. If he takes an offensive action, the bonus disappears.
Cautious Comments cannot be activated during attack
resolution. After a number of actions equal to his Temperance,
the martial artist must pay the Essence cost again to
maintain the protection.


Using that charm he can defend yourself long enough to put up Blinding the Boar and Shadow Form. At that point he can get offensive if he likes and still have major defense bonuses to DV and Stealth!

Last edited by Thanos; 7th of May, 2010 at 02:44.
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Unread 7th of May, 2010, 03:00
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Thanos, this guy is a mentor figure lurking in the shadows - I'm not sure how much I really want to focus on his combat playabilty - more on his concept, since he is more there for story purposes than game purposes. I'll look more over this at home.

Also: crap, less than a hundred years old! Fuck, that completely messes with my character concept.
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Unread 7th of May, 2010, 03:43
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Shadow Style is most conducive to hiding in the shadows and manipulation unseen (per se). You might also want to look at some Bureaucracy Charms if you do not save the rest for a few MA charms.
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Unread 11th of May, 2010, 06:40
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Thanos, what age range am I looking at for my character? I can't find it in the Manual of Exalted Power. Still working on the concept.
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Unread 11th of May, 2010, 07:08
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perhaps 50 years older than when he exalted. Put him in his 70-80's total...not that he would look a day over 20-30 years.
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Unread 11th of May, 2010, 08:02
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Thanks Thanos. Tweaked the background a bit to reflect his age.
Haven't yet decided where he's from, when he exalted, or what his original name is. Is that stuff urgent, or can it wait a while?
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Unread 11th of May, 2010, 09:03
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Base Attributes, Abilities, Virtues, Colleges, and Backgrounds are all prepared. Charms are up next, followed possibly by tweaking Essence/Willpower/Virtues.
1 Resplendent Destiny still to come, as "Jalid", the advisor to the Satrap in Jades. He used a previous resplendent destiny (which is now gone) when he met Calsin for the first time, as a village elder.

Could someone please point me towards a table with xp costs? I can't seem to find it in either the Core book or the Sidereal book. Much appreciated. I'll need it as soon as I have his base done.
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"Any magic which is distinguishable from science has not been analysed enough."

Last edited by Explosive Cheese; 11th of May, 2010 at 11:08.
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Unread 12th of May, 2010, 06:43
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Base is now done. Only xp modifications remain (and I need a table for that!)

Thanos, having read through all the charms, I went with the most relevant to his character, rather than the most combat useful. However, since I have some xp left, I can still invest in combat charms.
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  #14  
Unread 13th of May, 2010, 08:48
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Explosive Cheese
Boomer Muenster [Epic GM]

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Join Date: Mar 2010
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Location: University of Waterloo
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Experience modification done. Managed to find the Solar Exalt table, and just went with that.

A few minor character decisions left.
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