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Exalted Dieroller now Functional

Author Topic: Test Characters, feat. Solstice  (Read 2978 times)

Offline SolsticeTopic starter

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Test Characters, feat. Solstice
« on: November 02, 2015, 11:27:23 PM »
So, my original plan was to make one of each Caste, eventually. Except then turns out Dawns can't be Supernal Riders, so there goes my Dawn for that setup.

I'll probably be leaving some blank spaces in ability, bonus point, merit, and/or charm expenditures, because these aren't really meant to be optimized, and presumably a "real" character would want to spend those on fluff or flex buys.

Now, speaking of Supernal Riders...

Crimson Rabbit

Caste: Dawn Night

Physical (8 )
Strength: 4
Dexterity: 5
Stamina: 3

Mental (6)
Perception: 4
Intelligence: 2
Wits: 3

Social (4)
Charisma: 3
Manipulation: 2
Appearance: 2

Essence: 1
Personal Essence: 13
Peripheral Essence: 33

Willpower: 5

Health Levels:
-0 x1
-1 x(2 + 2)
-2 x(2 + 4)
-4 x1
Incapacitated x1

Evasion: (5 + 5 + 1)/2 = 6 while mounted, 5 otherwise, +1 vs. being dismounted
Join Battle: (3 + 3) = 6

Intimacies include her horse, glorious battle, and not being pursued.


Archery (Mounted) 5
Athletics 1
Awareness 3
Dodge (Mounted) 5
Integrity 3
Linguistics 1
Presence 1
Resistance 3
Ride 5
War 1

Merits (7 / 10)
Resources 3
Pain Tolerance (4)

Charms (15 / 15)
Wise Arrow (Archery)
Sight Without Eyes (Archery)
Force Without Fire (Archery)
Durability of Oak Meditation (Resistance)
Ox-Body Technique x2 (Resistance)
Reed in the Wind (Dodge)
Dust Motes Whirling (Dodge)
Shadow Dancer Method (Dodge)

Master Horseman's Technique (1, 2, 4)
Harmonious Tacking Technique
Whirlwind Horse-Armoring Prana
Bard-Lightening Prana
Flashing Thunderbolt Steed
Elusive Mount Technique


Composite Bow (Lethal, Archery (Long), Mounted, Medium Weapon)
   Ranges (Attack): Close -2, Short +4, Long -0
   Damage: +9, Overwhelming 1
Buff Jacket (Armor, Light) [+3 Soak, -0 mobility penalty]
Heavy Barding (Horse Armor, Heavy) [-6 raw Decisive damage vs. horse, -2 Speed]
Scarlet Lagomorph [Horse]
   Essence 1, Willpower 4
   Health Levels: (-0 x1) (-1 x3) (-2 x3) (-4 x2) (Incap x1)
   Speed Bonus: +4
   Feats of Strength: 6 dice
   Senses: 5 dice
   Resolve 1, Guile 1
   Evasion 3, Parry 1

Expenses / Purchases / etc.
Spoiler: Click to Show/Hide

Abilities (22 / 28)
Caste Abilities: Ride (Supernal), Athletics,  Awareness, Dodge, (+1 more)
Favored Abilities: Archery, Resistance, War,  Presence, Integrity

Caste [10]: Ride 3, Dodge 3, Awareness 3, Athletics 1
Favored [9]: Archery 3, Resistance 3, War 1, Presence 1, Integrity 3
Other [1]: Linguistics 1

(Remaining ability dots might go in War and/or Presence, to represent some manner of (relatively small-time) infamous warlord.)

Specialties (2 / 4)
Dodge: Mounted
Archery: Mounted

Bonus Points (10 / 15)
[4] +1 Dexterity (4->5)
[2] +2 Ride
[2] +2 Archery
[2] +2 Dodge

(Strength, Resistance, Awareness, Presence, and War are all good options for spending the remaining BP on)

She really wants to be a Dawn, but they don't get Ride as a Caste ability, and testing out the mounted combat mechanics (which perhaps didn't necessitate Supernal Ride, but certainly benefits from it) was more important than making the best Lu Bu joke possible.

Also, the formatting in here is definitely non-great, but meh.

Notes 2:
Combat-wise, this build's goal is to play keepaway with Archery. Per the rules in mounted combat, mounts typically aren't rolled into combat--which she likes just fine, hence why the "roll your mount into combat" charms are ignored. The horse's 3 Evasion isn't so bad when it can't be targeted by withering attacks and subtracts 6 raw damage from decisives. The horse, thus, becomes a glorified vehicle for her mobility charms.
   Beyond that, she can reflexively disengage with a +4 bonus, and against melee opponents wants to spend as much time as possible doing so, using her Dodge charms to prevent losing initiative when doing so.
   The build's biggest "weakness" in combat is that all those Rider charms don't do much against someone who can exchange ranged fire with her on even footing. It might be better, accordingly, to swap out either Force Without Fire (the keepaway game is pretty strong as-is) or one of the Ox-Bodies for There Is No Wind, allowing her to get up into Close range with other archers, and continually rush them if/when they try to get away.
« Last Edit: November 03, 2015, 06:18:45 PM by Solstice »

Offline SolsticeTopic starter

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Re: Test Characters, feat. Solstice
« Reply #1 on: November 03, 2015, 12:46:48 AM »
Breath of Creation
Twilight Crafter

Caste: Twilight

Physical (6)
Strength: 3
Dexterity: 3
Stamina: 3

Mental (8 )
Perception: 4
Intelligence: 5
Wits: 3

Social (4)
Charisma: 2
Manipulation: 3
Appearance: 2

Essence: 1
Personal Essence: 13
Peripheral Essence: 33

Willpower: 5

Health Levels:
-0 x1
-1 x (2 + 1)
-2x (2 + 2)
-4 x1
Incapacitated x1

Parry: (Dex+Melee)/2 + (WDB) = 4 + WDB
Evasion: (Dex+Dodge)/2 = 2
Join Battle: (Wits+Awareness) = 6


Athletics 1
Awareness 4
Craft (Weapons) 5
Craft (Armor) 1
Craft (Architecture) 1
Craft (Artifacts) 1
Integrity 3
Investigation 4
Linguistics 1
Lore 5
Medicine 1
Melee 5
Occult 5
Resistance 1
Socialize 1

Lore: Geography, Realm History
Craft: Repairs
Melee: Self-Made Weapons

Merits (8/10)
Artifact 3 (Bracers of Universal Crafting)
Linguistics 2 (Old Realm, Riverspeak) [Native: Low Realm]
Resources 2
Contacts 1
Eidetic Memory 2

Charms: (15 / 15)
Excellent Strike (Melee)
Fire and Stones Strike (Melee)
One Weapon, Two Blows (Melee)
Peony Blossom Technique (Melee)
Harmonious Academic Methodology (Lore)
Ox-Body Technique (Resistance)

Integrity-Protecting Prana (Integrity)

Arete-Shifting Prana
Supreme Celestial Focus
Brass Scales Falling
Red Anvils Ringing
Chains Fall Away
Craftsman Needs No Tools
Peerless Paragon of Craft
Supreme Perfection of Craft


Staff (Medium Weapon, Bashing, Melee, Reaching) [+2 Accuracy, +9 Damage, +1 Defense, Overwhelming 1)

Chain Short (Light Armor, +3 Soak, -0 mobility, Hardness 0)

Bracers of Universal Crafting (+4 to craft rolls involving fine manipulation)

Expenses, etc.
Spoiler: Click to Show/Hide

Abilities: (28 /28)
Caste: Craft (Supernal), Lore, Occult, Medicine,  Investigation
Favored: Melee, Resistance, Awareness, Integrity, Socialize

Caste[14]: Craft (Weapons) 3, Craft (Armor) 1, Craft (Architecture) 1, Craft (Artifacts) 1, Lore 3, Occult 3, Medicine 1, Investigation 2
Favored [11]: Melee 3, Resistance 1, Awareness 3, Integrity 3, Socialize 1
Other [1]: Linguistics 1. Athletics 1

Bonus Points (15 / 15)
[2] +2 Craft (Weapons)
[2] +2 Lore
[2] +2 Occult
[2] +2 Melee
[4] +1 Perception
[1] +1 Awareness
[2] +2 Investigation


[Defining] Principle: "The glories of the First Age must be restored."
[Major] Principle: "There is never an excuse for incivility."
[Minor] Tie: The Realm (Grudging Admiration)
[Minor] Tie: The Threshold (Distaste)

Made partly at Vekseid's request, my take on what a full Crafts-specialized character might look like. Of note are the nine Charms sunk into Crafts--they're all there to get access to Supreme Perfection of Craft, which is a passive craft-points-generating charm. The sooner you get it, the better. Going with the "not really a combatant" angle, she also has Harmonious Academic Methodology, a similar Lore charm (provides passive benefits over time).

This left all of six charms for functioning outside of crafts. Though I considered going the Sorcery route, it didn't really thematically appropriate--this is a Supernal Crafter, after all. Someone else can handle her Circle's spellcasting needs, and if not, she'd look into picking it up some time after creation.
That being said, there's one unspent charm that could be spent picking up Terrestrial Circle Sorcery, and if I were interested in proving this setup's combat viability, Invulnerable Skin of Bronze might be a good control spell--bringing the natural soak from 3 to 10, with 7 Hardness to go along with that

The two Lore specialties are there because of how Lore works.
« Last Edit: November 07, 2015, 11:15:24 PM by Solstice »