[Exalted] Storyteller looking for Players

Cornuthaum

Well-Known Member
#1
One player needed (Others are Skelethin/biigoh/Ellf/Locke)
Solar-only.

Adventure(s)/campaign takes place in the East, starting in Nexus (so, please, provide a reason for your character to be there.)
The East. Pretty please. Don't go charging into the West to fight the Lintha. I have so many ideas for the east ;_;

Required reading:
2nd Edition Core Rules
Compass of Terrestrial Directions: The Scavenger Lands
Compass of Terrestrial Directions: The East

Recommended Reading:
Oadenols Codex (for your shinies)

Slots open: Currently full
Dawn: Ellf
Zenith: LG
Twilight: Locke
Night: Biigoh
Eclipse: Skelethin
Perfect Circle: GET!

(To CR: I am sorry. ;_;)

Custom rules:
  • All stunts award the motes, whether or not you fail the roll you stunted. I want to have fun, too, and that means I want you guys to stunt until your fingers bleed.
  • 3-die stunts award motes AND willpower, but they ain't gonna be easy to get.
  • Backing/Ally/Familiar/Cult/Mentor Backgrounds will be subject to review by me. Explain why your character has them, and explain it well.
  • Artifact Armor as described in the Core Rules book page 390 and 391 has its artifact background cost divided by two, rounding upwards.
  • Custom Artifacts can be created, but are ABSOLUTELY subject to review by me and the other players. I retain the final word on the matter.
  • Artifact Background is changed: You get one [Artifact Dots] artifact, and up to spare [Artifact Dots/2, rounding up] Artifact dots. (2 dots: 2+1 dot art.; 3 dots: 3+2 dot arts, 4 dots: 4+2)
    Example for Artifact 4:
    You get Perfected Kata Bracers (Artifact ****), Hearthstone Amulet (Artifact *) and another Artifact *.
    Or you might get Gauntlets of Distant Claws (Artifact ***), a Hearthstone Amulet (Artifact *) and Artifact Armor (**).
    IMPORTANT EDIT - This applies to the FIRST artifact you buy, and ONLY to the first. All artifacts beyond the first Major+Minor(s) are to eb bought individually as by canon.
  • You cannot start with Artifact 5. I reserve the right for earth-shaking shinies. If you want them, EARN them.
  • Craft Ability changed: Each rank of craft gives Craft? dots of craft abilities, in no more than (Craft dots) craft abilities.
    Example:
    Craft 1: 1 dot in 1 craft.
    Craft 2: 4 dots in up to 2 crafts (4 in one, 3 in one 1 in another, 2/2)
    Craft 3: 9 dots in up to 3 crafts.
    Craft 4: 16 dots in up to 4 crafts
    Craft 5: 25 Dots in up to 5 crafts

    Every dot of craft afterwards has to be purchased as outlined in the RAW.
  • At CharGen, you are entitled to ONE (1) free Combo, no matter what Anathema says.

List is subject to change at any given moment. May also include surprise ninja.

----
Technical stuff:
We will be using IRC on LunarNet. Please join #TFF on LunarNet and pm me about your intention to join, if you want to.

Time/Date of Sessions:


Timezones we're in:
TZ Organization:
Cornuthaum: GMT +1, EST +6
Ellf: EST (Cornuthaum -6h)
LG: EST (Cornuthaum -6h)
Biigoh: PST (GMT -7; Cornuthaum -8h)
Skelethin: ?
Locke: ?

Days right out: Sunday, Saturday, Wednesday
 

Cornuthaum

Well-Known Member
#2
Useful Links:
Stunts/Game Mechanics
Exalted Stunts I
Stunt Keywords
Read both of these. I want to have fun, and that means YOU will have to stunt so I can enjoy it. You also get motes out of it.

Survival and Combat
How Now To Die
Solar Combat Explained (Note: This link is for 1e, but still a very good read. Consult with biigoh for hints on character building though.)
Combo Advice

2nd Edition Combat 101
<- READ THIS! VERY, VERY, VERY, VERY IMPORTANT!
2nd Edition Social Combat 101
<- READ THIS! VERY, VERY, VERY, VERY IMPORTANT!

Character Building
Character Building Tips


Timezones we're in:
Cornuthaum: GMT +1, EST +6
Ellf: EST (Cornuthaum -6h)
LG: EST (Cornuthaum -6h)
Biigoh: PST (GMT -7; Cornuthaum -8h)
Skelethin: ?
Locke: ?
 

lord geryon

Well-Known Member
#3
I'm guessing you've already got someone, but if not. I'm game.
 

biigoh

Well-Known Member
#4
Corn is looking for a 5th player. :wacko:
 

lord geryon

Well-Known Member
#5
Well, if he's still looking...

I can play either Caste, but I'd prefer Zenith between the two. I also don't want to put in the effort to make said Zenith if it will get denied due to Locke happening to choose to play a Zenith.

I have the books mentioned. I think I have all the Exalted books.
 

Cornuthaum

Well-Known Member
#6
Players, please post at which times/days you can play.

Timezone, in order to make it easier on my brain, PLEASE give it in EST and GMT, or I'll go nuts. Thanks.
 

lord geryon

Well-Known Member
#7
Monday through Friday, all times are available. Weekends are for work, so they're closed. :/

EDIT: And that's EST.
 

biigoh

Well-Known Member
#8
For now, unless my unemployment status changes... any day but sunday.

And I'm PST time zone.
 

ellf

Well-Known Member
#9
Basically any day except Wednesday after 6 PM EST. (GMT -5) Depending on the weekday, I may be able to do earlier.
 

locke69

Well-Known Member
#10
ellf said:
Basically any day except Wednesday after 6 PM EST. (GMT -5) Depending on the weekday, I may be able to do earlier.
Like what Ellf said. Only I can't from 5:30 PM EST to 10 PM EST on Monday normally and from 2 PM EST to 7 PM EST for the rest of the work week.

Weekends are for two games that I GM and my players regularly love to knock me out by dragging things out to the wee hours in the morning.

My times do vary because of the recession.
 

biigoh

Well-Known Member
#11
A few tips for those new to exalted combat.

When an exalt is out of essence in combat, he is a dead exalt. This is the main rule that should always be remembered.

Thus, stunts are very important. They help you regain motes as well as give extra die to your action. BUT, you need to be able to roll said die for the action to get back the motes (2 motes per die of the stunt, or 1 willpower at 2+ die). Essence regaining charms are nice, but stunts are important.

Exalted combat is meant to be cinematic, based on anime/manga/asian novels movies, thus mobility is an easy way to to stunt and get tactical advantages. So, move and don't just stand there turtling and hitting with your weapons. The rules listed below is before charm usage. Charms only make movement even better.

Move (speed 0/-0 to DV) You get to move up to Dexterity - current wound penalties - armor mobility penalty yards PER tick. That's EVERY 2 to 3 seconds. Rules for Move is on page 145

Dash (speed 3/-2 to DV) You get to move up to Dexterity + 6 - current wound penalties - armor mobility penalty yards PER tick. Again, that's EVERY 2 to 3 seconds. Rules for Dash is on page 143

Jump (speed 5/-1 to DV) You can add jumps to your flurry of action, and you can still move on top of your jumps. And you can jump (Strength + Athletics - current wound penalties and armor mobility penalty) yards up. Spending willpower gives you +2 yards and stunts and virtues give you yards equal to the dice normally added. Also, horizontal jumps are double the vertical range before penalties. Rules on Jump are on pages 127-128, and 144.
 

Cornuthaum

Well-Known Member
#12
Vote for play-day.

Tuesday, july 29nd, 7PM Billy Server Time / 1AM GMT (wednesday 1am, that is)
Tuesday, august 4th, 7pm Billy Server Time / 1AM GMT (see above)
 

locke69

Well-Known Member
#14
I vote for July 22nd. I don't work tomorrow unless they call me in for no reason.

Barring that, next week should be fine as well.
 

biigoh

Well-Known Member
#15
Next week, Gadget... next week....

*shakes armored hand, while patting a catgirl with the other*
 

Skelethin

Well-Known Member
#16
the 28th should do fine.

also, I'm on Billy server time. warning that I might end up being late(if you start at 1900 billy time) due to traffic coming home from school. Otherwise, I should be good.
 

lord geryon

Well-Known Member
#17
Walker's BG

---

Walker In Sunlight was born into a poor family in a small village somewhere to the south east of Great Forks in the Scavenger Lands. His father farmed a modest parcel of land, and later he helped with that. His mother worked inside the house, doing typical farm wife things, and raising their children.

Walker ha(s/d) two siblings, a younger brother and a baby sister. His brother is two years younger than himself, and his sister 10 years younger. As the eldest, Walker was resonsible for his younger siblings, and largely did right by them.

However, Walker never cared for the farm life. He didn't shirk his share of the work, but when he turned 16, he left the farm, much to his parent's disapproval.

He wandered the villages in the region, hoping to find a new calling, but all he found was a harsh crape for survival, so he always moved on. Eventually, he found his way to Great Forks. There, he was intrigued by the city life, but he held strong disapproval for the relgions he discovered - they all seemed to be centered around petty gods. Sure, those gods were useful, but he believed that they did not deserve to be worshipped simply because they oversaw some small thing, like a river or a city or some such.

He'd worked as a barker for a small merchant stand, just to feed and clothe himself, when one day when he was 18, a travelling priest talked to him. The priest spoke to restless young man of The Most Glorious... The Unconquered Sun. Walker liked what he heard, and spoke with the priest at great length for some days.

The priest, pleased by the younger man's enthusiasm, spoke long to young Walker on the details of what the Unconquered Sun represented and inspired. Walker made a decision.

He changed his name to Walker in Sunlight, gathered his meager possessions, and set out to preach of the righteousness of the Sun God.

It wasn't easy. Many didn't care to be preached at, and constantly on the move, Walker often missed meals. Also, bandits and such were frequent dangers that a traveller had to contend with. But, he didn't stop or get discouraged. When people were disinterested, he didn't lose hope. When he starved, he redoubled his determination. When he was accosted by bandits and robbers, he learned to defend himself.

But he didn't always meet with failure. He found successful converts on occassion, and that was the real fuel that kept him moving. He knew that as long as he kept at it, he'd succeed in bringing the word of The Unconquered Sun to people.

One day, a few days out from a small farming village not unlike the one he grew up near, he was accosted by a group of bandits. He fought, fought bravely, but they were too many, and he fell. He lay in the dirt, the bandits rifling through his belongings to find anything of value, when he heard a voice not mortal.

"For too long has Creation turned from me, but no longer. I set you a task; show Creation what it means to stand in my light. Rise, my Chosen. You have a great destiny, you shall not be stopped here."

Walker had turned his head then, and saw the glorious image of The Unconquered Sun, and he felt the golden light of the greatest of the Incarna filling him.

He rose from the ground where he had fallen, glowing like the sun itself, and focused upon the now terrified bandits that had struck him down. "Behold! Thy wicked ways have brought the wrath of Sol Invictus himself!" Taking up the mortal blade he had wielded prior, he attacked and struck down the bandits with ease.

In the months that followed, Walker dreamt of times gone by, of wonders lost to time. Some, though, still existed. And with determination, he followed the dreams. The dreams led him to an abandoned manse from the First Age, long devoid of inhabitants but still standing as strong and as proud as the day it was made.

Within, he found a giantic weapon, an axe as tall as he was, made of golden metal, but much stronger than gold. He, mostly just to see how heavy it really was, tried to lift it. He was able to lift it, but it was a strain. But, much to his surprise, the weapon grew lighter the longer he held it, until it felt no heavier than the steel blade at his hip.

He spent several months in that place, practicing with the gargantuan axe, reading from the building's library, and dreaming of past lives and future goals.

When he left that place, he set out for a temple that been marked on a map in his home, a temple dedicated to Sol Invictus.

---
 

ellf

Well-Known Member
#18
Laira's background for all to use:

Laira was born to a family of merchants in the Hundred Kingdoms. She grew up learning to be a merchant as her parents before her, but she would often spend time with her parent's merchant guards whenever possible. While they would rarely let her use a weapon, she learned some basic brawling. Something about fighting unarmed called out to her, and she was also very strong for a mortal. Her parents would often joke, not in hearing of any of them, that Laira was Dragonblooded when they mentioned her strength.

Laira's exaltation happened during a raid on the merchant caravan. Her parents guards were getting slaughtered, and she couldn't not help them in the battle. She was called to it. She had no weapon, so instead, she picked up a broken yoke that had dropped, getting flashes to a massive battle in the First Age where she took on a set of mortals with nothing but her fists and what was around her. When she came out of the flash, all of the bandits were dead, and her caste mark was burning brightly. The merchants that she had saved were staring in awe at her, her parents included. After focusing, Laira managed to calm herself down and dim her caste mark, but the damage had been done. She was now an Anathema.... A member of the most bloodthirsty caste of Anathema.

Rather than treading on eggshells around her, her parents simply gave her their love, a cart, and she was sent on her way. No longer could she be around their caravan, and she knew that it was likely best that way. She as a solar would attract attention, even if she tried to hide it.

She felt drawn to a certain area... an area that felt familiar to her from before. It was there that she found a set of orichalcum armor and a pair of gauntlets. It was also there that was her manse. This manse was more beneficial to her being a merchant, and the herthstone created by it proved it. She felt that she would no longer make any faux pas when talking with people after she attuned herself to it.

Now she wanders the hundred kingdoms, making sales, and trying to figure out more about herself as a Dawn caste. She is instinctively drawn to combat situations, especially those that allow her to protect people, but she is a merchant at heart. Violence solves most problems.... Money solves the rest.

And an image to use for her:

 
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