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Fantasy Sandsong OOC

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This part, you would have to investigate. There are many clans in the Dehlzhan. Mostly the biggest different, you have the nomadic dehlzhan and the urban ones (that live in Chiaroscuro).
I’ll go ahead and roll to see what if anything I know.

Six successes
 
I know Ebon and QuickmasherExe are not ready yet but figured might as well get started main thread is up.
Eyup, sorry about that. I did say you could start without me, though. I am still working on my character sheet, but Memorial Day weekend didn't leave me with much time to do so. I have gone through "most" of that process for a Solar Bashir- the biggest things I haven't finished are the charms and the formatting, which are also the biggest hauls for the whole project.

I also reviewed the character creation rules for making Exigents, and making an ability-based Exigent seems similar in complexity to making a Solar Exigent. The main difference seems to be the lack of a Supernal ability. Is there something I'm missing that would make it more complicated than I'm seeing?

All that said, I do have a couple things I'm more stuck on that I'd appreciate some help with:

  • War Lore: Part of the concept with Bashir is that he's opposed to conflict because he's lived through one. The South of Creation sounds like a sufficiently violent and tribal place that I could probably make up whatever here; I was thinking of a tribal war twenty-some years ago further down towards the hills, or maybe some incursion by a more settled and advanced civilization against Bashir's tribe. However, I wanted to make sure that I'm right about the level of creative freedom I have there and to confirm if it wouldn't be better for that war to involve one of the two nomadic tribes the party is currently dealing with.
  • Artifacts: I'm still interested in the "indestructible package for an unknown recipient" idea if that seems workable. I feel like that should cost 1-2 merit points since it could have some esoteric applications, but I'm not sure how that could be reflected or what the rules are for non-standard artifacts (I don't think I saw any parasols in the book). For general armaments, I was thinking of a quarterstaff that is also a caduceus, although the serpentine flourish might be aesthetic and I'm not sure an artifact is really needed for that.
  • Starting Positive Relationship: I'm not really sure what to do with this one. The only interaction idea I've had thus far is the one below.

Minor: "Don't call me little girl! My name is Neo!"
"No it's not."
 
Artifacts: I'm still interested in the "indestructible package for an unknown recipient" idea if that seems workable. I feel like that should cost 1-2 merit points since it could have some esoteric applications, but I'm not sure how that could be reflected or what the rules are for non-standard artifacts (I don't think I saw any parasols in the book). For general armaments, I was thinking of a quarterstaff that is also a caduceus, although the serpentine flourish might be aesthetic and I'm not sure an artifact is really needed for that.
I got my parasol from the Arms of the Chosen book. It is listed there with a bunch of other items, hearthstones and such.
 
Eyup, sorry about that. I did say you could start without me, though. I am still working on my character sheet, but Memorial Day weekend didn't leave me with much time to do so. I have gone through "most" of that process for a Solar Bashir- the biggest things I haven't finished are the charms and the formatting, which are also the biggest hauls for the whole project.

I also reviewed the character creation rules for making Exigents, and making an ability-based Exigent seems similar in complexity to making a Solar Exigent. The main difference seems to be the lack of a Supernal ability. Is there something I'm missing that would make it more complicated than I'm seeing?

All that said, I do have a couple things I'm more stuck on that I'd appreciate some help with:

  • War Lore: Part of the concept with Bashir is that he's opposed to conflict because he's lived through one. The South of Creation sounds like a sufficiently violent and tribal place that I could probably make up whatever here; I was thinking of a tribal war twenty-some years ago further down towards the hills, or maybe some incursion by a more settled and advanced civilization against Bashir's tribe. However, I wanted to make sure that I'm right about the level of creative freedom I have there and to confirm if it wouldn't be better for that war to involve one of the two nomadic tribes the party is currently dealing with.
  • Artifacts: I'm still interested in the "indestructible package for an unknown recipient" idea if that seems workable. I feel like that should cost 1-2 merit points since it could have some esoteric applications, but I'm not sure how that could be reflected or what the rules are for non-standard artifacts (I don't think I saw any parasols in the book). For general armaments, I was thinking of a quarterstaff that is also a caduceus, although the serpentine flourish might be aesthetic and I'm not sure an artifact is really needed for that.
  • Starting Positive Relationship: I'm not really sure what to do with this one. The only interaction idea I've had thus far is the one below.


"No it's not."


Short version when you make or create an Exigent you are going to need the following:

-The Purview of the God you took inspiration from.
-The personality of the God.
-The reason why the Exigent was made.
-The person who becomes the Exigent.

You need to come up with anima powers and potentially an advantage for your exigent. (Not mandatory), determine evocations, martial arts and sorcery access.

Supernal is indeed the advantage of Solar/Abyssal and probably upcoming Infernal, that's their perk for being solaroid.

Charms you basically need to write them from scratch and for most exigents, who are ability-based, it's recommended to make a limited ability-based exigent. Because writing stuff for 25 abilities is honestly not practical and there is basically no need for it.

When I say more complicated, there are just things that are harder to understand without some play experience. Combined with how charm design has changed from the corebook overtime, can prove challenging.

War Lore: There are insurgencies in the South but its mostly because the Realm has a lot of satrapies in the South. Tyrants in the South are not uncommon tho, even more so if you go in the Far south.

Artifacts: As mentioned above, Artifact parasols, named Razor Parasols are indeed a thing and like all weapons and armors have a minimum cost of 3 dots. Utility artifacts are 2 dots, but anything that does more than minor utility is a 3-dot.

Artifact staff are Wrackstaff and minimum of 3-dot also.

In Exalted, mundane versions of weapons have different names as artifacts. Add on top of it, that you can simply name your artifact.

For artifacts, you have to pick the magical material and this inform its theme, combined with the history of the artifacts to make evocations. The system of making evocations for artifacts was changed since the Arms of the Chosen book and has become the standard ever since.

Psychie Psychie for a long time, most people thought the Dehlzhan clans were just a clan among many other desert dwellers clan until their conquest of Chiaroscuro. Clan is important for the Dehlzhan and membership is matrilineal. Someone can be adopted into clans. Each clan has their own virtues or vocations that they favor. Dehlzhan have complex rules around gender even if technically they only recognize two genders, men and women but each Dehlzhan can determine which gender suits them best.

Women do the finances/mathematics/Astronomy, Astrology etc...men honor is often related to being warriors or craftsman. But beauty is very important.

Marriage is only between opposite gender couples.

Those who don't quite fit their gender expectations are known as the Dereth and usually have gray garnment or accessory identifying them as such.

Hyderi and Zaida are just one of the many clans in Dehlzhan and you haven't really heard too much of anything about them.
 
Psychie Psychie for a long time, most people thought the Dehlzhan clans were just a clan among many other desert dwellers clan until their conquest of Chiaroscuro. Clan is important for the Dehlzhan and membership is matrilineal. Someone can be adopted into clans. Each clan has their own virtues or vocations that they favor. Dehlzhan have complex rules around gender even if technically they only recognize two genders, men and women but each Dehlzhan can determine which gender suits them best.

Women do the finances/mathematics/Astronomy, Astrology etc...men honor is often related to being warriors or craftsman. But beauty is very important.

Marriage is only between opposite gender couples.

Those who don't quite fit their gender expectations are known as the Dereth and usually have gray garnment or accessory identifying them as such.

Hyderi and Zaida are just one of the many clans in Dehlzhan and you haven't really heard too much of anything about them.
Thank you for this information.
 
Hm, i'm thinking just using this chance to build friendships/connetions with the local tribes rather than get a monetary reward?

Having people who Owe Us/contact dots may be more useful than well, Resource dots XD
 
I mean of course, that's somewhat what I assume but its unusual for them to see DBs do things for free. At least that what they think.
 
who has the best percep+investigation? i'm willing to contribute a bunch towards boosting their successes
 
Neo has four dice in Perception + Investigation, so she might be our best option.
Bashir is shaping up to be an investigation character, but here he is, not done.

Beware: Neo may be small, but she’ll climb you like a rabid squirrel and mess you up! lol
I have no doubts, but getting beat up by the thief hardly makes a positive relation! Thus furthering my conundrum.

Protege's answers are serious and substantive, so I'll have to respond to those later.
 
On an unrelated note, Protege Protege can you add the links to the Character and OOC threads to the Main story thread? It is a pain to try and bounce around between threads without those links.
 
-The Purview of the God you took inspiration from.
-The personality of the God.
-The reason why the Exigent was made.
-The person who becomes the Exigent.
I have some rough outlines for those points (and a slightly less rough Bashir for the fourth one). Part of me wants to polish up two versions of the sheet, a solar exalt version with more finalized abilities (though this would require some reworks to the narrative ideas, since I didn't have a second breath in mind for Bashir) and the exigent version with the original lore concepts for a side-by-side comparison.

Charms you basically need to write them from scratch and for most exigents, who are ability-based, it's recommended to make a limited ability-based exigent. Because writing stuff for 25 abilities is honestly not practical and there is basically no need for it.

When I say more complicated, there are just things that are harder to understand without some play experience. Combined with how charm design has changed from the corebook overtime, can prove challenging.
Could I just take the solar charms? I saw that some of the Exigents in Out of the Ashes use some solar charms and, while there's one or two ideas I might have for custom ones, I was mostly considering the idea for flavor rather than mechanical flexibility, so I wouldn't mind keeping it to the pre-approved list of abilities.

War Lore: There are insurgencies in the South but its mostly because the Realm has a lot of satrapies in the South. Tyrants in the South are not uncommon tho, even more so if you go in the Far south.
I see. So it would be pretty flexible to have a war down South about twenty years ago, then? I would like the conflict being one that Bashir's side won and gained a lot from (so he's not anti-war just because he's a sore loser), and perhaps one where they had an alliance with a more formalized power; I was thinking he might have gained some administrative experience either from that conflict or by rising in the ranks afterwards, but I wasn't sure if that would make sense if he was entirely within a nomadic nation.

Since nobody said anything about him having a pre-existing relationship with either of the tribes we're dealing with (I think those are the Zaidi and Hyderi from what I picked up in the main thread), I'm going to assume that's not an idea there's much interest in.

I got my parasol from the Arms of the Chosen book. It is listed there with a bunch of other items, hearthstones and such.
The system of making evocations for artifacts was changed since the Arms of the Chosen book and has become the standard ever since.
I'll try to skim the Arms of the Chosen. If I were to go with a mundane weapon (which I am considering), would that have any merit costs or need to be noted somewhere/somehow specific? Is that something that would be discouraged?

On a slightly tangential note, I didn't see any rules really related to potions or tonics or anything like that, so I may scrap the apothecary angle I was initially considering.
 
In my opinion, using a mundane weapon is quite doable, so long as you have a dot or two of Resources to be able to afford them. Using Charms can boost your damage output to the same levels as if you were using an artifact weapon.

There downside to a mundane weapon is that they are fallible and can be destroyed, and they lack hearthstone slots to them, making it harder to use a hearthstone that needs to be socketed into a magic item.
 
In my opinion, using a mundane weapon is quite doable, so long as you have a dot or two of Resources to be able to afford them. Using Charms can boost your damage output to the same levels as if you were using an artifact weapon.

There downside to a mundane weapon is that they are fallible and can be destroyed, and they lack hearthstone slots to them, making it harder to use a hearthstone that needs to be socketed into a magic item.
no there is one other downside

they're not as cool as artifact weapons

coolness is a physical law in exalted, you have to rock the drip
 

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