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SamTheCleric
2008-05-07, 07:21 PM
Ok, so I want to try this out, see what all the hype is about... and I'm completely lost... it's sort of like the old Storytelling system from oWoD, but at the same time Its completely different.

Anyone out there care to help me fit a concept (well, rip off a crappy manga character) and form it into a decent 2nd edition exalted character?

Azerian Kelimon
2008-05-07, 07:26 PM
Imagine Green Grass and High Tides.

Imagine Freebird.

Imagine Stairway to Heaven.

Imagine Sweet Child o' Mine.

Imagine Knockin' on Heaven's Door.

Imagine Paradise City.

Well, combine all that, change that to suit an area of expertise, and you get a newbie solar. Exalted is about being truly, grossly epic, and getting bonuses for SAYING how PWN you are.

You need lots of dice, though.

MeklorIlavator
2008-05-07, 07:26 PM
First, what kind of exalted are you playing, second, have you exalted yet, or will you exalt sometime during play? I'm not that knowledgeable myself, but if its pre exaltation, just think of it as a normal DnD character(lvl 1-4) living in a world where high level characters are common. Read up on the background, and use that to help you. Now, if you've exalted already I can't help you too much(I'm still in the process of making my first character, but much of this is gleaned from more experience ones), then perhaps have him still coming to terms with his exaltation, perhaps even being an unwilling hero.

Fruan
2008-05-07, 07:27 PM
Could you be a little more specific? What concept did you have in mind? Are you trying to make a Solar?

SamTheCleric
2008-05-07, 07:30 PM
Yes, I'd like to make a Solar.

The concept I want is... when I was quite a bit younger, I was introduced to my first anime cartoon... The Ronin Warriors.

I want to make a character similar to The Ancient

http://www.absoluteanime.com/ronin_warriors/ancient.jpg

He's a bit of a wandering mystic, a prophet and can occasionally kick butt with his staff and cast epic magics.

Azerian Kelimon
2008-05-07, 07:31 PM
So, maybe a generalist? With a few points in combat related-ness, some charms, and maybe a few sorceries for EPIC MAG1K, you have your guy right there, but WAY more powerful.

SamTheCleric
2008-05-07, 07:35 PM
I definitely think the Zenith Caste is best for him... but I'm new at this, I could be wrong. :smalleek:

Fruan
2008-05-07, 07:36 PM
Ok. I'm not familar with that character, but I'll do my best to make some suggestions.

First off, it sounds like either a Twilight or an Eclipse caste. Read over those caste descriptions and I'm sure one of them will jump out at you.

Abilties wise, it sounds like you want to focus on Occult (which basicly governs the majority of the overtly "sorcerous" activity in Exalted), with maybe a little Lore in there too to cover the mystic part of the description, with some Melee to cover the staff ass-whoopings.

SamTheCleric
2008-05-07, 07:38 PM
Ok. I'm not familar with that character, but I'll do my best to make some suggestions.

First off, it sounds like either a Twilight or an Eclipse caste. Read over those caste descriptions and I'm sure one of them will jump out at you.

Abilties wise, it sounds like you want to focus on Occult (which basicly governs the majority of the overtly "sorcerous" activity in Exalted), with maybe a little Lore in there too to cover the mystic part of the description, with some Melee to cover the staff ass-whoopings.

Hmm... twilight and eclipse also fit.

Wiki!

http://en.wikipedia.org/wiki/The_Ancient_One

Fruan
2008-05-07, 07:46 PM
A general tip I've learned the hard way and will now share:

Take the resistance charm "Body Mending Meditation". Always. Magical healing is harder to come by in Exalted than in D&D, and being wounded makes you less effective at everything. If you don't take BMM, you'll eventually take a few wounds and have to live with them for a frustratingly long time. Trust me on this - you'll regret it.

SamTheCleric
2008-05-07, 07:56 PM
Ok, Decided on Twilight Caste... lots of Lore, Lots of Occult...

Terrestrial Circle Sorcerery, Spirit Detecting Glance, Spirit Cutting Attack are the charms that have tickled my fancy.

Azerian Kelimon
2008-05-07, 08:00 PM
Boy, you never truly realize how much you need some people until they're not there.

We need Rutee. She's the resident expert on Exalted, so she would probably provide more help than everyone else combined.

*Activates the brand new bat Rutee-Signal, hoping it works.*

Rutee
2008-05-07, 08:07 PM
Sorcery is hard to include on a starting character. You must have Essence 3 to take Terrestrial Level Sorcery, and that's 7 BP right there (Because you have to buy up Essence with your BP). You also have to buy Spells as Charms. Honestly, I'm not sure the Ancient, IIRC, was a Sorceror; Remember that all characters are 'magical' in Exalted, not just the Sorcerors (Though I agree that he's Twilight Caste). I'd say the Ancients abilities did lend themselves to Lore, Occult, Melee, Resistance. Probably a smattering of War or Presence, but that's just going off my very shoddy memory.

I always, always recommend Generalism in new characters in Exalted; If everyone generalizes a fair bit, then it's easy for the GM to include more of the party in non-combat events, firstly. Second, you'll feel more like you're growing if you make a Generalist at the start, because you won't have the uber charms at first. If you start specialized then buy into Generalism, you'll feel weaker, because you're growing less (You're buying Excellencies and one off Charms, as opposed to buying uber abilities like Flow Like Blood). You're newbies in the system anyway, so your GM won't be too eager to throw you at enemies that break your limits anyway.

So bearing in mind the "You should /probably/ generalize" advice, and the huge number of dots you have (If you max out every skill you care about, you have 9 skills, at minimum; Remember that without BP, a skill can only start at 3 at character creation!), whatcha looking at?

Azerian Kelimon
2008-05-07, 08:08 PM
WOOH, the Ruteesignal worked!

Tengu
2008-05-07, 08:17 PM
I agree that Sorcery is a trap for a newcomer - most of it is really, really expensive (which means you will cast even less often than level 1 wizard in DND). Charms handle the "small" (in parentheses as they're still extremely powerful) magics like flying, turning invisible or shooting magical bolts, Sorcery is more the kind of powerful, long-lasting magic that you see in non-DND-inspired fantasy novels.

PS. Bad Rutee, giving useful advice to newbies who need it instead of writing the huge opening post for the SRW BESM game! No tentacles for you. I might forgive you over time, but EE will not.

Laesin
2008-05-07, 08:26 PM
Rutee's advice is good but not definitive. Speak with your fellow players and ST. Depending on the style of play, in the early sessions a specialist can easily be left unable to contribute, or a generalist can be utterly outclassed by the specialists in everything.
It is hoever easier for a generalist to specialize than it is for a specialist to generalize.

SamTheCleric
2008-05-07, 08:29 PM
Question... the diagrams on the charms... you have to follow them like trees, yes? (I need Melee Excellency to take One Weapon, Two Blows for instance)

I'll avoid Sorcery... but keep the same concept, old mystic/prophet...

So far I have

Caste: Twilight

STR 2, DEX 3, STA 4, CHA 3 MANIP 2, APP 2, PER 4, INT 4, WIT 3

Martial Arts 1
*Melee 3
Athletics 2
*Awareness 2
*Dodge 3
Integrity 1
Presence 1
*Resistance 2
*Survival 2
Investigation 3
Lore 3
Medicine 1
Occult 3

Artifact 3
Resources 2
Influence 2

EDIT: And now I'm on the "picking charms" step.

Tengu
2008-05-07, 08:58 PM
Question... the diagrams on the charms... you have to follow them like trees, yes? (I need Melee Excellency to take One Weapon, Two Blows for instance)


Yes. They also have other prerequesites, but it's all written in the individual charms' descriptions.

SamTheCleric
2008-05-07, 08:59 PM
Yes. They also have other prerequesites, but it's all written in the individual charms' descriptions.

Ah yes. I should wear my glasses when trying to read.

The Valiant Turtle
2008-05-07, 10:35 PM
I do love Exalted!

My advice for a new character: Always spend the Background Points to get Essence 3. Always! Almost always buy at least 1 Ox-body technique unless you know what you are doing (perhaps if you are majorly pumping dodge and plan on never being hit as much as humanly possible).

Always have a way to attack and a way to defend. Melee can cover both of those with Parrying (and considering you could conceivably "parry" a tornado in this game, its certainly effective). Martial arts can cover it as well, but needs to be more fancy about it. Other possible sources of defense are Dodge and Resistance.

I'd recommend spending at least 4 background points between Artifacts and Resources. Artifacts 2 will usually get you a respectable weapon.

At least one member of the party should have a decent manse, and multiple manses are perfectly fine. If you have a sorcerer, it's probably best if they have the manse since they can run low on essence motes quickest and the hearthstone will help regain essence.

Unless you think your Storyteller is likely to ignore it, don't let the entire party ignore social combat skills. In many ways it can be just as lethal as physical combat.

The Body Mending Meditation advice is good, but can be bypassed if the party has someone willing to somewhat specialize as the healer for a while. If you do that, plan on getting it eventually anyway.

It's always good to have a sorcerer in the party, it's just that spells are hideously expensive, especially as a starting character, since spells equate to charms on a 1 to 1 basis. It's quite possible the best approach would be to buy the sorcery charm and not buy any spells for a starting character (kinda makes sense for a new exalt anyway), I'd probably try to squeeze in at least one spell, but any more than that isn't likely for a new character. This may also give your Storyteller a built in hook in the form of a search for spellbooks/libraries, if he chooses to enforce the need for them.

In first edition there was a background option that made spells cheaper in terms of xp/background points, but made charms more expensive. If you really want to do sorcery, it might be worth asking the Storyteller if he would allow you to take that. I wouldn't do it in a smaller party, but a larger one can afford to have a sorcerer this strongly specialized.

Always keep in mind that crazy character ideas can get a lot farther in Exalted than they can in most systems. If you want to combine sorcery with high amounts of resistance you could have a super tough sorcerer who walks right into the enemy ranks and starts casting a spell while completely ignoring the equivalent of several Giants power-attacking with Great Mauls. Of course, after you cast that spell you'll probably be low on essence motes, lets hope you took them out.

Specific critique of your character so far...

You generally don't need Martial Arts and Melee, you'll end up focusing on one anyway. It's generally too costly in charms to try to maintain 2 attack trees. If you want a second form of attack go with Thrown or Archery for some ranged threat (although there are charms in Melee and MA that function at range). I believe a staff is usually considered a martial arts weapon, so I think I'd probably go that route, that way you don't have to worry too much about losing your weapon. (although there are plenty of Melee charms to take care of that problem too).

Unless you have a specific artifact in mind Artifacts 2 is probably good enough. I don't believe there is an official Artifact Quarterstaff in the books yet, but there is the Serpent Sting Staff that is only Artifacts 2. If you choose to be the sorcerer, put the extra background point in Manse and try to buy another few points in Manse if you can. Your background may even justify dropping resources to 1 as well to reclaim that background point.

Don't be afraid to take the sorcery charm unless someone else is planning on it. You'll have the pre-reqs as long as you buy another point of essence (which you definitely should to do anyway). Just realize this is a very focused path to go down and every spell is the equivalent of a charm to learn.

You probably will want one spell to go with it (I'd recommend Invulnerable Skin of Bronze, Stormwind Rider or Wood Dragon's Claw), but don't be afraid to start without a spell if you have too, just speak with the Storyteller ahead of time to make sure you'll be able to get some soon enough.

I think that's probably more than enough for now. Enjoy.

SamTheCleric
2008-05-08, 07:10 AM
Wow, lots of good advice.

I spent some time just skimming the book last night... so there may be several versions of my first sheet. :smallbiggrin:

Rutee
2008-05-08, 02:07 PM
Rutee's advice is good but not definitive. Speak with your fellow players and ST. Depending on the style of play, in the early sessions a specialist can easily be left unable to contribute, or a generalist can be utterly outclassed by the specialists in everything.
It sounds like everyone's new to the system in his game; My cunning plan was to have him spread this advice back to the rest of his group and let the power of memes handle that aspect for me. Remember kids, Memes aren't just for internet fads!




You generally don't need Martial Arts and Melee, you'll end up focusing on one anyway. It's generally too costly in charms to try to maintain 2 attack trees. If you want a second form of attack go with Thrown or Archery for some ranged threat (although there are charms in Melee and MA that function at range). I believe a staff is usually considered a martial arts weapon, so I think I'd probably go that route, that way you don't have to worry too much about losing your weapon. (although there are plenty of Melee charms to take care of that problem too).
Hm. For a newbie, I agree, but I'll note that you should go ahead and leave any ability dots you feel you need to exemplify the MA or Melee, whichever you don't use. You get plenty of Ability dots, so there's no sense in worrying too much about them. Put them where they feel suitable, as well as where you need them. It's Charm Picks that are where you need to specialize.

Similarly, because you're new (No offense, you just don't have Scroll of the Monk) I'm going to recommend Melee. For a Solar, Martial Arts mostly exists to give you a low powered, efficient choice, but that requires Terrestrial or some Celestial martial arts, not really Snake Style or Solar Hero (Solar Hero is the penultimate style if you want to be like Jackie Chan though)

Given the character.. you may want some more Integrity Charms. I mean, I'm not sure which Lore Charms you want, but if you want to take the Wyld Shaping/destroying ones, you'll also want the Integrity Charms that guard against the Wyld. Probably.

Evil DM Mark3
2008-05-08, 03:42 PM
One bit of advice that I wish I had been given. After you are finished with your character sit down and work out how you are going to describe all this cool stuff. More than once a stunt has saved my character but a lot of people have real trouble making it up on the spot. Often you can predict likely bit of terrain and so on.