[2e Exalted] Lunar Exalted in a typical wtfExalted game
Posted: Mon Apr 08, 2013 6:12 am
I'm looking for some advice in building a starting character that can craft in Moonsilver in Exalted 2e.
The campaign has currently "aged" at least once by 5 years from where they last left off; and includes:
-Solar Exalt tank (heavy armour, god-kicking boots, great sword (no goremaul? prolly not enoug Str for it)); and their Lunar exalt ally
-Lunar No Moon gunslinger
-Earth Dragon Terrestial Exalt
-Human Mage, (recently) exalted as a Solar
There's been some big things go on; apparently the GM's <3on for Gurren Laggan means that the group also has a pair of Warstriders.
Additionally, some of the PCs (not the human mage) chose from packages of abilities that the GM wrote up; to give them more oomph. While then saddling them with an XP debt that at least 1/2 of all future XP costs must go towards.
I'm not really familiar with what they were using.
In any case, there's obviously potential for a somewhat powerful character within this campaign.
Some questions that I can think of asking include:
Attributes:
Str: 1 Cha: 5 Int: 5
Dex: 5 Mani: 1 Wits: 1
Sta: 4 App: 1 Per: 5
I've started (and will mostly be) a changing moon* caste, so the social attributes are automatically 'favoured' (or w/e Exalted! calls it), and I picked Intelligence as the additional 'favoured' attribute; since the concept is "mad scientist who is a shape changing monster."
*:Ok, Lunars who aren't Full and No Moon get the shaft of obscurity. That's shit. The concept I'm going for is a reincarnation of a First Age lunar scientist who had the brilliant plan of building a Moonsilver 'bridge' (an Elsewhere capable transporter/radio? I dunno how one could mechanically talk with Sol or Luna in Exalted!) to commune directly with Luna (looks like the base of a bridge whose arch stops half-way in the air; really it's a directional receiver and transceiver) so as to get advice directly from their Patron on how best to advise and assist the Solars.
Abilities:
Archery 1, Dodge 1, Thrown 3, War 3, Craft (Air 1; Fire 1; Water 1; Earth 1; Wood); Survival 2; Lore 1; Occult 1; Medicine 3
Specializations
[I dunno? Moonsilver Crafting? D:]
-How do I actually get Moonsilver crafting [can I give myself a high Renown and have one of my Specialties be in Craft moonsilver?]
-Would making a Warstrider out of MS make it better handling? or is making superplate out of MS, and being in power armour (equivalent) a better idea? [This current campaign started with some of the PCs getting warstriders of different sizes] I'm not sure exactly how weapons/attacks would work at warstrider scale
-Shapechanging Knacks... should I go for flexibility, and being able to turn into a Tyrant Lizard or Yeddim; or try to crack out my Deadly Beastman transformation's numbers?
-[Million Dollar Question] Can I completely side-step the ass backstory about how the shapeshifting Lunars no longer have fluid caste signs? I've been considering this character coming out of seclusion from the First Age only recently (emerging from stasis in their 5* Manse? I've got no idea), and having solved the problem of Wyld-related chimerism via moonsilver nanite implants that create always shifting caste signs (Full, Changing, No; mechanically). It's like having the protection from chimerism, and not being boned b/c of the No Moons blurring out three other castes.
^--and flavourfully, the character was originally of the waning moon (i.e. the "Silver Horned Watcher" aspect of Luna; a woman with a giant mane of hair, two silver horns growing from their head, obviously insane, wielding sickles); personally, I like the juxtaposition of the radical scientist being a follower of the most feral, and insane, of Luna's aspects.
Backgrounds:
I'm not really sure what is good; Cult's ability to refresh motes seems useful; Resources always seem good in WW games
If I want to make/repair actually useful stuff; like magical items; which sort of resource is best for that; a flat out 5* crafting manse (the 'bridge' mentioned above)? or is it not worth the time? (we can probably get down time in the future).
Charms & Knacks:
Finally; which charms and knacks should I be looking into?
There are apparently (from other threads here) perfect Dodge Lunar charms and perfect Soak Lunar charms that are awesome; which ones are they, or where should I look for them?
The prospect of the Crafting charms (Clay-Wetting Technique) to make moonsilver items seems appealing. Is this a waste of time? One can use XP to 'buy' training after all (honestly, this isn't a new thing in game systems; the Epoch larp which started in the early 90's still uses such a system when a player can't/doesn't want to write a suitable training story for the season's plot head to approve).
As well, I'm divided between Deadly Beastman's Transformation; or making some sort of Gun-Turreted moonsilver armour; and changing into a Tyrant Lizard to go all Dino-Blasters on opponents.
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The campaign has currently "aged" at least once by 5 years from where they last left off; and includes:
-Solar Exalt tank (heavy armour, god-kicking boots, great sword (no goremaul? prolly not enoug Str for it)); and their Lunar exalt ally
-Lunar No Moon gunslinger
-Earth Dragon Terrestial Exalt
-Human Mage, (recently) exalted as a Solar
There's been some big things go on; apparently the GM's <3on for Gurren Laggan means that the group also has a pair of Warstriders.
Additionally, some of the PCs (not the human mage) chose from packages of abilities that the GM wrote up; to give them more oomph. While then saddling them with an XP debt that at least 1/2 of all future XP costs must go towards.
I'm not really familiar with what they were using.
In any case, there's obviously potential for a somewhat powerful character within this campaign.
Some questions that I can think of asking include:
Attributes:
Str: 1 Cha: 5 Int: 5
Dex: 5 Mani: 1 Wits: 1
Sta: 4 App: 1 Per: 5
I've started (and will mostly be) a changing moon* caste, so the social attributes are automatically 'favoured' (or w/e Exalted! calls it), and I picked Intelligence as the additional 'favoured' attribute; since the concept is "mad scientist who is a shape changing monster."
*:Ok, Lunars who aren't Full and No Moon get the shaft of obscurity. That's shit. The concept I'm going for is a reincarnation of a First Age lunar scientist who had the brilliant plan of building a Moonsilver 'bridge' (an Elsewhere capable transporter/radio? I dunno how one could mechanically talk with Sol or Luna in Exalted!) to commune directly with Luna (looks like the base of a bridge whose arch stops half-way in the air; really it's a directional receiver and transceiver) so as to get advice directly from their Patron on how best to advise and assist the Solars.
Abilities:
Archery 1, Dodge 1, Thrown 3, War 3, Craft (Air 1; Fire 1; Water 1; Earth 1; Wood); Survival 2; Lore 1; Occult 1; Medicine 3
Specializations
[I dunno? Moonsilver Crafting? D:]
-How do I actually get Moonsilver crafting [can I give myself a high Renown and have one of my Specialties be in Craft moonsilver?]
-Would making a Warstrider out of MS make it better handling? or is making superplate out of MS, and being in power armour (equivalent) a better idea? [This current campaign started with some of the PCs getting warstriders of different sizes] I'm not sure exactly how weapons/attacks would work at warstrider scale
-Shapechanging Knacks... should I go for flexibility, and being able to turn into a Tyrant Lizard or Yeddim; or try to crack out my Deadly Beastman transformation's numbers?
-[Million Dollar Question] Can I completely side-step the ass backstory about how the shapeshifting Lunars no longer have fluid caste signs? I've been considering this character coming out of seclusion from the First Age only recently (emerging from stasis in their 5* Manse? I've got no idea), and having solved the problem of Wyld-related chimerism via moonsilver nanite implants that create always shifting caste signs (Full, Changing, No; mechanically). It's like having the protection from chimerism, and not being boned b/c of the No Moons blurring out three other castes.
^--and flavourfully, the character was originally of the waning moon (i.e. the "Silver Horned Watcher" aspect of Luna; a woman with a giant mane of hair, two silver horns growing from their head, obviously insane, wielding sickles); personally, I like the juxtaposition of the radical scientist being a follower of the most feral, and insane, of Luna's aspects.
Backgrounds:
I'm not really sure what is good; Cult's ability to refresh motes seems useful; Resources always seem good in WW games
If I want to make/repair actually useful stuff; like magical items; which sort of resource is best for that; a flat out 5* crafting manse (the 'bridge' mentioned above)? or is it not worth the time? (we can probably get down time in the future).
Charms & Knacks:
Finally; which charms and knacks should I be looking into?
There are apparently (from other threads here) perfect Dodge Lunar charms and perfect Soak Lunar charms that are awesome; which ones are they, or where should I look for them?
The prospect of the Crafting charms (Clay-Wetting Technique) to make moonsilver items seems appealing. Is this a waste of time? One can use XP to 'buy' training after all (honestly, this isn't a new thing in game systems; the Epoch larp which started in the early 90's still uses such a system when a player can't/doesn't want to write a suitable training story for the season's plot head to approve).
As well, I'm divided between Deadly Beastman's Transformation; or making some sort of Gun-Turreted moonsilver armour; and changing into a Tyrant Lizard to go all Dino-Blasters on opponents.
===========