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OOC Thread.

Posted by The All-Seeing EyeFor group 0
Steelthorn Flamesinger
player, 19 posts
Wed 5 Oct 2016
at 04:41
  • msg #213

Isidoros



Found this looking for something else, thought I'd share
Kuroko
player, 38 posts
Tue 11 Oct 2016
at 15:58
  • msg #214

Isidoros

Can't make it Thursday.
The All-Seeing Eye
GM, 113 posts
Tue 11 Oct 2016
at 21:37
  • msg #215

Isidoros

I'll still run things tomorrow, though.

Next week should still be character creation for Strange Aeons and MagePunk, right?
Kuroko
player, 39 posts
Wed 19 Oct 2016
at 22:29
  • msg #216

Isidoros

We will be late.
Nine-Swords Rikuto
player, 49 posts
Thu 20 Oct 2016
at 17:59
  • msg #217

Sanity Rules (or Blows)

Here's a brief recap of the Sanity system, for reference.

We're using Horror Adventures rules for Sanity/Madnesses/etc, which means you should know your Sanity Score (max sanity damage before bad things presumably happen), Sanity Threshold (minimum sanity damage in one blow after which you immediately take a lesser or greater madness), and Sanity Edge (half your sanity score; below this point, you take lesser madnesses, and above, you take greater).

sanity score = sum of your mental scores (int 14 + wis 10 + cha 9 = 33)
sanity threshold = highest mental modifier (int 14 = +2)
sanity edge = half your sanity score, no need to round (33 / 2 = 16.5)

My scores are used as an example above. If I take 2 sanity damage in one blow, I'll suffer a madness. If I've already taken 13 sanity damage and go to 15, I'll suffer a lesser madness; if I've already taken 15 sanity damage and go to 17, I'll suffer a greater madness.

The madness you gain may be based on your score before taking the damage, I'll ask Joey. Presumably, if you're at 0 damage and take 20 in one go with an edge of 16.5, you'll suffer a greater madness. Also, damage may subtract from your score, which would mean if you're *above* your edge, you gain a lesser madness. Regardless, when your sanity is in the *more favorable* half, you take the weaker madness.

Recovering sanity can be done in three ways, and we may discover more.

1. Seven days of uninterrupted rest recovers your Charisma in sanity score.
2. Seeking counsel from someone allows them an Intelligence or Wisdom roll to recover your sanity score. Presumably you roleplay this out.
3. Certain spells can recover one's sanity, as well as presumably removing madness effects. You can't remove the PtSD, but a wizard can.

Best of luck, and remember - the madnesses aren't all bad, or too impactful! At worst, you'll gain situational bonuses which don't help you right now, and situational penalties which will affect a few rolls before you can get the madness removed. At best, you'll gain a small bonus which helps you pinch through the situation, and roll well in whatever category you gained penalties. It might not even come up. And it's mostly meant to give the narrative a 10% better likelihood of going in favour of a better story to tell later. If you ever feel like you need to scorn someone for any given rolls or bad circumstances, blame the antagonists before the players/storyteller. :P
Nine-Swords Rikuto
player, 50 posts
Fri 21 Oct 2016
at 02:35
  • msg #218

Strange Aeons

https://drive.google.com/file/...2c/view?usp=drivesdk

Strange Aeons Player's Guide - the link might not work until I doctor the file on a desktop.
This message was last updated by the player at 02:41, Fri 21 Oct 2016.
Steelthorn Flamesinger
player, 20 posts
Fri 21 Oct 2016
at 03:15
  • msg #219

Strange Aeons

Okay, yesterday was character creation, right? Do we know who's what?
Nine-Swords Rikuto
player, 51 posts
Fri 21 Oct 2016
at 15:27
  • msg #220

Strange Aeons

MJ: Female Elf Investigator (Empiricist), a sort of Sherlock Holmes know-it-all. Essentially the party rogue/face, with trapfinding and skills/knowledges covered. She'll get to use knowledges untrained with +1d6 for free sooner or later. She'll use more Diplomacy than other social skills.

Mike: Male Human(?) Cleric (Evangelist?) of Nethys, a buff/support cleric more so than a healbot... but he's looking into options for getting wands sooner. He's covering all of the other campaign-relevant knowledges MJ doesn't yet have.

Jason: Elf Arcanist (occultist), merging evocation and conjuration into a powerful offensive front, while covering arcane utility purposes and summoning as well. Our flexible wizardly sort, with a few knowledges covered and re-covered.

Brian: Human Void Kineticist, specializing in the standard kineticist approach of blasting things from range. He has longer-term plans of gaining some roguish acrobatics, and using some void powers for crowd/target control and futzing with people. He can also get kinetic blades for getting close-up when needed. Generally a ranged DPS guy, self-described as a pinch hitter.

Mark: Human(?) Fighter (Brawler?) (probably an archetype) [we'll see], Generally going to be running battlefield control and trying to be the party tank at the same time. I'm still deciding between polearms or brawler tactics, or some other cool approach with various weapons. Lots of choices to be made for feats. I'm basically looking into the classic trifecta of trip, disarm, sunder, and then maybe repositioning and grappling and other quirks.

In general, we seem to have most bases covered, to give you access to any role you'd like. Your original idea, a slayer?, would work - but I think at this point you could bring any role and do well. We do have an abundance of arcane stuff, knowledge stuff, and rogue stuff. We don't have much in the way of healing, debuffs, melee DPS / synergistic opportunism (investigator studied combat?), etc.

Jason is coordinating some of the shared backstory stuff by IM's, I'm not sure how much of that we can easily convey. We're probably going to be bringing a somewhat more serious tone at the table, to better set the mood for a dark, horrific campaign. We're going to be using Sanity/Madness rules, described above. So there's probably going to be a lot of potential for character development.

I'll write another post here when I've gone over the backstory threads Jason worked up with MJ, incorporating what Brian introduced about his character (cult indoctrinated to be a LE enforcer when he was CG at heart, and now hates them for it), and we'll see what we have.

that was a lot of info. tl;dr...

MJ = investigator, skills/rogue/backstabs
Mike = cleric of Nethys, buff/support, partial healer
Jason = arcanist, arcane DPS/utility/summoning
Brian = void kineticist, ranged/melee DPS, control/utility later
Mark = fighter or brawler, battlefield control/tanking/meleeDPS
This message was last edited by the player at 15:29, Fri 21 Oct 2016.
Steelthorn Flamesinger
player, 21 posts
Sun 23 Oct 2016
at 22:15
  • msg #221

Strange Aeons

In reply to Steelthorn Flamesinger (msg # 219):

As much as I liked the slayer idea, we have enough DPS, what we need is a face. I was originally thinking Mesmerist, but if the guys we're fight are immune/resistant to mind affecting, I'm gonna be pretty useless for anything outside of talking. Soul Sentinel Paladin looks pretty good, though I'd have to abandon the whole Pharasma thing, since Paladins can't follow a TN Godd/ess

Any thoughts between those two?

(I had considered Oracle/ Warpreist so i could help a bit more with the healing, but Oracles are enough like clerics I'm afraid my dislike would project on the character, and Warpreists are prepared casters)
Kuroko
player, 40 posts
Sun 23 Oct 2016
at 22:52
  • msg #222

Strange Aeons

Either cavalier or inquisitor are good paladin-like neutral classes

MJ can do face stuff too
This message was last edited by the player at 23:41, Sun 23 Oct 2016.
Nine-Swords Rikuto
player, 52 posts
Mon 24 Oct 2016
at 15:21
  • msg #223

Strange Aeons

MJ will indeed be a solid face, depending on how much she invests in making sure a half-rogue can do everything social without investing in charisma. Using Int for all diplomacy and bluff to deceive others is pretty, um, strong.

We don't really have someone for expressly debuffs - I consider myself more like battlefield control, which half applies debuffs. So the mesmerist could be useful in that respect... I don't know if we're going to be facing things immune to mind-affecting, they're going to be more weird than anything. I'm not sure how alien/cosmic/lovecraftian beings would interact with a mesmerist, but it could be an interesting campaign for that sort of character. And we'll probably deal with a lot of weak-willed, impressionable cultists or mad scientists.

Soul Sentinel sounds really ideal for this campaign - depending on how many Horror Adventures rules are used. Paladin would be a good buffer for the cleric's healing and the fighter's control/tanking, and would bolster us against the harsher will saves we seem to all be having problems with (short of the Cleric.) A paladin almost seems like overkill if we want to play up an angle suggested in the player's guide of not always having the perfect answers / considering characters which have a distinct weakness, but it is recommended to play smart, and we won't always have the full party.

Cavalier and Inquisitor would let you play Pharasma, and they're definitely solid classes like Paladin. Neither of them step on many of the party's toes, and I'm sure I could work out some teamwork feats with a Cavalier. Jason and I were considering both of those classes at one point; they'd both work well.

I'd say the choice is still yours, and I don't think any of the four have a major issue. Mesmerist would be situational and intriguing while strengthening our debuffs, soul sentinel would rely on horror rules applying and strengthen the party's pitfalls, inquisitor/cavalier would allow the religion pick and solidly refine the frontline.
Qin'ai da Wangzi
player, 32 posts
Tue 25 Oct 2016
at 19:56
  • msg #224

Strange Aeons

as to face my diplo at first level is only a d20 +4 + 1d6 5/day at 2nd level it goes up to a d20 +9 _1d6 5/day. At level 3  I do not have to use inspiration point to add the d6.
Steelthorn Flamesinger
player, 22 posts
Wed 26 Oct 2016
at 03:31
  • msg #225

Strange Aeons

As much as I would love to take a Ghost Rider cavalier for a spin, since Mike is being more Buff Support, having an extra person with the healing wouldn't be a bad thing, especially since the cure spells would be on my list and I wouldn't have to roll to use wands.

Inquisitor is perfect mechanically, but it's not a class I've enjoyed playing.
Kuroko
player, 41 posts
Wed 26 Oct 2016
at 19:47
  • msg #226

Strange Aeons

In reply to Steelthorn Flamesinger (msg # 225):

Also a thing to consider.

http://www.giantitp.com/forums...ealbot-minus-the-bot
This message was last edited by the player at 19:49, Wed 26 Oct 2016.
Razmir
player, 10 posts
Thu 27 Oct 2016
at 10:53
  • msg #227

Strange Aeons

As for the Mesmerist they get an ability to affect mindless creatures, if you are worried about that.
Nine-Swords Rikuto
player, 53 posts
Thu 27 Oct 2016
at 18:32
  • msg #228

Strange Aeons

Props for that Oracle-Paladin proactive healing build - I didn't realize life oracles could be so badass! It's probably not going to match the vanilla cleric for channel positive all day long (getting more like 1d6-3d6 a few times a day), but it absolutely does a better job in-combat, and gets to provide a full paladin build for dealing damage and tanking (sans 1-5 levels for as many other party members as you want to link), and can still wand when action economy is no concern (healing 5.5hp for 15gp, 275hp for a 750gp wand.) Very practical, I approve. Just have to keep track of your own health and find sources of hp, temphp, con, AC, DR, fortification, and anything else you can slap on yourself to tough out the full party's wounds while swinging things down yourself. (Might not work past level 10-15.)

I'd still say it's your call on which class/character interests you. We'll have wands for healing, and the deeper scars will probably have more impact on the story.
Steelthorn Flamesinger
player, 23 posts
Tue 1 Nov 2016
at 16:41
  • msg #229

Strange Aeons

Would it be wrong of me to do a level of Ghostrider cavalier for the mount, then do the rest in paladin?
Qin'ai da Wangzi
player, 33 posts
Tue 1 Nov 2016
at 18:32
  • msg #230

Strange Aeons

In reply to Steelthorn Flamesinger (msg # 229):

Just something to think about the first book is in a sanitarium  the second is in town . It  is called an urban adventure by some so your use of a mount might be limited. Not sure about later books it up to you if you want to dip for the  mount. Just got home anad checked the handbook this is what it says about mounts

Since much of Strange Aeons takes place inside cluttered estates, mystical libraries, and haunted laboratories, characters with mounts are not suggested.  It is of course up to you I am sure Joey will not say you can not do it.
This message was last edited by the player at 21:42, Tue 01 Nov 2016.
Steelthorn Flamesinger
player, 24 posts
Tue 1 Nov 2016
at 22:15
  • msg #231

Strange Aeons

I was thinking of maybe playing a smaller race, so my mount woyld be a wolf, much more managable
Qin'ai da Wangzi
player, 34 posts
Wed 2 Nov 2016
at 01:17
  • msg #232

Strange Aeons

In reply to Steelthorn Flamesinger (msg # 231):

that would work out. looking forward to starting this tomorrow.
Steelthorn Flamesinger
player, 25 posts
Wed 2 Nov 2016
at 02:22
  • msg #233

Strange Aeons

Okay, how were we doing stats, and what are the rules on trauts and disabilities?
Nine-Swords Rikuto
player, 54 posts
Wed 2 Nov 2016
at 04:23
  • msg #234

Strange Aeons

Roll 7d6, drop the lowest, apply one to each ability score.
Repeat this twice.
You should have 3 d6's applied to each stat when all's done.
Plan for some stats below 10, when coming up with the concept... or roll very well. :P

Grab 2 traits, and grab a campaign trait. Joey, are we using drawbacks for traits, or just optional drawbacks?

I assume you'll be more or less a tank, so I'll open the table to either a more controlling brawler, or a more heavily armored (and easier to play) polearm fighter. I'm not sure I can make a polearm fighter work well, especially if it wants to control and tank and use maneuvers. However, I'm not sure I know enough to play a brawler well. So I'm bringing both sheets, and assuming brawler, because why get my feet wet when I can wade in knee-deep? My character concept doesn't change, it just depends on whether he has a polearm, steel nerves, and one trick for now, or super fists and a variety of tricks. Very similar stats and approaches, just different class abilities, weapons and armor.
Steelthorn Flamesinger
player, 26 posts
Wed 2 Nov 2016
at 06:54
  • msg #235

Strange Aeons

Okay, At this point a thinking Halfling Ghost Rider Cavalier with a few level dips (not many) into Life Oracle.

Alternate Racial Ailities: Outrider (Replaces Surefooted), Attentive (Replaces Keen Senses), and
Irrepressible (Replaces Fearless)

Order: Order of the Paw

Campaign trait: Foe of the Strange

Sound Good?
Qin'ai da Wangzi
player, 35 posts
Wed 2 Nov 2016
at 16:36
  • msg #236

Strange Aeons

sounds good hope every one has there characters ready.
Steelthorn Flamesinger
player, 27 posts
Wed 2 Nov 2016
at 17:36
  • msg #237

Strange Aeons

One last question I forgot. How are we doing money for equipment?
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