Difference between revisions of "Character:Ganamede, Flawless Orichalcum Gear"

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== Character Description ==
 
== Character Description ==
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Ganamede represents two different design principles that I mostly see represented on RPG.net's discussions about Exalted. Because my mechanical skills are all second-hand (I picked up most of what I know by skimming mechanical information posted liberally on the boards), what I hear most often is the importance of reflexive defensive charms to stay alive and how easy and powerful it is to be able to hyper-focus. Because of Exalted's general skew towards a more potent character, I found I was easily able to max out Ganamede's  mundane crafting and lore capabilities and still be able to rely on a variety of potent defensive charms.
  
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Still, I might have over-done it. I'd have to re-look to see how redundant Dodge and Melee defense Charms are, to discover if I'd be better off buying up the chain on either one, or split the difference and retain Dodge while being more offensive with Melee. (Or if I should just buy up Crafts Charms or a few more spells.)
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 +
Regardless of my mechanical flubs, this wouldn't be a character I'd be embarrassed to take to a Solar campaign. She can function in a variety of roles (primarily so she doesn't slow down her Circle too much) and her power can only go up once those Artifact points are spent. Why they arn't is primarily a subject of the next section.
  
 
== Commentary ==
 
== Commentary ==

Revision as of 23:47, 28 December 2007


A character for Exalted Solars 1st Ed., created by Thanatos02.

All of my characters follow the same basic rules, as noted here, though I don't expect anybody else to follow them. All of the characters are starting characters as outlined in the books. In generic books where a setting is assumed, I build a character that would fit in the setting. Where no setting is assumed, I build towards the contemporary era as the setting allows. In games that have no set point values or start character generation rules, I'll list specific guidelines built towards my assumptions of a 'beginning' or starting character.

My rules regarding fat-splats or series of games that utilize the same core mechanics is that when rules create suitably diverging types of characters, I'll construct one per setting I own. (For example, using Exalted, Dragon-Blooded and Solars are sufficiently different. In OMage, Order of Hermes and a Hollow One are not sufficiently different. In games with classes, different classes are not enough. They must essentially be different characters. Other people's opinions on what are different 'enough' really arn't my area of expertise. I build in good faith.)

In any event, should the character posted not be according to the assumed structure of the Challenge Wiki, it will be alter shortly, and was probably the result of a time crunch. Thanks! I hope you have as much fun with this as I did. ^_^

Campaign

This is a character for your bog-standard Exalted game, with no particularly unusual qualities. I wasn't able to find any notes about buying spells at character creation, but because they're treated the same as Charms are after creation, I let myself buy one (Demon of the 1st Circle) as if it were a favored Charm (due to Occult being favored). There's no Manse or hearthstones, but equipment might be a bit out of line for some Storytellers. On the other hand, a Resources 3 character with 5 dots in Craft with a double specialization can probably whip something up. I did set her up with orichalcum scalpels, but that's more for flavor then anything.

Considering some of the abuses one can stack on given a totally free hand, I didn't really see a problem.

Character Stats

Name: Ganamede, Flawless Orichalcum Gear
Age: 19
Player: K Weston
Concept: Brilliant Engineer
Nature: Savant
Caste: Twilight
Anima: Indigo Gearset
Limit Break: Heart of Flint


Attributes:
Strength: **
Dexterity: ***
Stamina: ****

Charisma: **
Manipulation: **
Appearance: ***

Perception: ****
Intelligence: *****
Wits: **


Skills:
Dawn Caste:
Melee: *** (Tools +1)

Zenith Caste:
Endurance: **

Twilight:
Craft: ***** (Well-Equipped Workshop +2)
Investigation: *
Lore: ***** (First-Age Machinery +2)
Medicine: *
Occult: ****

Night:
Larceny: ***
Dodge: ***

Eclipse:
Linguistics: **

Backgrounds:
Artifacts: ***
Resources: ***
Allies: *

Charms:
Melee: Golden Essence Block
Melee: Dipping Swallow Defense
Craft: Flawless Handiwork Method
Craft: Object-Strengthing Touch
Occult: Terrestrial Circle Sorcery
Dodge: Reed in the Wind
Dodge: Shadow Over Water
Larceny: Flawless Pickpocketing Technique
Larceny: Lock-Opening Touch
Linguistics: Whirling Brush Method

Spells:
Terrestrial Circle:
Emerald Circle Countermagic
Demon of the 1st Circle

Virtues:
Temperance: **
Conviction: ****
Valor: **
Compassion: **

Essence: ***
Will: ********
Personal Essence: 17
Peripheral Essence: 39
Committed:
Limit:
Health: 7

Listed Equipment:
Excellent Hammer (Wrench)
Excellent Chain Shirt
Excellent Knife (Ori. Scalpal)
Artifact Dots Unused

Heroic Mortal Craftsman Assistant (Ally *)

Character Description

Ganamede represents two different design principles that I mostly see represented on RPG.net's discussions about Exalted. Because my mechanical skills are all second-hand (I picked up most of what I know by skimming mechanical information posted liberally on the boards), what I hear most often is the importance of reflexive defensive charms to stay alive and how easy and powerful it is to be able to hyper-focus. Because of Exalted's general skew towards a more potent character, I found I was easily able to max out Ganamede's mundane crafting and lore capabilities and still be able to rely on a variety of potent defensive charms.

Still, I might have over-done it. I'd have to re-look to see how redundant Dodge and Melee defense Charms are, to discover if I'd be better off buying up the chain on either one, or split the difference and retain Dodge while being more offensive with Melee. (Or if I should just buy up Crafts Charms or a few more spells.)

Regardless of my mechanical flubs, this wouldn't be a character I'd be embarrassed to take to a Solar campaign. She can function in a variety of roles (primarily so she doesn't slow down her Circle too much) and her power can only go up once those Artifact points are spent. Why they arn't is primarily a subject of the next section.

Commentary