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No if it suits your character to have three essence, have three, if not, don't.
 
No if it suits your character to have three essence, have three, if not, don't.
  
====Backgrounds====
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At last, soemnoe comes up with the "right" answer!
Several of the backgrounds available to Solar characters can be relatively easily picked up during play: Followers can be picked up by anyone with decent social abilities, Resources by anyone with good Larceny and Stealth (and no morals). Familiars, at least at lower levels, can be picked up with basic survival charms. Influence, backing and contacts simply accrue through play, without any specific effort to get them. The big reason to buy these backgrounds straight out is simple: You begin play with them, no effort at all has to be expended to get them. This can be very important, since generally you will want to be doing more heroic things than bankrolling your expeditions, or training a pet.
 
*Followers can be useful if your storyteller allows them to be more capable than the average man on the street (or in the jungle or whatever), but otherwise, they can be more of a hindrance than anything else, unless you?re feeling particularly heartless and you want a meat shield.
 
*Resources is a very campaign dependant background; either you will pretty much require it, or it?ll be a nice extra. One thing to remember is that there is a comprehensive price list at the back of the core book (pg 324 onwards) and that a purchase of equal to your resources value permanently reduces your resources by one. This means if your Storyteller is using resources for the purchasing of starting equipment, you may want to stock up on it.
 
*Familiar is, at higher levels, a fairly useful background that can be difficult to get in play; the familiar is a magical creature linked to the characters essence. At lower levels, the familiar has no interesting powers, and is basically a normal animal. At higher levels, however, the familiar gains some interesting abilities; the ability to share senses with it can provide excellent spying possibilities, and the ability to drain some essence from it can be useful.
 
*Influence is one thing Solars can guarantee gaining through play: Being one of the most powerful entities in creation (at least potentially) means some folks will listen to you, and the incredible social prowess of the Solars means that listening is the first step to following.
 
*Backing and Contacts essentially achieve the same thing in the game world: Give you access to people and things to make your life easier. Both require some sort of recompense for the access, and both can be advantages and drawbacks.
 
 
 
Backgrounds that are definitely worth picking up at character creation:
 
*Allies: Allying with someone is worth a couple stories by itself, since allies are extremely close friends, and the default power level is a starting solar character.
 
*Artefact: Orichalcum artefacts are very difficult to come by, since the setting assumes that any known orichalcum artefacts are either heavily guarded, in the hands of someone important, or lost to the world.
 
*Manse: Unguarded manses are very rare, so to get a manse in play generally involves evicting the current owners. While this may be fun, it certainly isn't easy, since manse owners are either fae, Exalts or spirits, and as such can present a challenge to a competent solar circle, especially if they're fighting on their home turf.
 
*Mentor: Having someone show you the ropes of being an exalt is worth its weight in orichalcum and that is only part of what the mentor can do.
 
A good way to break up your backgrounds is to think of every background dot as what would be a single story's worth of play time in game, since that?s about how long it takes to build up one background dot.
 
  
 
===Charming your way through life===  
 
===Charming your way through life===  

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