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Sun-Touched Dragon King [Exalted/Highschool DxD]

[X][Yuuma] It is a burning inferno, but you stamp it down. (Major Intimacy: Yuuma (Hatred))

[X][Choice] Agree to talk more tomorrow, stay for the discussion.
-[X] Factions/Sides and membership in the area, the relations between them, places claimed by the factions
-[X] How to stay neutral/independent
 
So the winners are
Vote Tally : Sun-Touched Dragon King [Exalted/Highschool DxD] | Page 2 | Questionable Questing [Posts: 49-61]
##### NetTally 1.9.10
Task: Yuuma
[x][Yuuma] It is the embers of a dying fire. She has paid for what she's done. (No Intimacy gained)
No. of Votes: 6
mrttao
Alexander
Kerfirou
NuclearBird
shanagan
SwiftRosenthal

[X][Yuuma] It is a simmering heat, but you crush it down to cinders for now. (Minor Intimacy: Yuuma (Hatred))
No. of Votes: 3
Funeral-Pyre
Gremenor
SerbobIV

[X][Yuuma] It is a burning inferno, but you stamp it down. (Major Intimacy: Yuuma (Hatred))
No. of Votes: 2
Grinix
Kieron

Task: Choice
[X][Choice] Agree to talk more tomorrow, go home for now.
No. of Votes: 4
Funeral-Pyre
Gremenor
SerbobIV
shanagan

[x][Choice] Agree to talk more tomorrow, stay for the discussion.
No. of Votes: 3
Kerfirou
Alexander
NuclearBird

[x][Choice] Agree to talk more tomorrow, stay for the discussion.
-[x]You just want to watch and listen. They should already know your identity, but you don't know theirs.
No. of Votes: 3
mrttao
Grinix
SwiftRosenthal

[X][Choice] Agree to talk more tomorrow, stay for the discussion.
-[X] Factions/Sides and membership in the area, the relations between them, places claimed by the factions
-[X] How to stay neutral/independent
No. of Votes: 1
Kieron
Total No. of Voters: 11

[x][Yuuma] It is the embers of a dying fire. She has paid for what she's done. (No Intimacy gained)
[x][Choice] Agree to talk more tomorrow, stay for the discussion.
With a side order of -[x]You just want to watch and listen. They should already know your identity, but you don't know theirs.
Kieron that kind of discussion would probably be more appropriate for tomorrow's after-school conversation.
 
What does intimacy do?
http://theonyxpath.com/exalted-third-edition-mechanics-overview/
SOCIAL SYSTEM

  • Exalted Third Edition does not feature a social combat system. Instead it uses social influence mechanics, with a focus on character interaction, understanding the motives of other characters, and gaining trust or using appropriate leverage to influence others.
  • Exalted Third Edition characters do not have Motivations. Instead, Intimacies have been expanded to be much broader and more nuanced tools for fleshing out characters.
  • Intimacies may be "ties" or "principles." A tie is an Intimacy describing the character's feelings toward a person or place, such as "I love Prince Diamond" or "I hate the Mask of Winters." A principle may be any concept that is important to the character, such as "I cannot abide cruelty," "My word is my bond," or "I don't care what I have to do to keep my homeland safe."
  • Intimacies vary in intensity, and may be Minor, Major, or Defining.
  • Social influence actions may attempt to modify a character's Intimacies, or may attempt to convince characters to do things you want them to do. Intimacies are key to the success, failure, and possibility of such actions being attempted at all.
  • Social influence actions may be used during combat.
 
[x][Yuuma] It is the embers of a dying fire. She has paid for what she's done. (No Intimacy gained)
[x][Choice] Agree to talk more tomorrow, stay for the discussion.

Alright, changing my vote then.

edit: damn, too late.
 
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006
[x][Yuuma] It is the embers of a dying fire. She has paid for what she's done. (No Intimacy gained)
[x][Choice] Agree to talk more tomorrow, stay for the discussion.
-[x]You just want to watch and listen. They should already know your identity, but you don't know theirs.

"We'll talk more tomorrow then, but if it's alright with you Gremory-san, I would like to stay for the discussion. If only to know who to look out for," you add as she was about to speak.

She frowns before grudgingly nodding. "If you wish, I suppose I don't have a reason to stop you." Koneko merely frowns at Rias' back before slightly shaking her head and staying quiet.

You wait in silence for the Fallen Angels to arrive. It doesn't take long - soon you hear the flapping of wings and few moments later are greeted with the sight of three people walking to the park square.

At the lead is a tall middle aged looking man with black hair and blue eyes, wearing a closed grey trench coat over a white shirt, black shoes, pants, and gloves. Behind him on the right side is a tall and large breasted woman with brown eyes and long blue hair, wearing a red coat that gives away a generous cleavage that should probably leave you drooling, a matching mini skirt, and black heeled shoes. To their left is a short blonde girl with twintails and a black bow on her head, with blue eyes and wearing a black gothic lolita dress with white frills and a black bow with a green gem on the front, white thigh highs with garter straps you can see disappearing up her dress, and black flat shoes.

They stop a few metres away from the Devils(?) and you, and the man at the head sizes your group up. "Miss Gremory," he greets as he bows in what your gut says mocking manner. "I am Dohnaseek. My companions are Kalwarner and Mittelt," he gestures to the woman and the girl respectively, the latter of whom gives a cheery wave.

"Fallen Angels," you're fairly sure she's glaring at them. "Your group was allowed into the city by assurances that you had no hostile intentions towards us and the civilians. Foolishly, at the advice of my brother I eventually allowed your presence. I was only moderately surprised when I received word on a Fallen Angel attacking a civilian tonight, and upon investigating it found her," she nods to Yuuma's direction, "in said condition after having attacked a civilian which caused his Sacred Gear to activate and allow him to defeat her."

Dohnaseek glances at you, taking in your bloodied clothes before directing his attention back to Rias, while Kalawarner takes a longer look as if assessing you for a fight, and Mittelt grins lasciviously at you and winks. You're fairly sure you should be blushing from her attention.

"So tell me," Rias continues, "Why exactly should I allow your further presence in my town if this is what you are doing?"

Dohnaseek's face looks like he'd just eaten something extremely sour for a moment before he sighs. "I would... extend the humblest apologies-" he manages to somehow say through his clenched teeth, "-on behalf of our faction for actions of the leader of our group." He takes a breath and blows it out his nose, trying to center himself. "Our mission was to covertly watch after an individual Lord Azazel believed to house a dangerous Sacred Gear that could go berserk upon activation. Raynare took the mission upon herself and decided to complete it solo and left the rest of us out of the loop."

You blink. Yuuma's name is... Raynare? More lies, it seems.

"We did not know what she had planned for him, or what would have caused her to change her plans into something that resulted in this. Rest assured, she will answer for her offences," he says with a smirk. "As for our future presence in the city..." Again with the bite-out-of-lemon look. "I would humbly ask that we be allowed to reside here until... next Wednesday, for we have a package already incoming and it would be too late to change it's destination."

Rias considers him for a long moment, before eventually sighing. "Very well. But if I hear even a rumour of Fallen Angels doing anything I don't like, I will come down on you so hard you'd wish you never fell. Take her and get out of my sight."

Dohnaseek glares at Rias before slowly nodding in acknowledgement and directing Kalawarner to take Yuu- no, it's Raynare. After Kalawarner picked Raynare up like a sack of potatoes, they all grew their black wings and flied away without further actions.

You three stood there for a moment, winding down from the tension before Rias sighs and rubs the bridge of her nose with one hand, while Koneko moves in and pats her other hand consolingly. After a moment she pats Koneko on the head and murmurs something to her which causes her to blush and step away while Rias turns to you.

"Well Iss- Hyoudou-san," she hastily corrects herself with a blush, "That was the Fallen Angels. You'll still be coming over tomorrow to actually discuss things, since it's quite too late for that now?"

"Yeah," you nod and give a thumbs up. "I'll see you tomorrow then?"

She gives a nod of her own. "See you then."

For a moment you think they'd grow their own wings and fly away, but instead a blood red circle blooms from under Rias, and Koneko steps next to her before they're whisked away.

You sigh explosively and almost collapse as everything is finally over, but you steel yourself for the trek ahead. Glancing at your clothes you grimace and hope nobody sees you.

----

You sneak inside your room slowly closing the door, wincing at the click as it closes. After a few seconds of silence you breathe a sigh of relief. Your parents were already asleep when you got home, and continue to remain that way.

You want to just fall on the bed and sleep, but you manage to dredge up the effort to take off your clothes. You lump the bloodied shirt and pants into a ball and stow them under your bed for safe keeping before falling on it with a groan.

It doesn't take long before you're asleep.

You dream of the Sun and golden cities.





Choosing Caste Abilities:
  • Athletics
  • Integrity
  • Performance
  • Lore
  • Presence
  • Resistance
  • Survival
  • War
Choose 4 of the Abilities listed to be Caste Abilities, which will get a small discount on Charm and Ability Dot purchases, as well as faster Charm training.
Choose 1 of the Abilities listed to be Supernal Ability, which gets the same benefits as a Caste Ability.
However on top of that, your Essence counts as 5 for Charm Requirements, allowing you to purchase Essence 5 Charms and Charm Upgrades while at Essence 1 for that ability.
The Ability chosen as Supernal Ability can not be chosen as Caste Ability.

[][Supernal]:
[][Caste]:


Choosing Favoured Abilities:
  • Archery
  • Awareness
  • Brawl
  • Bureaucracy
  • Dodge
  • Investigation
  • Larceny
  • Linguistics
  • Medicine
  • Melee
  • Occult
  • Ride
  • Sail
  • Socialize
  • Stealth
  • Thrown
  • Craft
  • Those from the Caste Abilities List that were not chosen as Caste/Supernal
Choose 5 of the abilities listed to be Favoured Abilities, which gain the same benefits as Caste Abilities.

[][Favoured]:

-----
On today's episode, Dohnaseek gleefully throws Raynare under the bus and we learn Yuuma's real name. Since she didn't get the chance to properly introduce herself before, due to unforeseen circumstances.

I have this gut feeling that Ability choosing might be somewhat messy, any ideas if/how to make it less?
Or should I pick some/all of them myself?
 
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[X][Supernal]: Presence
[X][Caste]: Performance
[X][Caste]: Integrity
[X][Caste]: Resistance
[X][Caste]: Survival

[X][Favoured]: Socialize
[X][Favoured]: Lore
[X][Favoured]: Occult
[X][Favoured]: Awareness
[X][Favoured]: Brawl

I think this is ok?
 
[X][Caste]:: Resistance - Athletics - Integrity - Presence
  • [X][Supernal]: Survival
  • [X][Favoured]: Awareness - Brawl - Dodge - Occult - Socialize
 
we have a package already incoming
package being a cute little fallen nun they are going to kill to steal her sacred gear?
I have this gut feeling that Ability choosing might be somewhat messy, any ideas if/how to make it less?
Come up with 3 different archtypes, fill in the options yourself. and give a simple short write up of what kind of build it is.

Personally, I don't know enough exalted details to get involved this
 
Do we want to be a Brawler, a Celestial/Solar Martial Artist, or a Weapon user? Or a Sorcerer?

If we want to use awesome weapons and armour as a style, we're going to need to either find them or make them ourselves.

I know there's a few Martial Arts styles but I don't know much about them except Solar Hero Style, which is pretty much raw, untaught moves, IIRC.
 
I think I'll follow moonberserker's lead here. He seems to know more about Exalted game mechanics than me.

[X][Supernal]: Presence
[X][Caste]: Performance
[X][Caste]: Integrity
[X][Caste]: Resistance
[X][Caste]: Survival

[X][Favoured]: Socialize
[X][Favoured]: Lore
[X][Favoured]: Occult
[X][Favoured]: Awareness
[X][Favoured]: Brawl
 
Can you explain a bit on the build? why are you choosing what you did?
I think I'll follow moonberserker's lead here. He seems to know more about Exalted game mechanics than me.
That lack of mechanics knowledge by most of the players is really hurting this quest. since we are getting so few votes, and those we are getting are just shooting at the dark. we might be making a horrible build and not even know it.
I really think QM should offer a choice between a couple of archetypes and then fill in the details themselves since they actually seem to know exalted.
 
we might be making a horrible build and not even know it.
To be fair, that's where half the fun comes from.
The other half is success in spite of these handicaps.
Besides, knowing Issei's canon characterization, it's actually pretty easy to figure out an "optimal build" for him.
 
To be fair, that's where half the fun comes from.
The other half is success in spite of these handicaps.
Besides, knowing Issei's canon characterization, it's actually pretty easy to figure out an "optimal build" for him.
Fair point on the fun.
But what do you mean by being fairly easy to make a build that matches his characterization? I am really drawing a blank here
 
Can you explain a bit on the build? why are you choosing what you did?
Mainly focus on the social abilities based on that we are Zenith.
The survival and resistance to be able to resist adverse environmental effects (like other dimensions or the dimensional gap) and attacks.

Lore and Occult because magic.
The socialize will help with character interactions. Brawl to have some combat related abilities and awareness to prevent illusions and sneak attacks.
 
Mainly focus on the social abilities based on that we are Zenith.
The survival and resistance to be able to resist adverse environmental effects (like other dimensions or the dimensional gap) and attacks.

Lore and Occult because magic.
The socialize will help with character interactions. Brawl to have some combat related abilities and awareness to prevent illusions and sneak attacks.
Maybe I'm just more used to 2.5+, but I don't think we need both Presence and Performance. I would trade something for War, which would help a lot in the squad-based scenarios that dominate this setting's battles.
 
[X][Supernal]: Presence
[X][Caste]: Athletics
[X][Caste]: Integrity
[X][Caste]: Lore
[X][Caste]: Resistance

[X][Favoured]: Awareness
[X][Favoured]: Dodge
[X][Favoured]: Melee
[X][Favoured]: Occult
[X][Favoured]: War

Honestly, Exalted can pick up charms outside their Caste/Favoured Abilities, you know.

Frankly, Presence is probably the best Supernal on the Zenith list to synergize with Issei's personality and likely growth plan. Not to mention the early entry charms are some of the best social enhancers in the game, and infinitely useful. Compared to Performance, Presence is the more versatile and applicable Ability to many situations, and will allow Issei to both interact with people in diplomatic situations, as well as cow them with terror on the battlefield. It'll also help him immediately command respect. The only thing Performance might be the better option for are that Performance lets Issei use seduction really easily, and that Prayers to the Unconquered Sun are done using Performance (and Prayer is an amazing card to have up one's sleeve because all Zeniths are considered ordained Priests of the Unconquered Sun and can thus request miracles).

Athletics is an essential Ability to have lots of because it gives access to really good movement charms for getting around places, as well as self-boosters for Strength and stuff. Not sure if it'll synergize well with Boosted Gear, but at least it'll make wire-fu battles easier, as well as dominate the battlefield. Also... Thunderbolt Attack Prana. Not much else needs to be said.

Integrity is there to ensure that no-one can mind-f*ck Issei. It'll help with defending in social interaction, as well as ensure Issei's intimacies are never easily manipulated and that he can recover from mind-screws easily.

Lore's upper level charms involve screwing with Reality. GET.

Resistance is for not-dying. Survival is also a good option, but Resistance is how you tank and wear armor and sh*t, while turning your skin into steel and stuff. Having Resistance as a Caste Ability will drastically increase Issei's survivability.

As to Favoured... Awareness is an obvious choice. It's excellent as a dip to pick up the Excellency, and the entry charms are great. Preference is to amplify hearing and touch - those are more interesting than super-eyes or super-smell/taste.

Dodge is a good choice simply because it's subtle and goddamn efficient as a back-up to have. Not to mention it's good for shoring up those places where we can't just use charms willy-nilly, or can't stunt a Parry defense against ranged attackers.

Honestly, I would prefer the Melee charms to the Brawl. Melee charms tend to have the most versatility and options, whereas Brawl is really limited in scope and capability. But, Brawl may or may not synergize well with Issei's Sacred Gear (because Boosted Gear might stack with Solar Hero charms on account of it being, well, the resting place for a dragon)... I'm conflicted. I'm gonna go with Melee because Issei can easily pick up Brawl charms later, and Melee charms can still benefit from Boosted Gear's strength enhancement. Not to mention we can eventually just create Artifact Swords or pick them up from someplace, then just store them Elsewhere when they become relevant.

Also, Melee has access to Heavenly Guardian's Defense. Brawl does not have a "perfect" defense.

Occult is the Ability that lets one deal with Spirits (Of vital importance in the DxD setting) so that Issei can not only interact with Spirits, but also command them and bring them to heel to do his bidding. Or, if he wants to, shred them to bits, and feed on their energies. If need be, Issei can always invent a charm that would not only shred and devour these spirits, but gain their powers as well, so that's always an option. It also has the charms for Initiation into Sorcery... and Sorcerous Workings are amazing.

I was debating between War and Survival for the last Favoured, but settled on War - like people have said, it's essential for dealing with the small-unit battles that plague the DxD setting. Besides, we can always pick up Survival on the side fairly easily anyways.
 
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[X][Supernal]: Presence
[X][Caste]: Athletics
[X][Caste]: Integrity
[X][Caste]: Lore
[X][Caste]: Resistance

[X][Favoured]: Awareness
[X][Favoured]: Dodge
[X][Favoured]: Melee
[X][Favoured]: Occult
[X][Favoured]: War
 
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[x] kenmadragon

I like this, it is well explained and reasons. And I like the split it has between social and combat, where the focus is on social but there is still some well thought combat ability.
 
[X][Supernal]: Presence
[X][Caste]: Athletics
[X][Caste]: Integrity
[X][Caste]: Lore
[X][Caste]: Resistance

[X][Favoured]: Awareness
[X][Favoured]: Dodge
[X][Favoured]: Melee
[X][Favoured]: Occult
[X][Favoured]: War

I'll go with Kenmadragon's well-thought out reasonings as this is also sort of a good way to learn the system as well.

I'm just a little conflicted with picking melee over brawl but I'll trust the reasoning for now. I thought the Dodging charm chain was generally better than the other of the Solar Combat defense charms?

Are there any starting Charms that are a MUST HAVE for a newbie Solar? Like Harmonious Presence Meditation, Discerning Motive Technique, or Sensory Acuity Prana?
 
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Dohnaseek glances at you, taking in your bloodied clothes before directing his attention back to Rias, while Kalawarner takes a longer look as if assessing you for a fight, and Mittelt grins lasciviously at you and winks. You're fairly sure you should be blushing from her attention.
Technically not a loli, more like a short young girl. Which is probably older than your great-grandfather. Thus, totally legit.

[X][Supernal]: Presence
[X][Caste]: Athletics
[X][Caste]: Integrity
[X][Caste]: Lore
[X][Caste]: Resistance

[X][Favoured]: Awareness
[X][Favoured]: Dodge
[X][Favoured]: Melee
[X][Favoured]: Occult
[X][Favoured]: War
 
Question, are things like brass knuckles considered melee or brawl?
 
[X][Supernal]: Presence
[X][Caste]: Athletics
[X][Caste]: Integrity
[X][Caste]: Lore
[X][Caste]: Resistance

[X][Favoured]: Awareness
[X][Favoured]: Dodge
[X][Favoured]: Melee
[X][Favoured]: Occult
[X][Favoured]: War
 
I am sorry about my silence, I should have prepared more for the update which I ended up posting the night before I had to leave for some time and didn't have access to a computer long enough to do any kind of writing. I apologize for my bad conduct.

I've added descriptions from the corebook of what the different abilities do to the Character Sheet. They're also in the quote below.

I will say that Boosted Gear's rolls when punching people will fall under Brawl.

Brawl is also the Charm tree which got some of the Solar Hero Style Charms after the abolishment of Martial Arts as an Ability.

Occult also has a capstone Charm named Emerald Induction Technique. Who knows what the reactions would be if it was used...

There are no Terrestrial/Celestial/Solar Martial Arts in 3e, there are only Martial Arts and Sidereal Martial Arts. Unfortunately there are no Sidereal Sifu to teach you Sidereal Martial arts. And the only way to learn (Creation's) Martial Arts is to delve in you past lives' memories...
Archery, the discipline of using ranged weapons. The bow is the dominant form of ranged weapon in Creation in all its different varieties, from the simple wooden self bows used by subsistence hunters to the composite bows carried by the Realm's archers. However, Archery also applies to the use of more exotic weapons. In the South, weapons fueled by a reagent called firedust shoot streamers of flame rather than arrows, and in the North, the nation-states of the Haslanti League favor the crossbow.

Athletics, the discipline of physical fitness and acrobatic maneuverability. It is used in performing feats of strength, such as lifting up a fallen cart or bending the metal bars of a prison cage. It is also used for movement both in and out of combat—racing towards a distant enemy, jumping over a gaping chasm, climbing a brick wall, and swimming against a powerful tide are all uses of Athletics.

Awareness, the practiced discipline of alertness and wariness of one's surroundings. It is used for rolls to notice or pick up on sensory information, but is also important in combat, adding to the Join Battle roll that determines a character's starting Initiative and allowing her to notice hidden enemies.

Brawl, used by unarmed combatants who fight based on instinct and a natural talent for violence, rather than any particular discipline or style. It's used for punches, kicks, head-butts, shoulder thrusts, grappling, and all similar methods of using one's own body as a weapon. Brawl also conveys an aptitude for brawling aids such as brass knuckles and improvised weaponry such as chairs and broken bottles. In addition to covering attacks, Brawl can also be used to calculate a character's Parry rating in combat, although parrying a weapon capable of inflicting lethal damage with one's bare hands requires a stunt.

Bureaucracy represents a character's acumen in organizational, mercantile, and legal endeavors. Bureaucracy is used to assess and evaluate the resources—both wealth and manpower—available to one's self or one's rivals, as well as to understand the legal codes of a society or the bureaucratic structure of an organization.

Craft is used to create or repair objects through skilled labor, whether forging a sword, cutting the gem for a merchant prince's brooch, or planning and overseeing the construction of a temple. The Exalted and other supernatural beings are capable of using this Ability to create artifacts, treasures of legendary quality that possess powerful magic of their own.
Special rules: When a character first buys this Ability, she must declare an area of expertise to which her crafting skill applies. Potential areas of expertise include weapon forging, armoring, architecture, tailoring, woodwork, carpentry, cooking, and anything else a player might come up with, covering similarly broad (but not all-encompassing) concepts. Additional areas of expertise must be purchased as independent Abilities—thus, a character might have Craft (Weapon Forging) 4, and Craft (Gem-cutting) 2. Of note are Craft (Artifacts) and Craft (Geomancy); these two craft skills in specific are needed to craft artifacts and design and raise manses, respectively.

Dodge is the skill of evading one's enemies, deftly maneuvering out of the way of attacks or managing to avoid the dangers of fighting on hazardous terrain. In combat, a character's Dodge rating contributes to her Evasion, but is also used to escape from close-quarter conflicts with enemies or to take cover from the attacks of far-off foes.

Integrity is the Ability to remain resolute in one's beliefs, principles, and decisions when they are challenged, an active discipline of self-assurance and refuting opposing arguments. It contributes to a character's Resolve, which is used to resist the persuasion of socially skilled characters.

Investigation is used to uncover hidden or obscured details through close surveillance or examination, whether it is searching a magistrate's chamber for a hidden letter, unearthing clues at the scene of a murder, or reconstructing the details of a crime from the evidence presented before a magistrate at court.

Larceny covers a range of talents that fall under the general penumbra of criminal activity. Pickpocketing, lock picking, and sleight of hand are all uses of Larceny that rely on physical deftness, but it also applies to more intellectual tasks such as creating an effective disguise, hiding evidence at the scene of a crime, or navigating a society's criminal underworld.

Linguistics is the Ability used to compose works of writing—literary epics, poetic verse, propaganda pamphlets, or even a simple conversational letter. It can be used to influence the thoughts and feelings of characters who read the work using social actions. A character must have at least one dot of Linguistics to be able to read.

Lore represents a character's understanding of the world, covering academic disciplines of history, mathematics, geography, literature, science, philosophy, and similar scholarly pursuits. It can be used both to recall useful pieces of academic knowledge, as well as to perform scholarly research in a library or archive. It is also important in the forging of artifacts and the raising of manses. Players must note the subject of their character's education when selecting Lore, as this impacts the scope of what the Ability may cover for them (see p. 237 for more details on using Lore)—Lore 5 alone makes the character a world-class savant, but doesn't mean she knows everything. Lore areas of expertise can be expanded with specialties and roleplaying.

Medicine is used to diagnose and treat wounds, sickness, poisoning, and other ailments. In the Age of Sorrows, the state of Creation's medical practice is primitive, with bone saws, sutures, and scalpels representing the most advanced medical technology a physician might have access to. In some of Creation's cultures, methods of folk medicine such as herbal treatments, acupuncture, or therapeutic yoga take the place of traditional surgical implements, and can be just as effective, if not more so, in treating certain ailments.

Melee is the Ability of hand-to-hand weaponry, covering swords, knives, hammers, axes, lances, and any other weapon used in close quarters. It is used both to attack with these weapons and to calculate a character's Parry rating when she blocks enemy attacks

Occult represents an instinctive facility for dealing with Creation's mystical and otherworldly elements. It describes a rapport with the uncanny and things normally held beyond mortal ken. This includes understanding of the nature, powers, and ways of gods, ghosts, and demons, but also a sense of those things beyond the ken of Heaven and the gods. Occult is vital to the exorcist and the shaman whose arts cannot be taught to those lacking proper sensitivity, and also to the sorcerer, whose senses pierce the veils of the universe.

Performance is the Ability of influencing others through creative or artistic displays, covering both traditional forms of artistic expression such as music, dance, and poetry, as well as rhetorical speaking through prepared speeches or oratory. It can be used to influence the thoughts and feelings of other characters through social actions.

Presence is the Ability to effectively lead, intimidate, or persuade through force of personality. It can be used to influence the thoughts and feelings of other characters through social actions. When a hot-blooded general rallies her troops with an inspiring battle cry, a witty conversationalist charms those around her over the course of a party, or a thief blurts a convincing explanation for how she came into possession of a carved jade idol, all of these characters are using Presence.

Resistance is the learned Ability of coping with pain, disease, fatigue, and other forms of physical weakness. In combat, it is useful for fighting through the deleterious effects of poisons used by dishonorable foes, or weathering the perils of fighting over hazardous terrain.

Ride is used to ride on a horse, ox, or more exotic mount, as well as to maneuver in vehicles such as chariots or carts that are led by horses or beasts of burden. In combat, the Ride skill is used for moving across the battlefield while mounted. Also includes riding motorcycles and cars.

Sail is used to captain a seafaring vessel through the great oceans and rivers that make up much of Creation. It is used both for maneuvering a vessel and for plotting a course using sea charts and navigational instruments. While the vast majority of vehicles in the Second Age are ocean-faring ships, the Sail Ability can also be used to pilot more exotic vessels, such as the hot-air balloon skyships used by the Haslanti League or many of the ancient, wondrous vehicles lost with the First Age.

Socialize is a character's understanding of the social context in which she acts, encompassing both knowledge of decorum and etiquette as well as how to use them to one's advantage in persuasion or manipulation. In formal social situations such as an aristocratic court or a ritualized ceremony, a character can use Socialize to influence the thoughts and feelings of other characters with social actions. Socialize is also used both to read the emotional tells or body language of other characters to discern their inner thoughts, and to conceal such tells on one's self, contributing to a character's Guile rating.

Stealth is used to avoid being noticed, evading the sight of one's pursuers through physical deftness and cunning. In combat, it can be used to catch foes unawares with sneak attacks or to hide from threatening enemies. Outside of combat, it can be used for covert surveillance, silently infiltrating a guarded building, or blending into a crowd after committing a crime.

Survival is the Ability used to traverse and survive in wilderness environments. It covers the basic rudiments of outdoor survival, such as finding shelter, finding fresh water, and gathering food, as well as tracking, navigation, and handling animals.

Thrown is the Ability used for weapons designed to be thrown at an enemy, rather than those which fire projectiles. Throwing knives, shuriken, javelins, chakrams, and nets are all used with this Ability.

War is the Ability of understanding strategy and tactics. It is used both to direct the long-term progress of a war, planning battles to gain the upper hand over enemy forces, as well as to command the soldiers or warriors that serve a character directly in battle.
 
I will say that Boosted Gear's rolls when punching people will fall under Brawl.
Thanks for the clarification. In that case changing mah vote to swap out melee for brawl. everything else is like kenmadragon's plan... its well thought out plan but QM's clarification on our sacred gear falling under brawl gives brawl a priority.

[X][Supernal]: Presence
[X][Caste]: Athletics
[X][Caste]: Integrity
[X][Caste]: Lore
[X][Caste]: Resistance

[X][Favoured]: Awareness
[X][Favoured]: Dodge
[X][Favoured]: Brawl
[X][Favoured]: Occult
[X][Favoured]: War
 
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Thanks for the clarification. In that case changing mah vote to swap out melee for brawl.
*checks rarely-used 3E pdf*

Glorious Solar Saber still exists, but it seems the Holy keyword no longer does. So... sure, let's go with the weapon we already have and leave the swording to the sword-y people.
 
I will say that Boosted Gear's rolls when punching people will fall under Brawl.
Do note guys, that it's only punching (edit: or grappling or bottle swinging or kicking) with Boosted Gear that counts as Brawl - which is normal for Brawl anyways. This doesn't preclude one from using Melee and still benefiting from the physical/magical amplification provided by Boosted Gear.

Unless Boosted Gear only works for Brawl actions, and cannot be used to amplify the strength of a blow when using a sword or stick in Melee - which makes no sense. The Gear works by amplifying all physical/magical power, so there shouldn't be a reason why it won't also enhance Melee actions.
 
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