Gems in the Wastes (Exalted/Warhammer Fantasy/CK2)

Well, yes, these are all okay points, but I think you're missing something: All of the stuff you listed can easily be done by Sovereigns (who specialize in Craft, Integrity, Performance, Socialize and War). What you really should be asking is, "What do DBs have the Sovereigns don't, or are better at?" In my eyes, though I'd need to double check when I'm not away from my PC to make sure:

  1. Healing. Sovereigns are decent at curing illnesses, but without notes I don't think they have any method of quickly healing injuries.
  2. Animal handling, don't have any of that to my knowledge either.
  3. Stealth: Sovereigns are brightly shining rainbow demigods, they are NOT subtle in anything save for their words.
  4. Speed in/out of combat except when crafting.
  5. Martial Arts, so long as one DB is Immaculately trained, they are likely better than any Sovereign monk.
Again, I'd need my copy of the Exigents book to make sure, but these are some examples that come to mind.

Working together. Dragonblooded gathered on a hearth (I think that is their name for a Circle), one of each element and sworn to each other are stronger than the sum of their parts.
 
Working together. Dragonblooded gathered on a hearth (I think that is their name for a Circle), one of each element and sworn to each other are stronger than the sum of their parts.
Manipulating non earth elements?
Yes, stuff like that.

In other news, inspiration has struck me, to my detriment. And now what was once 2k words has ballooned into 5k. Damn me and my desire for exposition, I guess. At least there's not more stuff you need to vote on than what I had already written before.
 
Well, yes, these are all okay points, but I think you're missing something: All of the stuff you listed can easily be done by Sovereigns (who specialize in Craft, Integrity, Performance, Socialize and War). What you really should be asking is, "What do DBs have the Sovereigns don't, or are better at?" In my eyes, though I'd need to double check when I'm not away from my PC to make sure:

  1. Healing. Sovereigns are decent at curing illnesses, but without notes I don't think they have any method of quickly healing injuries.
  2. Animal handling, don't have any of that to my knowledge either.
  3. Stealth: Sovereigns are brightly shining rainbow demigods, they are NOT subtle in anything save for their words.
  4. Speed in/out of combat except when crafting.
  5. Martial Arts, so long as one DB is Immaculately trained, they are likely better than any Sovereign monk.
Again, I'd need my copy of the Exigents book to make sure, but these are some examples that come to mind.
Some ideas:
1. Dragon-blooded exalt as teenagers so they have a higher essence (at character creation). This benefits them in martial arts and evocation as those are locked by essence.

2. Dragon-blooded are resonate with jade, the most common type of magical material, and neutral with almost all others. Sovereigns start as neutral with adamant, rather rare material, and dissonate with almost all others, though they can get resonance with an essence 3 charm.

3. If we are going to be near an ocean, sail charms, because we might want an admiral for the navy.

4. To get going a Sovereign need to find a charm that lets them get to 1 anima. If nothing presents themselves, they might have a cap at 4 dice. Dragon-blooded are always in reach of their cap (max 6) and all their excellencies have a little special bonus in efficiency.
4b. Them being efficient is also a good thing considering we are in Warhammer and might not want to have to fight a small village for using magic, when they light up going iconic. If they have to limit themselves for this then the DB would be better at it due to that little efficiency.

5. Generous limit break terms. DB don't have a track at all.

6. Stealth, but also spy stuff. Disguises, hidden codes, hide weapon abilities, a charm that lets them have the wind carry a message miles, having varying aspects that might help not be detected.

7. We don't have to convince a member of the royal family to take an assignment, like we would with a Sovereign. Like spy work or fighting rats.

8. Bureaucracy charms. To help the economy along and improve stewardship.

I would argue that a DB would be a decent choice in all the positions and would be a better underground fighter then the Sovereign due to also having a synergy with the underground and having more direct access to the relevant charms, not to mention trying to convince a prince to spend his time fighting rats or goblins.
 
CC Part 2 Vote Closes + DICE ROLLING
Alright folks, I'm closing things earlier here so that we can get something important done soon enough. Our winner is the Magic Revolution plan, putting our stat priority as follows:

Learning
Combat
Martial
Diplomacy
Stewardship
Intrigue
Piety

What I would like those in the thread to do is roll 4d5 using the dice feature here, one set per person. I need 7 sets of 4d5 total in order to determine our character's stats. Once this is done, I will post the next update. If we can get this done in the next hour and a half or so, then I can publish part 3 immediately, otherwise I'll need to wait to do that until I get off of work.
Scheduled vote count started by Critian Caceorte on May 17, 2024 at 9:39 AM, finished with 89 posts and 16 votes.

  • [X] Plan Magic Revolution
    -[X] If you had any respect for the gods, you certainly didn't demonstrate it (Piety)
    -[X] Sword (Melee)
    -[X] Compassion
    -[X] -fade (0)
    -[X] You were able to instruct a class of five random children from all walks of life, with all of them becoming Sorcerers in their own right. (Occult)
    -[X] Invulnerable Skin of Bronze
    -[X] Second Circle Demon
    [X] Plan: Solars and Demons
    -[X] Secrets and hidden meanings slipped past you like water around rocks (Intrigue)
    -[X] Sword (Melee)
    -[X] Compassion
    -[X] become overwhelming (+1)
    -[X] You were able to instruct a class of five random children from all walks of life, with all of them becoming Sorcerers in their own right. (Occult)
    - [x] First Circle Demon
    -[X] Second Circle Demon
    [x] Plan: Antimatter Legion
    - [x] A bronze skin athletic man with white hair and gold eye, wearing a regalia made of leopard skins. Some parts of his body, mainly his arms, released black smoke.
    -[X] If you had any respect for the gods, you certainly didn't demonstrate it (Piety)
    -[X] Sword (Melee)
    -[X] Compassion
    -[X] -fade (0)
    -[X] You were able to instruct a class of five random children from all walks of life, with all of them becoming Sorcerers in their own right. (Occult)
    - [x] First Circle Demon
    - [x] Magma Kraken
    [X] Plan: Fuck Nurgle
    -[X] MCU T'Challa
    -[X] If you had any respect for the gods, you certainly didn't demonstrate it (Piety)
    -[X] Sword (Melee)
    -[X] Compassion
    -[X] -fade (0)
    -[X] You invented a universal cure for many diseases, including pneumonia, meningitis and many others! (It's an antibiotic which uses a rather common form of mold) (Medicine)
    -[X] Invulnerable Skin of Bronze
    -[X] Second Circle Demon
 
Just need one more, and then everything will be finalized. So far we've got 17, 16, 14, 13, 12 and 7. Hopefully our last roll won't be lower than a 7.
 
Which gives us the base values:

Learning: 17
Combat: 16
Martial: 15
Diplomacy: 14
Stewardship: 13
Intrigue: 12
Piety: 7

Not too shabby as rolls go.
 
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Learning: 17
Combat: 16
Martial: 15
Diplomacy: 14
Stewardship: 13
Intrigue: 12
Piety: 7

Not too shabby.

We get +1 to Diplomacy from our teaching experience, upping it to 15, but yeah, those stats are good. Indeed, given that we're at +10 over humans and +5 over Sovereigns as a Solar, that's Learning 27 through Piety 17 by mortal standards, and Learning 22 through Piety 12 even by Sovereign standards.

And, from a pure 'dice averages' perspective, 12 is the average on 4d5, so that's 5/7 above average stats and only 1/7 below average. That's very good.
 
We get +1 to Diplomacy from our teaching experience, upping it to 15, but yeah, those stats are good. Indeed, given that we're at +10 over humans and +5 over Sovereigns as a Solar, that's Learning 27 through Piety 17 by mortal standards, and Learning 22 through Piety 12 even by Sovereign standards.
You're sure our stats are that high compared to regular humans?
 
I mean, at chargen we had Mortal as an option and were told our bonuses on things were equal to Stat -10 while for Solars it is equal to the Stat, so yeah.
Thanks, I missed that info.

So yeah, our lowest stat is still better than what most human will reach. We're powerful, but shouldn't forget that elves and other immortals can very much be our equals, and even our superiors.
 
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Thanks, I missed that info.

So yeah, our lowest stat is still better than what most human will reach. We're powerful, but shouldn't forget that elves and other immortals can very much be our equals, and even our superiors.

I would not go so far as to say that ordinary elves are out equals, elven heroes sure and dwarvish and human just the same, but in terms of what we can do... Sango is like a if a daemon prince was not obliged to go back into the warp. Only instead of Chaos it's Holy, Sun and Virtue while suffering under a curse that will twist all our great works to ruin at the worst times.Actually no, I know what we are most like as far as the local comparisons. Sango is the answer to the question 'what if Anaerion was a nerd instead of a jock?'. :V
 
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Thanks to all who rolled. I'll get started on a character sheet with everything once I get home. For now, I've used @RXIV 's post as a temporary reference.

Same as the character sheet, I'll post the next update when I get home. It's probably going to be the most important part of this whole process.
 
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