The Rim and the Hammer (Exalted/Warhammer Quest)

[x] Puff the Magic Dragon
-[x] A woman: Breath of Fresh Air, known as puff for short.
-[x] From the blood of the dragons who kept their vows, you are one of the Azure Dragons(Costs 2 Bonus points Roll 4d6 for stats)
-[x] Appearance: Breath of Fresh Air was a bright and exuberant child, always on the small and delicate side of her peer group. A fact that got her the teasing nickname of Puff "since she was too small to be a proper breath". As an exceedingly late bloomer, this annoyed her right up until puberty and exaltation hit her like a few tons of bricks.
—[x] Her brass like feathers deepened into a rich gold, contrasting strongly against her dark black hair, even as she filled out into an towering and positively Amazonian build. Her features went from delicate to sharp, giving her blue eyes a piercing gaze even when she isn't particularly trying for one. In the decades since, she's come to privately delight in the responses people have to the first time she asks them to call her Puff.
 
The dragon blooded and first age cultural stuff are kind of fun in a different way than other exalted. I like the potential interaction with otherwise mundane things that comes from it being in a family.

I'm imaging stuff like an overworked dragon blooded parent using excellency to convince their kid to go to sleep, or a kid screwing around and getting one of those silly names shouted at them in full mom voice.

"Shard of Heavenly Excellence Resounding what are you doing?! Put down that frog and get out of the creek, you're going to catch a cold"

Since IC they can develop new charms, I'd bet that there'd be a low key charm set for this that quietly goes down the bloodline.

Shooting elemental bolts is great and all, but the most prized secret techniques are stuff like All Knowing Parent's Onomatomancy and Distant Diaper-Changing Deftness. :V
 
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A non-Exhaustive list of potential traits

Inherent
Genius (+3 to all stats) -2 Bonus points
Strong (+2 to Combat+1 to Diplomacy) -1 Bonus Point
Strong Wings (+2 Diplomacy with People of the Air; +10 to all rolls that depend on the speed of one's flight)-1 Bonus Point
Buffeting Wings (+5 Combat; greater chance of wings being injured in combat) -1 Bonus Point
Sharp Gaze (+3 Intrigue May re-roll a failed perception roll such as against an ambush as long as it depends at least partially on physical cues) -1 Bonus Point

Social Traits
Multi-Lingual (+1 Diplomacy You learned all the other Direction Languages from tomes alone +20 to rolls to learn new languages) -1 Bonus Point
Aura of Authority (+2 Diplomacy) -1 Bonus Point
Gregarious (+2 Diplomacy -1 Intrigue) -1 Bonus Point

Profession
Thaumatuirgic Healer (+2 Learning +1 Piety; can roll to patch up battle wounds reducing the penalty they give in combat by half; In case of crippling injury can prevent it from taking hold with a DC 60 Learning roll) -2 Bonus points
Spirit Speaker (+2 Learning; +2 Piety +10 when conversing with spirits of air frost and similar concepts) -1 Bonus Point
Wyldguard (+1 Martial +1 Intrigue; Re-roll a failed roll against enchantment once per battle or engagement) -1 Bonus Point
Thaumatuirgic Engineer (+5 Learning -1 Martial; Stewardship and Intrigue; +15 in understanding Wyld Effects) -2 Bonus points
Beast-Tamer (+3 Martial +1 Learning; a Wyld-tocuhed flying war-beast to be your steed; allows for taming other such creatures if you can find them) -2 Bonus points

Special
Relic Finder Lore (+6 Learning Allows access to the fundamentals of a forbidden lore thanks to your experience delving into First Age Ruins) This can include things like Astrology, Necrotech or even Sorcery, though you do not necessarily have the Essence to make use of it -3 Bonus Points
Elemental Kinship (+2 Learning +2 Diplomacy; begin with the friendship of a Thunderbird one of the rainbow hued warlike air elemntals; the spirit will aid you if you have need of, particularly in battle; and its favor leaves some indelible mark on you) -3 Bonus Points
 
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@BronzeTongue

Okay, by raw stats then, taking the Mortal is clearly better.
The stats you can get for 4 more bonus points are more than the 1d6 from being Exalted.
And things like Sorcery or first-age-tech can be taught to others, unlike "be Exalted".

Now I know that's just the start and an Exalted will have a greater potential in just about everything, but for the first events of the new world, this does look better.
Why not have an old mortal lead the transition here, before taking a more long-term PC as her successor?
 
I won't be harmed by the cold that is my birthright, as the breath of our mother Mela flows in my veins!
> Talking back after your mother had to come find you

Bold strategy cotton, let's see how it plays out.

Seems to me like genius is probably one worth taking regardless of build.

For Gus I'd say genius+Gregarious would be good.

Puff would be genius+strong for flavor reasons.

Carrie has the budget for some of the more interesting stuff on top of that, but ultimately our leader is a leader, they shouldn't be built like our head of R&D.

@BronzeTongue

Okay, by raw stats then, taking the Mortal is clearly better.
The stats you can get for 4 more bonus points are more than the 1d6 from being Exalted.
And things like Sorcery or first-age-tech can be taught to others, unlike "be Exalted".

Now I know that's just the start and an Exalted will have a greater potential in just about everything, but for the first events of the new world, this does look better.
Why not have an old mortal lead the transition here, before taking a more long-term PC as her successor?
Exaltation is kind of a big deal, I don't think it's limited to being a 1d6 star boost. They're supposed to be mortal+, not the sort you overcome with simple life experience.

We don't need a leader who's build is optimized for something other than leading.

Edit: this is especially true because our exalts will have been around for a while as well. Unless our ancient dragon blooded have been sitting around doing nothing they should have some ability with interesting lore, even if we personally can't interact with it.
 
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We talking social-focused, or more like administration/bureaucromany focused?
That is, do we want a politician/orator, or just someone who is focused on administrative work and running things?
 
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We talking social-focused, or more like administration/bureaucromany focused?
That is, do we want a politician/orator, or just someone who is focused on administrative work and running things?
Social focused is probably the way to go, with a dip into combat stuff because that matters in warhammer politics.

The job of a leader is to be good at organizing and directing groups of people. Knowing who to trust, who's skills are best applied where, and how to keep the whole apparatus moving.

Paper pushing is part of that, but we can share the load with functionaries for a lot of that. Interacting with other leaders and keeping our own internal power players playing nice is a more important role for the person on top to fill.

Or that's how I see it anyway.
 
I'm surprised there aren't any god blooded plans. I like both of the ones I wrote, but a god blooded would be a decent compromise between either of them and @Artemis1992 's build.

We could take a full social gregarious+aura of authority + multilingual feature set and still have room for genius. Alternatively, take a social traits and relic lore to play as Indiana Jones.

Purely because I'm having fun with the character design:

[] Indiana Jones and the Crystal Scrub
-[] A man: Questing Breeze of Old Oddities, Oddy for short
-[] From the gifts and the trysts of the small gods, you are God-Blooded (Roll 3d6 for stats re-roll lowest)
-[] Appearance: Indiana Jones with wings the color of golden desert sand.

Then load him up with aura of authority, wyld guard, and relic finder: Sorcery to dunk on Tzneetch.

A good social spec exalt would be better for what we actually need to do, but this would certainly still be fun.
 
[X] Indiana Jones and the Crystal Scrub
-[X] A man: Questing Breeze of Old Oddities, Oddy for short
-[X] From the gifts and the trysts of the small gods, you are God-Blooded (Roll 3d6 for stats re-roll lowest)
-[X] Appearance: Indiana Jones with wings the color of golden desert sand.

I like this variant more.
 
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It is unlikely in the extreme that our leader will change by the way, unless removed by the people, or combat. All the air folk have the Longevity trait. Which means you roll Stamina+Essence roll at Difficulty 2 every 10 years after 100+10 per essence, and you only die of old age if you fail. Or 100+20 years per point of stamina depending on the version.
 
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It is unlikely in the extreme that our leader will change by the way, unless removed by the people, or combat. All the air folk have the Longevity trait. Which means you roll Stamina+Essence roll at Difficulty 2 every 10 years after 100+10 per essence, and you only die of old age if you fail. Or 100+20 per point of stamina depending on the version.
I was thinking about good old retirement after having served the community for a long time.
 
It is unlikely in the extreme that our leader will change by the way, unless removed by the people, or combat. All the air folk have the Longevity trait. Which means you roll Stamina+Essence roll at Difficulty 2 every 10 years after 100+10 per essence, and you only die of old age if you fail. Or 100+20 years per point of stamina depending on the version.

Keep in mind of someone gets too old to fly a good show at the Festival of the Dawn they do go into (honorable) retirement, you do not literally stay in power until you die of old age.
 
[] Stone Skies and Steel Suns
-[] A man: Soaring Sozai of Crystal Skies
-[] From the blood of the dragons who kept their vows, you are one of the Azure Dragons (Costs 2 Bonus points Roll 4d6 for stats)
-[] Other Traits
--[] Relic Finder Lore (Sorcery)

The intention is to build somebody who can eventually be on good terms with the Dawi and passable terms with everyone else. Mountains mean that Dawi and Ogres are the only likely encounter.

In the short term, not getting mooked by creepy Chaos shit is the priority.

Also, voting is not open right now it seems.

[] Indiana Jones and the Crystal Scrub

This is also a plan I like.

Honestly isn't that odd? I thought even weaker Exalted were generally more competent than mortals, enlightened or not.

Part of that is true. But being exalted is less "Inherently superior" and more "Inherently more potential + a higher baseline". Plenty of Exalts have weaker stats than mortals in multiple areas.

But the big reason I'm making Dragon Blood part of my plan is that I eventually want to develop human-capable Qhaysh - in my case funneled through techno-sorcery. So I want a leg up on manipulating multiple winds.
 
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Honestly isn't that odd? I thought even weaker Exalted were generally more competent than mortals, enlightened or not.
Not in pure stats.
They can temporarily be better than mortals by using their Charms.
Much better even.

But until the Exalted is pretty experienced and powerful he can't keep it up forever.
The Exalt might also learn fast, at least in some associated skills.
 
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