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[3E] Trap-based Exalted assassin?

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  • [3E] Trap-based Exalted assassin?

    Hey guys,

    I've been kinda writing myself in a corner, and I could use a bit of backup. Short story: I started seeding all those rumors about some badass Exalt that not even his targets have ever seen but whose battles leave massive proprety damage. Thing is, my players are now mostly expecting an Sealth and Archery or Thrown-based killer. Which is mostly on the money, but I really wanted to toy with their expectations a little bit, and have his straight combat abilities be more secondary to his big thing: traps and tricks and misdirection - Something of a guerilla warrior, if you will.

    I was originally inspired by a though when reading an 2e Abyssal Thrown Charm that could delay damage at will, and I really liked the idea of a guy hiding out of sight, while triggering explosions that caused panic and exhausted his targets until he's ready to drop in for the killing strike.

    Thing is, while I can dig the concept (a high-tension chase as the players try and track him down before he can exhaust and finish them, with double-blinds, split-the-party scenarios, all that jazz), I can't seem to create a decent trap-based toolkit : there's the Environemental damage rules, which can be coupled with Poison rules, but there's no real way to "Exalt-ify" those. Maybe throwing some Craft Charms to create impromptu traps in a couple seconds. Or exploiting Stealth Initiative trick and stunt those as him dropping misdirections to confuse and prepare for the kill. I'm kinda digging for ideas at this point.

  • #2
    It would be cool to get a Trap charm in Craft or Survival.

    I have a PC in my group who is a Twilight that Has Craft Traps and Survival.


    It is a time for great deeds!

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    • #3
      There were some Survival Charms geared toward this in prior editions.

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      • #4
        There's also the Archery Charm in Miracles that let's you fire an arrow into the air that will then come crashing down when someone walks through marked place, with some other conditions I don't recall. Aping that for a thrown application could work.

        If you have the 2e Compass Auto there were hazard rules based off of environmental effects that could be good inspiration, and wouldn't be too difficult to adapt to 3e.

        It could also be cool, and so kosher in my book, for trap spells. Arcane triggers with occult effects. Speak the curse of the Forsaken Sailor (think of a better name) and your target's lungs start to fill up with sea-water when they betray you, with their only way to survive being to submerge themselves in water (where their lungs miraculously fill with air) until the curse can be lifted.


        Raksha are my fae-vorite.

        Reincarnation of magnificentmomo.

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        • #5
          Originally posted by MoroseMorgan View Post
          There's also the Archery Charm in Miracles that let's you fire an arrow into the air that will then come crashing down when someone walks through marked place, with some other conditions I don't recall. Aping that for a thrown application could work.

          If you have the 2e Compass Auto there were hazard rules based off of environmental effects that could be good inspiration, and wouldn't be too difficult to adapt to 3e.

          It could also be cool, and so kosher in my book, for trap spells. Arcane triggers with occult effects. Speak the curse of the Forsaken Sailor (think of a better name) and your target's lungs start to fill up with sea-water when they betray you, with their only way to survive being to submerge themselves in water (where their lungs miraculously fill with air) until the curse can be lifted.
          Lets please not exaltify the Aboleth. Please.



          Please!

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          • #6
            I would model it after Master Plan Meditation, with a pool of contingency points generated by an (Intelligence + Survival) roll that can be used in a prepared area to misdirect opponents or lure them into traps.

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            • #7
              If you want to do this concept in Craft, I think you can do most of it with Craftsman Needs No Tools, which can let you make a basic project in seconds and a major project in minutes to hours. So, just declare that a trap is an environmental hazard that is triggered by failing to evade it or whichever.

              If you want to exaltify it a bit more, you could have artifact traps that could automatically deploy themselves and do all sorts of weird things. Or, at a lower level, traps that involve firedust and other alchemical materials.

              Alternately things which let you "hang" sorcery on a location, so the first person who walks through gets hit with Obsidian Butterflies or something.


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              • #8
                Hey, Sorry for the late answer. First a couple general thoughts:

                I think my concept for now is not really in the sorcerous side - I see something more of a guy doing normal stuff Exaltingly well. But, if push comes to shove, I guess custom trigger on spell could be a quick and dirty solution.

                Originally posted by Saur Ops Specialist View Post
                There were some Survival Charms geared toward this in prior editions.
                I'll try and have a look, but if you got at least an Exalt type or, heavens bless, a book to refer?

                Originally posted by MoroseMorgan View Post
                There's also the Archery Charm in Miracles that let's you fire an arrow into the air that will then come crashing down when someone walks through marked place, with some other conditions I don't recall. Aping that for a thrown application could work.
                Ooh, that's a nice one. it could help as a "quick effect" to cover gaps in defenses, trying to work up to the "main guns" that have been placed in advance.

                Originally posted by Eric Minton View Post
                I would model it after Master Plan Meditation, with a pool of contingency points generated by an (Intelligence + Survival) roll that can be used in a prepared area to misdirect opponents or lure them into traps.
                I COMPLETELY missed the Larceny tree. It feels like the basic core of what I'm trying to tinker up - with that and Survival Ex, it sounds doable to do pretty much any kind of insane doomtrap. I'm thinking distraction attacks (reduce perception pool to spot the real trap, instead of the fakeout), or even cornering strategies (reducing mobility pools), to adding special effects to traps (handicaps and poisons looking like the big ones)

                Yeah, I feel like I'm gonna roll it up as a Survival/Stealth specialist, with some Craft and Thrown. Probably going to try and drag the PCs into a couple of pre-prepared traps first and then either try and finish the job or throw an extra trap or two via an ersatz of that "hanging arrow" thing. The rest will probably be mostly description and stunts and it should be allright.

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                • #9
                  Originally posted by Sagara View Post
                  I'll try and have a look, but if you got at least an Exalt type or, heavens bless, a book to refer?
                  Caste Book Zenith; it's fairly understandably laid out. Also, page 21 of the first edition storyteller's companion had a Dragon-Blooded Lore Charm that could create incendiary traps; it went sadly unused in Exalted: the Dragon-Blooded.

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                  • #10
                    Goddammit, forgot to check up 1st Ed. Thanks!

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                    • #11
                      Supernal stealth & give him/her some craft & survival charms... You will find they will be able to lay traps right in their path easily... Maybe some Awareness & investigation charms too... I have learned that one does not need combat related charms to be extremely dangerous.


                      If you think nobody cares if you're alive, try missing a couple of payments.

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