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  • Emerald Wasp Style

    Hey there fellow Exalts! We've just completed and released our first Martial Arts splat, Emerald Wasp Style on the Storytellers Vault. In this martial arts manual you'll find the following:

    -Style Introduction
    -Charm Tree
    -Eleven (11) Charms

    This is a homebrew splat that comes complete with charms and accompanying mechanics, ready for use in 3E games. Should you use it in your game we would love to hear about it! Or if you have any feedback for James (Epee102 ) and me as the creators, please feel free to reach out to us!


    Emerald Wasp Style MA splat, link here: https://www.storytellersvault.com/pr..._45735_0_0_0_0

    ***Another big thank you from James and me! Your support means a lot to us!
    Last edited by TheSly9; 04-09-2019, 05:53 AM.

  • #2
    Overall I think it's a very cool style! I'm not experienced enough to judge balance very well, but I didn't see anything obviously crazy.

    I do find it a little disappointing that you basically need to be in Emerald Wasp Form (so as to implant needles) in order to use basically any of the post-Form Charms, because it removes potential for synergy with other styles. But oh well.

    Snap Roach's Limb Into Place specifies "1+ needles" in its cost, which makes sense -- I assume you have to use up one needle to activate the Charm at all, and then additional needles to increase the duration. The later Charms in the style don't list needles as part of their cost, although it certainly sounds like most of them are meant to use up needles (aside from The Larva Burrows Deep. It seems like they probably should, just so everything is clear.

    Sting the Mind has a duration of 1 turn per needle expended. That's fine for combat purposes, but if you're not in a fight (like if you've been using Wasp Among the Ants to stealthily plant needles) then social influence doesn't really have "turns." Is it reasonable to just assume you can take advantage of the difficulty reduction for one influence attempt per needle expended?

    Does planting needles via Emerald Wasp Form work the same way for both withering and decisive attacks? Also, if you're using Wasp Among the Ants to plant needles, what determines the number of needles you can plant (since you're presumably not attacking the victim for damage as you massage them)?

    Also, there are Mastery benefits but no Terrestrial keywords. It seems a little odd for a style (other than the Immaculate styles) to not have any Terrestrial downgrades -- is that deliberate?

    Finally, there are some minor spelling and grammar issues. It's not a huge deal, but it couldn't hurt to give it another editing pass.

    Comment


    • #3
      Originally posted by Jefepato View Post

      Sting the Mind has a duration of 1 turn per needle expended. That's fine for combat purposes, but if you're not in a fight (like if you've been using Wasp Among the Ants to stealthily plant needles) then social influence doesn't really have "turns." Is it reasonable to just assume you can take advantage of the difficulty reduction for one influence attempt per needle expended?

      Does planting needles via Emerald Wasp Form work the same way for both withering and decisive attacks? Also, if you're using Wasp Among the Ants to plant needles, what determines the number of needles you can plant (since you're presumably not attacking the victim for damage as you massage them)?

      Also, there are Mastery benefits but no Terrestrial keywords. It seems a little odd for a style (other than the Immaculate styles) to not have any Terrestrial downgrades -- is that deliberate?

      Finally, there are some minor spelling and grammar issues. It's not a huge deal, but it couldn't hurt to give it another editing pass.
      Thanks for the feedback!
      I’ll write up a more detailed response when I can (data issues) but : for mind, one social influence per needle is correct.
      For the terrestrial keyword, honestly terrestrial limits are difficult for me to think of compared to mastery buffs, especially with a bit of a bizarre style. The next style we present I believe has a few terrestrial effects as it’s more bizzare. For Wasp Among Ants, Ill clarify in the next update—for decisive vs withering the rules are the same if I recall correctly. As for typos and the like, we’ll give it another pass and have an updated version ready with our next release.


      Storyteller Vault Productions: The Book of Laughing Serpents, Vol 1,The Book of Laughing Serpents, Vol. 2 https://www.storytellersvault.com/m/product/273213 Patreon, with my own games, here: https://patreon.com/undeadauthorsociety My folklore research and horror writing blog, here:http://undeadauthorsociety.com

      Comment


      • #4
        Really neat concept, there's a Dragon-Blooded antagonist in my game for whom the style would be conceptually perfect, so I'll probably have some more detailed balance feedback when/if the Circle meet her again.

        Definitely agree that the Form charm could use a bit of a rework; locking the mechanics for a lot of the post-Form charms behind a mechanic that only works in Form is a no-no, and the Form also lacks a condition to activate it reflexively.

        Lack of Terrestrial keywords is strange, but I'm cool with it; it's unorthodox design, but it's the Storyteller's Vault, you're allowed to mix things up a bit.

        Not 100% sold on the implementation of Wasp Among Ants or Sting the Mind; conceptually, I definitely see what you're going for and I'm here for it, but I get the sense that trying to use it rules-as-written would lead to some potentially frustrating arguments about how things work. I'd have to glance at White Veil Style to see how a similar concept was implemented before, but Sting the Mind in particular seems like it could lead to arguing about what kind of roll is allowed in the first place.

        (Also, strictly speaking, social actions don't have a difficulty, they're opposed by Resolve, but that's such a nitpicky nitpick.)

        Spelling and grammar could definitely use another pass for polish, but nothing I saw interfered with comprehension. I think using 'needles' in the fictional description of Snap Roach's Limbs Into Place is a mistake, though, since 'needles' refer to a specific mechanic in the style.

        Overall, pretty cool, though!

        Comment


        • #5
          Originally posted by Kerredai View Post
          Really neat concept, there's a Dragon-Blooded antagonist in my game for whom the style would be conceptually perfect, so I'll probably have some more detailed balance feedback when/if the Circle meet her again.

          Definitely agree that the Form charm could use a bit of a rework; locking the mechanics for a lot of the post-Form charms behind a mechanic that only works in Form is a no-no, and the Form also lacks a condition to activate it reflexively.

          Lack of Terrestrial keywords is strange, but I'm cool with it; it's unorthodox design, but it's the Storyteller's Vault, you're allowed to mix things up a bit.

          Not 100% sold on the implementation of Wasp Among Ants or Sting the Mind; conceptually, I definitely see what you're going for and I'm here for it, but I get the sense that trying to use it rules-as-written would lead to some potentially frustrating arguments about how things work. I'd have to glance at White Veil Style to see how a similar concept was implemented before, but Sting the Mind in particular seems like it could lead to arguing about what kind of roll is allowed in the first place.

          (Also, strictly speaking, social actions don't have a difficulty, they're opposed by Resolve, but that's such a nitpicky nitpick.)

          Spelling and grammar could definitely use another pass for polish, but nothing I saw interfered with comprehension. I think using 'needles' in the fictional description of Snap Roach's Limbs Into Place is a mistake, though, since 'needles' refer to a specific mechanic in the style.

          Overall, pretty cool, though!

          Thanks for the comments! I'll be reworking some of the post form charms to allow for non-form use (Snap Roaches Limbs into Place will probably lose the minimum of 1 needle, for instance, and Larva Burrows Deep will have another effect). Wasp Among Ants needs a revision--at the moment it suggests the stylist rolling against themselves, which is an oversight I'll correct. It should be for the victim to recognize what is happening, and needs some clarity there. Sting the Mind could use some clarity as well.

          The Form charm will get a reflexive activation condition, but otherwise will probably stay where it is effect wise.


          Storyteller Vault Productions: The Book of Laughing Serpents, Vol 1,The Book of Laughing Serpents, Vol. 2 https://www.storytellersvault.com/m/product/273213 Patreon, with my own games, here: https://patreon.com/undeadauthorsociety My folklore research and horror writing blog, here:http://undeadauthorsociety.com

          Comment


          • #6
            Updated! Notes:

            Overall, EWS gets much much more out of being in Form then most Martial Arts still.

            Added a special activation condition to the form.
            Reworded Sting the Mind and Wasp Among Ants
            Snap Roaches Limbs Into Place no longer requires 1 needle.

            In general, using EWS to its maximum effect requires either form usage or getting Wasp Among Ants in early.


            Storyteller Vault Productions: The Book of Laughing Serpents, Vol 1,The Book of Laughing Serpents, Vol. 2 https://www.storytellersvault.com/m/product/273213 Patreon, with my own games, here: https://patreon.com/undeadauthorsociety My folklore research and horror writing blog, here:http://undeadauthorsociety.com

            Comment


            • #7
              I like this subtle martial arts
              I'm reading it right now and have a question about Needle’s Sting Bends Limbs. I know that there is no Stackable keyword but I ask it anyway : Could you imagine to stack the penalties with multiple use of this charm in a different limb each time ?

              Comment


              • #8
                Originally posted by Gaara View Post
                I like this subtle martial arts
                I'm reading it right now and have a question about Needle’s Sting Bends Limbs. I know that there is no Stackable keyword but I ask it anyway : Could you imagine to stack the penalties with multiple use of this charm in a different limb each time ?
                I don’t think anything would break in that case. I excluded the stackable word more to reflect a lack of doubling up(you can’t stack stung legs twice)


                Storyteller Vault Productions: The Book of Laughing Serpents, Vol 1,The Book of Laughing Serpents, Vol. 2 https://www.storytellersvault.com/m/product/273213 Patreon, with my own games, here: https://patreon.com/undeadauthorsociety My folklore research and horror writing blog, here:http://undeadauthorsociety.com

                Comment


                • #9
                  Thank You

                  You mention in the special activation that a stylist can reflexively enter in the form by applying a -3 penalty. So it has to be stackable right ?

                  Also in Guiding by the Antenna how does the disengage work ? Because if the target is in close range of an enemy you can't move him without a disengage action right ? Can you use it for an ally ? If yes do you have to beat his Resolve ?

                  In Roach Defends Eggs what is the dice pool of the Defend Other and Attack Action ? Don't you think it would be normal to use Martial Artist's Martial Art instead of Target's ability ?

                  Comment


                  • #10
                    I haven't grabbed a copy of the pdf, just read the description and some of the feedback here, but I think the theme of the style sounds awesome. If I ever get the chance to play my manipulative Ichneumon Hunter Lunar, I'll definitely be grabbing this for her. Just wanted to say keep up the good work!

                    Comment


                    • #11
                      Originally posted by Gaara View Post
                      Thank You

                      You mention in the special activation that a stylist can reflexively enter in the form by applying a -3 penalty. So it has to be stackable right ?
                      The penalty is from any source--poisons, tossing sand in their eyes, that sort of thing. It doesn't need to be from charms, let alone from Emerald Wasp style.

                      Originally posted by Gaara View Post
                      Also in Guiding by the Antenna how does the disengage work ? Because if the target is in close range of an enemy you can't move him without a disengage action right ? Can you use it for an ally ? If yes do you have to beat his Resolve ?
                      Because the motion is compelled by the stylist, the victim doesn't need to roll disengage from the stylist or her allies. If their allies want to prevent the motion, use the victims disengage stats (but no charms).
                      Any ally can lower their resolve to 0, although that's an unintended use. Letting your wasp friend implant needles into you to move you into a blitz is. Risky.

                      Originally posted by Gaara View Post
                      In Roach Defends Eggs what is the dice pool of the Defend Other and Attack Action ? Don't you think it would be normal to use Martial Artist's Martial Art instead of Target's ability ?
                      I chose to make it the victim, in order to incentive the stylist to target stronger people for better pay off--if it was the Stylists, Wasps would get the greatest pay off by targeting easy victims. It also is to account for abillities the stylist might not have.


                      Storyteller Vault Productions: The Book of Laughing Serpents, Vol 1,The Book of Laughing Serpents, Vol. 2 https://www.storytellersvault.com/m/product/273213 Patreon, with my own games, here: https://patreon.com/undeadauthorsociety My folklore research and horror writing blog, here:http://undeadauthorsociety.com

                      Comment


                      • #12
                        So I think the styles interesting but it seems like it's too good against enemies without penalty negators. Maybe I'm reading this wrong but Wasp Sting Cripples limbs seems to be able to inflict a -5 penalty if you have the dice for it at start. That does seem to mean that people who favor resistance can't really defend against it unless they have penalty negators. That can cause quite a one two punch against everyone or kind of useless. Also, why is it a wound penalty in all but name? I guess my last critique would be that there aren't really many unique ways to play with the needles but I might have to reread it.

                        Comment


                        • #13
                          Originally posted by Epimetheus View Post
                          So I think the styles interesting but it seems like it's too good against enemies without penalty negators. Maybe I'm reading this wrong but Wasp Sting Cripples limbs seems to be able to inflict a -5 penalty if you have the dice for it at start. That does seem to mean that people who favor resistance can't really defend against it unless they have penalty negators. That can cause quite a one two punch against everyone or kind of useless. Also, why is it a wound penalty in all but name? I guess my last critique would be that there aren't really many unique ways to play with the needles but I might have to reread it.

                          Wasp Sting Cripples doesn't appear to be a charm listed. If you mean "Needle's Sting Bends Limbs", each use of the charm allows for a -1 penalty, for Turns dependent on dice. The penalties for Snap Roaches Limbs Into Place are all fixed at -3 as well. I believe you might be remembering an older version of the rules that allowed for a -(Medicine) penalty.

                          For defense with Resistance, it's important to note that Needle's Sting Bends Limbs is based on the amount of damage die after soak. I'll make a note when we do our next round of revisions to specify "post soak damage die". However, the standard method of resistance defeating enemies (Being sturdy enough to simply weather the blows) is intentionally a poor match for Emerald Wasp Style.


                          Storyteller Vault Productions: The Book of Laughing Serpents, Vol 1,The Book of Laughing Serpents, Vol. 2 https://www.storytellersvault.com/m/product/273213 Patreon, with my own games, here: https://patreon.com/undeadauthorsociety My folklore research and horror writing blog, here:http://undeadauthorsociety.com

                          Comment


                          • #14
                            Originally posted by Epee102 View Post


                            Wasp Sting Cripples doesn't appear to be a charm listed. If you mean "Needle's Sting Bends Limbs", each use of the charm allows for a -1 penalty, for Turns dependent on dice. The penalties for Snap Roaches Limbs Into Place are all fixed at -3 as well. I believe you might be remembering an older version of the rules that allowed for a -(Medicine) penalty.

                            For defense with Resistance, it's important to note that Needle's Sting Bends Limbs is based on the amount of damage die after soak. I'll make a note when we do our next round of revisions to specify "post soak damage die". However, the standard method of resistance defeating enemies (Being sturdy enough to simply weather the blows) is intentionally a poor match for Emerald Wasp Style.
                            I'll have to download it again. I was working off memory.

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