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  • Epitome
    replied
    Originally posted by Kelly Pedersen View Post

    That's correct. Also note that the devs have clarified that if an attack takes a character from positive initiative down below 0, the character is crashed, and goes into negative, but doesn't take HL damage for that hit. They have to start at 0 or lower init for a battlegroup attack to do HL damage.
    I didn't know about that. You wouldn't happen to have the quote or to know where I might find it, by any chance?

    Leave a comment:


  • Isator Levi
    replied
    Originally posted by Uknown DarkLord View Post
    Just making sure I read the 3E mass combat rules correctly, if a battle group attacks an individual (say an exalt) they can only target his initiative and then once the character's initiative crashes, then it affects health levels?
    That, and when they attack anything else.

    Other things to keep in mind about battle groups are how they can attack all enemies within range simultaneously, and have a special version of grapple rules.

    And don't forget the bonuses that they get from their leaders' command actions.

    Leave a comment:


  • Epitome
    replied
    Originally posted by Uknown DarkLord View Post
    Just making sure I read the 3E mass combat rules correctly, if a battle group attacks an individual (say an exalt) they can only target his initiative and then once the character's initiative crashes, then it affects health levels?

    Beyond size, magnitude and drill bonuses, are there other bonuses to take into effect when swarming one individual?
    Correct, they also don't have double 10s on Withering damage whether it damages initiative or health track.

    For other bonuses :

    -There is also Might which represents the nature of the combatants (from 0 = mundane, to 3 = Exalted) and provides various bonuses

    -The battle group itself counts as difficult terrain for the swarmed individual (it takes 2 move actions to move 1 range band)

    -The battle group has a special grapple-like gambit (called Engage) to hold a target in place

    Leave a comment:


  • Alistair
    replied
    Originally posted by Siegward of Catarina View Post
    Does anyone have a QC made up for a Liminal? Or even recommendations on how to stat one out? I'd really like to include one in the game I'm running, but I'm not quite sure how powerful they should be. I plan to dig through the Liminal Charm homebrew stuff on the forums for charm ideas, but what about overall stats? Are they close to a Dragonblooded in power level? Or would they be somewhere between that and a Solar? Ideas on caste abilities and the like would also be welcome.

    I'd also love to know how people typically handle their ability to reattach body parts and limbs. Is there typically a penalty associated with this? Or does it just take time to thoroughly sew one's arm back on without it falling off shortly after in combat?

    They're closer to Dragon-Blooded, Attribute-based, their dice limit is (Attribute) OR (Attribute + Essence) when they flare to iconic, showing everyone around them the horror of their existence and alienating them. Usually causes negative Intimacies to develop but hey, dice pools. They would have Caste Attributes instead of Abilities; I'd suggest you do the Lunar thing and pick any four Attributes as their Caste/Favored spread since it's just an NPC. For Charms, try and think of both physical and metaphorical applications of their five Aspects' materials (Blood, Breath, Flesh, Marrow, Soil), as well as their undying condition, their anti-undead disposition, wound penalties, crippling wounds, all the gross visceral bits.

    As for grafting, I'd just allow them to graft limbs and whatnot upon taking a crippling injury, allowing them to reset the once/story limit on those rather easily. As an anima power for 1m maybe, idk. Some of their Charms would probably allow a large powerup at the cost of one of their limbs, which the grafting could also fix. The hard part would be finding fresh body parts without killing people (thus raising notoriety and causing the elemental ninjas to be angry at you).

    Leave a comment:


  • Kelly Pedersen
    replied
    Originally posted by Uknown DarkLord View Post
    if a battle group attacks an individual (say an exalt) they can only target his initiative and then once the character's initiative crashes, then it affects health levels?
    That's correct. Also note that the devs have clarified that if an attack takes a character from positive initiative down below 0, the character is crashed, and goes into negative, but doesn't take HL damage for that hit. They have to start at 0 or lower init for a battlegroup attack to do HL damage.

    Originally posted by Uknown DarkLord
    Beyond size, magnitude and drill bonuses, are there other bonuses to take into effect when swarming one individual?
    None inherent to the battle group, but this is where command actions come in. If a commander tells her troops "focus on that one, take him down!", she gets to add her successes on the command roll to the battle group's dice pool, which can make a pretty big difference.

    Leave a comment:


  • Uknown DarkLord
    replied
    Just making sure I read the 3E mass combat rules correctly, if a battle group attacks an individual (say an exalt) they can only target his initiative and then once the character's initiative crashes, then it affects health levels?

    Beyond size, magnitude and drill bonuses, are there other bonuses to take into effect when swarming one individual?

    Leave a comment:


  • Lioness
    replied
    Originally posted by 99wattr89 View Post
    This makes some high essence gods and demons seem surprisingly unimpressive at times, compared to the Exalted.
    Keep an eye out for charms that grant double 9s, 8s and 7s. Fakharu, Mara and Sigereth are stronger than they look at first glance.

    Originally posted by 99wattr89 View Post
    That makes sense then! It's a little odd to me lore-wise, but nothing that can't be justified at the table if need be.
    Using essence to enhance yourself physically is harder when you are yourself a being made of essence?

    Leave a comment:


  • TheCountAlucard
    replied
    Originally posted by Siegward of Catarina View Post
    Does anyone have a QC made up for a Liminal?
    There’s one in the Core book.

    Leave a comment:


  • Siegward of Catarina
    replied
    Does anyone have a QC made up for a Liminal? Or even recommendations on how to stat one out? I'd really like to include one in the game I'm running, but I'm not quite sure how powerful they should be. I plan to dig through the Liminal Charm homebrew stuff on the forums for charm ideas, but what about overall stats? Are they close to a Dragonblooded in power level? Or would they be somewhere between that and a Solar? Ideas on caste abilities and the like would also be welcome.

    I'd also love to know how people typically handle their ability to reattach body parts and limbs. Is there typically a penalty associated with this? Or does it just take time to thoroughly sew one's arm back on without it falling off shortly after in combat?

    Leave a comment:


  • Isator Levi
    replied
    Originally posted by Accelerator View Post
    I have an idea, but I'm not sure how to write the mechanics. Or if its even a good one.

    How do you think about it if someone wrote a rules hack in which things like 'raising the earth's bones', or 'summoning the harvest' or 'water from stone' can be boosted and enhanced, as long as the person is willing to spend extra time and effort on it during casting?

    Like... increase the casting time by an order of magnitude, and you can have raising the earth's bones that affects things in terms of hundreds of meters instead of a dozen.
    I think that would amount to a working.

    Leave a comment:


  • Accelerator
    replied
    I have an idea, but I'm not sure how to write the mechanics. Or if its even a good one.

    How do you think about it if someone wrote a rules hack in which things like 'raising the earth's bones', or 'summoning the harvest' or 'water from stone' can be boosted and enhanced, as long as the person is willing to spend extra time and effort on it during casting?

    Like... increase the casting time by an order of magnitude, and you can have raising the earth's bones that affects things in terms of hundreds of meters instead of a dozen.

    Leave a comment:


  • Uknown DarkLord
    replied
    Originally posted by Isator Levi View Post

    What Charms with enhanced effects for creatures of darkness are there for which that would be a more efficient avenue than "don't attack them"?
    I'm thinking more along the lines of Rising Sun Soul that treats the Solar's Anima Banner as natural sunlight. Wondering if there is a way to exempt undead allies from this.

    Leave a comment:


  • Isator Levi
    replied
    Originally posted by Uknown DarkLord View Post
    Are there 2.5 or 3E charms or spells that allow you to exempt specific creatures of darkness, or subgroups of them, from the effects of your holy charms?
    What Charms with enhanced effects for creatures of darkness are there for which that would be a more efficient avenue than "don't attack them"?

    Leave a comment:


  • Uknown DarkLord
    replied
    Are there 2.5 or 3E charms or spells that allow you to exempt specific creatures of darkness, or subgroups of them, from the effects of your holy charms?

    Leave a comment:


  • 99wattr89
    replied
    Originally posted by Alistair View Post


    Spirits get excellency-like effects at about Essence 4, and they're intended to be more limited than Exalted excellencies for the most part. Makes up for spirits having humongous mote pools, and they often have really good Charms to make up for not having overtly broad excellencies. I think it'll get talked about in Exigents.
    Originally posted by Epitome View Post
    There is no generic excellency rule that I'm aware of, so I have to assume the creatures were designed with that in mind.

    I don't think there's a Lore-relevant reason why they don't have excellencies, so you could always homebrew an excellency for those creatures if you feel they lack some punch.


    That makes sense then! It's a little odd to me lore-wise, but nothing that can't be justified at the table if need be.
    It would be an easy house rule to add excellencies for gods or demons, but so far I've found that the system tends to work in practice even when it seems odd on paper, so I'll wait for it to become a problem before I start trying to tinker!

    Thank you both for your help!

    Leave a comment:

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