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  • aluminiumtrioxid
    replied to Exalted: Arena
    Oh boy oh boy this kind of situation is literally why I made a thing.

    The process:
    - determine each character's post-attunement mote pools
    - divide by 10, note the result as an Effort pool
    - add any leftover motes to their Join Battle pool as excellency dice
    - for each area of competence, choose a pool from the following: competent - 5 dice, expert - 7 dice, exceptional - 9 dice, legendary - 11 dice
    - calculate withering and decisive attack pools plus defenses
    - make up three Stances, each worth an expenditure of 5m
    - give them a Charm combo...
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  • aluminiumtrioxid
    replied to Exalted: Arena
    That sounds like a valid reading....
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  • aluminiumtrioxid
    replied to Exalted: Arena
    The language seems fairly unambiguous to me?

    IFoD says "[the Solar] may move a single range band to make each attack", implying you don't get to move unless that move enables you to make the attack you want to make, and TAP says it "supplements a nonranged attack which can be made against aerial targets up to short range, or ground targets at another range band".

    The system has enough ambiguity that you can interpret the Charms as more powerful than the strictest RAW reading would imply, but why would you want to, when all it does is cause more balance...
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  • aluminiumtrioxid
    replied to Exalted: Arena
    I'm pretty sure this is not rules-legal. TAP enhances an attack made against an opponent at another range band. You move into close on the first attack, dealing double damage, then it does nothing on the rest of the flurry because the target is in the same range band you occupy.

    (If you had two opponents in two different range bands, you could use the reflexive movement granted by Invincible Fury of the Dawn to zig-zag between them and do double damage against each.)...
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  • aluminiumtrioxid
    replied to Quicker Quick Characters
    YOUNG EARTH ASPECT

    Essence: 2; Effort: 3
    Health Levels: 0/-1*4/-2*6/-4/Inc
    Join Battle: 11 dice; Combat Movement: 5 dice; Resistance: 10 dice; Command: 9 dice

    STANCES:
    • Offense: gain +4 dice on attacks.
    • Command: during this turn, the Young Earth Aspect may flurry a command action with defend other or full defense, ignoring flurry penalties.
    • Devotion: if you choose this Stance for two consecutive rounds while defending another character with a Defend Other action, and neither you nor your ward take damage to Health Levels or becomes Crashed, you regain
    ...
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  • Actually I think your concept has a bit more untapped potential - the Sanguine Saber isn't an Exigent of Strong Negative Opinions, she's an Exigent of Vengeance. The nice thing about the (Intensity) framework is that you can basically apply it to anything. The Core only cares about Intimacies, Derangements and disease, but there's nothing stopping you from declaring Aggrievements on a Minor, Major and Defining scale, using the guidelines on persuasion to determine what's worth what (so inflicting a loss equal to what someone would be willing to lose for the sake of a Defining Intimacy is a Defining...
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  • Her fifth attack Charm is nuts. Since she has Integrity 5, she'll basically always double all 9s on the attack roll, plus she gets to double all 8s on a ridiculously easily triggered condition, plus she gets to double even 7s on a not particularly difficult condition. On a Uniform Charm. For 4 motes.

    For comparison, Bleeding Crescent Strike doubles 9s for 5m, and also 8s if you're attacking a battle group (which basically guarantees you won't actually need the double 8s, except for withering threshold successes). Perfect Blazing Blow costs a willpower and doubles (essence) total successes,...
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aluminiumtrioxid
aluminiumtrioxid
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Last Activity: Today, 11:33 AM
Joined: 07-07-2014
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