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  • armyofwhispers
    replied to How likely is a 2-volume corebook?
    Looking this up makes it even worse, because we're both wrong.

    Both sections give rules for training latent abilities, it's true. However, they give different difficulties for these rolls.

    Beast Mastering Behavior pg 410:

    "The trainer makes an extended roll with an interval of one month and a goal of 10, modified by the animal’s attitude—docile and tamed beasts presenting no penalties, familiars representing a number of bonus dice equal to the trainer’s Intimacy to the animal, and hostile, wild, or otherwise untrainable animals representing a penalty...
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  • armyofwhispers
    replied to How likely is a 2-volume corebook?
    God I hate that this is true.

    Did no one in the editing phase realize that the Core book was supposed to be more than just Solars? Like, oh hey I'm gonna play a Dragon Blood and I want to train a familiar. I guess I better go hunt through the Solar Survival Charms to figure out how to do that? :-(...
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  • armyofwhispers
    replied to How likely is a 2-volume corebook?
    I can attest to the lack of structure for the regular core book. I think it took all of a day for the spine to separate from the cover on one side. Certainly less time than character creation took.

    Personally, I'd like to see a two-volume copy with Solar character creation, traits and charms in one volume with all the rest in another. So stuff in the traits section would be best in both (merits and similar). I feel that this would cut it into manageable chunks.
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  • Wouldn't flaring in a conversation literally start harming those you're talking to and/or your surroundings? Even if the king/queen is up on a raised dais and you're down on the floor petitioning them, I doubt they'll appreciate you suddenly wrecking their throne room....
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  • armyofwhispers
    replied to Ask a question, get an answer
    I'd allow the poison to affect the BG, but unless it's something like Mists of Eventide, I think I'd only allow it to affect the BG for a 1-turn duration and I wouldn't impose a penalty to actions. It's just doesn't make sense to use something like Spring Razor and have it's poison affect the actions of 1000 separate people. However, poison makes sense as a valid reason as to why the BG is losing soldiers, which is why i think that it makes sense that it should have an effect on the BG, but once the poisoned people bugger off, it's not gonna do anything to the rest. Hence the duration of 1 turn...
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  • armyofwhispers
    replied to Paranoia, Lethality and the Wyld Hunt
    Probably the easiest way to approach taht question is actually take a look at how they attempted to deal with the Bull of the North. They wyld hunt alone is simply not able to tackle an army, and solars are possibly the best splat at rapidly building up a ton of followers and training them into a brutal powerhouse.

    If you ignored PCs and major big bads and jumped forward in time another 10 years or so, I'd guess that there would be dozens of Solar city-states and kingdoms springing up where there was nothing but a handful of farmers or bandits previously. Hell, once they get rolling,...
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  • Honestly I'd play it the same as Friendship With Animals approach "This [Spell] does not work on sentient animals or familiars, animals that are trained to attack, or animals that are maddened by pain, hunger, or disease."...
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  • I think it needs a caveat that it cannot be used on trained animals or animals that are already someone's familiar....
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  • No you explicitly do not.

    If you have Strength 2, Athletics 1 and you turn into a Tyrant Lizard and want to perform a feat of strength, you only get 5 dice (str 2+Ath 1 + str 2). If you stunt it in such a way as you can bring your stamina to bear then you can also add it to the cap. So if you've got stamina 5, you could potentially have a feats of strength pool of 10 in such a case. You don't have to spend motes, but you do NOT get the full 12 dice unless you have the stats to support it.

    Found the relevant quotes:...
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    Last edited by armyofwhispers; 01-21-2019, 06:25 PM.

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  • Lunars will be able to boost their soak by anything the Devs feel is appropriate because there is no cap on Soak. The Stamina excellency may have a special call out for how it effects soak because your 'Natural Soak' is equal to your Stamina rating. My question was simply whether animals, being QC, interact with that cap in any way. Obviously the animals have higher soak than their Stamina, but we don't know by how much because they're QC.

    The more I think about it, the more I come to the conclusion that you'll probably just take the Soak rating directly from the animal you're shapeshifted...
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  • armyofwhispers
    replied to Ask the Devs
    do shapeshifted lunars cap their form's soak by their regular stamina?
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  • I dunno, maybe, but considering you don't get your armor while transformed and QC pools aren't broken into 'natural' and 'armor' soak, you'd end up capping your soak at really low values while transformed. For an example, even a bear has soak 10 which would be capped at 5 normally or 10 with a stunt. Which means you need two traits at maximum and you need to stunt every time you want your soak above 5. Without stunting, someone with light armor is usually going to match or beat that, while someone with light artifact armor will always beat that.

    It also gives rise to the oddity that...
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    Last edited by armyofwhispers; 01-20-2019, 10:58 AM.

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  • I would be very hesitant to allow a character to treat themselves. At the absolute maximum I'd allow them to self-treat a disease at the minor level. Any disease at the major level is simply too significant to allow you ignore it and continue on as normal....
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  • The cap would just be on Stamina.

    However, that raises the question to my mind of how stamina caps effect soak from your animal forms....
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  • What do you mean it doubles the number of rolls required? If you're treating a patient normally, you make your roll and the patient makes theirs. If you use ARM you make your roll and the patient makes theirs (boosted by your roll instead of replaced by). Where's the extra roll?

    I think that ARM is most useful to use on a character that would normally be fairly well placed to fight off a disease on their own or one who's average Stamina+ Resistance is just slightly lower than the diseases morbidity. It's a fairly cheap, quick boost to such a character, thus making it so that they...
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  • armyofwhispers
    replied to Dodge character Vs the undodgeable
    To further my own point, there are exactly three charms that can potentially protect against uncountable recurring damage. They are:

    Heavenly Guardian Defense (4m, 1wp - perilous)
    Adamant Skin Technique (8m and has a -3 penalty after using it, plus it sets hardness to 0 for 'one instant')
    Seven Shadow Evasion (4m, 1wp - only once per scene)

    If you take away the perilous part of HGD it is superior to the other two in every way. I'm pretty sure it's meant to be in there.

    Edit: HDG only has two prerequisite charms, while SSE has three and AST has...
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    Last edited by armyofwhispers; 01-16-2019, 12:20 PM.

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  • armyofwhispers
    replied to Dodge character Vs the undodgeable
    Charms that are perilous that do not require initiative to use:
    Revolving Bow Discipline
    Flow Like Blood
    Refinement of Flowing Shadows
    Front-Line Warrior's Stamina
    Aegis of Invincible Might
    Supernal Lash Discipline
    Rapid Cavalry Approach
    Shadow Replacement Technique
    False Image Feint
    Flashing Nocturne Prana

    Martial Arts Charms that are perilous but do not require initiative
    Countless Coils Evasion
    Aria of Victory

    Spells that are perilous but don't require initiative:
    Death of Obsidian Butterflies...
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armyofwhispers
armyofwhispers
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