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  • DrLoveMonkey's Sample Characters

    Originally posted by Simon Darkstep View Post
    Has anybody compiled lists or suggestions of "combos" to make, being Charms that harmonize well together?

    We got started working through DB chargen at my home table, but of course the shopping is as momentous as any Exalted game.
    So for this endeavor what I will be doing is posting 2 DBs of each aspect, fully fleshed out and pretty well ready to go, with charm lists and explanations as to how the character is supposed to be played. For each I'm going to talk about what they do in combat and in social settings, what they can do outside of that, and what charms they have. Also I'll make sure to do at least one in-aspect combat ability and one out of aspect one.



    Google Drive link above

    Introduction

    Before we get started though, lets run through some general things.

    First of all, DBs do not play like Solars in a lot of ways, I made a whole thread about the mechanics of that, but here's a quick summary. Firstly your power as a DB lies much more in your merits than it does in your charms. A Solar tends to destroy a city by running through it smashing down every building with his bare hands, a DB tends to destroy a city by sipping tea on his flagship while his army burns it down for him. Which isn't to say Solars can't have armies and DBs can't kick ass, it's just the way the world and the mechanics are set up one is easier.

    Speaking of mechanics, you're going to find it differs quite a bit here too. Solars have a LOT of stuff to combo together, so you leap into range with this, double the overflow damage with this, double rolled damage with that, use this to negate your opponent's soak and AHMAGAD BAAAAM you did 40 levels of damage when you only had 11 initiative, and you just reset to 18 because you destroyed a size 3 battlegroup. With DBs what you've got is a toolbox. You've got a charm that lets you close to distance and attack, a charm that lets you fire off an entangling shot to wrap your opponent up in thorny vines, a charm that lets you grapple at range with water tendrils. They combo with very few other charms, but they all give you new powers and things you couldn't do before.

    There's also a big opportunity to get a LOT of charms, because you're going to be essence 2 for a long time, so feel free to go wide or deep or both. That being said, there are a few little things within some trees which I think should be easy to spot, but I'll explain anyway.


    Air Aspect Tutor

    So for the first one we have is an air aspect tutor, teacher, professor. She's a major player in the esteemed Spiral Academy and often leads highly advanced classes out into satrapies to oversee some of the most difficult places to manage.

    What she does in combat

    In combat she's not going to attack every turn, but often every other turn. The reason for this is because Drawing Lightning Style, which gives bonus aim dice to damage rather than attack, Death From Nowhere, which lets her attacks ignore lower of (Essence or Perception) points of soak from armor, and Sky Calming Draw, which lets her ignore weather based penalties, all require an aim action before being used. This can be taken advantage of in one of two ways. At short range, where you don't need to aim to fire but aiming gives you 3 bonus attack dice, you can target very high defense and/or high soak enemies and pound away at them with devastating withering attacks. This works out well because if the enemy is hard to hit or is reducing you down to your overwhelming damage then getting that extra powerful shot in is worth.

    Against weaker enemies this strategy can still be effective as it is very mote efficient. Otherwise it's more damage to attack every turn and use your Air Aura to use Sky Calming Draw to negate the weather penalties, if there are any. This option is also good because with the air anima you can move around up and down at will and deflect ranged projectiles.

    Another way to do this is to sit back at long range, far, far away from the action, and alternate aiming and firing. This gives you full use of all your charms, always, and gives you the pretty impressive defense of 3 range bands between you and anything that wants to do you harm. Later on I suggest picking up Arrow Thorn Technique as it's balanced and also benefits from aiming.

    She can also use Dragon Kin Empowerment to give her allies her Aura and even transfer them motes when they need it. Later on she may also want to pick up Hopping Firecracker Evasion, but that will kill her Air Aura, so use it only in emergencies, or when you don't need the aura.

    What she does in social settings

    In social settings she can really shine and come into her own as a teacher. She's got Wind Carried Words, and Language Learning Ritual, which will allow her to break down the barriers of distance and language respectively to deliver her message. Where she gets a lot of strength though is from her Lore charms. Combining Elemental Concentration Trance with Careful Insight Gathering Study and Flawless Study Focus she can gain almost any specialty and introduce facts based on it. That can be a huge help in social areas. She can also spread the love too though, with Dragon Kin Empowerment she can give her allies their own specialties.

    Remember that for Dragonblooded specialties can count for double, as they're factored into the calculation for their dicecap.

    Lastly she can go around the whole circle and give them dots in attributes, abilities, and specialties, allowing them to pay off this price later by going into experience debt. Nicely this also super cuts down on the training times, 5 times faster in this case. Everyone in your party should be 1 ability/attribute/specialty dot ahead at all times if that's where they're spending xp. Also they can offer it to NPCs, at no debt, which can be a good trade and worth some favours later.

    Air Aspect Assassin

    She's an assassin that uses stealth, thrown, larceny, athletics and occult to always ALWAYS get her target.

    What she does in Combat

    In combat two things happen. Either she's alone, creeping up on a target, or she's in a brawl with her hearth. If she's assassinating somebody she uses Perfect Climbing Attitude and Soaring Leap Technique to make sure she gets to her target no matter what high tower they may be sleeping in, and get into their window using Soundless Action Prana to quiet things down. Once inside she poisons her weapon with Venomous Thorn Attack and goes for the throat. If that doesn't work she can use Vanishing Wind Body, Blinding Spark Throw, and Soundless Action Prana in some combination to get back into stealth and finish the job.

    In a brawl it's a bit different. She can try to establish stealth to get unexpected attacks off, that's useful. She can also just use Blinding Spark Throw to give her whole hearth a nice advantage against a tough enemy. She can also use Invisibly Hidden Chakram method, especially combined with Mela's Twin Fangs to make a dinner party lethal. One hides the weapons while the other lets her do a devastating double attack to instantly crash opponents.

    Advice for the future is maybe pick up another dot of medicine, and up to poisoner's deft hand. It's great for poisons.

    What she does in social settings

    In social settings she's not so well equipped. She's got Whispering Thief Technique, which allows her to throw her voice, which can make for some very fun roleplay with good results. Where she's good directly though is making threats. She's got Spirit Chaining Strike, so when your party is engaging with some haughty spirit who's thinking he can just dematerialize right out of the conversation, let him know that your friendly assassin friend can keep him right where he is. She's also very helpful in detecting where the spirits are in the first place, and making sure you're not being watched during your private conversations with Observer Awareness Technique.

    Where she shines is in her indirect affect. She's a spy who has contacts across the entire Blessed Isle. You go somewhere, she's got a guy, you need poison, she's got a guy, want to know how the people feel about the Satrap? Yep, she's got a guy. She speaks low realm so she can talk to the commoners and understand them, and with some serious backing from house Tepet you don't want to face her anywhere where they have sway.


    Anyway, that's it for the first installment, next up is Earth aspects, look for a cunning general as well as an unstoppable stone monk.

  • #2
    Earth Aspect Monk

    This monk is going to form a pillar for her hearth, both in combat and out of it. She's basically impossible to tear initiative away from if she doesn't want you to, unless you're like a Dawn or something. Likewise when people try to tear her hearth away from their goals, she keeps them on track.

    What she does in combat

    In combat she's a bit of a monster. With Earth Dragon style, her anima, and resistance charms her soak is going to peak around 24 base, and 32 if she decides to pump essence in for a single instant. So basically all but the absolute most devastating attacks will do nothing but chip damage. On the flip side you've got her damage, which is a pretty impressive base of 19 with the grand goremaul, and can go up to 24 with Force of the Mountain. No matter what, you can count on her dealing damage and negating just as much, like a juggernaut.

    So basically she makes herself a target that all the enemies want to hit because she's got so much initiative, but none can damage, and then she demolishes the strongest guy in the room with a huge smashing attacks. This knocks them prone, of course, which benefits her whole hearth on the offense. She gets some good bonuses on those attacks from Earth Dragon so do them whenever you feel save enough to spend the initiative. Which considering your soak will be almost all the time.

    I recommend picking up more Faith's Pillar's evocations or filling out Earth Dragon Style in the future.

    What she does in social settings

    In social settings she'll fill a similar role. With Oath of Ten Thousand Dragons and Heart Hardening meditation she's going to be really hard to deter from her sworn oaths. Nobody could ignite a flame in her heart that she doesn't have, and turning her against any cause that she's sworn loyalty to is going to have to beat past an indefinite +2 resolve, and a possible non-charm +2 bonus as well.

    She's also going to provide with her contacts, influence and backing in the Immaculate Order. This is a monk that has some serious clout. Not a lot of wealth to draw on of course, being a humble poor monk, but that doesn't really matter in the end, she's got something money can't buy, devotion. For any member of the faithful that she encounters, she won't have to do more than ask for a favor.

    Other than that her Strength of Stone Technique should be reasonably helpful in letting her do lots of other non-combat things. Breaking through stone walls, lifting carts, all sorts of good stuff. If you like doing cool things with FoS definitely keep this line of charms up.

    Earth Aspect General

    This character is a powerful commander. She doesn't go anywhere without her army, but she doesn't have to take the whole thing with her at all times. For the Empire!

    What she does in combat

    In combat she's generally, heh, generally, going to have at least a small unit with her. Maybe 5-20 soldiers that she can command. If she's in a position to do so she's going to ride around with them using Roaring Dragon Officer to flurry things like a command and aim action or, a command and Full Defense or something. She's especially good at chasing down fleeing enemies with Creation-Turning Hoof. She's even better at setting up stratagems beforehand like the pincer maneuver, which gives everyone a default -1 onslaught penalty.

    Something she might want to do is send in her troops to tie up a bunch of the enemies in melee while she rides out behind them to pick off enemy ranged combatants, using RDO to flurry command and rush actions. Her melee loadout is pretty simple, but definitely effective at dealing out damage.

    As she grows and progresses I'd pick up some more war and melee charms, just to make her an even more terrifying general.

    What she does in social settings

    In social settings she's a force of personality to be reckoned with, she's particularly good at threatening people with Burning Dragon Mien. She also knows that the best defense is a good offense, so using Fearsome Dragon Presence will let her counter attack rolls AND social influence rolls for a single tick. Doubly useful for when things turn hot. As she's got decent intelligence and linguistics, with a specialty in cyphers, she should probably pick up Wind Carried Words and some of the linguistic cypher charms later on.

    In the mean time though she's very well equipped to bully her way through any social encounter.




    Next post will be about a high class fire aspect socialite, as well as a chuckling prankster swordsman.

    Comment


    • #3
      Still rereading and digesting these, but consider yourself to have gained 5 motes for tending your students.


      Check out Momentum Exalted!

      Comment


      • #4
        I haven't seen anything in WFHW similar to Ex2's DBs Terrestrial (Ability) Reinforcement. Is that still a thing?


        Check out Momentum Exalted!

        Comment


        • #5
          Originally posted by Simon Darkstep View Post
          Still rereading and digesting these, but consider yourself to have gained 5 motes for tending your students.
          Thank you and....

          Originally posted by Simon Darkstep View Post
          I haven't seen anything in WFHW similar to Ex2's DBs Terrestrial (Ability) Reinforcement. Is that still a thing?
          It does not, but a few things like it still kind of do.

          Comment


          • #6
            Originally posted by DrLoveMonkey View Post

            It does not, but a few things like it still kind of do.
            I think I'm OK with that.

            I'll probably homebrew one in as something available in certain limited and highly dramatic circumstances. That'll be at very least well into mid-Chronicle of a game we've not yet started.

            Thanks!



            Check out Momentum Exalted!

            Comment


            • #7
              Originally posted by Simon Darkstep View Post

              I think I'm OK with that.

              I'll probably homebrew one in as something available in certain limited and highly dramatic circumstances. That'll be at very least well into mid-Chronicle of a game we've not yet started.

              Thanks!
              Yeah I think that would be okay.

              Also something else I’ll mention is that many of the more underwhelming charms have been brought to Vance’s attention and he’s responded saying that he’s going to review the ones that are flagged as such and probably buff them, so charms like Flame Bourne Interception are probably not in their final form as of the manuscript. Your players shouldn’t expect to match their Solar companions though, even with the tweaks.

              What I CAN say however that in very very early 3e I wrote a story about how an abyssal exalted in the courtyard of a remote immaculate monastary, almost killed a mortal monk with her sword, and then was ambushed by a full five artifact armed and armoured immaculate masters, who just barely managed to subdue her before she killed them. Having seen more about this edition, both mechanics and fluff, I would never write it like that. My players at this point would think I was screwing with them. Five essence 5 immaculate masters with full artifacts versus an essence 1 abyssal, with a mundane sword and no armor, who’s already spent motes isn’t even remotely close to a fair fight. I probably wouldn’t even write it out, if just fade to black when the masters showed up because anything else would just be a gratuitous stomping of an abyssal instead of an epic battle.

              Sorry if this post seems terse but I’m posting from work.

              Comment


              • #8
                Originally posted by DrLoveMonkey View Post
                I will be doing is posting 2 DBs of each aspect, fully fleshed out and pretty well ready to go, with charm lists and explanations as to how the character is supposed to be played. For each I'm going to talk about what they do in combat and in social settings, what they can do outside of that, and what charms they have. Also I'll make sure to do at least one in-aspect combat ability and one out of aspect one.
                Inspiring, thank you very much!

                Comment


                • #9
                  Sorry guys, no update today, too much to do, I want to make sure I don't make any huge mistakes when posting these. I should have more time tomorrow.

                  Comment


                  • #10
                    Originally posted by DrLoveMonkey View Post



                    What I CAN say however that in very very early 3e I wrote a story about how an abyssal exalted in the courtyard of a remote immaculate monastary, almost killed a mortal monk with her sword, and then was ambushed by a full five artifact armed and armoured immaculate masters, who just barely managed to subdue her before she killed them. Having seen more about this edition, both mechanics and fluff, I would never write it like that. My players at this point would think I was screwing with them. Five essence 5 immaculate masters with full artifacts versus an essence 1 abyssal, with a mundane sword and no armor, who’s already spent motes isn’t even remotely close to a fair fight. I probably wouldn’t even write it out, if just fade to black when the masters showed up because anything else would just be a gratuitous stomping of an abyssal instead of an epic battle.
                    That's great and you should feel great. And also, as with your original charmset analysis thread, thanks for all your great insight. I am running this game and have a grasp of rules and implementation but often struggle contextualizing the powers and how it all fits together sometimes. Your analyses always help

                    Comment


                    • #11
                      Originally posted by Alpharius View Post

                      https://www.youtube.com/watch?v=WofqmWpXJZ8"]That's great and you should feel great[/URL]. And also, as with your original charmset analysis thread, thanks for all your great insight. I am running this game and have a grasp of rules and implementation but often struggle contextualizing the powers and how it all fits together sometimes. Your analyses always help
                      You are very welcome, you’re going to want to play close attention to the Fire Aspect socialite especially then, she’s very powerful in the somewhat complex social system in a very straightforward and easy to use way. No fiddly bits, just punch.

                      Comment


                      • #12
                        Okay so unfortunately I still don't have time to do both tonight, so just the socialite.

                        Fire Aspect Socialite

                        You can play her any way you want, but I've chosen to style her as a patriot who uses her skills at manipulation for the furtherance of the Realm's rule of law, rather than to sow discord and chaos for fun.

                        What she does in combat

                        This one is pretty basic, she's got a couple thrown charms. She throws daggers in at close range, or steps out to short for some added safety. Her Wary Yellow Dog Attitude though is really useful, if she's influences or uncovered stuff about another character in a social setting she gets to use her (perception + socialize) which is huge, versus her (wits + awareness) to join battle with. Then she throws a dagger into the throat of anyone so uncouth as to come to a gala and try to get everything all bloody.

                        If you want to make her better in combat I'd say pick up some dodge and maybe some more thrown charms if you feel the need to deal more damage.

                        What she does in social situations

                        This section will be much bigger. She's got more than half her charm purchases in Socialize and for good reason. I find that socialize along with war are kind of like, the DB abilities. I know every splat can do every ability and blah blah, but as a Dynast it's just so ingrained in the culture. Their actual charms here don't disappoint. First Sweeten the Tap to lower everyone's guile at the party by 1, then meet the person that you're here to see for the first time, comboing Loyalty-Reading Meditation, with Auspicious First Meeting Attitude, with Shadow-Dispersing Radiance, with Eye-for-Passions Scrutiny.

                        Okay maybe you don't need all of those, prune at your discretion. If you DO use all of them though you're hitting a target with a Read Intentions roll where you get to roll your (CHA/APP/PER + Socialize) against the LOWER of (Guile or Resolve), depending on his intimacies he will be at either -1 from Sweeten the Tap, an additional -1 to -3 from Loyalty Reading Meditation, with a bonus from your appearance in non-charm dice, and if you succeed you uncover two intimacies at once as well as automatically instill a positive tie to yourself. You get all of those effects before your target is finished saying hello, and with all those penalties and bonuses, with your fantastic dicepool, you'll almost certainly succeed.

                        Now, it's possible that there will be an errata saying that because First Meeting is a combo of two rolls that charms can't enhance one half if it can't enhance the other, but assuming that doesn't happen, then wow, that's a hell of a combo. Even if it does happen you just need to spread the effects out over more than one roll.

                        So let's say you do however much of that combo that you need to get the job done, Auspicious First Meeting Attitude and Eye-for-Passions Scrutiny are the important ones. You roll up to somebody, say hello, they get a minor tie towards you and you get two of their intimacies. From there out you use socialize to instill whatever intimacy you want, and then can leverage that tie of affection towards you to lever that intimacy up, say, by telling them about how a member of house Cathak is a horrible dishonourable dog, and then lever that up to Major by telling your target how that Cathak personally hurt you, and then possibly up to major with one of the intimacies you've uncovered.

                        Unfortunately this trick only works one time per character, barring some odd exceptions your Storyteller may make, like not having seen one another in decades or something. But that's why she's got all her other charms to fall back on like Brother Against Brother Insinuation, where she can find out somebody's loyalty with Loyalty-Reading Meditation, and then pick up double 9s to weaken that tie if it's too strong for her to deal with.

                        Her own ties of loyalty are pretty save with a decent Resolve and Oath of Ten Thousand Dragons though, of course, and if things go really south there's always that Wary Yellow Dog charm to give her an early edge in combat.


                        As she progresses she should expand her repertoire with more presence charms to give her more avenues to exploit her enemies, and maybe a few integrity ones to keep herself more safe. More socialize at this point is probably overkill, but hey, essence 3 is a long way off, go for it.




                        Next post will be about the chuckling fire aspect swordsman, but as a preview for the Water Aspect beware, beware the daughter of the sea, with the Sailceror, and watch yourself when dealing with a burly brawlocrat

                        Comment


                        • #13
                          Originally posted by Alpharius View Post

                          That's great and you should feel great. And also, as with your original charmset analysis thread, thanks for all your great insight. I am running this game and have a grasp of rules and implementation but often struggle contextualizing the powers and how it all fits together sometimes. Your analyses always help

                          Seconded. 10 char

                          Comment


                          • #14
                            Originally posted by Zeesun View Post


                            Seconded. 10 char
                            Thank you, thank you very much.

                            As I'm probably not even going to have access to a computer I'd better get this aspect done tonight

                            Fire Aspect Chuckling Swordmaster

                            This character is somebody who sits in front of her enemy just daring them to try and hit her, and then laughing when they fail, probably following up with "Stop trying to hit me and HIT me!"

                            In keeping with the theme of the last character, this one is super hyper focused. She basically only has charms from melee and presence. If you're designing a character like this for yourself feel absolutely free not to go this far into specialization, these charms work without being so deep into the tree, and you cal always fill it out later, I just wanted to give some examples of what's possible if you're a mechanics monkey who wants to start session 1 with a devastating set of effects.

                            In fact in each area I'll point out what to do if you have less charms.


                            What she does in combat

                            In combat she basically uses her presence charms to make sure enemies are attacking her, and only her, and then punishing her foes for it. Once she goads her foes into combat, see the social stuff below, she uses Eternally Argumentative Flame to flurry a presence attack with an actual one, the presence attack will, of course, be goading her foe into attack. If she has Unbearable Taunt Technique, she can make sure that her foe loses initiative and willpower if he chooses not to attack her. With Moth to the Candle it becomes even more impressive, it's scenelong, and has the power to force her opponents to do nothing but attack her.

                            This kind of thing is especially super helpful if she's facing only one enemy, because her Stoking Bonfire Style will keep getting cheaper and cheaper for each time she defends against the same target. If she's fighting more than one target she picks the most important one and MAKES it a duel, which fire aspects excel at winning. She can also choose to end the fight with her presence charm Passion Transmuting Nuance. She can scream "Oh shut up and KISS me!" and suddenly all her enemy's anger turns to passion, or sadness, or some other strong emotion which can end the conflict.

                            While she has her target fighting her though, she's going to try and clash them. Clashing will give her an advantage, with her high accuracy dual weapons, and also let her use charms like Crossfire Flash and Blinding Spark Distraction, if she has them. The later blinds her opponent until the end of her next turn, which guess what, if you win the clash is AFTER you go again, all things equal. Not to mention all your allies getting to thwap a blind enemy. The former charm just gives a minor bonus to the clash which will stack nicely with a full excellency. Also you've got Fearsome Dragon Presence which gives her foes a -2 penalty to their attack rolls, for a whole tick. Just get them to keep hitting you, keep missing, and get that free excellency.

                            The only other thing of note is the Dragon Graced Weapon, which combined with Elemental Sheath lets her store her weapons in any fire, good for social settings, and grant overwhelming to it. Nice. Effortlessly Rising Flame is in there too as a prelude to more mobility charms to jump around stylishly and make enemies want to hit her even more.

                            In the future pick up Ringing Anvil Onslaught for essence 3. With her setup it's a really good charm, and, of course, if you're only taking presence and melee charms diversify.

                            What she does in social settings

                            In social settings she tries to start a fight. Well not always, but she's really good at it, with charms like Unbearable Taunt Technique's social bonus of making other people outraged, or just turning people's joy to anger with Passion Transmuting Nuance. Otherwise she's just got a solid (charisma + presence) roll to make people do what she wants them to do, and with Warm Faced Seduction she can make you feel as good as she can make you feel bad. Get on her good side and she'll show you a world of joy and bliss, get on her bad side and she'll hand you a humiliating defeat. It's your call.



                            Anyway, as previously stated water aspects are probably going to be an ocean loving water sorcerer who raises her own ship and even sets it to sail among the clouds...hmmm sounds familiar... Also a bureaucrat that can kill a giant warrior ape demon from hell with one hand, and sign a lucrative trade deal with the other. With some more experience she doesn't even need her hands, even.
                            Last edited by DrLoveMonkey; 08-18-2018, 02:37 AM.

                            Comment


                            • #15
                              Only time for another one today.

                              A quick thing before I start though. When I comment on some stuff like combat efficiency, you might think that that I'm overvaluing things, like a full melee defense of 10, since a Solar with light artifact weapons can punch well over 20 dice, but almost never will a DB face off against a Solar. Outside of really specific games like you're running a special Solar only Wyld Hunt game, and even then your ST probably won't make crazy essence 5 fully optomized Solars each time.


                              Water Aspect Sailceror

                              A key part of this sorceress is that she's got the control spell Beckoning That Which Stirs the Sky, which basically means whenever she wants to she can have a hell of a storm.

                              What she does in combat

                              In combat the has one of two options. The first is just to use her longbow as a pretty mundane option. Because of her control spell she can choose to fight in a raging storm when she pleases, and thus basically impose at least a -3 environmental penalty on everyone, which she can then ignore with Sky-Calming Draw. She can also take her group of marines and command then from the rear as they charge in, if there's too many enemies for her to take alone, or just one really hard one that she, unfortunately, may have to spend some of her own men to soften up.

                              The other is a bit trickier because it relies on positioning. She's got the spell Unslakable Thirst Devil Maw, which deals a lot of decisive damage in a big area, and doesn't rely on her initiative. It also can't exclude allies, and tears battlegroups to shreds. So only use this one when nobody that you like is in front of you, and definitely use it on battlegroups and on water elementals, where it's extra effective. A battlegroup of water elementals is the perfect target. You won't very often get it off in one turn though so you might want to plan to be protected during your casting. luckily

                              In either case Dodge is her preferred defense, although she's only got the excellency to buff it.

                              She's also not bad in sea combat either, she's basically an artillery piece on her own and the simple application of her sail excellency makes for a deadly sea captain.

                              What she does in social settings

                              With the charm Dragon Mariner Attitude she can be a lot of things that a salty sea captain needs to be. giving her a few bonuses on her somewhat mediocre social rolls, which can make a bit of a difference. Something else she can do is use Fivefold Resonance Stance to give herself a supernatural awareness of elements around her, letting her discover hidden geology, the fires of a thieve's den, or other important but hidden features.

                              She's also got a great amount of mobility in the world. Her backing with the imperial navy, her command, and her resources, combine to give her a ship, the crew to command it, and the supplies to go where she will, and SHE WILL GO. She's got a spell to conjure a great tempest, as it's her control spell it moves with her, she's got a hearthstone to make that tempest blow only in the direction of her ship, and a charm, Sea Chanty, to ignore the penalties that you would normally take in this weather. Then to top it all off, if she likes, she could summon a fog-bank, or simply wait for one, and then use Keel Cleaves the Clouds to ride her ship up into the sky....and THEN summon the tempest, to fly wherever she will. In fact she could even use that last combo to take her ship places in the world that are totally landlocked, but be warned, you may be stuck there a while until you can wait for or conjure a new fogbank.

                              In the event that she loses her ship and crew...well that sucks, that's never okay, but all she need do is use Floral Ferry and a single leaf to make herself a new boat that she can captain back to the Blessed Isle. From there she gets a new ship, new crew, and revenge.

                              Either way, next time it's Brawlocrat.

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