How do disguise charms interact with effects such as sorcerous-ly changing your skin to living bronze?

2e-style Obvious magic is not 'Obvious' because it voids stealth or disguises, but that it says 'People can see that you are doing/being Magical, and they can make an informed decision on what it is'.

So when you cast Skin of Bronze, people can without magical training look at it and go 'oh you're turning your skin unto bronze' or something in similar broad strokes.

Now, in what I think the specific edge case you're thinking is, if you cast Skin of Bronze, and then try to put makeup on top of that to hide it, I'm sure you could- at penalty. Not sure with disguise magic.
 
Ok how am I supposed to design a Hellstrider in 2e? II have all the demons chosen (its a combat variant of the Jewel of War that has tomescu instead of luminata) but I can't get it 's Innate Traits to make sense with the example given. Its the subsidiaries that are giving me trouble, it says to examine each one and select it's three highest Attributes, it's six highest Abilities, and two different specialties and then to give +1 to each of those traits. Do I give the +1 to every Attribute, Ability, and Specialty, one per category per subsidiary demon, or just one per category for the entire Hellstrider Gestalt. In addition, how do I calculate the Attributes and Abilities?, should I add them all up or use the highest ratings among the gestalt?, example's Strength (11) says that it's the latter, but that could just be the Warstrider rules that I'm missing.
I would suggest simply ignoring it and using one of the several homebrew options floating around; Skins of Steel or Kyeudo's Warstrider Fix.
And then fluffing appropriately.
 
I would suggest simply ignoring it and using one of the several homebrew options floating around; Skins of Steel or Kyeudo's Warstrider Fix.
And then fluffing appropriately.
I suppose I could just refluff Warstrider AIs to be the demons. DO you have a link to those warstrider fix, cause I can't find any.
 
Theres always using Magical Conveniances (1) + Ability Enlightenment (4), but I also remember there being a Manse Power (3-4 or so) that regenerates anyone inside. Maybe Sentient (5) to help it act as a doctor, but that might just be overkill.
Yeah, kinda a problem with ability enlightenment:

The manse encodes knowledge in its structure, mystic arts have coaxed a hint of mind from its Essence, or perhaps a previous owner was so closely attuned to the manse that her knowledge passed to it. The manse "understands" orders beyond straightforward programming—but isn't sentient. Although it learns and remembers information, it can only grow so far, and has no consciousness or personality.Effectively, the manse has four Abilities it can "think" about. Since the manse doesn't have Attributes, it receives an automatic four successes whenever a situation would call for a roll using those Abilities. The manse may need other powers to act on its Abilities, however.

Example: A manse is furnished in exact and courtly arrangements and lined with cultivated roses, whose colors are used to express a giver's intentions. Its geomancy expresses principles of empathy, etiquette and subterfuge. It effectively has Socialize 4. When the hearthstone bearer commands it to
examine its residents' Motivations, it evaluates each person's facial movements, postures, words and reactions to the flowers and other cues. If one person displays her Motivation, the Storyteller applies an external penalty of that character's
([Manipulation + Socialize] ÷ 2) to the four-success reading Motivation roll for the manse. If any successes remain, the manse understands the character's Motivation and stores the information for future use.Information a manse gains from its Ability Enlightenment can trigger other powers. Attunement can train characters in the manse's Abilities as if they had a teacher, up to the levels it possesses. Ability Enlightenment may be bought multiple times.

So let me get this straight.

The manse has ability enlightenment. Now, it's able to actually use its abilities? Not just 'think' about them, but actually use them for more than some kinda information gathering?
 
Yeah, kinda a problem with ability enlightenment:



So let me get this straight.

The manse has ability enlightenment. Now, it's able to actually use its abilities? Not just 'think' about them, but actually use them for more than some kinda information gathering?
I would hope so, otherwise it would really suck.

Anyway it was mentioned in Lords of Creation that the successes add to Crafts rolls made by Atelier-Manses and Factory-Cathedrals, so I reasoned that it could theoretically add to an automated clinic (which, in my opinion, is a Magical Conveniance so long as it only counts as mundane treatment).

Thus, with Ability Enlightenment, you now have a Medical facility that never scores less that four successes per roll, and thus never fails (for mundane ailments anyway)
 
Um, Least Gods going insane and uselessly trying to seize power?
Actually, Green Sun Wasting is just radiation sickness, so probably that.
The component parts of your body have been infected/poisoned/tainted with Hate and now can't heal/grow properly.
...... you know what? I'll just model it as a parasite.
 
Um, Least Gods going insane and uselessly trying to seize power?
Actually, Green Sun Wasting is just radiation sickness, so probably that.
The component parts of your body have been infected/poisoned/tainted with Hate and now can't heal/grow properly.
Cancer isn't radiation sickness; you can get cancer from radiation but radiation sickness itself is its own thing.

Cancer would be more like something altering your flesh so that it grows out of control. Like real life cancer, this could happen from any number of sources, but Wyld contamination or overexposure to Wood or Malfean essence (more from the self-inflicted injury and growing out of control - actually, that could apply to an autoimmune disease as well) seem appropriate. I recall Keris treating someone with cancer in Kerisgame by eating away the cancerous tissue, which was apparently due to wyld essence contamination.
 
Are questions about possible crossovers allowed? I can't find a discussion fic for story/quest ideas and such.
 
Well then, crossposting from SB:

What is the largest unit of the Realm military that wouldn't be able to just curbstomp their way up and down the setting of A Song of Ice & Fire with impunity? A full legion of 5,000 is right out, obviously, but would a single dragon of 500 with like 6 Dragon-Blooded (assuming only the Talonlords and above are DBs and the dragonlord is dead or didn't end up getting sent away with them, since I think a divided command like that would make for more interesting conflict) still be too much?

That is to say, if you were to write about a stranded unit of the Realm's military stuck in Planetos becoming, say, an elite mercenary company a la the Black Company, or founding their own kingdom somewhere, how small would said unit need to be for the established powers of the setting to be able to actually pose a credible threat if the DBs pissed off more than just one or two?

---

On a similar note, what is the largest unit that wouldn't be completely OP in Thedas, the setting of the Dragon Age series? On the one hand, there's a lot more combat-oriented magic and enchantments to even the playing field, so Thedosians shouldn't need quite as many numbers to drown a Realm unit in. On the other hand, it might just be the scale limitations of the games, but I've always been under the impression that Thedosian armies tend to be quite a bit smaller than those in A Song of Ice & Fire.
 
Well then, crossposting from SB:

What is the largest unit of the Realm military that wouldn't be able to just curbstomp their way up and down the setting of A Song of Ice & Fire with impunity? A full legion of 5,000 is right out, obviously, but would a single dragon of 500 with like 6 Dragon-Blooded (assuming only the Talonlords and above are DBs and the dragonlord is dead or didn't end up getting sent away with them, since I think a divided command like that would make for more interesting conflict) still be too much?

That is to say, if you were to write about a stranded unit of the Realm's military stuck in Planetos becoming, say, an elite mercenary company a la the Black Company, or founding their own kingdom somewhere, how small would said unit need to be for the established powers of the setting to be able to actually pose a credible threat if the DBs pissed off more than just one or two?

To be honest, even a single Dragonblood is too much for Planetos. Sure, if they were low Essence (1-3) and you swarmed them, you could totally bring them down in a fight but that's not the actual problem. Superhuman mental + social + stealth + combat Sorcery makes fighting them ridiculously, horrifically painful for any conventional military.

One day your army is going to be totally fine and the next it's going to be shitting out its own internal organs because someone poisoned all of their food and water. And of course, it's impossible to recover or organise because all of their command staff caught a mysterious case of death during the night and everything is burning down and oh god oh fuck.

At that point, you don't have an army anymore, just a panicking band of mercenaries.

And then of course high Essence (4-5) Dragonbloods could route armies by themselves because nothing short of an Unsullied legion is going to hold when that comes at them, and this is assuming they don't have Death of Obsidian Butterflies or something.

On a similar note, what is the largest unit that wouldn't be completely OP in Thedas, the setting of the Dragon Age series? On the one hand, there's a lot more combat-oriented magic and enchantments to even the playing field, so Thedosians shouldn't need quite as many numbers to drown a Realm unit in. On the other hand, it might just be the scale limitations of the games, but I've always been under the impression that Thedosian armies tend to be quite a bit smaller than those in A Song of Ice & Fire.

See above.
 
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Not to mention that dragonblooded can breed. They can turn themselves into a clan. Get mutiple dragonblooded?

Yep, if they're not wiped out, they're going to eventually take over the planet.
 
Fine then.

Question. What is cancer in exalted terms?
It's just cancer. Exalted illness works exactly how it does in real life, outside of minor fluff alternations like imbalances in chakras causing illness or something. You get cholera from tainted water, bubonic plague from rat fleas, cancer is your body twisting and growing in chunks out of control. The diseases are very real.
 
Remember, 3 dragons were enough to make conquering Westeros possible. Dragonblooded, while not identical, are pretty much just as much of an out of context problem in the general timeframe of the series. This varies based on the exact capabilities of the DB in question, and it's not impossible for them to be challenged or slain, but it's going to be difficult. Especially if, rather than making enemies out of everyone they build up some native support.
 
And based on what we've seen so far of Ex3's DBs, they'd be even more stompy. One of the previewed powers involved war plans that summoned supernatural storm that the DB could then use to rain destruction on the enemy. That was Essence 3.

This leaving aside the Volcano Cutter scenario, which is DBs can use Volcano Cutter at full power because it's made of Red Jade. Or Gorgon for that matter. Either of those are army killers once you get past E4 or so. Which with the bigger an army it is increasingly likely one of these and the person to wield them at that level are there. And god help any army that has to face an Ex3 warstrider.

So yeah, one is probably to much.
 
How does the Spell Anchors hack work exactly?

I'm not 100% on the intricacies, but basically it's designed to attach Sorcery to Backgrounds. The reasons for this include making sorcery more clearly a 'background/dramatic scale' mechanic, as opposed to a pewpew blaster magic suite.

Basically, you learn a spell and that spell has an anchor associated with it. When you cast that spell, you are 'tapping' the background for the duration of the spell. Certain spells require certain anchors, or at a specific rating, and all spells are influenced by the anchor at a fluff level. Most 'combat' spells keep the anchor committed for an instant or the duration of the spell like Skin of Bronze.

So the sorcerer is at a play level encouraged to develop a hoard of backgrounds, like Allies (spirit or demonic), Backing/Influence (authority over the land), cults and so on. Artifacts are a big one because they're some of the easiest anchors to acquire, but especially for larger efforts (workings are implicitly possible with Anchors), the background is committed indefinitely.

The other reason for this, is that it gives non-elder PCs a target to attack an established elder NPC- if you steal the artifact anchoring the sorcerer's city-spanning energy barrier, their defenses come down and you can continue to nibble at their domain.
 
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