Outrider's also missing his command dice pool, I think. And maybe his general animal handling / falconry / hunting pool, since he seems to be into that.

While we're nitpicking, I don't think the wrestler's Benthic Depths Embrace should be withering-only.

As a Directional War God he should be a fairly dangerous foe, both in direct combat and in what forces he can throw at you.

Of course, but how dangerous is fairly dangerous?

If Ahlat somehow found himself in single combat with Taru-Han or Nara-O or Ghataru or the Ocean Father, how would he fare?
 
I never really took Nara-O as exceptionally dangerous in personal combat, at least given his position. He's extremely well connected and has potent abilities, but not really combat ones.
 
I like to imagine that "secrets known only to one person" includes spells and martial arts techniques that only one (other) person can use.

The hidden technique that the master keeps up his sleeve for a desperate moment is a classic trope; I'm sure Nara-O knows about plenty of those, and it'd be very cool if his knowledge included the ability to actually use them.
 
Sure, that can be a cool image and I definitely wouldn't say that he's weak. Just that if you make a list of gods who are going to be extremely dangerous in personal combat I don't think he is actually that far up there, compared with gods who's position and temperament mean they really are going to focus on that area.
 
Sure, that can be a cool image and I definitely wouldn't say that he's weak. Just that if you make a list of gods who are going to be extremely dangerous in personal combat I don't think he is actually that far up there, compared with gods who's position and temperament mean they really are going to focus on that area.
Yeah, pretty much. He's still got an amount of oomf in this regard from being one of the strongest gods short of the Incarnae generally by virtue of his position, but it isn't like picking a fight with Hu Dai Liang.
 
See, that's exactly what I'm asking about. How much do you reckon the "amount of oomph" is, and where does that put him relative to a lower-ranked but more overtly fighty god like Ahlat?

This whole conversation has been using Ahlat as a sort of yardstick for divine combat, and I'm wondering how long that yardstick is actually meant to be.
 
Remind me of the org chart: There are 5 directional war gods then one god of war in Creation above them? Would that be Mars or Sol?

What I mean is, I don't think there are that many steps up the escalation ladder as far as gods whose job is war.
 
Remind me of the org chart: There are 5 directional war gods then one god of war in Creation above them? Would that be Mars or Sol?

What I mean is, I don't think there are that many steps up the escalation ladder as far as gods whose job is war.

It's kind of convoluted. Ahlat reports to E-Naluna. E-Naluna heads the Division of War, which is part of the Bureau of Heaven. I believe it counts as an Abstract Matter, so her boss is Taru-Han (top psychopomp). Taru-Han works for the Sun in theory and for her on-paper equal Ryzala in practice.

But there's also a Division of Battles under the Bureau of Destiny, run by Hu Dai Liang on behalf of Mars. I imagine the split leads to all sorts of fascinating bureaucratic infighting.

And then there are various gods of non-war violence, who might actually be better suited for fighting with their own two hands (or, well, whatever limbs they've got). But I expect most of those get less prayer and hold less important jobs, so there probably aren't many on Ahlat's level.

Depending on who Ghataru is, I could see Alhalt beating any of those in a 1v1, because he's one of the greatest gods of incredible direct violence.

Leads the Bureau of Seasons and therefore the Aerial Legion, Yu-Shan's military.

In 2e he was a lesser elemental dragon of air, but in 3e he's god of seasons and weather.

EDIT: Whoops, said Heaven three times instead of one. Fixed now.
 
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Outrider's also missing his command dice pool, I think. And maybe his general animal handling / falconry / hunting pool, since he seems to be into that.

While we're nitpicking, I don't think the wrestler's Benthic Depths Embrace should be withering-only.
I think you forgot to add a number of -0 Health Levels on the horse
Fixed and fixed. The perils of writing away from your main computer on a short time table.

Remind me of the org chart: There are 5 directional war gods then one god of war in Creation above them? Would that be Mars or Sol?

What I mean is, I don't think there are that many steps up the escalation ladder as far as gods whose job is war.

The Directional War Gods are very powerful, but in my view they're not the most powerful in combat. Generally, I think they're going to stand equal to some superior gods whose purview isn't directly related to combat/war, be beaten by gods of superior status who have combat/war as part of their purview, and be significantly outmatched by gods of superior rank who are mainly war/combat gods.

That list isn't super long, but it probably includes the Shogun of the Aerial Legion (superior rank, war god), Wun Ja (goddess of cities, war is a purview relevant to cities and she is higher on the hierarchy ladder), Bahal Hesh (god of martial arts, superior rank and purview exclusively related to combat), among the big names we know about in some detail. There's probably a few others in the same ballpark.

I'd expect he'd find Nara-O a difficult fight because Nara-O's purview has nothing to do with war but they're one of the highest-ranking gods in Heaven and might whip out a couple of secret techniques to keep Ahlat on the backfoot, but I don't know that I'd give the win to either of them sight unseen.
 
As a completely arbitrary measure of divine badasses, we can sort war gods by their pecking order in the Bureaucracy.

After the Unconquered Sun and Mars, Ghataru is the only bureau head who is a war god (and god of weather).

After Ghataru, we have division heads, Hu Dai Liang the head of Division of Battles in the Bureau of Destiny and E-Naluna, Queen of War and head of Division of War in the Bureau of Humanity Heaven.

After that we have a plethora of high ranking martial gods working in the divisions, including directional war gods like Ahlat and noted martial gods like Bahal Hesh.

As I said this is completely arbitrary. Obviously this isn't the extent of "who would win in a fight." Wun Ja, the Goddess of the Shining Metropolis and Director of Humanity is primarily a bureaucrat, but if she and Ahlat ever actually came to blows she would beat his ass into the ground with a beautiful corinthian column before reassigning him to Atmu.
 
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Remind me of the org chart: There are 5 directional war gods then one god of war in Creation above them? Would that be Mars or Sol?

What I mean is, I don't think there are that many steps up the escalation ladder as far as gods whose job is war.
In terms of the actual org chart, power level aside, the Directional war gods work for the Bureau of Humanity, and they each supervise a lot of Terrestrial war gods from their Directions. Their ultimate superior is Wun Ja, goddess of cities, in her capacity as Director of Humanity. They do not report to Mars or anyone within the Division of Battles, because the Bureau of Destiny focuses on different things than what their responsibilities are. Similarly, the Bureau of Heaven does actually have a Division of War as well, which has a separate organisational structure and separate responsibilities. The war gods of the Aerial Legions are actually organised under the Bureau of Seasons as well.

There are a lot of different war gods and they're not in strict hierarchy with each other, necessarily.
 
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Part of my brain is now trying to extract a suitable theonym from a certain curly-haired New Englander's name.
 
Dragon-Blooded QC Template: Dynastic Cataphract New
Dynastic Cataphract

This Dynast is a heavy cavalry unit. She has spent decades serving the Legions and has little interest in life beyond military service. Because mounts capable of resisting anima flux are rare and valuable, Dynastic Cataphracts often ride unusual and exotic beasts that make horses uneasy, and as such do not serve in cavalry formations but as heavily armored support infantry, dueling units meant to locate, reach and bring down enemy generals, and shock troops meant to charge ahead of the main body to break the enemy front lines. They typically carry heavy armor and weaponry, and no two fight in exactly the same way. Cataphracts are often borrowed to take part in the Wyld Hunt, and this one has brought down an Anathema before. This character is at the upper end of what an Essence 3, non-martial artist Dragon-Bloodscan achieve, with many dice pool assuming Attributes and Abilities at 5 and more than one Signature Charm.

Aspect: Fire
Essence: 3; Willpower: 7; Join Battle: 10 dice
Personal: 14; Peripheral: 25 (max 35)
Health Levels: −0×1/−1×6/−2×6/−4×1/Incap.
Actions: Command: 8 dice; Feats of Strength: 8 dice (may attempt Strength 5 feats); Read Intentions: 7 dice; Resist Poison/Disease: 8 dice; Senses: 9 dice; Social Influence: 9 dice; Stealth: 10 dice; Taming/Training Beasts: 10 dice; Threaten: 10 dice.
Appearance 5, Resolve 6, Guile 2

Combat
Attack (Red Jade Dirlance): 12 dice (Damage 19L/6)
Attack (Javelin): 14 dice at close range (Damage 14L/1)
Attack (Grapple): 7 dice (9 dice to control)
Combat Movement: 8 dice
Mounted Movement 11 dice (+1 dice to rush, disengage, and withdraw)
Evasion: 4; Parry: 6
Soak/Hardness: 16/10 (Articulated Plate)

Intimacies
Defining Principle: My life is dedicated to the crushing of the enemies of the Realm in general and my House in particular.
Major Tie: My House (Loyalty)
Major Principle: I feel more kinship towards the great beasts than towards my fellow man.
Minor Tie: The Legions (Belonging)

Escort
This Dynast is accompanied by a trusted majordomo with the traits of an elite bodyguard. She is often found in the company of a younger Dragon-Blooded of lesser rank (use Arrogant Young Master or Outcaste Wrestler traits). When on the march with the Legion, or when hunting down a target, the Dynast is accompanied by two claw striders, pack-mates of its mount.

Merits
Mounted Combat: The Dynastic Cataphract gains +1 dice on withering attacks against non-mounted opponents, or +2 against battle groups not armed with reaching weapons. She gains +1 Defense against close-range attacks from non-mounted opponents lacking the reaching tag. The Outrider's mount is rolled into battle as its own entity and takes actions on its turn.

Excellency
Bonus Dice: A Dragon-Blood can add +3 dice for 3m to any dice pool in which she has 6+ dice, and +6 dice to any dice pool in which she has 11+ dice.
Static Values: A Dragon-Blood can increase static values for two motes per +1 bonus, up to +2 for static values 4+ and up to +3 for static values 6+.

Offensive Charms
Burning Wolf Fang (8m, 1wp, 1a; Simple; Withering-only): Add +5 to the raw damage of a withering attack. Each 10 on the damage roll burns away an additional Initiative from the target, which she does not gain. The target continues to suffer this loss again on his next three turns, or until he damages the dynast with a withering attack.

Heart-Aflame Firestorm Assault (10m, 1wp; Simple; Decisive-only; Instant): Make three decisive attacks divided among one or more enemies. Each attack has a base damage of (Initiative/2, rounded up) and adds +3 dice to the attack roll She doesn't reset to base Initiative until she's completed all attacks. If any one attack deals damage higher than the target's Resolve or incapacitates him, the Dynast may forgo one level of damage to erode a negative Tie towards herself by one step or instill a positive Tie towards her.

Ebony Spur Technique (2m, 3i; Reflexive; Decisive-only; Instant): When a mounted ally successfully lands an attack against an enemy within short range of him, the Dragon-Blood moves up to one range band towards that enemy and makes a decisive attack with +bonus dice. This counts as her combat action for the round, but not her movement action. Once per scene, reset on crashing an enemy.

Blazing Charger Attack (7m, 1wp; Supplemental; Decisive-only; Instant): The Dynast doubles 9s on a mounted rush. If the enemy triggers her reflexive movement, she may move two range bands towards him instead of one. If this brings her into close range of him, she may make a reflexive decisive direlance attack with +3 damage dice.

Defensive Charms
Impervious Skin of Stone (4m; Reflexive; Withering-only; Instant): Add +5 soak against a withering attack.

Aura of Invulnerability (5m, 1wp; Simple; Perilous; One scene): Roll (temporary Willpower), gaining -0 health levels equal to successes. Add +4 soak.

Portentous Comet Deflection (3m, 1wp; Reflexive, Decisive-only; Instant): Reflexively clash any attack against the Dynast with a decisive attack. This doesn't count as her attack for the round.

Great Heart Unity (6m; Reflexive; One scene): The Dynast's mount gains +2 Resolve against threaten rolls and other fear-based influences,. The Dynast gains +1 Defense against unhorse gambits, increases the difficulty of such gambits by 1, and 1s on the attack rolls of such gambits subtract successes.

Indomitable Warhorse Endurance (3m, 1i per die removed; Reflexive, Perilous, Instant): When her mount would take decisive damage, the Dragon-Blood may pay up to 3i to subtract that many dice from the damage roll after the attack is made.

Mobility Charms
Scattered Pearl Hoof Falls (-): When adding bonus dice to a mounted action, ignore one point of penalty from barding.

Charge of One Hundred Generals (8m, 1wp; Simple; Instant): Select an enemy or battle group at medium, long, or extreme range. The Dynast makes a mounted rush against her target. If successful, she along with all mounted characters in close range of her, or medium range for mounted battle groups, move one range band towards their target on each of their next four turn in addition to their normal movement or until they reach close range, gaining 1 Initiative for each range band they traveled. If not already in combat, all characters involved roll Join Battle.

War-Bred Claw Strider

This sleek, feathered, powerfully-limbed raptor stands as tall as a man at the shoulder. Though predatory and highly intelligent, claw striders' pack instincts make it possible to train them as mounts. Most serve as light shock troops for desert nomads, but this one's lineage has been bred for size and sturdiness, and it's capable of wearing specialized barding. Its high meat requirements and poor temper make it impossible to field in any significant numbers; it's but one example of the kind of exotic mounts that Dynastic Cataphracts take into battle, requiring their own logistical burden.

Essence: 1; Willpower: 5; Join Battle: 4 dice
Health Levels: −0/−1×3/−2×3/−4/Incap.
Speed Bonus: +1 (+0 from barding, negated when adding bonus dice)
Actions: Feats of Strength: 5 dice (may attempt Strength 3 feats); Senses: 5 dice (see Sharp Sight); Stealth: 6 dice
Resolve 3, Guile 1

Combat
Attack (Bite): 8 dice (Damage 15)
Attack (Claw): 12 dice (Damage 11)
Attack (Grapple): 8 dice (7 dice to control)
Combat Movement: 8 dice (see Darting Leap)
Evasion 4, Parry 3
Soak/Hardness: 12/4 (Medium Barding)

Special Traits
Ambush Hunter: Add +3 dice on all attack rolls made from stealth.
Distract: The claw strider can make distract gambits to assist its rider. If it makes a successful distract gambit from stealth, the bonus provided increases by two dice.
Pack Hunting: Add one automatic success on attack rolls for each allied claw strider in close range of the target, plus one if mounted or fighting alongside its rider, maximum +3. On a decisive attack, spend one Willpower to add that same bonus as damage dice.
Swift Advance: When the claw strider moves to keep pace with an enemy it has successfully rushed, it can spend a point of Willpower to make a reflexive decisive attack against that enemy.

Merits
Darting Leap: Gain double 9s on rushes.
Sharp Sight: Gain double 9s on Perception-based rolls using sight.

Strategy

The Dynastic Cataphract is a melee combatant who benefits most from either charging suddenly out of stealth to enhance her claw strider's attacks or from charging her enemy from a distance to build up an impale attack. She wields a heavy weapon, meaning her accuracy is low, and most of her offensive combos are expensive; she will attempt to hit as hard as possible as early as possible to bring down her prey.

With just her claw strider mount, the Cataphract is a potent foe. The claw strider is a vulnerability, but she is much more capable of fighting on foot than the Outrider. The cumulative benefits of Pack Hunting, however, mean that simply adding two claw strider allies chasing with her may be overwhelming to some players, but may be what's required to give some challenge to others.
 
Given how highly people rate Ahlat, he might want an upgrade. I think his corebook stats make sense for a major god, but clearly he's not just a major god.

Siakal is worse off than he is, though. Kinda wonder if the Adversaries of the Righteous team read the "you're allowed to have a 5" sidebar because 5s are hard to come by in this book. There are Exalted statblocks without any, including multiple Abyssals.

Siakal actually does have 10 Strength but her damage pools don't seem to take that into account so it doesn't count for much. And her Charms seem vastly worse than Ahlat's. Not much of a Directional War God.
 
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