@Havocfett in your rewrite of Raksha are they still weak to iron? I know you gave out about it, as in its too Euro-Fey for a something called Raksha, But I'm just checking.
From what I can tell from the discussion at the time, they'd most likely be weak to gold and silver.

That said, @Havocfett didn't include a straight up weakness in their write-up if I remember correctly.
 
They are weak against HIGH IMPACT EXALTED VIOLENCE and also PHILOSOPHY.

They are not weak against HIGH IMPACT PHILOSOPHY, unless it is done violently by an Exalt, because otherwise that is not a thing.
 
From what I can tell from the discussion at the time, they'd most likely be weak to gold and silver.

That said, @Havocfett didn't include a straight up weakness in their write-up if I remember correctly.

The big one is their psychological issues. Read Intimacy actions basically give you a giant list of ways to manipulate Rakshasa and murder the shit out of them.

Like, they can't not walk into a perfectly prepared ambush if you put the right shiny thing there. So if you're a mortal you figure out what they're pursuing, lay a trap, and then go back to the ol' Chung Classic. Unlike an Exalt they are physically incapable of resisting that intimacy.

(Five+ dudes with sledgehammers and a grudge)

Alternately you use these to make them betray each other/act in ways you want. Hidimbi, after all, helps murder her brother over a hot buff dude.
 
So I was looking through my bookmarks and I found this claim. I'm honestly curious what Aleph is talking about here. I know in 2e Sidereals have Defense of Shining Joy, a powerful combat charm on its own, which both got a nerf and a buff in 2.5 with Heart Brightening Presentation Style and the Sid Compassion Charm whose name I can't remember.

But I have absolutely no context on 1e other than the fact that Persistent Defenses and lower damage made combat take forever.

So can someone please enlighten me on how Bluesids had invincible builds?

So in 1E, you could both parry and dodge an attack if you had access to parries and dodges. This is the source of the "persistent defenses make combat take forever" issue, because your combined persistent passive defense was at least 13 dice larger than the enemy's persistent attack pool.

RSB had the brilliant idea to write a charm (lol Martial Arts, fucking Joy in Adversity Stance) that gave motes back whenever a defender successfully rolled a defense (on average, their Essence in motes). So what you'd do is play a Serenity Caste, put up Dance of Shining Joy which let you use Performance in your dodge rolls in place of Dodge as well as giving you a persistent dodge, put up the Serenity anima power which gave you Essence autosuccesses on all Performance rolls, then run a 2-7 filter-alike flowchart on all incoming attacks:

1. Is this a perfect attack or otherwise unparryable? Serenity in Blood for 5m 1w.
2. Do I dodge the attack purely off Dance of Shining Joy + performance boosters? If so, gain motes, stop.
3. If the attack gets through my super reflexive dodge, how many successes are left? If it's like, practically nothing, use my 10 dice reflexive parry from Blade of the Battle Maiden to eat it, then gain motes and stop.
4. If there's still enough successes there that 10 dice of parry won't eat it, pop Impeding the Flow to auto block the attack for 3m.
5. If I thought it was safe to let it through but managed to roll nothing on my parry and get hit anyway, eat whatever damage got through with Death Parrying Stroke + starmetal underwear, for 2m per health level on top of the 1 or 2 automatically soaked.

As long as you were getting enough motes back from Joy in Adversity Stance (>50% proc rate is about right), you were totally immortal. And this is just the baseline starting cheese, it could get much worse. Particularly with SMA.

Does this remind anyone of anything?
 
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Man I could actually write Unvarnished Truth as a Grand Goremaul with a set of Evocations based around shattering illusions and countering deceit

But I already have like two other Artifacts to work on
 
The big one is their psychological issues. Read Intimacy actions basically give you a giant list of ways to manipulate Rakshasa and murder the shit out of them.

Like, they can't not walk into a perfectly prepared ambush if you put the right shiny thing there. So if you're a mortal you figure out what they're pursuing, lay a trap, and then go back to the ol' Chung Classic. Unlike an Exalt they are physically incapable of resisting that intimacy.

(Five+ dudes with sledgehammers and a grudge)

Alternately you use these to make them betray each other/act in ways you want. Hidimbi, after all, helps murder her brother over a hot buff dude.

Maybe this is kinda weird, but I imagine Raksha having Intimacies on a scale of one to ten versus the standard one to five, however, they treat their intimacies as (Rating-Essence) to show that, as they get more enlightened, they become less attached to the world.

I dunno how this would affect mechanics, but it feels like an interesting thought.

EDIT: Interestingly, this means that Kubera's attack might have been averted by someone just talking him out of attacking. Like,

"Hmm, you're right. I don't really care about this. Alright boys and girls, let's pack up and go home."
 
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Yesterday, while exploring the Wyld Zone of Firewonder of Nexus, we encountered someone who we're inclined to believe was a Fair Folk. Immediately upon seeing him (a matter of a second), our Haltan archer flurried seven attacks into him, wounding him on the sixth and killing on the seventh. The enemy had Dodge DV 10 or so, but apparently didn't have any combat-worthy defensive Charms. Our sorceror is extremely upset that we murdered someone without even talking to him and yelled at us for it. I half-joke (the character is more serious than the player on this matter) that this is a sign of Raksha Mental Influence.

Anyway, now something happened, and a big unit of cavalry unhurriedly moved out towards our position.
The Haltan character of ours knows some stuff about the Wyld and/or the Raksha, but the player doesn't.
What should we be aware off for evaluating the situation?
As a player, I vaguely recall that Fair Folk can summon fake armies of sub-Extras who can be defeated by a single blow. I know some of their Charms do very weird stuff. What else should we keep in mind? Everyone has high Valor, so nobody wants to retreat, but nobody wants to just die in a hopeless fight either.

Thanks in advance!
 
Only if you consume it in the process.

(Is now picturing that the end of the First Age occurred shortly after some Twilight designed a custom Charm that allowed her to forgo exotic components in exchange for gaining Limit.)

This actually kind of makes sense. They don't know what Limit is; such a thing would just look like a free, unlimited energy source. Actually I believe pretty much exactly this ("apparently free unlimited energy source actually has hidden, horrifying cost) is a pretty common premise.
 
So in 1E, you could both parry and dodge an attack if you had access to parries and dodges. This is the source of the "persistent defenses make combat take forever" issue, because your combined persistent passive defense was at least 13 dice larger than the enemy's persistent attack pool.

RSB had the brilliant idea to write a charm (lol Martial Arts, fucking Joy in Adversity Stance) that gave motes back whenever a defender successfully rolled a defense (on average, their Essence in motes). So what you'd do is play a Serenity Caste, put up Dance of Shining Joy which let you use Performance in your dodge rolls in place of Dodge as well as giving you a persistent dodge, put up the Serenity anima power which gave you Essence autosuccesses on all Performance rolls, then run a 2-7 filter-alike flowchart on all incoming attacks:

1. Is this a perfect attack or otherwise unparryable? Serenity in Blood for 5m 1w.
2. Do I dodge the attack purely off Dance of Shining Joy + performance boosters? If so, gain motes, stop.
3. If the attack gets through my super reflexive dodge, how many successes are left? If it's like, practically nothing, use my 10 dice reflexive parry from Blade of the Battle Maiden to eat it, then gain motes and stop.
4. If there's still enough successes there that 10 dice of parry won't eat it, pop Impeding the Flow to auto block the attack for 3m.
5. If I thought it was safe to let it through but managed to roll nothing on my parry and get hit anyway, eat whatever damage got through with Death Parrying Stroke + starmetal underwear, for 2m per health level on top of the 1 or 2 automatically soaked.

As long as you were getting enough motes back from Joy in Adversity Stance (>50% proc rate is about right), you were totally immortal. And this is just the baseline starting cheese, it could get much worse. Particularly with SMA.

Does this remind anyone of anything?
Hey, Jon, was the Sidereal TN reducer standard back in 1e? Pre-Excellencies, I know, but...

If it was, how much did it affect the 1e combat paradigm? I know sort of the general shape of 1e combat, but I don't have a lot of personal experience.
 
This actually kind of makes sense. They don't know what Limit is; such a thing would just look like a free, unlimited energy source. Actually I believe pretty much exactly this ("apparently free unlimited energy source actually has hidden, horrifying cost) is a pretty common premise.
Artifacts that are powered by supernatural stress? Sounds like a university to me.
 
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