[X] Plan Peregrine
-[X]Take your chances with the guardians. You're pretty sure you can blow past them
-[X]Grab Mayeda and party with MHM
-[X]Activate Dark Sun shield + Windborn Stride: 1m
-[X]Ask Harry to activate his own mageshield
-[X]Activate Melee Excellency for defense if necessary: 1m
Adding Melee Excellency to plan to activate if necessary.
Shouldnt be necessary, since even a readied action has to get through Harry's mageshield bubble thing first, but might as well.
With the modifiers in play, Molly is going to be throwing 15+ successes on defense anyway.
So instead of 340 yards in 3 seconds, she can only go 170 yards in 3 seconds.
Based on the previous update, thats still enough to put her and her war party well out of combat range.
1) Uh, no? Im pretty sure you are allowed to defend against multiple attacks while moving in ExWoD; you just suffer greater penalties. If it wasnt so, Exalts would routinely get swarmed under by mobs of baseline minions.
Or did you change that rule?
2) Harry is already in on it. Hence the active mageshield.
They need to get through his mageshield before Molly has to parry/block with Dark Sun.
Information he can sell. Information other people can coerce out of him.
Its an unnecessary risk.
1) Uh, no? Im pretty sure you are allowed to defend against multiple attacks while moving in ExWoD; you just suffer greater penalties. If it wasnt so, Exalts would routinely get swarmed under by mobs of baseline minions.
Or did you change that rule?
You can if the only thing you want move-wise is a regular move action which is a base of 7 yards per turn. If you want to get half your run speed which is (12 yards+Dex*3)/2 that is one extra action. Even with active WBS 70 yards isn't getting you away from those things
Trying to minimize offensive action if at all possible, just in case.
Else I would have Lash use Lore of Light 1 to flashbang the hostile guardians outside as soon as the door opens.
Under the circumstances a light flash does seem very reasonable. Might even counter/negate the readied action narratively. Good chance that the guardians are immune to bashing damage*, but a bright flash is still surprising.
*Most things we might worry about are.
[X] Plan Peregrine plus flash
-[X]Take your chances with the guardians. You're pretty sure you can blow past them
-[X]Grab Mayeda and party with MHM
-[X]Activate Dark Sun shield + Windborn Stride: 1m
-[X]Ask Harry to activate his own mageshield
-[X]Activate Melee Excellency for defense if necessary: 1m
-[x]Have Tiffany make a bright flash of light as we burst out.
You can if the only thing you want move-wise is a regular move action which is a base of 7 yards per turn. If you want to get half your run speed which is (12 yards+Dex*3)/2 that is one extra action. Even with active WBS 70 yards isn't getting you away from those things
Molly's base run speed is 20 yards + Dex4*3 = 32 yards/turn.
Passive Windborn Stride, which is always on, gives her a x3 multiplier, which raises that to 96 yards/turn
Active Windborn Stride, which changes the multiplier from x3 to x10, raises that to 320 yards/turn.
If you are getting half your run speed with Windborn Stride active, thats 320/2 = 160 yards/turn.
Not 70.
Here's the ruleset from ExWoD pg 35
To briefly re-familiarize you, there are three movement rates: walking (seven yards per turn), jogging (12+ Dexterity yards per turn), and running (20 + [3 ×Dexterity] yards per turn) (or 20 times [3 × Dexterity]yards in C20, which is hopefully a typo but God knows,maybe someone intended changelings to be the Formula One racers of the supernatural world). In combat, moving at all requires using up an action; moving and doing anything else (like attacking) requires taking multiple actions. In V20 and M20, you can move up to no more than half your maximum running distance and still act;W20 has no such restriction. Also in V20 and M20 if you act while moving, you suffer a penalty equal to the number of yards traveled; again, W20 lacks this rule.
Again, whatever ruleset you want to use will work.That said, here's my suggestion, since none of the gamelines perfectly align with one another:
Characters may reflexively move up to their walking or jogging distance on their turn, or use an action to move their full running distance. All Exalted powers that enhance a character's "movement" speed apply to all forms of movement (so if a power triples your movement, your walking distance becomes 21 yards, your jogging distance [12 + Dex] × 3, and so on). Ignore penalties for acting while moving, and assume that by taking multiple actions, characters can move their full run distance and still attack.
Molly's base run speed is 20 yards + Dex4*3 = 32 yards/turn.
Passive Windborn Stride, which is always on, gives her a x3 multiplier, which raises that to 96 yards/turn
Active Windborn Stride, which changes the multiplier from x3 to x10, raises that to 320 yards/turn.
If you are getting half your run speed with Windborn Stride active, thats 320/2 = 160 yards/turn.
Not 70.
Here's the ruleset from ExWoD pg 35
[] Open a path to whatever is on the other side in the material world
-[] Lydia Open the Way (3 Dice DC 6; 1 Success Needed Cost 2 Essence)
-[] Molly Open Calibration's Gate (11/20 Dice DC 3; 5 Successes Needed; Cost 4 Essence Stays Open)
-[] Harry Aparturum (5 Dice; DC 6; 3 Successes Needed; No Cost)
Counter-argument that requires @DragonParadox clarification - how much did we anger the master of this place right now vs. how much would we anger them if we destroy the guardians? That's the etiquette roll, I think.
Characters may reflexively move up to their walking or jogging distance on their turn, or use an action to move their full running distance. All Exalted powers that enhance a character's "movement" speed apply to all forms of movement (so if a power triples your movement, your walking distance becomes 21 yards, your jogging distance [12 + Dex] × 3, and so on). Ignore penalties for acting while moving, and assume that by taking multiple actions, characters can move their full run distance and still attack.
Essentially, Molly could either
1)Move reflexively at walking or jogging speed and act without penalty OR
2)Use multiple actions to run AND take other actions, while suffering a multiple action penalty to her dice pool and DC for doing so.
For example:
With Windborn Stride active, Molly can jog [12+4)*10= 160 yards in a turn.
In that same turn, she can act freely without having to suffer dice or DC penalties from moving(she could still incur them from other multiple actions)
Alternatively, with Windborn Stride active, she can run [20+(4*3)]*10 = 320 yards in a turn.
But in order to do so and also defend or attack in that turn, she has to take at least one multiple action that turn.
Which means that she would be suffering at least -1 dice and -1DC to her next action that turn from moving, as per the multiple action rules on page 33
Multiple Actions
Exalted vs World of Darkness uses the multiple action rules from V20 Dark Ages. If you don't own that book, they work like this:
When you want to perform more than one action at a time, you must first declare how many actions you're going to take. Then, the first suffers a –1 die penalty, and also raises its difficulty by +1, with each action afterward increasing the penalty and difficulty by one additional point. If this would push the difficulty higher than 9, then no more actions can be taken. Additionally, when using multiple actions, no more than one action may be an attack.
Design Note: This version of the 20th Anniversary multiple action rules was chosen chiefly because while multiple actions can be exciting and useful in moderation, watching characters roll out attack after attack after attack slows play to a crawl when it happens every turn. Many Exalts can trivially generate enormous dice pools, and the "split up your dice pool between your
various actions" version of the multiple action ruleswere a recipe for disaster in that respect.
Also of note:
Multiple Opponents
Exalted vs World of Darkness doesn't use the rule for multiple opponents found on page 276 of V20.Burying an Exalt in enemies may be effective due to sheer weight of numbers, but the Chosen have no particular difficulty dancing through swarms of foes and striking them down.
The rules appear to intend that Exalts can defend against multiple attackers just fine.
Of course, the multiple action penalty dont especially matter in this situation.
Because Molly will have a Melee Excellency running, and Without Honor, BSM and CCC have both activated. So you have a dicepool of 20 dice even without a stunt, and more than -4DC in active DC adjusters.
Counter-argument that requires @DragonParadox clarification - how much did we anger the master of this place right now vs. how much would we anger them if we destroy the guardians? That's the etiquette roll, I think.
We dont know who the master of this place is.
And thats not a question that an etiquette roll will answer. We wouldnt care if it belonged to some wraith or an unsavory spirit of some sort, we might if it belonged to a legit god, even a Blampire got access to its use somehow(stole a key/artifact that gave him access, lied, etc).
The rules appear to intend that Exalts can defend against multiple attackers just fine.
Of course, the multiple action penalty dont especially matter in this situation.
Because Molly will have a Melee Excellency running, and Without Honor, BSM and CCC have both activated. So you have a dicepool of 20 dice even without a stunt, and more than -4DC in active DC adjusters.
We dont know who the master of this place is.
And thats not a question that an etiquette roll will answer. We wouldnt care if it belonged to some wraith or an unsavory spirit of some sort, we might if it belonged to a legit god, even a Blampire got access to its use somehow(stole a key/artifact that gave him access, lied, etc).
Essentially, I think it's better not to accumulate enemies at this point, because, remember, this is a side quest. So, if we stand a chance of leaving without actually breaking too much social customs, we should. If we technically did nothing wrong, we earn some ire, but it's possible for the master of this place (Ferryman?) not to go after us if they don't want to help the Blampire beyond strictly what has been paid for.
@DragonParadox do these golems count as serious antagonist and as such defended against this maneuver? If so I'll just change my vote to something else.
[] Plan Lightning Parry
-[]Take your chances with the guardians. You're pretty sure you can blow past them
-[]Grab Mayeda and party with MHM
-[]Activate Dark Sun shield + Windborn Stride: 1m
-[]Ask Harry to activate his own mageshield
-[]Activate Melee Excellency for defense if necessary: 1m
-[] Lightning Parry: With a massive blow or a flurry of Blazing fast strikes, the character deflects incoming shots from a host of attackers. Despite impeccable odds, she remains - for the moment - untouched. En garde, gentlemen!
The difficulty for this maneuver is 6 + 1 for every attacker beyond the first( + 2 for three attackers +3 for four attackers and so on). With five successes or more, she breaks the opponent's weapons, too, forcing them to roll their willpower ( difficulty 7) or back away in fear.
Unless she has extra actions within a single term, the defender cannot do anything this turn except deflect the incoming assaults. As a rule, this trick should only work against blade fodder moves, not against serious antagonist; for details for details see mook-a-Palooza, Mage 20, p. 414
Realistically, this maneuver should only apply to hand to hand attacks; martial arts movies, though, use this technique against missile weapons all the time. Roll: dexterity + melee. Difficulty: 6+ Damage: N/A. Actions: 1
@DragonParadox do these golems count as serious antagonist and as such defended against this maneuver? If so I'll just change my vote to something else.
[X] Plan Peregrine plus flash
-[X]Take your chances with the guardians. You're pretty sure you can blow past them
-[X]Grab Mayeda and party with MHM
-[X]Activate Dark Sun shield + Windborn Stride: 1m
-[X]Ask Harry to activate his own mageshield
-[X]Activate Melee Excellency for defense if necessary: 1m
-[x]Have Tiffany make a bright flash of light as we burst out.
@DragonParadox I am sorry to bother you again, but, since you answered the question that were asked after mine, maybe you missed mine. To the Molly's best judgment (I think this is an etiquette roll), how much of an offense we have given so far to the master of the guardian statues? And how much stronger an offense would we make if we actually fight and destroy them?
@DragonParadox I am sorry to bother you again, but, since you answered the question that were asked after mine, maybe you missed mine. To the Molly's best judgment (I think this is an etiquette roll), how much of an offense we have given so far to the master of the guardian statues? And how much stronger an offense would we make if we actually fight and destroy them?
What information? Improvise a blindfold, then make the jump.
Depends on what the conditions for hosting the vampire you are running with, she does not really know enough to make a roll since they could be just about anything.
Essentially, I think it's better not to accumulate enemies at this point, because, remember, this is a side quest. So, if we stand a chance of leaving without actually breaking too much social customs, we should. If we technically did nothing wrong, we earn some ire, but it's possible for the master of this place (Ferryman?) not to go after us if they don't want to help the Blampire beyond strictly what has been paid for.
I agree that we dont need to make unnecessary enemies.
Which is precisely why Im trying to avoid anything even remotely resembling direct action against the guardians, although we have enough firepower here to put at least the first wave down trivially.
I doubt this is a god's sanctum; we have seen Hades' demesne in canon, and Odin's and this lacks the same impact.
That said, even if its not a god, that doesnt necessitate trashing this place; the Blampire involved here was a grave robber in real life, so its not exactly impossible that he picked up an artifact or something similar that has given him backdoor access to someone else's property.
What information? I have no freaking idea.
Mayeda's a White Court vampire touched by the god Ishtar/Inanna, and the Mesopotamian Queen of Heaven and goddess of war and love is no minor demiurge.
I have no idea IC or OOC just how far the gifts of one of her Chosen extend, or how much information he might be able to elicit.
No reason to risk it.