Yeah, you cannot compensate for complete lack of capacity with big wads of dice. Just Verdant Emptiness alone...

FWIW, Lorgar is genuinely very potent, real powerhouse right out of the gate. Need to see what his growth curve looks like before making any judgements, though.

This is one reason why the potential of getting Lorgar charms would be so impactful, as it could potentially combine buckets of dice with charms' expansion of things you can apply them to.
 
So a few things.

1. No Half-Castes. No golden children or God blooded.

2. No teaching any one charms, other than MA. (You get either Solar hero or Infernal monster and have to reinvent the rest)

3. Primarches have their own progression, more on their Mythos later.

4. Not every one will be able to awaken Essence evdn with ghe charm. The valid targets will be limited by reasons I hope make sense but for now I do not want to spoil it.

5. There is a dice cap so no infinite dice.

6. Superhuman attributes, like those of the Primarches also lower difficulty. So if an applicable multiplier applies, say x8, they also get -8 difficulty. This gives value to things like power armor, exotic weapons etc and makes they useful by not limiting them to giving arbitrary dice.

7a. As an Exalted, you ignore ALL superhuman modifiers. So while you cannot get a x8, you can FULLY ignore ALL effects of your enemy's x8. Including the enemy difficulty modifier.

7b. What this means is you can fight a bloodthirster and win and can fight a highly skilled mortal and nearly die if you do not take it seriously.

Also note: Update may be delayed today as I have a work commitment. May have to put it off for tomorrow.
 
7a. As an Exalted, you ignore ALL superhuman modifiers. So while you cannot get a x8, you can FULLY ignore ALL effects of your enemy's x8. Including the enemy difficulty modifier.

7b. What this means is you can fight a bloodthirster and win and can fight a highly skilled mortal and nearly die if you do not take it seriously.

Also note: Update may be delayed today as I have a work commitment. May have to put it off for tomorrow.

This incentivizes us to never fight humans if we have literally anyone else to throw at the problem. Not sure if this is intended, but it's what it comes down to, get a guard of say marines and hide behind them unless and until we're facing something with higher supernatural modifiers than the marines.
 
This incentivizes us to never fight humans if we have literally anyone else to throw at the problem. Not sure if this is intended, but it's what it comes down to, get a guard of say marines and hide behind them unless and until we're facing something with higher supernatural modifiers than the marines,
You have charms. That example is without charms and Chaos mythos.

It is not as if you can be easily defeated by mortals and you can still fight armies with no problems.

But mortals WILL provide a challenge and Mook spam is a valid tactic against a Solar. Luckily for you, you are an Infernal and have options against mooks, like shintais.
 
If you wanna be invulnerable against crowd of mortals in direct confrontations, go Malfeas, Adorjan/Kimbery, pick soak charms, pick scene-long defensive charms, pick demoralize and and damage AoE.

We, to simplify it somewhat, went Empire-builder instead. It is a good choice, but, you know. ¯\_(ツ)_/¯

Oh, and we are E1. Do take that into account.
 
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Modifiers - How they work

Superhuman Modifier

Superhuman modifiers represent things like Super Strength, Speed, Intelligence, etc. They can be restrictive to Acts of Strength, speed etc or a general modifier on any Roll.

Keep in mind that most Superhuman modifiers DO NOT APPLY to all rolls are generally very specific. They are there to help simulate super powers in a narrow scope.

So giving most characters 2 - 4 modifiers will suffice in general and a more specific modifier in their area of expertise. This varies depending on the power level of what a Character should be in and what their area of expertise is. They cannot be good at everything.

How this works is simple. Make a Roll. Then Multiply the final result with the Modifier. Eg. If the PC or NPC has Super Strength of say x2. Normally, If they roll Attribute + Ability and get 3 sux where their opponent gets 5 sux. The result is 3 v 5. Since they have a super strength modifier of x2, the final result is 6 v 5.

Superhuman Modifiers also alter difficulties based on the boost compared to the opponent in contested rolls.

For example, if the opponent has no superhuman modifier and you have a x4 boost, then you get a -4 difficulty on the contested roll. If the opponent has a x2 modifier and you a x4 Modifier, then reduce your difficulty by -2. For uncontested rolls, you directly gain a -4 difficulty to the roll if you have a x4 Modifier and so on.

Exalted: For Exalted, if they acquire any inherient Superhuman modifiers, they stop being human and as a result, stop being Exalted.

As an Exalted, they ignore ALL superhuman modifiers. So while they cannot get a x8, they can FULLY ignore ALL effects of their enemy's x8. Including the enemy difficulty modifier.

Thus an Exalted cannot have any Superhuman modifiers outside of equipment and shintai, at which point they only ignore the extra value higher than what they have.

So if you have x3 and the opponent has x8. You ignore the x5 and the opponent is treated as having only x3.

But if you have x8 and the opponent has x3, apply as normal.

Superhuman Modifier Examples

2 - 4- Elementals, Terrestrial Gods and Demons of the First Circle. Power Armor, etc.
5 - 7 - Terrestrial Gods and Demons of the Second Circle. Warstriders and other Mechs. Exceptional Power Armors and elementals.
8 - 10 - Celestial Gods, War Gods and Demons of the Third Circle and Exceptional Second Circle Demons, Warstriders etc.
11+ Celestial Incarna, Fetich souls, Exceptional Third Circle Demons and Behemoths.

As an example of how this works, take a Behemoth. It is built to fight so add a x11+ Modifier in Melee. Since it is built for a fight, its damage and Soak rolls also get this bonus. Then add 3 secondary things like Awareness, Ranged and Survival. So a x8 modifier. Then add 5 things tangantly related at x5 boost.

Since they are more living fortresses or mobile mountains than living creatures, they are also treated as a Battlegroup sized 5 with Training 5 and perfect Morale, i.e no need for route checks.
Essentially restrict what it can and cannot do.
 
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Votes closed. Will try and update today.
Adhoc vote count started by Yzarc on Apr 25, 2024 at 11:54 AM, finished with 53 posts and 14 votes.
 

Superhuman Modifier

Superhuman modifiers represent things like Super Strength, Speed, Intelligence, etc. They can be restrictive to Acts of Strength, speed etc or a general modifier on any Roll.

Keep in mind that most Superhuman modifiers DO NOT APPLY to all rolls are generally very specific. They are there to help simulate super powers in a narrow scope.

So giving most characters 2 - 4 modifiers will suffice in general and a more specific modifier in their area of expertise. This varies depending on the power level of what a Character should be in and what their area of expertise is. They cannot be good at everything.

How this works is simple. Make a Roll. Then Multiply the final result with the Modifier. Eg. If the PC or NPC has Super Strength of say x2. Normally, If they roll Attribute + Ability and get 3 sux where their opponent gets 5 sux. The result is 3 v 5. Since they have a super strength modifier of x2, the final result is 6 v 5.

Superhuman Modifiers also alter difficulties based on the boost compared to the opponent in contested rolls.

For example, if the opponent has no superhuman modifier and you have a x4 boost, then you get a -4 difficulty on the contested roll. If the opponent has a x2 modifier and you a x4 Modifier, then reduce your difficulty by -2. For uncontested rolls, you directly gain a -4 difficulty to the roll if you have a x4 Modifier and so on.

Exalted: For Exalted, if they acquire any inherient Superhuman modifiers, they stop being human and as a result, stop being Exalted.

Thus an Exalted cannot have any Superhuman modifiers outside of equipment and shintai, at which point they only ignore the extra value higher than what they have.

So if you have x2 and the opponent has x4. You ignore the x2 and the opponent is treated as having only x2.

But if you have x4 and the opponent has x2, apply as normal.

Superhuman Modifier Examples

2 - 4- Elementals, Terrestrial Gods and Demons of the First Circle. Power Armor, etc.
5 - 7 - Terrestrial Gods and Demons of the Second Circle. Warstriders and other Mechs. Exceptional Power Armors and elementals.
8 - 10 - Celestial Gods, War Gods and Demons of the Third Circle and Exceptional Second Circle Demons, Warstriders etc.
11+ Celestial Incarna, Fetich souls, Exceptional Third Circle Demons and Behemoths.

As an example of how this works, take a Behemoth. It is built to fight so add a x11+ Modifier in Melee. Since it is built for a fight, its damage and Soak rolls also get this bonus. Then add 3 secondary things like Awareness, Ranged and Survival. So a x8 modifier. Then add 5 things tangantly related at x5 boost.

Since they are more living fortresses or mobile mountains than living creatures, they are also treated as a Battlegroup sized 5 with Training 5 and perfect Morale, i.e no need for route checks.
Essentially restrict what it can and cannot do.
Makes sense, but two questions: how does that system work with advanced Cybernetic upgrades, and what effect, if any, does that have on Devil triggers?
 
Turn 1: A run for his money
Colchis - 830.M30

The sun's relentless gaze bore down upon the assembled tribe, casting long shadows that danced across the shifting sands. Lorgar stood tall at the forefront, his presence commanding, yet a subtle tension lingered in the air despite his efforts to unify the tribe.

The recent integration of the guards had stirred mixed emotions among the tribesmen. While Lorgar's impassioned speeches had soothed many, some still harbored doubts and resentments. The guards themselves felt the weight of uncertainty, unsure of their place in this new world.

Lorgar had addressed the tribe, his voice resonating with conviction. He had spoken of unity, of the need to set aside old grievances and embrace a future forged in solidarity. He had praised the guards for their bravery, welcoming them as equals into the tribe's fold.

Yet, despite his eloquence, whispers of distrust and suspicion still fluttered among the crowd. Some questioned the guards' loyalty, while others feared they would disrupt the tribe's delicate balance.

At the heart of the gathering, the grand elders stood, their faces etched with the wisdom of ages. They awaited your permission to commence the meeting, a ritual and a gesture of respect for your leadership as Chieftain.

With a solemn nod, you granted them permission, and Elder Guran, the eldest among them, stepped forward. His voice, weathered by time yet still commanding, resonated across the gathering.

"Brothers and sisters of the tribe," he began, his words carrying the weight of authority. "We have convened to discuss the resources recovered from the Caravan and their allocation for the benefit of all."

The elders deliberated, their voices a blend of wisdom and concern. Elder Tarik reported the count of supplies, detailing the abundance of food, medicine, and tools. Elder Mira spoke of the archeotech's discovery, emphasizing its rarity and potential value to the tribe.

The discussion ebbed and flowed, each elder offering insights and proposals. Some advocated for trade, leveraging the excess supplies for goods the tribe lacked. Others suggested fortification, using the weapons and tools to bolster defenses against potential threats.

As the debate unfolded, you listened intently, weighing each suggestion against the tribe's needs and aspirations. Every decision made in this meeting would shape the tribe's destiny, and you were determined to choose wisely.

Finally, after much deliberation, you raised your hand, signaling for silence. The elders turned to you, their gazes expectant, awaiting your decision.

"We have discovered sufficient reagents to mend the oasis," you proclaimed, your voice carrying across the gathered tribe, met with murmurs of approval. The oasis, a vital lifeline in the unforgiving desert, offered much-needed water and sustenance to the tribe.

Elder Garaq, with a solemn and unwavering demeanor, nodded in agreement. "The restoration of the oasis must be our paramount concern," he declared. "It is our key to survival, providing a vital and enduring water source for generations to come."

The conversation then shifted to the ancient and mystical art of Rain Calling. Raheem proposed training select individuals in this potent sorcery, a suggestion that piqued the cautious interest of the elders.

As concerns about the risks of sorcery surfaced, Raheem stepped forward, his presence commanding attention. "I understand your fears," he began, his voice a soothing yet authoritative melody. "But the spirits are willing partners. They see our potential and are eager to share their power."

Raheem explained that the spirits had offered a contract to the tribe, granting the ability to summon storms without endangering their lives or souls. "Storm calling is a natural gift," Raheem clarified. "The spirits are willing to bestow this boon upon us."

Despite their intrigue, the elders remained wary, fearing the unknown consequences of delving into sorcery. Raheem reassured them, "We shall tread carefully, calling upon storms only when absolutely necessary and under the guiding hand of the spirits. We will not overstep our bounds or incur the wrath of higher powers."

Reluctantly, the elders agreed to explore rain-calling sorcery under Raheem's guidance, recognizing its potential as a powerful asset. However, Lorgar interjected with a proposal of his own.

"I propose the integration of Rain Callers into our army," Lorgar declared, his eyes burning with determination. "The ability to summon heavy rain before assaults or to veil our retreat could confuse and disorient our enemies, granting us a decisive advantage in battle."

The elders deliberated Lorgar's proposal. After careful consideration, they decided to initiate a group of volunteers into the art of Rain Calling sorcery, with Lorgar appointed as their leader.

As the discussion turned to sustenance, Lorgar rose, his gaze unwavering. "I propose a test of our army's strength and skill," he announced, his voice echoing with authority. "Let us seek to capture and subdue as many Grox as we can."

Grox, formidable beasts, solitary and fierce, roamed the desert in search of prey. Capturing them would require not just strength, but also cunning and skill. Yet, Lorgar believed it to be a worthy endeavor.

"We must demonstrate our prowess in hunting and providing," Lorgar continued, his eyes scanning the tribe. "Capturing Grox will not only secure sustenance but also showcase our strength to any who would challenge us."

The elders deliberated, recognizing the risks involved in Lorgar's proposal. After much debate, they agreed to send a cadre of skilled hunters on the daunting task. All eyes turned to you, the Chieftain, for the final word. It was time to speak.

"My fellow tribesmen," you began, your voice resonating like a thunderclap, "we stand at a pivotal moment, where the choices we make today will shape our tomorrow." Your gaze swept over the assembly, meeting each eye with unwavering determination.

"As we contemplate the proposals to hunt the Grox and harness the power of the Rain Callers, we must tread with utmost care," you declared, your voice resonating with authority. "Though these endeavors hold promise, they are not without peril."

With a sweeping gesture toward the hunters preparing for the Grox hunt, you spoke with conviction. "The Grox are no mere quarry. They are lords of the desert, solitary and fierce. To challenge them recklessly is to court disaster. We must first sharpen our skills on lesser game, lest we face defeat before the true test begins."

Shifting focus to the Rain Callers, you raised a cautionary hand. "The ability to summon storms is a gift of immense magnitude, but it comes with a burden of great responsibility. We must be mindful of the forces we invoke, for the fury of nature is not easily quelled."

The tribe listened intently, their eyes wide with respect and understanding. Your words struck a chord within them, stirring a deep sense of reverence and caution. They grasped the gravity of the choices ahead and the need for prudent action in the face of such potent forces.

Elder Garaq, his voice now tempered with caution, spoke up. "Chieftain, your wisdom is evident. We shall heed your counsel and reconsider the Grox hunt, focusing instead on honing our skills with more manageable game. As for the Rain Callers, we shall proceed cautiously, beginning with simpler rituals to gauge their mastery over the magic."

As murmurs of agreement rippled through the tribe, Lorgar stepped forward, his presence commanding attention. His eyes gleamed with determination, his voice steady and resolute.

"Chieftain, respected elders, I understand the concerns raised, but I offer a different view," Lorgar began, his words measured yet impassioned. "The Grox present not just a challenge, but an opportunity. By testing our mettle against them, we not only demonstrate our prowess as hunters but also gain valuable herds and a bounty of meat. Grox are a treasure trove, able to survive and thrive in the harshest conditions."

He paused, letting his words sink in before continuing. "As for the Rain Callers, their power could be our greatest asset in warfare. Imagine being able to summon a deluge to mask our movements or confound our foes. It could be the decisive edge that secures our victory."

Lorgar's words ignited a spark within the tribe, a sense of daring and ambition. They began to see the Grox hunt and the integration of the Rain Callers not just as risks, but as bold ventures with the potential for great reward.

The elders deliberated once more, their expressions contemplative. After a moment of silence, Elder Garaq spoke again, his voice measured yet firm.

"Lorgar presents compelling arguments," he conceded. "While the dangers are real, so are the potential benefits. Perhaps a middle ground is prudent. We proceed with the Grox hunt, but with a smaller, skilled group and under strict supervision. As for the Rain Callers, we commence with basic training, gradually advancing to more complex tasks."

As the discussion continued, the tribe debated fervently, weighing the risks and rewards of both endeavors. Some voiced fervent support for the hunt, viewing it as a testament to the tribe's strength and a source of vital resources. Others expressed trepidation about the dangers and the potential for conflict with the Grox.

Opinions on integrating the Rain Callers into the army were similarly divided. Some saw the potential strategic advantages, while others worried about the unpredictable nature of sorcery and its impact on tradition and way of life.

As Chieftain, all eyes turned to you, awaiting your decision. You listened to the arguments carefully, weighing the risks and benefits. After a moment of contemplation, you raised your hand for silence.

"I have heard your counsel, and I value the passion and wisdom in your words," you began, your voice carrying the weight of leadership. "After careful consideration, I have reached a decision."

CHOICE:
[] (Grox): Accept Lorgar's Proposal to take over the Taming Project. This allows you to clear the Oasis this turn instead.

– This will start a tradition where members, after training, will go hunt a Grox in the Wild.

[] (Grox): Refuse, let the army work their way up.

– You proceed as planned for this Project

[] (Grox): Write in a middle ground

[] (Rain callers): Accept the Proposal and integrate the Rain callers into the Army.

– You get a few people for VEE and the spirits will contract with them, ensuring that the Perils of the Warp do not affect them, though miscastes can be deadly to them. This starts the beginning of the Librarius idea for when Lorgar meets his legion.

[] (Rain callers): Too soon. Sorcery is dangerous, best take baby steps.

– This is the safer option but it will become much harder for the Rain callers to be integrated into the Legion later on.

[] (Rain callers): Write in a middle ground
 
[X] (Grox): Accept Lorgar's Proposal to take over the Taming Project. This allows you to clear the Oasis this turn instead.
[X] (Rain callers): Accept the Proposal and integrate the Rain callers into the Army.

The sooner we start training the sooner they gain the experience they will need to use magic in the future.
 
[X] (Grox): Accept Lorgar's Proposal to take over the Taming Project. This allows you to clear the Oasis this turn instead.
[X] (Rain callers): Accept the Proposal and integrate the Rain callers into the Army.
 
[X] (Grox): Accept Lorgar's Proposal to take over the Taming Project. This allows you to clear the Oasis this turn instead.
[X] (Rain callers): Accept the Proposal and integrate the Rain callers into the Army.
 
[X] (Grox): Accept Lorgar's Proposal to take over the Taming Project. This allows you to clear the Oasis this turn instead.
[X] (Rain callers): Accept the Proposal and integrate the Rain callers into the Army.
 
[X] (Grox): Accept Lorgar's Proposal to take over the Taming Project. This allows you to clear the Oasis this turn instead.
[X] (Rain callers): Too soon. Sorcery is dangerous, best take baby steps.

Let's not rush sorcery? Ok ok
 
[X] (Grox): Accept Lorgar's Proposal to take over the Taming Project. This allows you to clear the Oasis this turn instead.
[X] (Rain callers): Accept the Proposal and integrate the Rain callers into the Army.
 
[X] (Grox): Accept Lorgar's Proposal to take over the Taming Project. This allows you to clear the Oasis this turn instead.
[X] (Rain callers): Accept the Proposal and integrate the Rain callers into the Army
 
THe issue I have with the Grox option is this:

– This will start a tradition where members, after training, will go hunt a Grox in the Wild.

That seems very limiting if we want to create a functional prosperous civilization.
 
[X] (Grox): We proceed with the Grox hunt, but with a smaller, skilled group and under strict supervision.
[X] (Rain callers): As for the Rain Callers, we commence with basic training, gradually advancing to more complex tasks.

when when your already provided a middle option to copy paste but its called a write in action
 
[X] (Grox): We proceed with the Grox hunt, but with a smaller, skilled group and under strict supervision.
[X] (Rain callers): As for the Rain Callers, we commence with basic training, gradually advancing to more complex tasks.
 
[X] (Grox): Accept Lorgar's Proposal to take over the Taming Project. This allows you to clear the Oasis this turn instead.
[X] (Rain callers): Accept the Proposal and integrate the Rain callers into the Army.
 
[X] (Grox): Accept Lorgar's Proposal to take over the Taming Project. This allows you to clear the Oasis this turn instead.
[X] (Rain callers): Accept the Proposal and integrate the Rain callers into the Army.
 
[X] (Grox): We proceed with the Grox hunt, but with a smaller, skilled group and under strict supervision
[X] (Rain callers): Accept the Proposal and integrate the Rain callers into the Army.
 
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