Alchemical Solutions [Worm/Exalted] Thread 23: We Wonder Where Who Wanders When Watchers Wane

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Maybe someone with more experience of the system will chime in.
I interpreted it as still a flurry, and thus still has to pay the mote cost for the supplemental 3 times, it just gets the same number of successes on the attack dice (and thus also wouldn't have any multiple action penalties). But I wouldn't say I'm more experienced.
High Dex for EBs does not seem to be particularly transhuman.
Armsmaster/Defiant still melee'd them, Legend still could dodge strikes.
Legend did also get hit (and had crazy good Dodge), and Armsmaster lost once Levi stopped mucking around. So they'd definitely be beyond human, but not stupid beyond, no. Maybe 7-8, at least for Levi. Behemoth, not so much.
You can use standard chakrams and wind-fire wheels for Thousand Gears for a 1m surcharge.
Wasn't my point - Piston Driven Megaton Hammer doubles attack successes on melee, or triple for unarmed (with tiger claws and similar brawling aids also counting as unarmed). And while Form Weapons count as unarmed for the purposes of that style's Charms, I don't think they still count as unarmed for everything else.
Look at Fire Dragon Style as well.
Pretty nice for 3m.
 
That would do it. Any other VoVs/Death dragons/Gremlin murder kittens that I need to know about?
The Palladium Worm.
THE PALLADIUM WYRM (ARTIFACT N/A)
Repair: 5
Most automata in Autochthonia are crafted with a specific purpose in mind and overseen by the Tripartite or the Alchemicals themselves. The Palladium Wyrm is no exception.It was originally programmed to traverse the entire body of the Machine God and destroy or neutralize hostile entities, much like a white blood cell in the human body will fight off infection. Constructed by the best technicians of all Eight Nations under the close supervision of Domadamod, it was intended to house one of Domadamod's subroutine spirits so that it could work for the greater good of the Machine God.

Although the subroutine, Idriandiont, was successfully installed in the Palladium Wyrm, it did not remain under his controlfor long. The beast was overwhelmed by a host of gremlins out in the Far Reaches several years after its construction, and the clever spirits managed to capture and corrupt Idriandiont over a period of decades. Domadamod has been unable to locate his wayward subroutine, his connection to it lost shortly after its capture. Now the Palladium Wyrm roams the body of the Great Maker, tearing a path of destruction through it like a worm eating through an apple. Custodians are often kept busy undoing the damage caused by this colossal machine-spirit.

Those who have seen the Palladium Wyrm and lived to tell the tale speak of a silvery, segmented construct that smashes through the components of
the Machine God, creating its own tunnels of destruction. Its main body is over 1,000 yards long, has over 200 segments and creeps along, its body-plates constricting and pushing outward, scraping against the walls around it. Its head is a smooth ovoid with a dozen small, multi-faceted eyes set above a fanged mouth with two sets of pincers set on either side. The teeth inside revolve at high speeds, grinding anything it consumes into component parts that are later ejected from one of the creature's aft segments in compressed mineral cubes that can be melted down and used for new construction. The corrupted automaton leaves these cubes behind, which happens to aid the custodians in their efforts to reconstruct damaged systems, but the Wyrm is apparently unaware or unconcerned by such events.

In addition to its prodigious strength and gargantuan size, the Palladium Wyrm is equipped with four medium Essence cannons (see The Books of Sorcery, Vol. I—Wonders of the Lost Age, p. 131) set into the head in a row behind its eyes. It often uses these cannons to shear through the toughest
walls of the Machine God's body. It uses them in combat if it determines that something nearby poses a threat to it.

Alchemicals have been trying for decades to locate the lair of the Palladium Wyrm and capture it intact so that it can be returned to its original purpose. The beast has remained cunning enough to evade the Champions, however, and has proven to be only a nuisance to the systems of the Great Maker rather than a serious threat to the Machine God's survival. It simply has not been able to do enough damage to the Realm of Brass and Shadow, a fact that enrages the Palladium Wyrm… whenever it stops to think about such things. If the automaton should breach the Elemental Pole of Crystal and attack the Core, it could pose a serious threat to all of Autochthonia and everything inhabiting the Machine God's body. Thus far, it has stayed away from that pole, a fact that some savants theorize is due to some property about the Palladium Wyrm that gives it good reason to avoid either the design weavers that inhabit the Great Maker's brain or the thought-lightning that arcs all throughout the pole. Perhaps it is aware that should it breach the Great Maker's Core, it would end its own existence as well as that of the Primordial whose very existence it has come to despise.

The Palladium Wyrm is capable of speech, and it often commands lesser gremlins to do its bidding. It has also been known to communicate on rare occasion with Apostates it deems worthy of aiding it in its goals. Unfortunately for most Apostates who seek out the Wyrm, it finds them lacking in
some unknown quality and consumes them. Since it seems to enjoy the "taste" of Apostates, the Wyrm is likely the primary reason that Apostates are a rarity in Autochthonia. In that regard, it still seems to serve Autochthon faithfully, although it doesn't realize it.

Motivation: To breach the Core of the Great Maker and destroy it.
Attributes: Strength 30, Dexterity 10, Stamina 30; Charisma 2, Manipulation 8, Appearance 5; Perception 15, Intelligence 12, Wits 10
Virtues: Compassion 2, Conviction 5, Temperance 3, Valor 5

Abilities: Archery 4 (Essence Cannons +2), Athletics 3, Awareness 5 (Detecting Ambushes +3), Dodge 4, Integrity 5(Resisting the Goals of the Machine God +3), Linguistics 2(Native: Old Realm; Autochthonic, Gremlinspeak), Lore 7, Martial Arts 5 (Pincer +2, Ram +1), Occult 4, Presence 5(Intimidation +3), Resistance 5, Socialize 1, War 4

Backgrounds: Backing (Gremlins) 5

Charms: All spirit Charms for which the Palladium Wyrm meets the requirements.

Acidic Void-Maw—The Palladium Wyrm spends 10 motes and expels a mass of caustic liquids that melts all non-magical materials it touches, including flesh, like an acid bath (see Exalted, pp. 130–131).

Convictive Surge—Spending 10 motes and a Willpower, the Palladium Wyrm is able to channel its awesome might into a single focused task, be it fight or flight. For a single action, the automaton adds its (Essence + Conviction) to its dice pool or its movement rate. This Charm cannot be
used more times in a day than the Palladium Wyrm has dots in Conviction.

Shockwave Burst—Spending five motes and slamming its tail down upon the floor, the Wyrm can cause a shockwave out to a distance of 30
yards that knocks all opponents off their feet as an enhanced knockdown effect (see Exalted, p. 153) that is difficulty 4 to resist.

Join Battle: 15
Attacks:
Bite: Speed 5, Accuracy 13, Damage 30L/6, Parry DV —, Rate 1, Tags N, O, P
Pincer Grab: Speed 5, Accuracy 17, Damage 20L, Parry DV 6, Rate 2, Tags C, N, P, R
Ram: Speed 4, Accuracy 15, Damage 30B/6, Parry DV —, Rate 1, Tags N, O
Acidic Void-Maw: Speed 6, Accuracy 12, Damage 10A, Range 10, Rate 1, Tags N
Essence Cannons (4): Speed 7, Accuracy 16, Damage 80B, Range 125, Rate 1*, Tags N (uses Archery)
* Costs 20 motes per shot.

Soak: 35L/50B (Armored Carapace: +20L/20B),
Hardness: 15L/15B
Health Levels: -0x75/Incap
Dodge DV: 11
Willpower: 10
Essence: 8
Essence Pool: 210

Other Notes: Should some servant of the Great Maker be able to separate Idriandiont from his material form, it might be possible to restore him to his own mind. Yet, such an undertaking would be an epic quest that would require the aid of at least one, if not most, of the Divine Ministers to reformat Idriandiont. The Palladium Wyrm also has a hidden sanctuary that is protected by scores of gremlins and has remained undiscovered for centuries. The Palladium Wyrm orders it moved every few decades to prevent anyone from finding it. If the Wyrm is damaged, it can be repaired in its own sanctum in a matter of hours, as gremlin spirits swarm over their master, attending to his every need.
TL;DR
Mecha-kaiju centipede measuring about half a mile.
 
Legend did also get hit (and had crazy good Dodge), and Armsmaster lost once Levi stopped mucking around. So they'd definitely be beyond human, but not stupid beyond, no. Maybe 7-8, at least for Levi. Behemoth, not so much.
Legend tends to get hit either by unexpected attacks or onslaught.
Mecha-Colin is a better example, since he explicitly was still melee-ing Endbringers during the timeskip.
It is.
I still have my heart set on Water Dragon Style as Prayer's first style, though.
 
The Shogun of Genocide:
Motivation: To kill without restraint.

Attributes: Strength 9, Dexterity 7, Stamina 9; Charisma 4, Manipulation 4, Appearance 3; Perception 4, Intelligence 4, Wits 4

Virtues: Compassion 1, Conviction 5, Temperance 3, Valor 4

Abilities: Archery 5 (Dragon's Suspire +3), Athletics 5, Awareness 4, Dodge 5, Integrity 4, Investigation 3, Lore 4 (Murder +3), Martial Arts 5 (Claws +3), Occult 4, Performance 3 (Feigning Loyalty +3), Presence 4, Resistance 4, Stealth 3

Backgrounds: Allies 3, Backing 4, Cult 3, Influence 4
The Palladium Wyrm:
Motivation: To breach the Core of the Great Maker and destroy it.
Attributes: Strength 30, Dexterity 10, Stamina 30; Charisma 2, Manipulation 8, Appearance 5; Perception 15, Intelligence 12, Wits 10
Virtues: Compassion 2, Conviction 5, Temperance 3, Valor 5

Abilities: Archery 4 (Essence Cannons +2), Athletics 3, Awareness 5 (Detecting Ambushes +3), Dodge 4, Integrity 5(Resisting the Goals of the Machine God +3), Linguistics 2(Native: Old Realm; Autochthonic, Gremlinspeak), Lore 7, Martial Arts 5 (Pincer +2, Ram +1), Occult 4, Presence 5(Intimidation +3), Resistance 5, Socialize 1, War 4

Backgrounds: Backing (Gremlins) 5

Charms: All spirit Charms for which the Palladium Wyrm meets the requirements.

I would assume Oberashti as a now (maybe) E9 Greater Elemental Death Dragon is the stronger of the two, but why does the Wyrm's (Uju, you wrote Worm btw) attributes seem so overstated? I understand that it is like Alexandria having 100 str and doesn't necessarily represent how dangerous the being is, but why is he so overstated? Or is he much more powerful than the Shogun of Genocide?
 
The endbringer's screw around in fights. If we injure them seriously they are going to stop doing that.

This is something to keep in mind. Gromweld has stated that if Behemoth had TRULY wanted Taylor dead, she would have died on the rig. Behemoth may have held back less than he normally does and used non-standard tactics, but he was absolutely holding back a lot. They have motives we don't yet fully understand. Simurgh too could have done far more to hurt us, or even killed us.

The thing to note is that we don't know how endbringers might react to the idea of the planet being converted to function in a new kind of physics. Especially since they don't understand Essence, and so have no clue whether or not they could even function at all in Essence based Earth, potentially making this the first true existential threat they have ever faced. Since Iris told everyone that he is doing the conversion RIGHT NOW (1001 hours), and since people all heard it (including parahumans), the Shards/Simurgh heard it too. As far as they know, they might basically have 1001 hours to stop Iris, or be destroyed. We readers know that not only will the conversion take years, but that Causality-essence won't really cause trouble. They don't, and will have no reason to believe it when Taylor (presumably) explains it to PRT/everyone.

This is why I think it would be very foolish not to use the Mantle if we face an endbringer attack. Its quite possible that the next time theres an endbringer attack, we may face an endbringer thats not holding back at all and actually wants us dead for real, or worse, multiple endbringers attacking together. This is particularly true since Gromweld gave us the Mantle, and for Doylist reasons he probably does not want it to remain collecting dust. And since the Mantle is really only particularly usefull against endbringers, we can probably assume we are going to NEED it for endbringers.

Combined with Gromwelds other comments about how tough the Endbringers are? Well, it would not surprise me at all if Taylor going against endbringers in our normal tinkertech suit when/if they come to stop Iris, would basically just be a fancy way of committing suicide.
 
Didn't Autochton invent the No Resurrections rule to begin with when he made them? I think it was something intrinsic his themes that "No takebacksies, but you can make a new model" is likely to be inherent to what he built.
Huh. I'm almost sad that Leet died now. He and Autocthon would have some stories to trade.
Did anyone mention the possibility of turning Dragon into a spirit or lesser god? Both the possibility of doing this and whether or not it is worth it or just unchaining Dragon.
Often enough that both the Dragonbard and I have written omake about it.
 
Is it really all that cosmetic if the non-ultradense material his hard enough to get through for almost any cape except the most powerful ones? Also that less dense material is what got destroyed in the first place; all that effort and it only removed 'cosmetic' material, that then rapidly regenerates.
It was the Foil Shuriken that cut off a leg, including the core material. Behemoth regenerated the stump slowly, and it was demonstrably as fragile as the cosmetic material.

Ergo, Endbringers do not regenerate core materials in combat time, while they can replace it with cosmetic material, those are far easier to keep down.
Though it's more that core material is simply cosmetic material stacked up and compressed anyways
 
I would assume Oberashti as a now (maybe) E9 Greater Elemental Death Dragon is the stronger of the two, but why does the Wyrm's (Uju, you wrote Worm btw) attributes seem so overstated? I understand that it is like Alexandria having 100 str and doesn't necessarily represent how dangerous the being is, but why is he so overstated? Or is he much more powerful than the Shogun of Genocide?
Because he was constructed that way, and purposefully min-maxed to deal with a large variety of hostiles.
Oberashti was minmaxed for genocide: the extermination of large numbers of relatively weak opponents.
And it shows in their abilities.

If it came to a fight, they're close enough that Essence level wouldn't really make much of a difference; there's not much of a difference between E8 and E9. I'd probably bet on the Wyrm, though; ALL the Spirit Charms is a freaking daunting prospect.

As is the almost 60m difference in their Essence pools.
This is something to keep in mind. Gromweld has stated that if Behemoth had TRULY wanted Taylor dead, she would have died on the rig. Behemoth may have held back less than he normally does and used non-standard tactics, but he was absolutely holding back a lot.
During that fight, Taylor was Dex 4, Dodge 1(obtained mid-fight), no specialty, + 2DDV activated ability from her first armor, for DDV 5; DDV 7 with a 2-die stunt. No wound penalty negators, no perfects, no healing.

Taylor is currently Dexterity 5, Dodge 3, Overwhelming Opponents specialty 1 for DDV 5; DDV 7 with a stunt. Base level.
That's going up as we buy more Dodge and specialty points, or when we can buy ourselves more Dex(without IAT, we can't get Amy to upgrade our physical Attributes). Saki gives access to Technoetic Infusion if we need wound penalty negation, and we have Assembly members who can heal.

And Alloyed Reinforcement of Flesh is on the buylist for when we get vat time, in order to install a pseudo-perfect.
Very different situations.
This is why I think it would be very foolish not to use the Mantle if we face an endbringer attack.
I'm willing to go out on a limb and bet that time is coming when doing so will either disrupt important stuff by Iris, or be plain inadvisable; the Mantle cannot fly, something Ziz has been known to leverage in canon when she killed the CUI's heir.
That was a deliberate design choice by the GM.

Furthermore, there are S-class threats that are not Endbringers.
Entity Bane is not going to help against a bigass gremlin.
 
Endbringer =/= Warstrider.
EBs have natural soak, not armored soak. And an ungodly number of -0 HLs, as well as some sort of wound penalty negator. Probably.
They are pretty similar to them.

He wasn't holding back when he killed Behemoth. Or Leviathan during Gold Morning.
None of those were the one-shots you'd expect from someone ignoring soak.
He was holding back whenever we see him fight.

A few examples regard his stilling waves:
He can attack from other dimensions (see his fight with Eidolon).
He fired at Brockton Bay when he was on the other side of the ocean.
He made a five mile spherical attack with it.

He doesn't repeat any of this stuff later on, despite how much it would have helped him in his fights.

Strongly disagree.
The very FIRST thing Prayer does in a fight is activate BRW. She did it versus Crawler, she did it versus Vision. On Taylor's advice.
Because combat-time regen is a big deal.
It is important when you are dealing with chip damage, not so much otherwise.

You don't spam perfect defenses in a fight; they're panic buttons.
You'd only see Prayer busting them out for super-attacks, like when Behemoth blew up Winslow High with a nuclear equivalent.
And that kind of attack requires concentration and chargeup time on his part; he doesn't just spam it.

The rest of the time, Prayer applies Parry and Dodge.

What you are missing is that Prayer's base DVs are unreal by Earth Bet standards; she has PDV 7/DDV 8 right out of the gate.
A 2-die stunt takes that up to PDV 9/DDV 10; adding a buckler shield on top of that takes her up to at least PDV 12.
And all that's without spending Essence on her defenses, like pumping 1st Dex, or using MA charms, or counting Alloyed Reinforcement's effects.

And there are options we left on the table in chargen.

And then after all that DV, you still have to get past 22L/32B(Jagged Armor + Natural Soak + Adamant MM) or 29L/39B(Condensed Armor + Natural Soak+Adamant MM) before you can even begin chipping away at her 19 HLs.
No clue about the simurgh, so I won't talk about her. I am going to assume behemoth is as physically strong as leviathan.

Whether or not they are able to hit her depends upon their attack dice pools. Is it dex + martial arts? Or is do they have something like the "Brutal attack" merit and thus get str + martial arts?

Behemoth isn't very fast so he isn't going to be able to hit much in the first case. If we assume Leviathan's Dexterity is high enough for him to move as fast as he does* then he will hit alot in the first case. In the second case both will hit a lot.

Leviathan (and probably Behemoth) should have a dice damage pool of at least 114 (assuming they are at least as strong as alexandria, given that they could grapple with her).
If their natural attacks do lethal damage (which is likely), an average roll will kill her.



*rather than his movement speed formula differing from (Dex) yards per tick.
When we/the GM built Prayer, we went balls to the wall; it takes a lot to survive VoV's casual displeasure, let alone her focused attention.


Vision of Vengeance is female?! :???:

Like I pointed out earlier, Taylor dodged Behemoth for almost thirty minutes in her old armor, including tanking a direct lightning strike by Behemoth with ~ 17 armored soak. Prayer's armor has double the soak, and she can reach close to double the DV values Taylor went into that battle with, before you count her combat-time regen, or stuff like Alloyed Reinforcement of Flesh.
I am pretty sure Taylor had a charm that protects her from enviromental affects even back then.



We saw Serious-Face Endbringers when they fought Scion.
The major difference? Tactics, not firepower.

Remember, Ziz gave Leviathan a firepower and knowledge upgrade against Scion.
He wasn't suddenly vastly more powerful, he just used his power smarter.
They don't always use all of their firepower, it isn't just changed tactics.

Leviathan was much faster and much stronger than a human. In canon Skitter drove him off from a shelter with armsmaster's halberd.
The halberd which couldn't kill him.

I'm not sure I see your point?

There is Water on Autochtonia. There is Air. There is Fire. There may be Earth.
People use all these things.
The absence of Gaian elemental poles does not mean that any one inventing elemental CMAs is obliged to turn to Autochtonian elements.

Besides, if there is no functional difference between Creation!Water Dragon Style and Autochtonian!Water Dragon Style style besides flavor/fluff, why does it matter?
It makes it a lot less likely for them to create stuff aspected to creation elements. The essence flows of their world are different than creation. What the guys creating stuff take inspiration from is different.

There is also the whole thing about elemental aspect affinity.

High Dex for EBs does not seem to be particularly transhuman.
Armsmaster/Defiant still melee'd them, Legend still could dodge strikes.
Leviathan was messing with armsmaster. Legend can move very fast.

Not what the charm seems to say.

Maybe someone with more experience of the system will chime in.
I'll reread the relevant rules and get back to you.
 
Alchemicals are horrifying to face on the other side of the battlefield if they even make a half-arsed attempt.
Honestly, they are good, but still lackluster compared to other Celestials in certain forms of combat.
The very FIRST thing Prayer does in a fight is activate BRW. She did it versus Crawler, she did it versus Vision. On Taylor's advice.
Because combat-time regen is a big deal.
So much. Lunar's make huge use of it.
It is important when you are dealing with chip damage, not so much otherwise.
No. Not even close. Most regen occurs when your DV's refresh. So if you refresh faster, you regenerate faster, and the more durable you already are the longer regen has to work and the more value it gives you. Say an opponent takes a speed 5 action, then another speed 5 action. You take 3 speed 3 actions in that time, and regenerate 3 levels of health, which is a serious amount, enough to cancel a solid attack. Regen really is very good.
*rather than his movement speed formula differing from (Dex) yards per tick.
It almost certainly is. His movement speed is likely the result of something like the Landscape Travel charm.
 
None of those were the one-shots you'd expect from someone ignoring soak

Why should an attack that ignores soak necessarily one shot everything?

For example, suppose Behemoth had 50 gajillion health levels and Scion's Golden Beam of Bullshit did ten gajillion dice of damage per second and ignored Soak. It wouldn't be a one-shot.
 
No. Not even close. Most regen occurs when your DV's refresh. So if you refresh faster, you regenerate faster, and the more durable you already are the longer regen has to work and the more value it gives you. Say an opponent takes a speed 5 action, then another speed 5 action. You take 3 speed 3 actions in that time, and regenerate 3 levels of health, which is a serious amount, enough to cancel a solid attack. Regen really is very good.
By chip damage I mean stuff that won't one shot you. I

It almost certainly is. His movement speed is likely the result of something like the Landscape Travel charm.
We should hope so. dex is god stat.
 
They are pretty similar to them.
No they most definitely are not.
Do they require pilots? Do they require regular maintenance or they will breakdown?
Saying they are similar is like drawing an equivalence between a horse buggy and an aircraft carrier.

Endbringers are Nowhereverse behemoths.
He was holding back whenever we see him fight.
He doesn't repeat any of this stuff later on, despite how much it would have helped him in his fights.
Some weapons are not suitable for close-in work.
You do not use a daiklave for longrange combat, or a sniper rifle for a gunfight, or a nuke as a grenade.

It is important when you are dealing with chip damage, not so much otherwise.
I don't think you've done the math.

Someone just blasted fully armored Prayer with a Very Large Essence cannon equivalent(45B, Piercing).
She applies full bashing soak, 49-39 = 10 dice of damage. Roll damage by Exalted rules will give ~5 HLs of damage; almost a third of Prayer's health.
At 2B/tick, BRW just healed the entire thing in 3 seconds.

Or we could try a Heavy Implosion Bow in Lethal mode(50L)
Apply lethal soak, 50-29 = 21 dice of damage. Roll damage to get ~11 HLs of damage; that's two thirds of Prayer's health.
BRW takes 11 seconds to fix that at 1L/tick.

Those are not abstractions; those are canon Exalted stats for their big weapons.
Like I said, there is a reason why the tactical genius PC told her to keep it on and leave it on in combat situations.
Whether or not they are able to hit her depends upon their attack dice pools. Is it dex + martial arts? Or is do they have something like the "Brutal attack" merit and thus get str + martial arts?
Given that they aren't actually getting their physical feats from their strength, but because of Entitytech powers?
I fail to see how this is applicable.
Ziz isn't a great dodger because her Dex is that good, but because she can predict your attacks
Behemoth doesn't hit so hard because he's strong, but because his powers manipulate energy at the impact point.
Leviathan is the only one I remember with actual physical feats, as we know he can throw cars physically.

Leviathan (and probably Behemoth) should have a dice damage pool of at least 114 (assuming they are at least as strong as alexandria, given that they could grapple with her).
NO.

1) Alexandria is not that strong, has never been that strong.The whole 1.75 million pounds/tons is based on a misapprehension of how pressure works.
The entire base might have weighed that much, but the area that Alexandria was supporting weighed much less.
Furthermore, she wasn't lifting it; she was using her body and powers as a makeshift support beam. Important difference.

2)We do not see anything like this in canon.
Not even when they were fighting Scion. Ergo, there is no evidence for that claim.

Vision of Vengeance is female?! :???:
Not in canon, but for this quest?
Remember when Iris is very particular about being a HE?

I am pretty sure Taylor had a charm that protects her from enviromental affects even back then.
Protects from environmental damage. Not from deliberate attack.
You need an E4 submod(Attack Assimilation, which Taylor now has) to block non-magical attacks.
Taylor did not have that in the Behemoth fight.

They don't always use all of their firepower, it isn't just changed tactics.
Leviathan was much faster and much stronger than a human. In canon Skitter drove him off from a shelter with armsmaster's halberd.
The halberd which couldn't kill him.
Scion vs MechaLeviathan in Gold Morning.
No firepower upgrade.

Skitter did NOT drive off Leviathan.
She poked him in the ass with the halberd, and then ran away, with Leviathan chasing her.
He still broke her back for it, then Bitch came to her rescue, then Eidolon, then Scion.
Extermination 8.5
It makes it a lot less likely for them to create stuff aspected to creation elements.
Creating CMAs is not easy in the first place.
I fail to see why this is supposed to be some sort of obstacle to the guys who created CMAs for medium artillery and lightsabers.
Especially since they have been in Autoland for several thousand years.

There is also the whole thing about elemental aspect affinity.
Alchemicals are not automatically aspected to Lightning, but can still use Live Wire style without surcharge.
Besides, that's sorta why the PLM submod Lotus Filament Conduction exists.

Leviathan was messing with armsmaster. Legend can move very fast.
Still not seeing your point.
MechaColin found melee combat against Endbringers a viable strategy, according to Skitter/Weaver, and it's not like cyborgification made him superdextrous.

I suspect you're mistaking travel speed with actual combat speed.
 
No they most definitely are not.
Do they require pilots? Do they require regular maintenance or they will breakdown?
Saying they are similar is like drawing an equivalence between a horse buggy and an aircraft carrier.

Endbringers are Nowhereverse behemoths.
Not all warstriders need that. For instance some hellstriders can function autonomously, and I am pretty sure they can regenerate.
Some weapons are not suitable for close-in work.
You do not use a daiklave for longrange combat, or a sniper rifle for a gunfight, or a nuke as a grenade.
He was using the same ability in all those examples.
It wasn't because they wouldn't be suitable to use in that situation. it was because he was acting like a kid with a magnifying glass and a ant hill; he was holding back.

He could have flown high into the atomosphere and killed the people attacking him during golden morning, but he didn't.
He could have walked to another dimension and killed them, but he didn't. He can jump dimensions as easy as we walk.
He used that formed the stilling waves into a sphere when he was surrounded at one point, but he doesn't do it again.



I don't think you've done the math.

Someone just blasted fully armored Prayer with a Very Large Essence cannon equivalent(45B, Piercing).
She applies full bashing soak, 49-39 = 10 dice of damage. Roll damage by Exalted rules will give ~5 HLs of damage; almost a third of Prayer's health.
At 2B/tick, BRW just healed the entire thing in 3 seconds.

Or we could try a Heavy Implosion Bow in Lethal mode(50L)
Apply lethal soak, 50-29 = 21 dice of damage. Roll damage to get ~11 HLs of damage; that's two thirds of Prayer's health.
BRW takes 11 seconds to fix that at 1L/tick.

Those are not abstractions; those are canon Exalted stats for their big weapons.
Like I said, there is a reason why the tactical genius PC told her to keep it on and leave it on in combat situations.
Ignore that part of my post, I don't really recall how much damage I was referring to.

Given that they aren't actually getting their physical feats from their strength, but because of Entitytech powers?
I fail to see how this is applicable.
Ziz isn't a great dodger because her Dex is that good, but because she can predict your attacks
Behemoth doesn't hit so hard because he's strong, but because his powers manipulate energy at the impact point.
Leviathan is the only one I remember with actual physical feats, as we know he can throw cars physically.
I don't know about the simurgh.

I am pretty sure Behemoth hits hard because he is strong as well.


NO.

1) Alexandria is not that strong, has never been that strong.The whole 1.75 million pounds/tons is based on a misapprehension of how pressure works.
The entire base might have weighed that much, but the area that Alexandria was supporting weighed much less.
Furthermore, she wasn't lifting it; she was using her body and powers as a makeshift support beam. Important difference.

2)We do not see anything like this in canon.
Not even when they were fighting Scion. Ergo, there is no evidence for that claim.
Someone else responded to this.

Not in canon, but for this quest?
Remember when Iris is very particular about being a HE?
I can't remember at the moment.


Protects from environmental damage. Not from deliberate attack.
You need an E4 submod(Attack Assimilation, which Taylor now has) to block non-magical attacks.
Taylor did not have that in the Behemoth fight.
Do you mean to block magical attacks?

Scion vs MechaLeviathan in Gold Morning.
No firepower upgrade.

Skitter did NOT drive off Leviathan.
She poked him in the ass with the halberd, and then ran away, with Leviathan chasing her.
He still broke her back for it, then Bitch came to her rescue, then Eidolon, then Scion.
Extermination 8.5
Ok, that was a bad example.

Compare his fight with lung to his fight with armsmaster.
Creating CMAs is not easy in the first place.
I fail to see why this is supposed to be some sort of obstacle to the guys who created CMAs for medium artillery and lightsabers.
Especially since they have been in Autoland for several thousand years.

It is more of a question why would they do that.
Alchemicals are not automatically aspected to Lightning, but can still use Live Wire style without surcharge.
Besides, that's sorta why the PLM submod Lotus Filament Conduction exists.
I forget what I was talking about there.


Still not seeing your point.
MechaColin found melee combat against Endbringers a viable strategy, according to Skitter/Weaver, and it's not like cyborgification made him superdextrous.
My point is that the endbringers do "pull their punches". It isn't just using poor tactics.

I suspect you're mistaking travel speed with actual combat speed.

I don't remember how fast he moves in Combat.
 
Not all warstriders need that. For instance some hellstriders can function autonomously, and I am pretty sure they can regenerate.
Hellstriders are weird, and how they work is weird. They can be just particularly powerful warstriders, or they can be entities that act on their own, or with orders. Because they are made of demons, not metal. When they are just acting as particularly pimpin warstriders, they function like armor, when they are acting on their own, they are a big monster a character is semi trapped inside. Also, Hellstriders do not regenerate of their own accord any faster than a demon normally heals, unless they have charms for that, which is entirely possible but will vary. As another note, if you Hellstrider is acting independently, shit has gotten real, because you either need to borrow it's stats, which are generally very good, but this leads to limit, or it is in limit break, and you have no control. Which means a very strong demonic construct is doing as it pleases. A Warstrider does not carry this risk, and if it starts doing stuff on it's own, you have a serious problem.
Basically, a Hellstrider and a Warstrider are entirely different deals, because one is made of sentient demons, the other is just a machine, and Hellstriders are a complicated mess. But a very, very fun mess I advise you play around with if you ever get the chance.
 
By chip damage I mean stuff that won't one shot you.
She has Alloyed Reinforcement of Flesh - so, literally everything the first 3 times :p .
Someone just blasted fully armored Prayer with a Very Large Essence cannon equivalent(45B, Piercing).
She applies full bashing soak, 49-39 = 10 dice of damage. Roll damage by Exalted rules will give ~5 HLs of damage; almost a third of Prayer's health.
At 2B/tick, BRW just healed the entire thing in 3 seconds.

Or we could try a Heavy Implosion Bow in Lethal mode(50L)
Apply lethal soak, 50-29 = 21 dice of damage. Roll damage to get ~11 HLs of damage; that's two thirds of Prayer's health.
BRW takes 11 seconds to fix that at 1L/tick.
It's per action tick, not just per tick. Still, with DRE that's every 3 ticks.
Do you mean to block magical attacks?
ISF allows the Exalt to ignore any non-hostile environmental effects. At E4, there's a sub-mod to allow them to ignore hostile environmental effects. There's also another sub-mod to provide complete immunity to a certain type of damage (e.g. lightning), regardless of if it's environmental or not, though it does not work against magical attacks - it also requires only 1 sub-mod to be active, so we wouldn't be able to have a Shaping defense at the same time (which seems like a really bad idea against Behemoth). EoA now has both.
 
Do Autochtonians have warstriders?

Hellstriders are weird, and how they work is weird. They can be just particularly powerful warstriders, or they can be entities that act on their own, or with orders. Because they are made of demons, not metal. When they are just acting as particularly pimpin warstriders, they function like armor, when they are acting on their own, they are a big monster a character is semi trapped inside. Also, Hellstriders do not regenerate of their own accord any faster than a demon normally heals, unless they have charms for that, which is entirely possible but will vary. As another note, if you Hellstrider is acting independently, shit has gotten real, because you either need to borrow it's stats, which are generally very good, but this leads to limit, or it is in limit break, and you have no control. Which means a very strong demonic construct is doing as it pleases. A Warstrider does not carry this risk, and if it starts doing stuff on it's own, you have a serious problem.
Basically, a Hellstrider and a Warstrider are entirely different deals, because one is made of sentient demons, the other is just a machine, and Hellstriders are a complicated mess. But a very, very fun mess I advise you play around with if you ever get the chance.
By regenerate I meant they heal like people do.


Gaining limit depends upon its motivation, with stuff like a Jewel-of-War they aren't likely to gain limit (as their motivation is to take their pilot where the pilot wants to go).
Although I don't really know how good that one is.
 
:eyebrow: WoG disagrees with you-
I am pointing out that Word of Grom is operating on a faulty premise ie Alexandria being able to lift/carry a million tons.

Let me put it this way:
Superman can only lift heavy stuff because he has tactile telekinesis that applies to the entire object; else if he tried to lift a car by it's bumper, the bumper would simply snap off.

Alexandria does not have that kind of encompassing power.
You put her underneath a skyscraper to catch it, and most of the building will collapse around her while she clings to a lump of concrete.
Which is why the whole "she caught a million tons" argument has always been faulty if looked at seriously.

Not all warstriders need that.
Sorry, can't continue this argument.
Had work to do.
 
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