Emma Barnes, Princess (Worm/Princess the Hopeful Quest)

Seriously? WoD makes it so that the someone sprinting and dodging is as easy to kill with ranged weapons as a 600 pound blob standing still?

What do you mean when they say they don't have parries? Does having a melee weapon really not provide any aid towards defending yourself?

It is starting to sound like Celestial dance is the better option for us due to having a dot of tempest which allows us to apply it to virtually any combat for free. Is WoD like exalted in that having a increase of defence/DV is as good as having a armor/soak of the same value as successes from attacks roll over into raw damage?
 
Seriously? WoD makes it so that the someone sprinting and dodging is as easy to kill with ranged weapons as a 600 pound blob standing still?

What do you mean when they say they don't have parries? Does having a melee weapon really not provide any aid towards defending yourself?

It is starting to sound like Celestial dance is the better option for us due to having a dot of tempest which allows us to apply it to virtually any combat for free. Is WoD like exalted in that having a increase of defence/DV is as good as having a armor/soak of the same value as successes from attacks roll over into raw damage?
You can indeed parry in WoD. It uses the defensive combat merit, which replaces the athletic component of your defense calculation with weaponry or brawl.

And defense subtracts dice, while armor subtracts damage. On the other hand, if lethal or aggravated damage is involved you still take a bashing damage if the opponent did 1 lethal damage to your 5 armor.
 
You can indeed parry in WoD. It uses the defensive combat merit, which replaces the athletic component of your defense calculation with weaponry or brawl.

Note that you can't use that merit and celestial dance at the same time, making it useless to us.
(well, you can after purchasing an upgrade, but frankly, there are better upgrades to buy)
 
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[X] Plan Truth In All Things
-[X] Levinbolt •
-[X] Celestial Dance •
-[X] Twenty Faces •
-[X] Always Prepared •
-[X] Scent Falsehood •


Twenty Faces and Always Prepared meets the two charms in favoreds requirements.
Reasoning for each:
-Levinbolt, as a ranged move, means targets get no defense, which, once we spend 1 xp training the first level of it, gives us a minimum effectiveness ranged attack. Efficiency goes up easily with upgrades later, for now it's enough to have an attack.

-Celestial Dance, eventually upgrades to flight, and works better against Strikers and Brutes who may overwhelm armor with hax. No getting into fights until we buy the anti-ranged option however.

-Twenty Faces gives us a disguised form, and builds towards more in depth disguises, which is good for exiting a scene or going around in powered form without being blatant.

-Always Prepared is one of the compulsory group which grants a bonus to our major clothing creation skills. Good to go.

-Scent Falsehood because...this is Worm. We're going to be facing people lying for a variety of reasons and purposes, all of which can be extremely difficult to suss out without using metaknowledge. This lets us bypass that problem. Powerfully.
 
You can indeed parry in WoD. It uses the defensive combat merit, which replaces the athletic component of your defense calculation with weaponry or brawl.

And defense subtracts dice, while armor subtracts damage. On the other hand, if lethal or aggravated damage is involved you still take a bashing damage if the opponent did 1 lethal damage to your 5 armor.
Just for confirmation defense subtracts dice not successes (making it about half as good as exalted DVs of the same number).

Could you elaborate what you meant by "if the opponent did 1 lethal damage to your 5 armor" the wording isn't very clear?
 
You can indeed parry in WoD. It uses the defensive combat merit, which replaces the athletic component of your defense calculation with weaponry or brawl.

And defense subtracts dice, while armor subtracts damage. On the other hand, if lethal or aggravated damage is involved you still take a bashing damage if the opponent did 1 lethal damage to your 5 armor.
Basically, if you want to duck and weave? It's a Merit you have to buy.
You want to parry attacks? It's also a Merit you have to buy. By default you're stuck with using cover and concealment vs ranged attackers.

That said, we'd probably pick up both anyway, later on.

Look at it this way:
-Defense, as a dicepool penalty, means that at high defense you're immune to the average(Dex 2 + Brawl 2) thug, because he's rolling a chance dice. However, as defense is harder to raise than attacking dicepools, it's only going to reduce the damage from superhuman combatants.

-Armor meanwhile is mechanically worse than Defense against mooks, in that it lets you go down to the Death of a Thousand Cuts, as mitigated damage still gets through to some degree, and wears you down. It's relative value increases dramatically against opponents who can deal more damage than your armor value, and compounds with Defense(in that you rob them of extra damage from high accuracy) against the REALLY skilled opponents with good weapons.
 
Basically, if you want to duck and weave? It's a Merit you have to buy.
You want to parry attacks? It's also a Merit you have to buy. By default you're stuck with using cover and concealment vs ranged attackers.

That said, we'd probably pick up both anyway, later on.

Look at it this way:
-Defense, as a dicepool penalty, means that at high defense you're immune to the average(Dex 2 + Brawl 2) thug, because he's rolling a chance dice. However, as defense is harder to raise than attacking dicepools, it's only going to reduce the damage from superhuman combatants.

-Armor meanwhile is mechanically worse than Defense against mooks, in that it lets you go down to the Death of a Thousand Cuts, as mitigated damage still gets through to some degree, and wears you down. It's relative value increases dramatically against opponents who can deal more damage than your armor value, and compounds with Defense(in that you rob them of extra damage from high accuracy) against the REALLY skilled opponents with good weapons.
Min-maxing aside, celestial dance is also much more than a defense booster. It boosts our rolls to chase people down and to run away, it's upgrades let us do super parkour, and it is the predecessor to Outrun the Sun and Wings of Air. It really opens up the world to us, and is just generally cool.
 
Min-maxing aside, celestial dance is also much more than a defense booster. It boosts our rolls to chase people down and to run away, it's upgrades let us do super parkour, and it is the predecessor to Outrun the Sun and Wings of Air. It really opens up the world to us, and is just generally cool.
It's certainly got good upgrades to be sure.
 
For completeness' sake, I present the revised Plan Gunsmoke:

[X] Plan Gunsmoke
- [X] Levinbolt •
- [X] Phantom •• (Singing •)
- [X] Scent Falsehood •
- [X] Twenty Faces •

I know it's not as shooty as some of the others, but it would encourage us to think creatively instead of just bum-rushing baddies, and if we keep buying truth-telling powers, then conceal our features with a red bandanna and a black broad-brimmed hat...
 
[X] Plan Look into your heart

Scent falsehood is good, but our dice pool for it is a bit too small. 4 base dice, and most people will have at least composture 2, leaving
only 2 dice. That's only a 51% chance of success, and even less against targets with high composture. I am not sure if it's worth it before we have a higher pool.
 
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[X] Plan Truth In All Things

Scent falsehood is good, but our dice pool for it is a bit too small. 4 base dice, and most people will have at least composture 2, leaving
only 2 dice. That's only a 51% chance of success, and even less against targets with high composture. I am not sure if it's worth it before we have higher wits.
There's that but our stats all round are fairly low, so it's pretty easy to raise it by 1, and boost the success chance to 70+%(particularly if we throw a willpower at it). Not to mention that applies to all non-socialize/craft contested rolls we'd have to make
 
[X] Plan Look into your heart
-[X] Levinbolt •
-[X] Celestial Dance •
-[X] Twenty Faces •
-[X] Always Prepared •
-[X] Open Heart •

Instead of giving us an average of two dice (wits 2 + subterfuge 2 -2 avg composure) to detect only literal lies(omissions, kyubey-isms, and such aren't caught by Scent Falsehood) from a single person, we can take Open Heart and add aria to our wits+empathy rolls (for 2+2+2=6) to detect untruths of all kinds from everyone, and become better at all other aspects of empathy at the same time.

To clarify, Open Heart is the only "apply invocation to mundane rolls" charm that doesn't require a specialty.
 
Open heart is something we may want eventually, but has several problems.

1: It only works while transformed, unlike scent falsehood. This makes it much less useful.

2: Radiating kindness and trustworthiness doesn't fit with Emma current mental state, i think.
 
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Open heart is something we may want eventually, but has several problems.

1: It only works while transformed, unlike scent falsehood. This makes it much less useful.

2: Radiating kindness and trustworthiness doesn't fit with Emma current mental state, i think.
  1. We can't use any charms untransformed, unless i seriously misunderstand things.
  2. Its not particularly connected to her current personality, but neither is Scent Falsehood.
 
On a not that related but slightly amusing note, I was reading through the connect charms and I realized that the two dot aria connect charm is basically Freedom Lets Go. I guess Spades and Andjoran both come from the idea of the wind as freedom, but the parallels are still amusing, small as they are.
 
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Open heart also has the advantage that it is a connect charm, and here are two dot connect charms that would be useful to us later, like The right Word.
 
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