Hakatonkhires are essentially the Neverborn equivalent of Third Circles, aren't they? Certainly, they should be on a similar power level.
 
The Viator would work as a balance point, yes. Just make it crazier and more mindless - you can't kill a hekatonkhire permanently; they're nightmares of the Neverborn and so they might be dreamed into existence again at any point, even after GET (or they could never be dreamed again - Neverborn are unpredictable like that). They make up for this by generally being a lot more "insane Labyrinth monster" than intelligent Third Circles who are basically alien gods, and who are a lot more mentally stable and possessed of agency in their actions.
 
Nope, We're off to Kill the Mask, who if hit with GET gets perma-killed, but that just kills the Juiced-up ghost part, you then have to deal with the UNBOUND hekatonkhire that the Ghost bits were strapped to. Me and my ST got the idea for this from Aleph and ES way back in the First Thread, and it causes any successful attempt to permakill a Deathlord to end up with an unbound hekatonkhire who promptly tries to kill you. and we need to kill (or render unable to bring harm to Creation) Juggernaut.

Luckily, My character is relatively Friendly with the Nations of the Scavenger Lands and the East, and thus can leave my Burgeoning Nation alone while I go help the two new players (and I have 100 DBs subordinate to me in control of Metagalapa, and are Establishing Fortifications on it, with the aid of demons)

So I have to assist an Thug (Solar, former DnD player, combat specced (and only combat, dumped the other abilities) and and a sorcerer/diplomancer (Solar, Can Fight, uses Archer+Athletics+Dodge) who want completely restore the Thorns, or at least, until the Mask is slain, The Mask's Abyssal's slain, and Juggernaut dead or incapacitated permanently, and the Thorns Shadowland is resealed. (damn that Eclipse oath)

On the plus side, I get Fame, and then can go back to Nation-building in the North East (die fair folk of the Haltan regions, stop raiding my towns)

Shared Game Worlds are kinda Fun

Edit: I'm an E7 Infernal, with one Time acceleration manse that was a first age relic, and it got destroyed by a fair folk raid while I was Conquering Metagalapa, and I have IC no clue how to create a Time Acceleration Effect. I also have the Full VEE tree
 
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Nope, We're off to Kill the Mask, who if hit with GET gets perma-killed, but that just kills the Juiced-up ghost part, you then have to deal with the UNBOUND hekatonkhire that the Ghost bits were strapped to. Me and my ST got the idea for this from Aleph and ES way back in the First Thread, and it causes any successful attempt to permakill a Deathlord to end up with an unbound hekatonkhire who promptly tries to kill you. and we need to kill (or render unable to bring harm to Creation) Juggernaut.
My immediate reaction is "gurk", followed swiftly by "argh" and then "I would get it to chase me into the Labyrinth and then GTFO, leave it there and hope it doesn't try to follow me back out again". Fighting a hekatonkhire instead of taking advantage of its comparative lack of brains to lure it away and then avoid it would not be something I'd do if the other option was at all plausible.

Course, this does still involve not dying until you reach the "and then GTFO" stage of the plan.
 
Edit: I'm an E7 Infernal, with one Time acceleration manse that was a first age relic, and it got destroyed by a fair folk raid while I was Conquering Metagalapa, and I have IC no clue how to create a Time Acceleration Effect. I also have the Full VEE tree


The solution is clear. Through Demons at it. All the demons.
 
My immediate reaction is "gurk", followed swiftly by "argh" and then "I would get it to chase me into the Labyrinth and then GTFO, leave it there and hope it doesn't try to follow me back out again". Fighting a hekatonkhire instead of taking advantage of its comparative lack of brains to lure it away and then avoid it would not be something I'd do if the other option was at all plausible.

Course, this does still involve not dying until you reach the "and then GTFO" stage of the plan.
Actually part of the Plan is to attempt to hire the Solar Sorcereress from cannon, and Dace, And have them Seal the Thorns Shadowland, while We go after the Mask, as it makes the fight a bit easier (fighting the Mask in the Underworld, Hard, Fighting the Mask in creation, easier).

That and all of my Infernals knowledge is on Creation, and Malfeas, with barely anything thing on the underworld (it exists, It was caused by the creation of the Never Born, And I do not respire essence there)and while I do have Past Life 5, the past life knew only generalities about the Underworld, so In character I would not know about the Labyrinth, and I am trying to find out more, (thank god for that stop is Saijn, I have a few texts on what to expect).

The solution is clear. Through Demons at it. All the demons.

Though Yes I will be summoning Demons en Mass.
 
Uhm, help me out a bit here. Does surprise anticipation method completely overlap reflexive sidestep technique, or does the latter have a seperate niche?
 
Uhm, help me out a bit here. Does surprise anticipation method completely overlap reflexive sidestep technique, or does the latter have a seperate niche?
*Groan.* Sorry, just... this is one of those fuck 2e things. In that I mean SAM is not well written.

Hypothetically, SAM is supposed to warn you of ANY inbound danger, whatever your state. Poisoned drink, snipers, lightening bolts while you're napping, etc. It's basically spidey sense. There is the minor issue that it doesn't automatically strip out unexpected attacks (everyone just sorta adds that on as a given). It also automatically triggers, regardless if you want it to (that was VERY bad in 2e before combo rules got thrown out, since you could only turn on one charm or combo/action). RST just works on attacks with the unexpected tag, but wouldn't work on poison drinks.

So yeah, SAM basically just has a slightly larger purview.
 
Cosmology question

If you have a gateway Charm for THE SPIRIT OF THE LIVING WORLD , that allows you to bring people (and stuff, and you, and gods, etc, and so on) into it.

If you bring Creation-born people into the inner world, and they have children, will the Children be Still-born?

If the Creation-born people you bring into the inner world die there, will the ghosts be able to reach the Lethe? or are they trapped there?
 
Cosmology question

If you have a gateway Charm for THE SPIRIT OF THE LIVING WORLD , that allows you to bring people (and stuff, and you, and gods, etc, and so on) into it.

If you bring Creation-born people into the inner world, and they have children, will the Children be Still-born?

If the Creation-born people you bring into the inner world die there, will the ghosts be able to reach the Lethe? or are they trapped there?

Eh.

If you've got a method of bringing people into your Inner World, then that means there's gates between your insides and the outside. Through those gates, souls can travel into and out of your Inner World and back to Creation and Lethe.

Unless of course, you've developed your Inner World into a spiritual trap, designed to allow souls inside, but prevent them from leaving. Thereby giving you access to the souls of those who have died in your world, to use as you see fit.
 
Eh.

If you've got a method of bringing people into your Inner World, then that means there's gates between your insides and the outside. Through those gates, souls can travel into and out of your Inner World and back to Creation and Lethe.

Unless of course, you've developed your Inner World into a spiritual trap, designed to allow souls inside, but prevent them from leaving. Thereby giving you access to the souls of those who have died in your world, to use as you see fit.

Okay, So I will need to develop a Charm that build upon the one I currently have then, As my current version is a 10 yards grab everything living (or just me), and dump it and myself in the Inner World.

It's a supped up version of Self Within Self Inversion

SO I will need to develop charms to create Soul Channels, so that I do not get still briths, and to let souls reincarnate with people going mad.

Hmmm, Would I be able to Make it so you could make the Inner World Be able to be reached in the same method as Malfeas? (not that I would, just hashing out ideas)

Edit: do Deathlords have Crests, coat of arms, or other symbols that they would use as Identifiers?
 
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Hmmm, Would I be able to Make it so you could make the Inner World Be able to be reached in the same method as Malfeas? (not that I would, just hashing out ideas)

Something like "Do this specific activity under the right circumstances, and you'll end up in So and So's Inner World"?

Sure. I'd say that Gates to the Inner World don't have to be literal ones.

Edit: do Deathlords have Crests, coat of arms, or other symbols that they would use as Identifiers?

Probably, but they were never described.
 
Question about Defense Values:

So say you have a Dragon-Blooded dual wielding Short Daiklaves(+1 Defense each). He then activates Dragon's Aura Lash from the Ten Thousand Dragon's Fanwork, which grants him a 3rd weapon with a Defense of +1. Do I calculate 3 separate DVs for each weapon, or do I add them up?

When you stunt to boost your DV's, do you add the stunt bonus to the DV, just roll the new pool, or factor the stunt into the DV calculations?
 
Question about Defense Values:

So say you have a Dragon-Blooded dual wielding Short Daiklaves(+1 Defense each). He then activates Dragon's Aura Lash from the Ten Thousand Dragon's Fanwork, which grants him a 3rd weapon with a Defense of +1. Do I calculate 3 separate DVs for each weapon, or do I add them up?
You calculate three separate DVs.

When you stunt to boost your DV's, do you add the stunt bonus to the DV, just roll the new pool, or factor the stunt into the DV calculations?
You add the stunt bonus to your DV directly, IIRC.
 
When I'm under the penalty from wounds, what happens to my DV?

Better yet, what the penalty from wounds affect and how?
 
Question about Defense Values:

So say you have a Dragon-Blooded dual wielding Short Daiklaves(+1 Defense each). He then activates Dragon's Aura Lash from the Ten Thousand Dragon's Fanwork, which grants him a 3rd weapon with a Defense of +1. Do I calculate 3 separate DVs for each weapon, or do I add them up?
Technically you would make 3 separate pools, but you really only need to calculate the highest pool.
When I'm under the penalty from wounds, what happens to my DV?

Better yet, what the penalty from wounds affect and how?
Wound Penalties are internal penalties to pretty much any action you take. This includes DV's(where they just take 1 away).
 
1 what? Dice, defense?
They take 1 away from the total. If your DV is 10 before penalties, and you have a -1 wound penalty, it is now 9. If you have a -1 wound penalty and a -1 penalty from a charm, then they combine, yeilding a total penalty of -2, and thus a DV of 8.

I'm still confused on how defense works, specially when interacting with attacks or wepons that grant bonus to defense.
DV's are basically a dice pool: you take all the things that give bonuses to them, add them up, and then divide by 2. As far as I am aware, the only bonuses to DV's from weapons are Parry Values. Thus, when calculating a Parry DV, you add (combat ability+Dex+Specalties+weapon Defense value+miscellaneous things) and divide that by 2, rounding up for exalts. Only one weapon can be used in calculating a DV, so normally you chose the highest one. The miscellaneous things cover charms and other such things that can apply if you have them, but are varied enough that it's complicated to list them as separate categories.

As for how this value works with attack, well, it's essentially an opposed roll, with the DV being unrolled to save some time. So, let's say you had that DV of 10 from before. Someone attacks you, and rolls 9 successes. Nine is less than 10, so the attack fails. If they got 11 successes, then they would hit you with one threshold success.

Ties are, from my memory, a bit less established, though I tend to go with the idea that defense wins on ties.

Now, if you meant penalties on DV due to attacking, well, that's pretty easy. Attacking, like most actions, inflicts a penalty on your DV's(this penalty does not stack, and lasts one action). So, if you attack(a minus 1 penalty), then your dv is reduced by 1 for one action. If you attack(a minus one penalty) and Dash(a minus 2 penalty) on the same action, then you take the higher penalty(Dashing), reducing your DV by 2.

Attacking also gives the defender a penalty, though this is a bit more complicated. Each attack in the same tick from the same person imposes a -1 penalty on the defenders DV(the only way to do this is through flurries or extra action charms). You can impose penalties as a group, however, by preforming a coordinated attack.
 
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