Thanks for the advice Jon! However, I was looking more Solar-specific things. Like, is the stuff from Glories: UCS or DotFA categorically awful, or just some specific charms? That kind of thing. Also, what about the Ink Monkeys charms?

DotFA: it's shit.
Glories / Monkeys: better than DotFA, but watch out for weird shit like free reflexive attacks and overdrive motes, none of which were implemented evenly. Cobra Style is a meme for a reason, too.

Yes, it does. One of my biggest reasons for sticking to a premade character for the Solar antagonist was that I wanted to avoid that specific Charm, because I want her to lose to the finished Brotherhood, but I had serious trouble deciding what I would do when avoiding even that level of optimization.

You have a problem then, since one Solar against 5 DBs who can exploit the lethal holes in the game results in a very dead Solar in one action unless they're already full paranoia.
 
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You have a problem then, since one Solar against 5 DBs who can exploit the lethal holes in the game results in a very dead Solar in one action unless they're already full paranoia.
This is completely true. The currently missing parts in what I consider necessary for a proper paranoia build are a Flurry breaker, a Shaping Defense, and Call the Blade, because her Dodge DV is shit. She does not have a full 2/7 filter, with no step 7 effects at all, but does have both a surprise negator and a perfect parry. I can skip the Shaping Defense against these 5, because they are Chargen Immaculates, who each have the Immaculate Enlightenment Charms, and the first five Charms of their style, none of which are bad touch. I can also skip Call the Blade by having her appear with blade in hand. By not filling those gaps in her Charmset, I had a good explanation for how she was taken down and her equipment recovered to use here. Meanwhile, skipping the flurry breaker gives them a better chance to actually beat her, since she will be vulnerable to multiple attacks if they spend their loyalty dice efficiently to make each of them deserving of a perfect. If I fill those holes in with the two Charms freed up by free Excellencies, even if it won't affect this fight I have no idea how she was taken out, because I really don't think they'd use the weapon of a Solar who actually needed a full Hunt for anything, but I don't know what less would take her down.

...But I suppose it doesn't really matter, because all of that's only relevant to the third scene we may not even get to. So, let's see... Screw it, everyone has MA, Integrity, and Dodge favored if they aren't Aspect, the three who they are Aspect for can pick one more and oh well about being even, and free first Excellencies for Aspect and Favored Abilities.

Any other house rules I should try to implement? Any advice on how I should distribute Ability dots, or how I should arrange the arena, or my original questions about Stealth and Vision?
 
Does anyone know how much one lethal/ bashing damage is when compared to other materials?

Because I'm trying to make space marine and primarch stats, but I can't really do it.
 
Does anyone know how much one lethal/ bashing damage is when compared to other materials?
Storyteller damage scales don't map gracefully to Warhammerish damage scales.
Because I'm trying to make space marine and primarch stats, but I can't really do it.
Are you trying to map from 40K, from the tabletop RPGs, or from the novels? Because each of those things will give you very different answers about the durability and combat prowess of a Space Marine compared to a normal human.
 
Storyteller damage scales don't map gracefully to Warhammerish damage scales.

Are you trying to map from 40K, from the tabletop RPGs, or from the novels? Because each of those things will give you very different answers about the durability and combat prowess of a Space Marine compared to a normal human.
Novels.
 
Mechanically, if I was going to model Space Marines in Exalted I would probably start with something like:
  • Strength 5, Stamina 5 (possibly more in both cases), most other stats at least 3.
  • The ability to use his full Stamina soak against Lethal damage.
  • Some extra -0/-1 health levels.
A Primarch... well, it depends whether you mean a Loyalist (or non-ascended Traitor) Primarch, or one of the ascended Traitor Primarchs. Angron, for instance, would probably look like a combat-spec Third Circle Demon from a mechanical perspective.
 
Mechanically, if I was going to model Space Marines in Exalted I would probably start with something like:
  • Strength 5, Stamina 5 (possibly more in both cases), most other stats at least 3.
  • The ability to use his full Stamina soak against Lethal damage.
  • Some extra -0/-1 health levels.
A Primarch... well, it depends whether you mean a Loyalist (or non-ascended Traitor) Primarch, or one of the ascended Traitor Primarchs. Angron, for instance, would probably look like a combat-spec Third Circle Demon from a mechanical perspective.
Actually, I would put it at strength 7. I think.

A space marine with one finger was able to move a giant concrete slab. When a character noticed this, she commented that it would take the work of several men to do the same thing.
 
Actually, I would put it at strength 7. I think.

A space marine with one finger was able to move a giant concrete slab. When a character noticed this, she commented that it would take the work of several men to do the same thing.
Question: was this while they were wearing the power armor that AFAIK they wear just about constantly?
 
Actually, I would put it at strength 7. I think.

A space marine with one finger was able to move a giant concrete slab. When a character noticed this, she commented that it would take the work of several men to do the same thing.

Look, if you really have to do this, you can't just take high end values.

And plenty of regular humans from Commissar Caine upwards have successfully duelled Chaos Spare Marines, when if they really were that strong no human guard could possibly help - they could just swing through your guard.

Taking high end feats is unreliable.
 
Look, if you really have to do this, you can't just take high end values.

And plenty of regular humans from Commissar Caine upwards have successfully duelled Chaos Spare Marines, when if they really were that strong no human guard could possibly help - they could just swing through your guard.

Taking high end feats is unreliable.
Yeah, but so is taking low end feats. Because if that is the case, then a man with a wooden spear can kill a chaos space marine.
 
Yeah, but so is taking low end feats. Because if that is the case, then a man with a wooden spear can kill a chaos space marine.

So what? You want an injured space marine with melted damaged armour to be kill-able by a chaos-worshipping tribal with a spear who gets lucky. That's something that's good for a game.

The fact is, by not taking high end values, you wind up with a Space Marine who doesn't snap the Exalted system over its knee. With high end values, you end up with a Space Marine who punches his fists were grand goremauls. That's awful and unplayable. Therefore, low-to-mid end stuff is the only acceptable choice.
 
So what? You want an injured space marine with melted damaged armour to be kill-able by a chaos-worshipping tribal with a spear who gets lucky. That's something that's good for a game.

The fact is, by not taking high end values, you wind up with a Space Marine who doesn't snap the Exalted system over its knee. With high end values, you end up with a Space Marine who punches his fists were grand goremauls. That's awful and unplayable. Therefore, low-to-mid end stuff is the only acceptable choice.

I mean, I think you kinda know, but I'm not sure how much Accelerator actually cares about this fact?
 
I mean, I think you kinda know, but I'm not sure how much Accelerator actually cares about this fact?

I don't care if he doesn't care. If he just wants to go on about how strong a Space Marine is and assign them Strength 15 and all kinds of ridiculous big numbers, he can go do it in Vs.

Meanwhile, if you don't take stupid-big feats, it might actually be usable as a model for an enhanced soldier or something similar to a gunzosha.
 
Attempt at a custom Malfeas Charm. Use's @Revlid 's mutation rules.

Broken Bones Re-forged

Cost
10m, 1wp; Mins: Essense 3; Type: Reflexive

Keywords: Combo-OK, Obvious, Sorcerrous;

Duration: Permanent

Prerequisite Charms: Cold Fire Desolation Brand

The Fire of Malfeas burns, but his light changes. Those who bath in his light take on some of his fell essence, and with sufficient saturation begin to take on new forms. The Infernal spends at least 5 hrs during a week savagely assaulting a group who's magnitude is equal to or less than his Essence rating. During these 5 hrs, the Infernal bathe's his targets in Malfean light, causing their wounds to heal with preternatural speed, though at the cost of developing a series of random mutations. By carefully shaping how he wounds his target, as well as more then a little trial and error, the Infernal is able to endow the target with mutations who's total point count does not exceed +8 points as a training effect. Time spent using this Charm always counts as time spent towards building an Intimacy of Terror towards the Infernal, as well as one other as determined by the Story Teller. Suggested second intimacies include hatred if forced upon the target or gratitude if the target asked for this Charm to be used.

EDIT: Changed mutations to + 8 so it matches with by rage recast.
Anyone mind critiquing this? It like the fourth or fifth charm I've made, and I'm not to sure how balanced/good it is.
 
For both game balance and source material emulation, Space Marine strength should not be represented simply through Strength. Give them a special ability boosting feats of strength, so they can move ridiculous weights without being inappropriately lethal in combat.

Incidentally, that's a good idea for most super-strong characters. Solar Hercules and Lunar Spiderman may be able to shatter a stone wall with their fists, but it's still possible for them to punch and fail to kill a normal human.

Then stop wasting our time.

This is no more a waste of time than any of the other stuff we do here.

Anyone mind critiquing this? It like the fourth or fifth charm I've made, and I'm not to sure how balanced/good it is.

Looks okay. Maybe a bit powerful/flexible, though; some mutations seem out of theme for Malfeas, and you can do some pretty out-there stuff with Revlid's system. I'd probably go with a restricted list of allowed mutations.
 
Anyone mind critiquing this? It like the fourth or fifth charm I've made, and I'm not to sure how balanced/good it is.
Not getting into the actual mechanics of the charm, since I'm never sure about my own ability to balance things and so I'm not going to go poking at someone elses, but here's some issues I noticed in the Charm Header.

Duration should be instant, as permanent is for passive effects to the character (like Ox Body, Hateful Wretched Noise, ect.), not activated effects to interact with other people.

Keywords need work. Sorcerous is (iirc) for things you don't need to commit motes on for continuous effects, but in return can be counterspelled/dispelled like sorcery.

Timing/Type should probably be dramatic, since it's a 5 hour long training/beatdown session intermixed with mutagenic radiation, not a single momentary effect that can be activated without effort.

Name makes it feell like it should be part of By Pain Reforged's tree, but its pre-req is part of GSNF's branch of the Insignificant Embers Intuition tree.
 
Out of curiosity, at what point does DB taking out a solar 5 v 1 stop being feasible.

I mean in a random encounter sense on the battlefield, with equivalent equipment on both sides

I ask as wild hunts do work in the third age, but it took millions of DB with sidereal support and an ambush to pull it of against 300 rather than just a few thousand DB's
 
Out of curiosity, at what point does DB taking out a solar 5 v 1 stop being feasible.

I mean in a random encounter sense on the battlefield, with equivalent equipment on both sides

I ask as wild hunts do work in the third age, but it took millions of DB with sidereal support and an ambush to pull it of against 300 rather than just a few thousand DB's
Again, I've never actually played more than a single session, but I like to think it's when they stop having Experience parity. Every supernatural feature costs more XP for Dragonblooded than it does for Solars, and is also weaker, so five Dragonblooded of the same XP level as a single Solar should be able to take them out, although possibly with loses. In the First Age, meanwhile, most of those 300 Solars were thousands of years old, while very few of the Dragonblooded were able to live past 500, even with the life extension techniques available. And, of course, the Solars didn't stop growing.
 
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