I did not realize you guys wanted to mention Sandra, that felt a bit too personal to just drop along with all the other stuff. I'll have another scene where Molly covers that with her parents and... probably Harry given that he was involved.
Citation please? Cause I am not finding it.In this quest, it gives +2 dice in a given specialty IIRC.
The QM said something along that line recently; search for specialty.
Fair enough.I did not realize you guys wanted to mention Sandra, that felt a bit too personal to just drop along with all the other stuff. I'll have another scene where Molly covers that with her parents and... probably Harry given that he was involved.
Citation:
Oh right I rulled on that, d'oh (sorry for the confussion). Everyone who isn't a mook gets 2 successes on a 10 to signify a more magical world that WoD. If you take specialties that it 2 more dice in that Ability.
At least we know Daniel isn't eavesdropping on this conversation. If he was, the sound of a boner tearing through his pants would have been hard to miss at this point.Lydia interjects cheerfully, probably not helping the scene in your parent's mind of a fifteen year old shooting magic lasers through the window of a speeding car.
Oh, and we can now buy a new copy of Rage Recast; I suggest Swift Stride, to take Molly's base speed up to x6.
What would be the XP cost for another By Rage Recast aspect and picking up Mind Hand Manipulation?I'd probably buy Mind Hand Manipulation over Sandstrike Blast right now, though.
Range is just line of sight, you roll Brawl or Occult, and it has utility uses for moving other people, manipulating heavy objects at a distance and for construction.
Might not want to pull that trigger yet.As a reminder, we also get our first signature charm at this point, so if there's one you want, make sure we've grabbed it in whatever plan you vote for.
Being able to grapple an enemy beyond CQC range? Is the sort of thing that proves rather useful.Then we should just get SBS and use that. We aren't going to be taking out a flight of sorcerers with thrown cars or something.
Id postpone that until next turn.As a reminder, we also get our first signature charm at this point, so if there's one you want, make sure we've grabbed it in whatever plan you vote for.
14xpWhat would be the XP cost for another By Rage Recast aspect and picking up Mind Hand Manipulation?
I also like the Sandstrike Blast option a lot, but it's hard to beat out the broad utility of telekinesis with line of sight range.
Whatever else XP gets spent on this time, we definitely need a solid ranged option. Being limited to melee range is a weakness that can be easily exploited by almost every enemy faction in the setting, and it's something we're going to have to deal with more often as it becomes widely known just how deadly we are in CQC.
Seconded.Might not want to pull that trigger yet.
Personally I'd like to make our first signature the kingdom charm, because on a literal level the hell will end up being a signature element for Molly and because turning a 500 X essence yards region into our hell while in Shintai is amazingly cool.
Rage Recast is 6 (2 dots favored), MHM is 8 (2 dots unfavored)What would be the XP cost for another By Rage Recast aspect and picking up Mind Hand Manipulation?
I want to up Awareness, time to work up a plan, I guess.Looking like no one wants a Perfect Defense, or to get rid of the nightmares. Or up Awareness.
Both are not ideal, though MHM is better.Being able to grapple an enemy beyond CQC range? Is the sort of thing that proves rather useful.
Besides, forget the addditional uses and compare the mechanics on a pure combat level
Sandstrike Blast rolls Dex 4 + Athletics 1 at DC5.
Mode 1: Base damage 8 lethal, range 60
Mode 2: Spend 1m per shot, base damage 10 lethal in an AoE that's Essence*5 yard radius, range line of sight.
Athletics is not a Key ability for Molly.
Mind Hand Manipulation rolls Intelligence 4 + (Brawl 0 or Occult 5) at standard difficulty DC6
Base damage is (current Willpower) bashing
If the QM rules TK to be invisible, it imposes +2DC to the enemy's ability to defend against it
And Occult is a Key ability for Molly.
At the moment, MHM would be the superior choice IMO.
So MHM is rolling 4 grapple/bash dice and we can't actually enhance it with anything while doing it. Throwing a car really fast is probably more effective in that respect, since the mechanics are different for the amount of energy we can put into it.mind-hand manipulation (••)
The Infernal combines conviction and Essence to
bend the world around her to her implacable will. A faint shimmer in the air marks the use of this power as she lifts and moves objects telekinetically.
System: After a moment spent in concentration, the Infernal spends 1 Essence and rolls her Intelli- gence + Occult against difficulty 6. This Charm re- mains active for the rest of the scene, and allows her to telekinetically lift and move objects within her line of sight. If she tries to wrest an object away from an- other character, or perform fine manipulations, her successes form her dice pool to do so. Otherwise, her successes on the activation roll determine her strength in lifting and moving objects:
2 3 4 5 6+
218
With 3+ successes, the Infernal can "fly" by mov- ing herself around telekinetically.
She may also grapple or strike her opponents using telekinesis, using a dice pool of Intelligence + (lower of Occult and Brawl). These attacks inflict bashing damage, and the Infernal's current Willpower points total (not per- manent rating) acts as her effective Strength value.
Signature Effect: While the Infernal wears her Shintai form, Mind-Hand Manipulation is always au- tomatically active at a level of (Essence + 5) successes, and her dice pool for telekinesis is 10 dice.
The damage basically isn't worth it, though it would make it trivial to drop heavy objects on people or use her highest dice pools to deliver line of sight grenades instead of her relatively puny arms.
Signature Effect: Whenever the Infernal is completely submerged in liquid, she may assume her Shintai form automatically, without the need of an Essence or Willpower expenditure or a dice roll. However, transforming in this fashion leaves the Infernal trapped within her chrysalis for three turns before she emerges in her Shintai form, during which time she cannot defend herself in any way save to soak damage.
The Infernal may hide herself away within any body of liquid, no matter how small or shallow, vanishing even into a puddle or cup if need be.
System: The Infernal spends a moment in concentration, and then vanishes into her liquid hiding place at the end of the turn. She may see and hear anything that occurs nearby, as though through a pane of thin glass. While hiding, she cannot be detected by any mundane means, even by diving in after her. Nor does she enjoy freedom of movement herself: she is effectively dispersed into her hiding-place at the point of immersion. If her hiding place is disrupted or dispersed (such as by dashing out the contents of a cup of coffee, or someone drinking it), or else evaporates or otherwise vanishes, the Infernal is forcibly ejected.
There are issues with that in application. I mean how often have we actually had the time to take 3 turns to get ready for Shintai, especially give the mechanical push towards using it late in a fight as a refresh?Boiling Sea Mastery Signature is the best as it allows to freely transform into our shintai form.
This is wrong.
Fajr enough but I still think it is worth it as a first sig.
We'd get work out of it, don't get me wrong, but it'd be unsatisfying from my perspective and added value isn't impressive enough that we need to do it that way.This is wrong.
Awareness 1 - 4xp
Awareness 2 - 2xp.
Fajr enough but I still think it is worth it as a first sig.
I'd prefer Shadow Spite Curse for that.As our first signature BSM just doesn't fit, though I could see taking it for the second one.
Looks exactly right to me?
Nothing's ideal.Both are not ideal, though MHM is better.
You're misremembering the mechanics though:
Yeah, that seems fucky.So MHM is rolling 4 grapple/bash dice and we can't actually enhance it with anything while doing it. Throwing a car really fast is probably more effective in that respect, since the mechanics are different for the amount of energy we can put into i
Note the bolded parts.Mind-Hand Manipulation (••)
The Infernal combines conviction and Essence to
bend the world around her to her implacable will. A
faint shimmer in the air marks the use of this power as
she lifts and moves objects telekinetically.
System: After a moment spent in concentration,
the Infernal spends 1 Essence and rolls her Intelli-
gence + Occult against difficulty 6. This Charm re-
mains active for the rest of the scene, and allows her
to telekinetically lift and move objects within her line
of sight. If she tries to wrest an object away from an-
other character, or perform fine manipulations, her
successes form her dice pool to do so. Otherwise, her
successes on the activation roll determine her strength
in lifting and moving objects:
Successes Maximum Weight
1 One pound
2 20 pounds
3 200 pounds
4 500 pounds
5 1,000 pounds
6+ +1000 pounds/success
With 3+ successes, the Infernal can "fly" by mov-
ing herself around telekinetically.
She may also grapple or strike her opponents using
telekinesis, using a dice pool of Intelligence + (lower of
Occult and Brawl). These attacks inflict bashing damage,
and the Infernal's current Willpower points total (not per-
manent rating) acts as her effective Strength value.
Signature Effect: While the Infernal wears her
Shintai form, Mind-Hand Manipulation is always au-
tomatically active at a level of (Essence + 5) successes,
and her dice pool for telekinesis is 10 dice.