Yzarc
The Spark of Madness
Huh. I thought it was 4 for some reason. Yeah, you are correct.
Huh. I thought it was 4 for some reason. Yeah, you are correct.
IIRC, someone asked DP this question a while back and he confirmed that it did use Occult.Nothing's ideal.
Yeah, that seems fucky.
Especially since the original abilty for MHM classic is Occult. Let me make an inquiry of the QM.
@DragonParadox
QUESTION
This is the text of the MHM charm:
Note the bolded parts.
Can we just use Occult for this charm? Or substitute Melee for Brawl?
Both our Occult and Melee are 5, so it would amount to the same thing anyway; Occult is just more straightforward and thematic.
I ask because the original charm used Occult, with the option of using Melee or another ability of you tried to use it to wield a weapon.
It's still kind of useless. At lower of (brawl or occult) + int we're probably not going to ever breach mortal attack pools with direct telekinetic damage/grappling even when adding in stunts and charms like WHWH.Mind Hand Manipulation for you guys... I mean on the one hand you are going for the telekinetic fight so it would make sense to be the same here, but -2 DC is a lot in this system.
Fair enough.Mind Hand Manipulation for you guys... I mean on the one hand you are going for the telekinetic fight so it would make sense to be the same here, but -2 DC is a lot in this system.
Yeah, you're right.IIRC, someone asked DP this question a while back and he confirmed that it did use Occult.
So that isnt a problem.Speaking of Harry style magic you can get both telekinesis and fight off Mind Hand Manipulation, it is Wicked City so it will cost more than Lanka or Kakuri, but it is also just two dots and you guys have the Occult and the Intelligence to get the 3 successes you need for fight pretty reliably.
Yep, here it is.IIRC, someone asked DP this question a while back and he confirmed that it did use Occult.
EDIT:Speaking of Harry style magic you can get both telekinesis and fight off Mind Hand Manipulation, it is Wicked City so it will cost more than Lanka or Kakuri, but it is also just two dots and you guys have the Occult and the Intelligence to get the 3 successes you need for fight pretty reliably.
Shadow Spite Curse signature does not reduce our DCs, it increases our opponents DCs.Fair enough.
Thats the reason Im avoiding Shadow Spite Curse as a signature charm; a flat -3DC bonus to all actions when in shintai is probably broken.
Nothing's ideal.
Yeah, that seems fucky.
Especially since the original abilty for MHM classic is Occult. Let me make an inquiry of the QM.
@DragonParadox
QUESTION
This is the text of the MHM charm:
Note the bolded parts.
Can we just use Occult for this charm? Or substitute Melee for Brawl?
Both our Occult and Melee are 5, so it would amount to the same thing anyway; Occult is just more straightforward and thematic.
I ask because the original charm used Occult, with the option of using Melee or another ability of you tried to use it to wield a weapon.
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.
Thats actually much worse.Shadow Spite Curse signature does not reduce our DCs, it increases our opponents DCs.
So substitute Melee for Brawl.I think forcing you to use the lower of two unrelated skills is intentional, in that to grapple someone with that thing you need occult for the magic parts and brawl to actually know how to grab them. That said I would allow you to roll excellency for you INT+Brawl (0) which would give you a decent 8 dice for damage. That is something they did in the City of the Bull God game which included the writer of the book so I think it should be fine. Or you guys can buy up Brawl.
Thats actually much worse.
All actions taken to oppose you suffer a -3DC penalty. That doesnt just include attacks aimed at Molly, it says all actions. Social and martial, aimed at Molly or aimed at someone else with the intent of opposing Molly.
Someone trying to soak an attack from Molly now rolls against DC9 instead of DC6. The difficulty to parry a standard Molly attack becomes DC9 before any other bonuses or penalties. Activating a Discipline to oppose her, if it involves a DC roll, jutpst gets more difficult. Trying to attack one of Molly's friends or allies rises by 3 DC. Trying to mcguyver an item, to stealth, anything.
Its pretty powerful. And broad spectrum. Especially when you can stack it on other charms already.
Really hard to have any kind of challenge with that active.
So substitute Melee for Brawl.
You do use Melee to grapple, both in real life and in this game iirc.
Usually your Infernal would have either Brawl, Melee or Firearms for combat, and Occult for occult things.
One of them would already be a Key ability with an Excellency.
EDIT
Are you undoing the previous ruling that we can use Occult for this?
Just to be clear.
Shintai can be activated multiple times per story.@uju32 you are forgetting ghsf Signature only works in shintai mode.
So unless we take BSM + SSC we will only get the +3 difficulty once per story.
Okay. I think we can work with that. Thank you.Yeah, having looked at how it was used in that game, which again included the author it makes sense too use the lower of two. As for grappling with Melee it does make sense... if you could make say an invisible chain you should be able to use it to grapple things. Yeah OK I am willing to substitute melee which means you can throw your full occult dice since that is now the limiting factor which makes for 9 dice before excellency. The attack is not invisible though, it shimmers with a more subdued aspect of your anima since that is included in the text of the charm.
Have them be able to use their hungry to drain their own willpower for more blood points.Changed some stuff to make Blacks and Reds more resistant. Not sure how to do the Whites consuming themselves. Allow them to take wounds to get more lifeforce maybe?
I am missing the part where this is a bad thing? Don't you want to be able to fight Mab some day?Thats actually much worse.
All actions taken to oppose you suffer a -3DC penalty. That doesnt just include attacks aimed at Molly, it says all actions. Social and martial, aimed at Molly or aimed at someone else with the intent of opposing Molly.
Someone trying to soak an attack from Molly now rolls against DC9 instead of DC6. The difficulty to parry a standard Molly attack becomes DC9 before any other bonuses or penalties. Activating a Discipline to oppose her, if it involves a DC roll, jutpst gets more difficult. Trying to attack one of Molly's friends or allies rises by 3 DC. Trying to mcguyver an item, to stealth, anything.
Its pretty powerful. And broad spectrum. Especially when you can stack it on other charms already.
Really hard to have any kind of challenge with that active.
We already have Swift Stride in Shintai though?In Shintai mode, her base speed will go from 88 yards/second to 176 yards/second, and she will be able to break the speed of sound in travel flight, or for short periods in combat when she spends Essence.
This is a game, though. I like the idea of combat threats without the QM having to make them utterly ridiculous.I am missing the part where this is a bad thing? Don't you want to be able to fight Mab some day?
Yes, it stacks.