Though going to the upper limit of a magical path only to save either a week of rest of two hours in a tub of bleach seems rather extreme.Healer Exalt: Oh no bashing damage, my one weakness. I'm going to have to sit down and heal for *cheks* up to an hour if I go down to crippled.
Though going to the upper limit of a magical path only to save either a week of rest of two hours in a tub of bleach seems rather extreme.
Molly: heals personThe path can be used on others. So if s portal has extreme radiation poisoning and hours to live you can apply that path to them then I don't know 15 minutes in bleach or one hour of Netflix and chill.
You rest to regain willpowerAnother mechanics question; I've seen it mentioned in several posts how Willpower can be burned for one effect or another. How exactly does that work? Is it like ability damage from D&D/Pathfinder, which can heal naturally with rest, or is it more permanent, reducing the attribute until XP is spent to restore it?
There are two different kinds, permanent Willpower score and regular Willpower points.Another mechanics question; I've seen it mentioned in several posts how Willpower can be burned for one effect or another. How exactly does that work? Is it like ability damage from D&D/Pathfinder, which can heal naturally with rest, or is it more permanent, reducing the attribute until XP is spent to restore it?
Another mechanics question; I've seen it mentioned in several posts how Willpower can be burned for one effect or another. How exactly does that work? Is it like ability damage from D&D/Pathfinder, which can heal naturally with rest, or is it more permanent, reducing the attribute until XP is spent to restore it?
Generally you regain willpower by sleeping or doing stuff in line with your motivation. You have multiple per day at the least, so its a resource to spend relatively freely.Another mechanics question; I've seen it mentioned in several posts how Willpower can be burned for one effect or another. How exactly does that work? Is it like ability damage from D&D/Pathfinder, which can heal naturally with rest, or is it more permanent, reducing the attribute until XP is spent to restore it?
I think usually they use something like permanent Willpower if they really mean the dots.Developers tried to name the distinction between points of Willpower (temporary resource) and dots of Willpower (permanent stat) several editions ago, but people kept saying "Willpower" about both of them, hoping/thinking it was clear from context. It was not always clear from context.
I don't know about WoD off the top of my head, but in Exalted burning permanent willpower is...really rare. I only remember it if non Great Curse Exalt has their Limit Track filled.I think there are also like really high applications of True Faith where you can burn permanent willpower to get miracles,
I expect that's the stuff where your Old Red Court Vampire goes from "Go on, keep struggling little mortal. It amuses me." to "Oh Fu.."I think there are also like really high applications of True Faith where you can burn permanent willpower to get miracles,
This is silly. Molly would obviously have a blow-up bleach-resistant kiddy pool in her backpack.Molly: heals person
person: are you gonna be okay
Molly: "yeah no worries" opens jacket to show hip flask silhouetted pocket, reaches in pulls out a gallon bottle of bleach. "say do you have a kiddy pool I could use?"
Edit: Also a PC propably wouldn't cast Spew Wide the Pit because it auto-kills the caster.I mean there is a high level Bali discipline in Dark Ages that straight up kills the character to summon the Plot Device Devil, it literally has no stats and just gets to wreck whatever it wants for a few hours. I think it is assumed that players are not going to play the Bali since even as vampires go those guys are bad, they are the vampires other vampires went on a crusade against to stop because they like having a world to... unlive on.
Of course if someone summons the Plot Device Devil on you guys... I'm going to stat him because the Exalted to nor recognize arbitrary limits like 'you cannot kill a prince of Hell'.
The Herald of Hell is already something I would not want to fight until we have at least Essence 3 and a lot more combat-relevant Charms.Herald of Hell
Attributes: Intelligence 5, Wits 5, Perception 7, Strength 7, Dexterity 2, Stamina 9, Charisma 5, Manipulation 7, Appearance (irrelevant, 0, or 9)
Abilities: Alertness 4, Athletics 2, Brawl 7, Intimidation 7, Subterfuge 5, Animal Ken 1, Occult 7
Disciplines: Animalism 5, Daimonion 6 (Hell-Born Investiture, any and all effects), Flight 5, Fortitude 7, Potence 7, Presence 5
Willpower: 12
Health Levels: OK x10, -1 x 5, -3 x 5, -5 x 3, Incapacitated
Virtues: Conviction 8, Instinct 8, Courage 10
So what if the the enemy has a good rifle and sits on a nearby building?Sun-Denying Spite (•••)
Spreading wide her arms, the Infernal breathes the eternal darkness of Kakuri into the world around her, denying the truth and power of the light. All sources of illumination grow dim and toothless, even the sun itself. System: The Infernal spends 1 Essence and rolls Manipulation + Occult against difficulty 7. The quality of all light within (Essence x 200) yards becomes watery, muted, and somehow unhealthy; weak lights such as small candles or old bulbs may fail entirely. Visibility within this oppressive murk is limited to no more than five yards, although the Infernal and creatures of darkness who enjoy her favor can see clearly. Most importantly, night holds sway in the dimmed area; even if it is outdoors on a sunny day, the sun has no power to harm or inconvenience any being that normally suffers from the sight or touch of it. Vampires have no difficulty remaining awake or operating at their full strength. This Charm's effects persist for one hour per success rolled. If no successes are rolled, it lasts for a scene.
Signature Effect: Sun-Denying Spite activates automatically at no cost when the Infernal dons her Shintai form, and its effects persist for so long as she remains within the darkened region
A good charm..I have a possible solution for our issues with ranged weapons.
Right now we are kinda vulnerable and have no easy way to strike back.
But we could just disable anyone's ability to use ranged weapons:
So what if the the enemy has a good rifle and sits on a nearby building?
We deny them sight and can walk up to the panicking foe at our leisure.
We force the battlefield into the shape we desire and very few foes can actually do anything about that.