I don't think so I think it was just really good coordination. They're 12 of them that are being perfectly defended by a Celestial exalt assumably they would have taken considerable damage if they had just been fired upon without us guarding them with our full dice pool.
@DragonParadox could we not MIM any of them or or is that only if we kill them rather than dying in our proximity.
So yeah, the Gurvel, though a combination of martial arts and techno-enchancements , killed the bossman (a modified Mark 6 Hit Mark) who was supposed to put you in a tense hostage situation
Hmmm, well that has potential, I honestly hadn't put two and two together that the Gurvel were dragon king remnants… I have no idea how Molly would go about teaching them their Paths again though, so that might be a bit of a bust until she can dive the labyrinth.
Did we manage to make it to melee range yet? Number 7 came out of the ground to make it's potential hostage play and two of them got gunned down but we were advancing so.
Hmmm, well that has potential, I honestly hadn't put two and two together that the Gurvel were dragon king remnants… I have no idea how Molly would go about teaching them their Paths again though, so that might be a bit of a bust until she can dive the labyrinth.
I honestly thought that was very clear in the design? They are dragons with ancestral memories mechanic (if it made it into the actual story). It's twisted from the original dragon kings, but it's supposed to be.
@DragonParadox , sorry to bother you, but I think I found one more unintended charm consequence specific to Dresden Files crossover.
Dissonant Lies Made True (•••)
Subjected to the paltry manipulations of the sinners
around her, the Infernal unleashes the winds of Hell,
flensing any uncertainty from the words she hears and
blowing them back upon those who have spoken to her.
System: The Infernal reflexively spends 1 Essence in
response to being spoken to and rolls Wits + Alertness
against a difficulty of the target's (Manipulation + Subterfuge).
If she succeeds, then the target realizes that he genuinely
believes whatever he has just said to the Infernal is
true. This certainty lasts for a number of days equal to the
Infernal's successes, at which point the target's thoughts
clear and he comes to his senses. Alternately, someone
else can try to make him see reason once per scene, granting
a Willpower roll against difficulty 8 to break out of
this Charm's influence prematurely.
Great update! And our minions once again prove their worth!
I honestly thought that was very clear in the design? They are dragons with ancestral memories mechanic (if it made it into the actual story). It's twisted from the original dragon kings, but it's supposed to be.
@DragonParadox , sorry to bother you, but I think I found one more unintended charm consequence specific to Dresden Files crossover.
If someone gives you a false name you can make it True with that, though not if they give you part of their True Name since that is technically a truth, just not all of it. If Harry tells you he's Jack he's Jack, but if he tells you he's Harry he does not stop being Harry Blackstone Copperfield Dresden
Beings of Incarna power and above are immune to this use of the charm.
Hmmm, well that has potential, I honestly hadn't put two and two together that the Gurvel were dragon king remnants… I have no idea how Molly would go about teaching them their Paths again though, so that might be a bit of a bust until she can dive the labyrinth.
Psychic Attack: The Arcana can protect itself by assaulting the minds of others. First, settle on
a dice pool that makes sense for the vector of the attack. A phantasm that rends an enemy's soul
might make a straight Willpower roll, while a horror that sings soul-rending dirges would use
Charisma + Performance, for example. This is treated as an unblockable or undodgeable (pick
one) attack which costs one point of Willpower to deploy, and inflicts a base "damage" of
(Arcana rating). The victim soaks with their Willpower. If any "damage" gets through, the victim
suffers a derangement for a number of days equal to the "damage" inflicted. Purchasing this
Feature twice allows psychic attacks to be aimed at groups of targets in a cone reaching out to
(Arcana rating x 5) yards
Superior Poise: The Arcana gains three additional dots of Social Attributes, which may
increase its traits to 6. Taking this Feature a second time provides only two bonus dots, but raises
the permitted cap to 7
Divine Favor: The Arcana gains a Favored Ability, which may be raised as high as 6 dots.
Increasing the Arcana's Favored Ability only costs one freebie point per dot
Expertise: The Arcana gains seven additional dots of Abilities, which may be used to raise
them above three dots. Taking this Feature additional times provides only five bonus dots
Animal Mind (3 pt. Flaw)
The Arcana has the mind of a beast. While it can still understand its master's commands, it
cannot understand anyone else's speech, and cannot use language. It cannot be designed to
possess the following Abilities: Academics, Computer, Crafts, Drive, Etiquette, Firearms,
Finance, Larceny, Law, Science, or Technology.
Expertise: The Arcana gains seven additional dots of Abilities, which may be used to raise
them above three dots. Taking this Feature additional times provides only five bonus dots
Superior Mind: The Arcana gains three additional dots of Mental Attributes, which may
increase its traits to 6. Taking this Feature a second time provides only two bonus dots, but raises
the permitted cap to 7
Divine Favor: The Arcana gains a Favored Ability, which may be raised as high as 6 dots.
Increasing the Arcana's Favored Ability only costs one freebie point per dot.
Acute Senses (1 or 3-pt. Merit)
Your mage has an exceptionally sharp natural sense, be it vision, taste, hearing or whatever. She can manage about twice the natural sensitivity of a human, which allows you to get a two-point reduction on difficulty for all rolls with the appropriate sense. For three points, all of your mage's senses are incredibly acute.
Piercing Gaze Your gaze seems to be paralyzing. Whether it instills people with fear, love, or self-loathing, all Disciplines that require sight contact have their difficulties reduced by 3
Tally:
- Divine favor for charisma and perception.
- Superior poise to take maximum social stats.
- Superior mind, but only for perception and wits since we're building an animal.
- Expertise a twice over to max out its awareness, alertness, and performance expression.
- A flame thrower for psychological damage.
- Super eyes since it needs to perceive targets to hit them so it should apply.
- A gift for performance expression to make it even nastier.
- Acute senses.
- Dog brain.
This creature is nothing more and nothing less than a thought that is poison to the thinking mind.
Nothing so prosaic as an eldritch truth too great for mortals to bear, this weaponized secret is the twisted kin of angelic grace. Just as some knowledge is itself divine and grants power in its revelation, so too is it possible for knowledge to itself be damnation capable only of defilement.
Taking the form of a brazen torc studded with fanged obsidian eyes, it exists as a moment and memory twisted against itself so that it can hold one such toxic thought in pieces. Something like a binary explosive for the soul.
At its master's command it will "sing" the broken parts of this song in the voice of spirit, driving a barbed spike into their souls.
Thankfully for the targets, the mind recoils from the touch of such poison, protecting itself by forgetting. Unfortunately, this also manifests as an intermittent fugue state until it is fully purged.
Mechanics:
The Arcana rolls charisma + performance expression to share its secret with a target in pieces they can't help but assemble, which cannot be blocked but can be avoided by staying out of range.
It then rolls damage for the attack using its arcana rating as the base pool. This is then soaked by willpower. Each damage level inflicted subjects them to a day of the fugue flaw, and immediately forces them into a particularly awful episode on the spot.
I'll actually do the statline later if anyone else likes the idea, but you can probably see where I'm taking this already.
Max our willpower along with the relevant perception and social features, letting the thing hurl what's nearly a 14 dice perfect attack at -6 difficulty. Anyone without the willpower dice or anti shaping defense to stop it immediately ends up in a dissociative fugue state where they forget who they are and how they're connected to the world around them.
Edit:
Meant expression, not performance. It fits what the arcana is actually doing better and was the point of picking the gifted merit for synergy.
We should maybe have the perfect defense charm by then if people are going to start nuking us.
There are 4 demons left we should go in with the Gurvels with Molly prioritizing the first demon who is still at full health. After we finish them off we go after the DemonPlane for the free essence and then loot everything before heading back.
Edit: Or have the Gurvels prioritize the full health Demon and have Molly fight the more injured ones so we can maximize our chances of MiM more than one demon.
The world shifts like a kaleidoscope. Ice to sandy shores, black waters to blue-green, lithe figures of steel and gears to Ichthyoid humanoids with deep clever eyes, like pools of dark water made muddy with the pain of their passing as they call for their mother, beside you the gurvel are garbed in armor not of brass but crystal and twisting vines. No baleful light burns between their scales but there is no mistaking the valor of the Dragon Kings' advance
as three halberds moving far faster that power armored limbs should have been able to hook and pull apart the whatever experimental horror had been set to command this company of the damned.
Tactically speaking as far as FFoC doctrine is concerned more like the diabolic HE anti-infantry warhead... though admittedly you might want to clean up the radiation when this is done
That is exactly how it works, it is unrefined Sanctuary Fire Aspected Demon Chi. You would not want to send a novice to handle it because well, fire burns, but the people you have here, they can handle it.
I have to wonder if deep down the elements of Sanctuary are Poison (Water), Decay (Metal), Disease (Wood), Radiation (Earth) and Balefire (Fire), like the Scorpion Eater's tainted Shintai.
I have to wonder if deep down the elements of Sanctuary are Poison (Water), Decay (Metal), Disease (Wood), Radiation (Earth) and Balefire (Fire), like the rest of Yomi Wan.
@DragonParadox As it says "ice above" more than once are the 4 Demons on high ground right now? It said only two of them fell but I'm not sure if you meant off of the ice above or not and it also says that the ice gave way so is it flattened or still a high ground?