- Pronouns
- He/They
[X]Plan The Carpenter In Iron and Brass.
C'mon man, its a friendly discussion. No acrimony here.Oh I just hate this discussion.
I've had it up to here with all of DPs quests.
Sorcerers are bad, Cavaliers are bad, Infernals are bad...
It was always enough and a story can be fun without complaining to the QM until he allows maximum gamebreaking optimisation.
Thank you for the clarification.*checks out Lunars*
You know what +2 armor isn't going to break the game balance, something I allow might, but it won't be +2 armor. You guys can take up to two armor aspects
Thats allows you talk at people.Sure we get Language.
Wicked City has a Charm that allows for universal language and I belive it was one dot.
It also lets you hurt people who talk back.
Our next point buy should probably delve into some of those utility charms a bit.Sure we get Language.
Wicked City has a Charm that allows for universal language and I belive it was one dot.
It also lets you hurt people who talk back.
anonymity through propriety (••)
The Infernal wraps herself in a mantle of Essence which devours the attention of the weak-willed, mak- ing it feel like an impossible burden to notice the Exalt
or interfere in her affairs.
System: Spend 1 Essence and roll Charisma + Et-
iquette against difficulty 4. Anyone whose Willpower rating is equal to or lower than the resulting successes cannot notice or acknowledge the Infernal unless she directly interacts or interferes with them. If she's tak- ing some indirect action that would distress a character were he to acknowledge it (such as reading his diary or murdering his spouse), and that character has Will- power 5+, they can spend a point of Willpower and make a Willpower roll against difficulty 7 to attempt to acknowledge and confront the Infernal. This Charm lasts for one scene.
Signature Effect: Anonymity Through Propriety acti- vates at no cost when the Infernal dons her Shintai form.
Sorry, but I've heard these discussions before and in ASWAH they ended up with a very overpowered PrC for the protagonist and more for the party.C'mon man, its a friendly discussion. No acrimony here.
We're both, the players and the QM, feeling our way into this, because its a new homebrew in a third party setting
There will be a certain amount of experimentation, and give and take as we figure out what works, and a lot of it boils down to judgement calls. When the GM makes a firm decision, we take it in good faith.
The bit on on pp276 about multiple opponents says that for every opponent you face after the first (up to 4) you receive a +1 difficulty penalty to attack and defense. So if you were facing 5 enemies simultaneously every attack and defense roll would be at Difficulty 10 (assuming the base 6) or basically impossible.What does this mean, then, in that context?
Do you roll individual parries even if 5 or 6 people start shooting at you, or you can't parry if it would bring you above 9?
Pretty strange.
A more atompunk version:
The Empress carries glory and terror about herself like a cloak. Her form tells the story of a war that should never have been, and the world she might yet create from it's ashes.
Her armor is a dull brass; weathered and scoured, but unbroken. Each mark subtly intersects with the others to form subtle signs, extolling her glories and world spanning will in ancient tongues for those with the eyes to see.
The armor itself speaks of terrible power and endless durability; thick plates cover the entirety of her body, with subtle hints at machinery and stranger things at the joints and seams.
At the center of the chest plate sits a diamond the size of two fists, bound in what appears to be a jeweler's cage patterned after a gyroscope. At it's heart, a virulent green ember burns.
As the infernal exerts herself the gem begins to turn, and the fire inside brighten in feverish pulses. When she has spent at least three essence the growing flame ignites into a caged star, at times almost appearing to be a slitted eye past the glare.
Just above, her helmeted head displays a carving of the infernal's face. An older, more hardened, vision of herself, but one that's still clearly recognizable; a single scar marks her visage, but no two viewers see the same one.
In her right hand she holds a sword of gleaming brass, as glorious and whole as the day she first drew it. The only sign of its long service a small charm hanging from the hilt; a simple wooden cross, no more finely made than might be done with mortal hands.
Transformation:
The infernal stands, squares her shoulders, and seems to shudder under a great weight.
Flickering lines of green light appear over her body; leaving behind the scars of battles not yet fought, and bringing the power of their victories with them.
Between one breath and the next the infernal assumes her full Shintai state, as if it was less a transformation and more a revelation of form.
[] Empress of What Yet Radiates
-[] Devil Tyrant Strength +1, Dexterity +4, Stamina +1
-[] Hardened Devil Body x 4
-[] Demon Armor
-[] Swift Stride
-[] Hardiness(heat)
Seems okay to me, though I still like the lower tech version.
You could just restat the atompunk version of that Devil Tyrant Shintai I wrote like @Artemis1992 did. Make it a 12 ft giant and it qualifies, or do that and make the suit empty if you want to be strict about it.If there was a Sta 5, Str 4 Demon Emperor I would've voted for it after clarification to how defense works, alas I can't think up a new theme for it, and I don't think mechanics and fluff are separated now.
Comparing Infernals to Abyssals is pointless, because Abyssals still face severe restrictions from the Nameless Curse, which prohibits saying or acknowledging ANY name as their own, or saving the lives of the living, and is generally hilariously worse than an Infernal's Urge. If Molly was an Abyssal her life would really be in tatters now.Could you provide some examples?
The only ones I can recognize off the top of my head is VEE as to being better than Solar or Lunar.
Each caste has an excellency charm that covers their own core abilities though, and gets all of them with the first purchase as long as they're buying the one from their caste charm list.Key to the Kingdom is also largely better as an Excellency than what Solar and Lunars have. In theory Solar can buy up a half dozen charms to match it, but practically speaking Infernals get it cheap and easy with every Key ability on first purchase.
...I mean, yeah, if you've resigned yourself to 'I'm A Dawn Caste, I don't need subterfuge or crafting or empathy' I guess that's okay?Each caste has an excellency charm that covers their own core abilities though, and gets all of them with the first purchase as long as they're buying the one from their caste charm list.
It's not as good as picking each one as we please, but it still covers what should be the key abilities for a solar of a given caste.
Honestly I think this is actually a pretty weak ability comparatively speaking. Under normal circumstances we have a base Difficulty of 6 and so can take a maximum of 3 actions (Action 1: +1 -> 7, Action 2: +2 -> 8, Action 3: +3 -> 9). Even if I'm reading that wrong and it applies starting the second action (in which case we get 4 before hitting 9) it doesn't really change the situation; our Dicepool is fine.Extra Limbs removes the dice penalty that our combat or action pool suffers whenever we attempt to execute two or more simultaneous actions. There are Infernal extra attack charms, but no extra action charms, or charm that negates that penalty.
So this is a must-purchase.
I'll just use it then, if you don't mind.You could just restat the atompunk version of that Devil Tyrant Shintai I wrote like @Artemis1992 did. Make it a 12 ft giant and it qualifies, or do that and make the suit empty if you want to be strict about it.
Note that I was only a sporadic reader, but ASWAH ran for five years and over 17,000 pages.Sorry, but I've heard these discussions before and in ASWAH they ended up with a very overpowered PrC for the protagonist and more for the party. Which in turn made building enemies that actually felt dangerous problematic.
But that is years ago and I can hope DP has a better eye for balance by now.
Thank you.Anyways the long and short of it is that the system is quite clearly built around the expectation that fighting multiple enemies simultaneously is a bad idea unless you are powerful enough to just Soak or Heal any damage they deal faster then they can deal it.
Supernal Final Ray of Light gives them a superform with +3 to all Attributes for a scene.Comparing Infernals to Abyssals is pointless, because Abyssals still face severe restrictions from the Nameless Curse, which prohibits saying or acknowledging any name as their own, or saving the lives of the living, and is generally hilariously worse than an Infernal's Urge. If Molly was an Abyssal her life would really be in tatters now.
As you said, VEE is better than anything Solars or Lunars have.
Key to the Kingdom is also largely better as an Excellency than what Solar and Lunars have. In theory Solar can buy up a half dozen charms to match it, but practically speaking Infernals get it cheap and easy with every Key ability on first purchase.
ly hilariously cheap and abusable effects, Charred Sinner Renewal is hilariously easy essence renewal and healing... And there are things that Solars don't get which Infernals do, like in-combat healing via Digesting The Great Beast. All Things Betray is flatly better than Sensory Acuity Prana because of the initiative boost, and while it costs an Essence it's also reflexive as opposed to requiring a turn of concentration to wind up. Lots of things like that.
In general, while Abyssals might be able to do things like Chirality Prohibition Index and similar creating, binding, and empowering creatures of darkness - Solar and Lunars can't do that stuff. But Abyssals, as mentioned above, just kinda suck.
Okay, Solars win at everything Charm wise.VEE is easier to spam, but You Can Be More can make people Awaken into Mages.
So, all actions take a penalty, the first one only a small one though.Then, the first suffers a –1 die penalty, and also raises its difficulty by +1, with each ac - tion afterward increasing the penalty and difficulty by one additional point. If this would push the difficulty higher than 9, then no more actions can be taken. Ad - ditionally, when using multiple actions, no more than one action may be an attack.
I hope you do not mind if I take this up.You could just restat the atompunk version of that Devil Tyrant Shintai I wrote like @Artemis1992 did. Make it a 12 ft giant and it qualifies, or do that and make the suit empty if you want to be strict about it.
Archmage spheres make basically everyone who heard about them into a living expression of pain.Awakening people is like Spirit or Prime Sphere 8 or 9 if I recall correctly.
Canon example.Honestly I think this is actually a pretty weak ability comparatively speaking. Under normal circumstances we have a base Difficulty of 6 and so can take a maximum of 3 actions (Action 1: +1 -> 7, Action 2: +2 -> 8, Action 3: +3 -> 9). Even if I'm reading that wrong and it applies starting the second action (in which case we get 4 before hitting 9) it doesn't really change the situation; our Dicepool is fine.
Lets imagine Molly decided to Attack (Dex + Melee) once and Parry (Dex + Melee) twice. She has a dicepool of 13 in her Shintai which goes up to 21 with her Excellency. Thus her actions would have 12/20, 11/19, and 10/18 dice respectively which are pretty large pools. In fact the last (10 base, 18 Excellency) is higher then what she can do outside her Shintai even as a single Action.
So the dicepool penalty isn't really a big deal. The big deal is the difficulty increases. Going from Difficulty 6 to 7 for example drops our average success rate on 20 dice from 11 to 8.8 or -3.2 successes. A lost die meanwhile only represents ~0.5 successes at best with that value decreasing with each increase in Difficulty.
Huh; I forgot about that. I wonder how that changes things.
If we're taking multiple actions of different types in the same Turn then yeah; things can get very complicated since we've got the 1s subtract and a very high chance of Botches on later Actions if they don't have significant dice pools.Especially since we cant guarantee that the dice penalty will be in our Key abilities.