It and Earth Dragon are my favorites of the Celestial Dragon Styles.
It and Earth Dragon are my favorites of the Celestial Dragon Styles.
Uh, it's Celestial tier? Damn. Need an alternative.Well, Water Dragon is actually a Celestial Style, so she'll have to learn the two initiation charms before she starts learning the style proper.
Maybe have her learn one of the initiation charms. She is missing some Ability pre-reqs for most of the TMA Styles that suit her, really.
Golden Janissary...Ligier edition?I'd suggest, since most of SoTM is pretty bad, and the only decent working style I know is Golden Jannissary Style. Which I think no one would teach her here.
Well, that'd work, except there is no Ligier based Holy keyword that can replace the effects.
There's always making it radioactive instead of HolyWell, that'd work, except there is no Ligier based Holy keyword that can replace the effects.
I looked around and found this. Does it work for someone like Leila who doesn't seem to keen to kill?
Yeah right.Background
The All-Consuming Dragon Form is a relatively new style, developed during the reign of the Scarlet Empress. This terrestrial style was designed to intimidate ones foes into backing down and not entering combat, or to make combat impractical against the users of this form. This served two purposes, the first is that it keep the practitioners alive longer since the best way to survive combat is to not enter it, and secondly it makes the capturing of prisoners more plausible, so further information could be gathered. This style was designed to not kill ones opponent, but the practitioners have no problems wounding their enemies, and even then strive to not even draw blood. While all of the techniques taught by this style have been purposely named as if it worships or pays homage the Ebon Dragon, it very much does not. The names are purely for intimidation. There has been more than a few members of the Wild Hunt who have learned at least some of these techniques.
It's probably the lower of the two, going by other multi-requirements.Yeah right.
On another note Alexander, there's something I've been wondering about Knightmare/Warstrider combat. Does the use of melee weapon, guns or hand to hand use the their usual Attributes or do they use Ride while inside a mech ?
It's got a few interesting charms imo.I looked around and found this. Does it work for someone like Leila who doesn't seem to keen to kill?
So, Green Sun Wasting or Final Viridescence, then?
Well, you have to remember that Holy is a necessary and thematic weakness. Charms of that style are Holy because it says: "You will not be operating at 100% unless you fight this specific type of enemy which may not even appear."
Yeah right.
On another note Alexander, there's something I've been wondering about Knightmare/Warstrider combat. Does the use of melee weapon, guns or hand to hand use the their usual Attributes or do they use Ride while inside a mech ?
What NSMS said. Stating Knightmares is going to be tricky, but I suppose it needs to be done sooner or later. For now it would be helpful if someone helps me defining Soak and Health Levels, which are really the only two factors that give me problems. Health Levels for vehicles are:It's probably the lower of the two, going by other multi-requirements.
or now it's sufficient to define Sutherlands and Gloucesters.Undamaged (U). Effects: none; operates normally.
Minor Damage (M). Effects: Half Speed and Maneuverability (rounded up); -1 external penalty to piloting rolls.
Critical Damage (C). Effects: Speed drops to one quarter normal rate (rounded up); Maneuverability 0 (if normally positive); -3 external penalty to piloting rolls; consecutively unbroken successful piloting actions required to avoid automatically crashing.
Inoperative (I). Effects: Ceases functioning. See Inoperative effects by craft type.
Destroyed (D). Effects: The vehicle immediately explodes, crashes, falls apart or otherwise suffers violent destruction.
As in, instead of super effective on CoD, it simply inflicts Green Sun Wasting as a consequence....which is too slow to matter in combat, so it's mechanically largely just hitting them with radioactive lasers.Well, you have to remember that Holy is a necessary and thematic weakness. Charms of that style are Holy because it says: "You will not be operating at 100% unless you fight this specific type of enemy which may not even appear."
Now, to replace that keyword, you have to find a type of enemy in the base game that can be broadly defined, yet also that you can go the entire session not encountering. Creatures of Darkness and Creatures of the Wyld are easy, since you only really meet them on their turf, or when you meet summoners. But I can't think of anything that would replace those two.
GodsWell, you have to remember that Holy is a necessary and thematic weakness. Charms of that style are Holy because it says: "You will not be operating at 100% unless you fight this specific type of enemy which may not even appear."
Now, to replace that keyword, you have to find a type of enemy in the base game that can be broadly defined, yet also that you can go the entire session not encountering. Creatures of Darkness and Creatures of the Wyld are easy, since you only really meet them on their turf, or when you meet summoners. But I can't think of anything that would replace those two.
It's probably the lower of the two, going by other multi-requirements.
My idea for the Factsphere would be something like this: if it's not active have a small (-1) External Penalty to Awareness, if it is active lose some armour (down to maybe 6L/8B) but gain two dice on all Awareness + Firearms rolls.Knightmare Frame - Glasgow
Repair: 2
Speed: 30/70mph (Using Landspinner)
Maneuverability: +1D (Lore 1, Drive 1)
Endurance: They require refueling once every day and maintenance at least one hour every day of use. For every week in arrears, its Maneuverability and the Accuracy of its weapons suffer a -1 penalty. On reaching -4 Maneuverability the Frame is no longer mobile, and at -2 Accuracy its weapons cease to function.
Crew: 1/1
Cargo: May accommodate one passenger comfortably, and two in discomfort.
Armor: 9L/12B
Health Levels: Ux7/Mx3/Cx2/I/D
Weapons: varies.
Notes: Remain to decide what bonus the Factsphere gives, and the speed if Landspinners don't work.
Notes 2: I found this, maybe it can help.
Seems a little unnecessarily complicated, though I do see where you're coming from. Maybe simplify it to something like 'Use the lowest score of [Higher Ability] or [Lower Ability+2]'?I'm not sure this quite meshes with what we've seen in canon, specifically with Suzaku vs Kallen. From everything I can tell from the rather limited incidents of it, Kallen is notably inferior in melee and hand to hand to Suzaku, which makes sense given her skills are largely going to be self-taught and Suzaku was trained by a master from childhood. Yet in Knightmares the two are on par, possibly with Kallen being a little better.
Also, Knightmares seem rather easy to use - in spite of likely never having been in a Sutherland, numerous terrorists seem to pick up on piloting them at a basic level rather quickly. I would guess there's some form of system assist.
Maybe it depends on the weapon/system? A number might work based purely on your Drive skill, while others allow you to use Drive but have a minimum requirement elsewhere, with system assist providing a bonus based on your Knightmare (Drive) specialty?
A few examples... (presume all have a base requirement of Drive 1 and Lore 1 or whatever is required to pilot the particular Knightmare unless otherwise stated)
Slash Harken - Drive only. (useful as a weapon, but also is part of a Knightmare's maneuverability)
Knightmare Martial Arts (limited to 6th gen Frames and up) - Martial Arts 2+ and Drive 3+ requirement, can use highest of MA and Drive. Knightmare (Drive) can be used as a Martial Arts Specialty with this. Use of specific techniques requires knowing the technique. (can't spin kick if you don't know how to do it normally) [Using Guren MkII's Radiation Wave arm falls under this category] System assist inapplicable.
Knightmare Melee Weapons - Melee (variable by weapon), low for things like Stun Tonfas and higher for things like swords, can use highest of MA and Drive. System assist provides higher of Knightmare (Drive) OR one dice if conditions not met. Use of specific techniques require knowing that technique. (can't use Tohdoh's patented triple thrust if you don't know it)
Knightmare Frame Guns - Firearms 2+ to use Firearms Attribute. System assist provides higher of Knightmare (Drive) OR one dice if conditions not met.
Specialty Weapons and Systems - Varies. For example, the Shinkiro's Absolute Defense System and Diffusion Structure Phase Transition Cannon (with Prism) would purely use Intelligence + Lore, rather than Drive or Firearms, as they are pure calculation.
Thoughts?
Why would soak go down if it's active?if it is active lose some armour (down to maybe 6L/8B) but gain two dice on all Awareness + Firearms rolls.
The factsphere is a weakspot. It's normally protected by armour, but that can be opened to allow the sensors easier scanning of the surroundings at the risk of increased vulnerability. That's what I was referring to by active- it being uncovered.
My idea for the Factsphere would be something like this: if it's not active have a small (-1) External Penalty to Awareness, if it is active lose some armour (down to maybe 6L/8B) but gain two dice on all Awareness + Firearms rolls.
The factsphere is a weakspot. It's normally protected by armour, but that can be opened to allow the sensors easier scanning of the surroundings at the risk of increased vulnerability. That's what I was referring to by active- it being uncovered.
Seems a little unnecessarily complicated, though I do see where you're coming from. Maybe simplify it to something like 'Use the lowest score of [Higher Ability] or [Lower Ability+2]'?
I prefer the Field Marshal. The other souls we've come up with so far have been generally a support role; it's about time for a straight-up combatant. Though with that nature, Field Marshal isn't an appropriate title- maybe something like The Green Knight? Chevalier in Verdigris? Sun Knight?
I prefer the Field Marshal. The other souls we've come up with so far have been generally a support role; it's about time for a straight-up combatant. Though with that nature, Field Marshal isn't an appropriate title- maybe something like The Green Knight? Chevalier in Verdigris? Sun Knight?
I still vote for male, though. Because then he can be Sun Son. And if he's emotionally unsure about Lelouch, he can be Tsun-Tsun Sun Son.
Like Peanuckle, I would say that the "Field General" is a more fitting concept. While Lelouch is seeking justice and revenge, he is planning to do so by smashing to pieces whole corrupt systems that support the heinous acts being done around the world, with Britannia being the worst one. Any individual evil-doer caught in his path is just a bonus, appart from those that he feels have personally wronged him and/or Nunnally.Ok, I've got a couple of possible character concepts for Sun-Heart Furnace Soul based on some pictures I found. As a caveat, ignore most of what you might know of these characters, as I picked them out entirely for the aesthetic and how I thought it might fit some aspect of Lelouch's personality.