The attack is a pretty big blast right? So we just need to hit somewhere on the lower body?
Called shot with a -1 or -2 External penalty. It would depend on how difficult I want the fight to be, and I'd probably hit the demon with a penalty to its movement based on the damage of the attack if it hit.Especially with high damage output demons running around. I'm having a fun time trying to balance that.
So... I've already decided, but what do you think the difficulty of a called shot on the knee of a charging demonic bull is? Because that has become an issue.
Your GM was kind of a dick. I'm sorry.
(Also, unless that was a really impressive manse, you should have had hours, if not days, to get [Manse] miles away - assuming this is 2e and after Oadenol's Codex, otherwise it was just dickery.)
Right, I go that.He Instantly brought the Manse from "Full Health" to "Fucking Exploding" in a single flurry, so he basically did the equivilent of blow a fourty meter hole in a dam and watched it crumble to pieces in seconds.
Right, I go that.
By the mechanics in Oadenol's Codex (pages 50-51 and page 62), that means he did (Rating x 20) damage (Rating) times, causing Essence Buildup to start. A 3-dot Manse takes 5 days to finish Essence Buildup, at which point it explodes*. A 4-dot Manse takes 5 hours, and a 5-dot manse takes one scene. Unless your manse was made of Explodium, that's not how manses work. That was your GM's decision to fiat your character to death being made obvious.
* I missed the paragraph saying manses only hit (Rating x 100) yards for (Rating x 5 + 5) Aggravated damage, rather than (Rating) miles.
That honestly sounds like the kind of thing that a GM would do in response to you trying waaaaay too hard to OMH them.He did something like 130 health levels (He had something on the lines of 30 base damage thanks to all of his layered spells and charms, and he attacked eight times against an immobile target), but yeah, the rest was bullshit.
When I protested (Strongly), I was told in no uncertain terms that I had no grounds to argue with the ST's interpretation of the rules, and if I didn't like it, I could just fuck right off the game. So I did.
Doesn't mean I liked it, as I enjoyed that character and had a lot of XP too.
Hey, thanks to your questions about Perfect Dodging things i remembered a question i had to ask: everyone using a pierce ability has apparently a single chance of hurting us even if we use a perfect effect(Explanation of the "Mechanics" found here by Baughn), but what would happen if we used two differents charms with two different effects to defend ourselfes?
Also, in the case our exaltation will be able to "unlock the infernal charms", will Amu be able to learn/invent heresy charms? Becuase, should the answer at the first question of this post be positive, Emerald Angel Unfurling could become a very useful charm.
That...actually has nothing to do with pulling an Old Man HendricksonThing is, I went Out of my way to avoid minmaxing, and this guy was another PC.
Yes, it is. But we know that everyone with Pierce and very powerful entities can nullify our Shaping/Perfect protections(Even if only one time in the case of Pierce), thus it is better having redundancies(should the GM say to us that is actually useful) to make their live difficult and make our life less miserable.
A very good analysis, but I have a couple points.So, I've been thinking about which combat charms we should purchase, assuming that Amu is going to get into more fights eventually.
I'm going to assume this is after hell week is over, as 4-6 charms simply isn't enough to compete with actual military equipment. I'm also going to assume that harmonizer equip forces can handle anything weak but numerous, so this will be focused on handling single powerful enemies, like Samael, or other bosses.
I've restricted this to war, thrown and archery for now, since there are so many melee and martial arts charms. I may do them later.
@Baughn Are we using the official Solar Hero Style, or are we using the Fist of the Daystar rewrite?
War
Since the Dawn solution, war has also served as a sort of generalised combat ability, with several charms that apply to personal scale combat, rather than whole battle fields, in particular:
Elegant Dance of Bow and Blade
War 3, Essence 2
Allows Amu to reflexively (mid-action) switch between any weapon she has available, including nothing for martial arts. The first switch in any action/flurry is free, all subsequent ones cost 1 mote.
This is not an amazingly useful charm, except that it's the prerequisite for the next two:
Dawn King's Strife
War 4, Essence 3
This charm allows all Dawn caste Excellencies and Infinite (Ability) Mastery's to be cross applied. Unlike the next charm, this does not even come with a surcharge.
Combined with an Infinite (Ability) Mastery, probably in war, this would allow her to maintain peek human (8-10) dice pools in every combat ability for the whole scene. With the next charm as well, or appropriate training, Amu would have dice pools in the 18-20 range.
The comment below this charm in the original Ink Monkies blog post strongly implies that this is supposed to allow one invocation of Infinite (Ability) Mastery to enhance all Dawn caste abilities at no extra cost:
Supreme Martial Instinct
War 4, Essence 3
For 1 mote and 1 willpower, this charm raises Amu's rating in all Dawn case abilities to match whichever one is currently the highest, for the rest of her current action/flurry. These increased ratings also increase the dice caps on excellencies accordingly.
With this charm, combined with the previous, Amu will automatically reach the limit of excellency enhanced competence at every method of fighting, even with no training whatsoever, for as long as she can pay the willpower cost.
We definitely need to get the first two charms and an Infinite Mastery, but the third one is less obvious. If we intend to use an ability lots, we would still need to buy charms for it, which means purchasing the dots like normal.
Thrown
Joint Wounding Attack, which we already have, is the big one here. For two motes, it imposes a penalty for the rest of the scene equal to the amount of damage taken. Unlike raw damage, this is something that can't necessarily be duplicated by e.g. tanks. Since most things powerful enough to need Amu are going to have much larger quantity of health then dice, this charm allows her to utterly cripple an enemies ability to attack and defend well before she could deal enough damage to kill it, in turn making it much easier for both her and the JP's to hurt the target.
The two other potentially useful charms are Observer-Deceiving Attack, which makes the target pass a difficult check to notice the attack in time to respond and Falling Icicle Strike which doubles damage on an unexpected attack. Neither of these can be applied to other abilities.
The best throwing weapon in the core book is a javelin, which give a bonus of 1 to the attack roll, has base damage of (Strength+3) and halves the effect of soak (Does the piercing tag still do that?).
Amu, when merged with Ran and using the above war charms to apply Infinite Mastery, would get 20+1 dice to attack. As this is a surprise attack, the opponents Defence Value is 0 and she gets 10.5 threshold successes. The damage dealt is 6 (base damage) + 10.5 (accuracy bonus) - Soak/2. This would normally be halved by the damage roll (on average) but Falling Icicle Strike reverses that. Joint Wounding Attack can then turn this into a penalty for the rest of the battle.
This charm combination takes total of 4 motes to use, requires one more dot in Thrown and none of the charms used have extraneous prerequisites. There Is No Wind can also be used to remove all penalties to the shot, for another 3 motes.
Unfortunately, the difficulty to notice Observer-Deceiving Attack is reduced by one each time it is used, so this strategy is only useful for the first four attacks at most.
I believe that Amu's heart beam counts as a throwing weapon, in which case it would negate the need for ammunition and would probably do more damage.
Archery
Archery has two main damage enhancers: Essence Arrow Attack, that adds (Essence+4) damage to an attack, and Lambent Bolt of Annihilation, which explodes dealing (Essence) damage within (Essence*5) yards.
As with throwing attacks, a bow has +1 accuracy, so Amu+Ran gets 21 dice to attack. Unlike the throwing attack, this is probably not a surprise attack, as she has a very poor stealth rating, so the accuracy bonus averages (10.5 - DV). Piercing ammunition for bows has a base damage of (Strength) and halves soak. The total damage dealt by the initial attack is then (3 + 10.5 - Soak/2 - DV)/2. The explosion then deals (4 - Soak)/2 damage.
This causes significantly less damage then the corresponding thrown attacks, largely due to a lack of surprise attacks, and for a much higher cost of 7 motes plus three more if using There Is No Wind.
This implies that archery is inferior to thrown when fighting a single target, at least for the first few shots.
Any given weakness can be used once, yes. You're assuming they all know different weaknesses, and for that matter that they all know precisely one.Yes, it is. But we know that everyone with Pierce and very powerful entities can nullify our Shaping/Perfect protections(Even if only one time in the case of Pierce), thus it is better having redundancies(should the GM say to us that is actually useful) to make their live difficult and make our life less miserable.
I realised after a minute that it could be misinterpreted, yes. You don't roll for dodge in this system at all; that was Dex + Athletics for a direct attack on the bull, plus a stunt, minus a 1-point penalty for—Hmm... 3 successes on eight dice, not great, but not poor either. That's still solidly action-hero level evasion.
Assuming Matou spends a willpower, that's pretty comfortably enough to dodge a falling bullhead man or a conventional attack.
... What did Matou end up doing to poke Rock back awake, so... enthusiastic from a kneecap shot?
Because it turned a charge into a tumble
Big body moving at high speeds makes an uncontrollable mass
So she can access its delicious guts, obviously.
Typical demon, at roughly Mato's level. This guy would have had a decent chance at surviving that nuclear strike.Damn. That was a True Demon, wasn't it?
Because if that was a typical Demon at roughly Mato's level... Uh, shit.