And all you need is a character with GET to WTFPWNZ them.
D(A)S still costs 10m1wp.... And a spirit will need to use a lot of motes just to materialize. Sure, they have bigger mote pools, but can they afford to spend that?
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And all you need is a character with GET to WTFPWNZ them.
D(A)S still costs 10m1wp.... And a spirit will need to use a lot of motes just to materialize. Sure, they have bigger mote pools, but can they afford to spend that?
5 m, 1 wp actually. You don't need it to be all-encompassing for it to act as a Perfect Defense (it just needs to be applicable).
Materialize can be walked around by simply not materializing right before combat, since the motes are not commited. Or by making the spirit an elemental, in which case material is his basic state.
This weapon needs an Exalted equivalent. It's like the punching version of Final Fantasy VIII's 'gunblade'.
I want to simultaneously Solar Hero Punch someone while Solar Hero Shooting them.
Solution is simple, we take solar allergic to bees ... have bees bite his hand and make it swell proportionally. Then fit in prayer piece. :smallwink:
So, here's a question. Combos: Do you still intend to record your character's signature moves so you can call upon them consistently?
You could work out the combos you think you'll use the most often and name them.
The loss of Combos is the thing that I don't like the most about the errata. I like that they have opened up Charm activations, but I like having my signature supermoves that are unique to me. My first character was made around a single massive damage combo.
I don't know. I think you can still do signature moves, that's why I asked. I like unlimited free combos.
You know, I never got the whole prep aspect of Alchemicals. I know they can switch out their charms, and have to buy installation slots in order to increase the number of charms they can have at one time, but a dedicated/general slot and a charm to put in it is no more expensive than a Lunar buying normal or favored charms. So, why not buy a slot when you get a charm?
I guess it's at least partially because Alchemical charms have installation costs, (sort of like attuning artifacts). Sure, you could walk around with 30 charms, but your mote pool would be /tiny/ as a result.
What is the current state of Alchemical Arrays? They are majorly important for knocking down instalation costs, but now Combos are free. So what is up?
Mostly there for attunement cost reductions and xp-wasting.
which means the maximum number of charms an alchemical can have attuned is….
max essence (10) times 3, 30, plus max willpower, 10, means Alchemicals can at maximum, attune to 40 charms at a time.
but since that involves being a metropoli….
max essence (5) times 3, 15, plus 10 means humanoid Alchemicals can at maximum attune to 25 charms at a time. meaning if you are going to stay a Champion Alchemical, there is no point in getting more than 25 charm slots.
In Shards of Exalted Dreams, I hope they put in western frontier.
Also, if you check the Alchemicals book, there are quite a few charms with no attunement costs at all.
I didn't see ANY errata allowing retroactive combos. The free combos still have to obey combo rules, they can just be made on the fly - so once you declare your first charm, you need to declare all the charms you can use on that action, and if it's more than one then you get combo display as appropriate.
DB free reflexives also remain somewhat relevant with this, because unlike the combo rules those aren't declared in advance, and they don't produce combo displays.
This also means that permanent charms and innate powers are still useful, because those can happen even if they weren't part of your original combo, should you declare a combo and then go "Oops, I need to add X too. Good thing it's not a charm activation."
Otherwise they could have just said "You can now activate any number of charms without a combo, so long as they obey the rules for constructing a combo" or some such.
I'm certain I've seen something like this before, but I can't seem to find it again. Does anyone know off the top of their head where it states the range of melee attacks? And, for that matter, how much space is a standard character assumed to occupy? A yard?
Dumb questions, but I've always seen this stuff abstracted for the most part.
I don't know why a Hellstrider would be wielding the concept of self-respect because he obviously doesn't have any, but most weapons that aren't forged from the aether normally have a weapon length listed.
I'd assume a T-Rex gives you about 30 feet of wielding room. The concept, well... Since it's the Hellstrider's concept I'd assume about six inches.
Xefas, the pony is making me feel bad, and I didn't even do anything.
I must be a robot or soulless then, because it doesn't make me feel anything.
Really? Which one Guancyto? robot, or soulless? one implies that I'm an awesome man made of metal and circuits and therefore probably Alchemical, the other implies…..well what it implies makes me want to "NOOOOOO!!" and go cry in the corner because its suggests that I'm a Promethean instead. :smalltongue:
I will take a third option and say I took Cosmic Transcendence of Compassion, because I don't feel much for the pony either.
A NEW CHALLENGER APPEARS!
http://www.geekosystem.com/wp-conten...og-seymour.jpg
Oh hey look a dog :smallbiggrin:
Shoot it. :smallamused:
*BANG*
*Evil Laugh*
I'mma cat person, ya old mutt.
……yea I'll admit it, that was all Abyssal.
and yes I know the joke by now, so I'm calling it: someone is going to say "called it" to this post.
Actually, that you'd have Cosmic Transcendence of Compassion. :smalltongue:
All Consuming God Monster Stance. Lets Sidereals (cough Fair Folk) walk around with Compassion 8 and kick puppies for fun. Oh, and it enables Lunars to have Valor 8 and still shiver in conditioned terror when threatened by The Newspaper. So all is well.
Closed Hand of the Air Directional Sidereal
Having heard of the earth shaking marital prowess of the Chosen of Luna, the Fair Folk sought to court them with remarkable vigor and every portion of their newly assembled hormonal systems. Sadly, their every attempt at displaying their splendour (and other parts) was foiled as the object their affections cast them into the depths with an ancient and utterly potent incantation. Those Raksha furthest from ground zero report that the last words of the spell were "Let's be friends", and knew better than to get anywhere near.
Through skillful observation (unskilled observers died, which made for remarkable improvements in terms of talent) of the bountiful Chosen in their natural habitat, the Fair Folk reached a conclusion. Since it was 99% wrong, Creation shivered and nearly broke as the alien mindset of the Raksha and humanity came closer than they ever had, or would, for aeons.
Thus, from the fruit of the knowledge they gathered, the style and essence of the Closed Hand was created. So as to best please the One they adored from (sometimes safely) afar, they then sought to share their new Art with the Creation-born.
The consequences of that particular disaster have been filed in the drawer marked "Things You Really, Really, Really Do Not Want To Know" in Kejak's office, where they serve the double purpose of being kept away from common meddlers and breaking the minds of thieves foolish enough to break in during his smoke breaks.
Rumors stating that the Fair Folk are responsible for the Usurpation are false, of course. As are the tales whereby Desus spent decades of his life seeking the Closed Hand. Really. Pure calumny!
1-dot Oneiromancy
Assumption of Dreams and Passion - the Closed Hand manifests as extremely cute underclothes, embroidered with the most delightful duckies and puppies.
Duck Transformation - anyone punched by the person wearing the Closed Hand is transformed into a very amorous duck.
Elegant Muse Attitude - beings in proximity to the Closed Hand gain +3 dice (from Charms) to Ride (duck) rolls. Gaia wasn't around to pose for the Oneiromancy, you see.
Subversion and Transformation Artifice - llamas are the eternal foe of practitioners of the Closed Hand, but can never stand against is might. Such beasts, upon seeing the Closed Hand, are pre-emptively duckified, though the process is rather uncomfortable for them - and often quite irreversible to boot.
You are the source of Sidereal Martial Art of turning people into ducks ? I never knew.:smalltongue:
You guys leave Seymour out of this.
A soulless robot (which makes you not an Alchemical, although you may still have integrated flamethrowers). :smalltongue:
Although since that is probably the only fictional dog that has provoked manly tears (besides Old Yeller), you may well be an evil, soulless robot.
I'm sorry, but that dog picture only gives me the creeps.
If you want manly tears, Kamina's final speech will do it, though.
Rarity does look an awful lot like a marshmallow... :smalltongue:
Does anybody else not get that in the core book, a strength + athletics of 13 lets you lift a yeddim, which in the picture next to its statblock makes it look roughly the size of an elephant (there's a human on its back), but it requires a total of 20 to lift a hippopotamus? Are hippos unusually heavy or something?
It certainly does seem suspect. However, even relatively light-weight hippos tend to weigh around 7000 pounds (and can go higher than nine thousand), and are known for being rather ill-tempered.
It might be that a yeddim is more lightweight and docile; hard to be sure, though.
I just want to eat a pony, you don't gotta make this all weird.
Hippos weigh, well actually, yeah, about 4500 lbs is a pretty decent average figure.Quote:
Originally Posted by Jade Dragon
The weight of the yeddim is waaaaaaay off, though. That's more like an average draft horse. Should probably be ten or more times that.
The feats of strength in Exalted are kind of screwed up anyhow, though. Even using the one-half rule it recommends for mortal games, a human (Strength 5, Athletics 5, a specialty in strengths of feat +3, and a virtue at 5) can lift 1750 lbs straight over their head.
Yeah, that is way off for a heroic mortal. As is the jumping height, even with the "half distance in grittier games" thing, it's still fifteen feet high and thirty feet long for strength 5 + athletics 5. Most heroic mortals wouldn't have 5 strength, but a dedicated jumper would have specialty dots.
The cap for feats of strength should be higher as well, an Essence 10 Lunar with Strength 10 and Athletics 10 and Yeddim's Back Method should be able to lift more than a Lunar with Strength 5 and and Athletics 5 and Yeddim's Back Method.
Never mind perfected human jumpers, look at your average farmer. Strength 2, Athletics 2. You now have a vertical jump of twelve feet, and a horizontal jump of twenty-four feet (making it "gritty" reduces your extras to a mere six foot vertical jump, which is at least not a world record.)
Mr. Bookworm, I do hope you are preparing yourself. I am currently knitting a gauntlet with the express intention of casting it at your feet in challenge upon its completion.
Hippos are historically immovable. The Egyptians, then later the Jews, both attested to its deadliness, as well as size and weight. To attempt to move one is utter madness and sure death at the hands of its teeth. A combined score of 20 is truly, truly outrageous, and only such an obscene amount could juggle a hippo.
~ ♅Quote:
Originally Posted by Job 40:17-24
Yeddim are moveable only in that they are probably more docile than hippos. They are more docile only because the Mammoth Avatar (who also covers Yeddim, I believe) has decided that alliance with humanity is the best option. Other animal Avatars are beginning to consider this, but many still don't care about humanity, or are quietly hostile.
Lifting a (passive) yeddim should be massively more difficult than lifting a (passive) hippo, given the implied size and weight both go up. However, clinching a yeddim should be easier than clinching a hippo, definitely, and that hippo will be opposing your feat of strength. I'm not sure exactly how that would work, but it will be opposing it with every bit of hippo willpower it has.
Yeddim sizes are wildly inconsistent, ranging between ox like and mammoth like depending on which sentence in a paragraph you're on. I favor mammoth like, including in weight. I would recommend deciding how much they weigh and going from the actual numbers instead of the sample feats rather than using the listed figure in the book and then saying "wait, yeddim are tiny!"
Also, extras do not get to follow the rules for jumping, lifting, and a couple other things in my games. They go to the back of the bus, but for heroic characters... even mortal heroes can go Wuxia and jump 20 feet straight up from a standing start.
Better knit yourself a bandage while you're at it, too.
Because I'm going to commit grievous bodily harm upon you.
With a massive sword.
Speaking of which, I finished up my test-fight character while tired, so can someone give it a look-over and mock me for my failures I mean tell me what I missed?
SpoilerName: Righteous Blade
Caste: Dawn
Motivation: Murder the hell out of Heaven-Banished Brass Deva.
Attributes
Physical
Strength ●●●
Dexterity ●●●●●
Stamina ●●●
Social
Charisma ●●●●
Manipulation ●
Appearance ●●
Mental
Perception ●●●
Intelligence ●
Wits ●●●●●
Abilities
Athletics ●●●●●
Awareness ●●●●● (Noticing Giant Monsters ●)
Dodge ●●●●●
Integrity ●●●
Melee ●●●●● (That's Not A Sword, This Is A Sword ●●●)
Resistance ●●●●●
Backgrounds
The Sharpened Mountain (Orichalcum Grand Daiklave, Artifact 3)
Immortal Hope (Orichalcum Superheavy Plate, Artifact 3)
The Freedom Stone (Manse 3, set in daiklave)
Jewel of the Flying Heart (Manse 1, set in daiklave)
Artifacts and Equipment
The Sharpened Mountain: Speed 5, Accuracy +4, Damage +13L/4, Defense +3, Rate 2, Tags: 2, O, R
Immortal Hope: Soak +17L/+17B, Hardness 11L/11B Mobility -2, Fatigue 2
Attacks
The Sharpened Mountain
Speed 5; Accuracy 28 (Dex 5 + Melee 5 + Specialty 3 + Accuracy 4 + Hearthstone 1 + Excellency 10); Damage 11L/4+5 autosux, damage applied twice; Rate 2
Charms
Melee
First Melee Excellency
Infinite Melee Mastery
Dipping Swallow Defense
Bulwark Stance
Fivefold Bulwark Stance
Protection of Celestial Bliss
Heavenly Guardian Defense (Valor flaw)
One Weapon, Two Blows
Flashing Edge of Dawn
Call the Blade
Peony Blossom Attack
Iron Whirlwind Attack
Hungry Tiger Technique
Fire and Stones Strike
Immortal Blade Triumphant
Final Sunset Stance
Dawn's Parable Defense
Perfect Blade Aegis
Blade Lair Discipline
Inexorable Swordsman Spirit
Guardian Sunfire Catechism
Integrity
Shedding Infinite Radiance
Join Combat: 11
Defenses:
Dodge DV - 8
Parry DV - 17
Soak: 19L/20B
Hardness: 11L/11B
Health:
-0 [ ]
-1 [ ][ ]
-2 [ ][ ]
-4 [ ]
-X [ ]
Virtues
Compassion ●●
Conviction ●●
Temperance ●●
Valor ●●●●●
Willpower: 8/10
Essence:
Permanent: ●●●●●
Personal: 19/25
Peripheral: 0/56 (62 Committed)
Active Effects and Permanent Charms
Infinite Melee Mastery (10 free dice)
Fivefold Bulwark Stance (No onslaught penalties)
Protection of Celestial Bliss (No DV penalties from attack, +2 Defense, 3 free perfect parries/discharge when all used)
Flashing Edge of Dawn (Damage dealt twice upon hit)
Immortal Blade Triumphant (No disarming, 5 damage dice converted to autosux, +5 to Parry DV, add stunt/virtue dice to damage, discharge to add 5 autosux to damage and bypass Hardness/Soak)
Perfect Blade Aegis (+2 to Parry DV, counts as Charm-added dice)
Blade Lair Discipline (-1 external penalty on all attacks made on me)
Inexorable Swordsman Spirit (-2 to opponent's DVs on attack)
Shedding Infinite Radiance (+2 to DV, +2 Dam, +1 Acc)
Freedom Stone (Immune to grappling)
Jewel of the Flying Heart (+1 Dodge DV, +1 to Melee attacks)
Bonus Points: 0/18
Essence +1 (7)
Willpower +5 (5)
Artifact 3 (3)
Peony Blossom Attack (3)
XP 0/150
Essence 4 (24 XP)
Essence 5 (32 XP)
Hungry Tiger Technique (8 XP)
Fire and Stones Strike (8 XP)
Immortal Blade Triumphant (8 XP)
Iron Whirlwind Attack (8 XP)
Final Sunset Stance (8 XP)
Dawn's Parable Defense (8 XP)
Perfect Blade Aegis (8 XP)
Blade Lair Discipline (8 XP)
Inexorable Swordsman Spirit (8 XP)
Guardian Sunfire Catechism (8 XP)
Shedding Infinite Radiance (8 XP)
Conviction 2 (3 XP)
Temperance 2 (3 XP)
It was while creating this character that I realized that Solar Melee has absolutely no definition of overkill.
Mmm.... Tasty Dawn with no Shaping defense.