Posts by: The Demented One
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Originally posted by ale137
Im reading Spirit-Repelling Diagram, i find it hard to understand what it does and when i am supposed to use this charm.
First it says that spirits either materialize or get push out of the circle, then that spirits outside of the circle cant attack people inside (im guessing this is regardless if they were push back or not), and last it says that spirits who were push back cant attack characters within (so if a spirit is pushed back and then materializates, it cant come back to bite me?).
Is this supposed to be a defense specialized against spirits that attack at range? But then what is the point of the effect of pushing spirits back, but leaving inside the ones willing to eat my face?
I cat think of a situation where i would be near a dematerialized spirit or group of them and using this charm wouldnt cause them to materializate and attack me.
I think spirits that can do nasty stuff to you while dematerialized is the primary use case.
Originally posted by SerCerriusLee
Would using Cancel The Apocalypse on a Dragonblood allow you to reset or otherwise mess with their anima?
Nah, it only shuts down Charms.
Originally posted by rj.au
Is Unbroken Image Focus's cost 3m+(1cxp per success) or (3m+1cxp) per success?
Do successes from Flawless Handiwork Method rerolls count as "on the initial roll" for Unbroken Image Focus?
Originally posted by RustedAir
When an excellency adds successes to a roll you can only add one per every two full dice in your cap, correct? IE if your cap is 5 you can only add 2 successes
I started second-guessing this when I read that the amount DBs can add to static values rounds up.
I'm probably gonna tweak the Dragon-Blooded dice cap for static values to bring it in line with the Solar one.
Originally posted by soul_porpoise
What happens if a person is hit with a charm that knocks them back range bands such as Heaven Thunder Hammer or Avenging Wind Strike but the target is chained to a cliff face or tied to a mast or similar?
Do they fly regardless and their chain breaks, mast snaps as appropriate or do they not move?
Storyteller call. Sometime's it's dramatically appropriate for the chain to snap as you go flying; other times, it makes sense for you to just smack against the mast hella hard, possibly cracking it.
Originally posted by Sticks
If a normal-sized character with a large initiative pool were to make a decisive attack on a creature with legendary size, would the striking character be reset to base initiative even though their damage potential is limited? Or would only a portion of the initiative pool be used?
They reset as normal.
Originally posted by Catastronaut
A question about Solar Dodge:
Does using Vaporous Division to cancel all of the damage from a decisive attack count as successfully dodging the attack? More particularly, does such a "dodge" allow the Solar to continue gaining initiative from Refinement of Flowing Shadows or Flow Like Blood?
I'd been assuming attacks with damage negated by Vaporous Division are counted as though they successfully hit but dealt no damage, and would therefore disrupt Initiative gain, but I'd like a sanity check.
Your assumption is correct.
Originally posted by The Lidless Eye That Sees
Which deathlord is the most unpleasant for an abyssal to work for? Which one is the most likely to receive a soulsteel coffee mug with "Best Boss Ever" written in old realm?
I think that's a matter of perspective.
Originally posted by ReshyShira
Can you boost a static value with an excellency after the results of the opposing roll are known? IE your parry is 4, the foe rolled 6, can you reflexively boost your defense to 7 after seeing the 6 successes?
No, not unless you're using an effect that specifies you can do so.
Originally posted by Sunder the Gold
Are you saying we can expect the return of Bull Head Technique and Startling Tentacle Attack?
Don't expect Lunar Charms to look dumb or doofy.
Originally posted by Sunder the Gold
Can you share with us ahead of time how the nature of Lunar Charms will be described?
The source of Solar Charm's seems to be a Solar's whole existence, channeled through a superhuman mastery of an Ability. Obviously, there's more of their own human strengths involved, rather than the inherited power of five elemental forces.
I naturally assume the channel for the Lunar Charms are their Attributes, but does the narrative description of their power source differ from that of the Solar Exalted, and how?
Lunar Charms are manifestations of superhuman power of the Attributes, often expressed through their shapeshifting. As their power progresses, it diverges from pure applications of Attributes to emulate the miracles of the witch-goddess Luna, much as Solars move towards emulating the Unconquered Sun.
Originally posted by Equitable Remedy
[*]Talisman of Ten-Thousand Eyes: are you meant to purchase Artifact in coordination with the initiation? What if you want one with evocations?
You get the artifact for free along with the initiation, and can then buy Evocations for it like normal.
[*]Any thoughts about a Lunar charm to turn into an artifact? I could imagine a few ways to do this that aren't too fiddly, and it seems like it could be really fun (if niche).
Nah. Turning into a sword for someone else to wield isn't what Lunars are about.
Originally posted by Alistair
Given a recent discussion that sparked in the Discord, I wanted to ask about SAM's text. Surprise Anticipation Method says that it allows the Solar to use Awareness Charms while asleep to detect a hidden danger, therefore we know you can't normally use Charms while asleep unless a specific Charm says otherwise. That does end up making ambushes while asleep a very dangerous possibility, so I wondered how it would play out without SAM?
Does the assassin roll Dex + Stealth opposed to a PC's Per + Awareness, both being penalized if applicable (I would assume -3 for the PC being asleep, and maybe -1 or -2 for the assassin if, say, the floor was made out of creaky wooden boards or carried something bright like a torch, etc), and if the assassin wins the roll-off and Joins Battle, is that intended to be as lethal as it sounds while giving the PC little in the way of defense?
Sounds about right to me.
Would things like Heavenly Guardian Defense, All-Encompassing Earth Sense, etc apply to either defend against or preemptively detect the assassination attempt?
Heavenly Guardian Defense or Seven Shadow Evasion would let you defend against an ambush (I think it's fair for the victim to stunt waking up after the initial Awareness roll is made and Join Battle is rolled). All-Encompassing Earth Sense is no good.
Originally posted by Snakesandsuns
I find it interesting that when it comes to things outside of their native charms Getimains are usually equal to Sidereals: Martial Arts, Sorcery, and magical material. These two types of exalt seem so very closely tied together. It makes me wounder about who made them and how they relate to the 5 Maidens.
Despite the resemblances in some of their mechanics, the Getimians aren't secretly related to the Sidereals. Of their creators, all I can say right now is that even the Maidens fear them.
So how powerful are their native charms, equal to, more powerful than, or weaker than Sidereals?
Roughly on par. A lot of their design is with the goal of making them fun antagonists for Sidereals to clash with (or vice versa).
Also can you tell us anything about their relative numbers?
There's fewer of them than there are Sidereals.
Or perhaps if they have a similar reincarnation method as other celestial exalts or if they have a different system?
Their Exaltation is unlike any other.
Originally posted by Robert Vance
Before the Divine Revolution: Who knows?
The Divine Revolution: Who knows?
The First Age: ~5000 years.
The Shogunate: In First Edition, I believe this was ~607 years. I don't think we're likely to change that.
Years Since the Rise of the Empress: 768 years.
Okay, I flubbed my calculations with the Shogunate calendar. According to Lea, it comes out to 493 years for the Shogunate.