Originally posted by Zealot_Vedas
Do 1st Circle Demons have potential for growth (In power, spiritually, or otherwise) or are the pretty much capped at being what they are from the moment of their creation? And if they do have the potential for growth, how much?
They can, generally speaking, learn new things, grow as people, and pick up new skills, much like humans do. I could potentially see them gaining new Charms.
Originally posted by VRella50
I am looking to see how certain powers interact.
1. How are the weapon stats affected if my character was a Lunar in the shape of a panther or even a bear and used Perfected Hybrid Interaction to add the mutation Claws at the 4-dot cost? That adds medium weapon stats for withering attacks?
Claws enhance your unarmed attacks, which you're not normally going to be using in animal forms.
Originally posted by Electro
Can Mental Invisibility Technique be used during combat, after Join Battle has already been rolled?
The way I read it, yeah—the initial Join Battle will knock it out, but you can subsequently use it, and it'll end when you take another hostile action.
Originally posted by Ketrus
There are relatively few Thrown artifacts, and two of them (Far-Ranging Eye, Black Wind) boost Investigation. What's the thematic connection between Thrown and Investigate?
It's just a coincidence.
Originally posted by Kell_Tamer
I have a question about charms that reroll.
Excellent strike and its ilk make sense. reroll 1s and prevent them from being used.
But charms that reroll failed dice, does the player choose the dice? Like pheassa and deinon can with an evocation reroll Failed dice on rushes or disengages. Say an enemy has a charm that preys on 1s and 2s. Say the player can reroll 3 dice. If they roll two 1s and a 2. Can they choose to reroll those to block the enemy’s effect? Same with non 1 failures, can they choose to reroll 2s to prevent those being used. Or do those get locked in regardless? thanks.
If it doesn't specify something like "reroll 1s" or "reroll non-1s" or "start with 6s and go down," you get to pick what's rerolled.
Originally posted by wastevens
What is the intention behind the Hearthstone keyword 'Dependent'? Like- I get *how* it works (requiring a second Hearthstone socketed into the same artifact), but it feels like it's just a point sink, requiring the player to purchase a second hearthstone that they may or may not be interested in, and very sharply limiting the number of artifacts that the Dependent Hearthstone can work with.
Is there an underlying logic to when Hearthstones are Dependent that I'm not seeing?
It's a balancing thing—the effects that get the Dependent keyword are stronger than the ones non-Dependent hearthstones offer.
Originally posted by Uknown DarkLord
Question on Durability-Enhancing Technique vs Shattering Grasp.
Durability-Enhancing Technique increase the difficulty of damaging an object by or by the user's essence (whichever greater). But Shattering Grasp is kind of instantaneous to damage or break an item.
If an exalt wants to use Shattering Grasp on an item which has had its durability enhanced, what does the exalt roll? A standard craft roll? An essence roll to see if it can beat the essence difficulty? Or would it be a matter of saying that if an exalt wishes to use shattering grasp on an object with enhanced durability, does the exalt need to be of a higher essence of the exalt who strengthened the object to be able to break it?
Shattering Grasp isn't unrolled; destroying objects with it uses the rules for a crafting project, so you'd just increase the difficulty of that.
Originally posted by Beans
I couldn't find if this was answered in either thread; if an embattled character wants to move away from their foe, can the foe choose not to oppose the escape? If so, does that mean the escapee rolls Disengage uncontested, or that they are allowed to use their reflexive movement (assuming all eligible opposers choose not to oppose)?
I'd say they roll uncontested.
Originally posted by light-hero
Where do I find rules for test of speed? I have a possible chase coming up in our next session and I wanted to look it up. The core book mentions something on p 197, but it is not clear to me where on the page it says something about that.
Is it simply an extended oppossed roll that I invent myself as the ST?
It's just a standard extended opposed roll.
Originally posted by Epee102
How are you staying sane while social distancing ?
Sane? I'm not sure I know what you mean.
Originally posted by Flare
Is it possible to do the pilgrimage on the Caul in a different order then what's listed? That is to say, do you have to go Earth > Wood > Fire > Air > Water, or can you end up doing something like Water > Fire > Wood > Earth > Air?
Not by the published setting, no; it's an itinerary, not a list.
Originally posted by wern212
With the Solar Brawl Charm Lightning Strikes Twice, if I make a Decisive Attack, use Heaven Thunder Hammer and then use Lightning Strikes Twice to make a Withering Attack, what happens to the initiative I reap from the Withering Attack? Does it carry over when I reset to base initiative, is it simply lost, or something else?
It'd be lost in the reset.
Originally posted by Jorlem
That said, what should a Wyld Hunt believably have?
The Wyld Hunt is a custom again Dragon-Blooded followers of Immaculate sects rather than a single unified organization, which means that individual Hunts are ad hoc. It could be two outcastes and some mortal bodyguards, or it could be Peleps Deled and his Sworn Kinship, decked out in potent artifacts from the Immaculate Order's armory, leading a veritable army of monks and getting assistance from an embedded Bronze Faction Sidereal.
Originally posted by Nicolas Milioni
Is it possible for an Exigent of a really weak god to become as powerful as a exigent of a stronger god? Or even as powerful as the chosen of the incarna?
Yes, like Strawmaiden Janest.
Originally posted by Kenshinzen
Fivefold Fury Onslaught
Cost: —; Mins: Brawl 5, Essence 3
Prerequisite Charms: Hammer on Iron Technique
This Charm permanently upgrades the prerequisite, allowing
the Solar to make ([Strength or Stamina] +1) attacks,
and adding bonus damage to each succesful strike—+1 on
the first, +2 on the second, +3 on the third, and so on.
I just want some clarifications:
-Do each touch directlty increased the damages or do it have to wait for the next attack? For example if I successfully strike, do I get the bonus to that strike damage or will it boost the next strike damage by that amount?
-Do each boost need the previous one to work. For example if in a series of 5 strikes I do not touch before the 4th one, do it gets +4 or just +1 because it's the first time that a strike is successful?
Thanks a lot for your help.
Each attack gets bonus dice of damage equal to its "number" in the chain (e.g. first gets +1, second gets +2), regardless of whether previous attacks succeeded or failed.