Originally posted by Anaximander
What's the Directional spread of locations in Across The Eight Directions?
Chapter 1: The North
Chapter 2: The Northeast
Chapter 3: The Scavenger Lands
Chapter 4: The Far East
Chapter 5: The Dreaming Sea
Chapter 6: The South
Chapter 7: The Southwest
Chapter 8: The West
Chapter 9: The Northwest
Originally posted by HamSandLich
I believe they're referring to the constraints of being a Sidereal has to being a geopolitical actor in Creation. Can they be a warlord or build and rule a state of their own or are they always going to have to work through catspaws and cutouts while they pretend to be just another advisor.
They've always been able to put on a resplendent destiny and do that.
Originally posted by Sakii
Will ronin Sidreals still be able to play Crusader Kings in creation, or will they need Heaven assistance to do that?
I'm not sure exactly what you mean.
Originally posted by Nicolas Milioni
Will there be mechanics for communing with the Yozis? I'd love o rp through that
I'm not sure if it's an experience that would be enhanced by mechanics.
Originally posted by BrilliantRain
Eric has said before that Heirs has been proving difficult to develop. Is Many Faced Strangers likely to run into similar problems?
The great thing about challenges is that they teach you things.
and, if I may ask, how is Heirs going? Has it been back burnered to deal with Exigents and other bigger books or is it still being worked on?
Without getting too much into behind the scenes stuff, we prioritized redlining on Exigents, as that's something the writers are depending on us to do so that they can meet their deadlines, but our current focus is on Heirs.
Originally posted by Flare
so then, when someone cancels their onslaught penalty against an attack, does that mean Ferocious Jab gets no bonus damage?
My interpretation is that Ferocious Jab still adds damage - the onslaught may not be applying to their Defense against that one attack, but it still exists. If a Storyteller feels like running it the other way, though, I think that'd be a reasonable interpretation as well.
Originally posted by Crop Weaver
How does Mists of Eventide interact with / works on a Battle Group ?
There's not any special mechanical interaction - the battle group just rolls against the poison like any other character would, and any Initiative damage the poison would inflict is converted to Magnitude damage. Since the battle group can't be crashed, the magic sleep effect won't come into play, although the Storyteller can certainly represent the Magnitude loss as soldiers falling asleep.
Does it affect allies automatically ? What about between DB with a blood pact or similar supernatural alliances ?
Does Mists of Eventide affect the caster if she centers it on herself or at close/short range of herself ?
Yes on all points.
Originally posted by The Wizard of Oz
If one of the Lunar characters learns Radiant Basilisc Jewel, they'll grow a Greater Hearthstone, but it can't be removed from their body. Can it be used to power a Warstrider?
I'd probably allow a lower-level project to modify the warstrider in a way that allows a Lunar pilot's embedded hearthstone to power it.
One of the other party members has his Hearthstone. Do they have to attune to it? Attune to the Manse? I can't find anything anywhere about needing to attune to Manses, so can you just pick up a Hearthstone and use it? There's precisely one Hearthstone that says you have to attune to it, the others don't.
You don't need to attune to a manse to benefit from its hearthstone.
Originally posted by The Wizard of Oz
Searing Edge Attack does Essence extra Initiative damage (which you don't gain) if you roll any successes on your Withering damage. It doesn't say you actually have to do damage, just roll successes.
The essence 3 version of Spirit Strengthens the Skin lets you remove successful dice of Withering damage after they're rolled.
If you use Spirit Strengthens the Skin to ignore all Withering damage you take from a Fire Dragon monk's punch, does Searing Edge Attack work or not?
If all your successes get taken away, it doesn't proc.
Originally posted by prototype00
If a Lunar uses Last Warrior’s Unity to merge with a pair of Moonsilver Razor Claws (to use while shifted for example) is she really not able to take any action involving her hands?
I mean, Razor Claws are basically just fingerless gloves.
Yes, but why are you using Last Warrior's Unity on a weapon that already can't be disarmed?
Originally posted by shkspr1048
When writing Exigents, did any ideas for comical/absurd characters come to mind, and if so, which did you find the most amusing?
Not really - for the book's purposes, it was more useful to take a serious approach to concepts even if they could be taken in a humorous angle.
On a somewhat related note, how theoretically feasible would it be for Regent Fokuf to be an Exigent Exalted of Underestimated Politicians?
While the Storyteller is free to do as they please, my personal preference is for Fokuf as just the mortal who's in way over his head that he appears to be.
Originally posted by TheCountAlucard
So a Night Caste who took Stealth Supernal can start a fight by giving all his opponents a -7 to their Join Battle rolls, so long as he maintains an 8m commitment and is willing to put on a brief light show?
I'm not sure if using it to penalize Join Battle rolls was ever contemplated in the design of the Charm. If that ends up overpowering, you can of course exclude Join Battle rolls from the penalty.
Originally posted by Flare
Are 'Negating' and 'Ignoring' Onslaught penalties meaningfully different?
For instance; Dipping Swallow Defense 'ignores' penalties, while White Reaper's Revolving Crescent Defense 'cancels' all penalties.
I had generally been reading these as 'canceling' or 'negating' actually removes the Onslaught from you, while 'ignoring' it means it still is there, just isn't penalizing you.
For charms like Ferocious Jab, this could matter a good deal. Can you confirm if this is correct, how to read Cancel versus Negate, etc?
No, those differences in wording aren't meaningful.
Originally posted by Sasha
Do anima levels consumed by Sun Swallowing Practice fade at the same rate a normal anima banner does? Or can you keep consumed levels suppressed until the time of your choosing? Would this allow you to jump straight to bonfire anima any time you like if you kept 3+ levels stored?
I believe the intent is that stored anima levels don't fade.
Originally posted by Lanic
1. What is the exact condition under which One Weapon, Two Blows may be used? Does the attack has to lower the value of enemy's Initiative below the value of attacker's Initiative from before the attack or does the final Initiative of the a
You have to attack someone whose Initiative is higher than yours at the time of the attack, and end up with an Initiative equal or higher to theirs after everything's done.
2. Can Twilight anima power of binding spirits as familiars be used in fight? If so, how to model touching a spirit? For example, is it a successful attack, a gambit, a grapple action?
Handling it as a gambit is probably the best approach.
3. In the description of Zenith anima power for materialising spirits, we read: " All spirits inherently recognize the Unconquered Sun’s authority in the priest-kings and are compelled as if by a Defining Intimacy[.]" Does it apply only in the context of the materialisation order or does it apply generally?
Just for purposes of that anima power.