![Purr](/data/avatars/s/9/9027.jpg?1617426021)
So what I'm trying to say is, yes it is very bad for the bad guys to be on the receiving end of this.
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Purr In combat, you need to build up your initiative in order to be able to make a truly effective Decisive attack. If Glade can make multiple attacks first, it boosts his initiative fast, getting him to a very large amount of dice being rolled for damage. It can take out bad guys very quickly and at the same time, prevent them from being able to do a Decisive attack of their own.
So what I'm trying to say is, yes it is very bad for the bad guys to be on the receiving end of this.
Doing Withering damage is the primary means of building up your initiative track to prepare for a Decisive attack.
Let's say you rolled an eight for your starting initiative. When it gets to your turn to act and you decide to attack, you can do either a Withering strike to build your initiative or cash in your 8i to do a Decisive attack that will have a damage pool of eight dice.
This time you go for Withering and add twelve to your initiative. That gets you a new initiative of twenty on the next round. If you then decide to do a Decisive attack, the damage pool is more, doing twenty dice instead of your previous eight.
Obviously, the higher initiative you start with gets you a huge advantage.
Generally a Withering attack does no "real" damage unless the target is in Initiative Crash with zero initiative and the storyteller says it's thematically appropriate.Psychie O.K.. Let me see here. 8i (8 Initiative) can translate to a Decisive attack of 8 Decisive damage that resets one's initiative (cashes in) or a Withering attack that does 12 damage and also adds 12 to one's initiative.
So when you use Withering attacks, you somehow improve your Initiative every round while using Decisive attacks cashes them in (all or nothing, I take it?).
In the example you've given, Fat Cat's initiative (foregoing the Decisive attack and using the Withering attack) gains 12, added to 8, equaling 20. This makes me want to grab a certain Initiative-improving Charm all the more.
What then decides the type of damage? Bashing, Lethal, and (rarest of all in Exalted) Aggravated? For example, can a Withering attack use Lethal damage?
The way to understand how Withering, Decisive and Initiative work mechanically is to return to the flavour they describe.So the only way to cause non-Withering damage is to use a Decisive attack? And Decisive includes Bashing, Lethal, and Agg?
Who has this Key that was given to you by Dunbar?