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Dice Lunar Fury - Exalted 2e OOC

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I mote cheese lunars (10 will 5 highest virtue) so I can never bring myself to take it =<

Btw, do we need to declare war form or is that implied?
 
I mote cheese lunars (10 will 5 highest virtue) so I can never bring myself to take it =<
I'm not seeing your Virtues on your sheet. Did you forget to put them in there?
 
I'd feel like a munchkin if it wasn't such a small BP expenditure to do it. but it legitimately gets me about 8 peripheral motes extra with 2 bp in a virtue and 10 personal motes with 15 peripheral for 5 bp in will. Also need that MDV from will too with no integrity excellencies or solid mental perfects .-.
 
I dumped all of my points into raising my Essence to 5; it was so much cheaper to do it in Character Creation than to save up the points to buy it in normal game play.
 
10 BP for essence is way too steep for me. Especially since I won't need more than E3 for a long time. Same with the solars game. If you look at Aredin's wishlist all but 2 or 3 of those charms are E3 or less.

That said, if you're gonna buy any essence with BP, you need to buy ALL of the Essence. The opportunity cost with chargen in Exalted is just such a huge pain in the ass when you're getting invested in longer-term games like these.

EDIT: Though I'm more conservative with Lunars for Essence since they learn charms fairly slowly, when they do they are broadly useful, and the motes they gain per dot are fairly low. With Solars, the mote reward is enough to make it a fair trade at 7 bp easy.

V2: Well damn .-. Grave Cut is E4... ah well. Looks like both Aredin and Toun's core wishlists cap out at E4 anyway. Gonna suck to have to wait on that one, but that ending rush of the style is well worth it for as little XP as TMAs cost now.
 
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You'll need to declare it. So right now, all we are waiting on is MasterDAF MasterDAF for his roll.
Sorry y'all!!!! Didn't mean to hold up the Join Battle rolls last night!! I traveled six hours north into Georgia to spend the weekend with family, and yesterday afternoon/evening was all devoted to the drive back to Florida. So after my IC post early afternoon yesterday, I didn't have a chance to look at the boards again.

Let's teach these Fae who's boss!! Well, actually, I guess the answer is One Tusk...but let's teach them that sometimes Creation kicks back!
 
And I'll have to think about the damage done by a dropped boulder or firedust barrel.
Just in case you're still trying to decide how you want to work damage for dropped items, the Scroll of Kings provides a recommendation on pg. 156 for using Dropfall Ammunition in traps. I imagine 'dropfall traps' could be directly subbed over to 'dropfall drops' without any real issue. If you're interested, it reads:

DROPFALL AMMUNITION
Nearly anything that can be hoisted up into the air and tied into a trigger line could become the payload for a dropfall trap. Possibilites range from the practical (boulders, logs, boxes of stones), to the vicious (refined whale oil with lighting mechanism, acids, cuttings of deadly toxic Eastern plants), to the surreal (dump boxes filled with seashells, bones, rotting meat or snakes).
Instead of trying to detail all the myriad possibilities, here are some guidelines for basic types of dropfall payloads.

Big and Heavy: Large boulders or cut stones, logs, mammoths (live or dead -- living ones make poor traps, however, with all the noise they make). Large items deal a base bashing damage according to weight. One and one-half time the (Strength + Athletics) score needed to lift them makes a good rule of thumb, so a steel anvil would deal base 2L damage. Add an additional +1B per yard they drop before hitting their target. The payload's base area of effect is equal to their size, but some payloads (a cluster of logs, for example) can scatter as they fall or after they hit. The scatter area depends greatly on the terrain: On flat ground, heavy objects won't roll more than a few yards, but they could travel down a hillside for a long way.

Small and Heavy: Dump boxes full of smaller stones, javelins or the like. Smaller items can scatter into a wider area, but tend to do less damage individually. Smaller objects deal one to four dice of damage base, +1 die per yard dropped. Damage may be bashing or lethal, depending on the payload (bashing for rocks, for instance, but lethal for spike-studded sections of logs).

Do not add extra successes from the attack roll to damage. Instead, for every 3 threshold successes on the attack roll, a target gets hit with an additional "attack" at the base damage. In the case of very small, or very large numbers of objects being dropped, the number of extra successes needed to score an additional hit can drop to 2, or even 1.

Fluids and Powders: Fuel oil, perfume, sleeping powder, various bodily fluids, skunk musk, or the like. These typically deal damage based on their nature: Unless a very large amount of liquid falls, the most a falling stream might do is knock someone over. A basic dropfall releases a localized stream or cascade of fluid. The right set of baffles and diverters can send liquids in nearly any shape, but this increases the trap's Construction difficulty by at least 2. Fuel oil (and some other substances) can be ignited as a fire environmental hazard, perhaps equal to a bonfire.

Nuisances: Hornet nests, bags full of nettles, boxes full of ants, worms, spiders or other wriggly things -- almost anything guaranteed to annoy the hell out of anyone it hits, though perhaps not likely to kill them. Most are best simulated through a relatively mild, non-lethal poison. Damage takes the form of an internal penalty on all actions until the victim has a chance to clean out her armor and recover from any associated stings, bites, rashes or other annoyances.


Storytellers should feel free to adjust damages upwards or downwards based on the nature of the trap. Very large (or heavy) objects may have Piercing or Overwhelming added to their damage rating, as may sharp objects dropped from a substantial height.
 
Sorry y'all!!!! Didn't mean to hold up the Join Battle rolls last night!! I traveled six hours north into Georgia to spend the weekend with family, and yesterday afternoon/evening was all devoted to the drive back to Florida. So after my IC post early afternoon yesterday, I didn't have a chance to look at the boards again.

Let's teach these Fae who's boss!! Well, actually, I guess the answer is One Tusk...but let's teach them that sometimes Creation kicks back!

Ah, I'm in Chattanooga, TN and I'm always nervous going down to Georgia.

I can't play fiddle to save my soul D=
 
Also, just to let everyone know, we will be joined by Orikanyo Orikanyo once he is done with his character sheet. He's a good player from several of my other games, and may have some questions about his character creation. I would ask everyone to welcome him, and be a sounding board to help him with his character.
 
need toreread most the book, then figure out what the 2.5 errata changes, but everything should go fine enough.
 
Just don't forget to look over the changes to character creation that I have put up in the Character thread at the top.
 
Alright, just let us know what kind of concept you want to go for and we can give some suggestions.
 
Just don't forget to look over the changes to character creation that I have put up in the Character thread at the top.
duly noted.

Sherwood mentioned ranged/sorcery, i think I may go that route.
 
duly noted.

Sherwood mentioned ranged/sorcery, i think I may go that route.
A little countermagic can definitely go a long way, if you decide to go that route. And being a Lunar you'll still have access to the Celestial circle, allowing you to outclass most sorcerers we'll most likely happen across.

I will advise that if you go ranged, you'll want to be attentive to the charms, as many of the Lunar charms emphasize closeness or buffing hand-to-hand combat. That being said, Lunar movement charms should serve well for helping you to establish (and continue) keeping space between yourself and the enemy. And Lunar shapechanging grants access to plenty of flying options that are normally not accessible, making ranged flying combat (or flying to hard to reach places) viable options. If my memory serves me right, there should be a charm or two that serve purely to help out Lunars that choose to fight from range; I'll have to comb back through their charm section to find it (if I do, I'll tag you to let you know what it/they are).
 

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