Saga of the Seven Sins - The Second Cycle

Scroll of Errata said:
Dealing levels of damage
When effects deal levels of damage, that damage is not rolled, but merely applied as if they were all successes. Soak does apply as normal to this damage, however.


The automatic levels are soaked first. So, for example, an at- tack that is inflicting 10 dice of lethal damage plus five levels of lethal damage going up against a lethal soak of 7 inflicts eight dice of lethal damage: the five automatic levels are soaked first, then the first two dice of damage follow, leaving eight dice of damage.


If, for example, you have an effect that deals 12 Levels of Damage dealt by a character with Essence 5, who hits someone with a soak of 9, the damage would be soaked down to five dice of damage (Essence ping), by a strict interpretation of the rules. It is a fair approach, however, to permit the damage to be three automatic levels of damage, plus two dice thereof.
Just to clarify that soak is applied once, but agg levels get soaked up first.
 
Oh, thanks. That makes it far less deadly. So it's 5A (Boxes, not dice, but soaked like dice) and then whatever soak is left soaks the 14L? Do you subtract the Agg soak from your Lethal soak? Or is it 5 Boxes of Aggravated + 14 Dice of Aggravated?


If soak applies separately, it seems almost useless - they would both immediately be reduced to ping. It's doing 3-5 boxes of Aggravated against most targets, meaning even the simplest of armour would always reduce it to ping. Why even give that power?


While we're at it, can you flurry healing touches? How many can you flurry? Do you need to roll to hit an ally? Can you just heal your Rate x their highest Virtue in health levels every action?
 
Last edited by a moderator:
The rate for a punch is 3, so I guess three unless/until I get rate enhancing effects. I could try and justify 6 were it not a one hand only type thing.
 
You know, re-reading the charm and rules, I'm inclined to say that each damage is soaked up separately (unless any one effect is explicitly unsoakable). But with the charms at use, I would say you soak up the Agg first, then soak up the lethal separately as with a normal attack, since no unsoakable effect is coming into play.
 
If that's true, then I just went from taking 11 boxes of Aggravated damage to taking two Aggravated ping and two Lethal ping. Oops. I guess I should scrap that post entirely. Does each one ping independently?


Can soaked levels of damage ping?


Those Errata rules you quoted confuse the hell out of me - they make reference to Essence Ping, but the Errata got rid of Essence Ping.
 
Yeah I know, I thought this was clarified somewhere in the errata, but apparently not quite. That's why I'm re-reading overall mechanics, I'm sure that was a leftover from 2ed, should be overwhelming ping or 1.


I personally would rule it like this, if one attack deals 5 levels of agg plus whatever the normal punch deals, the agg soaks the levels leaving you to the minimum damage which would be 1 auto level of agg, and the normal punch gets soaked up normally. So essentially yeah each damage pings independently, does that make sense?
 
Oh, so ping for levels isn't 1 die, even if they're soaked entirely? It's still one level?


The thing I'm confused about is, say I take 5 levels of Aggravated damage and 12 levels of Lethal. I have 5 Aggravated Soak and 15 Lethal Soak. Do I soak the Aggravated with my 5 Aggravated Soak, and then also get to apply my full Lethal soak to the Lethal damage? Do I subtract 5 from my Lethal soak for the boxes I negated of a different damage type?


This sort of confusion is why I assumed all the damage became Aggravated. Essence Arrow Attack, for instance, adds 3+Essence A against CoD or whatever it is, but I always assumed that meant it changed the whole arrows damage type to A instead of L. It doesn't do 5L+7A, for example.
 
Just remember, 3e is on its way and shortly, we will have new issues to complain about.
 
This is all a personal opinion here based on my understanding of the rules, and the lack of concrete guidelines in the system.


If you have 5 Agg soak, and 15 L soak, the 5 agg levels get soaked up, but since Hardness is not coming into play, the attack would still roll 1 dice for minimum damage, now some interpretation of the rules is needed now, would this minimum dice be rolled or automatic? Since this is an auto level effect, I might lean to the auto damage bit, but there's no clear canon rule to explain what happens in this case.


Then you would apply your full Lethal soak to the lethal dice from the normal punch. At least that's my understanding of the mechanics.
 
Oh. Now I'm disappointed. I really liked the idea of Opal getting hit really hard but going berserk instead of going down. Very Lunar. @Rykon, did you want to have hit her that hard? We could just ignore the rules if it's more fun. I'll have to change from Spider's Trap Door and Hide, which was silly but I thought might work, to the more expensive Air Body Style to dematerialize. Or maybe I'll skip the hiding part entirely and just attack normally.


Alternatively, I go back and fix the post and barely take any damage.
 
I have no idea what's going on. But you usually subtract dice from soak, you don't automatically deal damage, which means you're basically bypassing soak entirely.
 
The way I'm seeing it now, is that we have devolved into the long battle of attrition, I'm cool with bringing it to a stalemate if you are, if it means we keep things moving for the other players in our group.
 
With all of my powerup Charms on I can seriously hurt you. If I get lucky I might even incap you in one action. The only reason I'm trying to hide is to gain Unexpected on my attacks and negate your annoyingly high DV. I can wear it down the normal way, though.


It's just a matter of whether you want to have hit me hard, or whether Renost wasn't actually trying to hurt me that badly.


If I'm wrong, and even going all out I don't hurt Renost, then we'll abandon this and go with PLOT!


 
Edited to get rid of the hiding thing. She's just standing in front of Renost at full power. She has a better plan for getting Unexpected, anyway.


 
Octopus and Spider Barrage is fun to stunt. If you have a flurry breaker this will be not very scary. I think that combo should be Thousand Slavering Fangs of Midnight. I have a stronger combo with a 20 attack flurry instead (Ten Thousand Slavering Fangs of Midnight?), but I can't actually afford to use it in a real fight without mote pool expanders (56m 1wp!). Even with a ten attack flurry many of these will miss your DV of 17. Which you can still double with Essence Auspicious. Thus why I wanted Unexpected.
 
Apologies for the slow response times I've been trying to wrap up my last series of homework assignments and exam cramming before I graduate with a Bachelor's.
 
Congratulations. I defend my thesis in two months or so.


I'm confused - the Charm is a Counterattack, but doesn't actually expressly state it makes an attack roll. Can I perfect it? I assume I can - a grapple is an attack, and it's listed as a Counterattack, but I have no idea if that's true. Also, don't you mean 22 successes? You don't have anything on that doubles successes, do you?


Oh, I see. You think the first attack is having successes halved and that's what you're applying it on. You can only Grasping Mantis Defense against an attack that hits. I won't hit with halved successes. Nice counter, though. That's nasty.


 
To clarify, so we sort this out all in one go, what do you do after I perfect it? Do it again on the next attack that hits, I assume?
 
No I've calculated how much endurance I have on my Sword Destiny, so Renost will rely on un-penalized DVs by burning 9/14 Endurance on that identity.


Correction: I'll probably just Duck Fate the flurry. That defense is kinda dumb like that. If the activation roll fails, then I'll rely on the Sword.
 
Last edited by a moderator:
I have no idea how the Sword Destiny works, but Duck Fate only avoids a single attack in the flurry, it doesn't end it. I'll go read about Sword Destinies.
 
The initial printing says it works even against effects longer than instant. The errata reinforces by saying it works against any harmful effect regardless of scope so long as the activation roll succeeds. The only exceptions are surprise attacks, limit break, and pattern bite.


For the specific resplendency it is:


Minimum Legal Defense Competence, one Endurance:The Sidereal may apply her full Defense Value to any incoming attack, ignoring all penalties, effects that set the Defense Value to zero and other negative effects, provided she uses no Charm, Virtue, Willpower or similar effect to enhance her defense further.


page 206 (as written on the page)
 
Sure, but the harmful effect in question is the attack, not every attack you'll suffer that tick, let alone until your DV refreshes.


Ah, so which 5 attacks have full DV?
 
All of them, I have 14 endurance and can burn them without too much issue. Fortunately, that power doesn't invoke paradox dice.
 
Overwhelming x2 comes from repeating steps 7-10 with Greedy Mosquito Bite. The Overwhelming comes from Claws of the Silver Moon.


 
I get where you're coming from with the Errata, but I don't think that's what it means. It has a duration of Instant, like all other Perfects that aren't tick long and don't break Flurries. What they mean by regardless of scope, etc, is that you can dodge poison, recurring curses, etc, that are applied once and then last for a long time.
 

Users who are viewing this thread

Back
Top