Sojko: Azurelight: Final edite: Cut most out, as it was redundant and not productive.. But what, exactly, do you mean by this?I meant to be funny, and apparantly I failed pretty pathetically. Just a jab at how MicrosoftInternetExplorer4 often causes problems on this board.
Azurelight: Final edite: Cut most out, as it was redundant and not productive.. But what, exactly, do you mean by this?
JiveX:Not worth three motes for +1 +2
JiveX:I don't see how this form needs to be obvious. Sure you're hella strong but...
JiveX:Describe the mechanic by which this person-person colision can be simulated. Is it a called shot, a flurried punch/thrown... what?
JiveX:I would define whether the object is damaged by the same metric I used to termine whether the character was (ie they both suffer remaining yards of damage, objects have soak=hardness which simulates, already the resiliency of the inanimate I Think your changes to this charm are trying to express.
JiveX:To be frank I dont really understand this. You've taken a charm that was already mostly only good against behemoths and made it so its definately only good against behemoths.
JiveX:For 5m that is also a very short duration crippling effect.
JiveX:Its not even penalizing their DV if I'm reading this right (as its penalizing their actions)
JiveX:This should probably be cheaper.
JiveX:Finally if I Choose to throw the target at the floor does this still mean the'yre getting knockdown+ 25B.
JiveX:This should be a unarmed Dex+Thrown attack not an unarmed martial arts attack. perhaps Perception+Martial arts. Or maybe not.
JiveX:Counterattack tag levies an addition -1 penalty on the countattacker. Is this your intent.
JiveX:Would it be simpler to say that Attack two is resolved in step 9 of the first attack. Not that it matters as you aren't using the thrown character's stat's for anything. This charm seems wonky and unclear. I like the conceptual notion of it. But I'd consider clearly and concisely explaining first, where the accuracy of attack two was rolled etc. Perhaps the accuracy is equal to Half (number of yards of knockback+Martial arts) successes, which values cannot be further enhanced by excelencies etc. (Ie you only get to enhance your attack against the target not the target's attack against target #2. that way you skip an extraneous roll and you end up with a horendously high accuracy attack-- maybe not the greatest Idea actually but its definately worth revising this charm.
JiveX:You need to clarify this if your DDV defends you the attack it never gets to step 6.
JiveX:please rephrase trying to parse this hurt my little female brain.
JiveX:What happens when you ad successes to a jump? +2 yards?
JiveX:Does this improve melee combat as well (Since it can buff war which is used to co-ordinate attacks).
JiveX:Parhaps add this charm may improve actions for other abilitie but the rating in those abilities is capped by the martial artist's (martial arts).
JiveX:Does the extending count as charm use? Does this charm persist into limit break. Why would I reflexively extend for 10m when I could wait an action and extend for 4 actions as a simple action. Are my actions rely so precious that they are worth wasting 7.5 motes just to not have a one action delay on super rawr power?
JiveX:how does one add levels before one applies soak.
JiveX:Maybe a late stage damage dice adder might be cool here instenad.
JiveX:Personally I would have just made Knockout blow higher in the tree. But I guess this is okay. I dont see it really being worth the charm purchase and the 1wp surcharge.
JiveX:I dont understand ur revision it seems wholly unessecary.
Core Book 2E:The Solar suffuses his body with the Essence of the Sun. He becomes a paragon of strength and skill, radiant with the power of a legendary hero returned.
Plague of Hats:Horizon-Hurling Tactic extremely similar to Crashing Wave Throw-as-modified-by-Shockwave Technique, only bigger.
Sojko: Plague of Hats:Horizon-Hurling Tactic extremely similar to Crashing Wave Throw-as-modified-by-Shockwave Technique, only bigger.What ? How ?
Plague of Hats:Pick someone up, throw them, they get hurt.
Sojko:. CWT allows for significantly higher damage, and keep control of the opponent, while HHT effectively ends the fight by sending the opponent to far away, and cannot see it's damage increased.
Plague of Hats: Ascendant Battle Visage: No. It's still a martial arts Charm and subject to attack and armor restriction as such.
Plague of Hats:+(Essence) successes to actions that prove combat prowess, including unarmed Martial Arts attacks, coordinating attacks, actions necessary to reach foes like Jumping and Join Battle.
Plague of Hats:One yard per success, because it is a static value.
Sojko:Unfrotunately, that's not the charm you wrote :
Sojko:It's not a static value according to the definition of those page 122. Also, since the number of yard you can jump is equal to your dice pool (and a willpower spent for an auto-succes gives 2 yards) it should indeed increase the jumping distance by 2 yards (and 4 horizontally, anyway). And how do you add success to the Dashing action ?
Plague of Hats:I'm not using house rules while I write these. Go read the First and Second Excellencies and Manual: Lunars.
Sojko:2) I shouldn't have to check MoEP:Lunars for a rule about a solar jump charm, and I don't even have it.
Plague of Hats: Sojko:2) I shouldn't have to check MoEP:Lunars for a rule about a solar jump charm, and I don't even have it.Write an angry letter to White Wolf, then. Until they change the way they publish rules, though, it might be helpful to actually have access to and read a supplementary rule that comes up if you're going to argue about it.