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Exalted question /tg/.
When an infernal goes devil-tiger, they are still essentially an exalt. Are they still restricted to a maximum 200 motes of essence (pulled from exalted wiki)? I mean, to go DT you have to steal shards from other exalts, fuse them into one piece, and then you do crazy shit like make a world out of your soul and birth your own soul hierarchy. It doesn't seem to fit with the general idea of tremendous power to have the devil-tiger outgunned by your typical solar.
I'm not saying they should have yozi-level essence pools, but maybe something like a 10 essence bonus per external soul, giving them a max pool of 400? That would more accurately reflect a being that is stated to be a new, superior form of primordial, rather than an exalt who's just doing some wacky things.
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So, I took a walk today, after our weekly session of D&D, and began thinking about my current conundrum. That conundrum being that I can barely deal any damage. I then came upon the idea of not dealing damage, but instead focusing in debuffing in midcombat trap setting. Now, the question I have for you fellas, what sorts of makeshift weapons and what sorts of traps can you help me come up with? One that I've already been using is a burlap sack filled with glass shards, that I throw at their face, so, basically, anything goes. So, fellas, whaddaya think?
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Alright, so I'm doing my second session tomorrow as a first time DM.
I'm using a setting that takes place on floating islands that are the size of small countries down to the size of a small podunk town. Beneath the flying islands is a sea of mist. No man has gone below and returned to tell the tale. The mist is fucked up magical shit, where it is so potent that anything living down there is fucked up and terrifying. If you cast magic while in the mist, your magic is enhanced but you have a 1/10 chance of shit going haywire, ala PERILS OF THE WARP, though not as bad.
They are on a flying ship, flying from flying continent to flying continent. A storm is starting, where no storms should be thanks to the magic of the region. Thar she blows, though.
They are going to be accosted by Howling Wasps. I'm going to beat the everliving shit out of them to show them that they ought to fear the mist. Fear that shit. They are going to be hit with pheromones that scream, 'Hey you! Yeah, you! Come here and sting me!' They are going to get poisoned. Half of their friends, no, MOST of their friends they met on the ship are going to be bloated, pouring out pus and bile, and dead.
THEN I'll throw some sort of warrior howling wasp at them. Which they will have to frantically dispatch with one of the ship's cannons, or more of their friends will perish. I think maybe the Captain.
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Can we have a newbie friendly Magic thread? Im just getting back to the game. used to play it around 5th edition using beginner decks and then some decks called Portal or something. I bought the Sweet Revenge event deck yesterday with the intention of playing against some friends and, soonish, participating in FNM in my LGS. There are some very helpful and friendly dudes there, but hey, when they go there they go to play, not to explain the basics to every newbie.
I´m wondering what I should be doing to improve the deck. It is pretty good as is, it seems, from the 10 or so matches I played since I got it, but it seems to suffer against very quick damage decks such as the mono-red goblins + damage spells one of my friends uses. How could I fix that? Someone suggested Dissipate, but isn´t 3 mana a bit steep when he can start burning my ass off with just 2 mountains, even one? Is a Snapcaster Mage worth adding to the list? Is there anything that works like Pillar of Fire, but without the exile and with some other neat effect?
Also, how could I improve it for a 3 or 4 multiplayer game?