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Reading the last Pushing Daisies TWoP recap ever, I'm reminded of the non-sensicalness of Chuck's early life and parentage. So Lily and Vivian meet Charles Charles and both tell in love with him. That's fine. But why does he have the same last name as them? Is that just a weird coincidence? Then he knocks up Lily, who runs away to a convent to have Chuck, then Lily leaves her with Charles. Then he dies, and Lily and Vivian arrive to take care of her and tell her they're her aunts.

Okay, so, did they claim they were Charles' sister, which by vitrue of them coincidentally having the same last name, worked without raising too many questions? But they actually weren't his sisters, so why the hell would Vivian show up to take care of the kid of the man who left her at the altar? Like who did Lily claim Charlotte was? Agh, it does not make sense, and we'll never figure it out because the show is over!

Some Exalted stuff:

I'm still trying to figure out "Self as Cyclone Stance". I was thinking the whole not being limited to the same kind of attack actions for the flurry was interesting, but there actually aren't that many other kinds of actions you can take since you're limited by rate. I guess its fine for an Adjoran martial artist with a MA or MA form charm that lets them do lethal with their unarmed attacks (and hopefully get a bonus to hit and/or damage). 3 punches (or one of their form weapons), 2 kicks, mebbe a clinch. They're still taking minuses to their attack rolls, but at least their DV doesn't get penalized as much for all those attacks. But it sucks that unlike the Solar/Abyssal extra action attacks, you're stuck with the low rate of the heavier weapons.

I guess my problem is that I'm trying to compare it to iron whirlwind/time scything technique. I mean, self as cyclone is one mote cheaper, so it has to be lacking in some way, particularly since it doesn't have a limitation on the kinds of actions you can take. Plus, iron whirlwind/time scything does ignore rate, but is still limited to dex+1 attacks (+2 more if one also has Invincible Fury of the Dawn/Thousand Wounds Feinting), while where it not for weapon rates, you can keep on doing stuff until you run out of dice with SAC.

I think I read in one of the various forums, the developers said they purposely did it this way, because they didn't want it to be a iron whirlwind analog nor a better version of it, because then it would be one of those charms everyone would get for utility, rather than because they want to play a follower of Adorjan.

While Adorjani's favored are fast, they attack like speedsters, weaving through enemies impossibly fast and reaping through them like ripe wheat. Think Gan Ning's musou attack, rather than Final Fantasy Omni-slash style attacks. The most appropriate tactic is as a skirmisher/support attacker. They orbit around the battlefield, using their impossibly fast movement to get in where they're needed and make attacks of opportunity and run off before the opponent can counter, or to help another ally out.

Looking at the forums, I did see a totally evil and horrifying tactic that would work during a siege. Someone suggested mixing the Scourge's speed and stealth with the Maflean charm sun-salted fields. Sun Salted Fields basically infects an area with Green Sun Wasting (or Final Viridesence). With the ridiculously insane movement of the Scourge, plus their stealth bonuses (particularly the one charm that makes them silent and invisible while their running), they can easily just run into an enemy base, infect it with Sun Salted Fields, and be out of there before the defenders even realized what the Scourge had done. Nasty, and cheap! I mean, since they can run up walls and even fly, how do you defend against that?!

That being said, as much as I've waxed on about how great the Adorjani and Malfean charms are, I still love the Abyssal Melee attack charms. Time Scything Technique is cool, as is the Thousand Wounds Feinting modifier to it. And of course, Ebon Lightning Prana! (You know how I love those ultra quick iai-jutsu type attacks you see in Anime) Its still too bad you can't have Abyssal Akuma, because combining their attacks with some of the stuff from the Malfeas or Adorjani trees? But even then, since Akuma can only use the charms of their patron (unlike the GSPs), they can only do Malfeas or Adorjan, but not both.

That being said, even though Slayers get some pretty bad-ass charms, I think a Solar Akuma with a Malfean bent would be a more bad-ass fighter type. (an Abyssal Akuma would be better, but that's unpossible) I mean, the Malfean defenses alone are a definite boon. But combining the solar attack charms with green sun nimbus flare? I mean, GSNF does so much on its own, but combined with stuff like iron whirlwind, hungry tiger strike, one weapon/two blows, thunderbolt attack prana, and fire and stones strike (I've always preferred it to its Abyssal mirror, Artful Maiming Onslaught, just as I find the Abyssal's Ebon Lightning Prana better than its Solar mirror, Blazing Solar Bolt)? Yikes! GSNF is extremely deadly as long as you can get past soak, but sadly, there's very few attack modifiers in the Maflean charm trees. But yeah, throwing GSNF into one of the super Solar attack-combos? And given there's a charm to make GSNF activation innate, a Solar who becomes an Akuma doesn't even have to relearn the combo!

I also need to re-read the Green Sun Prince section. From the talk on the forums, they are equivalent in power to Solars/Abyssals game-mechanics wise, but apparently in the "metaphysics" of Exalted, they will eventually grow into something greater. I mean, the Exalted are the chosen of the gods, but the Yozi are former primordials! I mean, so are the Neverborn, but being dead they can only do so much. Even the Yozis had to teach the Neverborn how to turn Solars into Abyssals. It stands to reason that Primordial level tinkering would make the GSPs into something even greater.

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