Dissolution Notes and Varden Plan: Difference between pages

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__NOTOC__
Some possibilities for [[Varden]]. These make use of the [[Exalted Improving|costs and training table]], rules for [[Forgotten Suns: Science|Sciences]] and the [[Mark of Autochthon]].
== Banewarrens (8-10) ==


See [[Dissolution Notes Banewarrens]]
== Magitech ==


{{ #ifeq: {{CURRENTUSER}} | Wordman |
Varden is the only one in the circle who knows much about artificing. To really get good at it, however, he needs to learn the Science of [[Forgotten Suns: Science#Magitech|Magitech]]. This will allow him to use his Craft skills on things that are too advanced for him at the moment, such as repairing the [[Luminous Talon Rain|two]] [[Molt-Defying Plumage|warstriders]] (check the bottom of those pages, by the way, as they list what is needed to repair them). To get them up and running, you'll need a Magictech rating of at least {{Dots|2}}. To get them fully functional, complete with flight options, you'll need Magitech {{Dots|4}}.
== The Malady (10-12) ==


=== Background ===
For the first dot of Magitech, you need to have Occult 3, Craft (Fire) 3, Craft (Air) 1 (all of which you already have), Lore 4, and some source of knowledge that can teach you. So, you will need:


Shortly after the Vallis moon returned, [[Aggah-Shan]] sent Team Evil into the Banewarrens looking for three items: the ''[[malady lock]]'', the ''[[osseous redoubt]]'' and the ''book of inverted darkness''. They found the first two in the outer vaults, but never discovered the inner vaults. Knowing that the ''redoubt'' contains the ''[[remnant crown]]'', Kaliu, one of the more ambitious members of Team Evil, opened it to get at the crown. Unfortunately for her, Aggah-Shan anticipated this betrayal, so reversed the descriptions of the two boxes when briefing the team. In fact, Kaliu opened the ''malady case'', releasing the [[Malady]] and destroying her body completely. While some of the other members of the team are immune to disease, others were infected without realizing it.
* 6xp to take Lore to 4 (144 hours)
* [[Wyr'palja's Workbook]] contains enough information to act as a tutor for Magitech {{Dots|1}}. You could also use the Mark's "tapping the source" ability for this if you wanted, but this seems like a waste.
* 2xp and 200 hours to learn. (Naturally, using Precision could speed this up.)


Aggah-Shan used them to infect selected victims at both the White House and the Cock Pit, before telling them of the disease and allowing them to heal themselves. The new victims were selected specifically to transfer the disease to as many people as possible. In the case of the White House, most of the prostitutes were infected through sex and, in turn, have been passing the disease onto their customers, assisted by lowering of rates "in honor of the city's salvation".
To learn Magitech {{Dots|2}}, you first need to learn another science called Perfection. This is a more mundane science for making flawless, but still non-magical items. Mortals train for a lifetime to be able to do this. It will not take you that long. You already have the abilities needed to learn Perfection {{Dots|1}}, and can again use [[Wyr'palja's Workbook]] and other sources to teach you:


Even while Ptolus was celebrating the [[Unlikely Six]] as its saviors, the disease was slowly spreading through the city. Team Evil carefully managed the infect prostitutes in the White House, sequestering them under the brothel once they fully turned, and replacing them with fresh (similarly infected) prostitutes (leading to even more rate reductions and "specials" on "new, fresh faces"). But, by the time the Six were meeting [[Cassiadora]], Team Evil was getting sloppy, and several prostitutes fully turned while with customers, then ran amok in the White House. Team Evil did little to stop this, knowing that something like it was inevitable sooner or later. They allowed customers to get bitten, then run away, knowing it would carry the disease even further. They through those killed into the alley, knowing they would soon animate and search for flesh.
* 2xp and 200 hours to learn. (Naturally, using Precision could speed this up.)


As they day progressed, Team Evil launched the next phase of Aggah-Shan's plan: they visited the safe houses Aggah-Shan provided to the remaining chaos cultists left over from his earlier Night of Dissolution plans. Having previously infected some of these cultists, and also throwing turned prostitutes into the safe houses, they locked the safe house doors and let the zombies rampage until nightfall, infecting everyone inside. At night, a similar scene was carried out at the Cock Pit. Several gladiators were forced to drink the blood of the infected "to help them in the arena". Their transformation into undead, therefore, occurred more rapidly. Team Evil orchestrated a very crowded night in the Cock Pit, then barred the doors and unleashed the infected gladiators. Though numerous patrons managed to make it out alive, few escaped getting bitten or scratched by the infected, and now carry the disease into the city. A few hours later, they opened the doors to the chaos cult safe houses, flooding hundreds of zombies out into the night.
Magitech {{Dots|2}} requires Lore 5, Occult 4, Craft (Fire) 4, Craft (Air) 2, Perfection 1. So, you'll need:


Aggah-Shan, meanwhile, had finished the last act (and true purpose) of the chaos cults' thrall program by infecting dozens of gestating venom-shaped thralls with the disease. These hatched at about the same time the infected cultists were released, and were unleashed on the streets as well.
* 8xp to take Lore to 5 (192 hours)
* [[Wyr'palja's Workbook]] contains enough information to act as a tutor for Magitech {{Dots|2}}.
* 3xp and 300 hours to learn. (Naturally, yadda yadda.)


Stories about the outbreaks at the White House and the Cock Pit make a couple of special edition broadsheets, but by then the city is in turmoil. Zombies actively roam the city, biting any they find. Victims rise shortly after and begin to hunt as well. People infected at the White House and the Cock Pit transform as well, attacking family members and infecting them in turn.
Magitech {{Dots|3}} requires Lore 5, Occult 5, Craft (Fire) 5, Craft (Air) 3, Perfection 1. So, you'll need:


By the time the Six return from the Banewarrens, the city is in chaos. Oldtown is the worst hit by the infection, but most neighborhoods have at least some infected, and several parts of the city are on fire. Pythoness House is compromised when one of Cassiadora's employees, having been infected in his secret trips to the White House, turns and infects most of the staff. One of them surprises Cassiadora, biting her while she is in human form. After blowing her Fort save, the disease starts to transform her immediately, and she winds up in dragon form in the courtyard, writhing, her dragon nature dueling with the disease, which is where the players will find her.  
* [[Wyr'palja's Workbook]] contains enough information to act as a tutor for Magitech {{Dots|3}}.
* 6xp and 600 hours to learn.


==== Team Evil ====
Magitech {{Dots|4}} requires Lore 6, Occult 6, Craft (Fire) 6, Craft (Air) 4, Perfection 2. This is a bit trickier. You can't actually raise abilities to 6 until you raise your Essence to 6, which you can't do until you are at least 100 years old. So, instead, what you need is add specialties to your abilities. These will add to your rating for particular uses of the skill. So:


Working for [[Aggah-Shan]], trying to find the ''book of inverted darkness'' (which turns out to be fruitless, since it isn't in the Banewarrens). Perhaps in room #16 when the Shuul started fighting Slaadi? Or maybe in room #24?
* 3xp and 288 hours to gain a +1 Magitech specialty to Lore. (Note that the Mark can give you this specialty without xp or training time for a permanent point of Source.)
* 3xp and 144 hours to gain a +1 Magitech specialty to Occult (cheaper, because it is favored).
* 3xp and 144 hours to gain a +1 Fire specialty to Craft.
* 3xp and 300 hours to learn Perfection {{Dots|2}}.
* Your only current source of training Magitech this advanced is to use the Mark. As a solar, a point of permanent Source and temporary Precision will buy you training for this dot.
* 10xp and 1,000 hours to learn Magitech {{Dots|4}}


* Ostler Nackle: male dwarf deathknight (CR9, ranger 7, rogue 5). Fire-giant hide armor can make him big. Will also try to flank to use sneak attacks.
Experience change: -41xp
* Anaralas: nimblewright (CR 9)
* Blenvan: male gnome (CR 8, sorcerer 8)
* Curuk: male hobgoblin (CR 8, cleric 8)
* zombie giant octopus (CR 6, animated by Curuk from the outer vaults)
* spectre (CR 7, controlled by Curuk's feat)
* 3 gnoll skeletons (CR3, animated by Curuk from the outer vaults)


* Ghost of Kaliu?
== Architectonics ==


Team Evil hold the ''Banewarrens Key'', and it is they who opened the Banewarrens in the first place.
This is another science, dealing with manses. Your abilities already let you repair manse structures, fix their minor powers and make minor alterations. The [[Forgotten Suns: Science#Architectonics|Architectonics]] science allows design of manses, adding new powers to them and repairing their more formidable powers. It's progression is similar to Magitech, except that it is based on Craft (Earth) instead of Craft (Fire), and requires a lesser science called Geomancy instead of Perfection.


==== Reactions ====
== Raising Essence ==


* Inverted Pyramid has hands full with sealing Banewarrens. Convinces themselves that the release of the infection is related, so double their efforts to do so. These appear to restore the seals, even though [[Saggarintys]] is really responsible.
Raising your Essence to 5 would cost 32xp and take 768 hours. You don't need a trainer for this. If you want to use the mark's Deep Resonance, you could spend eight Willpower and gain a dot of Precision to go into a training trance that compresses the 768 hours of untrained learning into an eight-hour vision quest. Since this is to gain a point of Essence, you ''must'' describe this vision quest to the rest of the ''players'' (not necessarily the ''characters''), which will give you an immediate test to regain Willpower at the end of it (i.e. roll Conviction, gain willpower for each success). What does Varden find out about himself during this quest? What allows him to unlock this new power?
* Knights of the Pale - probably running riot control, trying to organize people.
* Quaan -
* Shuul -
* Ironworker's Guild - probably some kind of resistance movement, trying to save civilians
* Temple of Teun - Shull-related.
* Order of Iron Might
* Keepers of the Veil


Use some characters:
== Ebon Shadow Style ==


* Vendarlik, the mind flayer
You have five charms remaining in the Ebon Shadow tree. Mastering this tree would take:
* The Iron Mage
* The Surgeon in Shadows (who teleported away).


==== Neighborhoods ====
* Blow-Concealing Gesture Technique (8xp, 80 hours untrained). Can deny dodge or parry to target.
* Limb-Immobilizing Method (8xp, 64 hours untrained). Instead of damage, paralyze limbs.
* Shadow-Body Style (8xp, 80 hours untrained). Flatten body to fit through small openings.
* Paralyzing Touch Attack (8xp, 80 hours untrained). Reduce target's Dex.
* Shadow-Stepping Motion (8xp, 40 hours trained, requires Essence 5). You must have training for this charm, so Source may be required. Teleport into a shadow up to 100 yards away.


* Posh section: One manor house infected due to resident frequenting the White House.
== Excellencies ==
* Fort into posh section: on lock down, using magic to scan people going in and out.
* Oldtown: Arena turned into a corral of sorts, but this backfires.
* Necropolis: Focus of wrath of populace, even though innocent of the Malady. Strife within as some use the plague as excuse to venture out, others make a point of staying in to calm the population.


==== Realities ====
The Mark provides knowledge of a set of [[First Edition Excellencies|excellency]] charms. The solar versions allows buying extra dice for stuff. Varden could do worse than learning Craft Overwhelming and Martial Arts Overwhelming.


* Disease related magic items nearly impossible to find.
== Mixing Styles ==
* Looters.
* Paranoia.
* Barricades.


Your two styles don't allow armor, and don't have any form weapons in common. This means that to use attack/parry charms from both at once, you need to attack bare-handed. In addition, the two styles don't offer a lot of combo opportunity.


If phylactery put in box, then if lich is killed by a non-evil character, regeneration is faster and increases the lich's power.  
On the other hand, since the style combination already uses no armor and no weapons, you have a lot of choices for adding in another style. You might want to take a serious look at Wood Dragon. Even though it is an archery style, it can still be used bare-handed as well.


If zombies botch a save against positive energy, they take double damage. If they die from this, they explode with a chance to infect people.
Just in case you were not aware: Ebon Shadow Form makes you harder to hit than Snake Form does. Snake Form eats Essence dice from the attacker, while Ebon Shadow essentially eats Essence ''successes'' from the attack. On average, two dice = one success, so Ebon Shadow is about twice as effective. Doesn't bump soak or add to initiative, though. And you wouldn't be able to use the Serpent-Sting Staff while it was running.


Oddly, recently infected who have ''remove disease'' cast on them come back to life, cured. If someone controls the ''malady case'', remove disease can cure the infection in any within 100'. With control, can also make the disease globally non-contagious.
== Gear ==


People killed don't rise as quickly during the day.
Your [[Ophidian Kata Bands]] have powers waiting to be unlocked, based on you finding out certain things.


=== Scenes ===
Remind me to change the mechanics of the Gem of Desire. The Second Edition version works a lot better (not as easy to resist).


* Saggarintys greets players. Still tinkering. Knows the Nap Sack spell. Needs "neutrality" of the players to "better seal the warrens this time". Tells them to keep an eye out for the Banewarrens Key. "Someone must still have the hand of the Dark One."
== Unlearning Brawl ==
* Coming out of the portal. Grab the other end of the dimensional gate.
* Abandoned rooms. One person with back turned making odd sounds. Hears group and turns, revealing zombie.
* Cassiadora in court yard.
* Dragons quarantine the city by force. (This might cause some to want to use the Commisar's Guns against them.)
* Reading broadsheets and making link to Aggah-Shan
* Dealing with sword? Maeda Von Rustal at Temple Teun. Shuul will be at temple. Perhaps Team Shuul survivors? Were there any? Some sort of situation where the party can get in the good graces of Maeda Von Rustal (though she is predisposed to help them for past actions).
* What's happening at the Order of the Pale?
* Dealing with the spectre box.
* Walking the streets. Maybe some undead or demons from from the Reliquary out causing mayhem?
* White House: Team Evil initial confrontation.
* Catacombs under the White House. This is mostly a trap for the Six. Aggah-Shan needs his ledger back because, in reality, it contains notes of how to access Guhl Whatever. Writing appears when special talisman touches book. Talisman is with a bunch of similar journals (from further in the past) in Aggah-Shan's main lair. Any time the talisman is used, Aggah-Shan knows and can teleport the book it enchants to his hand. His plan is to get killed at the hands of the Six, leaving the journals for them to find. As they read through the journals and figure out how the talisman works, Aggah-Shan will be regrowing in the ''osseous redoubt'', far from his lair (maybe in the wreckage of the chaos machine). Probably some undead/chaositech experiments in the lair. Eropodi in the "false" throne room.
* End with large chaos bomb?


== Goth Gulgamel (12-14) ==
Varden can use the Mark to unlearn his one Brawl charm:


* Hints in books leads to Goth Gulgamel, where Aggah-Shan has taken up residence, with the malady case.
* Pay a point of Willpower and gain a point of Precision to unlearn Ferocious Jab, gaining 8xp.


== Dark Reliquary (15-18) ==
Experience change: +8xp


* Hint somehow leads to dungeons under Dark Reliquary. Probably journal entries about the sleeping gods and how what the Fallen want to do about them doesn't match what Aggah-Shan wants.
== Increase Strength ==


== Jabel Shammar (19-20) ==
Increasing Strength from 3 to 4 costs 12xp and takes 576 hours with a trainer, twice that without. The [[Monsoon Needles]] could be used to cut this to 10xp and 288 hours.


|}}
Increasing Strength from 4 to 5 costs 16xp and takes 768 hours with a trainer, twice that without. While the [[Monsoon Needles]] can still be used as a trainer, your Essence isn't high enough to cut the training time in half (though if you first raised your Essence to 5, it would be).
 
If you want to use the mark's Deep Resonance, you could spend eight Willpower and gain a dot of Precision to go into a training trance the compresses the 768 hours of untrained learning into an eight-hour vision quest. If you want to describe this vision quest to the rest of the ''players'' (not necessarily the ''characters''), you gain an immediate test to regain Willpower at the end of it (i.e. roll Conviction, gain willpower for each success).
 
== Craft ==
 
''Caste Book: Twilight'' contains some additional Craft charms, as does [[Wyr'palja's Stylebook]]. You might also look at the Occult charm Wyld-Shaping Technique, as this is a good way to create exotic components.
 
== Combos ==
 
=== Martial Arts ===
 
An obvious, but expensive, combo would be something like this (assuming you learned the charms you don't know):
 
* Armor-Penetrating Fang Strike (min MA 5, Ess 2, supplemental)
* Snake Strikes the Heel (min MA 5, Ess 2, reflexive)
* Essence Venom Strike (min MA 5, Ess 3, simple)
* Distracting Finger Gesture (min MA 3, Ess 2, reflexive)
* Blow-Concealing Gesture Technique (min MA 5, Ess 2, supplemental)
* Martial Arts Overwhelming (min MA 1, Ess 1, supplemental)
* Seven Shadow Evasion (min Dodge 5, Ess 1, reflexive)
* Iron Skin Concentration (min Resistance 2, Ess 1, reflexive)
 
This make a single, massive attack. Since this mixes style charms, it would need to be a barehanded attack. Activating the combo would cost 13m, 4wp plus 1m per added MA die (min 1, max Dex+MA). So, at max, this would be 23m, 4wp to make an attack that:
 
* Uses 20 dice.
* Ignores soak from armor.
* Adds Essence to base damage.
* Does aggravated damage.
* Forces to the target to make a Wits + Awareness test. If their successes ''equal or exceed'' your Essence, they can only block or parry using magical effects. If they get less that that, they can only block or parry if the magical effect works against surprise attacks.
* Optionally spend 2m to reduce target's initiative and prevent them from splitting their pool.
* Optionally spend 4m to counterattack using MA + attacker's extra successes. You could, while doing this, buy more dice with Martial Arts Overwhelming as well.
* Optionally spend 6m to perfectly dodge.
* Optionally spend 3m to reduce raw damage of an attack on you to attacker's Essence.
 
This is an OK finishing move, but 4wp is pretty steep. If you swap some other charms in and out, you might find something for more everyday use.
 
=== Craft ===
 
A simple and cheap, but effective Craft combo:
 
* Flawless Handiwork Method (min Craft 1, Ess 1, supplemental)
* Craft Overwhelming (min Craft 1, Ess 1, supplemental)
 
This enhances a craft test. Activating it costs 1wp, plus 1m per added die (min 1, max base pool), plus 3m per added success (min 1, max Essence + however many successes were rolled). So, for a single craft roll, you can as much as double your pool, then more than double the number of rolled successes.

Revision as of 01:01, 28 January 2010

Some possibilities for Varden. These make use of the costs and training table, rules for Sciences and the Mark of Autochthon.

Magitech

Varden is the only one in the circle who knows much about artificing. To really get good at it, however, he needs to learn the Science of Magitech. This will allow him to use his Craft skills on things that are too advanced for him at the moment, such as repairing the two warstriders (check the bottom of those pages, by the way, as they list what is needed to repair them). To get them up and running, you'll need a Magictech rating of at least ●●. To get them fully functional, complete with flight options, you'll need Magitech ●●●●.

For the first dot of Magitech, you need to have Occult 3, Craft (Fire) 3, Craft (Air) 1 (all of which you already have), Lore 4, and some source of knowledge that can teach you. So, you will need:

  • 6xp to take Lore to 4 (144 hours)
  • Wyr'palja's Workbook contains enough information to act as a tutor for Magitech . You could also use the Mark's "tapping the source" ability for this if you wanted, but this seems like a waste.
  • 2xp and 200 hours to learn. (Naturally, using Precision could speed this up.)

To learn Magitech ●●, you first need to learn another science called Perfection. This is a more mundane science for making flawless, but still non-magical items. Mortals train for a lifetime to be able to do this. It will not take you that long. You already have the abilities needed to learn Perfection , and can again use Wyr'palja's Workbook and other sources to teach you:

  • 2xp and 200 hours to learn. (Naturally, using Precision could speed this up.)

Magitech ●● requires Lore 5, Occult 4, Craft (Fire) 4, Craft (Air) 2, Perfection 1. So, you'll need:

  • 8xp to take Lore to 5 (192 hours)
  • Wyr'palja's Workbook contains enough information to act as a tutor for Magitech ●●.
  • 3xp and 300 hours to learn. (Naturally, yadda yadda.)

Magitech ●●● requires Lore 5, Occult 5, Craft (Fire) 5, Craft (Air) 3, Perfection 1. So, you'll need:

  • Wyr'palja's Workbook contains enough information to act as a tutor for Magitech ●●●.
  • 6xp and 600 hours to learn.

Magitech ●●●● requires Lore 6, Occult 6, Craft (Fire) 6, Craft (Air) 4, Perfection 2. This is a bit trickier. You can't actually raise abilities to 6 until you raise your Essence to 6, which you can't do until you are at least 100 years old. So, instead, what you need is add specialties to your abilities. These will add to your rating for particular uses of the skill. So:

  • 3xp and 288 hours to gain a +1 Magitech specialty to Lore. (Note that the Mark can give you this specialty without xp or training time for a permanent point of Source.)
  • 3xp and 144 hours to gain a +1 Magitech specialty to Occult (cheaper, because it is favored).
  • 3xp and 144 hours to gain a +1 Fire specialty to Craft.
  • 3xp and 300 hours to learn Perfection ●●.
  • Your only current source of training Magitech this advanced is to use the Mark. As a solar, a point of permanent Source and temporary Precision will buy you training for this dot.
  • 10xp and 1,000 hours to learn Magitech ●●●●

Experience change: -41xp

Architectonics

This is another science, dealing with manses. Your abilities already let you repair manse structures, fix their minor powers and make minor alterations. The Architectonics science allows design of manses, adding new powers to them and repairing their more formidable powers. It's progression is similar to Magitech, except that it is based on Craft (Earth) instead of Craft (Fire), and requires a lesser science called Geomancy instead of Perfection.

Raising Essence

Raising your Essence to 5 would cost 32xp and take 768 hours. You don't need a trainer for this. If you want to use the mark's Deep Resonance, you could spend eight Willpower and gain a dot of Precision to go into a training trance that compresses the 768 hours of untrained learning into an eight-hour vision quest. Since this is to gain a point of Essence, you must describe this vision quest to the rest of the players (not necessarily the characters), which will give you an immediate test to regain Willpower at the end of it (i.e. roll Conviction, gain willpower for each success). What does Varden find out about himself during this quest? What allows him to unlock this new power?

Ebon Shadow Style

You have five charms remaining in the Ebon Shadow tree. Mastering this tree would take:

  • Blow-Concealing Gesture Technique (8xp, 80 hours untrained). Can deny dodge or parry to target.
  • Limb-Immobilizing Method (8xp, 64 hours untrained). Instead of damage, paralyze limbs.
  • Shadow-Body Style (8xp, 80 hours untrained). Flatten body to fit through small openings.
  • Paralyzing Touch Attack (8xp, 80 hours untrained). Reduce target's Dex.
  • Shadow-Stepping Motion (8xp, 40 hours trained, requires Essence 5). You must have training for this charm, so Source may be required. Teleport into a shadow up to 100 yards away.

Excellencies

The Mark provides knowledge of a set of excellency charms. The solar versions allows buying extra dice for stuff. Varden could do worse than learning Craft Overwhelming and Martial Arts Overwhelming.

Mixing Styles

Your two styles don't allow armor, and don't have any form weapons in common. This means that to use attack/parry charms from both at once, you need to attack bare-handed. In addition, the two styles don't offer a lot of combo opportunity.

On the other hand, since the style combination already uses no armor and no weapons, you have a lot of choices for adding in another style. You might want to take a serious look at Wood Dragon. Even though it is an archery style, it can still be used bare-handed as well.

Just in case you were not aware: Ebon Shadow Form makes you harder to hit than Snake Form does. Snake Form eats Essence dice from the attacker, while Ebon Shadow essentially eats Essence successes from the attack. On average, two dice = one success, so Ebon Shadow is about twice as effective. Doesn't bump soak or add to initiative, though. And you wouldn't be able to use the Serpent-Sting Staff while it was running.

Gear

Your Ophidian Kata Bands have powers waiting to be unlocked, based on you finding out certain things.

Remind me to change the mechanics of the Gem of Desire. The Second Edition version works a lot better (not as easy to resist).

Unlearning Brawl

Varden can use the Mark to unlearn his one Brawl charm:

  • Pay a point of Willpower and gain a point of Precision to unlearn Ferocious Jab, gaining 8xp.

Experience change: +8xp

Increase Strength

Increasing Strength from 3 to 4 costs 12xp and takes 576 hours with a trainer, twice that without. The Monsoon Needles could be used to cut this to 10xp and 288 hours.

Increasing Strength from 4 to 5 costs 16xp and takes 768 hours with a trainer, twice that without. While the Monsoon Needles can still be used as a trainer, your Essence isn't high enough to cut the training time in half (though if you first raised your Essence to 5, it would be).

If you want to use the mark's Deep Resonance, you could spend eight Willpower and gain a dot of Precision to go into a training trance the compresses the 768 hours of untrained learning into an eight-hour vision quest. If you want to describe this vision quest to the rest of the players (not necessarily the characters), you gain an immediate test to regain Willpower at the end of it (i.e. roll Conviction, gain willpower for each success).

Craft

Caste Book: Twilight contains some additional Craft charms, as does Wyr'palja's Stylebook. You might also look at the Occult charm Wyld-Shaping Technique, as this is a good way to create exotic components.

Combos

Martial Arts

An obvious, but expensive, combo would be something like this (assuming you learned the charms you don't know):

  • Armor-Penetrating Fang Strike (min MA 5, Ess 2, supplemental)
  • Snake Strikes the Heel (min MA 5, Ess 2, reflexive)
  • Essence Venom Strike (min MA 5, Ess 3, simple)
  • Distracting Finger Gesture (min MA 3, Ess 2, reflexive)
  • Blow-Concealing Gesture Technique (min MA 5, Ess 2, supplemental)
  • Martial Arts Overwhelming (min MA 1, Ess 1, supplemental)
  • Seven Shadow Evasion (min Dodge 5, Ess 1, reflexive)
  • Iron Skin Concentration (min Resistance 2, Ess 1, reflexive)

This make a single, massive attack. Since this mixes style charms, it would need to be a barehanded attack. Activating the combo would cost 13m, 4wp plus 1m per added MA die (min 1, max Dex+MA). So, at max, this would be 23m, 4wp to make an attack that:

  • Uses 20 dice.
  • Ignores soak from armor.
  • Adds Essence to base damage.
  • Does aggravated damage.
  • Forces to the target to make a Wits + Awareness test. If their successes equal or exceed your Essence, they can only block or parry using magical effects. If they get less that that, they can only block or parry if the magical effect works against surprise attacks.
  • Optionally spend 2m to reduce target's initiative and prevent them from splitting their pool.
  • Optionally spend 4m to counterattack using MA + attacker's extra successes. You could, while doing this, buy more dice with Martial Arts Overwhelming as well.
  • Optionally spend 6m to perfectly dodge.
  • Optionally spend 3m to reduce raw damage of an attack on you to attacker's Essence.

This is an OK finishing move, but 4wp is pretty steep. If you swap some other charms in and out, you might find something for more everyday use.

Craft

A simple and cheap, but effective Craft combo:

  • Flawless Handiwork Method (min Craft 1, Ess 1, supplemental)
  • Craft Overwhelming (min Craft 1, Ess 1, supplemental)

This enhances a craft test. Activating it costs 1wp, plus 1m per added die (min 1, max base pool), plus 3m per added success (min 1, max Essence + however many successes were rolled). So, for a single craft roll, you can as much as double your pool, then more than double the number of rolled successes.