Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- DB, Lunar, and Solar FULL GRAB MOTE BURN
- All grapplers are E2
- Grapple is Difficulty 2 on Initiative Roll.
- Assume all have 10 initiative to start.
- Assume target has 4 Parry.
- Assume target has 5 Strength and 5 Brawl for Control Roll, no charms.
- Assume higher initiative than Target
- DB
- -Become the Hammer (Excellency). 1 die added to the Control Roll. Activated again for Control roll for 6 dice. 7 motes.
- -Water Dragons Coils. Rolled Strength+Brawl to initiate Grab. Every 2 threshold successes adds 1 die to Initiative Roll. 3m
- -Inescapable Whirlpool Hold. Reroll 6s on initiative and control. 5m.
- -Oaken Thew Exertion. Add (Stamina 5) to Control Roll. 4m.
- 19 motes total
- Roll 5+5+6+1 (Strength/Brawl/Exellency/Specialty) to initiate Grab. 8.5 average Successes. 3.5 more than needed.
- Roll 13.5 dice for the Initiative roll vs difficulty 2. 7.425 successes on average. 1.35 6s on average. Rerolled for 0.675 successes.
- Roll 5+5+5+1+1 (17 dice) with rerolled 6s. 8.5 successes average. 1.7 6s rolled average, rerolled for 0.85 added average successes. 9.35 successes average on the Control roll, vs average 5 successes from target. 4.35 average turns of Control.
- Lunar
- -Strength Excellency. With Stunt, 10 Dice added for 10 motes.
- -Grizzly Bear Embrace. Add grapple extra sux to Init and Control rolls. 2m
- 12m total.
- Roll 5+5+10+1 (21) dice to Initiate Grapple. 10.5 average successes. 5.5 more than needed.
- Roll 20.5 dice for the Initiative Roll. Average 10.25 successes. 8.25 more than needed.
- Roll 20.5 dice for the control roll. Average 10.25 successes, vs average 5 successes for target. Average 5.25 rounds of control.
- Solar
- -Full Excellency on Initiate roll. +6 dice. 6m.
- -Increasing Strength Exercise. +2 dots of Strength, +2 decisive damage. 4m committed.
- -Vicious Lunge. +1 Auto success on initiate. +3 to initiative roll. 1m
- -Devil Strangling Attitude. Rolls STR+Brawl to initiate grab. Doubles bonus die from Oak Curling Clinch. 3m
- -Oak Curling Clinch. Adds bonus successes from initiate roll to control roll as dice. 2m.
- 15m total
- Roll 7+5+1+6 (19) (Strength, Brawl, Specialty, Excellency) to Initiate Grapple. 9.5 average rolled. 10.5 with auto-success. 5.5 more than needed.
- Roll 13 for the Initiative Roll. 6.5 average. 4.5 more than needed.
- Roll 7+5+1+10 (Strength, Brawl, Specialty, Oak Curling/Devil Strangling bonus. 1 die discarded due to Charm Dice Cap) 11.5 average successes, vs average 5 successes from target. Average 6.5 turns of control.
- DB: Spends 19 motes to gain 4.35 turns of Control
- Lunar: Spends 12 motes to gain 5.25 turns of Control
- Solar: Spends 15m to gain 6.5 turns of Control.
- ALTERNATIVELY
- DB can ignore Water Dragon Coils. Water Dragon Coils aids in establishing grapples while at low Init. If a DB has good init/good dex, the charm can be dropped. This makes the comparison
- DB: Spends 16 motes to gain 4.35 turns of Control
- Lunar: Spends 12 motes to gain 5.25 turns of Control
- Solar: Spends 15m to gain 6.5 turns of Control.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement