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a guest Oct 13th, 2019 82 Never
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  1. DB, Lunar, and Solar FULL GRAB MOTE BURN
  2.  
  3. All grapplers are E2
  4. Grapple is Difficulty 2 on Initiative Roll.
  5. Assume all have 10 initiative to start.
  6. Assume target has 4 Parry.
  7. Assume target has 5 Strength and 5 Brawl for Control Roll, no charms.
  8. Assume higher initiative than Target
  9.  
  10. DB
  11. -Become the Hammer (Excellency). 1 die added to the Control Roll. Activated again for Control roll for 6 dice. 7 motes.
  12. -Water Dragons Coils. Rolled Strength+Brawl to initiate Grab. Every 2 threshold successes adds 1 die to Initiative Roll. 3m
  13. -Inescapable Whirlpool Hold. Reroll 6s on initiative and control. 5m.
  14. -Oaken Thew Exertion. Add (Stamina 5) to Control Roll. 4m.
  15. 19 motes total
  16.  
  17. Roll 5+5+6+1 (Strength/Brawl/Exellency/Specialty) to initiate Grab. 8.5 average Successes. 3.5 more than needed.
  18. 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.
  19. 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.
  20.  
  21. Lunar
  22.  
  23. -Strength Excellency. With Stunt, 10 Dice added for 10 motes.
  24. -Grizzly Bear Embrace. Add grapple extra sux to Init and Control rolls. 2m
  25. 12m total.
  26.  
  27. Roll 5+5+10+1 (21) dice to Initiate Grapple. 10.5 average successes. 5.5 more than needed.
  28. Roll 20.5 dice for the Initiative Roll. Average 10.25 successes. 8.25 more than needed.
  29. Roll 20.5 dice for the control roll. Average 10.25 successes, vs average 5 successes for target. Average 5.25 rounds of control.
  30.  
  31. Solar
  32.  
  33. -Full Excellency on Initiate roll. +6 dice. 6m.
  34. -Increasing Strength Exercise. +2 dots of Strength, +2 decisive damage. 4m committed.
  35. -Vicious Lunge. +1 Auto success on initiate. +3 to initiative roll. 1m
  36. -Devil Strangling Attitude. Rolls STR+Brawl to initiate grab. Doubles bonus die from Oak Curling Clinch. 3m
  37. -Oak Curling Clinch. Adds bonus successes from initiate roll to control roll as dice. 2m.
  38. 15m total
  39.  
  40. 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.
  41. Roll 13 for the Initiative Roll. 6.5 average. 4.5 more than needed.
  42. 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.
  43.  
  44. DB: Spends 19 motes to gain 4.35 turns of Control
  45. Lunar: Spends 12 motes to gain 5.25 turns of Control
  46. Solar: Spends 15m to gain 6.5 turns of Control.
  47.  
  48. ALTERNATIVELY
  49.  
  50. 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
  51.  
  52. DB: Spends 16 motes to gain 4.35 turns of Control
  53. Lunar: Spends 12 motes to gain 5.25 turns of Control
  54. Solar: Spends 15m to gain 6.5 turns of Control.
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