Yes, except there's no actual support anywhere for this, to the point where it's trivial to forget about this, and there's no support in the game for an Alchemical to swap their artifacts for stuff that works better for the mission. The primary difference between the hypothetical Requisitions and the current design is literally "you are allowed to swap this out for stuff that works better-just like your Alchemical charms." Well, that and the fact that I use X instead of 3.
Counterpoint: Charms, which are not part of a general pool, and which have to be acquired for each Exalt."Being expected to be exceptional and allowed to have nonconformist traits because of exceptional positions of trust" is not the same thing as "the rules do not apply to them at all." What's more interesting is that there is absolutely no implication, at all, that Alchemicals might even be trading artifacts away for maximum societal efficiency. Furthermore, the vast majority of Alchemicals will have their memories and their cultural experience steeped entirely in Autochtonian society which doesn't have private property ownership for the most part.
Did you seriously just compare pet rats and a private commodity market that is already viewed as a problem to be solved by those in charge, to artifacts?Counterpoint: Charms, which are not part of a general pool, and which have to be acquired for each Exalt.
And I think you do exaggerate the extent of which things are communal, at least in the wealthier nations.
Private pet rats are a thing in Kamak, after all.
And Claslat invented the glot, and currently has an entirely unregulated(and legal) glot exchange/trade for things from small luxuries all the way up to shifts.
I don't think that it is particularly twisty to assume that the ability of an Alchemical to (relatively) cheaply requisition artifacts from the state doesn't magically vanish after character creation. There is no logical reason for it to do so. The rules certainly don't say so. It's subject to ST approval, of course, but then again so is basically everything. Favor trading and future commitments may be required, especially if you want something unusual, but probably nothing too arduous. I do agree that they are best treated as floating dots, but that is a separate issue. Ultimately, a five dot artifact requires less material resources than an Alchemical raising his essence.It was what the argument was about, because @Anasurimbor was calling it a bad charm for charging more per artifact then just buying the Background with XP. See:
And other people called him out for his reading of the rules being twisty and not as intended.
I made the point that the principle of private property is not unknown to Autochtonian society.Did you seriously just compare pet rats and a private commodity market that is already viewed as a problem to be solved by those in charge, to artifacts?
wat.
I'll note this is actually worse then the standard DB Artifact Background for getting Artifacts, unless you're using the pooling rules (and if you actually understood the pooling rules on your first read through, I commend you). And the DotFA version is worse (balance wise: its very easy to understand, in that it gives 'all the artifacts'). I don't blame the writer for the Traits chapter of Alchemicals for setting up Artifacts the way he did, given 2e's general approach to Artifacts, and the general utterly borked state of Backgrounds. On the plus it does give the impression of an Artifact rich place (which by any definition, Autochthonia and the Octet are) and the level of resources available to the Champions (there aren't many others in Autochthonia that use Artifacts, at least the personal scale weapon type ones). Flipside: Doesn't do enough to emphasize the logistical side of thing, or the Octet's collectivist nature.MoEP: Dragon-Blooded pg 105 said:ARSENAL
Where Artifact represents those wonders the character has managed to acquire or those that have been given to her, Arsenal represents weapons and equipment loaned to her by a larger organization—most commonly a Great House, Gens, field force or legion—to be used in pursuit of that organization's goals. Although their use is granted to the character, they remain the property of that organization and must be returned—in functioning order—on demand. While such assets might be reasonably static in nature (particularly for equipment issued to military commands), a character's superiors can withdraw and re-issue equipment as needed. Some characters even find themselves issued new equipment for particular missions as needed. Storytellers should keep in mind that this is a Background, bought and paid for, and that players should be allowed to get their value out of the Background. A character who steals, sells or otherwise fails to turn in equipment provided by this Background will face punishment. She might even be hunted down, especially if she has left the organization that originally issued the gear.
Dots provided by Arsenal may be used to purchase artifacts or hearthstones, with a maximum level per artifact equal to the rating in Arsenal. (Arsenal 3, for instance, allows the user to purchase artifacts or hearthstones of three-dot potency or less.)
Levels in this Background can also be used to equip a character's subordinates (Storyteller characters purchased through Command or Henchmen). When used in this fashion, each level provides a number of dots of Resources that can be used to purchase exceptional equipment, thaumaturgical supplies or other hardware (mounts, vehicles, etc.) as needed. Unlike normal Resources dots, these dots are spent when used, and the maximum level of expenditure is still limited by the level of the Background. So, three dots provided by Arsenal could be used to purchase 10 exceptional straight swords (Resources 3 each) or 10 exceptional reinforced buff jackets or
some combination of the two.
Characters may choose to pool their Arsenal ratings, representing the combined treasury of a House military unit, legion payroll and arsenal, the assets of a trading company or other organizational unit. Those who do so gain additional benefits, in the form of an additional dot of assets per level per character pooling their resources past the first. So, for example, four characters' pooling three levels of Arsenal creates an asset pool totaling 56 dots of assets, with a maximum rating of 3. If this option is taken, each asset dot converts to eight dots of Resources.
These dots of assets can be spent on equipment, artifacts, hearthstones or other resources as the Storyteller deems appropriate and are entrusted to the characters as a group—and they will all share the burden of any losses or unexplained missing gear. Characters may develop separate pools of Arsenal assets (representing equipment entrusted to the character from another source, or merely additional trusts handed directly to the character), but the total number of dots purchased in this background may not exceed five under any circumstance.
X The character has not been entrusted with any special assets.
• The character has been issued some minor resources: two dots to spend on equipment. Alternatively, he may purchase 15 Resource dots worth of minor equipment
•• Three dots/ 25 Resource dots
••• Five dots/ 40 Resource dots
•••• Seven dots/ 60 Resource dots
••••• Nine dots/ 85 Resource dots
You could adjust Class to do this fairly easily, though you'd need to fold in Backing (which maybe should have been a part of it from the get go: Alchemical take their marching orders from somewhere). Maybe restrict Artifact requisition to level 3+? Then rewrite Arsenal into something that isn't impossible to follow for additional military/artifact type goodies, and the basic bases would be covered. You'd need to adjust certain things for different Backers (the Inquisition Backing having Contacts/Spies folded in, the Militat having 'oh my god, so many weapons', etc) but as a general rule, it would work.The funniest thing is that Liege, for Abyssals, and Infamy for Infernals already basically do that. It's a floating pool of background dots you can reassign for missions, so while - for example - for one mission your Abyssal might want access to his master's Spies, while for another he wants Abyssal Command to lead an army of the damned and for the next he might want an Artefact bonestrider.
Literally all you'd need to do to Alchemicalise it is to look at what backgrounds are appropriate, and maybe give it a quirk (like a better exchange rate for artefact dots). Hell, we did exactly that for Terrifying Argent Witches with the Guanxi background for Lunars (and optionally other people), where it's tit-for-tat social credit (as a replacement drawback to the Abyssal/Infernal "you're expected to spend more time serving your masters the more points you have it in" [1]) and because of the network of favours you can borrow a daiklaive for a while, but you'll probably be called on by the person you borrowed it from for two dots of backgrounds in the future so you should probably get your favour in first so you can call on them when you really need it - except of course they're also offering their help so you'll owe them in the future, etc.
[1] Which is basically what Alchemicals would have; "The more points you have in Requisitions, the more you're a Hero of the State and thus the less time you have to work on your own projects and dabble because the hopes of all the Populat rest on you".
No. Nononononononono.By Gemstones Empowered
Cost: 2m; Mins: Essence 3; Type: Simple,
Keywords: Touch
Duration: Permanent
Prerequisite Charms: By Hunger Nourished
Heartstones are the fruit of Creation, and the Malfeas will have his fill.
Whenever a Infernal uses By Hunger Nourished to safely consume a Heartstone, which may be equal or less than his essence score, it fuses with flesh, the stone rising out of his skin over his heart to meld with his ribcage so that it is Obvious if it is not hidden by some means . Along with the usual essence that it provides, the heartstone also gives the Infernal Extra dice equal to its rating that may be added to any dice pool, explicitly breaking normal dice caps, up to a number of times equal to his Essence.
No. God no. This would let an E5 Infernal add 25 dice to his full pool, which is so far beyond the pale of balanced that it wraps from bad to hilarious, and then back to horrifying.
This wording is confusing and seems incredibly sketchy. Can he use the additional dice a number of times equal to his Essence? Can he add (Essence x Rating) dice to a single pool? If the first is true, what happens when he gets the last use? Does he just lose this benefit of the charm with that hearthstone forever?Along with the usual essence that it provides, the heartstone also gives the Infernal Extra dice equal to its rating that may be added to any dice pool, explicitly breaking normal dice caps, up to a number of times equal to his Essence.
As others have already pointed out, this is bad. But they missed some issues, namely that you can add multiple hearthstones, thus getting significantly higher cap breaking much earlier than essence 5. And, honestly, any cap breaking ability should be looked at extremely carefully. If it's not limited to extremely specific circumstances, it's almost certainly broken.By Gemstones Empowered
Cost: 2m; Mins: Essence 3; Type: Simple,
Keywords: Touch
Duration: Permanent
Prerequisite Charms: By Hunger Nourished
Heartstones are the fruit of Creation, and the Malfeas will have his fill.
Whenever a Infernal uses By Hunger Nourished to safely consume a Heartstone, which may be equal or less than his essence score, it fuses with flesh, the stone rising out of his skin over his heart to meld with his ribcage so that it is Obvious if it is not hidden by some means . Along with the usual essence that it provides, the heartstone also gives the Infernal Extra dice equal to its rating that may be added to any dice pool, explicitly breaking normal dice caps, up to a number of times equal to his Essence.
I'd point out that @MJ12 Commando didn't say that DnD is bad/failed. Just that the OGL failed. His point appears to be that it failed because it did not supplement the need for developers to make their own systems, as many of the games that tried to use the OGL for non DnD games failed/were bad.I have fun with d20. Lots of people have fun with d20. Ergo, d20 accomplishes the primary goal of an RPG: have fun.
Thematics are a way to do so. They are not the only way.
I didn't want to play D&D because of thematics, I wanted to pretend to be a badass motherfucker killing people who try to kill me. I didn't give a fuck if the setting or system had themes, I just wanted to be a badass.
Possible.The alternative is that Artifact 5 was intended to be a "mandatory" purchase for Alchemicals at character creation. I suppose this is... possible, given the Dev's opinions on such things. I greatly dislike this possibility, though it does have the minor advantage of giving Alchemicals something worth purchasing besides willpower and a giant pile of charms.
Thing is, I suspect that there is a limit on how cost-effective artifacts get for their rating, at least for Alchemicals.Compass:Autochtonia pg 26 said:THE MUNIFACTORY
While the entire city is dedicated to building
the weapons of war, the Munifactory is the pride of
Arat—a great, black, undecorated and unpainted
fortified bunker pushing up from the city's middle to
uppermost layers. This is the fastness of the Prolific
Scholars of the Furnace Transcendent, who are favored
above all other elements of the Tripartite by Arat, and
the personal domain of the Orichalcum Caste colossus
Flames Dancing on the Battlefield. The Munifactory is
Arat's artifact workshop, a massive Municipal Charm
devoted to the expedient manufacture of military wonders
that rivals the earliest workshops of militant First
Age Twilights. The lower levels of the Munifactory are
given over to the methodical, ritualized production of
daiklaves, assault crossbows, light power armor, and
an array of expendable military wonders designed for
use by non-Essence channelers. The Munifactory's
newer, higher levels are devoted to experimental
new designs and the personal workshops of resident
Alchemicals given leave to study and contribute to
Flames Dancing's great military think-tank.
d20 =/= DnDI'd point out that @MJ12 Commando didn't say that DnD is bad/failed. Just that the OGL failed. His point appears to be that it failed because it did not supplement the need for developers to make their own systems, as many of the games that tried to use the OGL for non DnD games failed/were bad.
Honestly, I'd swap the bonus dice out for something else; bonus dice are bland and don't really seem to fit. How about a minor power that varies based on the hearthstone's aspect? Probably not for Vitriol or Yozi-aspected hearthstones, though; both because there are just too many Yozi, and because it's the energies of Creation that Malfeas is denied.
Hmm... I think you're right actually. What about to strenght? Maybe the Infernals muscles bulge with essence if he or she pays a point of willpower and it adds the stones rating in bonus strength dice for a scene? It'd be more interesting and it would be more in theme for Malfeas.Honestly, I'd swap the bonus dice out for something else; bonus dice are bland and don't really seem to fit. How about a minor power that varies based on the hearthstone's aspect? Probably not for Vitriol or Yozi-aspected hearthstones, though; both because there are just too many Yozi, and because it's the energies of Creation that Malfeas is denied.
CBA can be made exactly as protective as Superheavy Plate and still have a couple extra ability slots left over for preferences, plus is loaded with a good number of advantages that SHP lacks.For example, superheavy plate, when coupled with the Aegis Integration System charm, gives better protection than pretty much any power armor out there, including CBA.
And it does it without mobility or fatigue penalties, and without the need for hearthstones.
Or so it seems to me, anyway.
I'm pretty sure nobody ever wants Alchemicals to not have access to the personal Artifacts background. The day I cannot buy something like Captain America's shield at chargen is probably the time I leave that game. It also makes no sense, given the 4000 odd years of highly centralize Alchemicals and the hilarious expenditures of MM that go into things like Alchemical cities. Them having a better background for buying artifacts up then 'Solars who must scavenge from tombs' makes sense. Hell, given the high degree of centralization (and them just flat out being better crafters), them having a better background then the Realm isn't even to big an issue.Also worth noting, if you care that much about your daiklave or whatever, you will find ways to keep using it. RPG players in my experience are really good at finding ways to using their hammer on anything that's even vaguely nail-shaped, and quite a few things that aren't.
Not really, no.CBA can be made exactly as protective as Superheavy Plate and still have a couple extra ability slots left over for preferences, plus is loaded with a good number of advantages that SHP lacks.