Shards of a Broken Sun [Megaten/Shugo Chara/Exalted]

The vote counter isn't counting very well, but Starry Skies + Containment seems to be the clear leader.
It's mostly not the vote counter's fault. There were a lot of minor plan variations. I think the vote division setting was set wrong, too - I think it was set to "None" when it needed to be set to "Block".

Here's an updated tally with the vote division settings adjusted:
Adhoc vote count started by Quine on Nov 11, 2023 at 2:42 AM, finished with 83 posts and 11 votes.

  • [X] Plan Stars in the Sky + containment.
    -[X] [Classmates] Evacuate the classroom, then split up into small groups to try and find Tsukasa and anyone else who might be able to help.
    -[X] [Rift] We spotted something abnormal. Call Lulu and hope she can actually help. Stay with the rift in the meantime to keep an eye on it.
    --[X] In case the rift starts to expand a lot, try to cautiously use abilities to contain it.
    -[X][Saaya] Take pity
    [X] Plan Starry Sky + containment.
    -[X] [Classmates] Evacuate the classroom, then split up into small groups to try and find Tsukasa
    -[X] [Rift] We spotted something abnormal. Call Lulu and hope she can actually help. Stay with the rift in the meantime to keep an eye on it.
    --[X] In case the rift starts to expand, try to use abilities to contain it.
    -[X][Saaya] Take pity
    [X] Plan: Saaya This Is Your Fault, Now Help Me Fix It
    -[X][Saaya] Get Saaya To Help
    -[X][Classmates] Evacuate
    -[X][Rift] Call Lulu
    [X] Plan Starry Sky
    -[X] [Classmates] Evacuate the classroom, then split up into small groups to try and find Tsukasa
    -[X] [Rift] We spotted something abnormal. Call Lulu and hope she can actually help. Stay with the rift in the meantime to keep an eye on it.
    -[X][Saaya] Take pity
    [X] Plan: Damage Control
    -[X][Classmates] Lead
    -[X][Rift] Make some sort of attempt at fixing it yourself
    -[X][Saaya] Take pity
    [X][Rift] Make some sort of attempt at fixing it yourself
    [X][Saaya] Ignore her
    [X][Classmates] Lead
    [X] Plan: Saaya This Is Your Fault, But We'll Pretend It's Not
    -[X][Saaya] Ground Saaya and stop her from panicking - Saaya just struck out at you mentally and then suggested that she'd seen this sort of thing before when she was shocked it didn't go away. That puts her wild tirade in a somewhat different light. Take a deep breath and channel your inner Su and Dia so you can say this to her quietly out of earshot, instead of shouting it, because you know Saaya would never admit to anything if everyone in the class could hear it. You say: "First off, I'm just going to leave aside that you called me a freak for now, because I get the feeling that I'm not actually the only one that you're thinking of when you say that. Secondly, you said 'it's not gone'. That means you've seen something like this before and it usually goes away. Does that mean you've seen something like this before and it usually goes away? Do you know what usually makes it go away?"
    -[X][Classmates] Lead - Write in: One-third of our class can see that crack. Two-thirds of our class can't, only feel. Tell those who can't see to pair up with those who can, ideally two non-seers for each one who can, but if not, at least have one seer in each group. And then try and make their way outside of the classroom as quickly as possible in their groups. Through the nearest door, or even windows if that's a viable option.
    -[X][Rift] Call for reinforcements - There are ex-Guardians nearby whose abilities may be able to help do something about this, like Tadase. Call or text whoever you can reach nearby and tell them there's some rift in space that appeared in her classroom, please try to come ASAP, it's an emergency. Then call Lulu and ask her if she knows anything about rifts in reality and how one might deal with them. And then, only when your contacted allies arrive and everybody in the classroom successfully makes it out, head out to try and find Tsukasa, or get Tadase to call him if he has his number.


Note: I don't usually use dice very much, but almost every plan here (besides Maximum Escape) will involve dice rolls to determine the outcome. Which brings in the stunting rules… but I'll explain that tomorrow. For now, suffice to say that votes which describe how you do something, and not just what you try to do, get a bonus.
We never did get that stunting explanation. I hope we're not missing out on a bunch of extra dice or anything.
 
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We never did get that stunting explanation. I hope we're not missing out on a bunch of extra dice or anything.
In the last quest, I think stunting did give you extra dice depending on how audacious/impressive/well-written the stunt was. But since QM expressed concern over wanting to reduce the chances of natural 1s here, I'm expecting there's going to be some overhaul of how it works compared to before.

Though I feel like this particular vote also doesn't have much room for stunts, I mean unless we're fighting Saaya or planning to all-out mind control her or something, that choice feels like it should be handled discretely. I don't think we'll need to smash windows or anything to get the attention of our classmates either.

The only choice that would benefit from a stunt is the one to close to rift, if we attempted to do it personally. The consensus seems to be to leave that as a last resort and call Lulu instead, though if someone wanted me to I could try writing a stunt for that one. It involves Amulet Clover and pouring a barrel's worth of Remake Honey onto the gap and praying it works like quick-drying cement.
 
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Vote closed
Scheduled vote count started by Baughn on Nov 8, 2023 at 10:14 PM, finished with 84 posts and 11 votes.

  • [X] Plan Stars in the Sky + containment.
    -[X] [Classmates] Evacuate the classroom, then split up into small groups to try and find Tsukasa and anyone else who might be able to help.
    -[X] [Rift] We spotted something abnormal. Call Lulu and hope she can actually help. Stay with the rift in the meantime to keep an eye on it.
    --[X] In case the rift starts to expand a lot, try to cautiously use abilities to contain it.
    -[X][Saaya] Take pity
    [X] Plan: Damage Control
    -[X][Classmates] Lead
    -[X][Rift] Make some sort of attempt at fixing it yourself
    -[X][Saaya] Take pity
    [X][Rift] Make some sort of attempt at fixing it yourself
    [X][Saaya] Ignore her
    [X][Classmates] Lead
    [X] Plan Starry Sky
    -[X] [Classmates] Evacuate the classroom, then split up into small groups to try and find Tsukasa
    -[X] [Rift] We spotted something abnormal. Call Lulu and hope she can actually help. Stay with the rift in the meantime to keep an eye on it.
    -[X][Saaya] Take pity
    [X] Plan Starry Sky + containment.
    -[X] [Classmates] Evacuate the classroom, then split up into small groups to try and find Tsukasa
    -[X] [Rift] We spotted something abnormal. Call Lulu and hope she can actually help. Stay with the rift in the meantime to keep an eye on it.
    --[X] In case the rift starts to expand, try to use abilities to contain it.
    -[X][Saaya] Take pity
    [X] Plan: Saaya This Is Your Fault, But We'll Pretend It's Not
    -[X][Saaya] Ground Saaya and stop her from panicking - Saaya just struck out at you mentally and then suggested that she'd seen this sort of thing before when she was shocked it didn't go away. That puts her wild tirade in a somewhat different light. Take a deep breath and channel your inner Su and Dia so you can say this to her quietly out of earshot, instead of shouting it, because you know Saaya would never admit to anything if everyone in the class could hear it. You say: "First off, I'm just going to leave aside that you called me a freak for now, because I get the feeling that I'm not actually the only one that you're thinking of when you say that. Secondly, you said 'it's not gone'. That means you've seen something like this before and it usually goes away. Does that mean you've seen something like this before and it usually goes away? Do you know what usually makes it go away?"
    -[X][Classmates] Lead - Write in: One-third of our class can see that crack. Two-thirds of our class can't, only feel. Tell those who can't see to pair up with those who can, ideally two non-seers for each one who can, but if not, at least have one seer in each group. And then try and make their way outside of the classroom as quickly as possible in their groups. Through the nearest door, or even windows if that's a viable option.
    -[X][Rift] Call for reinforcements - There are ex-Guardians nearby whose abilities may be able to help do something about this, like Tadase. Call or text whoever you can reach nearby and tell them there's some rift in space that appeared in her classroom, please try to come ASAP, it's an emergency. Then call Lulu and ask her if she knows anything about rifts in reality and how one might deal with them. And then, only when your contacted allies arrive and everybody in the classroom successfully makes it out, head out to try and find Tsukasa, or get Tadase to call him if he has his number.
    [X] Plan: Saaya This Is Your Fault, Now Help Me Fix It
    -[X][Saaya] Get Saaya To Help
    -[X][Classmates] Evacuate
    -[X][Rift] Call Lulu
    [X] Plan Starry Sky + containment.
    -[X] [Classmates] Evacuate the classroom, then split up into small groups to try and find Tsukasa
    -[X] [Rift] We spotted something abnormal. Call Lulu and hope she can actually help. Stay with the rift in the meantime to keep an eye on it.
    --[X] In case the rift starts to expand, try to use abilities to contain it.
    -[X][Saaya] Take pity
    [X] Plan Stars in the Sky + containment.
    -[X] [Classmates] Evacuate the classroom, then split up into small groups to try and find Tsukasa and anyone else who might be able to help.
    -[X] [Rift] We spotted something abnormal. Call Lulu and hope she can actually help. Stay with the rift in the meantime to keep an eye on it.
    --[X] In case the rift starts to expand a lot, try to cautiously use abilities to contain it.
    -[X][Saaya] Take pity
    [X] Plan Starry Sky
    -[X] [Classmates] Evacuate the classroom, then split up into small groups to try and find Tsukasa
    -[X] [Rift] We spotted something abnormal. Call Lulu and hope she can actually help. Stay with the rift in the meantime to keep an eye on it.
    -[X][Saaya] Take pity
    [X] Plan Starry Sky + containment.
    -[X] [Classmates] Evacuate the classroom, then split up into small groups to try and find Tsukasa
    -[X] [Rift] We spotted something abnormal. Call Lulu and hope she can actually help. Stay with the rift in the meantime to keep an eye on it.
    --[X] In case the rift starts to expand, try to use abilities to contain it.
    -[X][Saaya] Take pity
    [X] Plan Stars in the Sky + containment.
    -[X] [Classmates] Evacuate the classroom, then split up into small groups to try and find Tsukasa and anyone else who might be able to help.
    -[X] [Rift] We spotted something abnormal. Call Lulu and hope she can actually help. Stay with the rift in the meantime to keep an eye on it.
    --[X] In case the rift starts to expand a lot, try to cautiously use abilities to contain it.
    -[X][Saaya] Take pity
    [X] Plan: Saaya This Is Your Fault, Now Help Me Fix It
    -[X][Saaya] Get Saaya To Help
    -[X][Classmates] Evacuate
    -[X][Rift] Call Lulu
    [X] Plan: Saaya This Is Your Fault, Now Help Me Fix It
    -[X][Saaya] Get Saaya To Help
    -[X][Classmates] Evacuate
    -[X][Rift] Call Lulu
 
Adhoc vote count started by Eternal_0bserver on Nov 11, 2023 at 6:08 AM, finished with 85 posts and 11 votes.

  • [X] Plan Stars in the Sky + containment.
    -[X] [Classmates] Evacuate the classroom, then split up into small groups to try and find Tsukasa and anyone else who might be able to help.
    -[X] [Rift] We spotted something abnormal. Call Lulu and hope she can actually help. Stay with the rift in the meantime to keep an eye on it.
    --[X] In case the rift starts to expand a lot, try to cautiously use abilities to contain it.
    -[X][Saaya] Take pity
    [X] Plan Starry Sky + containment.
    -[X] [Classmates] Evacuate the classroom, then split up into small groups to try and find Tsukasa
    -[X] [Rift] We spotted something abnormal. Call Lulu and hope she can actually help. Stay with the rift in the meantime to keep an eye on it.
    --[X] In case the rift starts to expand, try to use abilities to contain it.
    -[X][Saaya] Take pity
    [X] Plan: Saaya This Is Your Fault, Now Help Me Fix It
    -[X][Saaya] Get Saaya To Help
    -[X][Classmates] Evacuate
    -[X][Rift] Call Lulu
    [X] Plan Starry Sky
    -[X] [Classmates] Evacuate the classroom, then split up into small groups to try and find Tsukasa
    -[X] [Rift] We spotted something abnormal. Call Lulu and hope she can actually help. Stay with the rift in the meantime to keep an eye on it.
    -[X][Saaya] Take pity
    [X] Plan: Damage Control
    -[X][Classmates] Lead
    -[X][Rift] Make some sort of attempt at fixing it yourself
    -[X][Saaya] Take pity
    [X][Rift] Make some sort of attempt at fixing it yourself
    [X][Saaya] Ignore her
    [X][Classmates] Lead
    [X] Plan: Saaya This Is Your Fault, But We'll Pretend It's Not
    -[X][Saaya] Ground Saaya and stop her from panicking - Saaya just struck out at you mentally and then suggested that she'd seen this sort of thing before when she was shocked it didn't go away. That puts her wild tirade in a somewhat different light. Take a deep breath and channel your inner Su and Dia so you can say this to her quietly out of earshot, instead of shouting it, because you know Saaya would never admit to anything if everyone in the class could hear it. You say: "First off, I'm just going to leave aside that you called me a freak for now, because I get the feeling that I'm not actually the only one that you're thinking of when you say that. Secondly, you said 'it's not gone'. That means you've seen something like this before and it usually goes away. Does that mean you've seen something like this before and it usually goes away? Do you know what usually makes it go away?"
    -[X][Classmates] Lead - Write in: One-third of our class can see that crack. Two-thirds of our class can't, only feel. Tell those who can't see to pair up with those who can, ideally two non-seers for each one who can, but if not, at least have one seer in each group. And then try and make their way outside of the classroom as quickly as possible in their groups. Through the nearest door, or even windows if that's a viable option.
    -[X][Rift] Call for reinforcements - There are ex-Guardians nearby whose abilities may be able to help do something about this, like Tadase. Call or text whoever you can reach nearby and tell them there's some rift in space that appeared in her classroom, please try to come ASAP, it's an emergency. Then call Lulu and ask her if she knows anything about rifts in reality and how one might deal with them. And then, only when your contacted allies arrive and everybody in the classroom successfully makes it out, head out to try and find Tsukasa, or get Tadase to call him if he has his number.


The count was a little off, but whatever. Stars in the Sky and Starry Sky are basically variations of the same plan, so it shouldn't be a problem, although I'm not sure how much help Amu's classmates can provide in finding people they've probably never even met in person.
 
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The count was a little off, but whatever. Stars in the Sky and Starry Sky are basically variations of the same plan, so it shouldn't be a problem, although I'm not sure how much help Amu's classmates can provide in finding people they've probably never even met in person.
Saaya herself would have had a decent chance. Even though none of the ex-Guardians paid much attention to her advances, she's certainly met them in person. She was part of their fanclubs back in elementary school (Tadase's at the very least) and might have continued pining after them in middle school. But that's not what won the vote and I don't get the feeling that Saaya is lumped in with "Classmates".

Due to, you know. Narrative partitioning and practical voting mechanics.
 
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Personally I'd presume a lot of the classmates would know the various Guardians really, they were fairly famous in the school after all. Any new students wouldn't I guess, but there should be plenty who just went up the escalator.

But yeah, every plan has its pros and cons. I had some doubts for instance how much the other students would really want to listen to Saaya for instance. While giving her something to do is certainly a good idea, one can be a bit concerned if in her current state and relations with everyone if things would go well.

In the end it is hard to know for sure.
 
While giving her something to do is certainly a good idea, one can be a bit concerned if in her current state and relations with everyone if things would go well.
We got warned there would be dice rolls attached to everything.

Personally, I would've been less worried about whether the other classmates would listen to Saaya (since if we told them to, they'd probably listen to Amu telling them to listen to Saaya) than whether Saaya would listen to us. That would probably require a roll.

Whatever Amu says to Saaya in taking pity on her is likely also going to be a roll on whether it calms her down or makes her more panicked or even enraged. In the worst case, we might not have chosen to fight Saaya, but she could end up attacking us anyway if the roll was particularly bad.

The main difference, as I see it, is which one gives the roll a better modifier.

And I was getting vibes that all the default options came with negative ones attached.
 
Fair, certainly a valid angle on the matter. In the end I couldn't think up of an approach in this I entirely liked for various reasons like if she'd actually do well at the task. If others would listen instead of just doing the intent Amu said while ignoring her, and her being kind of ignored might have aggravated things.

I do agree Pity may not go well as well, but I felt it might work with Amu's natural inclinations on such matters.
 
Dice roll mechanics, willpower & stunts
I did promise an overview of the dice mechanics. Well, I spent last night running simulations of a few options, and I think the standard Exalted dice-roll system will work fine. The probability of a botch is variable, instead of simply being 5%-
  • 1 die: 10.00%
  • 2 dice: 11.00%
  • 3 dice: 9.10%
  • 4 dice: 6.71%
  • 5 dice: 4.65%
  • 6 dice: 3.10%
  • 7 dice: 2.02%
  • 8 dice: 1.29%
  • 9 dice: 0.81%
  • 10 dice: 0.51
-and given Amu's stats, she would normally have a dice pool of 5 to 7 dice for any important action, which feels about right. Unless you make her do something she's incapable of, in which case... the resulting probabilities also feel right. Bear in mind, dice rolls aren't that common in this quest.

I don't like when you're forced to do a dice roll on a situation where you expect a success, and then, miraculously, the dice roll badly and you fail anyway. So there will only be dice rolls in situations where, without them, I'd otherwise be writing the 'inevitable failure'.

Since not everyone is already familiar, here's a quick overview.



Exalted uses a system primarily based on ten-sided dice.

  1. Dice Pool: When a character performs an action, they get a dice pool. This pool usually consists of a number of d10s equal to the relevant Attribute plus Ability. Sometimes, other factors like equipment or special abilities can add or subtract dice; to give an example, a mechanic might get 1 extra die for having good tools, or 2 for a superlative, best-in-class set of tools. The same applies to all other rolls.
  2. Target Number: The standard target number for a success is 7. This means that any die that rolls a 7 or higher counts as one success. It's rare for anything to modify this.
  3. Difficulty: I'll set a difficulty for each action, representing the number of successes needed for an action to succeed. Simple actions might have a difficulty of 1, while extremely challenging tasks could have a much higher difficulty.
  4. Exceptional Successes: If Amu gets more successes than the difficulty, she may (or may not) succeed better than hoped for. This will only ever help you.
  5. Botches and critical successes:
    • A botch occurs when you roll no successes and at least one die shows a 1. It might mean you stab yourself with a sword, or accidentally open a rift in the classroom, or...
    • "Saaya just experienced a botch"... maybe. That's certainly a feasible interpretation.
    • A critical success occurs when you roll a 10. These count as 2 successes. Yes, I'm aware that normally these only apply to Exalted, but we're in a different universe now; at least, that's my excuse
Dice pool

Amu's dice pool ends up being Attribute + Ability + Ability specialisation + Psionic Skill + Psionic specialisation + Equipment + Stunt.

That sounds like a lot. It would be, if she were fully adult and her ability scores weren't trash; she has no equipment, for most possible actions her ability score is 0, and psionic skill doesn't apply if she isn't using psionics. She'll be dealing with situations that would make many Essence 4 solar exalted blanch.

Be aware: There is a 1-dice penalty for using an ability with 0 dots.

Willpower

You can, on any dice roll, pay 1 or 2 points of temporary willpower in exchange for, respectively, 1 or 2 extra dice. I've added a willpower track to Amu's character sheet. This is a slight divergence from Exalted baseline, to account for dice rolls being rarer in general.

Psionics

Basic usage of psionics is free, for Amu. She uses it the way you use your eyes, ears, hands...

However, any contested usage requires winning a contested roll against the opponent. Any contested usage, in any scene, requires paying 1 point of temporary willpower; this is true regardless of how much it's used, the payment is good for the duration of the scene. There's no equivalent of motes (where psionics is concerned), but Amu can certainly get worn down over time.

Note that 'opponent' need not mean 'human', or even 'sentient, mobile creature'. Anything that actively resists would count.

Stunting rules

Stunts are supposed to add flair and narrative depth, while providing mechanical benefits. Fundamentally the idea is that, instead of simply voting "Amu does / tries this", you describe how she does it, how that interacts with the environment, etc. You will be scored based on how entertaining it sounds, and how well I can fit it in the story, but note that the lowest possible score is +0, and that's unlikely; there is no possible case in which stunting your votes will reduce her dice pool.

In practice, +1 should be achievable on just about every vote, with +2 easy with a bit of re-reading, and +3 feasible if you feel you need to push it. If it's something that makes you sit up, go 'wut', and chuckle, then it's likely to be a viable stunt. If it makes you go 'ooh, that's clever', that's also a good stunt. You get the idea.
  1. Levels of Stunts:
    • One-point stunts are clever or interesting actions that are a step above basic descriptions. They might include using the environment in a simple way or an interesting attack maneuver.
    • Two-point stunts are more elaborate and creative, often involving complex actions, dramatic use of the environment, or interactions with other characters in a significant way.
    • Three-point stunts are rare and represent moments of exceptional creativity or narrative significance. They are often pivotal, game-changing actions that can alter the entire plot of the story.
  2. Mechanical Benefits:
    • Bonus Dice: Stunts grant extra dice, as described.
    • Willpower: Two-point stunts also restore one point of Willpower.
Stunt dice are given out at my discretion, but I don't intend to be stingy.
 
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Now, that being said, there are no dice rolls yet. You'll get an interrupt shortly, and then there'll be a practical exam.

The mechanics above are up for modification at need, in case I find any problems.
 
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Target Number: The standard target number for a success is 7. This means that any die that rolls a 7 or higher counts as one success. It's rare for anything to modify this.
I know is not my place to talk about it, but I gonna ask anyway.
Isn't 7/above 7 a too high number to roll for on a d10s. How many 7s or a higher number do you think can get in a row of d10s.
Maybe you should do a test first with 4-5 d10s. Just to see how well it's goes.
 
Isn't 7/above 7 a too high number to roll for on a d10s. How many 7s or a higher number do you think can get in a row of d10s.
Maybe you should do a test first with 4-5 d10s. Just to see how well it's goes.
I mean, I guess it's fine if dice aren't going to be used very much, or used mostly in the case of us voting for something that ends up being risky. Since in that case the dice roll can be thought of as a "saving throw" from what would otherwise have been a failure, rather than "chance to suceed".

Needing to roll a 7 or higher to succeed means we get a 40% chance of success per throw. But since we've just been told they're not going to be used for difficulty 1 tasks, we're always looking at minimum 2 successes to fully succeed whenever they are used. Binomial probability says we'd expect to need 4 dice before our cumulative odds of hitting 2 successes get higher than 50%. If the difficulty is 3, we'd need 7 dice before our cumulative odds get higher than 50%.

Of course, that's for "just barely higher than 50%". In order to have what I'd call "OK' odds of 75% or more instead of mostly being a gamble, we actually need 6 dice for a difficulty 2 task and 9 for difficulty 3.

.....Uh, well.

I don't supposed having allies helping in a task gives dice for every point in a relevant ability THEY have too?
 
I know is not my place to talk about it, but I gonna ask anyway.
Isn't 7/above 7 a too high number to roll for on a d10s. How many 7s or a higher number do you think can get in a row of d10s.
Maybe you should do a test first with 4-5 d10s. Just to see how well it's goes.
It's the standard number for Exalted/White Wolf dice mechanics. Once you do the math, it works out as 0.5 successes on average per dice.

I don't supposed having allies helping in a task gives dice for every point in a relevant ability THEY have too?
Allies helping always helps!

The pools don't get pooled, however. If I'm for some reason handling it abstractly, assistants generally give +1 on relevant skills; bear in mind, the dots are exponential in nature, 4 dots in a skill represents more than a 25% improvement on 3.

More commonly, you'd just have... whoever is good at it, do it. For whatever value of 'it'.
 
-and given Amu's stats, she would normally have a dice pool of 5 to 7 dice for any important action, which feels about right. Unless you make her do something she's incapable of, in which case... the resulting probabilities also feel right. Bear in mind, dice rolls aren't that common in this quest.
...that's an average of 2 to 2.8 successes. Difficulty targets are almost always going to be at least 2, and it sounds like they'll frequently be higher. We need to stack as many bonuses as possible.

(Also, wow, we're actually using the Exalted mechanics that directly. I held back from a joke about getting our mandatory environmental interaction out of the way because I didn't expect we'd be keeping so much of the system.)

EDIT:
It's the standard number for Exalted/White Wolf dice mechanics. Once you do the math, it works out as 0.5 successes on average per dice.
Oh, right, critical successes, so 0.5 instead of 0.4. But "30% 1 success, 10% 2 successes" per die leads to more extremes than "50% 1 success" per die. Sometimes good when our average is below the target, but that's not a situation we ever want to be in.
 
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I guess this means stunts for anything that has a roll will be a necessity, just to try and escape it being merely luck. Though in general it kind of feels like anything needing dice at difficulty 2 or higher isn't worth it unless you really can't do anything else with out giving up far to much.
 
I guess this means stunts for anything that has a roll will be a necessity, just to try and escape it being merely luck. Though in general it kind of feels like anything needing dice at difficulty 2 or higher isn't worth it unless you really can't do anything else with out giving up far to much.
Let me rephrase that, then. ;-)

I don't like when you have a dice roll on something where you'd expect a success, and then, miraculously, the dice roll badly and you fail anyway. So you'll only get dice rolls in situations where, without them, I'd otherwise be writing the 'inevitable failure'.

The overall result should be that you can take chances, and sometimes they work out. They're still, you know, chances.

It isn't locked to something as fixed as 'difficulty 2 or above', that was just my apparently doomed attempt to explain the above.
 
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Are the Ability + Attribute pairings fixed or decided based on the context of the action?

Amu's only combat ability that she has points in is Thrown, but is that usually going to be paired with Dexterity or with Strength? Because there's a pretty whopping rank difference between them.
 
Are the Ability + Attribute pairings fixed or decided based on the context of the action?

Amu's only combat ability that she has points in is Thrown, but is that usually going to be paired with Dexterity or with Strength? Because there's a pretty whopping rank difference between them.
It's based on context, and yes, as a rather lanky thirteen year old girl she's... not strong.

But when it comes to strength tests you'll typically be able to pair it with telekinesis, which brings her up to 4, potentially 5 dots. 6 or 7, including willpower. Nastily exhausting—she only has 6 dots of WP total—but you probably shouldn't worry that you might not be strong enough to, um, lift and throw a tank. If necessary.

Trying to use that same telekinesis to lift a pencil is, as you've heard, somewhat of a work in progress.

———

Amu's only actual combat ability, besides the potential option of throwing heavy concrete blocks at people, is a giant mind-altering beam of psionic nonsense. Lulu would (and has) called it 'unfair', or 'cheating', or on a more recent occasion 'what'. It's more effective on humans than it would be on e.g. demons, but that is not quite to say that it would be ineffective on them.

In practice, a use of that—for lack of a better term—'heart beam', would be a roll of Mind Control + Presence + Charisma vs. whatever. Almost certainly with a +1 for the Locket.

And there aren't a lot of opponents that can stand up to that.
 
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  1. Levels of Stunts:
    • One-point stunts are clever or interesting actions that are a step above basic descriptions. They might include using the environment in a simple way or an interesting attack maneuver.
    • Two-point stunts are more elaborate and creative, often involving complex actions, dramatic use of the environment, or interactions with other characters in a significant way.
    • Three-point stunts are rare and represent moments of exceptional creativity or narrative significance. They are often pivotal, game-changing actions that can alter the entire plot of the story.
  2. Mechanical Benefits:
    • Bonus Dice: Stunts grant extra dice, as described.
    • Willpower: Two-point stunts also restore one point of Willpower.
Stunt dice are given out at my discretion, but I don't intend to be stingy.
I expect the lack of mote benefits is from Essence not existing in this universe and Amu having no access to anything equivalent, but you axed xp benefits for 3-pointers?
 
Amu's only actual combat ability, besides the potential option of throwing heavy concrete blocks at people, is a giant mind-altering beam of psionic nonsense.
Ah yeah, I seem to recall some mention of it being a Thrown ability in the previous version of the quest, despite being a beam.

Does Amulet Heart's Heart Rod still exist here? She had an attack called Spiral Heart she could do with that one, apparently with decent amounts of control over it (telekinetic or otherwise). It's bigger than a pencil, but still a more precision option than a car, tank or concrete block. (Or does that not count as a combat technique?)
 
Does Amulet Heart's Heart Rod still exist here? She had an attack called Spiral Heart she could do with that one, apparently with decent amounts of control over it (telekinetic or otherwise). It's bigger than a pencil, but still a more precision option than a car, tank or concrete block. (Or does that not count as a combat technique?)
It's a combat technique, inasmuch as "mind-controlling your opponent" is always a viable technique, but as for the rod itself-

<Amu> I am not a magical girl.
<Amu> Invents the Spiral Heart Rod

It's an illusion, not a physical object. She's decent enough with illusions, it'll clank if it hits the floor, and it counts as a stunt—but it doesn't give her anything she didn't already have.
 
It's an illusion, not a physical object. She's decent enough with illusions, it'll clank if it hits the floor, and it counts as a stunt—but it doesn't give her anything she didn't already have.
Gives her precision with her telekinesis though, unless you mean to say that her using it to smash Nikaido's machine was also an illusion and the machine never actually broke?

Also, does that mean we're supposed to assume that all of the other implements created by a Chara Transform, like Kairi's swords, are ALSO illusions and can't actually be lent to other people? And that Chara users with bladed weapons are either just really good at precision telekinetic cutting and/or just emit a psychic field of some sort naturally shaped to have an edge (i.e. the claws attached to Ikuto's Black Lynx) and that generates the illusion of blades?

Or do they not even actually cut? And that when Ikuto fought Amu using his scythe-that-is-actually-a-violin, either the benches and stuff weren't really getting sliced up, or the violin was bladed in real-life too?
 
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Gives her precision with her telekinesis though, unless you mean to say that her using it to smash Nikaido's machine was also an illusion and the machine never actually broke?

Also, does that mean we're supposed to assume that all of the other implements created by a Chara Transform, like Kairi's swords, are ALSO illusions and can't actually be lent to other people? And that Chara users with bladed weapons are either just really good at precision telekinetic cutting and/or just emit a psychic field of some sort naturally shaped to have an edge (i.e. the claws attached to Ikuto's Black Lynx) and that generates the illusion of blades?
Illusions in this context is reality warping. You can stab someone with an illusionary sword and they will still be stabbed when the illusion ends.
 
If "Illusions" means reality warping, then this:
It's a combat technique, inasmuch as "mind-controlling your opponent" is always a viable technique
Doesn't seem to make much sense, unless the "Mind Control" Psionic Skill also encompasses reality-warping.

Is "Mind Control" meant to include that too?

(Amu also only has 1 dot in Illusions and there's not supposed to be any warping going around with that - so if the implements used by other Chara users also fall under Illusions, that would imply they all have higher than 1 dot in it)
 
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