only supposed to work on beings with Wound Thresholds and Conditions, which most tech doesn't and totally broken tech ("dead") definitely doesn't. Of course, that's up to QM
So on this. If it is mostly intact and can still function, it is damaged.

Eg a cracked sword, a heavily damaged tank, etc.

It it cannot function, it is crippled. A fragment of a sword, say a hilt. A tank with its engine blown out, etc.

There is no dead tech. So the charm always works. Even from fragments or if enough of the machine is available to fix.
 
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Yeah, but AMIx2 allows us to develop institutional knowledge rather than forcing our society to rely on the two ubermenschen among them, and TTC lets us build additional tools. Both options would require multiple purchases but while the PRT+WRA set is faster AMIx2+TTC is more thorough.

Even aside from the fact that PRT is technically only supposed to work on beings with Wound Thresholds and Conditions, which most tech doesn't and totally broken tech ("dead") definitely doesn't. Of course, that's up to QM interpretation, but PRT is basically doing the AdMech "hehe archaeotech goes brrr" approach rather than actually reclaiming the secrets of the Golden Age of Technology.

Given what we've been told, building or repairing archeotech seems like magitech, it requires transhuman abilities to design, construct, or repair. Whether that comes from transhuman skill impossible for humans to attain or Exalted charms, it still makes our society dependent on ubermensch.

The question is whether that ubermensch can repair archeotech with a touch or as part of a possibly very long process or reverse engineering the blueprints, finding the raw materials for and building any missing pieces, and then performing the final repair. Given the nature of the technology this may requires writing large amounts of firmware from scratch as well.

Even for designs that can be made by humans experts, they'd still need to build the tools to build the tools to build the tools to get all the way through tens of thousands of years of incremental advancement. No one but Fan can use TTC, after all.

PRT states in the description that it works on objects.
 
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Given what we've been told, building or repairing archeotech seems like magitech, it requires transhuman abilities to design, construct, or repair. Whether that comes from transhuman skill impossible for humans to attain or Exalted charms, it still makes our society dependent on ubermensch.
Considering all this shit was made by humans originally, I disagree.
Even for designs that can be made by humans experts, they'd still need to build the tools to build the tools to build the tools to get all the way through tens of thousands of years of incremental advancement. No one but Fan can use TTC, after all.
That's what TTC is for. Instead of building the tools to build the tools to the nth degree, just use TTC to build the final set of tools and then use those to make more.
 
Considering all this shit was made by humans originally, I disagree.

That's what TTC is for. Instead of building the tools to build the tools to the nth degree, just use TTC to build the final set of tools and then use those to make more.

Archeotech probably wasn't designed and built by humans. Rather it would have been designed by massively augmented posthumans working with super intelligent AIs and then constructed by other specialised super intelligent AI given what STC are. And some of it may not even had the post humans in the loop for anything beyond giving prompts.

We don't know that the tools required look like, and we're not going to personally make meaningful numbers of super-tech lathes using TTC. We very likely don't have the exotic materials required, for one.
 
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Given what we've been told, building or repairing archeotech seems like magitech, it requires transhuman abilities to design, construct, or repair. Whether that comes from transhuman skill impossible for humans to attain or Exalted charms, it still makes our society dependent on ubermensch.
Not really, it fully possible for people to understand and build archeotech it is just super hard. Mostly because the training takes so long, takes major talent, and requires working understanding of physics, which most don't have.

Even for designs that can be made by humans experts, they'd still need to build the tools to build the tools to build the tools to get all the way through tens of thousands of years of incremental advancement. No one but Fan can use TTC, after all.
STC's are literally designed to take uneducated farmers, and walk them thou the process of building baneblades. Assuming you actually study an research and experiment with STC you could easily build a strong understanding of the tech the STC contains within it. And be able modify and alter it as needed. Their is a reason a complete STC archive is an auto win condition for well everybody.
 
Adhoc vote count started by Yzarc on Apr 30, 2024 at 11:31 AM, finished with 37 posts and 26 votes.
 
Turn 1: The end and the beginning
Colchis - 830.M30

In the stillness of the desert night, Lorgar's presence stirred you from slumber. His figure, outlined by the soft glow of moonlight filtering through the tent, exuded a sense of urgency that cut through the tranquil silence. As you stirred awake, he stood beside you, his eyes reflecting a deep-seated intensity.

"Father," his voice was barely a whisper, yet it carried a weight that commanded your attention, "I have been having visions."

The gravity in his tone hinted at revelations beyond the ordinary, sparking your immediate focus. Sitting up, you listened intently, sensing the significance of his words.

"I see an Emperor," Lorgar continued, his gaze fixed on a distant horizon, "a figure divine, leading a legion of warriors. He shines like a god, cloaked in golden radiance."

Each word painted a vivid image of grandeur and power, evoking ancient tales of glory and conquest.

"And?" you prompted, feeling the weight of his vision shaping the air around you.

Lorgar paused, the weight of his confession hanging heavy in the night. "He is my true father," he admitted, his voice carrying a mixture of awe and uncertainty. "I am his son."

The revelation struck like a thunderbolt, resonating with the ancient prophecies and legends of old. If Lorgar truly was the son of this godlike Emperor……..

"How do you know this?" you inquired, grappling with the enormity of his claim.

"In my dreams," Lorgar replied, his voice tinged with a sense of destiny. "I see him searching, seeking me amidst the vastness of the cosmos."

The implications of his words hung in the air, weaving a tapestry of fate and prophecy. The Emperor, a deity in all but name, was on a quest to find your son.

"How long?" you asked, your voice echoing the weight of the moment. "How long until his arrival?"

Lorgar's eyes met yours, shimmering with an otherworldly light. "Twenty-seven years," he stated with unwavering certainty. "In twenty-seven years, the Emperor will grace our world with his presence."

In the flickering glow of the fire, you lock eyes with Lorgar, his gaze reflecting a maelstrom of emotions—awe, fear, and a glimmer of uncertainty. His recent revelation has shaken the very core of his being, revealing a truth of cosmic significance that will forever alter his path and yours.

With a steady hand, you reach out, resting it upon his shoulder. The weight of his words hangs heavy in the air, a profound declaration that resonates deep within your souls. Around you, the tent seems to shrink, enveloping you in an intimate embrace, shielding you from the vastness of the universe outside.

"Lorgar," you begin, your voice a soothing balm, "the Emperor may be your birth father, but I will always be your dad. Our bond transcends mere blood; it is forged in the crucible of love, trust, and shared trials. Together, we have weathered storms and reveled in triumphs, and together, we shall face whatever destiny has in store for us."

As the fire crackles softly, casting dancing shadows upon the tent walls, you can see the turmoil in Lorgar's eyes, the weight of his newfound truth pressing down upon him. He has always been a soul of deep contemplation, and now, faced with the reality of his lineage, he grapples with questions of identity and purpose.

"The Emperor's impending arrival in twenty-seven years may herald great change and upheaval," you continue, your voice unwavering, "but know this: we shall meet whatever challenges arise with courage and steadfastness. We shall not waver, for we are bound by more than blood; we are bound by love and loyalty."

In that moment, as the flames flicker and dance, you see a transformation in Lorgar. The tension in his shoulders melts away, replaced by a resolute determination. With a nod, he silently affirms your shared commitment to each other and your tribe. Together, father and son, you will face the future, no matter how daunting, with unwavering resolve and unbreakable bonds.

CONCLUSION OF TURN 1
  • Quest completed: Fix the Sacred Oasis - 5xp
  • Convinced the tribe to take the TDC mutation - 1xp
  • United the tribe - 1xp
  • Project completed (Ambulls)- 5xp
  • Bound the Ambulls to Lorgar - 1xp
  • Changed the fate of Lorgar - 1xp
  • Changed the fate of the Imperial Heralds - 1xp
  • Project complete (strengthen the tribe) - 5xp
  • Sorcerous Auxiliaries - 1xp
  • Grox heavy cavalry - 1xp
  • Getting tactics that synergise with TDC - 1xp
  • VEE empowered troops - 1xp
  • Project complete (Grox) - 5xp
  • Gave the Grox TDC mutation - 1xp
  • Unlocked new Aspects for Lorgar - 5xp
  • Taught Lorgar true faith - 1xp
  • Taught Lorgar the importance of force of arms - 1xp
  • Personal Achievements
  • Crafted a one dot artifact - 2xp
Total: 39xp -10xp = 29xp

Costs
  • New Ability/Background - 3xp per Dot
  • Attribute - current rating *4xp
  • Ability - current rating *2xp
  • Caste or Favored Charm Charm - 8xp
  • Other Charm Charm rating - 10xp
  • Merit - 3xp per dot
  • Mutation - 3xp per dot
Charm list
forums.sufficientvelocity.com

Echoes of Creation (30k/Exalted) Crossover

CECELYNE CHARM CHARM CONCEPT: PLACE OF DESOLATION Many Charms known to Cecelyne can only be activated in a place of desolation. Any climate or environment inhospitable to human life qualifies, meaning glaciers and inhospitable islands just as much as sandy deserts or rocky wastes. A good rule...

Mutation List
darkforcesmush.fandom.com

Fomori Generation

Fomori do not have to be cut and dry, or follow any particular set of rules. Let your imagination run wild. As long as it's creepy and wild, and as long as your players have fun, you can generate them however you'd like. However there are some who prefer more cut-and-dry stats, and this is a...

Merit List
Any Wod Merit - Subject to ST Approval
denvermage.fandom.com

Merits and Flaws

(1 point) [Mage: Revised - Mental Merit] For every human ability, there are those who have a natural flair for it. Within your character's specific Aptitude, reduce all difficulties by two. A natural linguist picks up languages easily, speaking without any trace of accent, and a crack driver can...
 
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question about this one @Yzarc on the mutation list/Fomori generation

Article:

Homogeneity

6 Points The fomor can cancel the powers of other supernaturals around her.
System: The fomor spends one Willpower point and rolls Manipulation+Intimidation (difficulty 7). Any supernatural within 5 yards of the fomor will be affected. Vampires may not use their Disciplines, Garou cannot use their Gifts, mages cannot use Spheres, etc. Targets may resist with Willpower rolls (difficulty 7).

is this the blank equivalent?
 
Yup, not a blank Aura but similar.

Only works on warp stuff and Sorcery though, so you, the necrons and the C'tan remain unaffected. Oh and the Emperor.
 
Mutation List
darkforcesmush.fandom.com

Fomori Generation

Fomori do not have to be cut and dry, or follow any particular set of rules. Let your imagination run wild. As long as it's creepy and wild, and as long as your players have fun, you can generate them however you'd like. However there are some who prefer more cut-and-dry stats, and this is a...

How do you feel about shape change?

Shapechange

VariesThe fomor is able to transform his body into the shape of a something else, such as an animal, or even another person. These new shapes are always a corrupted version of the natural animal or person: mangy, misshapen, and Wyrm-maddened.System: The fomor spends one Willpower point and rolls Stamina + Athletics (difficulty 6). Transformation usually takes one turn, although the nature of the change may dictate a slower or quicker shift. The fomor can shift back into his "natural" form at will. Any clothing, equipment or weapons should be discarded first unless the new form could carry them as well.This Power only grants the ability to change shape. Any non-human characteristics of the new form must be purchased with the appropriate Advantages. If the fomor were to shift from human form into a white falcon, he would also have to purchase Wings, Claws, and reduced Size, regardless of which form was his real one.

CostForms
3The fomor has one alternate form.
5The fomor can transform into anything within a certain group (people, fish, cats, mythic beasts, mind-shattering horrors, etc).
7The fomor can change into anything if he has enough Advantages that apply.

Because while spending 21 XP for free form shape-changing and cosplaying as a Lunar seems excessive being able to turn into a bird sounds great, especially as with TDC we can fly very high and stay there, basically as long as the air will support us we can get there.
 
so question on mutations, powers are good mutations and taints are bad mutations? so like do we roll or is point buy with exp?
 
MHM allows you to fly.

Also keep in mind that you still need to purchase wings claws etc to actually do damage or fly with it.
 
MHM allows you to fly.

Also keep in mind that you still need to purchase wings claws etc to actually do damage or fly with it.

I was more thinking of scouting while being inconspicuous not trying to attack someone as a eagle or the like. As for MHM, that is scene long, if you turn into a desert bird with shape-changing you are a bird until you choose to turn back. Also if we choose a small bird it will allow us to also squeeze though tight places.

Fuck no. 21 XP is way too much for that.

Well yeah I agree, that is full spectrum Faux-Lunar, I want the 3 Dot, 9 XP single alternative form
 
I think it would be more practical for "dealing with the Covenant" arc. We are entering "repair and revive an abandoned DAOT city" arc.

...IIRC, that's what Wound is? I might be tracking too many quests, lol
 
Well, the focus for Turn 2 is the Wound. Charms that help with the ancient technology would be best, yes.

One supposes that Hellscry Chakra and Essence-Dissecting Stare will have to wait for another time.
 
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