Alchemical Solutions [Worm/Exalted] Thread 10: Journey Joins Juniors, Jerk Jinxes Juju

Gromweld said:
Remember: Parahuman shards demand conflict, and will actively sabotage you in hopes of getting you killed if they determine it'd be easier for them to move on to a new host than to get you thinking in the right way.

Brockton Bay was like Detroit, but smaller and with a greater Parahuman ratio. The BB Wards saw way more combat than normal due to the lack of manpower on the side of the good guys.
It's a possible reason why the Brockton Bay Wards are so well adjusted relatively. Their shards get plenty of conflict, so there's no need to egg them on, and are actively looking out for their survival(because they're getting really good data)
Seriously, fuck Camden.
Looks like the Camden capes might have dodgy dealings whichever side of the law they're on hmm.
Confirmed. It's a core part of Exalted's wuxia style, and was a big part of how we survived Behemoth.
How does that interact with Loom Server Migration, Thinker wise? LSM should mask the errors it's causing, but using essence based physics remains unpredictable.
 
Peanuckle said:
What makes me wonder is, if the shard is trying to kill you, why not just rip itself out of your head? I mean, it's got a freaking tentacle reaching into your brain through parallel dimensions. Just whip back and forth a bit, liquefy the brain, and find a new host. No need to bother with this "subtle pushing" nonsense.
The shards are specifically modified to be unable to kill or mutilate their host as part of the shard release process. The only shards which can do that are Cauldron shards and the post apocalypse shards(shards carved off Scion with various forms of destruction), those being uncalibrated, they kill their hosts entirely by accident until they evolve how to not kill their hosts. Once they do get the 'no killing host' setting, they can't go back on it.

Note that the function is not disabled, it's absent entirely. Even in the last battle Scion couldn't activate a kill switch in the shards, because there's no such thing. Only preprogrammed loopholes and weaknesses in their powers.
 
Not really. Humans are squishy, you don't need a kill switch to harvest the shards if you're an Entity. And Scion has the To Zero power(the clap that stops all motion and energy) which kills everything but a few high end Brutes automatically in a large area and the Ball of Annihilation, which he can use to smash entire countries in a single dunk.

On the part of the shard, connecting to a new host is costly in terms of energy and function. On bonding, the shard must discard all it's extraneous functions, and send unused core ones into stasis to ensure it has enough energy for the projected time of the experiment. In the grand scale of the experiment, it's more efficient to see if the host can be pushed into satisfactory levels of conflict by an external means(Endbringer, social disruption from other parahumans, etc), or killed by a high conflict means which also puts the shard in proximity of a new host than to spend energy killing the host. Humans live, optimistically 80 years. Wait for a bit and they'd die anyway.

So it's simply economical to have the shards limited to nudging and power misfire.
 
sainen said:
really? I'm Half-Japanese and have 3 names, so do most of the Japanese people I know. is that something particular to those born in japan ?
There are several naming conventions for names... Multiple names - Catholic-influenced areas, Turkish-influenced areas, Northen India (though I think it count as Turkish-influenced); two-part names - some of India, Korea, etc; one name only - Japan, etc; patronyms (which are in fact not name) - Russia, some of India, etc.

Japan proper is in "one family name followed by one personal name" camp.
 
Korean and chinese influenced would have three, but migrants don't stick so strictly to the traditional pattern, what with Japan ruined. Either way, normal enough for expatriate Japanese
 
veekie said:
Korean and chinese influenced would have three, but migrants don't stick so strictly to the traditional pattern, what with Japan ruined. Either way, normal enough for expatriate Japanese
They were born in Japan IIRC. So they should have only one.
 
veekie said:
How does that interact with Loom Server Migration, Thinker wise? LSM should mask the errors it's causing, but using essence based physics remains unpredictable.
You have two primary ways you ruin a Shard's day:
1) Merely Existing
2) Doing anything essence-related

#1: This is solved by the Loom Server Migration sub-module for the Integrated Artifact Transmogrifier charm. It's been a while since the Lisa scene where we saw this really put into action, but essentially without this sub-mod running your very existence is a whopping 'critical error' for any shard attempting to calculate how you affect the world around you. Conversely, with the sub-mod active you are a normal, non-parahuman girl named Taylor Hebert that (somehow) has been involved in some very wacky things in the past that were clearly not her doing because she has no powers, duh. Turning on other charms, however, incurs #2.

#2: When you channel essence into an Exalted ability/charm/Stunt, you make the impossible possible. In Creation and essence-powered realities, 'impossible' is a nebulous term as a result of this happening all the time - 'impossible' is really more of a guideline than a hard rule. Since the Nowhere-verse runs on causality, however, 'impossible' well and truly should not be possible - before Autochthon's intervention, the Worm-verses operated on the Universal Equation and thus there were defined limits for how everything worked. As a result, by channeling essence you are breaking the multiverse. Good thing it's a fairly robust system, but essence also automatically fixes those kinds of holes on its own; by using charms, doing 'impossible' Stunts, and generally being an Exalted badass, you leave behind a patchwork of essence 'fixes' in reality.


Note that this is not limited to Thinkers or Precogs, since all Shards have ways to perceive the world around them so that they may apply their various abilities; Thinkers/Precogs are the ones that concern themselves most with the Universal Equation (which you run roughshod over). It will take a long, long, long time for the Shards to perfectly adapt to essence use - perhaps it might even be outside the scope of their abilities - should they not be converted to essence themselves, but they can begin to piece together general models of behavior based on past experiences. Stunts are the biggest middle-finger to these behavior models, however, as they are narrative-based and not directly mechanical like most charms - if you want to prolong the Shards' adaptive processes, start writing more Gloriously-Bullshit Stunts!
 
rgal said:
Wait a second. Didn't scene with Lisa indicate that as far as Shards are concerned Taylor Hebert is a parahuman girl whose power is controlling insects?
We had SoPA active at the time. SoPA has the 'Obvious' trait - so Improved Artifact Transmogrifier can't hide it when it's active - which meant the Shard was able to see that power in effect, then extrapolate from there that it was our parahuman power. The more 'Obvious charms' we have active, the more 'parahuman powers' we appear to possess.

[Edit: Shards that interact (see, manipulate, etc.) other Shards, however, may react... poorly... to this deception.]
 
Gromweld said:
You have two primary ways you ruin a Shard's day:
1) Merely Existing
2) Doing anything essence-related

#1: This is solved by the Loom Server Migration sub-module for the Integrated Artifact Transmogrifier charm. It's been a while since the Lisa scene where we saw this really put into action, but essentially without this sub-mod running your very existence is a whopping 'critical error' for any shard attempting to calculate how you affect the world around you. Conversely, with the sub-mod active you are a normal, non-parahuman girl named Taylor Hebert that (somehow) has been involved in some very wacky things in the past that were clearly not her doing because she has no powers, duh. Turning on other charms, however, incurs #2.

#2: When you channel essence into an Exalted ability/charm/Stunt, you make the impossible possible. In Creation and essence-powered realities, 'impossible' is a nebulous term as a result of this happening all the time - 'impossible' is really more of a guideline than a hard rule. Since the Nowhere-verse runs on causality, however, 'impossible' well and truly should not be possible - before Autochthon's intervention, the Worm-verses operated on the Universal Equation and thus there were defined limits for how everything worked. As a result, by channeling essence you are breaking the multiverse. Good thing it's a fairly robust system, but essence also automatically fixes those kinds of holes on its own; by using charms, doing 'impossible' Stunts, and generally being an Exalted badass, you leave behind a patchwork of essence 'fixes' in reality.


Note that this is not limited to Thinkers or Precogs, since all Shards have ways to perceive the world around them so that they may apply their various abilities; Thinkers/Precogs are the ones that concern themselves most with the Universal Equation (which you run roughshod over). It will take a long, long, long time for the Shards to perfectly adapt to essence use - perhaps it might even be outside the scope of their abilities - should they not be converted to essence themselves, but they can begin to piece together general models of behavior based on past experiences. Stunts are the biggest middle-finger to these behavior models, however, as they are narrative-based and not directly mechanical like most charms - if you want to prolong the Shards' adaptive processes, start writing more Gloriously-Bullshit Stunts!
In short, we need to write better stunts. The three dice stunt bonuses would cause a lot more errors! :D
 
uju32 said:
QUESTION
Do Taylor/EOA's hand tools count as weapons for the purpose of Melee?
From the book:
MoEP Alchemicals p164 said:
Attempts to use this Charm to produce weapons in combat can manage nothing better than improvised weapons (See Exalted, p. 242) with Damage +0L and Defense +0.
... and for reference:
Exalted p. 242 said:
A weapon is an "improvised" weapon if it has a maximum Accuracy of -3 and a maximum rate of 2, such as a barstool, keg of brandy, omen hound, or unattuned daiklave.
 
Ryune said:
Also, does that essence fixing also mean that things we make will glow in our essence sight?
Unless you use components that function off of essence physics, the items you make are mundane. The 'patchwork' repairs essence makes are really only visible in discrete points in time - post-cogs observing the event after-the-fact, or powers that enable backwards travel in time, are the only ones that would notice something weird going on.
 
uju32 said:
I wonder how badly our existence fucks with that one guy whose power involves time travel 30 minutes into the past.
Backwards time-travel is the edge case where it would cease to work completely unless fully essence-integrated, since it relies so fundamentally on a Deterministic Universe (aka: the Universal Equation). For this guy (I'm guessing you're talking about Phir Se), he would not be able to travel into the past anywhere near you as long as Loom Server Migration is not active, and any local essence use/Stunt shuts down his power for just over 30 minutes. Whoops.
 
rgal said:
So no matter how often we use essense and/or stunts, Phir Sē will not notice it unless we are somewhere around India?
Or he tries to do something that would directly interfere with our Stunt/essence use. Going back in time and calling our cell phone to distract us in combat, for instance. He has most certainly noticed his power fail a few times by now (and had the associated headaches), but it'll take a clear example for him (or any other backwards time-traveller) to notice what is causing it.
 
Have a roll check. As usual, standard disclaimers are in effect.
6.2 Ultimate Cosmic Power, No Manual:
As this is the first time you've had the chance to use the rooftop entrance since you arrived in Philadelphia, you are unsurprised by the guard's reactions of shock and confusion.

~snip~

"Nah, just the voice auth outside and the scanner in the elevator here," he drawls. "You'll need your PRT phone to get through downtown's or the Island's roof checkpoints, though."
Socialize and possibly Awareness.
Nodding, you thank them both for their time and take the last few steps to the enormous elevator at the end of the hallway - similar enough to the elevators you saw in the Protectorate and PRT buildings in Brockton Bay that you suspect they're either mass-produced or standardized enough that the usual Tinkertech maintenance problems have been solved for them.
Possible Investigation roll.
The readings from your various Diagnostic Overlay scans are still dense with information you're still trying to grasp, but from what you've managed to piece together Marrow may have been a relatively petite young woman when she triggered - maybe somewhere just over five feet tall, if the relative size of her heart and other internal organs did not change with her trigger. As a result, your scans continue to suggest that the six-foot-four, three-hundred pound, bone-armor-plated woman now in front of you is under some form of ever-shifting injury - though the scans have always noted that her nerve endings don't extend very deep into her plating, no matter how large you've seen her get.
Medicine and/or Investigation rolls here.
Judging from the sleeker, more compacted look of her current armor - looking eerily like a bone version of one of Dragon's smaller suits - she must have taken quite some time to streamline the growths instead of just letting them twist and erupt normally. Raising an eyebrow, you wave to the older Case 53 and offer a smile.

~snip~

Striding up to the larger hero, you silently note the cuts and dings in the plating all around her body while nodding your head back from where she just came.
Awareness and/or Socialize rolls here. Possibly a Temperance roll as well.
"We're supposed to be doing breach-and-clear drills today. You going to help again?"

~snip~

The plates around her eyes scratch together in an approximation of a scowl, but eventually the veteran heroine bows slightly in a nod of agreement.
Maybe a Socialize roll, but there's definitely a Temperance roll failure related to the Bees Incident.
"Rrrdee tuu duhhdge?"

The mental image of Bladedancer's sleek form blurring in a tight spin as she hurls another blunted practice sword into your unarmored midsection flashes before your eyes at the question, causing a minor flinch, then a sigh, in turn.

"At least I'm learning faster than the boys. I think."
An Integrity roll, maybe.
Bladedancer's DODGE!!!! Training scene
Dodge rolls of course, with many, many failures I am guessing. Not just for us either. Also, at least a couple Martial Arts rolls for us.
You're slightly ashamed of the small flinches that the other Brockton Bay Wards still have when Marrow gets close or surprises them, but at least you've managed to warn Who off of teasing Marrow about it after the cringe-worthy joke she made on the first day.

Marrow had laughed the joke off with a weak chuckle and a shrug, but you're not the only one that's noticed she hasn't been as quick to offer help to the young Stranger since then.
Oh Dear. I suspect that was a Temperance and/or Socialize botch for Who...
After the 'stationary' dodge training your group moves on to the obstacle course - during which you are still hounded by homing practice blades - which is followed by running drills and resistance training. You have a sneaking suspicion that your mechanical body won't gain any real benefit from the resistance training, so you instead try to focus on technique and efficiency instead of raw power.

~snip~

By the two-hour mark, everyone is near enough to exhaustion that Bladedancer calls an early end and has everyone warm-down with a light jog around the indoor track and some stretching.
A number of Athletics rolls. Perhaps an Occult roll in there as well.
Transfusion is quick to his feet afterwards, slitting his palms with a hidden razor before anyone can tell him otherwise. ~

~snip~

You manage to suppress the shiver as the blood begins to drip down your neck and seeps into your costume's spidersilk lining, your Industrial Survival Frame preventing the blood from instead soaking into your skin and providing its usual burst of rejuvenation.
Hoo boy, Temperance and/or Socialize failures for Transfusion. An Occult roll for us here possibly as well.
This is especially true when you're allowed to use sufficient swarms to both completely map out the easily-customizable training 'buildings' housed within the largest, aircraft-hangar-sized room in the PRT training facility, and/or smother the unlucky Wards chosen to be on the team opposite your own.

After the first day of training, it was unanimously agreed that no one ever wanted to fight you seriously. And that was when you were only using cockroaches.

Over seven-hundred thousand of them, sure, but only cockroaches.
Temperance roll, maybe.
Since you are still restricted from allowing your anima to reach the 'terrorize everyone' threshhold, you provide reconnaissance on your team through Optical Shroud - a task made more difficult by the (wisely) closed doors inside.
Stealth.
Coordination Exercise with PRT Squads
A number of War and/or Awareness rolls.
Geode and Xylophone, being held up to the ceiling by a motionless Mjolnir, both slap their hands against the hard, grey surface in unison at the third count.

And then the room explodes.
~snip~

"Then…" you trail off, observing the rest of your team slowly being extricated from the mess of containment foam and crystal shards. You'd shake your head in dismay, but everything except your face is still covered. "... where did the containment foam come from?"
An Awareness or War roll failure maybe? Geode and Xylophone were on our team, weren't they? How did we get caught in the Containment Foam and crystal shards?
"That was me," chimes Who, popping her head into the nearby window where Broadcast is still observing the damage. "Well, it was actually your guys' grenades, I just stole 'em and put em where you guys thought the dudes were. Kid rigged 'em up to blow all at once if they got bumped."
Oh, that partially explains that. Awareness failures all around then.
With Geode's mouth now free, the room is quickly filled by an excited recount of events from the crystal-based Shaker. Vista, Who, and Broadcast silently make themselves scarce, leaving only you, Xylophone, Mjolnir, and Geode in the room as the PRT squads finish their work.

Twitching your eyes in the required pattern, the world around you falls blissfully quiet as the 'External Audio Muted' sign pops up on your HUD.
Temperance failure (understandable though...), but also possibly an Occult roll here.
Scene with Bladedancer, Marrow, and Director Uriel
A number of rolls here. A Temperance roll near the start (the avoided facepalm and wince). Awareness, Investigation, and possible a Bureaucracy roll as well.
Maintaining your exasperated expression, you mimic Uriel's previous waves of 'get on with it' to note your understanding. You think you detect a slight snort of humor from Bladedancer and Marrow at the imitation, but Uriel doesn't appear to notice - or care.
Performance, maybe? More Awareness rolls here.
After a silent moment of reflection, your attention is drawn to something small enough that you almost didn't notice it… if it didn't appear so out of place. Taking two steps towards it, you bend a knee and pick out the piece of concrete wedged stealthily behind a multi-hued eruption of what looks eerily like bismuth. Turning it over in your hand, you note the blackened stains on it.

Blood.
Awareness and/or Investigation.
"Your fear illusion…"
"... is screaming souls?"

~snip~

"Wait, you don't mean," he starts, but is cut off by both of the Twins nodding and finishing his sentence for him.

"Home."
Investigation rolls for both us and Chevalier. An Awareness roll for us as well.
Five swirls of distorted space deposit your group on what was once the thirty-seventh largest island in the world.

~snip~

Kyushu.
Lore rolls here.
Soulgem Meditation scene
ALL of the Occult rolls. Likely a number of Eidolon rolls as well.
 
landcollector said:
An Awareness or War roll failure maybe? Geode and Xylophone were on our team, weren't they? How did we get caught in the Containment Foam and crystal shards?
Missy's Shaker 9 for a reason, total battlefield control. She doesn't NEED weapons when she can make enemies do all the work for her.
 
Gromweld said:
The Hun soul contains the memories and experiences of a life, focused around the higher, conscious thoughts. The Po soul, on the other hand, contains the beastial energies and vigors of life, fitting more with the subconscious desires and impulses. In his notes, Iris explained that Autochthon had plenty of spare Hun souls with which to imbue lives in this universe, but required massive amounts of essence to 'form' a Po soul out of the brain of a Nowhere-verse human.

You are uncertain which implication disturbs you more: that there is an excess of half souls with Autochthon, or that the mind of an Earth-Bet human only creates a 'beastial' half of a soul.
Implications here are significant. Does this mean that after conversion to Essence Earth Bet human spirits won't create mindless Hungry Ghosts? Because their instincts include thought and reason even without a higher soul.
 
Zechstein said:
Hm, has Accord already sold Cody to the Yàngbǎn?
NotAlwaysFanfic said:
It was shortly after Coil bought the Traveler's service, which seems to be earlier than in canon, so I'd say yes.
Coil was the reason the Travellers arrived in Boston, and then Brockton Bay, much earlier than in canon. We didn't see Cody in the fight, however things didn't quite go down exactly as they did before...
 
veekie said:
Implications here are significant. Does this mean that after conversion to Essence Earth Bet human spirits won't create mindless Hungry Ghosts? Because their instincts include thought and reason even without a higher soul.
This depends greatly on if we mandate soulgems (which hoover up the full soul at death for later storage/cleaning/recycling), as those would solve the ghost problem... and anyone that's lived for more than a few seconds will likely be getting their new souls via gem-to-the-face, so they aren't a concern in that regard. Otherwise, an essence-infused person born on Earth-Bet (that isn't immediately given a soulgem) is nearly identical to a Creation individual in terms of chance to create a Hungry Ghost.
 
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