Alchemical Solutions [Worm/Exalted] Thread 17: Quality Quest Quizzes Quixotic, Quailing Quorum

Hey, that's not a bad in-game/IRL ratio! Look at Xander Quest on SB!
Since I can't be arsed to go looking, how bad's their ratio?
The main character's currently in his second year of elementary school, which IRL has lasted for approximately two years. Which is... actually not quite as extreme as this one, maybe a 2:1 ratio.

Though from a subjective point of view the readers often think it's something of a slog at times.
 
The main character's currently in his second year of elementary school, which IRL has lasted for approximately two years. Which is... actually not quite as extreme as this one, maybe a 2:1 ratio.

Though from a subjective point of view the readers often think it's something of a slog at times.
The extreme example is actually ConQuest. Ten days IC, 15 months OOC.
 
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@beowolf
XanderQuest has actually covered ~8 years IC.

More relevant to this Quest, has anyone considered the synergy of Crystal Chameleon Style for an Essence pulse cannon sniper?
I mean, most of the charms in that style relate to movement and concealment, not attack, so the form weapon thing doesn't usually count.
Perfect for a shoot and scoot sniper whose totemic anima is flaring in a major engagement.

While I really like Laser Panther for Aisha for sheer style, it remains of less power and utility than Violet Bier of Sorrows.
And the lady could really use a ranged martial art as well.

@FunkyEntropy
Question:
Do artifact weapons integrated/installed in a Trans Multimodal Artifact Module charm count as unarmed?
Inquiring minds want to know.
 
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Question:
Do artifact weapons integrated/installed in a Trans Multimodal Artifact Module charm count as unarmed?
Inquiring minds want to know.
A daiklave remains a daiklave, so no. The charm just stores the weapon template in your body, lets you extrude it, and keeps it attached to your body to prevent disarming baring actual, uh, disarming via amputation.
 
A daiklave remains a daiklave, so no. The charm just stores the weapon template in your body, lets you extrude it, and keeps it attached to your body to prevent disarming baring actual, uh, disarming via amputation.
So why would the fluff for Essence Pulse cannon give the option for taking a less powerful version, at the same artifact rating, when all you get is to install it in non-standard locations like on the shoulder or in the eyes?

Standard Essence pulse cannon is 12L/15B, Range 100.
Hands free variant models(eye or shoulder turret mount) are 8L/12B, Range 100.
So why take the variants for any reason besides style?
 
So why would the fluff for Essence Pulse cannon give the option for taking a less powerful version, at the same artifact rating, when all you get is to install it in non-standard locations like on the shoulder or in the eyes?

Standard Essence pulse cannon is 12L/15B, Range 100.
Hands free variant models(eye or shoulder turret mount) are 8L/12B, Range 100.
So why take the variants for any reason besides style?
Because ranged weapons are really shitty at defense? Leaving your hands open to carry, say, a shield, means that if you have both firearms and melee you can have a really good PDV to back up your range game.

Also because laser eyes are totally sweet.
 
Do artifact weapons integrated/installed in a Trans Multimodal Artifact Module charm count as unarmed?
Inquiring minds want to know.
In general, yes, but there should be specially-designed artifact fists that do not. Being able to trivially replace your hands does have some benefits. There aren't any rules for this, so I might suggest look at the hand given by the Infernal Monster Style charm One Hand Fury, which is functionally identical in concept.

So why would the fluff for Essence Pulse cannon give the option for taking a less powerful version, at the same artifact rating, when all you get is to install it in non-standard locations like on the shoulder or in the eyes?

Standard Essence pulse cannon is 12L/15B, Range 100.
Hands free variant models(eye or shoulder turret mount) are 8L/12B, Range 100.
So why take the variants for any reason besides style?
An essence pulse cannon doesn't necessarily have to be installed via a TMAM. Sticking it in your eye allows hands free operating while still looking stylish.

More pragmatic Alchemicals just add additional arms.
 
In general, yes, but there should be specially-designed artifact fists that do not. Being able to trivially replace your hands does have some benefits. There aren't any rules for this, so I might suggest look at the hand given by the Infernal Monster Style charm One Hand Fury, which is functionally identical in concept.


An essence pulse cannon doesn't necessarily have to be installed via a TMAM. Sticking it in your eye allows hands free operating while still looking stylish.

More pragmatic Alchemicals just add additional arms.
The charm doesn't say that the weapons count as unarmed, so I'm rather curious how you came to the opposite conclusion. Having a daiklave attached to your hand doesn't mean you're unarmed, it means you have a daiklave attached to your hand.
 
Because ranged weapons are really shitty at defense? Leaving your hands open to carry, say, a shield, means that if you have both firearms and melee you can have a really good PDV to back up your range game.

Also because laser eyes are totally sweet.
bwhaha, we can do a VistaxDarkseid build.

(now I can't decide between SpawnCape or Frikkin Lazer Eyes.. Vista)
 
Hands free variants lets you wield another weapon on your hands/keep your hands free?
Omnitactical battle hydra style?
Fair enough.
Because ranged weapons are really shitty at defense? Leaving your hands open to carry, say, a shield, means that if you have both firearms and melee you can have a really good PDV to back up your range game.
Also because laser eyes are totally sweet.
So.....Armsmaster then?
Because if there's anyone I know of on the list who'd go in for laser eyes, it's him.
In general, yes, but there should be specially-designed artifact fists that do not. Being able to trivially replace your hands does have some benefits. There aren't any rules for this, so I might suggest look at the hand given by the Infernal Monster Style charm One Hand Fury, which is functionally identical in concept.
Depends on the martial art though.
Most martial arts are fairly restrictive about form weapons, and I can only think of three canon styles that even allow ranged weapons.
An essence pulse cannon doesn't necessarily have to be installed via a TMAM. Sticking it in your eye allows hands free operating while still looking stylish.
More pragmatic Alchemicals just add additional arms.
Additional arms carries an Exemplar 1 tag, and is Obvious.
Not optimal for most of our Assembly.
bwhaha, we can do a VistaxDarkseid build.
(now I can't decide between SpawnCape or Frikkin Lazer Eyes.. Vista)
SpawnCape?
Never heard of this.
How do you intend to achieve this, if I may ask?
 
SpawnCape?
Never heard of this.
How do you intend to achieve this, if I may ask?
Familiar with Float/Glide, Extended Reach, Dematerialize, Hurry Home, (Mute)

For interactive purposes it could probably be an artifact or a fudge it to be an "Exmachina of Dramatic Cape".
It would require GM approval, but I think Gromweld'd be alright with a familiar that does not take up screentime unless dramatically appropriate.
 
The charm doesn't say that the weapons count as unarmed, so I'm rather curious how you came to the opposite conclusion. Having a daiklave attached to your hand doesn't mean you're unarmed, it means you have a daiklave attached to your hand.
A daiklave attached to your hand is obviously not unarmed, but that isn't what I am talking about. Unarmed is not nearly so well-defined when we are talking about anything other than a standard human. Natural razor-spike tentacles do count as unarmed, and are also something that an Alchemical could have. A hardened Orihalcum hand with Soulsteel spikes is not going to have the same statistics as a flesh and blood hand. The end result is essentially an artifact fist that counts as an unarmed attack, which why I referenced a charm that does exactly that.
 
Familiar with Float/Glide, Extended Reach, Dematerialize, Hurry Home, (Mute)
For interactive purposes it could probably be an artifact or a fudge it to be an "Exmachina of Dramatic Cape".
It would require GM approval, but I think Gromweld'd be alright with a familiar that does not take up screentime unless dramatically appropriate.
Ah.
Personally, my current vision is based on this

High Artifact 4, or low Artifact 5, modelled on the Artifact 4 variant of the Windblade-class transport (Wonders of the Lost Age pg 35).
WINDBLADE-CLASS PERSONAL TRANSPORT
(ARTIFACT •••)
Repair: 3
The smallest skyship model produced in the First Age,
the Windblade-class personal transport normally appears as
a heavy metal chevron the size of a large belt buckle. Attuning
this device costs only one committed mote. When
thrown or dropped by an attuned bearer who spends an
additional 10 motes (uncommitted), the device slows and
hovers in midair, unfurling cunningly articulated plates to
form a narrow, angular platform roughly a yard long. The
device's master can step up onto this platform with one foot
ahead of the other on marked control pads at any time in
this configuration, triggering enchantments that make the
personal transport adhere to her feet and prevent falling.
The device is piloted with the feet, leaving the user's hands
free to hold weapons or perform other tasks. During the First
Age, archers equipped with these transports used them as
mobile sniping platforms above a battlefield. While flying or
hovering, these craft emit an oscillating hum. They must be
fed 10 motes by their user every hour, or they slowly fall to
the ground and retract back into their portable state. A few
particularly exotic daiklaves can unfurl into Windblade craft.
Such daiklaves are rated Artifact 4, and have the statistics
of normal daiklaves while not in flight mode. Attuning such
a device requires the usual five motes instead of one.

Additional properties of a Windblade-class transport
depend on the magical material used in its construction:
Orichalcum: These models are faster, with a Speed
of 50/100mph.

Moonsilver: These models are more nimble and responsive,
with Maneuverability 7.

Starmetal: These models weave and dip across the
skeins of fate as well as air, adding two to the Dodge DV of
craft and pilot beyond normal.

Jade: Built exclusively of blue jade, these models have
small integrated cannons that fire lightning pulses from a
forward-facing spur mounted on the underside. Each blast
costs the pilot five motes and has the following statistics:
Speed 6, Accuracy (pilot's Dexterity + Archery), Damage
(8L or 12B) piercing, Range 100, Rate 1. Variant models
have an integrated elemental lens instead.

Soulsteel: At will, the pilot can extend jagged blades
like bat wings from each side of the craft. The pilot attacks
by "ramming" opponents with these blades as a Speed 5, Rate
2 attack. The craft takes no damage from this ramming, but
the target suffers 10L + attack successes. Opponents killed
by these blades are typically beheaded or cut in half.

Speed: 34/70mph
Maneuverability: +4R (Lore 1, Ride 3)
Endurance: Consumes 10 motes per hour; suffers one level
of unsoakable bashing damage for every 50 cumulative hours
of operation since last maintenance.
Crew: 1/1
Cargo: Pilot's personal possessions only. Particularly heavy
loads, such as a pilot carrying a second person in her arms,
halve Speed and apply a -3 Maneuverability penalty.
Armor: 10L/15B
Health Levels: Ux7/Mx4/Cx3/I/D
Weapons: Usually none; jade and soulsteel models have
weapons as noted.

Other Notes:
Characters flying on a Windblade-class personal
transport are treated as holding a tower shield (see Exalted,
p. 377)
, but this protection is not compatible with other
shields or cover (only the best value applies). A piloted
transport and its pilot both have a Dodge DV equal to ([the
pilot's Dexterity + Ride + Essence + craft's Maneuverability]
÷ 2), and the pilot may use her Parry DV to defend against
attacks launched at her vehicle or herself.
Build with yellow jade to improve endurance/reduce attunement costs.
Pick the variant with an elemental lens.
Give Vista the TMAM charm with integral Essence cannon.
Done.

EDIT
I'd say add a couple Evocations, but I don't know how the things are supposed to work.
 
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A daiklave attached to your hand is obviously not unarmed, but that isn't what I am talking about. Unarmed is not nearly so well-defined when we are talking about anything other than a standard human. Natural razor-spike tentacles do count as unarmed, and are also something that an Alchemical could have. A hardened Orihalcum hand with Soulsteel spikes is not going to have the same statistics as a flesh and blood hand. The end result is essentially an artifact fist that counts as an unarmed attack, which why I referenced a charm that does exactly that.
I think we might have been talking past one another. A simpler way to put this is that weapons retain their characteristics. If the Alchemical has a template for Smashfists, their hands are going to have different statistics because they've got, y'know, Smashfists riveted in place.

That being said...you're kind of both right and wrong about the whole unarmed thing. Yes, it is poorly defined. For example, just look at what Solar Hero says, "The Charm tree beginning with Fists of Iron Technique comprises the "natural" Solar style of unarmed fighting. The form weapons for this style are the cestus, fighting gauntlet, khatar, tiger claws, pankrator's cestus and improvised weapons." So you can have a weapon (and are therefor armed) and still count as unarmed for the purposes of using Solar Hero MA charms.

As for razor-spiked tentacles...well, if they had the Natural tag that'd carry over. Although I think you're confusing this with the charm that grants mutations, Manifold Transhuman Implants.
 
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There are... five canon celestial styles that allow ranged weapons off the top of my head, and three terrestrial styles

Celestial: Air Dragon (Chakram), Wood Dragon (Bows), Silver-Voiced Nightingale (Anything that can 'Harmonize', one of the canon examples is a bow), Thousand Wounds Gear (Gyroscopic Chakram), Righteous Devil (Flame-type weapons)
Terrestrial: Golden Exhalation (Flame-type weapons), Lightning Hoof (Bows), Night Breeze (various thrown weapons)

Not that I see any of these styles being particularly useful for our potential exalts, except maybe Silver-Voiced Nightingale if we somehow end up with Canary as an assembly member.
 
Not that I see any of these styles being particularly useful for our potential exalts, except maybe Silver-Voiced Nightingale if we somehow end up with Canary as an assembly member.
Pretty much.
That's why I spent so much effort running down homebrew MA styles that might be applicable for a girl and her Essence cannon.
Autochtonians would have developed or stolen one, by all rights.

It's a pity that the devs never did get around to writing up Collapsing Point of Judgement Style(for implosion bows).
 
There are... five canon celestial styles that allow ranged weapons off the top of my head, and three terrestrial styles

Celestial: Air Dragon (Chakram), Wood Dragon (Bows), Silver-Voiced Nightingale (Anything that can 'Harmonize', one of the canon examples is a bow), Thousand Wounds Gear (Gyroscopic Chakram), Righteous Devil (Flame-type weapons)
Terrestrial: Golden Exhalation (Flame-type weapons), Lightning Hoof (Bows), Night Breeze (various thrown weapons)

Not that I see any of these styles being particularly useful for our potential exalts, except maybe Silver-Voiced Nightingale if we somehow end up with Canary as an assembly member.
Isn't the Sidereal CMA Swords?
 
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