Augmentations actually have a slightly higher effective cap, but it takes a lot more investment to fully open it. 5 Attribute + 5 Ability + 3 specialty + 2x 4th Aug + 1st or 5th Aug + Transpuissant (attribute) Upgrade = 25 dice, compared to the effective Solar cap of 23 dice.
If I was looking to boost Intelligence, I would install either a 3rd Int Augmentation or a Transpuissant Int Upgrade.
3rd Int Aug apparently doubles base Intelligence, from Int 5 to Int 10 where static rolls apply.
Bolded the important bit. Unlike strength, dexterity or appearance, intelligence is not used for any important static values. Additionally, 3rd Aug is really expensive outside of Autochthonia. The 1st Aug is what we really want(in addition to the 4th Aug.)
Transpuissant Int Upgrade converts specialty dice directly into successes; for example, an Int + War roll would have the Parahumans 2 specialty converted directly into two successes.
It is very nice, but it is expensive to install, and adds at most 3 dice, and only if we have 3 applicable specialties. The 1st Aug can add up to 7 dice. Good for a dedicated suite, but probably not for everyday use unless we are dumping other charms.
Sooo, uuuh let's sacrifice some civilians to make Jack happy? (can't believe I said that)
Since Jack keeps Bonesaw "in line" and our (let's say Nr1) exaltation candidate is right next to him?
Jack being pissed is exploitable though. Currently the S9 are acting in a low risk, high drama manner. An Angry Jack would take more aggressive measures, making it easier to remove his members or locate his base.
More importantly, if he sees us preserving civilians he'd double down his effort on killing lots of them, which hopefully diverts some of his attention away from the capes.
Sooo, uuuh let's sacrifice some civilians to make Jack happy? (can't believe I said that)
Since Jack keeps Bonesaw "in line" and our (let's say Nr1) exaltation candidate is right next to him?
as angry as Jack is going to be, he isn't stupid. Vista is an important part of the S9's base defenses, and he's unlikely to off her after only one day of set backs.
as angry as Jack is going to be, he isn't stupid. Vista is an important part of the S9's base defenses, and he's unlikely to off her after only one day of set backs.
That also means effort he's not spending elsewhere, like trying to kill our capes on the attack.
If you consider the overall situation, he's running on similar point allocations to us, except he's had multiple days to prepare, kicked off events while we were inactive and fewer people to protect.
If he wants to do something, he must lose the ability to do something else. If he wants to kill more people, that means putting effort in that he's not using to ensure survival of the S9 members, or the location of his base.
remember canon? Tt spoiled his game with Cherish and he didn't even kill her(gave her a Glasgow smile which is only lethal when left untreated). jack doesn't escalate straight to the nuclear option( though he will eventually) at the first sign of adversary, or he'd have been removed by Contessa for being a net loss.
remember canon? Tt spoiled his game with Cherish and he didn't even kill her(gave her a Glasgow smile which is only lethal when left untreated). jack doesn't escalate straight to the nuclear option( though he will eventually) at the first sign of adversary, or he'd have been removed by Contessa for being a net loss.
Which is why, when we're hopefully not busy with the Siberian next turn , we'll take the opportunity to make ourselves a nice dangly target for him to vent his frustrations. (Note: Jack SLash lacks the oomph to get through our powered armor)
Which is why, when we're hopefully not busy with the Siberian next turn , we'll take the opportunity to make ourselves a nice dangly target for him to vent his frustrations. (Note: Jack SLash lacks the oomph to get through our powered armor)
AFTER we've secured the persons of mass destruction. Optical Shroud is a trick we hold in reserve until we strike.
I'm thinking that, dramatically-speaking, Jack and Taylor need to have at least one confrontation. What we'd be doing is hit him right in the dicepools. Anima Effect and see if we can't also force a Valor/Courage test.
AFTER we've secured the persons of mass destruction. Optical Shroud is a trick we hold in reserve until we strike.
I'm thinking that, dramatically-speaking, Jack and Taylor need to have at least one confrontation. What we'd be doing is hit him right in the dicepools. Anima Effect and see if we can't also force a Valor/Courage test.
No, no dramatics for him. No playing into his games. The only thing he warrants is either:
A) Getting sniped with an Explosive Bolt from Optical Shroud
B) SURPRISE Doom Combo
C) Death by a Tinkertech Rifle round from a PRT Sniper
I've been going over my plans for the S9 and their locations, and I realized I offered something that doesn't make sense considering a certain previously-unknown quirk of the Twins's pocket dimension (that the S9 have discovered, much to their own displeasure).
I was wondering why they were using Vista for a base, instead of the Twins module, which is more secure.
Even with Hatchet Face around.
I'm assuming the dimension is not conducive to long-term stay of non-Twins for some reason; that, or it fucks with their control.
Place might act as a healing tank for the Twins.
On the bright side, removing the Twins from the field means that their ease of deployment of drones and munitions is going to drop drastically.
It also means that they will have to either bring Vista onto the field to facilitate getaways, or bring their healers with them so they can receive timely care.
Either way the cost for finding their base, rescuing Vista/Iris and the captive heroes is likely to drop, as is the price of killing/capturing Niners.
But the price of keeping people safe is likely to rise.
It is very nice, but it is expensive to install, and adds at most 3 dice, and only if we have 3 applicable specialties. The 1st Aug can add up to 7 dice. Good for a dedicated suite, but probably not for everyday use unless we are dumping other charms.
Perfection of effort is the holiest of self-augmentations. Transpuissant (Attribute) Upgrade takes the form of fine adamant beads interconnected by the finest filigree of magical material wires, forming a tattoo-like tracery over appropriate organs. The Charm may be installed for each Attribute. When activated, it converts all specialty dice into successes whenever they apply to an action using that Attribute. This includes natural specialties as well as any conferred by Charms or other sources. If the action is a physical attack, the total number of successes added by specialties converts post-soak damage dice into successes against creatures of the Void (so a +2 specialty converts the first two damage dice into successes). Roll unconverted damage dice normally. If the action exerts mental influence on creatures of the Void, his Charm provides double the usual bonus successes as a bonus Axiomatic effect, to a usual maximum of six successes for having +3 in applicable specialties. Submodules: Machine Logic Subroutines (Essence 4): This submodule further refines the function of its Transpuissant (Attribute) Upgrade. Whenever the character takes an action using the appropriate Attribute and performs that action in a manner appropriate to a high-Clarity perspective (as determined by the Storyteller), any stunt bonus associated with that course of action may be applied as successes rather than dice. This submodule does not affect the rewards for successful stunts. Every time an Alchemical converts stunt dice into successes with this submodule, the character gains one point of Clarity.
It adds 1 success per dot of relevant specialty, to a maximum of 3 successes; and it has no activation cost.
It's of most use to people with maxed out specialties like us.
Bolded the important bit. Unlike strength, dexterity or appearance, intelligence is not used for any important static values. Additionally, 3rd Aug is really expensive outside of Autochthonia. The 1st Aug is what we really want(in addition to the 4th Aug.)
Compared to other Augs?Really?
3rd Aug caps out at only 5 motes activation in Earth Bet.
The 1st and 2nd Augs pay 2m for 1 success on the average; 5 motes gets them 2-3 successes.
I'm not sure about Intelligence and said static values , but for a high(Dex) character(7+), 3rd Augs look more cost-effective than 1st Augs.
Not sure about 2nd Augs.
This is a game, not RL.
Certain dramatic conventions apply; that means a confrontation is pretty much mandatory.
This is even more true when you consider that drama is a convention of Essence-verse mechanics.
I disagree. Talking to him is madness, as he likely possesses better social pools than us, even considering the possible effects of our Anima. I repeat: Snipe. Him. Stunt it up to be suitably dramatic if you must insist, but no talking.
I disagree. Talking to him is madness, as he likely possesses better social pools than us, even considering the possible effects of our Anima. I repeat: Snipe. Him. Stunt it up to be suitably dramatic if you must insist, but no talking.
I disagree. Talking to him is madness, as he likely possesses better social pools than us, even considering the possible effects of our Anima. I repeat: Snipe. Him. Stunt it up to be suitably dramatic if you must insist, but no talking.
No, no dramatics for him. No playing into his games. The only thing he warrants is either:
A) Getting sniped with an Explosive Bolt from Optical Shroud
B) SURPRISE Doom Combo
C) Death by a Tinkertech Rifle round from a PRT Sniper
I don't understand how it possibly makes sense to let Crawler get away. Y'all understand that Crawler is probably the most difficult enemy to defeat in the Nine?