Alchemical Solutions [Worm/Exalted] Thread 2: Bullsh*t Magical Robot Girl

Amorous Intent said:
Looking over your plan, mind swapping out [ ] Buy Craft: 4 XP for Occult? We'll hit six training days for Occult with your plan, but we won't with Craft.
Not sure about swapping something out this late in the voting though. If Craft doesn't get enough training but Occult does we could buy Occult next action.

If Craft DOES get enough training I'm pretty sure we have enough XP to buy Occult anyway.
 
Craft is at 3/6, if you train with Armsmaster/Dragon on one day and do some practice on your own on the other we have enough to finish it.

Any particular reason you're buying War over Awareness?
 
Quantumboost said:
The scheme kind of depends on the plan-makers not naming things confusingly, yes.
Yep.

Anyway, I just detected a few problems:
1) Kid Win is scheduled to get IEU on Saturday. Meaning we'll want to be working with him on that day.
2) Dragon will be arriving to test IEU on one of her suits on Sunday. We want to have time for that to happen.
3) The goals don't say what day they'll occur on, nor when they should happen.

So, here's mine, based on plan UJU32:


[X] PLAN Gore17
Day One: 14.5 hours of work, 1.5 hour safety net and 8 hours of sleep.
Day Two: 15 hours of work, 1 hour safety net and 8 hours of sleep.

DAY ONE(Saturday)
[X]Goal 1: Ward Preparations. 8 hours; 7:30 am to 3:30 pm
-[X]Stunt: Look through the prototypes, pick the most acceptable style, and bargain with Glenn as necessary; remember to prioritize what's most important to you. Get Missy's advice, then the boys. They're a resource pool of experience about what works in the field; use them. Even if the boys need help keeping their minds on the job, you can always bribe them with the carrot of more food. Or in Clockblocker's case, the threat of spiders.
-[X]Stunt: Prioritize putting together a base outfit in the agreed colors/style with integral armor; you're squishy despite being Exalted, so prioritize something you can get approved before you have to assume duties on Monday. Then start working heavier armor/powersuits based on what Kid Win and Armsmaster let you access. Get their help with that.
-[X]Stunt: Run through PRT armory for approved weapons; a grenade launcher for containment foam grenades would be nice. Tasers. Kid Win's guns. Whatever they'll let you take and which you can fit inside storage. Also first aid gear, medical supplies, radiation detectors and the like.
-[X]Stunt: Contact Glenn, inform him of the choices made, and check for objections. Flight is non-negotiable, and be willing to sacrifice control over aesthetics to allow the weaponry.
-[X]Stunt: Study up on PRT files of known supervillains and villain groups and rogues, prioritizing the BB area. Whichever files you can access. Keep an eye out for Lisa's alias, assuming she is publicly active.
-[X]Stunt: Begin keeping a diary, specifically of the Lisa events. In cipher, and store it Elsewhere.
-[X]Stunt: Cheerleading outfits in spare time. Make Missy something while doing so; it's all female outfits after all, and one more shouldn't hurt. And maybe something for the coach.
-[X]Stunt: Reherse. Ask for advice, and contact the Cheerleading club and Outcasts to come to your debut.

[X]Goal 2(A): Protectorate Socialization (Miss Militia). 3 hours; 4:00 pm to 7:00 pm
-[X]Stunt: Ask advice on Ward presentation; she used to be a Ward herself. And is female.
-[X]Stunt: Request tips on speeding up acquisitions/permissions for things like Darwin's Spiders for tougher outfits.
-[X]Stunt: Attempt to acquire help with training Firearms skill.

-[X]Goal 2(B): If Miss Militia is unavailable, attempt to contact Autochthon. 3 hours; 4:00 pm to 7:00 pm
-[X]Stunt: Meditate to try and reach Autochton and clear our head.
-[X]Stunt: Check out how Essence works while we meditate if possible. There might be a similar connection between us and the Maker as we do with the bugs.
-[X]Stunt: If contact is made, ask about the emptiness we see in people.

[X]Goal 3(A): Wards Socialization. 3.5 hours; 7:30 pm to 11:00 pm
-[X]Stunt: Hang out with the Wards. Even if the exigencies of identification make it difficult to go out without being recognized, make it an evening in.
-[X]Stunt: Make sure to cook for them.

[X]Goal 3(B): If Wards are unavailable, and Goal 2(B) was not completed, attempt to contact Autochthon. 3.5 hours; 7:30 pm to 11:00 pm
-[X]Stunt: Meditate to try and reach Autochton and clear our head.
-[X]Stunt: Check out how Essence works while we meditate if possible. There might be a similar connection between us and the Maker as we do with the bugs.
-[X]Stunt: If contact is made, ask about the emptiness we see in people.

[X]Goal 3(C): If Wards are unavailable, and Goal 2(B) was completed, spend time building relations with the PRT. 3.5 hours; 7:30 pm to 11:00 pm
-[X]Stunt: Make sure to cook something up to give to people. Ask Piggot before hand if she'd like anything, you'll make it for her.
-[X]Stunt: If Piggot asks why your doing this, reply that it's way of thanking everyone for their hard work.
-[X]Stunt: If Piggot simply refuses, tell her the offer is always available.

DAY TWO(Sunday)
[X]Goal 4: Danny. 3 hours; 7:30 am to 10:30 am
-[X]Stunt: Talk to his lawyer about his case; assure yourself that the guy is working in your father's best interests, given Lisa's warning.
-[X]Stunt: Visit him/call him, whichever you can. Reassure him about how you are doing, and find out how he is; if Lisa is telling the truth, you want to keep tabs on his condition, even if he wasn't your father.

[X]Goal 5: Know Thyself. 5.5 hours; 11:00 am to 4:30 pm
-[X]Stunt: Absorbing tools and technology allows you the ability to understand and duplicate them. To what else does it apply? Medical, psychology and legal textbooks/case files? Lecture videos on DVD? What of computers and smartphones? Does absorbing them give you access to the stored information? Can you operate a cellphone from Elsewhere? Three lives are in immediate danger including your own, you need all the edge you can get. And knowledge is power.
-[X]Stunt: How persistent are your instructions to bugs? How long will they follow them? Find out.
-[X]Stunt: When Dragon arrives for the Incomparable Efficiency Upgrade test, see if she'll be willing/available to help you with further testing.
-[X]Stunt: Does the use of external parahuman powers leave energy traces? Can you see them? Dragoon Missy if she's free for a demo.
-[X]Stunt: Can you extend invisibility to people you are touching? If so, what's the limit? If attacking breaks your invisibility, what counts as an attack? Speech? Dropping a grenade at your feet instead of theirs? Accidental shots? What of locking a door against intrusion? Getting in someone's way? Explore the limits.

[X]Goal 6(A): Protectorate Socialization (Armsmaster). 3.5 hours; 5:00 pm to 8:30 pm
-[X]Stunt: Help optimize nanobots.
-[X]Stunt: If experiments with books work, point out that you could learn Medicine if they get you the textbooks. So if they could get the reading list of a medical student>doctor>neurologist>neurological surgeon/researcher, you could get far along enough to help optimize Armsmaster's nanobots to save brain function.
-[X]Stunt: Ask to see the database of human behavior which Armsmaster used to program his lie detector works, assuming you know he has one. Perhaps you can integrate one into your suit, or simply internalize the knowledge.

[X]Goal 6(B): If Armsmaster is unavailable, and Goal 2(A) was not completed, spend time with Miss Militia. 3.5 hours; 5:00 pm to 8:30 pm
-[X]Stunt: Ask advice on Ward presentation; she used to be a Ward herself. And is female.
-[X]Stunt: Request tips on speeding up acquisitions/permissions for things like Darwin's Spiders for tougher outfits.
-[X]Stunt: Attempt to acquire help with training Firearms skill.

[X]Goal 6(C): If Armsmaster is unavailable, and both Goal 2(A) and Goal 3(A) were completed, attempt to contact Authochthon. 3.5 hours; 5:00 pm to 8:30 pm
-[X]Stunt: Meditate to try and reach Autochton and clear our head.
-[X]Stunt: Check out how Essence works while we meditate if possible. There might be a similar connection between us and the Maker as we do with the bugs.
-[X]Stunt: If contact is made, ask about the emptiness we see in people.

[X]Goal 6(D): If Armsmaster is unavailable, Goal 2(A) was completed, and Goal 3(A) was not completed, attempt to spend time with the Wards. 3.5 hours; 5:00 pm to 8:30 pm
-[X]Stunt: Hang out with the Wards. Even if the exigencies of identification make it difficult to go out without being recognized, make it an evening in.
-[X]Stunt: Make sure to cook for them.

[X]Goal: Self Study. 3 hours; 9:00 pm to 11:00 pm
-[X]Stunt: All the books. All of them. If it is of even tangential relationship to your interests, absorb it, read it, and add it to your collection. Parahuman case law, PRT procedures, human medicine, behavioral psychology, arthropod physiology and distribution, you name it. If it has a book, acquire, absorb and assimilate the knowledge.

Purchase:
Occult x1: 4XP
If Goal 3(C) was completed, Connections (Brockton Bay PRT) x1: 3XP


So, opinions?
 
War also applies to coordinating our fellow Wards, even when not fighting as a mass combat unit.
Coordinating Attacks:In a horde, combatants concern
themselves with only their own targets, trusting companions
to fi ght their own battles. Yet disciplined fi ghting units often
concentrate attacks against powerful opponents in order to
overcome their opponents' defenses. In particular, DragonBlooded members of the Wyld Hunt rely on "pack tactics" to
defeat the individually superior Celestial Exalted.
Coordinating a group of attackers to assault a single
target has the usual Speed 5 for a miscellaneous action and
requires a (Charisma + War) roll from the player of the group's
commander. The diffi culty is half the number of participants
in the group, rounded down. Should the commander wish to
benefi t from the coordination for his own attacks, his player
must include the character into the group when determining
diffi culty. If the roll fails, the coordination attempt fails, so
wise commanders do not overextend their organizational skill.
If the roll succeeds, the coordination opens a "window of opportunity" on the tick when the commander next acts. Every
member of the group who attacks the designated target on
that tick reduces the target's DV (see p. 146) by the number of
successes rolled on the coordination roll. This
penalty cannot exceed the number of attackers
in the group. For example, if the commander
wants to link six archers into a fi ring squad, his
player rolls (Charisma + War) at diffi culty 3. With two
or fewer successes, the attempt fails. With three successes,
the DV penalty suffered by the target against the squad's
attacks is -3. With six or more successes, the penalty increases
to its maximum value of -6. Synchronizing a barrage of attacks
generally requires the participants to aim and/or guard so that
they can abort and attack on the appropriate tick
With our low charisma, we have a pretty limited ability for coordinating people for now though

But while I'm at it, might as well check for the future:
GM Call
Is Swarms a suitable specialty for War? Would an Insect specialty for War apply to drones piloted by bugs?
 
Reposting so it's clear
[X] Plan Veekie

[X] Total Time Budget :32 hours(Goal 1 16h, Goal 2 1-4h, Goal 3 8h, Goal 4 4h)
[X] Goal 1: Prepare equipment for our first week out
[X]- Send an email to Glenn regarding our plans for the costume. Whatever our plans, we should at least keep him informed so he can work that into his plans instead of finding out after the fact
[X]-- Go with a compromise between his most acceptable design and our proposed costume. In the miraculous event that he has an outfit that's more than a 50% match for our proposal, just use that design with minor tweaks.
[X]-- Get some opinions from Missy on the design. The boys are going to be completely no help here.

[X]- Get Kid Win, Dragon and Armsmaster's help if they can be spared. Kid Win should be available and more than glad to help, but to ensure availability, contact all three well ahead of time so they can schedule us some attention.

[X]- Get to work on the idea that Kid Win mooted, to create mini attack drones incorporating his stunning weaponry and anti-grav that can be operated through insect pilots. Try to make at least four as proof of concept, but more is naturally better.
[X]-- Each drone is to have three basic weapons, a high intensity flashlight, one of Kid Win's electric charge-packet stun guns and a dart launcher, to be loaded with PRT approved tranquilizers afterwards.
[X]-- Prepare each drone with mounts for detachable decorative panels for the outer casing. We'd go with highly visible polished metal panels for PR reasons, but have the drone underneath be in camouflage friendly colors in case of emergencies.

[X]- Duplicate Kid Win's wingsuit design with spidersilk, customized to our costume design. If Kid Win hadn't managed to get his suit approved yet, leave out the antigrav for now but keep a socket for the unit. We'd need a bit of practice if we want to avoid plowing into a wall like he did anyway.
[X]-- Incorporate a support frame for pocket-space drone docks. Remember to test the interactions of pocket-space storage with the Technomorphic Integration Engine to avoid potentially embarassing interactions. Build it so that the fabric can be easily replaced for when we get the new spiders.

[X]- Get armed personally with a stun rifle, stun pistol, tazer and a foam dispenser
[X]-- Check out the PRT approved armory for any useful grenades(like smoke or flashbangs) and put some into storage.

[X]- Use up to four hours of overtime if it's necessary to fit the other Tinkers' schedules or finish working before the end of Saturday so that we have more time for approval to process.

[X]- Submit all the items for verification, with documentation of the underlying technology used. Since pretty much everything is based off already proven tech, approval should be fairly fast.

[X]- Check back in on Glenn after everything else, to get any final advice for presenting ourselves.

[X]- Get some work done on spidersilk cheerleading outfits in any time spent waiting. They won't take much attention after all.

[X]- Familiarize with the new equipment, at least so we aren't going embarass ourselves.

[X]- Needless to say use Incomparable Efficiency Upgrade liberally to fit it all in the time available

[X]- Spend any leftover time duplicating drones and making the cheerleading outfits.

[X]- War Specialty(Swarm) 2XP
[X]- Craft +1 4XP if we get enough training on it during the weekend

Projected time consumption: 8 hours(drones) + 4 hours(costume and weaponry) + 4 hours(practice and approval) = 16 hours

[X] Goal 2: Checking out Danny's case
[X]- Get in touch with Danny, get him up to speed on what's going on, and his opinion on things. Find out how his case is doing. The PRT Backing should help here with people to facilitate the necessary paperwork.
Projected time consumption: 1-4 hours.

[X] Goal 3: Socializing with Wards
[X]- Go have some fun with Missy, just a weekend out to relax and talk.(this is in addition to the next)
[X]- Get to know the other Wards better, we hadn't really spent any time around them aside from Kid Win and Vista.
[X]-- Going out for food together would be good, but if that's not possible(due to identity concerns) a shared training session could help too. All we'll need to do is promise to do the cooking after the training.
Projected time consumption: 8 hours

[X] Goal 4: Make contact with our favorite cosmic nerd
[X]- Meditate to try and reach Autochton and clear our head.
[X]-- Check out how Essence works while we meditate if possible. There might be a similar connection between us and the Maker as we do with the bugs.
Projected time consumption: 4 hours
 
DragonBard said:
Problem is that fighting like that will cause Glenn to start creaming bloody murder.
Nonono, see, Glenn doesn't care how we fight as long as we look good for the cameras. Stealth takedowns are fine as long as we uncloak during the takedown, which happens anyway because attacking breaks stealth. So if we're doing things from up close we basically cover everything in containment foam then pose for the camera as the cloak breaks. We should definitely play up the cute angle though, as undetectable stealth can be horrifying.

And as long as our intent is to cause a distraction or provide cover, flooding the area with butterflies doesn't count as an attack. Think about the fun stuff we can do with that :p
How much damage does a bullet do, anyway?
Depends. A lot of stuff falls into the 5~6L range. Assault rifles and machine guns are 7L, Sniper Rifles are 9L, and rocket launchers are 10L.

So using RCa's numbers,with the exception of sniper rifles and rocket launchers most stuff is going to do ping dmg against us. And that's just the spider-silk bodysuit. Add power armor on top of that and we're pretty much golden against small arms.

But to reiterate a previous point, yes it's dumb that some capes run around without proper head protection. Thankfully, Exalted are so bullshit that they don't need to care about trivial things such as protecting their noggins. We can get away with not wearing a helmet or a mask, and we should milk it for all its worth.

=============
veekie said:
@ veekie - don't be distracted by the shiny. Orbital drones are badass, but nowhere near as useful as flight. I would suggest putting it lower in the vote with a, "If there's time" clause. Also, I highly recommend you comb over my suggestions here since there's a lot there that can be integrated into your vote that aligns with your goals.

Further critiques: war specialty isn't as useful as you seem to think it is. Our problems are institutional, not combat related.
 
I like the drones, although I don't know how long they'll take to get approved. I like the playing around with integrating information. I don't like tracking down the Trio; it has the feel of an action that can backfire. I like the meditating.

So many conflicting opinions.
 
Sign of good balance on Gromweld's part. Lots of things we want to do, ability to fulfill a limited number of things, ability to get along even if something only works partially to satisfaction...consequences from stuff left unfulfilled(and there always will be due to time constraints).
 
FunkyEntropy said:
@ veekie - don't be distracted by the shiny. Orbital drones are badass, but nowhere near as useful as flight. I would suggest putting it lower in the vote with a, "If there's time" clause. Also, I highly recommend you comb over my suggestions here since there's a lot there that can be integrated into your vote that aligns with your goals.

Further critiques: war specialty isn't as useful as you seem to think it is. Our problems are institutional, not combat related.
The flight is pretty much a given already, and in the plan as well. Kid Win has a working model of a flight suit(and faceplanted with it), we just need to complete the work on it and duplicate it.

Mainly my thought was to use guns and grenades from stealth if the approval doesn't go through quickly enough.
Both drones and the flight suit need approval, fortunately, Kid Win already submitted the flight suit for testing, so it should already be allowed by the time we go out. The drones are a new combination of already approved technology, Armsmaster's miniaturization, Kid Win's zap blaster, Kid Win's anti-grav, our Bug Bugs(already sent in like the flight suit) and a completely standard dart launcher. Finally, since we mailed Glenn our plans first, he'd be able to accelerate PR approval, and our Backing(PRT) 2 should speed that up more.

They probably can't approve things any faster without just rubberstamping.

EDIT: Looked through the other stuff, but whatever isn't in there already, I don't feel comfortable adding to the plan at this late stage after so many votes are locked into it. It's one thing to go from War +1 to War Speciality +1 for similar mechanical outcomes, another to add whole new sections.
 
Gore17 said:
Ooh. Very nice.

Suggestions: I would recommend staging a little Tinker powwow early on with Glenn in video conference so that everyone can hash out what is and isn't on the table for our powered armor. Non-negotiable: flight. A good concession would be to allow Glenn more creative control over aesthetics. We can safely operate without a helmet because Exalted are bullshit, so that's another thing we can afford to let go after some initial protesting. Leverage Backing (PRT) to make it happen and fast-track approval.

I assume Rehearse means rehearse for our debut press conference? In that case, I suggest you add that we use what we learned today and stack the audience with our supporters like the cheer team, the coach, and the people we hang out with at lunch.

Everything else looks good, although you might want to account for the fact that travel time and food means we can't do stuff back to back.
 
veekie said:
EDIT: Looked through the other stuff, but whatever isn't in there already, I don't feel comfortable adding to the plan at this late stage after so many votes are locked into it. It's one thing to go from War +1 to War Speciality +1 for similar mechanical outcomes, another to add whole new sections.
I would recommend dropping War entirely or swapping it out for another purchase of Backing (PRT) (which I still maintain is the path to power). If people don't like it they can always change their vote.

War and War: Swarm Control really aren't that useful. Our PR constrictions means that our overt actions are limited to non-scary bugs which is fine because brute forcing things by flooding the area with butterflies or creating swarm clones out of beetles to create a distraction is more than adequate for our needs.

As for the other stuff, I would recommend not taking flight for granted. First things first, as they say.
 
uju32 said:
2) Can I get a citation for that? What I remember is Dragon giving us a standing invitation to come to Vancouver.
Gromweld said:
"Ok, so now that I'm here, first thing I want to do is set out the schedule for my power. I really think Chris should get some time with it, as he showed last night that it really helps him overcome his attention-span problems. He's kind of hard to understand when he's under the power, though, so there's that side effect. Besides that, I'm going to want to use when I start doing my own Tinkering, and then if the idea with your suit on Sunday works then we'll need to factor you into the equation to, Dragon."

Since you're talking about taking away Armsmaster's precious Tinkering enhancement, you have his full attention now. Which is still as intimidating as it was the last time he had is charm-enhanced focus on you without his mask on. Still, though, Dragon beats him to the punch.

"Well, since I don't need to sleep I'm fine with taking the night hours if our test on Sunday works. That shouldn't effect the daytime schedule for you, Chris, and Colin. Maybe Colin during the day, then Chris and you when you both get back from school? Here, let me get Chris on the line - he's in his workshop now. Chris, are you there?"
 
FunkyEntropy said:
I would recommend dropping War entirely or swapping it out for another purchase of Backing (PRT) (which I still maintain is the path to power). If people don't like it they can always change their vote.

War and War: Swarm Control really aren't that useful. Our PR constrictions means that our overt actions are limited to non-scary bugs which is fine because brute forcing things by flooding the area with butterflies or creating swarm clones out of beetles to create a distraction is more than adequate for our needs.

As for the other stuff, I would recommend not taking flight for granted. First things first, as they say.
Drone swarms are controlled via War as well. And again, my plan already includes the flight suit. It'd only be put off if the alternative is to go out without a spidersilk costume because the flight unit is undergoing testing, Uju's plan is the one without the flight suit.
 
I have done a lot of math regarding Crafting times for this Quest, but in the interest of making sure I haven't botched my own calculations I am curious about what people have come up with on their own. I'm not going to reveal my numbers lest I contaminate the pool, but I will say whether I goofed or not. I know people have talked about Revlid-Direction's Revised Crafting Guide, but so far I've been working from the Core rules for Craft - this would be the time to make a definitive argument for changes to the Crafting rules before we get past the point-of-no-return.

So, what do people figure for the following values (for Core, Revised, or Other rules):
- Regular Resources cost for Tinker creations (Kid Win's blasters, flight suit, Armsmaster's Nanothorns, any others people want to bring up)
- Regular time-to-craft for Tinker creations
- Time-to-craft with full benefits of charms
- Any other bonuses/time-reduction effects people can think of (and what their values would be)
 
Gromweld said:
I have done a lot of math regarding Crafting times for this Quest, but in the interest of making sure I haven't botched my own calculations I am curious about what people have come up with on their own. I'm not going to reveal my numbers lest I contaminate the pool, but I will say whether I goofed or not. I know people have talked about Revlid-Direction's Revised Crafting Guide, but so far I've been working from the Core rules for Craft - this would be the time to make a definitive argument for changes to the Crafting rules before we get past the point-of-no-return.

So, what do people figure for the following values (for Core, Revised, or Other rules):
- Regular Resources cost for Tinker creations (Kid Win's blasters, flight suit, Armsmaster's Nanothorns, any others people want to bring up)
- Regular time-to-craft for Tinker creations
- Time-to-craft with full benefits of charms
- Any other bonuses/time-reduction effects people can think of (and what their values would be)
Going with Core-rules seems fine to me. The only thing I can think of is the advanced automation available on Earth-Bet, both due to Tinkers and modern technology in general, which isn't really accounted for. Not really important if we're just making personal equipment, though.
 
Gromweld said:
So, what do people figure for the following values (for Core, Revised, or Other rules):
- Regular Resources cost for Tinker creations (Kid Win's blasters, flight suit, Armsmaster's Nanothorns, any others people want to bring up)
Based off Worm, most Tinkers can make functional gear with little more than a toolbox and the contents of an electronics store. Kid Win building his own giant blaster without the PRT noticing indicates it fits well within his discretionary budget. Chariot built a jetpack power suit as a student with no income, in a visibly impoverished family. Bonesaw in particular, uses workshops of no quality, and her parts are pretty much whatever is on site.
Tinker work is highly value added, they could assemble the parts they need out of cheaper parts or from scratch if need be, with a proportionately increased construction time. It's not like you could buy a xenotech capacitor off the shelf anyway, they'd have to improvise most of their stuff, meaning the component costs largely come from raw material costs..
So eyeballing:
KW Zap Blasters - Resources 1
Chariot Jetpack - Resources 2(made up by building it over time)
KW Hoverboard - Resources 2
KW Giant Cannon - Resources 3(it's hinted that Kid Win has been working on this project for a while, possibly scraping together leftover supplies from other projects)
Halberd - Resources 3
Dragonmech - Resources 4(sheer tonnage of metal alone would do this)
Dragonfly - Resources 5(sheer tonnage)
- Regular time-to-craft for Tinker creations
Bonesaw again indicates that some VERY complex work can be done in hours, considering how long she had Grue before he was spread over 30ft worth of room. Kid Win took a week working outside his speciality making a knockoff lie detector. The G-Driver and the Ultimate Anti Scion Cannon were also constructed within a day.
It's implied that the bulk of the time is spent on upgrading their workshop and tools, then fabricating prerequsite parts, after which it's pretty much design time that occupies them. Modifying existing designs is very quick, unless working outside your speciality, or working with another Tinker's speciality without them on site to advise, then it's very slow.
- Time-to-craft with full benefits of charms
- Any other bonuses/time-reduction effects people can think of (and what their values would be)
Acceleration mainly comes from having parts to cannibalize and repurpose, but multiple Tinkers stack massively for design time reduction, once they stop butting heads.

EDIT: In short, Kid Win's workshop is probably a major work accelerator due to the very large number of unfinished projects he has that can be cannibalized. Once we burn through his leftovers we'd slow down quite a bit on the production end until we fabricate more parts.
 
I will note that the Nanothorn tech is still "v1.0", so your knife has some time before it starts malfunctioning (like all Tinker Tech). The tech is at the point where Armsmaster had it when he fought Leviathan, so there's still a ways to go to make it the Dragon's Teeth (which were nearly mass-producible) or the Leviathan-Fins that Smurfy munchkined for her brother (not that it did any good in the end).

Also, while it may be absurdly powerful, it's beyond lethal and against all sorts of Wards regulations to use beyond the ultimatum that Armsmaster gave Taylor. The way it cuts is also very distinctive, so hiding its use is very difficult.
 
Gromweld said:
I will note that the Nanothorn tech is still "v1.0", so your knife has some time before it starts malfunctioning (like all Tinker Tech). The tech is at the point where Armsmaster had it when he fought Leviathan, so there's still a ways to go to make it the Dragon's Teeth (which were nearly mass-producible) or the Leviathan-Fins that Smurfy munchkined for her brother (not that it did any good in the end).

Also, while it may be absurdly powerful, it's beyond lethal and against all sorts of Wards regulations to use beyond the ultimatum that Armsmaster gave Taylor. The way it cuts is also very distinctive, so hiding its use is very difficult.
It shall be our primary cooking utensil, our sushi shall be cut beyond perfection and the evidence will be erased by powerful acids.
 
FunkyEntropy said:
Ooh. Very nice.

Suggestions: I would recommend staging a little Tinker powwow early on with Glenn in video conference so that everyone can hash out what is and isn't on the table for our powered armor. Non-negotiable: flight. A good concession would be to allow Glenn more creative control over aesthetics. We can safely operate without a helmet because Exalted are bullshit, so that's another thing we can afford to let go after some initial protesting. Leverage Backing (PRT) to make it happen and fast-track approval.

I assume Rehearse means rehearse for our debut press conference? In that case, I suggest you add that we use what we learned today and stack the audience with our supporters like the cheer team, the coach, and the people we hang out with at lunch.

Everything else looks good, although you might want to account for the fact that travel time and food means we can't do stuff back to back.
uju32 said:
1)Not necessarily.
We are prepping for Ward presentation; that takes priority over everything else.
We can work with Kid Win later in the week.

2) Can I get a citation for that? What I remember is Dragon giving us a standing invitation to come to Vancouver.
These are the relevant citations
Standing invitation, no set dates for anything.
And going to Canada clears our schedule.

3) That's intentional.
That way we can split time as and at when most appropriate.
We don't need IEU to select a costume, or when socializing with the Wards; we don't know when MM is free.
So it's intentionally left vague so Grom can work it into the schedule when appropriate.
I've updated, so I'll repost it here. Note, I'm probably forgetting some stuff:

[X] PLAN Gore17
Day One: 14.5 hours of work, 1.5 hour safety net and 8 hours of sleep.
Day Two: 15 hours of work, 1 hour safety net and 8 hours of sleep.

DAY ONE(Saturday)
[X]Goal 1: Ward Preparations. 8 hours; 7:30 am to 3:30 pm
-[X]Stunt: Look through the prototypes, pick the most acceptable style, and bargain with Glenn as necessary; remember to prioritize what's most important to you. Get Missy's advice, then the boys. They're a resource pool of experience about what works in the field; use them. Even if the boys need help keeping their minds on the job, you can always bribe them with the carrot of more food. Or in Clockblocker's case, the threat of spiders.
-[X]Stunt: Prioritize putting together a base outfit in the agreed colors/style with integral armor; you're squishy despite being Exalted, so prioritize something you can get approved before you have to assume duties on Monday. Then start working heavier armor/powersuits based on what Kid Win and Armsmaster let you access. Get their help with that.
-[X]Stunt: Run through PRT armory for approved weapons; a grenade launcher for containment foam grenades would be nice. Tasers. Kid Win's guns. Whatever they'll let you take and which you can fit inside storage. Also first aid gear, medical supplies, radiation detectors and the like.
-[X]Stunt: Contact Glenn, inform him of the choices made, and check for objections. Flight is non-negotiable, and be willing to sacrifice control over aesthetics to allow the weaponry.
-[X]Stunt: Study up on PRT files of known supervillains and villain groups and rogues, prioritizing the BB area. Whichever files you can access. Keep an eye out for Lisa's alias, assuming she is publicly active.
-[X]Stunt: Begin keeping a diary, specifically of the Lisa events. In cipher, and store it Elsewhere.
-[X]Stunt: Cheerleading outfits in spare time. Make Missy something while doing so; it's all female outfits after all, and one more shouldn't hurt. And maybe something for the coach.
-[X]Stunt: Reherse. Ask for advice, and contact the Cheerleading club and Outcasts to come to your debut.

[X]Goal 2(A): Protectorate Socialization (Miss Militia). 3 hours; 4:00 pm to 7:00 pm
-[X]Stunt: Ask advice on Ward presentation; she used to be a Ward herself. And is female.
-[X]Stunt: Request tips on speeding up acquisitions/permissions for things like Darwin's Spiders for tougher outfits.
-[X]Stunt: Attempt to acquire help with training Firearms skill.

-[X]Goal 2(B): If Miss Militia is unavailable, attempt to contact Autochthon. 3 hours; 4:00 pm to 7:00 pm
-[X]Stunt: Meditate to try and reach Autochton and clear our head.
-[X]Stunt: Check out how Essence works while we meditate if possible. There might be a similar connection between us and the Maker as we do with the bugs.
-[X]Stunt: If contact is made, ask about the emptiness we see in people.

[X]Goal 3(A): Wards Socialization. 3.5 hours; 7:30 pm to 11:00 pm
-[X]Stunt: Hang out with the Wards. Even if the exigencies of identification make it difficult to go out without being recognized, make it an evening in.
-[X]Stunt: Make sure to cook for them.

[X]Goal 3(B): If Wards are unavailable, and Goal 2(B) was not completed, attempt to contact Autochthon. 3.5 hours; 7:30 pm to 11:00 pm
-[X]Stunt: Meditate to try and reach Autochton and clear our head.
-[X]Stunt: Check out how Essence works while we meditate if possible. There might be a similar connection between us and the Maker as we do with the bugs.
-[X]Stunt: If contact is made, ask about the emptiness we see in people.

[X]Goal 3(C): If Wards are unavailable, and Goal 2(B) was completed, spend time building relations with the PRT. 3.5 hours; 7:30 pm to 11:00 pm
-[X]Stunt: Make sure to cook something up to give to people. Ask Piggot before hand if she'd like anything, you'll make it for her.
-[X]Stunt: If Piggot asks why your doing this, reply that it's way of thanking everyone for their hard work.
-[X]Stunt: If Piggot simply refuses, tell her the offer is always available.

DAY TWO(Sunday)
[X]Goal 4: Danny. 3 hours; 7:30 am to 10:30 am
-[X]Stunt: Talk to his lawyer about his case; assure yourself that the guy is working in your father's best interests, given Lisa's warning.
-[X]Stunt: Visit him/call him, whichever you can. Reassure him about how you are doing, and find out how he is; if Lisa is telling the truth, you want to keep tabs on his condition, even if he wasn't your father.

[X]Goal 5: Know Thyself. 5.5 hours; 11:00 am to 4:30 pm
-[X]Stunt: Absorbing tools and technology allows you the ability to understand and duplicate them. To what else does it apply? Medical, psychology and legal textbooks/case files? Lecture videos on DVD? What of computers and smartphones? Does absorbing them give you access to the stored information? Can you operate a cellphone from Elsewhere? Three lives are in immediate danger including your own, you need all the edge you can get. And knowledge is power.
-[X]Stunt: How persistent are your instructions to bugs? How long will they follow them? Find out.
-[X]Stunt: When Dragon arrives for the Incomparable Efficiency Upgrade test, see if she'll be willing/available to help you with further testing.
-[X]Stunt: Does the use of external parahuman powers leave energy traces? Can you see them? Dragoon Missy if she's free for a demo.
-[X]Stunt: Can you extend invisibility to people you are touching? If so, what's the limit? If attacking breaks your invisibility, what counts as an attack? Speech? Dropping a grenade at your feet instead of theirs? Accidental shots? What of locking a door against intrusion? Getting in someone's way? Explore the limits.

[X]Goal 6(A): Protectorate Socialization (Armsmaster). 3.5 hours; 5:00 pm to 8:30 pm
-[X]Stunt: Help optimize nanobots.
-[X]Stunt: If experiments with books work, point out that you could learn Medicine if they get you the textbooks. So if they could get the reading list of a medical student>doctor>neurologist>neurological surgeon/researcher, you could get far along enough to help optimize Armsmaster's nanobots to save brain function.
-[X]Stunt: Ask to see the database of human behavior which Armsmaster used to program his lie detector works, assuming you know he has one. Perhaps you can integrate one into your suit, or simply internalize the knowledge.

[X]Goal 6(B): If Armsmaster is unavailable, and Goal 2(A) was not completed, spend time with Miss Militia. 3.5 hours; 5:00 pm to 8:30 pm
-[X]Stunt: Ask advice on Ward presentation; she used to be a Ward herself. And is female.
-[X]Stunt: Request tips on speeding up acquisitions/permissions for things like Darwin's Spiders for tougher outfits.
-[X]Stunt: Attempt to acquire help with training Firearms skill.

[X]Goal 6(C): If Armsmaster is unavailable, and both Goal 2(A) and Goal 3(A) were completed, attempt to contact Authochthon. 3.5 hours; 5:00 pm to 8:30 pm
-[X]Stunt: Meditate to try and reach Autochton and clear our head.
-[X]Stunt: Check out how Essence works while we meditate if possible. There might be a similar connection between us and the Maker as we do with the bugs.
-[X]Stunt: If contact is made, ask about the emptiness we see in people.

[X]Goal 6(D): If Armsmaster is unavailable, Goal 2(A) was completed, and Goal 3(A) was not completed, attempt to spend time with the Wards. 3.5 hours; 5:00 pm to 8:30 pm
-[X]Stunt: Hang out with the Wards. Even if the exigencies of identification make it difficult to go out without being recognized, make it an evening in.
-[X]Stunt: Make sure to cook for them.

[X]Goal: Self Study. 3 hours; 9:00 pm to 11:00 pm
-[X]Stunt: All the books. All of them. If it is of even tangential relationship to your interests, absorb it, read it, and add it to your collection. Parahuman case law, PRT procedures, human medicine, behavioral psychology, arthropod physiology and distribution, you name it. If it has a book, acquire, absorb and assimilate the knowledge.

Purchase:
Occult x1: 4XP
If Goal 3(C) was completed, Connections (Brockton Bay PRT) x1: 3XP
 
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