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

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.
Wouldn't the repair-function of our Technomorphic Integration Engine take care of any maintenance-needs (since maintenance is more or less pre-emptive repair)?
 
[X] PLAN UJU32

I'd prefer to add inviting the cheerleaders etc to our reveal for some positive support, and being willing to compromise more on the costume given our Exalted-bullshit, but this is the least bad.
 
Alratan said:
[X] PLAN UJU32

I'd prefer to add inviting the cheerleaders etc to our reveal for some positive support, and being willing to compromise more on the costume given our Exalted-bullshit, but this is the least bad.
*Points above* My plan has that. What don't you like about it?
 
Gore17 said:
*Points above* My plan has that. What don't you like about it?
Nice. It gets most of the things I want and doesn't have anything that strikes me as being a bad idea. Solid plan. Contingencies are a nice touch although you might be overdoing it :p

Another suggestion, now that I think about it, is to add a section near the very top of us doing a bit of horsetrading with Kid Win and Armsmaster in order to get them on board to spend the weekend helping us complete our costume. Acceptable trades include having us assist them one of their own projects (preferred, since this trains craft), or more time with the efficiency upgrade.

Also, a stunt where we mention that we had an idea to industrialize spider silk production would be nice. Doesn't have to be more than that, just get the ball rolling and the PRT thinking about it. You could probably work it in as part of 2(A) or 6(A). Armsmaster would probably be the better choice, as he's more likely to have experience setting up production of useful goods for the PRT.

My only complaint at this stage would be getting Connections (PRT) instead of (yet another) dot of Backing (PRT). Sure, Backing ups our responsibilities, but it's most likely that we'd be put in charge of things we want to be responsible for anyway. We get high enough backing, maybe we can get the PRT to bring Panacea in to boost our bugs and then we can really start getting shit done. We might be able to convince her to come in regardless by promising better suits to protect her family.

Actually, not sure if Connections is even a legitimate background. I thought it was Contacts? We might be able to pick up Influence (PRT) but that might require a good stunt geared specifically towards getting it. But anyway, Backing > Contacts.


[x] Gore17
 
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)
Really hard to settle on something, not least of all because Tinkers probably have some kind of bonuses to crafting speed within their specialty.
 
Vote tally:
##### 3.5
[x] Gideon's Plan: Prep Time and Meditations
No. of votes: 4
gideon020, EnderofWorlds, Peanuckle, Deathwings

[x] Kelenas' Alteration Plan
No. of votes: 3
Kelenas, Jack Folstam, HyperionTW

[X] Blackout's Plan
No. of votes: 1
Blackout785

[x] sun tzu' Plan: The Human Factor
No. of votes: 1
sun tzu

[X] Plan Veekie
No. of votes: 12
Cyanios, 1986ctcel, Elero, NotAlwaysFanfic, Overmind, Sinsystems, moonrune, Zechstein, GamingGeek, XenonPrime, Demonic Spoon, veekie

[x] Plan: Veekie + Jinnt
No. of votes: 4
Azure, landcollector, Amorous Intent, Jinnt


[x] Jinnt's Plan: Ready, Set
No. of votes: 1
serra2

[X] PLAN UJU32
No. of votes: 15
DragonBard, Daemir Silverstreak, dracklor, Ryune, Harish, Acaila, Quantumboost, spudman, Leliel, sainen, Carrnage, Alratan, uju32, A Nation's Virtue, FallenTemplar86

[X] PLAN Gore17
No. of votes: 4
Gore17, FunkyEntropy, Odysseus2099, Cheshire
 
Kelenas said:
Wouldn't the repair-function of our Technomorphic Integration Engine take care of any maintenance-needs (since maintenance is more or less pre-emptive repair)?
Yes. The knife would overheat, then you'd stuff it in your Elsewhere Cleavage Pocket and let it sit for ~1 hour and then you're good to go again.
 
Backing (PRT) is unable to be raised further until you become the Wards Captain. That means you'd have to kill everyone but Vista, though, but you have the Conviction to do it!
 
FunkyEntropy said:
Nice. It gets most of the things I want and doesn't have anything that strikes me as being a bad idea. Solid plan. Contingencies are a nice touch although you might be overdoing it :p
Honestly, I feel like I haven't done enough.
FunkyEntropy said:
My only complaint at this stage would be getting Connections (PRT) instead of (yet another) dot of Backing (PRT). Sure, Backing ups our responsibilities, but it's most likely that we'd be put in charge of things we want to be responsible for anyway. We get high enough backing, maybe we can get the PRT to bring Panacea in to boost our bugs and then we can really start getting shit done. We might be able to convince her to come in regardless by promising better suits to protect her family.

Actually, not sure if Connections is even a legitimate background. I thought it was Contacts? We might be able to pick up Influence (PRT) but that might require a good stunt geared specifically towards getting it. But anyway, Backing > Contacts.
Connections is a real background, it's used by the Dragon-blooded, Sidereals and by everyone in Dreams of the First Age. It combines Contacts and Influence into a single background, but must be restricted to a certain organization, group or culture, with the smaller it is, the more powerful you are in that. For example, if someone with Connections (PRT) 1, and Connections (Brockton Bay PRT) 1, both tried to exert their influence on Brockton Bay's PRT branch, the later would win. However, they don't have the ability to exert influence over other cities PRT branches, while the guy with Connections (PRT) could.

It should be mentioned you don't buy "Influence (PRT)", you just buy "Influence". Influence represent a broad, general ability to, well, influence things, due to the characters fame. Being a well-known hero would give use Influence, for example. Contacts is the same way, it's not a focused on a particular organization. If we buy a point of Contacts, it means we have a broad net of people we know who might be helpful in some way.

As for why I didn't have it buy another point of Backing: we're both reaching the limit of what we can buy, and in what's useful. Raising Connections would be more useful. Here's a comparison taken from the books:
BACKING VS. CONNECTIONS
At first glance, the Backing and Connections Backgrounds would seem to overlap. The distinction lies in what the two Backgrounds actually allow a character to do. Backing represents the application of resources and personnel that are not directly under the character's personal control. Connections represent the character's understanding of an organization's structure (including its secrets) and his ability to direct its overarching agenda. The two can interact freely when a character has both the backing of an organization and connections to those who actually run it. It is not necessary, however, for a character to have the backing of an organization in order to have made connections within it and vice versa. The most talented field agents of the Bureau of Destiny often have unlimited backing but no pull when it comes to defining the agency's agenda. Similarly, the dealmakers of the great Dragon-Blooded Gentes have vast webs of connections within even the Deliberative itself, but they would be looked at as insane if they demanded actual authority within that body.
FunkyEntropy said:
It's "PLAN GORE17", not "Gore17". Don't want to confuse the tally counter. :p

Edit: Ninja'd by the author:
Gromweld said:
Backing (PRT) is unable to be raised further until you become the Wards Captain. That means you'd have to kill everyone but Vista, though, but you have the Conviction to do it!
Yep, not doing that. Connections it is!

...We can get Connections, right? Just making sure, you know.

Also, is this okay, or did I go overboard?
 
Re-reading Gore17's plan, I have to admit I'm not convinced by Occult.

What do people see us doing with it? We don't have the materials to make artifacts...
 
Catty Nebulart said:
[X] PLAN Gore17

I like the overdone contingencies, feels autochonian, and it;s not a bad plan.
Direct your praise to uju32, I simply prettied his plan up a bit, and added a few extras.
Alratan said:
Re-reading Gore17's plan, I have to admit I'm not convinced by Occult.

What do people see us doing with it? We don't have the materials to make artifacts...
Two reasons, for me personally:
1) Our Essence Sight Occulars sub-module uses the lowest of our Mental Attributes(Intelligence, 4), and the lowest of our Awareness or Occult(Occult, 1) as dice in the roll to analyze what we see with it. Having a higher Occult rating makes it easier for us to analyze and comprehend what we see with it. Which will help us in figuring out the limits of our powers.
2) It's been strongly implied that other Alchemical Exalted will be appearing sometime in the future. At that point, Occult will be useful, and since we don't know when that'll be, we don't want to be caught with our pants down(Taylor's already suffered enough embarrassment).

Finally, there's two hypotheticals:
1) An Occult rating may be useful in figuring out parahuman abilities.
2) If we can't contact Autochthon now, a higher Occult rating might be helpful.
 
Switching my vote. Uju's plan has us stunting to waste time doing shit to answer questions we already know the answer to, and I really want to get in some all important Autobot time. Plan: Veekie + Jinnit is just there to split votes right now:

[X] Plan Veekie
 
I really don't understand why people want to spend time on contacting Autocthon right now. It's not urgent, and we have stuff we need to do with actual deadlines. We can meditate on Autocthon on Tuesday rather than this weekend with no downsides at all. We can't prepare for our reveal on Tuesday, as by then it's too late.
 
Alratan said:
Re-reading Gore17's plan, I have to admit I'm not convinced by Occult.

What do people see us doing with it? We don't have the materials to make artifacts...
Two reasons, for me personally:
1) Our Essence Sight Occulars sub-module uses the lowest of our Mental Attributes(Intelligence, 4), and the lowest of our Awareness or Occult(Occult, 1) as dice in the roll to analyze what we see with it. Having a higher Occult rating makes it easier for us to analyze and comprehend what we see with it. Which will help us in figuring out the limits of our powers.
2) It's been strongly implied that other Alchemical Exalted will be appearing sometime in the future. At that point, Occult will be useful, and since we don't know when that'll be, we don't want to be caught with our pants down(Taylor's already suffered enough embarrassment).

Finally, there's two hypotheticals:
1) An Occult rating may be useful in figuring out parahuman abilities.
2) If we can't contact Autochthon now, a higher Occult rating might be helpful.
Alratan said:
I really don't understand why people want to spend time on contacting Autocthon right now. It's not urgent, and we have stuff we need to do with actual deadlines. We can meditate on Autocthon on Tuesday rather than this weekend with no downsides at all. We can't prepare for our reveal on Tuesday, as by then it's too late.
Well, several reasons:
1) He's technically our boss. Ignoring him seems to be a bad idea.
2) He may be able to offer us advice, artifacts or raw materials for Artifacts.
3) As I said above, it's been hinted that other Alchemicals will be arriving sometime in the future, and apparently sooner rather then later. We'll want considerable advanced notice for that.
4) There may be things we need to know right now, but which we won't find out about until we contact him.
5) Because it's rude to not ring up and tell him your doing fine?
 
Oh, wow. I just reread Gore17's plan, and he fails at contingency planning. Protip: if the most likely scenario (all things going as planned, as they have up til now) prevents us from convening with Autobot, you can't buy Occult. Don't leave a non-contingent buy when you can only get it based on a contingency that isn't guaranteed.
Alratan said:
I really don't understand why people want to spend time on contacting Autocthon right now. It's not urgent, and we have stuff we need to do with actual deadlines. We can meditate on Autocthon on Tuesday rather than this weekend with no downsides at all. We can't prepare for our reveal on Tuesday, as by then it's too late.
As opposed to spending 5.5-8 hours dicking around answering questions that we already know the answers to, probing limitations that we can completely circumvent under normal conditions and the ability to test them perfectly fine under the convoluted circumstances they'd be necessary for in the first place, and stunting miscellaneous actions that were going to happen anyways? Yeah, I can see how talking to our creator and getting answers to questions only He can answer takes a back seat to that. :rolleyes:
 
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.
Is it legal to use in anti-material terms? Like if for some reason we need to cut through a building.
 
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