Alchemical Solutions [Worm/Exalted] Thread 4: Darkness Dispatching Dads Definitely Decide Dumbly

Well if we can't access healing tech right now, I recommend we instead focus on greater durability. Prevent us from taking too much damage in the first place.
 
Keeping in mind that with the armor we have a soak of 12 B 10L, which would reduce most common firearms to ping damage, and no force field device to copy. Going to need some creative justification to raise soak without increasing mobility penalty.

EDIT: Actually I suspect the next attempt would involve armor piercing weapons or Blaster/Shaker parahumans.
 
veekie said:
Keeping in mind that with the armor we have a soak of 12 B 10L, which would reduce most common firearms to ping damage, and no force field device to copy. Going to need some creative justification to raise soak without increasing mobility penalty.

EDIT: Actually I suspect the next attempt would involve armor piercing weapons or Blaster/Shaker parahumans.
So does that mean increasing armor durability would be mostly superfluous? In that case, I'm fine with going with your original module list.
 
BobTheNinja said:
So does that mean increasing armor durability would be mostly superfluous? In that case, I'm fine with going with your original module list.
The Enhanced Durability module also gives hardness, which is what's used to protect against ping damage.
With hardness 6, we'd be completely immune to pistols, shotguns and submachine guns, I think.
 
^^
Yeah, and that.
BobTheNinja said:
So does that mean increasing armor durability would be mostly superfluous? In that case, I'm fine with going with your original module list.
Not exactly, if we're facing down a Brute or kinetic blaster(e.g. Hookwolf or the like), the armor WOULD add something. But our strength isn't in going head to head in melee. Avoiding being targeted entirely may be healthier.

Not that I have any objections to people signing on for my list. :)
 
Elero said:
The Enhanced Durability module also gives hardness, which is what's used to protect against ping damage.
With hardness 6, we'd be completely immune to pistols, shotguns and submachine guns, I think.
Don't quite understand the immunity to shotguns honestly. I could see birdshot and maybe buckshot being rendered ineffective, but solid deer slugs are fracking huge in comparison and should still penetrate.
 
landcollector said:
Don't quite understand the immunity to shotguns honestly. I could see birdshot and maybe buckshot being rendered ineffective, but solid deer slugs are fracking huge in comparison and should still penetrate.
I was basing it on this:
RCa said:
5L: Holdout pistol, revolver, combat shotgun
6L: Heavy pistol, double-barreled or pump-action shotgun, submachine gun
7L: Assault rifle, heavy machine gun
8L: Hunting rifle
9L: Sniper rifle
10L: Rocket launcher
which I just assumed to be correct. Maybe someone with the books can check?
 
Those are the numbers pulled from Shards.

Damage in Exalted is a little more complicated than just plain numbers, though. Those are the minimum damage from each of those weapons; you also add excess attack successes that bypass your DV. So it's possible for someone with a pistol to get past Hardness 6 if they roll well enough on their attack roll.
 
veekie said:
^^
Yeah, and that.

Not exactly, if we're facing down a Brute or kinetic blaster(e.g. Hookwolf or the like), the armor WOULD add something. But our strength isn't in going head to head in melee. Avoiding being targeted entirely may be healthier.

Not that I have any objections to people signing on for my list. :)
Well it's not like we're stuck with our first suit permanently. We'll almost certainly end up either upgrading or creating even better power armor later on. As long as we have decent protection to start with, I'm fine with playing to our main strengths on our first set.

Since we're apparently focussing on ranged combat first, I strongly suggest that we push hard to get authorization for containment foam grenade launchers. Combined with our anti-gravity and our huge battlefield awareness advantage, I think it would make an excellent combination. Especially if we can get a multi-weapon mounting system for our power armor.
 
Elero said:
Wait, armor doesn't protect against explosions? Can we dodge them, at least?
From the Scroll of Kings:
A person who suffers the direct impact of the grenade takes full damage, like any other attack; but the burst of fire extends two yards from impact. In this region, the grenade inflicts half the listed damage (round down) as an environmental effect that lasts a single tick.
So basically what happens is that we get to use our armor to soak against the damage caused by being directly hit by an explosion. To extend this beyond having a fragile pot of firedust breaking against our chest, let's say that direct impact means we're at most an inch from the source of the explosion.

Depending on how you read it (sadly, as far as I can tell the SoK is missing the grenade tag sidebar) we then get hit by the environmental effect as well. But yeah, assuming we aren't directly hit by the explosion it counts as an environmental hazard which means we don't get to apply our armor's soak. Nor, I think, do we get to dodge as dodging means you are moving within a space, not leaping yards away at a time. (OTOH, the rules for a catapult attacking with shrapnel says that you compare the DDV of everyone caught in the blast radius vs the attack roll, so it's another case of confusing/conflicting mechanics.)

On the plus side, as an environmental effect it means that the explosion doesn't count as an attack and therefore we don't have to worry about threshold successes.

If you treat an explosion as artillery, then it's a single attack against everything in the blast radius which means full damage plus threshold successes, no environmental effect, and we get to use our armor soak.
BobTheNinja said:
Alright, since we apparently have the stamina to resist most environmental effects, I'm fine with focusing on either more durability against attacks/impacts or healing capability. I'm kinda torn between the two to be honest.
Well, the really nasty stuff, like Sundancer, is going to have a Trauma of 4 or 5 (Adorjan the Silent Wind has a Trauma of 5, so nothing should ever really exceed that). We are going to want to have a bigger pool to reliably deal with that, and even then all it will do is knock the damage one level. For convenience, take this scale [Agg=>Lethal=>Bashing=>No Dmg] find the type of inflicted (usually Lethal), and move one to the right (Lethal becomes Bashing).

Even if we do make the Stam+Resist roll, we still have to soak the damage. It's just a less bad type of damage. Lets say Coil catches us within the radius a particularly nasty car bomb. If we had been directly hit we would have been facing an attack with 20L (stronger than the weakest artillery, twice as powerful as a rocket!), but since we're only caught in the blast radius it's a onetime environmental effect of 10L, Trauma 5. Through sheer luck we succeed on the roll, so that becomes 10B. We subtract our natural 6B soak, which means Coil rolls for 4B which is still decidedly not fun but nowhere near as nasty as it would have been if we hadn't made that roll.
Just to be sure, do we have access to Tinker tech that can heal injuries that quickly?
It's Clarktech. Wank it as being chemical injectors, adrenal regulators, auto-coagulants, and an internal microsurgery suite :p
landcollector said:
Don't quite understand the immunity to shotguns honestly. I could see birdshot and maybe buckshot being rendered ineffective, but solid deer slugs are fracking huge in comparison and should still penetrate.
Shotguns firing slugs have Acc +1, 7L, Rng 30; you can also substitute "softer slug rounds" which do 7B instead.
 
CrawlingChaos74 said:
I like the multi-weapon idea, though we should have a lethal setting on it which we keep quiet about.
That'd be a separate craft project I think.

Though if you want to talk about lethal settings, there's always creating a Nanothorn weapon, since we got that one knife as a template.

Armsmaster would never speak to us again if we do though.
 
CrawlingChaos74 said:
I like the multi-weapon idea, though we should have a lethal setting on it which we keep quiet about.
As a part of our suit? Bad idea, as it unnecessarily takes up a slot for something that we could just store Elsewhere. As part of whatever weapon we design? Maaaaybe. I'd rather just carry around another weapon in Elsewhere (we can store basically an infinite number of mundane items there IIR), no need to even suggest that our signature weapon is lethal.
 
sainen said:
some sort of dial-a-yield Beam Rifle and/or a viable ammunition grenade launcher would probably be a good idea, but what ever we choose I don't think it should be integrated with our armour.
Kid Win's guns all have variable yield, sometimes variable ammo(his Big Gun fires concussion waves, electricity, fire, and some other projectile). We don't even need a Build Custom here, just take his best guns and clone them.
 
Guys, no integrating lethal weapons with our power armor or giving our PRT weapons lethal settings. It's just a bad idea. If we absolutely need to have a lethal weapon, it should be completely separate and kept in hammerspace.

I wonder if we're able to get legally registered for gun ownership completely separate from our Ward documentation. I doubt it, but it's a thought.
 
BobTheNinja said:
Guys, no integrating lethal weapons with our power armor or giving our PRT weapons lethal settings. It's just a bad idea. If we absolutely need to have a lethal weapon, it should be completely separate and kept in hammerspace.

I wonder if we're able to get legally registered for gun ownership completely separate from our Ward documentation. I doubt it, but it's a thought.
We're still a minor, so that's a no.

After this case, we should have Piggot's ear to design a lethal weapon for the S-class vault though. Kid Win was allowed to build lethal weapons. But he couldn't use them without the director authorizing their release(and it's Piggot's ass if anything goes wrong then) or an A-class or worse event, in which case it's authorized self defense.
 
CrawlingChaos74 said:
I forgot we still had the gun, what else do we have in Elsewhere?
A Nanothorn dagger, some of this, from 2.6:
police-issue expandable baton (1), PRT-grade zip-ties (unlimited), reinforced handcuffs (2), pepper sprayer (2), pepper spray cartridge (10), taser (2), taser cartridge (10), pocket-sized emergency med-kit (2), pocket utility knife (1), generic grey costume bodysuit and mask (1), PRT-issue radio and earpiece (1)
and what we can reasonably stunt to have put in there.
 
OK, so here's my idea for a basic feature designed to combat Environmental Hazards. The Resistance bonus is less powerful than the standard one since it has a narrower field of applicability. Similarly, I took the bonuses from Radiant Deflection Shielding (Fire) and cut them in half* (and removed absolute immunity to mundane Enviro hazards) to account for moving from Essence-based tech to Clarktech.

*Changed. Reduced everything by ~1/3rd since I remembered that the bonus does not stack on top of the regular armor and thus should be significantly better than our regular armor against energy attacks.

Hazardous Environment System
A series of insulating materials and modules designed to protect the wearer against exposure to environmental hazards, including fire, electricity, toxic gases and liquids, caustic substances, biological agents, and hard radiation.
The wearer has a soak of +11L/11B and hardness 7L/7B against energy attacks, such as that inflicted by heat or flame, plus many powerful ranged First Age weapons (Essence cannons, implosion bows, etc.) and so on. This includes environmental hazards based on energies, such as bonfires, lava, or a critically damaged nuclear reactor core. In addition, the wearer receives a +2 bonus to all Resistance rolls to Avoid Disease and Withstand Poison/Environmental Damage.
 
XenonPrime said:
I suppose we could see about creating a 'crisis armour' set up for the event of an Endbringer attack or something like the Slaughterhouse 9 rolling into town.

A real war machine for when the shit hits the fan. I'm thinking something that's like really big power armour or a small mecha, obviously it'd need to be locked down until such a crisis arises.
In other words, Endbuster Armor? :p

*copyrights that name before anyone else can.*
veekie said:
We're still a minor, so that's a no.

After this case, we should have Piggot's ear to design a lethal weapon for the S-class vault though. Kid Win was allowed to build lethal weapons. But he couldn't use them without the director authorizing their release(and it's Piggot's ass if anything goes wrong then) or an A-class or worse event, in which case it's authorized self defense.
Sounds good to me. I just hope that we get lethal authorization as soon as the S9 show up. I don't want Taylor getting caught without her best gear available.
 
You guys really seem to be missing the point in this armour. It's not designed for Killfuck Soulshitter. It's designed for someone who is essentially a non-combatant, under the prevailing understanding of the rules.
 
Alratan said:
You guys really seem to be missing the point in this armour. It's not designed for Killfuck Soulshitter. It's designed for someone who is essentially a non-combatant, under the prevailing understanding of the rules.
Taylor is about to become a fully active Ward. Of course she's going to be a combatant. She will focus on ranged attacks and battlefield coordination rather than close-up brawling, but she'll still be fighting.
 
Alratan said:
You guys really seem to be missing the point in this armour. It's not designed for Killfuck Soulshitter. It's designed for someone who is essentially a non-combatant, under the prevailing understanding of the rules.
As much as I agree with the spirit of this, do you really think SB will be able to avoid an actual serious fight? Whether on purpose or by accident?
 
BobTheNinja said:
In other words, Endbuster Armor? :p

*copyrights that name before anyone else can.*
Dennis probably beat you to it
Sounds good to me. I just hope that we get lethal authorization as soon as the S9 show up. I don't want Taylor getting caught without her best gear available.
Something to work on. Hopefully Iris figures out how to make a Warstrider by then.

Anyway, not our current project, which is a suitably protective armor with increased mobility and info-ops capabilities, plus support for our fighting style.
 
Logos said:
Fully active Wards, to my understanding, aren't supposed to be combatants either.

It's just that BB is in such a bad condition.
That doesn't sound right. I'm pretty sure that the Wards are in fact intended to participate in arrests and combat against low-threat criminals and supervillains.
 
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