Alchemical Solutions [Worm/Exalted] Thread 6: Fatal Fires Flagrantly Fry Frantic Friends, Family

BobTheNinja said:
I don't know man. I'm not a fan of editing votes more than a couple times, since it tends to result in split votes due to not everyone updating them. Plus, are you sure we can fit all that action into a single stunt?
We have six trains of thought to use, I don't see why not?
Gromweld said:
Gromweld, would this work, or is it too much for one stunt?
-[X] Stunt: Our shot was the only thing that truly hurt Behemoth, and it seems unrelated to the nature of our weapon. Aim at his heart, and shoot as frequently as possible. While disseminating the knowledge about Behemoth's apparent weak spot and the other monster's absorption and cloning of capes to the entire army via our swarm, direct a teleporter to look for survivors at the overrun medical camp. Try to get him pinned again and focus a volley of fire there to either dig a hole into it or exploit other capes who might penetrate his defenses (like Flechette, perhaps.)
 
Just wondering about something. Specialty dice can only have a total of three dices rolled or are all the dices rolled and then only have three of them apply?

Do all the specialties that can be involved apply or only the three dices of specialty?
 
Azure said:
On rereading the chapter, you're right. They mention that the "aquifier" is a giant cavern filled with water, and the whole city could collapse into it.
New hypothesis: Brockton Bay's geology is composed of plot, acting in whatever way is demanded by Wildbow who doesn't know anything about geology. Therefore it is perfectly capable of producing obsidian if it's dramatically appropriate as in this update.
I've actually been reading through basic aquifer descriptions and workings, and my best guess is that it's more of a "there's an unusually large amount of water below us, and he's going to use that to break apart the land." Most of the cross-section diagrams seem to indicate that aquifer pockets are way more distributed than one giant cave of water, but with Bullshit Spacemonsterhax I could see Levi just obliterating most of land separating the pockets of water to turn it into one giant pool of doom (which would then collapse the city, because gravity).
 
scope said:
Just wondering about something. Specialty dice can only have a total of three dices rolled or are all the dices rolled and then only have three of them apply?

Do all the specialties that can be involved apply or only the three dices of specialty?
The former, and only three dice. However you can mix and match applicable specialties if they are all on the same skill.
 
landcollector said:
Gromweld, would this work, or is it too much for one stunt?
Too many unrelated actions. Break it into two (attack, support) and feel free to fluff them both up.
scope said:
Just wondering about something. Specialty dice can only have a total of three dices rolled or are all the dices rolled and then only have three of them apply?
The former. The maximum number of 'Specialty dice' that can added to a roll is 3, no matter how many different Specialties apply to a given roll.
 
Sorry landcollector, given Grom's ruling, I'm gonna have to stick with my previous vote setting, though I'm fine with changing Foil to Flechette to prevent confusion.

VOTE CHANGED
 
Gromweld said:
Too many unrelated actions. Break it into two (attack, support) and feel free to fluff them both up.
Damn it. *sigh*
Fine, going with BobTheNinja's vote. I'm not looking forward to the near total fatality rate at the medical camp ruins then, and I (in advance) pity the unlucky schmucks that get too close to Noelle not knowing what to expect.

[X] "Hold the Line!"
-[X] Stunt: Our shot was the only thing that truly hurt Behemoth, and it seems unrelated to the nature of our weapon. Aim at his heart, and shoot as frequently as possible. While also disseminating the knowledge about Behemoth's apparent weak spot to the entire army via our swarm. Try to get him pinned again and focus a volley of fire there to either dig a hole into it or exploit other capes who might penetrate his defenses (like Flechette, perhaps.)
-[X] Stunt: Attempt communication with the new monster through use of your swarms. Ask her to attempt to occupy Behemoth for those firing, and ask what she needs to produce clones, if it's just DNA see if you can help her make ones more suited for fighting Behemoth than her current selection without absorbing them and releasing the ones she has now.

[X] 4 XP - Investigation
[X] 2 XP - Athletics (Power Armor ●●○)
[X] 2 XP -Lore (Endbringers ●○○)
[X] 2 XP - War (Parahumans ●○○)
[X] 2 XP - Presence (Swarms ●●○)
 
Okay, I'm a know-nothing aout Exalted: Lore versus Lore (Endbringers); is literally the only difference between them that the Endbringers one helps only with that specific subject, or does it give MORE of a bonus to Endbringer info than the general Lore one would? I thought Lore was more helpful right now, but a lot of people seem to be voting for Endbringers specialisation, so... :confused:
 
Zen said:
Okay, I'm a know-nothing aout Exalted: Lore versus Lore (Endbringers); is literally the only difference between them that the Endbringers one helps only with that specific subject, or does it give MORE of a bonus to Endbringer info than the general Lore one would? I thought Lore was more helpful right now, but a lot of people seem to be voting for Endbringers specialisation, so... :confused:
Lore (Enderbringers) adds one dice when we have to use Lore for anything related to Enderbringers. Lore adds one dice whenever we have to use Lore, so yes, it only helps with that specific subject and is half as expensive as a result.
 
kestrel404 said:
Do we know/can we quickly check through our swarm the current status of Moonrune, Khandra & Tattletale? I seem to recall Tattletale at least taking a hit and going down. If any of them is unconscious, then keeping those motes committed is a waste (we get motes back quickly when stunting, right?).
Tattletale is inside Noelle. If anyone had died, the motes would be uncommitted already, but there's no guarantee they're not incapacitated. However so long as the motes are committed we can easily and quickly switch the subject of the enhancement.
 
changing my vote:

[X] "Hold the Line!"
-[X] Stunt: Our shot was the only thing that truly hurt Behemoth, and it seems unrelated to the nature of our weapon. Aim at his heart, and shoot as frequently as possible. While also disseminating the knowledge about Behemoth's apparent weak spot to the entire army via our swarm. Try to get him pinned again and focus a volley of fire there to either dig a hole into it or exploit other capes who might penetrate his defenses (like Flechette, perhaps.)
-[X] Stunt: Attempt communication with the new monster through use of your swarms. Ask her to attempt to occupy Behemoth for those firing, and ask what she needs to produce clones, if it's just DNA see if you can help her make ones more suited for fighting Behemoth than her current selection without absorbing them and releasing the ones she has now.

[X] 4 XP - Investigation
[X] 2 XP - Athletics (Power Armor ●●○)
[X] 2 XP -Lore (Endbringers ●○○)
[X] 2 XP - War (Parahumans ●○○)
[X] 2 XP - Presence (Swarms ●●○)
 
Zen said:
Okay, I'm a know-nothing aout Exalted: Lore versus Lore (Endbringers); is literally the only difference between them that the Endbringers one helps only with that specific subject, or does it give MORE of a bonus to Endbringer info than the general Lore one would? I thought Lore was more helpful right now, but a lot of people seem to be voting for Endbringers specialisation, so... :confused:
Basically, if you're buying the specialty?

There's absolutely no reason why you wouldn't buy the full skill here as well beyond XP shortage. We use Lore on knowing about parahumans, knowing about endbringers, knowing about the sciences(like for example, anything physics effect in play), and on making tinkertech. In this battle alone, we're using both the parahuman function and the endbringer function, while the geological qualities which may or may not be invoked.

We want the full dot of Lore here, it's unquestionable. We sorta want the specialty, but only after getting the main dot. Because we're using Lore on both parahumans and endbringers and only getting the bonus to one of them with the specialty.
 
kestrel404 said:
Having 48/60 of our total mote pool invested like that really limits what we can do. We need some more wiggle room.
What would we spend it on that is more valuable than IEU to a significant cape? DRES almost empties us, true, but we ought to be able to stunt that back. We just can't apply it to a full flurry.
Gromweld said:
- 48 for Incomparable Efficiency Upgrade (Taylor, Vista, Moonrune, Khandra, Tattletale, Alexandria, Legend, Chevalier)
Missing Strider here, and I assume we shifted the enhancement from Armsmaster when he dropped. Not sure what that means for our mote pools; should we retroactively shift the enhancement from one of the Thinkers to Alexandria or Legend or Chevalier?
 
kestrel404 said:
We have no burst capacity. If we become desperate enough to need to use something like DRES or Optical Shroud in a hurry and didn't stunt for it in advance, we'll end up taking another hit. I don't think we can take too many hits from an endbringer. And we're about to get serious Aggro from having HURT it.
We can't use Optical Shroud while our anima flares.
 
We cannot use Optical Shroud. We'd have to cancel almost all our commitments and then spend two scenes waiting for our anima to die down. For Alchemicals committed motes prop up your anima, and a sufficiently high anima level prevents shroud/disguise charms.
 
We should really give Noelle IEU. The shit has really, really hit the fan here. We have to take the risk.
 
RCa said:
Missing Strider here, and I assume we shifted the enhancement from Armsmaster when he dropped. Not sure what that means for our mote pools; should we retroactively shift the enhancement from one of the Thinkers to Alexandria or Legend or Chevalier?
Derp. Forgot Strider when making that list, yes. You only have space for 8 applications of IEU right now, and I knew one of the SBers had it removed but forgot which. The die I just rolled says Khandra, so new list:

Taylor, Vista, Moonrune, Tattletale, Strider, Alexandria, Legend, Chevalier

Moonrune has clairvoyant vision for anything under an open night sky, Khandra 'corrects errors' in a weird inverse of Tattletale's power, Lilume knows how a person should act if they want to stay healthy, Delphi knows what locations are 'important', and WCM was effectively a technopath that could also screw with nervous systems like Regent via touch. A fun Omake would be the six Thinkers + Taylor during the 4.3 update.
 
An immortal Clockblocker sounds all kinds of tedious.

On the subject of mutilated capes though, if we double up on building armor for our teammates and using it as an opportunity to boost our intimacy like I mentioned the other day, why not throw in some bitchin' prosthetics as well? Extra points for adding a hammerspace component to the prosthetic and letting it extrude the rest of the armor at a moment's notice.
moonrune said:
Wow, I have always been a night owl and I enjoy reading about astronomy and astrology, so combined with my tag this is actual quite a logical power for me...

WHERE ARE YOU WATCHING ME FROM!!!?
And I have an unhealthy obsession with large amounts of overengineered weaponry. If I didn't know any better I'd think Grom worked for the NSA.
 
Stormcrow said:
-[X] Stunt: Our shot was the only thing that truly hurt Behemoth, and it seems unrelated to the nature of our weapon. Aim at his heart, and shoot as frequently as possible. While also disseminating the knowledge about Behemoth's apparent weak spot to the entire army via our swarm. Try to get him pinned again and focus a volley of fire there to either dig a hole into it or exploit other capes who might penetrate his defenses (like Flechette, perhaps.)
-[X] Stunt: Attempt communication with the new monster through use of your swarms. Ask her to attempt to occupy Behemoth for those firing, and ask what she needs to produce clones, if it's just DNA see if you can help her make ones more suited for fighting Behemoth than her current selection without absorbing them and releasing the ones she has now.
Aren't stunts in Exalted supposed to be... I don't know... a little more flavorful. Something like:

-[X] Stunt: Realizing that our shot was the only thing today that actually hurt Behemoth, we aim directly at his heart. Driven by our lightning-fast trigger finger and exalted might, the weapon in our hands seemingly overcomes all mortals limits, and blasts Behemoth with lance after lance of coherent light - until it finally overheats and dies. When we check the rifle's status, we find that parts of it are actually deforming from the heat - somehow the weapon's inbuilt safety power limiters seem to have gotten deactivated, leading to a brief, final, and devastating blaze of glory.
 
Another reason to work on getting some Medicine dots.
 
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