wingnut2292 said:
Gromweld said:
wingnut2292 said:
Gromweld said:
Wait, you're not Weaver! No controlling insects for you!Gromweld said:TL;DR - Save The Capes, Presence ●●●●○, Investigation (Swarms ●○○)
XP Expenditures:
I am so, so tempted to discount all the votes that had small mis-formatting in the XP part of the vote, but I'll let it slide one last time (major mis-formatting not counted, though). Yeah, it's a nit-pick, but it makes my life easier when I'm copying/pasting it into other places so DANCE FOR ME, INSECTS.
Mmhmm.Dimensionist said:
SoPA and IEU open up a lot of doors for us in terms of mass production, and large scale crafting becomes viable if we pick up the Omnitool Upgrade expansion charm (which, it should be noted, would mean that we'd always have at least.IronSun. said:See, I'm honestly still a bit hazy on crafting. How useful will it actually be? And do we want to do a lot of it or just focus on suits and weapons and think about Exalting a tinker to do the rest for us?
No voting for using flimsy vegetables as weapons until we can get Ill Lily Style. Bad Zechstein.Zechstein said:Yes, I did. Is there a problem with throwing carrots? Some day we will be under attack from a bunch of hungry space rabbits and then all of you will rue that you didn't listen to me. Mark my words!
Suppressing virtues or spending long periods isolated from meaningful human contact..IronSun. said:We don't start getting EFFECTED by Clarity unless we have more than 2 points right? And we gain it from having to suppress our virtues?
My bad, it's Exemplar 3 so that's three points of permanent Clarity and has the additional downside that we can only lose Clarity through virtues (yet another reason to go back to RAW on how to lose Clarity). On the other hand, it's a pretty fucking boss charm..IronSun. said:A single point should be fine then. So that's one upgrade to start saving for.
CREATOR FUGUE CONSTRUCTION ENGINES
Cost: — [2m]; Mins: Intelligence 5, Essence 4;
Type: Permanent
Keywords: Exemplar 3, Obvious
Duration: Permanent
Prerequisite Charms: Omnitool Implant
This Charm enhances its prerequisite, allowing it to extrude clusters of tool-tipped tentacles, dexterous armatures, waldoes and other grossly oversized personal-scale construction equipment. Provided the upgraded Omnitool Implant remains active for the entire period of a Craft project, its supernal tools double any dice and/or successes supplied by Augmentations to Craft actions, as well as doubling the cap on Charm bonus dice to better take advantage of this boost. Exalted with this Charm installed cannot lose Clarity from interacting with mortals.
Submodules:
Architectural Army of One: While Omnitool Implant is active, that Charm allows the character and his extruded equipment to act as a unit with Magnitude equal to his Essence rating for the purposes of counting as labor for large-scale construction projects such as manse building. He need not be in charge of the project to apply this benefit toward its completion.
Most likely dead. Hard to replicate powers when the person isn't available to study.DragonBard said:
It's not like Taylor needs to leave much of anything behind, considering she only has whatever is currently in her Elsewhere pocket. According to Word of Gromweld, Iris will find his way back to us and the Cradle is (apparently) still around somehow. The Hebert household is...whatever it is right now. The Protectorate/PRt holdings (and Taylor's lab stuff) are either rubble or vaporized.XenonPrime said:I suppose we could work with the bug controlled drone idea and make some with dedicated tools and such.
Heh, with the right setup Taylor could be a one woman construction crew, this might be a good thing to develop if we're in a position to help with the reconstruction of Brockton Bay after our 'vacation'.
I'm thinking it's a good idea for her to be out of Brockton Bay, being in the immediate aftermath isn't going to be good for her given the choices she had to make. I wouldn't be surprised if she was sent to L.A. for a short while. Somewhere quiet to recover without it being an 'official' health thing.
Your wrongjgalue1 said:
Iris isn't dead, he's just in space. I don't know about Armsmaster, though.jgalue1 said:
Like actual swarm clones? My impression is no. Like, sure, they're a swarm of bugs clumped together into a humanoid shape, but they're still bugs. They're not connected like human tissue is, so you're losing a lot of fine control and manipulation like what humans have with their fingers. If you want to use the swarm to independently craft stuff, you're going to have to get creative or play to the strengths of what the bugs can do.DragonBard said:Question: Can we use bug clones during Craft actions (such as while Tinkering) to count as extra Tinkers and shorten crafting times?
At most I figure we'd need the bug clones to put on some kind of gloves, but it would make Crafting things more manageable.
They seem pretty good, and yes we can hide them. On the other hand they seem designed more for lashing attacks and strangulation. Personally I'd rather go for extra sets of arms, since they fit the spider motif better and I'm not sure if our multitool mod works with the tentacles.Elero said:Iris isn't dead, he's just in space. I don't know about Armsmaster, though.
Btw, how good are Manifold Transhuman Implants? Could we, for example, get a bunch of tentacles to help with crafting and combat and hide them with Integrated Artifact Transmogrifier when we don't need them?
True, I was mostly going for a Doctor Octopus vibe there and hoping having the tentacles end in omnitools dedicated to their task would negate the Dex penalty of tentacles..IronSun. said:They seem pretty good, and yes we can hide them. On the other hand they seem designed more for lashing attacks and strangulation. Personally I'd rather go for extra sets of arms, since they fit the spider motif better and I'm not sure if our multitool mod works with the tentacles.