Surprisingly simple escape condition for a 2CD. How well known is she?This is what permits her to escape from Hell, appearing in the hands of one who would mar themselves for the sake of revenge.
Surprisingly simple escape condition for a 2CD. How well known is she?This is what permits her to escape from Hell, appearing in the hands of one who would mar themselves for the sake of revenge.
Surprisingly simple escape condition for a 2CD. How well known is she?
Really late reply: I made an attempt, but I eventually gave up the attempt as a bit crazy-making. There are... issues, particularly once Clashes enter the picture.Did anyone make a 2e-style attack step breakdown for 3e?
I vaguely remember someone saying the game uses 16-step attack resolution, but I don't remember who or where.
In other words, each person Clashes with the other two, and no attack is unambiguously the "first." Who declares Charms in what order? Who suffers what penalties in what sequence? Can anyone be killed by an attacker, where the attacker kills them by using their second attack, but the attacker was himself killed on his own first attack? Who knows?
Now to the actual charm. As I'm reading it, you're basically creating a magical/semi-concurrent shift change. If a project takes 10 people, every 10 people divides the time by [Labor/10]. That... works, but I feel like it could be worded more elegantly or a different kind of formula could be used. I definitely agree that Labor is what you want to focus on though- Solars are top-down leaders with vision and can see it through.
The reason for doing it this way was, at least by my way of thought, to de-complicate things. Essentially, what I'm trying to say is "assign twice as many people as you need, get things going twice as fast. Assign four times as many people as you need, get things going four times as fast".
It's literally born from a comment about Brook's law, and that while it takes one woman nine months to make one baby, "nine women can't make a baby in one month". Which is why Solars can go "fuck you, no, we'll assign eight women to help her get that done and that means they'll get done in a month". That's naturally territory for Solar Charmtech - making organisations work like bad managers think they should intuitively work.
The reason for the integer thing was actually to cut down on argumentation and maths. By keeping it to integer values, it means you can avoid things like "Okay, I need 10k slaves to complete this project, but I have 17k. That means we need to divide the speed by 1.7". It's much more "Okay, do you have more than twice as many people, but less than three times as many people? Then you're going twice as fast". It avoids the need for bookeeping of exactly how many people are involved once you get into major projects.
But yeah, the wording needs polishing.
Hmm.
Year <(x5)- Season <(x3)- Month <(x4)- Week <(x7)- Day <(x5)- Five Hours <(x5)- One Hour <(x4)- 15 Minutes.
Yeah, thought so. All the steps there are on the order of x5 ±2, and are thus roughly equivalent in scope. This nicely appeals to my sense of consistency and balance.
Why the 250 year period? It notably breaks the trend that Aleph's identified, and even in your own sequence seems to indicate an attenuation in effectiveness. (x4, x2.5, x2.) Is this deliberate, or...?IF you want to go up the scale, i always default for 5 years, 25 years, 100 years, 250 years, 500 years.
Why the 250 year period? It notably breaks the trend that Aleph's identified, and even in your own sequence is out of place and seems to indicate an attenuation in effectiveness. (x4, x2.5, x2.) Is this deliberate, or...?
It's literally born from a comment about Brook's law, and that while it takes one woman nine months to make one baby, "nine women can't make a baby in one month". Which is why Solars can go "fuck you, no, we'll assign eight women to help her get that done and that means they'll get done in a month". That's naturally territory for Solar Charmtech - making organisations work like bad managers think they should intuitively work.
Who would have thought that the famous 'DB breeding camps' actually consisted of only two DBs and a giant camp full of nurses and teachers to raise the kids.But does this mean you can also use it to rush the maturation of children?
"It takes one family 18 years to raise a child to adulthood."
"Okay, I have 6,570 families. We're making kids spontaneously turn into adult citizens in a single day."
But does this mean you can also use it to rush the maturation of children?
"It takes one family 18 years to raise a child to adulthood."
"Okay, I have 6,570 families. We're making kids spontaneously turn into adult citizens in a single day."
Unfortunately not, no. It's not a single project.
However, "it takes a village to teach a child", so you can probably get an entire village chipping in and have them teach their two year olds to speak like adults after a few months (project to train the toddlers in Linguistics).
Although this does make me consider that Battletech-style Iron Wombs could and should totally be a municipal-scale charm for Alchemicals. Stick DNA from all citizens in, genetically modified 'super' people come out. Raise collectively for best results.
Also I like the idea that some Autochthonian nation has basically Elementals (the supersoldier, not the supernatural critter). I figure guys who have the endurance of marathon runners and the HUGE of NFL linebackers would have some place in Exalted.
Stolen straight from the Young Wizards.I had the thought today that there is a very appropriate greeting for the Unconquered Sun in the Gunstar Autochthonia shard:
"Fairest and fallen, greetings and defiance."
Well yes, that's the idea my dude. I wasn't trying to say I came up with it, just that it was interestingly appropriate.
Although this does make me consider that Battletech-style Iron Wombs could and should totally be a municipal-scale charm for Alchemicals. Stick DNA from all citizens in, genetically modified 'super' people come out. Raise collectively for best results.
Also I like the idea that some Autochthonian nation has basically Elementals (the supersoldier, not the supernatural critter). I figure guys who have the endurance of marathon runners and the HUGE of NFL linebackers would have some place in Exalted.
When I first read Volivat, my picture of the Children of Ten Fathers was pretty boring. I imagined them as supermen, mortals-beyond-mortals embodying the best traits of all their lineage. Inhumanly athletic and good-looking people with borderline-supernatural skills.That's Volivat from 3e. Nomads drained an almost entirely underwater First Age city, discovered a process to create children with up to ten fathers, several generations of eugenics later, you get a city-state of supermen that the greatest of which are capable of competing with the sorcerers of Ysyr and Dragonbloods of Prasad.
Alright @EarthScorpion @Aleph @anyone else who's interested.
I've been working on a Fate Exalted (If you want to talk about how fate is literally cancer, please spoiler it and mark it as such) hack for a bit, and I was wondering if I could get your opinion on something. I'm using the Enlightenment hack, but I'm doing the charms from the ground up. I'm trying to set how powerful each level's charms should be. So far I'm starting with each level giving E+1 shifts as base, but I've been having trouble with what sort of non-shift stuff is appropriate for each level. Please don't say something along the lines of 'just look at what charms can do already,' as I'm trying to avoid referencing preexisting charms as much as possible.
E1: Normal stunts
E2: Genre stuff; improbable balancing, healing easily, fighitng more guys than you should be able to, ect.
E3: Minor supernatural stuff.
E4: ???
E5: ???
E6: Major supernatural stuff; Balance on anything, make artifacts easily (with materials), work without tools.
E7: ???
E8: ???
E9: Extreme supernatural; leap over mountains, parry anything, ect.
E10: Setting altering stuff. Destroy a city, alter a nation, and so on.
So what should be at the other levels? Feel free to recommend that I alter the preexisting benchmarks as part of your response.
@ManusDomine
I think this is part of the problem we ran into last year when doing charm-writing; we didn't adequately define what each Enlightenment level should be capable of doing.
I kinda get what you mean (no city-killing super slash charm), but an Eclipse should be able to crash a city's economy and render it irrelevant, a Twilight should be able to make a McGuffin to blow it up, and a Dawn should be able to lead an army of Tiger Warriors to kill every man, woman, and child in the city.Otherwise, Solars shouldn't be able to destroy a city outright without Sorcery. Infernals should only be able to do it through Shintai, if that.