Shards of a Broken Sun [Deprecated; see link in final post for remake]

Now how to get back to Tokyo. Trains are down so that is a no go, according to googlefu it is about an hour and a half with car from Fuefuki to Tokyo but that is probably on good days and we have no idea how bad the roads are... Are those secret underground roads from the anime a thing and if so how far do they stretch?
Might just be better to ask JP´s or the military to send a helicopter.
 
I wonder if Craft(Vacuum) allows for making some kind of warped spaces, like the tunnel Amu tried to keep from failing. Or if not quite that, something of equivalent use.

At first glance atleast it should allow for something like a wormhole after all, so together with crafting you might be able to create a very quick travel system. Or maybe something like a warp field would become possible, allowing one to quickly traverse distances that way.
 
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Poor Amu... Thank god exalted don't break that easily or she would probably be a sobbing wreak by now.
Also a lot happened this update.:o
That's actually the Limit system getting involved, though not nearly enough for even a single dot of Limit. Which means it's a perk of being exalted, yes. Alchemicals have Clarity for the same purpose, but it's a heavier-handed approach to the problem.

Still, Amu's concerns abut what Exaltation is doing to her aren't misplaced, even though it's also what gave her the ability to think of those concerns. Exa won't overwrite any part of her personality that already exists... but there's less of that in the first place, than if you'd exalted someone older.

It's not fundamentally different from growing up, though.
 
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Crafting: The Amalan Drum
What, was Exa not watching when we were playing billiards? :p
That's Craft(Vacuum), and it's nowhere near general enough to do what you want.

Craft(Magatsuhi) is the base skill for sorcery in general; it's what you'd use to do anything describable as "ritual magic", and also the base skill for designing charms that approximate the local version of combat casting. Craft(Vacuum) partially overlaps, but is partially also concerned with the underlying substrate that Magatsuhi acts on. Craft(Reality) covers your (lack of) understanding of the interactions between Magatsuhi, Kagutsuchi and the underlying vacuum, standing in between the other two; it could be used to design a Wyld-Shaping charm if your exaltation didn't already know several.

Craft(Creation) is what you'd need to create a wholly custom, but still basically Earthlike reality. Craft(Reality) could also be considered as a specialisation of that. Needless to say, you're lightyears away from getting access to this skill, and I'm only including it to complete the grid.

For a concrete example, here are the requirements for crafting an Amalan Drum:
- Attribute: Lowest of Intelligence, Dexterity and Perception.
In general, machine tools can stand in for Dexterity and Perception. This makes everything take longer (though more expensive tools can reverse that), but many modern products have effective minimum dexterity requirements of 7-8 or more. Think integrated circuits. Charms can also reduce the requirements.
- Ability: Average of Occult, Lore, Craft(Air), Craft(Reality). Minimum of 3. Yeesh.
- Artifact rating: 3

Refer to https://www.brage.info/exalted/pdfs/Solar Crafting Cheatsheet.pdf for further details. Why yes, making one would take several years if you're working on your own.

This device only grants access to the pre-existing Amalan Network. If you need to make one, then that's a Rating 6 artifact based on Craft(Vacuum) and Craft(Magatsuhi). Lesser variants (requiring more maintenance, i.e. any at all) can be made more cheaply.

It's something Lucifer made.

Actually, that gives me another idea. Those holes all have individual boundary conditions, right? How much control do we have over the metric at the boundary? Any time a spell is cast that affects K-space from inside one of those bubbles, the metric of the interface could distort. Maya (and Teddy and peoples' Charas, if those are also holes) can still walk around and so forth; but we'd force the angels (and maybe Septentriones) to use area-effect spells where they wanted to use cheaper targeted versions, and possibly even interfere with the effects of things like Tarukaja (depending on how it works) by throwing off their ability to fly in a straight line if they're using it.

If that's too complicated, we might still be able to slow their advance by just throwing an extra factor of 2 in there. Or split them up and screw with their formations, by randomly slowing each one down by a factor of 2 or 3 or 4. It wouldn't affect their reflexes or anything, but it would affect how far they could travel in an hour.
Very little.

To explain: Right now, you're co-opting Kagutsuchi's local instances to enforce standard reality. The dragon seal's purpose is threefold; it prevents Kagutsuchi proper from taking back control, provides energy, and stands in for Kagutsuchi's own mind as a central control system. It's not very good at that last one, which is most of the reason why this place is so fragile.

The more tweaks are added, the more fragile it gets. You can certainly try, but I'd recommend against it without going through a lot of preparations and hardening first. If the dragon seal actually did support reality all on its own, that would be different, but as Fumi stated way back on Saturday doing so seems like an unreachable dream.
 
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Shame that the drums are still out of reach, those things would be good for getting around quickly.

Ugh, I'm looking at our sheet, and it looks like we should focus our primary efforts on what we can quickly achieve supremacy at. Especially given how we Never have significant downtime arrrrgh.
 
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Okay, we have what amounts to being Six Training Points.

Right now, Amu's current build is... Haphazard and incredibly all over the place. A lot of this is from the reality that Holy shit we're outnumbered and playing catch-up, but we need to start building on this.

The chief problem, I think, is that we have little idea how Amu wants to go. We can Certainly present Options based on her current abilities, but ultimately, when it comes to levelling up, the only one who really decides what we go with is our "Host". I'm pretty sure we could make her a damn competent general or instructor with six Training Points, but only if we go all in. We could make her a Fair combattant if we focus purely on battle techniques, but the chief problem we're having here is that Demons are cheaty assholes unless you have a Harmonizer, and reality is incredibly unstable.

The only problem is that thanks to Hell Week, even teaching and training Charms won't have Time to really pay off, and by the time we're out of Hell Week, we'll actually have downtime.

We're in a real Catch-22 here. Nightmare Mode indeed.
 
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It's been a hectic 24 hours. With any luck, things will calm down a little now.

I'm surprised that no-one commented on Naoki's presence.

As for Amu... I'm effectively playing this as you controlling her as well as Exa, I guess, because that seems to be what works. It's just that my own mental model of Amu gets about as much control over her actions as y'all combined, whereas Exa is more beholden to the votes.
 
I kind of want to grab Craft: Vacuum, if only because we'd be able to actually potentially exploit that to reclaim lost ground, or other silliness.

Well, we have the XP, I think, so it could be interesting to grab just to see what we could do with it and we apparently need it to build a new reality as well.
Anyway, we have six "Upgrade Points". I'm still not sure what we should spend them on for best effect though--figuring out what our medium and short-term gameplans though would be a good idea.
Shame that the drums are still out of reach, those things would be good for getting around quickly.

Ugh, I'm looking at our sheet, and it looks like we should focus our primary efforts on what we can quickly achieve supremacy at. Especially given how we Never have significant downtime arrrrgh.
I don't really know the Charms that well, but from what I'm seeing/has been brought up in the thread earlier Archery or War seem like our best routes for beating our enemies.

And I don't know if you read that one post I made on it already trying to address this issue, but we have enough points to grab 6 Archery 4 Charms or 5 Archery 5 (by getting Ran to +3 Archery then maybe buying a 2nd dot for ourself), or 5 War 4/4 War 5 Charms, so... *Shrug* Honestly I only remember like 4 Archery Charms that were explained earlier in the thread, oh and the Excellency we don't have for Archery of course.

Edit: And from Alectai's Ninja post, I'm seeing that Archery sounds like it might be best? I'm remembering something about our arrows dropping a sun Charm or something and we can snipe across the entirety of our current World for another so... *Shrug*
 
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It's been a hectic 24 hours. With any luck, things will calm down a little now.

I'm surprised that no-one commented on Naoki's presence.

As for Amu... I'm effectively playing this as you controlling her as well as Exa, I guess, because that seems to be what works. It's just that my own mental model of Amu gets about as much control over her actions as y'all combined, whereas Exa is more beholden to the votes.

I did notice him, but he's out of our ability to interact with at the moment.

Still, Demi-Fiend is in play, even if he's low level now. Why can't I hold all of my panic
 
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THere's also that god that Nyarly (how the hell am I supposed to remember how that's spelled anyway?) wants freed from that shrine Amu visited when she was young. Not sure if we need to take care of that when Kagasutchi is down or not.
 
I'm just going to analyze the situation in Exa-speak (Or as best as I can handle it), and see if that helps jog some inspiration out.

"The key problem, is that between the resistance of most known Demons to conventional weapons, and their numbers, that conventional forces are at a disadvantage. While we can compensate for this somewhat with superior strategy--which we could further improve with study in this window, the fact remains that unless we can change the rules and equip our forces accordingly, it will not be enough in the long term, especially if this level of escalation continues. We would need to gather either a company of elites who are willing to cooperate with us--friendly local spirits, local powers, and talented summoners--and a means to maneuver them to respond to problems wherever they should arrive. Couple that with coordination, and we should be in fair shape. That's the most 'Militant' strategy I can devise here. Another alternative would be seeking out a method to equip our present forces with the means to inflict standard damage--but I imagine there are limitations to this, given how JPs has been unable to distribute their own method.

Of course, we can simply work on augmenting your own battle skills, but I do not think that would be an effective use of our time at this point--as we simply lack the time right now to bring you to the point where you could effectively replace a combined arms force. Maybe if we had two months with no interruptions at your present growth rate, it would work--but at this point, our two best possible responses are either serving as command and control of a company of heroes, or to develop the techniques needed for others to engage threats on a relatively more even plane"
 
So, based on my analysis, our chief areas of focus Must be in either Lore/Occult or War.

Simply put, we lack the necessary time and "Flexibility" to become good enough in other areas at this point to be decisive. Give us a month of uninterrupted training time, and yeah, we could be capable of sniping a Septentrion in the face and making it squeal in pain, but we're not going to get that. So we need to double down on our strengths at his point, and we do that by either focus on recruiting heroes and serving as a command and control center--or by focusing on research and development so our conventional forces can even the odds enough that our superior weapons can be decisive.
 
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So, based on my analysis, our chief areas of focus Must be in either Lore/Occult or War.

Simply put, we lack the necessary time and "Flexibility" to become good enough in other areas at this point to be decisive. Give us a month of uninterrupted training time, and yeah, we could be capable of sniping a Septentrion in the face and making it squeal in pain, but we're not going to get that. So we need to double down on our strengths at his point, and we do that by either focus on recruiting heroes and serving as a command and control center--or by focusing on research and development so our conventional forces can even the odds enough that our superior weapons can be decisive.
Why would we need training time for making the Sniping plan hurt?
 
Because we're going from a foundation of Fucking Nothing, and have only six "Training Points".

To achieve the level of power we'd need to be decisive with Archery, we'd need to be fused with Ran, spend at least two (Though ideally three) Training Points on Archery. Then we'd need an Archery Excellency (2/3rds of a Trainng Point), There Is No Wind (Up to 4 and 2/3rds).

At this point, we can... Snipe with conventional arrow powers at anything in line of sight. The damage is not That decisive though. We'd need Essence-Arrow Technique to guarantee normal damage against a Demon, which cleans out our Training Points, and doesn't give us much effectiveness against hordes, or as much damage output as we'd probably need.
 
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I'm not sure? If we can get Ran to provide us with four more dots in Archery without us needing to spend "Training Points", this idea suddenly gains in potential, as we'd have enough to pick up Rain of Feathered Death then (Which we'd combine with Essence Arrow Technique to get the ability to seriously fuck up the day of anything that sustain damage)

We'd get Phantom Arrow Technique, Rain of Feathered Death, and either Immaculate Golden Bow, or Trance of Unhesitating Speed. This gives us the ability to output a Lot of damage at a single target, or a slightly reduced level of damage with the option of engaging multiple targets (And with one more Charm, getting Arrow-Storm Technique, which is straight up an Army Go Away Charm)
 
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It's previously been mentioned that nuclear missiles might count as arrows.

I'm not sure if I want to allow that, but if they do, then simply bypassing the demons' normal damage-resistance means they'd work against a fairly large range of opponents. A W88 thermonuclear warhead outpowers normal bows and arrows by a significant factor. There are some downsides, of course; fallout, for starters, and your supply of Trident missiles is strictly limited.

Just thought I'd remind you of the earlier discussion.
I'm not sure? If we can get Ran to provide us with four more dots in Archery without us needing to spend "Training Points"--
You could possibly convince me that training Ran should give you a slight discount, perhaps to two-thirds, but it won't be free.
 
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I'm not sure? If we can get Ran to provide us with four dots in Archery without us needing to spend "Training Points", this idea suddenly gains in potential, as we'd have enough to pick up Rain of Feathered Death then (Which we'd combine with Essence Arrow Technique to get the ability to seriously fuck up the day of anything that sustain damage)

We'd get Phantom Arrow Technique, Rain of Feathered Death, and either Immaculate Golden Bow, or Trance of Unhesitating Speed.
We should be able. I already asked Baughn, on the previous page actually, but Charas train anything in theme for them as if it was favored, granted they can only learn things in theme with them right now, but you get my point.

That and I remember something like training their Skills up only cost a couple of XP points?

Also what do all those Charms do? I don't need the full text or anything.
How much XP does raising the Charas skills cost?

Also has Miki worked with computers enough to qualify for a Lore Skill?
 
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They'd count as Artillery in my reckoning, which means it's a lot harder to use Archery Charms on them.

Not impossible, especially as we're Essence 4 now, but it'd reduce our ability to do other things--and the fact remains that you can't really spam nukes when the world's this fragile.
 
How much XP does raising the Charas skills cost?
Same as normal, for favored skills, but they can spend from their own XP pool rather than Amu's. It doesn't make much of a difference; only Miki is independent enough to even have one, and it only has a couple of points.
Also has Miki worked with computers enough to qualify for a Lore Skill?
A specialisation, you mean? Personal experience isn't usually relevant, the skills she can learn (in this fashion) are defined by the knowledge Exa has access to, and he's seen computers before. Lore(computers) is an option. Lore(Programming), too.

She would not however be eligible to learn them at a favored rate/cost, which means you might as well have Amu do it. Getting Miki to learn skills outside her themes at all is... an option, though one I wasn't going to mention yet.
 
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Also what do all those Charms do? I don't need the full text or anything.

"There Is No Wind": Removes externalities from your shot. As long as it's in line of sight, it doesn't matter how bad the conditions are or how hard the shot is, you make it as though it was a windless day in a clear field at optimal range. This doesn't let you hit something that knows how to dodge unless you beat their defenses, but it does mean you can theoretically headshot a guy through an arrow slit while on a leaky barge in the middle of a gale, and it'd be no more difficult then just shooting a target in an archery range.

"Essence Arrow Technique": Boosts damage output Significantly per arrow, especially as we could cheaply afford to push in all the upgrades for it too. What this means is that we'd be hitting as hard as an RPG with each individual arrow, at a Minimum.

"Phantom Arrow Technique" Infinite Ammo.

"Rain of Feathered Death" Multiplies your attack by (Essence) times. So you shoot a dude with one arrow, he gets hit by it Four times at the same spot.

"Immaculate Golden Bow": Forges an Artifact-grade bow from your Essence. Combined with Essence Arrow Technique, each of our shots now approach the damage of an MBT's primary gun.

"Trance of Unhesitating Speed": Fires up to (Essence + 1) shots in an instant. Prerequisite to Arrow Storm Technique, which attacks (Essence x 3) targets with a single shot, and can be used to basically make a Mass Combat unit evaporate.
 
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you guys remember that Amu has heart lasers that work with Throwing, right? They don't work with archery.

she also has three dots in Thrown already, if that matters.
 
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you guys remember that Amu has heart lasers that work with Throwing, right? They don't work with archery.
And they cost Willpower to fire. Motes are cheaper, and actual ammunition cheaper still.

Also they can't snipe things on the other side of the planet.

Maybe if we did research to make them more viable weapons, but as it stands, they aren't.
 
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