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

Sorry. I've probably seen one too many patents which can be described as "As before, but on computers".

"Computer-Based Actions" actually does sound to me like including business logic, and I'd probably try to claim that to a GM, even while I'd smack it down as the GM.
I tend to take slightly more conservative interpretations because I like avoiding getting into an arms race with the GM :p

So, should we get GMA? If we're going to be working on computers a lot, it would be very helpful.
 
So, should we get GMA? If we're going to be working on computers a lot, it would be very helpful.
A fair bit of the seal control program and other details to keep physics going is run through programs as well, right? So that would imply being able to substantially improve the seal as well? Reduce workload on computers for instance via more efficient programming, remove a lot of bugs, improve simulation parameters, make energy usage more efficient? The last might require improve ones understanding on how various things work as well I suppose. So I suppose Craft(Megatsuhi) and such would come in handy? Craft(Vacuum) As well perhaps, as it does seem to deal some what in this field. There was a charm for creating territory as well, which might give some extra practical insights as well, including making local reality more resilient.

I guess there's a lot one could do to make a much better sealing system if one really went for it then...
 
How about if we just max out Lore and Occult for 30 XP and sit on the quick learn charms until we have actually found the harmonizer IC?
 
The Might of Jungo. Also, LP link.
People are ignorant of the ways of Jungo. This must be rectified!

BEHOLD! The greatest story ever told!

(End-game spoiler warning. Also excessive violence against an end-game boss warning; the first three rows are splash zones, tarps have been provided)



On a somewhat more serious note: That links back to the LP, which was added to the archive last week. Handy if you're looking for a reference.
 
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How about if we just max out Lore and Occult for 30 XP and sit on the quick learn charms until we have actually found the harmonizer IC?
Sounds some what reasonable I guess. So you're saying learn what we can some what slower if possible, till we get that?

Though if the harmonizer isn't found yet, then we could perhaps accelerate the finding of it via looking at Serpentrion survivors and why they survived.

ie ( [ ] research Sepentrion in case Harmonizer hasn't been found yet, paying extra attention to how people early on survived it, if possible interview a few who are at or near base to improve future planning)

It's making use of meta knowledge, so Amu wouldn't quite think it through like that, but it seems like something that might fit what she does. And if she finds the Harmonizer, focusing on that right away would make sense to her potentially as well.
 
How about if we just max out Lore and Occult for 30 XP and sit on the quick learn charms until we have actually found the harmonizer IC?
The charas could benefit from the knowledge too. Not so much from charms, at least until we get the ability for them to use charms researched.

Though I guess this wouldn't do much besides let Miki program a little better.
 
Just to give some idea of the scaling there, the angels seen in that army consist of the three lowest ranks of angels.

Of those, the lowest rank was shredded by MBT fire as well as nukes, while the second rank was largely unaffected by the nukes.

The survivors of Merak and Phecda's assault are largely of the third rank.

If physics were inviolable then none of them would be able to manifest at all.
What are our options for making physics a bit more resilient? Aside from fixing everything.
Improving the Dragon Seal should make it harder for the higher ranks to remain manifested right?

So far, as far as I can tell, we got a few urgent things:
1) Stabilize the Dragon Seal better. Anything we lose here is lost for good until we start recovery, and it contains a lot of resources we need.
2) Find a way to arm people with stuff that works on angels and demons without relying on local physics or direct Amu-intervention(in case we get sidelined like what happened previous)
3) Understand what the hell is going on. Without knowing the metaphysics of things, we can't mount anything more than stopgaps. The exotic crafts are PRETTY important for this, especially in dealing with point 1 and 2, even if they aren't charms or combat abilities. Knowing how Craft(Vacuum) works should allow us to better improve the Dragon Seal at least. Same goes for maxing out Occult and Lore to better handle intel received/discovered. And getting Essence Sight

So I wonder.

Would Wyld Shaping be able to produce something for 2?
 
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I think I'll start trying to put together some of the ideas being proposed here in to a vote thing, but between quotes for now. This might get us to something votable a bit quicker at this point.

( [ ] Increase Lore to 5
( [ ] research Sepentrion in case Harmonizer hasn't been found yet, paying extra attention to how people early on
( survived it, if possible interview a few who are at or near base to improve future planning)

Anything else people want added to this as such?


Also, if I read the quote from Baughn right, then two of the Sepentriones attacked the angels... I guess I must have missed that. That's very much not like hell week...
 
A fair bit of the seal control program and other details to keep physics going is run through programs as well, right? So that would imply being able to substantially improve the seal as well? Reduce workload on computers for instance via more efficient programming, remove a lot of bugs, improve simulation parameters, make energy usage more efficient? The last might require improve ones understanding on how various things work as well I suppose. So I suppose Craft(Megatsuhi) and such would come in handy? Craft(Vacuum) As well perhaps, as it does seem to deal some what in this field. There was a charm for creating territory as well, which might give some extra practical insights as well, including making local reality more resilient.

I guess there's a lot one could do to make a much better sealing system if one really went for it then...
That's basically my reasoning, yes. We're running a seriously flawed physics.exe, which makes reality inherently fragile. If we improve the program, that'll help strengthen reality. GMA makes doing that tremendously easier. The Reality Crafts and Occult would help us include all the necessary factors.

Creating territory is part of the basic Wyld-Shaping charm, but we're probably going to have to do some fixing to get it to function on the right metaphysics.
 
I just realized that, as Lore is unfavoured, buying a dot of Lore requires a quick learn point, which is very inefficient unless we need Lore 5 as the prerequisite for a charm.
 
Also, if I read the quote from Baughn right, then two of the Sepentriones attacked the angels... I guess I must have missed that. That's very much not like hell week...
Not only did two of the Septentriones attack the angels, one of them is Phecda, who shouldn't be out until Tuesday.

It's still only a little after noon on Monday.
 
I just realized that, as Lore is unfavoured, buying a dot of Lore requires a quick learn point, which is very inefficient unless we need Lore 5 as the prerequisite for a charm.
Look again: Lore is favored. (Solars get to pick five out-of-Caste Abilities to be favored, and Amu's are Dodge, Lore, Medicine, Occult, and Presence.)

On reflection, though, I'm not sure that having Lore at 5 (computer programming) will help as much as having Occult at 3 or 4 ("business logic"). We already have an Occult Excellency, after all.
 
I just realized that, as Lore is unfavoured, buying a dot of Lore requires a quick learn point, which is very inefficient unless we need Lore 5 as the prerequisite for a charm.
The Lore seems to help for programming and such I believe, so it might be worth losing a slot over? I'm trying to keep my list to things most people can agree on. That way anyone can just pick up that list, and modify any extras on it as they think works best for what they want further to be done.
 
I just realized that, as Lore is unfavoured, buying a dot of Lore requires a quick learn point, which is very inefficient unless we need Lore 5 as the prerequisite for a charm.
Nope: Lore is favoured, i just checked the last character sheet of Amu.

It's Craft(Which is going to be useful to understand what the hell is going on) that it isn't favoured.(We need to find a way to awaken Dia so we can start understanding things thanks to her craft powers.)
 
Creating territory is part of the basic Wyld-Shaping charm, but we're probably going to have to do some fixing to get it to function on the right metaphysics.
Per the doc and associated comments, Wyld-Shaping Technique here will require two Lore Excellencies as prereqs specifically because of the differences from Creation. So I suspect that'll suffice for "fixing" it to work with the right K-physics.
 
Per the doc and associated comments, Wyld-Shaping Technique here will require two Lore Excellencies as prereqs specifically because of the differences from Creation. So I suspect that'll suffice for "fixing" it to work with the right K-physics.
I... I actually read that, and thought it made sense, but somehow brushed over it in my mind.
This is mildly embarrassing.
 
So we should get an extra Lore Excellency as well then?

( [ ] Increase Lore to 5
( [ ] Acquire Lore Excellency
( [ ] research Sepentrion in case Harmonizer hasn't been found yet, paying extra attention to how people early on
( survived it, if possible interview a few who are at or near base to improve future planning)

So something like this? Or I guess I'll notice if people decide that some of that isn't a good idea. I'll change it then, or some one else can try putting up a complete vote I suppose.

(Edited the Lore Excellency status)
 
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So we should get an extra Lore Excellency as well then?
We currently have the 2nd War, 2nd Medicine, and 1st Occult Excellencies, and no Lore Excellency at all.
That, and the questionable utility of Wyld-Shaping for Hell Week (or whatever mess we've made of it), have me leaning toward picking up Wyld Shaping after things are reasonably stable via regular training. A Lore Excellency would still be good, because it provides a method to reinforce reality (improving the physics emulation of the Seal).
 
On the distinctions between two similar Charms with very different contexts:

All-Encompassing Sorcerer's Sight
All-Encompassing Sorcerer's Sight (Lore 5, Ess 2) is a Solar Charm, falling under Occult. It costs 6m to activate. If its successor charm Sorcerer's Burning Chakra Charm (Occult 5, Ess 4) is purchased, it is automatically activated at no cost whenever the Solar's anima banner is at the 4-7 mote level (shining or brighter). Once activated, it lasts for the remainder of the scene.

It has one prerequisite, Spirit-Detecting Glance (Occult 2, Ess 2), allowing the Solar to perceive dematerialized creatures; this is of dubious use in SMT. It is itself the prerequisite for no Charm other than SBCC.

Solar Charms in favored abilities cost 8 XP, and take [minimum required Ability score] days to learn.

Essence-Dissecting Stare
Essence-Dissecting Stare (Ess 2) is an Infernal Charm, belonging to the Charm tree of She Who Lived In Her Name (henceforth "SWLIHN"). It costs 6m to activate; this can be reduced by training Perception and Occult. (The formula is actually 8-[minimum of Perception or Occult].) Once activated, it lasts for one hour.

EDS has as a prerequisite the charm Factual Determination Analysis (Ess 2), which allows one to detect whether a single statement is a lie (that is, whether the speaker believes it to be false), costing 3m to activate. It is itself the prerequisite for Mind-Hand Manipulation (Ess 3), a telekinesis Charm with combat applicability which also serves as the gateway into SWILHN's crafting and pseudomagic trees.

Infernal charms only have Essence minima as prerequisites, not Attribute minima; as such we do not need to build up Craft to high levels before making use of Infernal crafting Charms. They can be learned without quick-learn slots, but do count as non-Solar Charms, costing 16 XP per charm and taking [minimum Essence] weeks to learn. Additionally, whether quick-learn slots are used or not, Exa-kun will have to adapt the charm to Amu first; this is also not a quick process (citation).

Finally, Infernal Charms are fluffed as being actual fragments of the Primordials/Yozi to which they belong. This might have an effect on Amu's personality... although Exa-kun can ascertain that before we actually take the Charms (and, presumably, prevent it while adapting them).​


Both charms include the following abilities (couched in Exalted terms):
  • All Charms are treated as Obvious to the user.
  • Dematerialized and invisible creatures are considered visible.
  • All artifacts, demesnes, and manses are immediately recognizable as such.
  • Analysis of Essence-based effects can be done with an (Intelligence + Occult) roll.
    • Analyzing the effects of an unknown Charm or spell is difficulty 5.
    • Estimating the Essence rating of a person, place, or thing is difficulty 2.
  • Mundane stealth or disguises are not automatically penetrated, but the user gets (target creature's Essence) bonus dice to their side of the opposed roll.
Based on Baughn's earlier comments, presumably most of these effects do carry over as though magatsuhi were Essence—perhaps not with full power or fidelity, but well enough to get work done. Baughn earlier noted that this Charm would be similar, but with somewhat different effects.

Notably:
She couldn't learn spells simply by watching them, without first grabbing Essence-Dissecting Stare or an equivalent. [...] That's not to say that EDS is an absolute requirement, but it'd fall under medium-length research rather than immediate comprehension.
 
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We should definitely get GMA, both for the speed bonus on programming and so that it's impossible to get cut off from our forces again, and max out Occult, since we have enough XP. Maybe get All-Encompassing Sorcerers Sight, depending on what the prerequisites are.

We can only use Wyld Shaping Technique once per week, so we won't be doing anything with it until later, so only get one Lore excellency.
 
So GMA then? Well I'll add it for now... I'll see what others think about it later.

( [ ] Increase Lore to 5
( [ ] Acquire Lore Excellency
( [ ] Learn God-Mind Algorithms
( [ ] research Sepentrion in the case that the Harmonizer hasn't been found yet, paying extra attention to how people early
( on survived it, if possible interview a few who are at or near base to improve future planning)
 
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That, and the questionable utility of Wyld-Shaping for Hell Week (or whatever mess we've made of it), have me leaning toward picking up Wyld Shaping after things are reasonably stable via regular training.
We can only use Wyld Shaping Technique once per week, so we won't be doing anything with it until later, so only get one Lore excellency.
I don't expect we'll ever cast WST directly at all; I only want it so that we can adapt it to ritual magic and install a version of it in the Dragon Seal.

But yes, I agree that it's not something to worry about now. (It's Lore; we can pick it up later.)

Maybe get All-Encompassing Sorcerers Sight, depending on what the prerequisites are.
Based on the above, I think I'd rather use our quick-learn slots to get EDS, unless you think we're going to go all the way up to SBCC right off the bat. (And I'm not convinced that's a great idea; Exa-kun may be able to tweak SBCC to work with EDS anyway.)

(Whoops, missed something! EDS lasts for one hour; SBCC lasts for one scene. I'll edit the above to fix it. Done.)
 
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Infernal charms only have Essence minima as prerequisites, not Attribute minima; as such we do not need to build up Craft to high levels before making use of Infernal crafting Charms. On the other hand, if we are even capable of learning them without quick-learn slots (@Baughn?), they probably count as Non-Solar Charms (which normally only Eclipses can learn), costing 16 XP per charm and taking [minimum Essence] weeks to learn.
Quick-learn slots are beside the point. No infernal charms are usable without Exa first spending the time to restore them, and then adapt them to Amu, neither of which is quick.

They would then cost 16 XP per charm, yes, and take a number of weeks to learn. Which you can cut down on using quick-learn slots, should you still have any left. She can't pull from the entire non-Solar charm list, by the way; this is only a possibility at all because of Exa's history.
 
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