Shards of a Broken Sun [Megaten/Shugo Chara/Exalted]

It only takes 2 XP and 3 weeks to get from rank 3 to rank 4. That's the same time as a specialty dot, with less XP cost. Only rank 5 takes longer than a specialty dot, and even then, the XP cost is the same. It's damn near impossible to justify buying specialties for a psi skill before rank 5.
You're right, 4 weeks to rank 5. Same point applies, it -might- be possible to justify it if the specialty is so useful that it is better than having rank 5 the base skill.

But it would have to be really, really useful. Like, time travel or something.
 
You do have a point. I might need to reduce the cost a bit. I was originally thinking they'd be more capable than a 'generalised' dot, per dot, but it honestly makes more sense (and will be easier to think about) if they're not.
 
I would think the right way to represent that is to be able to buy more specialty dots then general dots, for the same amount of XP
 
Well, we aren't having this argument for Skill dots because the XP requirement is cheaper for Specialties comparatively, it's only because Psionic Specialties are worse in both XP and Training Time that the conversation is coming up?

I'm also pretty sure it wouldn't help with Integrity, which is possibly the most critical stat to train.
Mechanically speaking, Overgrowth is right after that on the list if we want to go for the 4 dot blackboxed event (assuming Overgrowth counts as well @Baughn)
Because eating the equivalent of a 1WP penalty everytime we use a 4 dot Psionic skill to full effect is gonna suck, unless you want to pull the 3 dot feat equivalent consistently?

(And given how the 3 dot equivalent Feats are already the upper bound of what you will reasonably (or unreasonably, in normal cases) need, were it not for the looming Apocalypse I'd rather branch out and grind Skills/Attributes if we had the XP for that first)
 
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I guess it could make sense if a specialty XP requirement related to its minimum requirements? And probably then also what kind of overgrowth/integrity requirements?

Or are we looking for a more simple system?
 
I guess it could make sense if a specialty XP requirement related to its minimum requirements? And probably then also what kind of overgrowth/integrity requirements?
Unfortunately that sounds like a case-by-case nightmare here, I don't think its a good idea.

(The existing system raises mechanical/narrative conflict in that why does Ami's Mind Control friend have a Mind Scan Specialty (3XP, 3 Weeks) compared to just getting Mind Control 1 normally (2XP, 2 Weeks); although the easiest way to explain that is that Specialty Training Times scale slower than Psionic Training Times for people not named Amu)
 
One way to make specialties more practical at low ranks would be to make them "midway" points through a general dot. So with Mind Control 2, a Mind Healing specialization would take half the time and XP of Mind Control 3. After that, the specialty could be promoted to a general dot by spending the rest of the time and XP. There are a few different ways to flesh this out, answering questions like "what if we'd rather get a second specialty dot instead of Mind Control 3".

Whether it's actually worth changing the specialty mechanics depends on what the design goals are. Specialties as midway points could help smooth the progression curve, but such a system might also promote minmaxing and result in narrower character talents.
 
I was more thinking if Specialties (Psionic) could instead serve as widening the scope of Psionic Skills a little - pushing something beyond the scope of Psionic Skill Limits rather than raw biggatons; while Specialties (Skill) serve as a cheaper but narrower way to get better at the skill in question?

Stuff like
Mental Range (Communications),
Telekinesis (Point Defense),
Empathy (Physiology Condition),
Mind Control (Mind Healing or Information Encoding),
Clairvoyance (Heads Up Display/Layering),
Biokinesis (Fatigue Removal, biggatons option and requires Medicine/Lore dots), or
Teleportation/Telekinesis/Thermokinesis (Disassembly - somewhere between a biggatons and finesse Specialty, probably needs 3 base dots to make sense) etc
 
The way I see it, what it comes down to is that for specialties to be worth taking over a general dot, they either have to be that much more useful or have to be that much cheaper (or both, of course).

It's difficult to gauge how useful something will be, without knowing what's going to happen and what sort of obstacles we will be facing. I don't really know how you could make it immediately apparent that something is going to be more useful than the general dot.

IMO, making them cheaper - bearing in mind the bottleneck so far as this quest goes is training time rather than then XP - would probably be the easiest way to make them more appealing.
 
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Craft (Handwork) is the kind of limitation that isn't really a limitation, digital software aside - had confirmed last time that it also applies to Psionic usage, but I cannot think of anything similarly generally applicable for Psionics.
If such an Specialty could be thought of it would also be far more viable?
Craft is weird. It's not one ability - it's a giant pile of separate abilities all lumped together under the banner of "Craft". Miki's Craft (Handwork) looks like a nonstandard Craft Ability rather than a specialty. Apparently Baughn decided Miki's talents didn't fit well enough into the standard Craft Ability division, so they decided to just make one up.
 
Craft Ability rather than a specialty
Craft (Handwork) is only a single specialty if you consider "anything you can do with your hands" to be a "single specialty".
Nope. On a side note, we are limited to exactly 3 specialties, right?
I agree on Craft being ten million skills in a trenchcoat though: What even is Craft (Kagutsuchi) and Craft (Reality)? Might as well have Craft (Collective Unconscious) if even those are valid skills lol

(One or half a dot in Driving (Motorcycle) would be nice - cars and airplanes are irrelevant to us (someone else can drive), boats can technically be TK'd without sailing knowledge (?), while if legal a motorcycle is faster than walking and the risks can be mitigated with TK as long as it doesn't catch Amu unaware?)
 
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Nope. On a side note, we are limited to exactly 3 specialties, right?
I agree on Craft being ten million skills in a trenchcoat though: What even is Craft (Kagutsuchi) and Craft (Reality)? Might as well have Craft (Collective Unconscious) if even those are valid skills lol

(One or half a dot in Driving (Motorcycle) would be nice - cars and airplanes are irrelevant to us (someone else can drive), boats can technically be TK'd without sailing knowledge (?), while if legal a motorcycle is faster than walking and the risks can be mitigated with TK as long as it doesn't catch Amu unaware?)
The dots go up to 5 instead of 3, though, and for it to be a specialty, it would have to be a specialty of a particular Craft Ability. Baughn seems to have gotten mixed up somewhere.

Amu would be too young to get a motorcycle license even if she wanted one - the minimum age is 16. I don't think we'd be likely to pick a motorcycle over flight, teleportation, or riding along in someone else's vehicle anyway.
 
Might as well have Craft (Collective Unconscious) if even those are valid skills lol
.....I think this one is actually called "Dreamwalking" on all the stat sheets we've seen.
Agreed, I was more hedging against scenarios where the roads were too broken up for a vehicle, but also wanted to have a semblance of stealth too (flight is not subtle, teleporting needs 3 dots & accompanying info gathering ability)
Rank 3 Teleport is actually still cheaper.

You can't have a specialization without the base skill to begin with AFAIK (not entirely sure admittedly, was it stated to be allowed here?) and Amu has no Driving. To buy Driving, she needs 3 XP and 3 weeks. This same cost is already enough to buy Amu Rank 2 Teleport. Getting Rank 3 Teleport would then require an extra 2 XP and 2 weeks.

At current cost of specialization, you need to pay another 3 XP and 3 weeks for the specialization dot. So 6 weeks and 6 XP in total for Driving + Specialization, compared to 5 weeks + 5 XP in total for Teleport 3. Even at just a half-dot in the specialization, it would only save Amu half a week and 0.5 XP compared to what it would to get Amu to Teleport 3.

You can't exactly drive a motorcycle through walls either (not without wrecking the vehicle) so needing more Clairvoyance to teleport to places out of direct sight doesn't really make it worse than driving.

Considering she has Illusion, Amu can actually probably make herself invisible while flying (easier than a car, at least). Her personal stealth and mobility short-distance would already be higher than anything a vehicle could provide - the main benefit of having Driving is that it wouldn't be Amu herself spending the stamina or mental energy doing it and she'd be able to carry passengers while we know that she struggles carrying an injured girl by hand.

Personally, I can only think of exactly one type of "vehicle" that Amu might benefit from a Driving specialization for, that carries benefits she can't replicate with other skills and that's...... Demons.

Riding ontop of demons and being able to have them use magic or fight while moving her around. I know associating that with "Driving" makes them sound like slaves, but there is no "Riding" skill on her sheet, the closest is "Driving".
 
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Drive is the replacement for Ride in modern settings IIRC
Firearms and Drive show up as Abilities in Shards of the Exalted Dream, but they don't replace Archery or Ride. The system just has more Abilities in settings where those are used. (Piloting is entirely homebrew.)

You can't have a specialization without the base skill to begin with AFAIK (not entirely sure admittedly, was it stated to be allowed here?) and Amu has no Driving. To buy Driving, she needs 3 XP and 3 weeks. This same cost is already enough to buy Amu Rank 2 Teleport. Getting Rank 3 Teleport would then require an extra 2 XP and 2 weeks.
I don't think there's any such rule. Everyone gets a free Linguistics specialty in their native dialect, even with Linguistics 0.

Mechanically, buying a Drive specialty would still be strictly inferior to just getting Drive 1, though.

Personally, I can only think of exactly one type of "vehicle" that Amu might benefit from a Driving specialization for, that carries benefits she can't replicate with other skills and that's...... Demons.

Riding ontop of demons and being able to have them use magic or fight while moving her around. I know associating that with "Driving" makes them sound like slaves, but there is no "Riding" skill on her sheet, the closest is "Driving".
Even if we started summoning demons, I don't think we'd actually want to ride them.
 
Even if we started summoning demons, I don't think we'd actually want to ride them.
I dunno, just imagine Amu flying around on this big boy:


View: https://imgur.com/a/eTbXhwu

(But yeah, heck if Amu is actually going to summon any demons any time soon, that would be a whole other skill all on its own. Well, outside of getting possessed by them during emergency skill boosts at least.)
 
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Point on Flying/Illusion granting stealth and speed.

However, Teleportation does have a range limit (gated by Mental Range, though it can be cheesed with Illusion/Dreamwalking?, and Teleportation beyond LoS is a 3 dot feat so I'm not sure how feasible chaining it even with breaks is), which a theoretical motorcycle (sadly not legal to acquire, so this discussion is moot) doesn't?
 
One thing to keep in mind, when it comes to the choice of training ability / psionics, is that they really aren't fungible in that way. Yes of course, rolls are "Attribute + Ability + Psionics" usually... but as abilities represent regular skill and knowledge, in many cases if you lack that side of it you'll be limited to only 'brute force' solutions.

Mechanically speaking, Overgrowth is right after that on the list if we want to go for the 4 dot blackboxed event (assuming Overgrowth counts as well @Baughn)
Overgrowth counts differently. Some would say negatively.

= =

I'm on-call and got paged a lot this weekend, which is slowing the update down some. It'll get there.
 
Some would say negatively.
At a one-dot deficit
I wonder then if the event is figuring out what's going on with Overgrowth?

Astral Projection is likely already what we need to manifest Ran and Su normally.
But Utau doesn't have Astral Projection? (Though you could argue that Utau's Charas don't fit into the normal mold, Utau still has Chara Change/Transform as a capability)
 
Dice Pool Table, Diffculty Log & Useful Quotes

Dice Pool Sources[1]Target DifficultyIntended Effect[2]Comments
Charisma + Presence + Mind Controlvariable/opposedPsionic brute force UMI beamLess effective on demons than on humans (but still effective) and is NOT subtle. Requires transformation[3] (1WP) but can be spammed afterwards?
Strength + Thrown + TelekinesisvariablePhysical missile moving at Sufficient VelocityNo confirmation for this one, but that should be how it works? (Though overpenetration is a thing too, and I'm not sure if the Telekinesis component is soft-gated by Mental Range)
Perception + Investigate + ClairvoyancevariableRetrocognitive Flashes (min 1 dice)Mind the Botch chances please
Perception + Integrity + TeleportationvariableTeleportation of yourself/useful stuff aroundPlease don't Botch this roll
Wits + Medicine + Biokinesis1-2. Maybe 3 for the really nasty cases?First AidMedicine can sometimes be replaced with Lore, but not in First Aid scenarios.
Charisma + Socialise (Tsumugu)1Not get her father to freak out while being concerned?(Chapter 1.10, presumably the DC was lowered by being his daughter, and her having a clear idea of what she is doing?)
Stamina + Occult + Illusion5Brute Force patch a rift in reality using Illusion
Charisma + Integrity + Empathy5Close the rift by drawing on the Collective Unconscious/collective weight of those around/Sea of Souls through Empathy and Charisma, and then using Integrity to bind things together long enough to work
Dex + Thrown + Illusion2Crowd Control of flying enemiesIllusion instead of Telekinesis because the Stunt used mainly involved making stuff to affect the fight
Manipulation + Socialise1? Opposed?Hide the everything behind the Scavenger's situation, without letting her parents know she's hiding thingsGoes against Amu's current character to pull off, it's not happening without more character development
Perception + Awareness + Illusion2Use a Illusion to disguise something beyond her line of sight and moving somewhat unpredictablyAutosuccess at Illusion 2?
Perception + Investigation + Ragged Crossroads (Utau)variableInvestigate stuff to find useful information(See the Variant Skills Informationals for details, RC is not always applicable)
Perception + Occult + Dreamwalking (Ami/Amu) + Dreamwalking (Navigation, Ami only)1Navigate (Astral Projection) to the location of a unshielded and relatively close by call for help
Wits + Integrity + Mind Control4Call up a Chara without a Shadow immediately attacking you afterwardsNote: Amu's base self is a Shadow, which is why (most) Shadows don't automatically attack her to begin with, not sure if the same extends to Ami.
Dex + Integrity + Telekinesis3Stop unintentionally floating when distracted by FogFine-Control TK is harder than usual uses of TK as always
Wits + Empathy + Overgrowth3Tear down the Shadow castle without hurting Yui insideApproach depends on character - Amu wanted to interact with the mind there, Utau wanted to force the Shadow into submission using Empathy
Wits + Empathy + Overgrowth (Stunt)3 / 5 / 2Correct the Shadow castle to fall in line with Utau's definition of right / run PersonaDungeon.exe and convert it into a normal Persona DungeonThe last one involves baiting the Shadow into a more favourable environment after Utau could have been made known of this terminology, although it's only difficulty 2 if all the assumptions are correct
Wits + Strings & Songs (Utau) + Overgrowth3Invoke Kagutsuchi for them to impose their own order on the Shadow castleStrings & Songs does not normally work in the CU - it serves to eliminate discrepancies between reality and what Kagutsuchi thinks reality should be.
Manipulation + Occult + Dreamwalking3Carefully make holes in the Shadow castle to get to the center of the place without fighting other ShadowsExcept for Botch, has far less problems on failure than the above 3 dice roll sets because of greater finessse
Charisma + Occult + Empathy + Lightsmithing (Utau)N/AConvince the place to move the room containing Yui's physical body to the front doorLightsmithing discards subtlety, and this is technically an auto-fail due to Reasons
Wits + Integrity + Mind Control?/opposedDisassemble a non-hostile Shadow for parts of the mind that made them (if applicable, and if recognisable)Requires the Lock or Key for storage space for the mind-shards, and is much harder on a Shadow that is already hostile
TBD8Making things that are not part of a Shadow Self part of it through surgery or somethingDifficulty >5 will eventually be common, but not anytime soon
Wits + Occult + Mind Control?Kana Taking apart a Demon and trying to get Regen/Fire Attacks out of it by interfacing it with her mindIntegrity not included, and regardless of whether any die were rolled this obviously did not work out as intended.
Wits + OccultVariableSOS Boosting, to avoid side effectsFor different reasons, pixies will almost always be difficulty 0 as well- but may not be very useful. The less human the demon is, or the less inclined to be helpful, the more problematic this will be.

Still beats trying to eat them.
I might continue to update this if I have time, but for now I'm mostly making this list to figure out what dots are the best to buy for our purposes.
Do ping me if I missed something, or got the descriptions and/or comments wrong, thanks!

[1] I'm not including Equipment, Stunts and Key/Lock, or any hard numbers here for the sake of my sanity.
Assistants are particularly weird: Sometimes someone Chara Transform'd can serve as 2 assistants mechanically, but only if narratively the Chara Transform'd individual is that good at whatever they are assisting with.
Assistance may or may not be limited by your base dots in the various skills too?
[2] Not having enough Ability dots means you are usually limited to Brute Force solutions though
[3] Transformation interacts weirdly with the Lock in general, and is technically a power stunt
Further benefits of Transformation

How tired Amu gets from any given feat of psionics depends on how accustomed she is to doing it. Chatting with Kana while they're "mind-controlling" each other for the sake of hugely increased bandwidth? Trivial, basically no harder than regular talking. Firing an 'Open Heart' beam? It's an effort, about on par with lifting a heavy backpack. Spamming it? That's basically weightlifting in the gym.

... pushing herself to perform a feat slightly outside everything she's ever done before? Now you're running on willpower, and it'll exhaust her. I should note, Amu already did that while healing Saaya just now. If you want to do it again, you can, but the outcome is going to be people-other-than-Amu handling the situation while Amu gets a well deserved nap.

-push past that, which is possible if she wants it badly enough, and you're going to cause mental damage.
(For reference - also means that really weird uses of Psionics might carry more narrative tiredness than usual, unless we want Amu to practice such things?)

"11.8" is an unreasonable time on a 100m run
In practice it's a specialisation to Mental Range, adding two effective dots. (So multiplies your range by 25 for this character.)
Was thinking about how Mental Range shakes out in practice, and while 15m (2 dots) is good enough for most people, this means that combat rounds (6 seconds) can easily reach 10s of meters (3 dots), while LoS can reach 100+m (3.5 dots) depending on surroundings and raw Perception/Awareness?
And that's not factoring in Astral Projection or Clairvoyance - I suspect we will want 3 dots of Mental Range (and our Lock) eventually lest we find our abilities dropping out of range when we really need them...

if you want to use it offensively against most relevant targets you'd have to pass a contested roll. In Persona terms, most (non-elemental) psionic effects are typed as Dark/Curse; this includes the 'Heart beam'.
Makes sense, but is kind of unfortunate, especially combined with:

Moreover, you can't train anything without using it. For high level socialise, that means… high level socialise effects, and you don't get to train just some of them.

If you did, that would be called a specialty.
Since if applied to the full conclusion we can't really start training Mind Control anytime soon :/

I'm not going to warn you if you vote for something that would harm or kill a character, except if one of the people making the decision—or otherwise present, and able to intervene—would be able to tell that it isn't a good idea.
(Munchkinning aside, this is a reminder to be careful with the plans we all make, especially when we don't know what's going on?)



It's three rolls for her level of competence at three different points in time.
> 6 then 3 then 1
> Micchan is now missing, based off Interlude information 🤔

Since eternal life is, after all, typically a no-money-is-too-much kind of thing.
But as far as selling immortality?

Well, you wouldn't be selling a drug. You'd be selling an intensive, eternal therapy scheme.
While I don't actually want to get Biokinesis 3 (the implications are YES, and I think Amu would like to grow up eventually) unless the passive effects have a off switch, while the clinical trial aspects of this would be lmao I think with sufficient Medicine as well Amu could unironically serve as a rejuvenator?
 
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Mind saying what was this about? Couldn't quite figure it out from the Chapter 2.7 update by myself
....Huh, that wasn't there when I remember checking it.

It was difficulty three, but it looks like it just kept rolling until the 3 successes were reached (which was only the last 3 of the 8.... oh boy did Amu have a real bad run that roll).

Best guess, it was used by Amu while trying to stop herself floating. That floating could, I guess, be construed as her TK going out of control (i.e. a loss of fine control).
 
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