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

......Personally I feel like this is really the kind of decision that should be made by the story-writer. But from the perspective of a quester, this seems like an easy opportunity to give Amu an quick friendship opening with a potential ally, so....
In this case I have good plans for either option, and can't decide which works better. So you're standing in for a dice roll. :)
More seriously, does the same still apply to leaving 1 XP on the floor?
Yes, okay. Let's pull back the curtains slightly. Almost every decent game—video game, tabletop, quests, whichever—adjusts the difficulty to the player's ability.

Video games do it by letting you pause the plot to grind, or sometimes by making enemy levels equal to the player's, whatever that is. I'm not sure which I prefer. Grinding is usually boring, but the other option—especially if done badly—makes progression into a bad joke, where the numbers go up without consequence. The better ones at least let you decide which aspects of your character to strengthen.

Tabletop games, or quests—which are kinda the same thing, anyway—also do it by adjusting the difficulty of the opponents you face, but since I'm human, I'm able to be more subtle than computers generally are. For instance, I can have over-levelled opponents accidentally miss seeing you—or where Amu is the one controlling the plot, as she usually should be, I can make sure to warn you in advance if you're about to do something that would call down attention you can't deal with. She also has a safety umbrella at present, inasmuch as JPs exists and is vastly more capable than you. This means I don't need to adjust the strength of opponents, per se; I can instead adjust which opponents you face.

Flipped on its head, you can pick your opponents. Don't attack Manticore head-on; they're too much for you. Even once they're no longer strictly over-levelled, the lengths Amu would need to go to to handle them would traumatise her badly. If they need to be handled right now you can rely on allies, but chances are you can dodge the problem for a while. There will always be some solution, it just might not be direct attack.

(The demon invasion of Seiyo is an example of such an over-levelled encounter. You could deal with the minor demons those spit out in the first minutes, but you had little hope of fixing the hole.)

Mind you, there still are narrative consequences to calling in allies. So there's that.

But when it comes to a single 1 XP bonus, that's noise and you shouldn't worry about it. If you were making a habit of leaving such things on the floor, you might eventually run into trouble.

1: If we really wanted more XP and had training time to spare, do you mind letting us know when our allies are training a skill that we can serve as a teacher in? (Eg: Utau wants to train Telekinesis, or Miki teaching Utau Resistance for some reason, or Ami wanting to learn Biokinesis???)
I'll make sure to let you know if someone mentions it where Amu would hear. Long-term it won't really matter, as you'll be controlling all of them. (Directly or indirectly.)
2a: I don't suppose the XP discounts stack if we magically manage to find more than one good teacher in (subject)?
2b: I don't suppose 'getting out of school' counts as a Major Goal? :V:V:V
A: No, two teachers aren't better than one.

B: It could, but I'm not sure it's a smart move.
3b: Does the severity/magnitude of the side effects of flash-training also depend on the number of XP we've already invested into the XP bar for that skill?
Yes. More specifically, the more XP you're spending to flash-train the worse it'll get.
(Utau could also teach us Performance, but I have no idea why we'd want that ability?)
<Amu> I have a dream!
<Utau> Are you going somewhere with that?
(Baughn, you might want to add a note in the Informational about how training Specialties are cheaper than the general version, because as things stand unless relevant rolls go Ath + Ath (Music) + (other things) there's absolutely no reason why you'd ever want to buy one?
Adding note. But yes, that is actually how the math goes.
Hah, that was my first guess too back when we only knew she was an athlete with electricity powers
She isn't an expy of anyone in particular, because she's a fusion of at least three different characters. Guess where she got her cooking skill. 🤣
I'll take that as an invitation to bloviate beyond any actual capacity for rational analysis. :V Assuming we're still in the Amala Multiverse depicted in the previous quest (or at least something more-or-less shaped like it), I have... let's say three ideas. THREE! THREE IDEAS! AHAHAHAHA!
It's the Count! I missed you and your giant brain, though I thought you'd still be busy with the counting.

And...

...yeah, all three of those are correct. XD
 
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She isn't an expy of anyone in particular, because she's a fusion of at least three different characters. Guess where she got her cooking skill. 🤣
Jupiter is supposed to be a decent chef, but if it's not her then I'm guessing it's someone from Raildex. But most of the named characters in Raildex don't seem to be able to cook more than cup ramen, even doing a search with the word "cooking" on the wiki doesn't get very much.

Mugino apparently can, but isn't particularly noteworthy for it even if she also has electricity powers. That vampire-bait girl, Himegami, is apparently fairly good at it but her only electrical "power" is a taser baton and she isn't especially athletic. The most likely candidate from Raildex I can find is Tobio Yumi from the Accelerator manga who actually wants to own a restaurant - but her powers are also nothing to do with electricity.
 
but if they've figured out how to sub Kagutsuchi in for it, they'd almost certainly be enough to throw off predictions, given how hostile Creation's metaphysics are (were?) to that sort of thing. (...I think. It's been more than a few years since I interacted with Exalted — not since SoaBS v1, really.)
Eehhhh... Not really? Exalted metaphysics are hostile to time travel and outright acausal versions of precog where you open a window to the future, but simulatory methods actually exist in Creation itself, and Kagatsuchi based precog should be about as reliable as Loom of Fate based ones.

Like, butterfly effect throws things off eventually, but prediction can get pretty close to accurate. You see, unless the exalt in question has a specific anti-precog power, the way essence interacts with it in general is whenever a character would make a roll affected by Essence use in any way, precognition shows the results from the statistically most common number of successes for that roll. Every time, with no deviation, meaning good and bad luck can result in details being off, which then can lead to fights going entirely differently or timing of various things affected by strategic efforts leading to things shifting around, but since it's extremely likely to only be minor details of how they achieved the same general results, it does tend to take months for things to compound into being noticably different, and even longer to spread through the world instead of being purely local.
 
It will be a little while before we see her again. But in the meantime, here's two three recent photos of Makoto-chan. Amu... well, isn't the only one who's had long conversations recently.

And if you thought Amu had trouble keeping her appearance under control...




I also finalised the rules for Makoto's... calling them 'boost dots'. Makoto would very much like to improve on this, but Makoto would also very much like not to practice this.

= = =

Primarily, Makoto can apply electrokinesis to enhance her own biology; regeneration, strength or dexterity, adding up to <electrokinesis + bioelectrics> dice to a roll on those attributes. It is nowhere near as fast a form of healing as Biokinesis. Bioelectrics at higher ranks is not as limited.

Unlike Amu and Yaya's tactile telekinesis, Makoto faces consequences for overlocking her biology in this way: Each boost dot used in a roll has a 50% chance of applying one health level's worth of crippling damage. She can subsequently regenerate the damage, at one hour per health level—given sufficient biomass—or one day per health level, given sufficient food. Makoto's regeneration, unlike biokinesis used with illusion at rank two, cannot regenerate lost biomass without a suitable source of material.

= = =

EDIT: First roll should've had 4 dice, not 5. No matter.

EDIT 2:
<Ami> Amu's in a pinch! I must save her!
<Ami> Dad, I'm taking a nap.
<Ami> ...
<Ami> Where am I?
<Ami> ...
<Ami> I'm totally lost!
<Ami> ...
<Ami> Neeeechan, I was scared!

(Ami had to pay 2 WP for extra dice to avoid a botch.)
Baughn threw 5 10-faced dice. Reason: Hikaru: Overgrowth (Astral p.) Total: 20
8 8 1 1 2 2 3 3 6 6
Baughn threw 1 10-faced dice. Reason: Hikaru: Integrity Total: 8
8 8
Baughn threw 3 10-faced dice. Reason: Ami: O(Dreamwalking) Total: 8
6 6 1 1 1 1
Baughn threw 1 10-faced dice. Reason: Ami: Integrity Total: 8
8 8
Baughn threw 6 10-faced dice. Reason: Ami: Dreamwalking Total: 32
1 1 4 4 6 6 5 5 6 6 10 10
Baughn threw 5 10-faced dice. Reason: Hikaru: Astral Proj. Total: 29
2 2 3 3 8 8 6 6 10 10
Baughn threw 8 10-faced dice. Reason: Amu: Fine-control TK (D3) Total: 38
4 4 4 4 1 1 2 2 1 1 8 8 9 9 9 9
 
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These were DC ? rolls again?
Next time I'm not inviting Ami over unless something really ridiculous happens, all that's happened is us tying down one of our assets available in this situation. (Tbf, it's not like Midori can Psionic, but..)

At least Ami might appreciate the trust?
 
Those are some nasty dice pools on the Integrity rolls. Just Integrity. No attribute.

<Ami> Amu's in a pinch! I must save her!
<Ami> Dad, I'm taking a nap.
<Ami> ...
<Ami> Where am I?
<Ami> ...
<Ami> I'm totally lost!
<Ami> ...
<Ami> Neeeechan, I was scared!

(Ami had to pay 2 WP for extra dice to avoid a botch.)
We should give her a cookie.

Unlike Amu and Yaya's tactile telekinesis, Makoto faces consequences for overlocking her biology in this way: Each boost dot used in a roll has a 50% chance of applying one health level's worth of crippling damage.
Is that bashing, lethal, or aggravated?

Spending health levels sucks. Characters get very few of them, you can't stunt them back, and wound penalties set in fast.
 
Is that bashing, lethal, or aggravated?
In practice, it's bashing with extra lore. It doesn't prevent her from regenerating it, so it isn't aggravated; and she's good enough to avoid causing damage that could kill her, so it isn't lethal.

A full power, six dot punch against a demon would still turn her arm into a fine mist, which is why it's crippling. It just would also turn the demon into a fine mist; Makoto gets up to nine dice on that punch, all things included, and you could probably stunt it to ten or eleven. She's a brown belt in kung-bro.

Makoto also has extra health levels, because when you can run your metabolism manually you get that sort of thing. It hasn't come up yet, but she's one of the tankier characters.

This is still a case of missing required secondary powers, and Rampage Dress wasn't an optimal power set in the first place.
 
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Next time I'm not inviting Ami over unless something really ridiculous happens, all that's happened is us tying down one of our assets available in this situation. (Tbf, it's not like Midori can Psionic, but..)

At least Ami might appreciate the trust?
This WAS the "something really ridiculous happens" scenario.

The Scavengers' House has been overtaken by cognitive fog of the Persona 4 kind and the only person Amu currently knows with any prior experience with this fog (apart from Yui, who is part of the problem in this case) is Ami. There's literally nobody else. She's the only one ever mentioned to have seen it (while Dreamwalking) and there is also nobody Amu knows who even has more than a single dot in Dreamwalking (much less the Navigation specialization Ami has). Not even Hikaru is confirmed to have Dreamwalking (and he probably doesn't if he's using Astral Projection instead to reach us) - we mostly only called him to make up the body count, though we know he's capable of cooperating with Ami like he did with the demons at Seiyo.

We actually currently have Dreamwalking training in-progress for Amu, but this event came so quickly, the training hadn't finished yet. None of it except maybe the 1.5 dots in Lore has finished training. Amu's still stuck at 1 dot for Dreamwalking and isn't under enough pressure to buy an instant boost yet.

The alternative bandied about, instead of calling Ami and Hikaru, was just phoning JPs outright and leaving it up to them. We decided not to do that, because that would leave Kana and Yui (and possibly the rest of the Scavengers) up to the tender mercies of the government and had a high chance of denying Amu any opportunity to personally investigate.
 
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Makoto also has extra health levels, because when you can run your metabolism manually you get that sort of thing. It hasn't come up yet, but she's one of the tankier characters.
Her capabilities are enough to get extra health levels? Nice - I was worried it'd be harder. Amu should be able to pick up some extra health levels of her own, if she doesn't already have any.
 
Her capabilities are enough to get extra health levels? Nice - I was worried it'd be harder. Amu should be able to pick up some extra health levels of her own, if she doesn't already have any.
Two problems with that.

One, Amu can't copy Makoto's approach. She flat out can't learn electrokinesis, and never will be able to. You wouldn't necessarily want to anyway, because Makoto's way of doing this is "I know it looks like my stomach's falling out, but I have a really high pain tolerance and I can deal with all the complications from walking around that way, including the degraded muscle function".

Well, theoretically. Right this moment it's closer to "Makoto really looks like she needs a hospital, but all the other kids would die far more easily and also she can only keep herself alive while she's conscious so no pain medication please"…

I'm not especially intending to push that, it's just how she works. Though there are demons, so if you put her in harm's way that's the sort of combatant she'll be.

Amu has biokinesis, and biokinesis can absolutely do many of the same tricks—for survivability, at least—but it doesn't let her copy Makoto's ability to actually function in that state, which is the result of the electrokinesis actually boosting her muscle function and smoothing over some degree otherwise lethal damage. As well as about a year of practice.

(In theory Makoto can push that power all the way to eight dots, at which point she'd compete with the Demi-Fiend for sheer physical power output and durability. In theory. Who the heck would let her try?)

The second problem is… how do you train it? Makoto didn't get a choice, she didn't (doesn't) have the control to avoid giving herself electrical burns she then had to heal. Amu doesn't have that problem, and practicing for biokinesis used in this mode is basically pure masochism.

There are better ways to get bonus health levels if you want them.
 
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I'm not especially intending to push that, it's just how she works. Though there are demons, so if you put her in harm's way that's the sort of combatant she'll be.
Or how about, she doesn't try to use her Bioelectricity the meatshield way but just the Railgun way in order to boost her reflexes. Preferably while linked up with a clairvoyant or precognitive capable of giving her the split-second heads-up needed to put those reflexes into action.

You know, so she doesn't end up missing half her stomach at the end of every fight.

In fact ideally, she'd also be using Electrokinesis the Railgun way, instead of trying to taser things with her bare hands.
At the risk of changing genres into eldritch horror, does Biokinesis cover the creation of ablative armour?
Illusion would.

It can give her a sparkly dress, it can give her an actual suit of armor. Once we have more than 1 dot in it, anyway.
 
Problem is, the Required Secondary Powers are not included here - that could just as easily lead to tendon tearing and/or muscle damage so we are back to square 1 in this discussion?
I dunno, I feel like the amount of muscle strain caused by abruptly jerking a centimeter out of the way to dodge bullets is kinda miniscule in comparison to the kind muscle strain caused by trying to punch the same bullets out of the air.
 
abruptly jerking a centimeter out of the way to dodge bullets is kinda miniscule in comparison to the kind muscle strain caused by trying to punch the same bullets out of the air.
Well, the instantaneous acceleration (and frequency thereof) in the former is way worse than the latter (and the latter makes no sense without the inherent boost that Biokinesis apparently provides)?

In the latter case once she got to the enemy you only need to punch once if she had enough booster dots and all in the latter scenario, while in the former she'd have to invoke this who knows how many times
 
In the latter case once she got to the enemy you only need to punch once if she had enough booster dots and all in the latter scenario, while in the former she'd have to invoke this who knows how many times
I'm feeling like 100 instances of microtears or microfractures caused by reflexive action is still preferable to turning your whole arm into a fine pink mist.

In the first case, as shredded as it may end up, there is still muscle and bone remaining for her Bioelectricity-accelerated healing to fix up.

The latter requires a new arm.
 
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Fair enough. Though she doesn't have any other offensively applicable Psionic skills, unless she can taxi her sister around while she Hydrokinesis/Telekinesis to water-cutter the problem away?
She does - Electrokinesis.

From what I gather, Bioelectrics is just meant to be a specialization of that like Ami's Dreamwalking (Navigation) is a specialization on general Dreamwalking.

Her sheet may have her with more dots in Bioelectrics than she does in Electrokinesis but with another couple of dots in it, I could see her hurling lightning bolts or using it the Railgun way to magnetize iron sand or accelerate metallic projectiles something. Not just boosting her own muscles.

Not sure how much of it was pure Electrokinesis versus Bioelectricity when she was tasering demons back in the Seiyo fight:
The demon went for Makoto, then had a wing ripped off for its trouble. A sharp bang- an electrical arc skittered across Makoto's skin- Makoto screamed, though the demon got ripped to pieces.
But if she can manifest those electrical arcs away from her own skin, she's got pretty good combat options.

Her sheet gives her a dot in Mental Range, so I think it seems reasonable to assume she can generate electricity anywhere in 15 meters around her.

EDIT (to avoid double-posting): Now I think about it, Makoto's best weapons with her current stats may, in fact, be a pair of steel-capped tonfas or nunchucks. Since without any levels in Thrown or Firearms, she can't really do the railgun thing with coins.

But she DOES have existing levels in Melee and Martial Arts, which will probably let her use tonfas and nunchucks and then she can electrify the metal tips for additional oomph. I'm seeing her being able to get 6 dice out the setup, without counting any stunt dice - 3 from her physical attribute (Str or Dex), 1 from Martial Arts or Melee, 1 from Electrokinesis and then another 1 from tonfas/nunchucks actually being proper fighting equipment.

Ideally, she'd want to pick up some levels in Thrown. That way, she could shoot coins like Misaka. Or just, throw around electrified nunchucks if her levels aren't quite high enough for that.
 
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At the risk of changing genres into eldritch horror, does Biokinesis cover the creation of ablative armour?
At biokinesis three, yeah, you could do that. Many other things too.
I'm feeling like 100 instances of microtears or microfractures caused by reflexive action is still preferable to turning your whole arm into a fine pink mist.

In the first case, as shredded as it may end up, there is still muscle and bone remaining for her Bioelectricity-accelerated healing to fix up.

The latter requires a new arm.
I'm not typically going to be rolling more than two, maybe three sets of dice for an entire fight, so you don't need to worry that much about cumulative damage. That said, my description was a bit hyperbolic; Makoto only needs to worry about losing limbs if she has to use electrokinesis to push herself at maximum power at the point where said limb is already shredded.

From regular health? Her arm would be hanging limply at her side (and would contain a lot of broken bones), but so long as she doesn't go on to fight more with that, she'll still be in the high-speed regeneration regime. That's only one hour/level right now; it'll ramp up along with her skill.
But if she can manifest those electrical arcs away from her own skin, she's got pretty good combat options.
She can, within about a fifteen meter range, but that's dangerous if there are allies in her general vicinity. She only has one dot, and Makoto has poor control in general (because of lack of practice), so right now it would be less lightning bolt and more Tesla coil.

I'm not sure what the right dice pool to use would be. Probably dexterity + thrown + electrokinesis. Something to ground her in the right direction would be a good investment.
 
Something to ground her in the right direction would be a good investment.
Like steel-caps fitted ontop of tonfas and nunchucks?

My first idea was actually for her to chuck a bunch of metal ball bearing beads and then just try and electrify everything between the ball bearings.

But she's got no ranks in Thrown, so that wouldn't really work (I assume she'd probably miss her throw and not have those beads end up anywhere near the actual target).
 
But she's got no ranks in Thrown, so that wouldn't really work (I assume she'd probably miss her throw and not have those beads end up anywhere near the actual target).
She'd still be rolling two dice for the throw, baseline. Unless she's doing something absurd it's going to be difficulty one, so those are decent odds.
 
From what I gather, Bioelectrics is just meant to be a specialization of that like Ami's Dreamwalking (Navigation) is a specialization on general Dreamwalking.
Wait, when did Ami pick that up? She didn't have that before. Did she just use an insta-boost?

One, Amu can't copy Makoto's approach. She flat out can't learn electrokinesis, and never will be able to. You wouldn't necessarily want to anyway, because Makoto's way of doing this is "I know it looks like my stomach's falling out, but I have a really high pain tolerance and I can deal with all the complications from walking around that way, including the degraded muscle function".

Well, theoretically. Right this moment it's closer to "Makoto really looks like she needs a hospital, but all the other kids would die far more easily and also she can only keep herself alive while she's conscious so no pain medication please"…
That kind of seems like a lot of pain tolerance for Resistance 1.

Amu has biokinesis, and biokinesis can absolutely do many of the same tricks—for survivability, at least—but it doesn't let her copy Makoto's ability to actually function in that state, which is the result of the electrokinesis actually boosting her muscle function and smoothing over some degree otherwise lethal damage. As well as about a year of practice.
I'm a little surprised that biokinesis can't do that, but okay.

(In theory Makoto can push that power all the way to eight dots, at which point she'd compete with the Demi-Fiend for sheer physical power output and durability. In theory. Who the heck would let her try?)
Huh. I kind of expected the Demi-fiend to be further out of reach.



At some point, I'd really like to have a solid defensive answer against snipers and other sources of massive surprise damage. Everything I can think of feels way out of reach, but maybe it's closer than I think. The options I've thought of are
  • Getting good enough at precog to reliably see surprise attacks coming.
  • Getting good enough at mind-scanning and clairvoyance to detect snipers, bombs, and other surprises that way.
  • Getting good enough at shielding to keep a defensive shield up all the time.
  • Getting good enough at biokinesis/medicine/resistance/whatever to boost our durability enough to tank bullets to the face.
  • Getting good enough at spellcasting to answer the problem with defensive spellcasting.
  • Getting some kind of defensive gear, maybe? Anything good enough sounds like it'd be awkward and cumbersome.
  • Getting Reflex Sidestep Technique and Seven Shadow Evasion, but that takes an exaltation.
The option that feels closest for me is precog, but I'm not sure what sort of trait ranks any of the psi-based options would take.
 
Wait, when did Ami pick that up? She didn't have that before. Did she just use an insta-boost?
I realised the dice odds didn't match my mental model of her, so I fixed it. The navigation roll was, for the record, Perception + Occult + Dreamwalking.

To repeat a statement from much earlier in the quest, the character sheets are informational, not normative. They don't and can't include every little detail about the characters. In this case Ami has spent enough time in the CU to start learning how to navigate it, even in the absence of understanding.

As for when she picked it up, over the last couple of months.

Huh. I kind of expected the Demi-fiend to be further out of reach.
Early game version. :V
The option that feels closest for me is precog, but I'm not sure what sort of trait ranks any of the psi-based options would take.
To sidestep a sniper? One dot for a roll, two to make it automatic. It's about the simplest possible use case for precognition.
 
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