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

I'm a little surprised that biokinesis can't do that, but okay.
Biokinesis is the skill to repair and/or modify biology. Panacea basically, though Amu isn't there yet and reaching five dots on it has complications she isn't aware of which would make that kick off an arc in itself.

It can fix a severed muscle. It could, potentially, add redundancies such that a single severed muscle won't make you unable to walk; though that would add bulk.

It doesn't let you walk despite the severed muscle. Bioelectrics can do that.

= = =

People have said that Illusion is flexible enough to be always worth training. Well, it is indeed flexible, but so are all the others. For each of Amu's skills, you should consider that I'm mapping the dot ratings loosely to Academy City ratings of 2 through 5. Just like every Exalted style rating system, these are logarithmic; it may only add one dice at a time, but difficulty ratings also go up slowly with their level of absurdity.

Amu is a remarkably powerful telekinetic. At five, she could pull off a decent rendition of Accelerator. Add in a three dot speciality, and it wouldn't be "rendition". She's already picking off raindrops.

Biokinesis at maximum strength is easily a match for Panacea, as mentioned.

Illusion, well… does Dark Matter ring a bell?

If Makoto manages to max out her electrokinesis track, then you might as well install her on a ship and call her a railgun. Or, if she goes the other way, a walking person-shaped plasma field.

And so on… you should be able to use your imagination for the other ones; they all get ridiculous enough if you ramp them up. Thing is, you're going to need these.

Amu can still use a skill she has 0 dots in, although only for parlour tricks. For instance, and although she's only tried it once, the most sure can do with thermokinesis at the moment is hold the temperature of a thermos bottle constant. I suppose, if she had a computer to cool, it could also work for that.
 
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People have said that Illusion is flexible enough to be always worth training. Well, it is indeed flexible, but so are all the others. For each of Amu's skills, you should consider that I'm mapping the dot ratings loosely to Academy City ratings of 2 through 5. Just like every Exalted style rating system, these are logarithmic; it may only add one dice at a time, but difficulty ratings also go up slowly with their level of absurdity.
Although some Level 5 abilities are more flexible than others, at least if we're going by Raildex.

Case in point, Teleportation. The Level 5 version of Teleportation was Asport and strong enough to move whole chunks of space in such a way that Accelerator's passive defenses couldn't trigger against it, despite working on the Level 4 version of it.

It didn't actually help win against Accelerator, as the user had no weapons effective against him and ended up getting blown up by its own reflected weaponry (as Asport couldn't also prevent the weapons being actively reflected).

Meanwhile Illusion can also create holes in space - we know this because Ami used it to do exactly that in her house (and can be used to seal up holes in space too, if the default rift-closing approach was any indication). And if it can create Dark Matter - well, Dark Matter is known to work on Accelerator too.

With one skill, you have both a delivery platform (spatial tunneling) and a workable weapon (Dark Matter) against what would otherwise be the strongest Esper power in Raildex (Accelerator).

If Rank 5 Telekinesis gives Amu the power of Accelerator, yet Illusion can beat Accelerator..... what does that say about the strength of Illusion in comparison to Telekinesis*?

* For the record, I regard Telekinesis as likely being the second-most versatile skill on the list. Accelerator can manipulate brains, so if it gives you Accelerator, it can do what Mind Control does. And it can also do what Thermokinesis does, given that thermal energy is also just particle vibrations.
 
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It doesn't let you walk despite the severed muscle. Bioelectrics can do that.
...how? I'm not sure what application of electrical power to Makoto's biology would do that. I don't think manually activating severed muscle fibers would help.

Illusion, well… does Dark Matter ring a bell?
The astronomy term is familiar, but I had to google to figure out the fiction reference. I've never consumed any Toaru-related media.


It's going to be weird when charms enter the picture. Charm price, potency, and scope are all completely out of line with psi skills.

Some charms work great with psi - for example, psi dice plus an Excellency makes for an utterly massive dice pool. Some charms probably outstrip anything psi can do - for example, perfect defenses. Some charms are totally outclassed - for example, Eagle-Wing Style takes Athletics 5 and Essence 4, but Amu's flight capabilities from Telekinesis 3 are probably better.

Charms are far less general than psi skills, with only Excellencies coming anywhere close. Whether they're worthwhile depends heavily on how well they do the specific thing they do, and how much we want to do that thing.

On the pricing end, charms cost 8 to 10 XP, and 1 to 10 days of training time. Taking a psi skill from 0 to 5 costs 9 XP and 12 weeks of training time (plus whatever that event at rank 4 is). One charm is about as expensive as every single rank in a psi skill put together, but takes far less time to train.

Too bad Terrestrial Edification Program is at Essence 5. Either that or a custom variant would probably be needed to boost psi skills.


From a storytelling and quest design perspective, if I had to pick who to exalt in this quest, I think I'd actually go for non-psions, or very weak or specialized psions. Maybe one of Amu's parents. Putting psi progression and charm progression on separate characters seems more interesting than making them compete for the same character's training resources.
 
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From a storytelling and quest design perspective, if I had to pick who to exalt in this quest, I think I'd actually go for non-psions, or very weak or specialized psions. Maybe one of Amu's parents. Putting psi progression and charm progression on separate characters seems more interesting than making them compete for the same character's training resources.
Have serious doubts Amu's parents would qualify for a Solar exaltation. If they were the type to be keen on heroics and attempting deeds beyond their capacities, they would be in a different career than "magazine editor" and "nature photographer". Maybe professional sports or military or emergency services. Always had the impression Solar candidates were very much not the kind of people into quiet lives, safe careers (health-wise) and raising families.

There's also a lot of immediate resources that comes in from getting handed an Exaltation, you have to factor that in as well. If even the strongest party member available simply can't stack up to an impending threat and needs a massive up-front power spike to compete, it could well be that the best option is the opposite of what you suggest.

Might turn out the best option is to give it to the strongest eligible person, simply so they can spike enough to handle the immediate problem.
 
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Have serious doubts Amu's parents would qualify for a Solar exaltation. If they were the type to be keen on heroics and attempting deeds beyond their capacities, they would be in a different career than "magazine editor" and "nature photographer". Maybe professional sports or military or emergency services. Always had the impression Solar candidates were very much not the kind of people into quiet lives, safe careers (health-wise) and raising families.
They've got time to grow.

Amu's Motivation right now is "living a normal life". She's not the kind of person to seek out heroics, but her capabilities, her compassion, and the situations she's found herself in have lead her to heroism anyway.

Amu's parents don't have her capabilities, but they're still ready to investigate shady government black projects and head into dangerous situations to support their kids. As the scope of the quest grows, I could easily see them qualifying for an exaltation.

There's a lot of immediate resources that comes in from getting handed an Exaltation, you have to factor that in as well. If even the strongest party member available simply can't stack up to an impending threat and needs a massive up-front power spike to compete, it could well be that the best option is the opposite of what you suggest.
I'm talking about what would make the quest most interesting to write and play. A storytelling and quest design perspective, not a tactical perspective. (I don't think the decision of who gets exalted is going to be a tactical decision anyway.)
 
Amu's parents don't have her capabilities, but they're still ready to investigate shady government black projects and head into dangerous situations to support their kids. As the scope of the quest grows, I could easily see them qualifying for an exaltation.
Not impossible of course, but there'd be a long way to go for them to get there. Midori's first instinct upon hearing Kana might be in trouble was to advise Amu to hand it off to JPs or the police.
I'm talking about what would make the quest most interesting to write and play. A storytelling and quest design perspective, not a tactical perspective. (I don't think the decision of who gets exalted is going to be a tactical decision anyway.)
True - in the first version of the quest the rationale behind picking Amu as the protagonist/Exaltation candidate was because she was labeled as the weakest of the available options.

The weakest of those original options now is probably Io Nitta, but for some reason I also have a vague recollection of reading that Hibiki died offscreen in the first version of the quest, so...

....I guess the weakest "important" character to benefit from Exaltation might actually be Hibiki Kuze, on account of him getting unceremoniously smooshed by a train otherwise.
 
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Whoever gets that solar exaltation, if it's someone connected to our "party", I'm probably going to push for Power-Awarding Prana and Golden Savant's Largesse. There are a lot of goodies at Essence 1 and 2 that I'd like to spread around. All the Excellencies are at 1, for example. A psion can do a lot with an Excellency.

And so on… you should be able to use your imagination for the other ones; they all get ridiculous enough if you ramp them up. Thing is, you're going to need these.
I've got very little idea of what you consider to be a reasonable or in-scope feat for any psi skill, but throwing some ideas out there:

Astral Projection at high levels might make a character's body optional.

Biokinesis at high levels could probably let us set our physical attributes to whatever we want. No years of training to max them out. Just 5s across the board immediately. 5s for the whole team, too.

We've already seen Amu apply Biokinesis for combat-time wound regeneration, and that was with 2+Su. Maybe with 5+Su, she can be Wolverine.

High-level Mind Control might let us do a decent approximation of Harmonious Academic Methodology.

Makoto's Electrokinesis might extend to broader applications of electromagnetism, like magnetic levitation, lasers, EMPs, comm jamming... with the kinds of stuff she can do with her own biology, she could probably shut down other people's biology, too.

Mental Range is pretty straightforward, but it goes up to about 10 km at 5 dots, and all the terrifying things a psion can do get even scarier when they're doing it from 10 km away and you have no idea where they are.
 
does the special event trigger at reaching any skill with 4 dots, or does it trigger at starting to go for 4 dots from 3?
Somewhere in the middle, at a plot-convenient time.
Mental Range is pretty straightforward, but it goes up to about 10 km at 5 dots, and all the terrifying things a psion can do get even scarier when they're doing it from 10 km away and you have no idea where they are.
Yeah... but you can get up to 8 dots in any of these by adding in specialties. That includes mental range.
 
If Rank 5 Telekinesis gives Amu the power of Accelerator, yet Illusion can beat Accelerator..... what does that say about the strength of Illusion in comparison to Telekinesis*?
I've got very little idea of what you consider to be a reasonable or in-scope feat for any psi skill, but throwing some ideas out there:
Interesting ideas, though if 5 dot psi skills are in broad strokes some what equivalent to lv 5 raildex abilities especially with specialities, then that might be thinking to small for them. Also I'm not sure one should be thinking about what beats what and rather what a particular skill could do for what you want to achieve.


To put some of my own ideas down on this,



--- Abilities that have some level of confirmation and/or equiv in Index/Railgun universe. So presumably the least speculative ---

- Telekinesis - Accelerator, is Vector control, the broad ability to influence the vectors of anything that has a vector... or thus anything that has a direction can potentially be influenced by this. This may thus include alternate physics.
- Illusion - Dark Matter, the ability to create anything including alien physics and construct it in to forms that do things based solely on the limits of what you can imagine and think up of.

- Teleportation - Asport, Teleportation. The moving of things around. Though in base concept it should actually contain space/time manipulation as such, as you can't otherwise do that. And that would be the ability to change the shape and form of base reality. Arguably in extreme this doesn't just let you teleport then, but also change distances and the shape and number of paths between places.

- Mind Control - Mental Out. At core the ability to manipulate and extract information out of any intelligent system, up to and including vast networks of it. Total control of any intelligent systems in extreme and in theory a pathway to super intelligence among other things.



--- A bit more speculative at times, so might get the base concept of it wrong, but I think they still make a fair bit of sense. ---

- Thermokinesis - If you extrapolate from base concepts then heat control is an aspect of Entropy. Which at core is that almost any kind of existence, with in our physics or otherwise, has the tendency to move from an Ordered state to a Chaotic state. Entropic control presumably would allow one then to do things like Stasis or change of how ordered (cold) or chaotic (hot) something is.

- Biokinesis - At core Biology is self replicating nanotechnology. So Biokinesis in extreme is the creation of life/(self replicators) in what ever configuration one wants them to be. In extreme may hold potential for exponential growth so long as sufficient energy/resources is available.

- Clairvoyance - The ability to see anything, anywhere when ever one wants. At extreme this means one can gather information from likely very extreme ranges. Basically know anything one wants to know from any place one knows of. If there is a more core way of seeing this I'm not sure fully sure what it would be, but perhaps total information awareness of local space? You may not comprehend what you are aware of though.

- Empathy - At core this this should be the comprehension of beings and the ability to simulate them, at least in part. In extreme total comprehension of any being?

- Mental Range - Most likely the distance ones mind can interact with directly with out shenanigans. in extreme with specializtion may well span the entire world, or maybe even more then that. In essence the area of total control?



--- Less sure of what these would be in this case, so pretty speculative. More information needed really. ---

- Precognition - The ability to either gain information from the future, or calculate what will happen from current information. Unclear how well this would translate to some kind of physics... so not sure what to make of this in extreme, though obviously one can predict some level of the future, especially if combined with Max Clairvoyance. It really isn't clear what this would be in extreme.

- Astral Projection - To project ones self in what ever one views as reality. Where Clairvoyance lets you see anywhere, this lets you project something there instead. Create a local presence? Duplication? Not sure what this would be in extreme either, though perhaps the ability to spam yourself at an opponent?

- Dreamwalking - It seems like some kind of ability to traverse an alternate realm? But if so what kind of realm? Mental? Real? Both? So one option in extreme then would be the ability to traverse any kind of realm?
 
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--- Less sure of what these would be in this case, so pretty speculative. More information needed really. ---
Since Worm was brought up in relation to Biokinesis (Panacea), I'm going to guess that the ultimate forms of the last three are:

Precognition - Contessa's Path To Victory. Being powerful enough to actually simulate the actions of everyone in the whole world (unlike most other precogs) allowing someone to know and execute the exact course of actions they need to reach a target outcome..... subject to blind spots caused by Exalts, Conception and other out-of-context powers. In Worm, PtV couldn't account for Endbringers, Scion, Eidolon, etc. Guessing even at max level, this one will probably have the same issue with Septentriones, Polaris, Philemon/Nyarlathotep, Lucifer/Great Will, any Exalts, etc.

That doesn't sound great, but would still allow Amu to do stuff like manhandle Hotsuin by dodging every bullet he shoots at her, while sidestepping in such a way that his demons all hit each other when he sends them out and then having his attempt to tap into the Dragon Vein fail because a piece of debris collided with him the exact moment he tries, causing him to stumble from the backlash of the botched attempt in such a way that he ends up hitting his own head, knocking himself out cold.

Astral Projection - The Siberian. Creates an invincible body anywhere within Mental Range, possibly multiple bodies with the abilities to see through them all. That can look like whatever she wants, potentially as big as her Mental Range.

Or possibly at a full 8-dots, a projects an altered space controlled by her soul the radius of her Mental Range - think like a Palace from Persona 5 or a Witch's Labyrinth from Madoka Magica or a Reality Marble from Fate/Nasuverse. Not containing an unlimited number of blades, but an unlimited army of Charas and Heart's Eggs, giving every ally within it the power to Chara-Transform while exerting crushing amounts of UMI on every enemy within.

Dreamwalking - A lower levels this allows the user to enter and navigate the cognitive world so I'm guessing at higher levels, it allows the user to fully impose the cognitive world into reality. Like the way Yui somehow brought cognitive fog into her house, except on purpose and maybe with less fog and more similarly to how Maruki in P5 Royal started being able to just affect changes in reality using his Persona and Palace.

I don't know if this would be too extreme even for 8 dots, but in Persona 2, Philemon's control over humanity's cognition was able to allow him to "rewind time" following the end of Innocent Sin by making/splitting a whole alternate world from an earlier point in history on the condition that Suou's party all agreed to forget the events of the old timeline.

It might be possible that fully maxed Dreamwalking might allow Amu to do the same thing with 8 dots and "rewind time" through sheer cognitive control (at the expense of everyone else's memories of the rewound events).
 
Biokinesis is the skill to repair and/or modify biology. Panacea basically, though Amu isn't there yet and reaching five dots on it has complications she isn't aware of which would make that kick off an arc in itself.

It can fix a severed muscle. It could, potentially, add redundancies such that a single severed muscle won't make you unable to walk; though that would add bulk.

It doesn't let you walk despite the severed muscle. Bioelectrics can do that.
My understanding of it is that Bioelectrics is running off the "Biology is applied Chemistry, Chemistry is applied Physics", so she can continue past the point where she doesn't really have biology anymore by operating the physics of it. But she will likely never get precise enough to avoid the pain and physical backlash of it for that very reason, the power considers the damage as caused by material limitations more than technique.

Biokinesis can do far more precise things with biology but it has to stay within biology, it can't work with something that is seared past biological processes or physically gone. It can theoretically be used to make you a transhuman flesh hulk with ceramic cell walls and liquid metal blood, but it has to be biology of some kind
 
Interesting ideas, though if 5 dot psi skills are in broad strokes some what equivalent to lv 5 raildex abilities especially with specialities, then that might be thinking to small for them. Also I'm not sure one should be thinking about what beats what and rather what a particular skill could do for what you want to achieve.
I've just got no clue what's supposed to be in scope. Things I expect to be easy turn out to be impossible. Things I expect to be hard turn out to be easy. Lore 2 turned out to be "every college education". Bioelectrics still doesn't make sense to me.

I'm going to ask about the Accelerator thing. @Baughn, is high-level Telekinesis really supposed to extend to "arbitrarily alter the direction and magnitude of anything with a direction and magnitude"?
 
Well part of the speculation is of course just to help us look at things a bit more out of the box. To view the various abilities and see how much potential one might be able to get out of them.

It's guessing of course, but it might give ideas on how to achieve ones goals.


Specialization in a limited number of powers does seem to potentially be pretty powerful though. Having a bit of spread isn't bad of course, and in fact the right extra skills can actually get you more dice rolls. For instance Occult and Lore might help in using ones powers better at times. Even base stats like Intelligence as well might help for such depending on what you're doing... though that one is a bit more expensive to raise at the same dot levels.
 
Specialization in a limited number of powers does seem to potentially be pretty powerful though. Having a bit of spread isn't bad of course, and in fact the right extra skills can actually get you more dice rolls. For instance Occult and Lore might help in using ones powers better at times. Even base stats like Intelligence as well might help for such depending on what you're doing... though that one is a bit more expensive to raise at the same dot levels.
Abilities are probably going to be important. Psi skills are a massive source of raw power, but abilities let a character know how to apply it. Even if the dice pool is the same, trying to compensate for a lack of knowledge with godlike power is likely to have awkward narrative consequences.
 
I've just got no clue what's supposed to be in scope. Things I expect to be easy turn out to be impossible. Things I expect to be hard turn out to be easy. Lore 2 turned out to be "every college education". Bioelectrics still doesn't make sense to me.
From what I gathered based on the QM's statements on it, Psionic Skills are basically "programming APIs" used to access a more general and powerful, but ordinarily far less intuitive underlying "system" capable of warping reality to do anything.

So you can get specialized skills like Electrokinesis that allows the user to make electricity immediately, when someone else trying to do the same thing with Telekinesis would need to go through the manual process of moving electrons one at a time (or at least engineer some "thought pattern" mnemonic of some kind, to train themselves to bulk-move electrons in such a way with Telekinesis that it could generate an electrical current). What you can do with 1 rank in Electrokinesis might need 4+ in Telekinesis (we know Amu can't do it with level 3). Illusion could probably let you make electrons from scratch too, to generate the current, but you'd still need at least rank 2 in it and probably rank 3 for the fine control to do what Electrokinesis does with rank 1.

Meaning it's possible that someone could have a Psionic Skill called "Reality Marble" that does at rank 1 what you'd otherwise need rank 6 Astral Projection to achieve. Or "Time Rewind" that does what you'd need Dreamwalking 8 to do.

If the theory that Amu's world is mostly cognitive is true, I'm willing to bet that the "underlying system" beneath even basic-sounding skills like Telekinesis actually involves Amu tugging on the souls of everybody else in the world in such a way to make everybody "believe" that something has happened (i.e. that something has been moved in the case of Telekinesis).

So there's next to no way to actually access the underlying system directly, as it operates on some metaphysical level that even the practising psionics don't have full awareness of and couldn't describe in any meaningful way if they did and wouldn't know what to do with even so.

Because, let's face it, nobody would know what to do even if they got told that the way to manifest a particular effect was to "exert between 4 to 5 units of Bufu-elemental cognitive pressure on all orthogonal souls in the direction of the Hierophant reversed, while nudging all perpendicular souls with Diligence at a magitude of Persistent or lower until their Third Eyes are rotated to within 30 degrees of the Velvet Room's leftmost windscreen wiper".
 
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I'm going to ask about the Accelerator thing. @Baughn, is high-level Telekinesis really supposed to extend to "arbitrarily alter the direction and magnitude of anything with a direction and magnitude"?
"Arbitrarily move things around that can be moved around", at any rate. Not "vector control" per se, and I wish to note that a lot of the things Accelerator was doing was actually tensor control…

But yes, if you invested the training time and XP to reach 8 usable dots in telekinesis—this would require more work than you think—then it seems fair to give you godlike control over physical movement.

You'd be so far behind in every other aspect, you're going to need it.

=

Noting also that it wouldn't be as general as the base telekinesis skill, what with the specialisation needed. A reactive defence is an option though.
 
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It's going to be weird when charms enter the picture. Charm price, potency, and scope are all completely out of line with psi skills.

Some charms work great with psi - for example, psi dice plus an Excellency makes for an utterly massive dice pool. Some charms probably outstrip anything psi can do - for example, perfect defenses. Some charms are totally outclassed - for example, Eagle-Wing Style takes Athletics 5 and Essence 4, but Amu's flight capabilities from Telekinesis 3 are probably better.

Charms are far less general than psi skills, with only Excellencies coming anywhere close. Whether they're worthwhile depends heavily on how well they do the specific thing they do, and how much we want to do that thing.
They're going to interact in weird and interesting ways, for sure. As you point out, some are just outclassed--this is basically down to Amu's brand of humanity becoming increasingly transhuman. That's a major plot point, so I shan't expand on it.

Other charms... not so much. Exalted deals in absolutes in ways psionics doesn't. Chaos-Repelling Pattern flat out negates most uses of psionics, at remarkably low cost. Even Integrity-Protecting Pattern would turn you into a low-budget Kamijou Touma. Perfect defences are perfect, perfect attacks are also perfect, and--with rare exceptions like Makoto--most psionics are squishy, lacking the ability to tank attacks if they hit, while many demons rely on esoteric narratives that render them difficult to target at all. An Oni would be best dealt with by someone using mind-control -- or a future Amu using high-end telekinesis -- but Jack Frost is virtually immune to psionics in general, while an Exalt with a perfect attack could just... punch him.

Yes, I know I said Jack Frost is a sentient snowstorm, not a snowman. A Solar Exalt using a perfect attack can punch him anyway. The quest operates more on lore than on dice, and that is the lore for perfect attacks.

In practice, I think this will work out to neither side becoming obsolete or inferior. They're good at different things, is all.

From a storytelling and quest design perspective, if I had to pick who to exalt in this quest, I think I'd actually go for non-psions, or very weak or specialized psions. Maybe one of Amu's parents. Putting psi progression and charm progression on separate characters seems more interesting than making them compete for the same character's training resources.
I've thought about it.

Narratively, especially for the Solar shard, it makes a great deal of sense. Yes, you could in principle make a single super-powered hero unit by giving Amu the shard, but she'd be starved for training time. Even with the extra downtime I'm giving you here -- relative to V1 of the quest, which didn't last a single week of story-time, though I'll note right here that there'll be at least a month after this arc before any other major problem happens, and Amu doesn't need to involve herself if she doesn't want to -- er, even with that extra downtime, trying to train two separate systems at once is going to be a problem.

Hinamori Midori, Solar Noir Detective has a certain ring to it. :V

Giving it to a mortal* would also strengthen the intended themes of Exalted, specifically for Solar exaltations. They're not intended for supernatural beings, and they don't give you supernatural powers. At least in principle, towards the lower end, it's all fluffed as "This is stuff any mortal could do, the Solars just do it impossibly well." Of course that tends to fall apart in a hurry, but it is at least the idea.

On the other hand I already know who's getting the Lunar shard, and she only borderline counts as 'psionic'. So that's all fine, but there's delicious, delicious plot thread potential in giving Amu its partner.

*: And no, Amu doesn't count as mortal. By pretty much any standard. Right now she still ages normally, but- uh, it would take her around three months of after-school work to fix that. Six on the outside. Aging is complicated-**

**: <Amu> That article makes sense, but it's not how my body actually seems to work?
 
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"Arbitrarily move things around that can be moved around", at any rate. Not "vector control" per se, and I wish to note that a lot of the things Accelerator was doing was actually tensor control…

But yes, if you invested the training time and XP to reach 8 usable dots in telekinesis—this would require more work than you think—then it seems fair to give you godlike control over physical movement.

You'd be so far behind in every other aspect, you're going to need it.

=

Noting also that it wouldn't be as general as the base telekinesis skill, what with the specialisation needed. A reactive defence is an option though.
Dude took control over the Earth's rotation at one point, according to the wiki. Dumped so much of the Earth's rotational energy into an attack that it added about 5 minutes to every day, if I'm reading the article right. Assuming the numbers I googled and my quick math are accurate, that's more than 1000 times as much energy as the Chicxulub impact.

I'd just like to make sure. Is this really the level of power we should expect from rank 5 + 3 specialties in a psi skill?
 
Dude took control over the Earth's rotation at one point, according to the wiki. Dumped so much of the Earth's rotational energy into an attack that it added about 5 minutes to every day, if I'm reading the article right. Assuming the numbers I googled and my quick math are accurate, that's more than 1000 times as much energy as the Chicxulub impact.

I'd just like to make sure. Is this really the level of power we should expect from rank 5 + 3 specialties in a psi skill?
…no. My comparison with Accelerator was based on the anime. I've never read the books, so whatever is going on with what you just described is out of scope.

Also, I regret that there is no "what" reaction. What is the writer doing?
 
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Also Accelerator and Dark Matter are scale-breakers, who can do anything with their power given a few minutes to logic chain their way through. Railgun is the benchmark for a particularly versatile 'normal' Level 5
 
Also Accelerator and Dark Matter are scale-breakers, who can do anything with their power given a few minutes to logic chain their way through. Railgun is the benchmark for a particularly versatile 'normal' Level 5
There is that. When I compared Illusion to Dark Matter, that was to give an idea of what direction to look; but you shouldn't look to infinity. The only scale-breaker in this show is the Demi-Fiend.
 
I've never read the books or watched the anime, so I have no clue what this scale is supposed to be. These references mostly just go right over my head. I guess I'll just... figure it out as Amu does.
 
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