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A fistful of charms

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  • #46
    Deficiency-mitigating prana of (Ability)
    Mins: Essence 2, 2 dots in the appopriate skill
    Cost:1m per device

    The Solar Exalted surpass all boundaries and are excellent in all circumstances. This applies to their tools and equipment as well. This charm enables a solar to use a equipment as per normal, despite circumstances saying this should be impossible.

    For example, a solar can grab a rusted-out hulk of a car that has long since run out of fuel, and use it as if it was brand new. They can take a torchlight whose battery has run flat, and shine it into the darkness. A solar who is a craftsman, can use power tools, 3D printing machines, and electronic lathes, despite the power to the building being out. This applies to things like minor damage. Electricity runs through broken cables who have long since lost their insulation. Coolant and plasma run through cracked containment cells. Failing electronics are reinforced and do not fail.

    This costs 1 mote of essence to be commited per device, which extends to things like boats and cars. A repurchase at Essence 3 enables you to enhance 5 devices per mote committed, and another at essence 4 enables you to commit 10 motes for one building, whether it is an abandoned factory or a defunct hospital.

    The ability this charm is purchased for must apply. Craftsmen can boot up old CNC machiens and power saws. Linguists can activate old computers and let brush pens fill themselves with ink. Old sailors and drives can activate long defunct motorboats or cars. But a crafter will not be able to start up an engine, nor will a sniper be able to activate an MRI machine.
    Last edited by Accelerator; 10-08-2019, 04:07 AM.

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    • #47
      Originally posted by Accelerator View Post
      Deficiency-mitigating prana
      Mins: Essence 1, any dot
      Cost:1m per device

      The Solar Exalted surpass all boundaries ad are excellent in all circumstances. This applies to their tools and equipment as well. This charm enables a solar to use a equipment as per normal, despite circumstances saying this should be impossible. For example, a solar can grab a rusted-out hulk of a car that has long since run out of fuel, and use it as if it was brand new. They can take a torchlight whose battery has run flat, and shine it into the darkness. A solar who is a craftsman, can use power tools, 3D printing machines, and electronic lathes, despite the power to the building being out. This applies to things like minor damage. Electricity runs through broken cables who have long since lost their insulation. Coolant and plasma run through cracked containment cells. Failing electronics are reinforced and do not fail.
      Sounds like a craft charm building off of Durability-enhancing Technique. Or Crack-Mending Technique? Maybe both...

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      • #48
        Originally posted by Deamonlight View Post

        Sounds like a craft charm building off of Durability-enhancing Technique. Or Crack-Mending Technique? Maybe both...
        Nope. Crack-mending technique is permanent and durability enhancing technique enhances hardness and soak. This is derived form god-mind algorithms, which enables any computer you touch to have a perfect battery and connection to the internet. This lets you use any form of advanced equipment which requires extensive infrastructure (e.g. electrical power) or extensive repairs, and lets you use it at least temporarily without problems.

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        • #49
          Then why not have it require God-Mind Algorithms as a prereq? As it is, you seem to have it be available to any Solar with a single dot in any skill. As it is, it kinda makes the Charm you're basing it off of pretty superfluous.

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          • #50
            Originally posted by TheCountAlucard View Post
            Then why not have it require God-Mind Algorithms as a prereq? As it is, you seem to have it be available to any Solar with a single dot in any skill. As it is, it kinda makes the Charm you're basing it off of pretty superfluous.
            Hmm... sorry then. I think I didn't quite do it very well. I think maybe it serve as an analogue to 'god mind algorithm' for any kind of skill, as long as it applies to what the solar is trying to do.

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            • #51
              Thaumaturgy charms for 2nd edition

              NATIVE SOLAR TALENT
              Occult 1, Essence 2
              The magics of the solar are mighty... But sometimes, they may take the time to learn the petty magics of thaumaturgy. This automatically drops the difficulty of any roll involving thaumaturgy by the solar's essence.

              RITUAL ENHANCING ARETE
              Occult 3, Essence 2
              The solar rolls what he would normally roll for a thaumaturical ritual, counting essence for auto successes. The successes can be used to enhance his occult result. Wards deal additional damage. Eagle eye potion grants more than 1 dice. Heavenly transmutation works faster and with more result.
              Last edited by Accelerator; 10-21-2019, 01:17 PM.

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              • #52
                Originally posted by Accelerator View Post
                NATIVE SOLAR TALENT
                Occult 1, Essence 2
                The magics of the solar are mighty... But sometimes, they may take the time to learn the petty magics of thaumaturgy. This automatically drops the difficulty of any roll involving thaumaturgy by the solar's essence.
                Many forms of thaumaturgy don't involve rolls at all, such as Unquenchable Flame, Speak With Ozashun, or Second Bread. And of the ones that do, dropping the Difficulty so sharply would make it pretty much effortless. Reading the future in someone's tea leaves, for instance, is only Difficulty 2, so this Charm would make it Difficulty 0 by default. Likewise Exorcism becomes drastically easier; no exaggeration here, an Essence 3 Solar with this Charm and the Excellency and no other Charms has a reasonable chance of forcing Octavian into a tree for a month and a day - at Essence 5 he's got a shot at forcing one of the Deathlords to retreat into the Underworld.
                Last edited by TheCountAlucard; 10-21-2019, 01:08 PM.

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                • #53
                  Originally posted by TheCountAlucard View Post
                  Many forms of thaumaturgy don't involve rolls at all, such as Unquenchable Flame, Speak With Ozashun, or Second Bread. And of the ones that do, dropping the Difficulty so sharply would make it pretty much effortless. Reading the future in someone's tea leaves, for instance, is only Difficulty 2, so this Charm would make it Difficulty 0 by default. Likewise Exorcism becomes drastically easier; no exaggeration here, an Essence 3 Solar with this Charm and the Excellency and no other Charms has a reasonable chance of forcing Octavian into a tree for a month and a day - at Essence 5 he's got a shot at forcing one of the Deathlords to retreat into the Underworld.
                  Made some edits.

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                  • #54
                    There was a time in sufficient velocity where craftsman needs no tools made the game a bit too boring. As in, solars were human heroes. They were tool users. They shouldn't bypass tools entirely, but start with enhancing what they already had.

                    So...

                    GADGET ENHANCING PRANA
                    Mins: Essence 1, 1 dot in the relative ability
                    Cost: 2m
                    Duration: scene long
                    The solar's excellence flows around her, entering the tools by which she enacts her will. This enhances her tools and whatever she is using. No matter the type, as long as it is usable, the tool will increase in ability and usefulness, in the form of a 3 dice bonus in the abilty roll, whether it is a sewing machine, sword, or car. The solar can enhance (Willpower x 2) tools this way.

                    MECHANISM AMPLIFYING ARETE
                    Mins: Essence 2, 3 dots in relevant ability
                    Duration: 1 day
                    Cost: 5m
                    Prereq: gadget enhancing prana

                    This upgrades its prerequisite, making it last for a day. This Charm transforms the 3 dice bonus coming from equipment to change into 3 successes.

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                    • #55
                      Giving yourself the equivalent of six dice to all relevant uses of a dice pool for a day for seven committed motes is, ah, one of those things that could throw game balance out of whack again. Like, there's no easy access to an effect like 2e's Infinite (Ability) Mastery in Ex3 for a reason.

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                      • #56
                        Originally posted by TheCountAlucard View Post
                        Giving yourself the equivalent of six dice to all relevant uses of a dice pool for a day for seven committed motes is, ah, one of those things that could throw game balance out of whack again. Like, there's no easy access to an effect like 2e's Infinite (Ability) Mastery in Ex3 for a reason.
                        Well, then....

                        Maybe an addendum that says 'alter the charm dice however you want. The concept stays the same'?

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                        • #57
                          Why not offer tools double 9's or some such instead of more dice? It gives you access to more successes without just inflating a dice pool. Or reroll 1's, or another dice trick?

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                          • #58
                            Originally posted by Deamonlight View Post
                            Why not offer tools double 9's or some such instead of more dice? It gives you access to more successes without just inflating a dice pool. Or reroll 1's, or another dice trick?
                            Well..... here's a thing.

                            I got no fucking idea how those dice tricks work.

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                            • #59
                              Originally posted by Accelerator View Post
                              Well..... here's a thing.

                              I got no fucking idea how those dice tricks work.
                              No need to be hostile.

                              The basic dice roll assumes that a 7, 8, or 9 counts as a success, while 10 counts as two successes. Other results are not successes, and a 1 means that if there are no successes, the roll is a botch.

                              Dice tricks mess with that.

                              So “Double 9s” means that nines also count as two successes. “Double 8s” means that eights and nines also count as two successes. “Double 7s” means that sevens, eights, and nines all count as two successes.

                              “Reroll 1s” would mean that you reroll the ones. “Reroll 1s until they cease to appear” would mean that you reroll the ones and, if any of those turn up ones, reroll them, and keep at it until you don’t have any ones left.

                              Some dice tricks care about the result of the opponent’s roll - for instance, you might add an extra die to your roll for every 1 that comes up in their roll.

                              It’s actually pretty intuitive, and it’s a lot better for the game than just pumping dice pools to insane levels.

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                              • #60
                                Apologies. No hostility was meant.

                                Ok, let me get this straight...

                                'reroll 1s' mean that you can't botch this roll.

                                'double 7/8/9' means that the number of successes you obtain are larger. The smaller the number you double, the better off you are.

                                This probably doesn't get through my head because I usually just halve the number of dice and count them as successes in my head.

                                Fine, then. I'll alter the thing a bit.

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