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Conquest Quest [Exalted/Worm] Thread 3: glory and minions!

Discussion in 'A BROB is for you! - For all your Roleplaying Need' started by Sojiko, Nov 23, 2013.

  1. Sojiko Smiling Witch

    This is the story of Taylor acquiring a Twilight Caste Solar Exaltation at the beginning of her caped career. She then learn to live with this world-changing power, and will eventually work her way to saving the world even if she has to Conquer it first!


    Not just one thread maxed, but two! So here goes thread three.
    Here's hoping we go all the way to total world domination.

    Thread 1
    Thread 2
    Here is the index, both updates proper and side stories.
    Side stories are canon, but not necessary to read in order to follow the main story. They include funny side scenes (humor), info dumps about Creation or the Exalted's powers (background), and long list of possible actions and their pros and cons to help players choose their next step (guidance). The last two categories are almost always Zeph talking to Taylor. A lot. Because this is here to explain information the players might need for their decisions, but are not necessarily important to follow the story, so if you don't like Exposition you should consider not reading them.
    Or at least not reading them all in a row.

    Side stories are marked with their type so you can decide whether you want to read or skip them.
    1. The Before Time
    2. Chosen
    3. Reboot
    4. I Know Kung Fu
    5. Everybody Was Kung Fu Fighting
    6. Meeting the Family
    7. Bravely Running Away
    8. Discussion
    9. Home Sweet Home, Side story: Magic, part 1 (background)
    10. Playing Hooky, Side stories: Magic, part 2 (background), Training Decisions (guidance)
    11. Training Hack, Side stories: Futures (guidance), Preferences (humor)
    12. Confession
    13. A Night on the Town, part 1
    14. A Night on the Town, part 2, Side story: Masks behind Masks (guidance)
    15. A Night on the Town, part 3
    16. Bloody Hands, canon omake by drake_azathoth
    17. Communication
    18. Response
    19. Sleeping On It
    20. Hanging Out
    21. Checking
    22. Preparations, Side story: Disturbing (the) Future (background, guidance)
    23. New Criminal, Side story: Surprising Swiftness (background)
    24. Cute Criminal, Side story: the Wards (Worm background)
    25. Crafty Criminal
    26. Smooth Criminal
    27. Interlude: the Wards
    28. Party, Movie Debut, Birthday
    29. Halcyon Days
    30. Insult
    31. Anger Management
    Not fixed in the chronology

    Continued in thread 4.
  2. Sojiko Smiling Witch

    Name: Taylor Hebert
    Aliases: Firefly, Sunset_Firefly
    Exaltation: Solar
    Caste: Twilight
    Anima Holographic User Interface: Zeph & Reya

    Attributes:
    Strength D- / Dexterity C+ / Stamina D
    Charisma B+ / Manipulation E- / Appearance B-
    Perception C+ / Intelligence B / Wits B

    Abilities:
    • Dawn: Martial Arts A- (Fighting Unarmed +++) / Firearms F / Melee F / Thrown F / War F
    • Zenith: Integrity B / Presence B+ / Resistance D- / Survival A / Performance F
    • Twilight: Craft C- (Wood, Water) / Investigation E+ / Lore B / Medicine F+ / Occult F+
    • Night: Athletics C+ (Jumping +) / Awareness D+ / Larceny B- / Dodge F / Stealth F
    • Eclipse: Bureaucracy B- / Linguistics D- / Socialize C+ (Lying +) / Drive F / Sail F
    Charms:
    • Dawn
    • Zenith
      • Integrity-Protecting Prana
      • Friendship With Animals Approach
      • Spirit-Tied Pet
      • Hardship-Surviving Mendicant Spirit
      • Element-Resisting Prana
      • Steadfast Elemental Emperor Stance
    • Twilight
      • 2nd Investigation Excellency
      • 2nd Lore Excellency (NEW)
    • Night
      • 1st Larceny Excellency
      • Flawlessly Impenetrable Disguise
    • Eclipse
      • Servant-Rewarding Benevolence
      • Sagacious Reading of Intent
      • Poetic-Expression Style
      • Taboo Inflicting Diatribe
    Knacks:
    Broodmother Awareness Methodology
    Hive Overseer Authority
    Eyes of the Swarm (x1)
    Thousands Move As One Stance
    Loyal Puppet Technique

    Essence: C

    Motivation: Work to make Brockton Bay a better, safer place for its inhabitants

    Virtues:
    Valor B, Conviction E, Compassion C, Temperance D
    Willpower 7

    Mote pool:
    Personal: full
    Peripheral: half full

    Backgrounds:
    Past Life AAA - Reya & Zeph
    Artifact E - Silk costume
    Familiar D+ - Ladybug

    Intimacies:
    Superheroing (Dream)
    Dad (Love)
    Terrible Trio (fear)
    Reya (Respectful Pity)
    Zeph (Exasperated Gratitude)
    Undersiders (Friendship)
    Rachel (Empathy)
    Lisa (Curiosity)
    Mary-Ann (sisterly love)


    Experience: 11
    currently on: Eventful Day

    Training:
    Resistance (1/6 day) / Larceny (1/6 day) / Appearance (3/24 days) / Stamina (1/24 day) / Intelligence (1/24 day)
    Solar Counterattack (1/4 day)

    We are using a house rule with flat cost, see rule post for details.

    Charms wish list:
    Martial Arts Excellency(1), Infinite Martial Arts Mastery(4), Solar Counterattack(4), Immortal Blade-Deflecting Palm(4)
    Tireless Sentinel Technique(5)
    Presence Excellency(1), Hypnotic Tongue Technique(3)
    Bestial Traits Technique(4*), Pack Trainer's Wisdom(4*), Swarm As One Prana(5*)
    God-Mind Algorithms(2), Harmonious Academic Method(5), Chaos-Repelling Pattern(3)
    Judge's Ears Technique(2), Know the Soul's Price(4)
    Reflex Sidestep Technique(2), Lightning Transformation Methodology(4)
    Bureaucracy Excellency(1), Bureaucratic Concealment Technique(3)

    * near-instant training?
    color marks a bonus from training with the right tutor

    Total: 164 XPs
  3. Sojiko Smiling Witch

    That's the post meant for the stats of your minions friends and other Backgrounds you acquire.

    Familiar

    Name: Mary-Ann Hebert
    Aliases: Ladybug
    Heritage: Solar Half-Caste
    Inheritance: D

    Attributes:
    Strength E / Dexterity A+ / Stamina D
    Charisma D / Manipulation E- / Appearance C
    Perception B / Intelligence D- / Wits C+

    Abilities:
    • Dawn: Martial Arts C (Fighting Unarmed +) / Firearms F- / Melee F- / Thrown F- / War F
    • Zenith: Integrity D+ / Presence F / Resistance C- / Survival F / Performance B (Insects +)
    • Twilight: Craft F / Investigation F / Lore E- / Medicine F / Occult F
    • Night: Athletics E / Awareness C / Larceny D (Stealing +) / Dodge B+ (Ranged +) / Stealth C
    • Eclipse: Bureaucracy E+ / Linguistics F / Socialize D / Drive F / Sail F
    Charms:
    Call - Insects
    Domain Manipulation Scenario - insects
    Shapechange - wasp queen, wasp swarm, little sister

    Mutations:
    Insect Speak (Affliction)
    Venom (Affliction)
    Tiny (Affliction*)
    Chitinous Carapace (Blight)
    Wings (Abomination)
    True Immortality (Abomination*)
    Vulnerability - Insecticides (Deficiency)
    Hungry (Deficiency)
    Hideous Form (Debility)
    Great curse (Deformity)
    Relay (special - works as a relay for Broodmother Awareness Methodology & Hive Overseer Authority)

    Essence: C

    Motivation: Please her big sister Taylor

    Virtues:
    Valor E, Conviction B, Compassion B, Temperance E
    Willpower 7
    Wander, Giygas, katreus and 10 others like this.
  4. Sojiko Smiling Witch

    That's for the rules of the Quest system. How you can stunt, how to vote, what the vote means, that sort of stuff.


    Stunting:
    see here: Rules for stunting (it's the last paragraph of this post)
    If an option wins the vote, the leading stunt for said option will automatically be chosen.
    I think that's everything.




    Voting:

    How:
    Sojiko is not responsible if machine does not count your votes.
    When voting, please copy/paste without modification. Modification will make votecount harder.
    I am using an automated vote-counting script. It will count
    [X] option A
    and
    [x] option A
    as the same thing, but it will ignore votes in quote, and with the box un-checked.
    So [ ] vote A would get ignored

    As long as there is a [X] on a line, it counts as a vote. But all the line is counted and he won't count two lines together if they differ by a single character.
    I vote for [X] option A
    will NOT be counted with
    [X] option A

    Every time you shorten the vote by removing something from the line I wrote or you make a typo while repeating it, it creates a new vote to keep track of. And this is really annoying to handle in the end. I've spent up to an entire HOUR sorting votes, and half an hour more than one time. If you screw your vote up it causes a non-negligible amount of unnecessary work for me. Very much not negligible.
    So please, don't be a dick and just repeat the line verbatim. Copy & Paste makes that easy enough.
    So if there is even one character off in your vote line, I can just ignore it. And I have ignored vote that were badly written. I have also spent several hours correcting small mistakes in votes, so I'm not merciless, but please, I don't have much time as it is. Don't make things harder on me.

    I am insisting because I've said this often and it is still common. In fact I made a comment about a specific thing to avoid today (shortening the vote), but before the day was over there were 6 voters who had done it. Right after my explicit request not to do it, including a quote of what to do.
    So since posters often ignore this, I feel it needs to be repeated. If you are going to add a comment on the same line as your vote ("[X] Option A, because we're worth it!"), shorten it ("[X] A"), or are going to make a typo ("[x] Optin A"), you might as well not bother posting.

    Another mistake to avoid is to spread your votes across multiple posts. I think it only takes the most recent post including a vote into account.

    If you see PosterA has posted a complex plan you like, instead of repeating every vote, you can say
    [x] plan PosterA
    or
    [x] PosterA's plan
    However you need to get the name right, if the poster is "larekko12", saying "[x] plan larekko" won't work.

    Also, the program isn't perfect. Occasionally it bugs and won't count a vote. If you see that your vote is missing in the tally (Ctrl+F "your name" is a good way to check fast) tell me and I'll add it in manually.


    What does it mean?
    Votes aren't just specific reactions, they have MEANING that dictates future behavior.
    Every decision made in the past will influence how Taylor behaves automatically during an update
    If the meaning of a vote is unclear, ask. If you think a choice means doing something which isn't written directly in the voting line, you might be reading too much into it, ask.

    I am going to give a short explanation of what the first link talks about, the structure of the options I give at the end of an update.
    There are two things. First how to handle an issue in the next update. And the other is that the options are usually various degrees of a reaction to what is happening or various degrees of a feeling.
    The first is what you need to look at to know what each option will make happen in the next update. The latter is what sort of meaning it has for Taylor, and how this choice will shape her future actions.
    All the options are about handling the same issue, or achieving the same thing. If you can see what it is, you'll have a much clearer idea of what the difference between each of them is, and what you can expect to happen from choosing one over the other.


    When voting, explaining why you chose this specific vote is important for three reasons. First there is the obvious reason, if other posters like your explanation they can follow you, so that makes your vote more likely to win. Secondly it lets me spot misunderstanding and correct them, so that you don't vote for something completely different that what you actually meant. Last but not least, the vote alone doesn't determine all the details, and one of the important thing that tell me how to write the effect of a vote is why the players chose it.

    Here's a list of the main things that influence what Taylor decides to do during an update, roughly in decreasing order of importance:
    • The vote itself, obviously, but the ones you have discarded as much as the one you have actually chosen ; if one is "explain" and the other is "ask them to trust you", choosing the latter won't have you try to gain their trust by explaining.
    • The stunt. Describing how you go about doing the things you've decided to do is what a stunt is all about. A stunt can make me completely change what I had originally planned during the writing of the options of the previous update. Of course if I don't like the stunt you have provided, it will be ignored, but it's the easiest way for you to control more precisely what Taylor does.
    • Taylor's character sheet. If you choose "fight", your lack of weapon skill and your martial arts mastery means you are going to use your bare hands. Obviously things like Intimacies and Motivation and such will affect your decision if they are relevant.
    • Debates about the vote. I always pay close attention to all sides of an argument when players discuss what they should do. If you bring up an advantage to your favored course of action, unless I have a reason to disagree you can expect said advantage to be represented in the update. If you explain how a problem in the choice can be avoided or mitigated by doing something, there's a good chance I'll use your selection.
    • Reason why each poster has picked a vote. While I won't pay as much attention to those as the properly constructed arguments, I will read each and every one of them. I'll try to fit as many as possible, and try extra-hard for those that are repeated often. For example if many posters who select "Running Away" explain that they do that because they don't want to hurt the misguided heroes trying to arrest Taylor, I won't have her topple a building on them to cover her retreat.
    • Taylor's past decisions. If Taylor has solved problems by talking more often than anything else before, when she encounters a closed door she is capable of kicking down or opening with her burglar tool, she will instead decide to talk the person on the other side into opening it for her.
    • Results of the un-chosen votes. If there is 10 votes for "Ask them to trust you", 8 for "Explain", and none for "Run away", I am going to have Taylor hint at a few things while asking her friends to trust her, which wouldn't have been the case if "Explain" hadn't gotten any vote. So even if the option you had voted for wasn't chosen, it might still not be useless.


    Traits:
    In this game Traits are represented by letters instead of dots. First that's because it gives the game that Quest feel, rather than being an Exalted game. It is more familiars to non-Exalted players, and I want it to be as accessible as possible. Then it's easier to see the difference between A and B at a glance than between 00000 and 0000.
    Another reason is that the "+" and "-" let me have more granularity. That's good because it lets me represents human with more precision, and show progress more easily. Favorable conditions can let a "+" turn into a rank bonus, and unfavorable conditions can turn a "-" into a rank penalty.

    For those who wonder, F is equivalent to - (that's zero dots), and E to 0 (that's one dot). It normally goes up to A for 00000, and if there's a way to break the normal limit for trait it goes up to AA, then AAA, S, SS, and SSS for the max possible trait of 00000 00000.
    For Abilities a F means that one just doesn't have the Ability in question, and a F+ shows some familiarity with the topic. Someone with the ability to do first aid but who doesn't know squat about anything else in Medicine could have F+, and someone with a good enough knowledge of guns to know how to use them but who lacks any sort of practice might have F+ too, so he'd be considerably less likely to crit-fail and shoot himself in the foot since he knows all the safety rules to be observed at all times with firearms. F- means that not only do you lack any actual skill in the area, you are especially untalented, and probably have wrong assumptions likely to make matters even worse. Someone with Presence F- not only has no social skill at all, but he could have a strong tendency to insult others and make them angry at him, so a crit-fail is more likely.

    For those who wonder about Background, they can be purchased for XP or not. If you do pay for them, they become part of you on a metaphysical level. Since XP represents soul-stuff, paying some to acquire something means it you somehow infuse it with some of your being. That is why Charms that protects your Traits from modification (like Integrity Protecting Prana) can be used on them.
    Another advantage is that they are secure from the vagaries of life. A friend who is an Ally paid properly will not one day change his mind, or be subverted by someone else. You will not accidentally lose an Artifact you have paid for. It almost always takes direct actions by a heroic character for you to lose a Background. If you are fighting a parahuman with powerful mind control, they could turn the friend above against you, and your Artifact could be destroyed in a fight against Crawler, for example.
    If you do lose a Background, you can recover it much more easily than you normally would, and the points paid to protect the old one apply to the new one. So if Leviathan ruins your Resources invested in the businesses of Brockton Bay, you'll have an easier time becoming rich again and when you do, you won't have to pay to protect it.


    Use of downtime:
    To explain quickly, there are three action slots per day, one per 8 hours. One is spent sleeping, one is spent working/training (8 hours), and the last one is divided in two simple actions (or half-actions). One for eating, cleaning, washing, and generally taking care of yourself and your place. The other is spent relaxing one way or the other. Most relaxation options I gave you are about spending time with someone, and it'll be about 4 hours.


    might write more rules things and stuff here later
    maybe


    Miscellaneous:
    canon!Taylor = Skitter
    Conquest!Taylor = Firefly

    Here is an index of posts I made that say things about how the game works, some of them have been mentioned earlier when they were relevant. We can thank drake_azathoth for gathering those.
  5. Sojiko Smiling Witch

    This post is for Exalted (and Worm) rules.
    Almost done.


    Parahuman powers:

    Parahumans use Knacks.
    Taylor's parahuman powers:
    • Broodmother Awareness Methodology: awareness of bug presence
    • Hive Overseer Authority: can command bug through BAM
    • Eyes of the Swarm (x1): can share Touch with bugs within BAM (repurchases for more senses)
    • Thousands Move As One Stance: supernatural coordination
    • Loyal Puppet Technique: absolute control





    Stunts:


    Stunts are good for you, use them.
    When a stunt is voted, it will determine the general level of stunts for action related to the described vote. So the bonus can apply to more than one action.
    A stunt gives its rating (from 1 to 3) in bonus dice/ranks to the action it is enhancing.
    A stunt that succeeds grants bonus motes of essence (which are usually personal), and if the stunt is 2 or above it can give a Willpower point instead.

    Stunts can be used to accomplish things that wouldn't usually be possible, but are still within the realm of mundane skill. For example defending against a blade with your bare hands (maybe hitting the flat of the sword to deflect it?), or dodging on a slick shaking inclined surface (use your fall to go under the shots?). Those effects never go beyond what an Essence E effect could generate reliably, and are instantaneous.

    Stunts can also be used to wrestle temporary and limited editorial control over the scene from the GM. If you need something reasonable from the scenery to be properly awesome, a stunt can arrange that.
    Need cover while fighting in the streets? You stunt leaping behind the nearby car, no need to ask the GM if there's one when you can just edit it in. Worried about the safety of the bystanders? Explain in your stunt how you can return fire because they've started running for cover from the first shots.
    It needs to be a reasonable thing that could be expected to be there or happen. That goes double when manipulating extras (which you can do since extras are literally part of the scenery in Exalted).

    For example, in an update there was a tourist with a camera filming a fight. Once that fight was over the character went and started another a short distance away. So a stunt was used to have the commotion from the action draw the tourist there so that he could keep filming.



    Experience:


    Experience points come from different sources.
    As in the normal game, 3d stunt give +1XP. There is also the +5 XPs from the Story completion each time an arc is completed, like in the regular game. Due to the different of pace between the pen & paper game and play-by-post, the arcs are closer to what is normally a session. For example here Updates 1-9 and 10-19 form two different arcs. They are centered around one significant event each, Taylor's Exaltation and Taylor joining the Undersiders respectively.
    Then there are XPs per update, which are the equivalent of XPs per session. A normal story update is worth 1 XP, +1 if you made a good stunt & choice for the RP bonus. Occasionally an update will be very short and not much will happen, so it'll have -1XP, but on the other hand if it is particularly long and eventful it can warrant a +1XP. Interludes are normally worth 0 XP since they are not supposed to feature any character development. But if I spend a lot of time writing a large one (like Preferences), it'll give 1 XP. Omakes written by other posters that are good enough for me to include in the main index are normally worth 1XP.
    Finally you can get XPs from OOC things, as first mentioned here. Mostly, it is about guessing things about the game. Discussing what is happening and how the world works is good for the Quest, so I am encouraging it this way. Guessing what lies beneath one of the seals of the Maidens is worth some XP, depending on how important and hard to guess the secret is. Guessing plot points ahead of time is also worth XPs.


    As for Experience cost, we are using flat cost for every Trait except Essence, meaning that it isn't more expensive to improve an Ability as its rank raises. Mostly because the more you advance and the more each Charm is powerful, while Traits don't get the same effect, so giving a flat cost to magic and not Traits makes things way too unbalanced and leads to almost no one increasing them after chargen.
    This also allows the unification of chargen and regular game to avoid pushing the players to munchkinize and create ridiculous stats. To see how it works exactly, see table below.
    Sojiko said:
    Here are the XP costs used here (for the Traits this is the cost for a full letter rank increase, partial payment removes a '-' or adds a '+')
    • Attribute : 8/6 XPs
    • Ability : 4/3 XPs
    • Specialty : 2/1 XPs
    • Native-level Magics : 10/8 XPs (includes Charms and spells)
    • Unfavorable magic : 9 XPs (includes heretical Charms, Infernal spells, and Knacks)
    • Superior Magics : 12/10 XPs (includes mortals learning TMA and TCS, or DB learning CMAs)
    • Essence : Rating × 8 XPs
    • Virtue : 3~2 XPs
    • Willpower : 3 XPs
    • Backgrounds up to 3 dots : 3 XPs
    • 4th and 5th dots of background : 3~4 XPs
    • Stuff not on this list already : normally it's the old XP cost.

    Training:

    Training for Charms takes the normal time (for the non-Exalted players: as many days as the Charm require ranks of Ability if Favored, and add the ranks of required Essence on top if it is unfavored). Training for Traits is as flat as the XPs costs, 1 week for unfavored Abilities (if favored, it is instantaneous) and 1 month for Attributes, regardless of rating.
    Your HUIs are very good tutors, so they can reduce the time to train the stuff they knew best in life.
    Things you do during the game can count as training to related things. For example spending a week crafting things count as 7 days of training Craft Charms. Spending a day planning a heist with your group counts as training for Larceny. Etc ...
    You can occasionally mix several training together but Abilities are all technical knowledge, even Athletics and Resistance. The part you can train with mindless work are Strength and Stamina, not the Abilities. Trying to focus your mind on several things at once is hard, so you won't get the full effect from both.

    Finally, you can stunt your training, which will reduce the time needed for something to count as your day of training. Same goes for having a good teacher.



    Errata of Existing Charms/Spells and some custom material that is available to you:

    Errata


    Berserk Anger as written is stupid. It's one of the conditions that's the hardest to avoid, that cannot be mitigated in any way, and it is by far the worst effect of all. Small but significant modifications were made:
    Destiny-Manifesting Method also extends IPP's effect to the Solar's destiny.



    Craft:

    Adding new Craft abilities costs the same as raising Craft. Training times are as normal.
    The only Crafts are the 5 elemental ones, Magitech, Genesis and Fate/Concept/Quintessence/Reality (different names for the same thing).




    Available Charms:
    To the question "is X Solar Charm available for us to learn", the answer is "almost certainly, in some shape or form". Whether the Charm is canon, written by a big name like TDO or Earth Scorpion, or one of your own creation, it works the same way:
    • If I judge the Charm is OK in the game, you can just use it.
    • If I notice some issues with the Charm, I'll tweak it to correct them
    • If the Charm is badly problematic or has a fundamental flaw, I'll rewrite it entirely
    • If the concept of the Charm is garbage, the answer is "no" and "kill it with fire"
    Here are some guidelines on what to expect:
    TDO Charms are almost all fine as is, he writes in a way that is eerily similar to mine (except way faster). Jon Chung doesn't write a lot of Charm, but they are very solid mechanically (although some stuff is now out of date since they were written to address some rule issues that have been corrected this game). Things by Earth Scorpion and Revlid are usually just fine, they are very good Charm writers. Plague of Hat isn't bad, but most of his stuff is old and written for an old metagame, tweaks will often be required.
    A number of 1E Charms can be adapted to 2E with some simple tweaking.

    Here is my first post on the topic: On acceptable Ink Monkey and custom Charms


    And here are a few unusual and custom Charms that are available and relevant to you.

    Perfect Actualization of the Ideal Self
    Type: Permanent
    Prerequisite: Integrity-Protecting Prana / Mins: Integrity E, Essence E

    The Sun's Chosen has attained such a level of self-definition that defining his own reality becomes inherent and trivial to them. This Charm Permanently upgrades its prerequisite such that it cannot be denied. All Shaping effects become Obvious to the senses of the Solar, and she can use this to decide whether to activate its prerequisite or not. Additionally, she may decide not to defend against a specific Shaping effect.

    The Solar can waive the either the mote cost or willpower cost of its prerequisite for a point of Limit, or both for two points. If the motes are waived, the first 5 motes recovered are immediately committed to Integrity-Protecting Prana. If two points of Limit are paid, it doesn't count as a Charm activation.

    Empowered by the symbolic rebirth of the sun at sunrise, nothing can prevent the Solar from taking her reality in his own hands. At Sunrise, her player can always activate this Charm's prerequisite, no effect can prevent this. Additionally, at Essence D reactivating the Charm at sunrise requires no Willpower, and at Essence C its duration is simply extended to Indefinite.

    There are two final benefits to this Charm. First the Solar's player can activate Integrity-Protecting Prana even when Inactive, and second, no effect can remove either this Charm or its prerequisite from the Solar unless he wills it.



    Pack Trainer's Wisdom
    Type: Permanent
    Prerequisite: Bestial Traits Technique / Mins: Survival B, Essence C;

    Pack animals can work, and under the guidance of the Lawgivers, they can learn as one. This Charm allows the Solar to use its prerequisite to train an organized social group of animals, like a pack of wolves or a colony of ants. In addition, it has other benefits:
    • The loyalty it induces in the train animal now lasts beyond the training, allowing him to give an Intimacy of loyalty toward himself to all those who benefited from the Charm.
    • Bestial Traits Technique can now be used to train specialties, Dodge, Integrity, Investigation, Presence, Stealth, War, or Wits. For the animals that have the required talent, it can also train Craft, Performance, or Larceny.
    • When improving the animal's health, instead of increasing the animal size by 10%, the Solar can give a point of mutation to be used on size or health related mutations. For example this includes Big, Exalted Healing, and Longevity.


    Master Teacher's Techniques
    Type: Permanent
    Prerequisite: Harmonious Academic Method / Mins: Lore A, Essence C;

    It is the nature of the Solar exalts to not only attain greatness, but also to grant it to others. This Charm permanently enhance the Chosen's ability to teach with one of the following tricks:
    • The Twilight's mastery of theory is so great that they have no need for practical experience. The exalt can teach from purely theoretical knowledge as if they actually had the trait. When using this Charm's prerequisite, they don't need to have a Trait to teach it to others.
    • A good teacher has good assistants, a great teacher make them. A Solar can empower a group to serve as assistants, paying a mote per rank of Magnitude (up to Essence), and they will teach as well as the Solar himself as long as they are committed.
    • To a true scholar, the sharing of knowledge could not be taxing. Teaching never count as a mental effort for the Solar, and he can spend a number of motes equal to the magnitude of his student to make them effectively tireless for two hours.
    • Knowledge is a treasure, and the Lawgiver's teachings are even more valuable. The exalt benefits from 3 additional successes on any attempt to convince someone of the value of their teachings, or to make students pay attention and put in the efforts required to learn.
    • The master's eye evaluates the disciple with accuracy. By spending one mote when looking at a potential student, the Solar learn their Favored Abilities as well as any Ability they have mastered capability to teach.
    Characters with this Charm can purchase additional tricks from this list for two experience points. Using these
    abilities does not count as a Charm invocation – this Charm permanently enhances the Exalt’s capabilities.



    Worthy Companion Technique
    Type: Permanent
    Prerequisite: Spirit-Tied Pet or Any Survival Excellency / Mins: Survival C, Essence C;

    The Solar heroes are as one with their Familiar. This Charm lets a character use his reflexive Charms to assist a Familiar he can perceive within (Survival x 10) yard. This counts as the character using that Charm, but adds one mote to its invocation cost. Because this counts as the character using the Charm, it must abide by all of the normal limitations on Charm invocation. For example, the character can’t use a Martial Arts Excellency to enhance an attack and also use Reflex Sidestep Technique to help his Familiar dodge in the same action without a Combo. However, he could use either of these to help both himself and the Familiar in a single action.



    Other
  6. Sojiko Smiling Witch

    This is reserved just in case I need some more space at the beginning of the thread, like last time.

    You can post now.
    Selias, Salbazier, chrnno and 3 others like this.
  7. Garlak "Lag is coming."

    I hereby dub this thread... Conquest Thread 3: Thread Harder with a Vengeance!
  8. so what vote is winning?
  9. Sojiko Smiling Witch

    OK, I am not going to be cross-referencing votes across to threads. All votes must be sent in this thread to be counted.

    Just in case, let me link the update and repeat the options:

    What do you do?
    [ ] Let Tattletale handle this, she apparently has an angle here.
    [ ] Kick Glory Girl's shiny butt, then free Tattletale from Panacea.
    [ ] Write-in.
    [ ] You don't think
    that causing blind terror is the best way to get out of this, you'll handle the talking.
    And about GG's mental power:
    [ ] You can work while being terrified. Not ideal, but doable.
    [ ] Aura of awe? No. Fuck that noise.
    (no write-in for this, but stunts are most welcome)
  10. Czlyydwr Llrngwl "Sell ya a door Learn gull" Czly/Celly for short.

    So, now we have lots of diplomancing, and a physical option if that doesn't work. Lots of pieces stolen from all over, too.

    [x] Aura of awe? No. Fuck that noise.
    - [ ] As the fear washes over you at Glory Girl's display of power, you freeze for just a moment, before mentally taking a step back. Drawing on your pool of power, you try to discern just what about her stance and intentions are affecting you so strongly. (Poetic Expression Stance & Sagacious Reading of Intent to no-sell GG's aura using only motes,)

    - [x] As the fear washes over you at Glory Girl's display of power, you freeze for just a moment, before mentally taking a step back. Drawing on your pool of power, you try to discern just what about her stance and intentions are affecting you so strongly. It lets you read her body language as clearly as a book, turning the glare of her eyes, the shifting of her stance and tensing of her muscles into words, phrases, shouts, and ultimately, arguments. Arguments which you can pick apart with another aspect of your power, finding the flaws and weak spots until you can unravel her attempt to intimidate you like the feeble foreign construct it is, (Poetic Expression Style & Sagacious Reading of Intent to no-sell GG's aura using only motes,)


    [x] You don't think that causing blind terror is the best way to get out of this, you'll handle the talking.
    -[X] The last thing we need is to make mortal enemies here.
    "Tattletale?" you say, interrupting her as she verbally tears into Panacea, and though your voice isn't loud, it still rings with such complete sincerity that it makes her fall silent. Not anger, just total sincerity. "Tattletale, we agreed that nobody should get hurt, remember? Cops and Robbers."
    Tattletale might not understand what kind of injuries words can cause. You do. And so you make her understand before she does something she'd regret.
    "You are hurting her. Stop it please."

    --[X] We try to talk things out with Glory Girl, pointing out that although we don't want to fight her, we will do so to protect our friend, if she tries to threaten her, point out that it probably wouldn't look good for the heroes when the Villains let hostages go, and that Panacea is only still there because she chose to be. If she says that it's different because TT has powers, we should mention that if anything TT's powers would make it a really good idea for Panacea to let her go, because well, if she starts to feel desperate she may say something that Panacea doesn't want her to say.

    - [x] Tourist just happens to reappear with his camera on his way out, since the fight outside was mostly over and he'd heard the commotion of Glory Girl's entry, just as Firefly called the heroes on taking and threatening a hostage when the villains had let theirs leave unharmed.

    ---[X] We should also mention that if Glory Girl tries to start a fight, odds are either her sister or our friend will get hurt, and that neither of us want that to happen.

    ---- [x] If GG talks about us taking her sister hostage: "You know, your sister was free to leave anytime. We freed everybody with cell phones at the beginning and let everyone else out when the Wards arrived."

    - [x] Have Ladybug reform into her kid self under the ruined table and crawl out, acting like she was hurt when it got knocked into the wall.

    - [x] And you know, you're not the only one with a little sister in this room... she was hiding under that table. (cue Ladybug)

    --[x]If they realize that there wasn't an human shaped form under the table, reveal the "changer powers" of your sister, telling them that having half of the bugs that compose you crushed still isn't a very nice experience.

    - [x] Ladybug's control works differently than Firefly's - have her call away the bugs Panacea is messing with and send her own bugs to kill them.

    - [x] With LB playing hurt, that will look like she's just calling her bugs in close to protect herself. She should also insist Panacea stay away from her, because she doesn't want to be changed like the bugs that were on her, and now have to be killed because they're all wrong.

    -[X]NSMS Proposed modification: should Panacea get too close to our sister, make her transform into a swarm and flee away.

    - [x] Get Glory Girl to back down...with the help of her less stubborn, easier-to-influence sister. Rather than talk to Glory Girl, talk to Panacea: "So far, no-one has been seriously hurt today. If your sister, who is a major powerhouse, and I, who took down several Wards in a few seconds, fight here, do you really think the civilians will be safe? Do you think the bank" *point at hole in wall* "will lose LESS money? And as for holding my friend hostage... Is this really how you want your HEALING powers to be used? If you were that kind of person, Panacea, I suspect your personal history would be VERY different. So tell me...Do you WANT an all-out, no holds barred superpowered brawl, right here, right now? Or do you think the responsible thing is to check on the hostages and the Wards, make sure no-one is badly hurt, and fight us some other day, under more favorable circumstances?"

    - [x] as a backup plan to talking, be ready to use physical persuasion if it looks like they aren't going to buy it.

    -[x]stall and signal regent somehow while grue and bitch handle whats left of the wards. To first, have tattletale break free of panaceas hold, then have regent prevent panacea from reacting to tattletale, finally take out glory girl, then run with tattletale.

    -[x] stunt: make sure to use PES to secretly tell tattletale what she needs to do in order to break panaceas poor hold on her. She should understand, even if she doesn't execute the motions perfectly. At the very least she should know that the best time to try is when panacea is most distracted.

    -[x] stunt: signal regent over using a combination of the coms and bug arrows

    - [x] Once Tattletale is loose get between her and Panacea, and keep Panacea between Firefly and Glory Girl. Work toward knocking Panacea out and tossing her at her sister, so GG is too busy with her to follow when we leave - we've accomplished everything we set out to do on this job, all that's left is getting away without undue tarnish to our reputation from extreme violence or collateral damage.

    - [x] Ladybug should dissolve back to swarm form for the escape.
  11. Garlak "Lag is coming."

    [x] You don't think that causing blind terror is the best way to get out of this, you'll handle this.
    - [x] Get Glory Girl to back down...with the help of her less stubborn, easier-to-influence sister. Rather than talk to Glory Girl, talk to Panacea: "So far, no-one has been seriously hurt today. If your sister, who is a major powerhouse, and I, who took down several Wards in a few seconds, fight here, do you really think the civilians will be safe? Do you think the bank" *point at hole in wall* "will lose LESS money? And as for holding my friend hostage... Is this really how you want your HEALING powers to be used? If you were that kind of person, Panacea, I suspect your personal history would be VERY different. So tell me...Do you WANT an all-out, no holds barred superpowered brawl, right here, right now? Or do you think the responsible thing is to check on the hostages and the Wards, make sure no-one is badly hurt, and fight us some other day, under more favorable circumstances?"
    If Panacea agrees with us, she can make it a lot easier to convince her sister.
    -- [x] If GG talks about us taking her sister hostage: "You know, your sister was free to leave anytime. We freed everybody with cell phones at the beginning and let everyone else out when the Wards arrived."
    - [x] Tourist just happens to reappear with his camera on his way out, since the fight outside was mostly over and he'd heard the commotion of Glory Girl's entry, just as Firefly called the heroes on taking and threatening a hostage when the villains had let theirs leave unharmed.
    - [x] Stealthily use your own bugs to eliminate those that have been altered by Panacea, so her modifications no longer affect you and cause you a headache, or otherwise find some way to cut them off. Maybe ask Ladybug to make them kill each other, as her abilities work differently from our own parahuman powers
    -- [x] If possible, just have Ladybug call away the bugs Panacea is messing with and get rid of them.
    -- [x] If noticed: "Ladybug's probably getting a headache and doing something about it."
    -[X] The last thing we need is to make mortal enemies here.
    "Tattletale?" you say, interrupting her as she verbally tears into Panacea, and though your voice isn't loud, it still rings with such complete sincerity that it makes her fall silent. Not anger, just total sincerity. "Tattletale, we agreed that nobody should get hurt, remember? Cops and Robbers."
    Tattletale might not understand what kind of injuries words can cause. You do. And so you make her understand before she does something she'd regret.
    "You are hurting her. Stop it please."

    [x] Aura of Awe? No. Fuck that noise.
    - [x] As the fear washes over you at Glory Girl's display of power, you freeze for just a moment, before mentally taking a step back. Drawing on your pool of power, you try to discern just what about her stance and intentions are affecting you so strongly. (Poetic Expression Stance & Sagacious Reading of Intent to no-sell GG's aura using only motes,)

    I think this is roughly the one I want...
  12. Sojiko Smiling Witch

    Oh, OK. I thought you meant I had invisitexted about using Ladybug as a wounded gazelle.
  13. Repeating my vote, then:

    [ - Redacted - ]

    Stunt for the second bit could still use some refinement, but the main point is that we should exploit our powers to negate GG's advantage and give us one of our own. Non-verbal communication with TT would be *extremely* useful, for example.
  14. evillevi Go to my profile for Cosplaying Pikachu

    [X] Plan Czlyydwr Llrngwl
  15. [x] Kick Glory Girl's shiny butt, then free Tattletale from Panacea.
    [x] Aura of Awe? No. Fuck that noise.
  16. [x] You don't think that causing blind terror is the best way to get out of this, you'll handle this.
    - [x] Get Glory Girl to back down...with the help of her less stubborn, easier-to-influence sister. Rather than talk to Glory Girl, talk to Panacea: "So far, no-one has been seriously hurt today. If your sister, who is a major powerhouse, and I, who took down several Wards in a few seconds, fight here, do you really think the civilians will be safe? Do you think the bank" *point at hole in wall* "will lose LESS money? And as for holding my friend hostage... Is this really how you want your HEALING powers to be used? If you were that kind of person, Panacea, I suspect your personal history would be VERY different. So tell me...Do you WANT an all-out, no holds barred superpowered brawl, right here, right now? Or do you think the responsible thing is to check on the hostages and the Wards, make sure no-one is badly hurt, and fight us some other day, under more favorable circumstances?"
    If Panacea agrees with us, she can make it a lot easier to convince her sister.
    -- [x] If GG talks about us taking her sister hostage: "You know, your sister was free to leave anytime. We freed everybody with cell phones at the beginning and let everyone else out when the Wards arrived."
    - [x] Tourist just happens to reappear with his camera on his way out, since the fight outside was mostly over and he'd heard the commotion of Glory Girl's entry, just as Firefly called the heroes on taking and threatening a hostage when the villains had let theirs leave unharmed.
    - [x] Stealthily use your own bugs to eliminate those that have been altered by Panacea, so her modifications no longer affect you and cause you a headache, or otherwise find some way to cut them off. Maybe ask Ladybug to make them kill each other, as her abilities work differently from our own parahuman powers
    -- [x] If possible, just have Ladybug call away the bugs Panacea is messing with and get rid of them.
    -- [x] If noticed: "Ladybug's probably getting a headache and doing something about it."
    -[X] The last thing we need is to make mortal enemies here.
    "Tattletale?" you say, interrupting her as she verbally tears into Panacea, and though your voice isn't loud, it still rings with such complete sincerity that it makes her fall silent. Not anger, just total sincerity. "Tattletale, we agreed that nobody should get hurt, remember? Cops and Robbers."
    Tattletale might not understand what kind of injuries words can cause. You do. And so you make her understand before she does something she'd regret.
    "You are hurting her. Stop it please."

    [x] Aura of Awe? No. Fuck that noise.
    - [x] As the fear washes over you at Glory Girl's display of power, you freeze for just a moment, before mentally taking a step back. Drawing on your pool of power, you try to discern just what about her stance and intentions are affecting you so strongly. (Poetic Expression Stance & Sagacious Reading of Intent to no-sell GG's aura using only motes,)
  17. Garlak "Lag is coming."

    What's the reasoning behind this one? If I understood Glory Girl correctly, her response is likely to be "Come at me bro!" isn't it?
  18. [x] You don't think that causing blind terror is the best way to get out of this, you'll handle this.
    - [x] Get Glory Girl to back down...with the help of her less stubborn, easier-to-influence sister. Rather than talk to Glory Girl, talk to Panacea: "So far, no-one has been seriously hurt today. If your sister, who is a major powerhouse, and I, who took down several Wards in a few seconds, fight here, do you really think the civilians will be safe? Do you think the bank" *point at hole in wall* "will lose LESS money? And as for holding my friend hostage... Is this really how you want your HEALING powers to be used? If you were that kind of person, Panacea, I suspect your personal history would be VERY different. So tell me...Do you WANT an all-out, no holds barred superpowered brawl, right here, right now? Or do you think the responsible thing is to check on the hostages and the Wards, make sure no-one is badly hurt, and fight us some other day, under more favorable circumstances?"
    If Panacea agrees with us, she can make it a lot easier to convince her sister.
    -- [x] If GG talks about us taking her sister hostage: "You know, your sister was free to leave anytime. We freed everybody with cell phones at the beginning and let everyone else out when the Wards arrived."
    - [x] Tourist just happens to reappear with his camera on his way out, since the fight outside was mostly over and he'd heard the commotion of Glory Girl's entry, just as Firefly called the heroes on taking and threatening a hostage when the villains had let theirs leave unharmed.
    - [x] Stealthily use your own bugs to eliminate those that have been altered by Panacea, so her modifications no longer affect you and cause you a headache, or otherwise find some way to cut them off. Maybe ask Ladybug to make them kill each other, as her abilities work differently from our own parahuman powers
    -- [x] If noticed: "Ladybug's probably getting a headache and doing something about it."
    -[X] The last thing we need is to make mortal enemies here.
    "Tattletale?" you say, interrupting her as she verbally tears into Panacea, and though your voice isn't loud, it still rings with such complete sincerity that it makes her fall silent. Not anger, just total sincerity. "Tattletale, we agreed that nobody should get hurt, remember? Cops and Robbers."
    Tattletale might not understand what kind of injuries words can cause. You do. And so you make her understand before she does something she'd regret.
    "You are hurting her. Stop it please."

    [X] You can work while being terrified. Not ideal, but doable.
    - [X] I have been terrified before, and I was still able to function. I just need to channel the fear. Try to fear not for my safety, but for the safety of the civilians around us. Because if Glory Girl and I fight, they will not be safe, and I am terrified that I might get innocents hurt. Now, to channel this fear into my impassioned plea.
  19. Sojiko Smiling Witch

    So I've checked with the vote counting script, and your vote is counted with Garlak. It seems that this work just fine.
  20. Garlak "Lag is coming."

    I'd just like to say right now, that I am not taking/stealing credit for making that up -- I've only just copy-pasted that from the previous thread!

    ((I'm not even 100% on who came up with it -- I think it might be a Franken-writein composed of several people coming up with ideas and smashing them together, and then one poster eventually puts them together.))
    Winged One likes this.
  21. Could you add something to the plan about using Poetic Expression Style (which we'll have active anyway due to using it to resist GG's aura) to help us deal with Panacea and GG by reading their body language, and coordinating with Tattletale via non-verbal communication?

    If so:
    [x] Plan Garlak
  22. Sojiko Smiling Witch

    Character sheet and index updated.
    Rules will be done later. Because blah.

    Also I am still looking for a better title for the update Strong Criminal.
    Or a better presentation to get more readers to join, maybe.
  23. evillevi Go to my profile for Cosplaying Pikachu

    /cheer :)

    I honestly stopped reading the long plans beyond a certain point. The differences were too mnute to really keep track of
    UberJJK likes this.
  24. Sojiko Smiling Witch

    I really shouldn't say this, but same here.

    Unless someone explained why they did X or Y, I eventually just skimmed through the huge posts to get an idea of what they were doing.
    FunkyEntropy likes this.
  25. Czlyydwr Llrngwl "Sell ya a door Learn gull" Czly/Celly for short.

    Revised again plan is revised again, blatantly stealing Garlak's diplomancy for the talking portion and rearranging "physical persuasion" to be an option if they don't back down with only words. This also needed a bit of modification to Ladybug's role, but all just expansions in addition to the existing items, which have not been rewritten. (I did remove the parenthetical bit about working with the fear, however, since we're now nullifying it via charms)

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