Difference between revisions of "SolarCraft/GreenLantern"
(Some random Craft ideas I'd love plausibility feedback on) |
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=== Comments === | === Comments === | ||
I want them. Please, discuss! -- GreenLantern | I want them. Please, discuss! -- GreenLantern | ||
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+ | I think the first Charm is more of a Dragon-Blooded thing. I don't see a Solar picking up a butterknife and turning it into Excalibur with his mind or his glowing aura. I *do* see an Earth Aspect doing that. The Solar would just use the butterknife as an improvised weapon (or a melee weapon with a stunt) and fight his way free using his own innate badassity. What I could see along lines similar to your Charm is a Charm that lets Solars treat mundane objects as combat-ready weapons. A chair leg is treated as a mace, a butterknife is a dagger. I think your Charm is just a bit too "magical" for a Solar. | ||
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+ | The second Charm is just too much. If First Age Solars had that Charm, the First Age would have been endlessly advanced. It's far too open-ended. I appreciate that Solar craftsmen should be able to do crazy Comic Book Mad Science stuff or pull an Ironman suit out of a bunch of scraps in a cave, but this Charm isn't really designed for that. It's more about paying a cost and causing the Industrial Revolution every few hours which isn't very Epic. Possibly a Charm could exist that allows a Solar to cobble together a machine out of components that can't possibly be used to make that machine, with cost varying based on the inappropriateness of the components. Totally bypassing research and development and building a cold fusion reactor out of some rocks and string even though you dont have any idea what a cold fusion reactor is or how it works or what good it would do, that's not really fun. It's "Here, have whatever you want." - [[Telgar]] |
Revision as of 03:45, 25 June 2009
Some Craft charm ideas I wanted to get down, and hopefully get some help with.
Orichalcum Infusing Touch
Essentially, this is a charm, perhaps above Object-Strengthening Touch, that gives an object you 'own' the properties of a low-level artifact. Specifically, immunity to damage as per artifacts, basic 5MM bonus as per an artifact, and the statistics of a basic artifact 2 item. I picture a Solar, fighting his way out of captivity, picking up a mundane knife from a nearby dinner table. Flickering energy pours out of him, and writhes its way up the knife, and where it passes, only the dim golden color of Orichalcum remains. He uses the knife, doing all sorts of amazing things, and at the end of the battle, drops it to the ground, and the light fades.
I'm thinking scene-long, with a cost roughly equivalent to the attunement cost for the artifact equivalent, plus, say, two motes. Reasonable?
Similarly, I've got another one...
Casual Genius Inspiration
A variant on wonder-forging genius, requiring only a Craft excellency as a prerequisite, that allows the Exalt to regularly revolutionize the fields and technologies he works in. Every purchase of this charm allows the Exalt to work one 'generation' ahead of the current technological infrastructure of his surroundings, without penalty. He simply makes breakthroughs, uses techniques, and otherwise develops mundane items that are simply 'beyond' current understanding and structures. A modern-day Exalt might create a net-energy-gain fusion reactor, flying car, or useful voice interface to a PC without difficulty. At the same time, building warp drive would not be possible - this is too far ahead technologically to be feasible. At the same time, enough work by the Exalt, first making fusion, and also subspace radios, and also isolinear chips, etc, bringing the general technology of the world around him to the point that Warp drive was only one generation away. This charm is of course subject to heavy storyteller interpretation, especially in the age of sorrows, where technology has generally stagnated for centuries. As such, the 'leaps' possible by this charm start small, as a generation doesn't get you very much at all.
Comments
I want them. Please, discuss! -- GreenLantern
I think the first Charm is more of a Dragon-Blooded thing. I don't see a Solar picking up a butterknife and turning it into Excalibur with his mind or his glowing aura. I *do* see an Earth Aspect doing that. The Solar would just use the butterknife as an improvised weapon (or a melee weapon with a stunt) and fight his way free using his own innate badassity. What I could see along lines similar to your Charm is a Charm that lets Solars treat mundane objects as combat-ready weapons. A chair leg is treated as a mace, a butterknife is a dagger. I think your Charm is just a bit too "magical" for a Solar.
The second Charm is just too much. If First Age Solars had that Charm, the First Age would have been endlessly advanced. It's far too open-ended. I appreciate that Solar craftsmen should be able to do crazy Comic Book Mad Science stuff or pull an Ironman suit out of a bunch of scraps in a cave, but this Charm isn't really designed for that. It's more about paying a cost and causing the Industrial Revolution every few hours which isn't very Epic. Possibly a Charm could exist that allows a Solar to cobble together a machine out of components that can't possibly be used to make that machine, with cost varying based on the inappropriateness of the components. Totally bypassing research and development and building a cold fusion reactor out of some rocks and string even though you dont have any idea what a cold fusion reactor is or how it works or what good it would do, that's not really fun. It's "Here, have whatever you want." - Telgar