Talk:The Altered Course

From The Whereabouts
  • We had some discussion about it last night, but while reading I came across the text. Sidereals are all assigned not only to their division, but a minimum of 2 conventions. One directional conventional and at least one special convention. It also mentions that young Sidereals tend to be much more involved with their direction than their special convention so taking backing or connections in it is probably not necessary.
  • Also, the reason we had the second excellency instead of the first Brian is because you can gain a maximum of as many dice or successes as your permanent essence. So at essence 2 you max out at either 2 dice, or 2 successes added. Could be argued that this values the 2nd excellency a bit higher.
  • I was just reading through the errata. If anyone else feels like reading through it, what are your thoughts on using it? After reading it further, it is really extensive. It would be difficult to remember all the changes. Some stuff I really like, for example, no more combos. But they also redo or change most of the charms in all the books...
    • I would probably have to vote for not using it. Simply based on the fact that they also redo or change most of the charms in all of the books. But I'm not strongly opposed if someone wants to talk me into it.
    • I agree. There are just too many changes. I might make a list of a couple ones I like, and we can discuss them.
  • Dan - I think I am going to change my artifact, I'd like to drop it a dot down to a level 3 for background reasons and I don't love what I have posted. The powers are too vague and the system is incomplete to use it, additionally the ones that do work overlap powers already in the Sidereal book which I don't love. Here's the short recap of my new idea:
    • Artifact 3 - Starmetal short daiklaves, 5 of them however no more than 2 may ever be drawn at once. Each is uniquely associated with a constellation of The Maiden of Battles. Each has a unique power. I haven't decided if I think they should have a weak, latent power and then an essence fueled slightly more powerful one. If they should just have an essence fueled power, if that power should be scene long, indefinite, or 'until the next action'. (let me know if you have any thoughts)
    • The Banner - When used in War add the users essence to his war.
    • The Gauntlet - Carries both the Natural and Disarming weapon tag. Making it impossible to disarm this weapon from the user, and adding +2 to disarm attempts the user makes with it.
    • The Quiver - The user may extend the reach of his attacks with his blade to a maximum distance of his essence yards. (Or possibly essence x2 - Which is more similar to the system sandstorm wind attack uses in the solar book.) This weapon also carries the reach tag at all times. (I may more this one to The Spear, see below)
    • The Shield - Adds to the Defense of the weapon/DV of the user. (I haven't decided what the system is here, but adding essence to either the DV or defense would be in keeping with the other powers of the swords.)
    • The Spear - Sword carries the Piercing Tag (and maybe the Reach tag.)
  • I would say that getting what is essentially two artifact 1 swords with magic material bonus, and those bonuses at no activation cost would be more like an artifact 4. However, if the effect lasted until your DV refreshed and cost 1 mote per activation or lasted until end of scene at the cost of like 5 motes, I would think that would be fair. Or active all the time and no MM bonus. Thoughts on those options?
  • How does this look? I want to do a little artifact comparison before I finalize but here's what I've gotten written out:
    • The Banner: The blade carrying the sign of The Banner adds the Overwhelming (O) tag permanently, raising the minimum damage of the blade 3 or users permanent essence, whichever is higher. When used in Mass Combat the Banner of Mercury guides the user, spend 3 motes of essence to add the users permanent essence to his War for the scene.
    • The Gauntlet: The blade carrying the sign of The Gauntlet adds the Martial Arts (M) tag permanently, allowing the user to use their Martial or Melee rating with this weapon. The user may also spend 3 motes to add the users permanent essence to disarm attempts made with this blade for the scene. (This functions exactly like the Disarming tag, other than it adds the users essence rather than the set +2 modifier.)
    • The Quiver: The blade carrying the sign of The Quiver adds the Reach (R) tag permanently, allowing it to be used against mounted targets or targets with an elevation advantage at no penalty. For a cost of 2 motes per attack the user may extend the reach of the blade and make a ranged attack using the attackers normal dice pool at a maximum range of the users permanent essence x2 yards. This attack functions exactly like a normal attack with the weapon other than the increase in range. The appearance depends on the user, for some the starmetal blade itself extends, others a corona of essence covers the blade and reaches out to strike the victim. This effect is always obvious.
    • The Shield: The blade carrying the sign of The Shield adds the Natural (N) tag permanently, making it impossible to disarm this weapon. The user may also spend 3 motes to add his permanent essence to the defense of the weapon for the scene, raising his parry DV appropriately.
    • The Spear: The blade carrying the sign of The Spear adds the Lance Type (L) tag permanently, making the damage +4L/7L. (7L when charging.) The user may also spend 3 motes to add the piecing tag to this weapon for the scene.
  • Only thought: The martial arts tag allows you to roll martial arts instead of melee if you choose. The only weapons that count as an in form weapon are the ones listed before the style, regardless of whether or not it has the martial arts tag. So I would say that it can add the (M) tag, in case someone doesn't know a martial arts style that has swords as a form weapon, and it counts as being an in form weapon in any martial arts style that allows weapons. Some Sidereal Martial Arts allows no weapons, and I am afraid it could hypothetically unbalance things....further. Oh, also, they are all artifact short swords, right? Also, also, do they receive the magical material bonus?
    • Clearly need to actually read the Martial Arts tag... Yes, they are star metal short daiklaves with magic material bonus.
  • On a different note, I am thinking that we should use impromptu combos. Instead of using experience to buy charms, you can just spend a willpower to use more than one charm before you DV refreshes, but they must still follow the rules for combos.
    • I'm fine with normal combo rules, but if we want more simple ones/to be able to use more charms faster I'm cool with that as well.