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Ominous Jazz
Jun 15, 2011

Big D is chillin' over here
Wasteland style
I do not enjoy it

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wiegieman
Apr 22, 2010

Royalty is a continuous cutting motion


Working for Union usually means you work for DOJ/HR, with a focus on resolving Pillars violations via kinetic alternatives.

Pakxos
Mar 21, 2020

PurpleXVI posted:

I confess that I never really got that perspective since as I recall it from 2e Exalted it was A) super niche for a lot of uses and B) introducing any kind of summons and henchmen to an already overloaded combat system might have been effective but it would've made me want to go chuck myself in a lake.

The setting books and the demon roll-call book pushed the idea that serious manse building on any sort of human timescale required demons, which may well never have come up in play (exalted is my trpg white-whale to run/play so I can't speak directly to that).

Which is maybe where you want to put these kind of ethical live-wires.

Mecha_Face
Dec 17, 2016


wdarkk posted:

Are we going to get a chance to suggest sample builds at the end of the Lancer review?

gently caress yes, we are. We might be asked to move it to the Lancer thread, but I promise I'll actually poke my head in there for once if we start posting builds. Just let me know if that starts happening. If you want to post builds here, all I ask is for you to wait until I'm done.

Nessus posted:

Personally I'd enjoy seeing the game write-up finish and I encourage OP to just make note of this and move on to the whole thing. If this makes me some kind of a cuss word, I accept the burden.

Don't worry, even if this thread turns into the biggest melt-down imaginable, I'm not going to let that be what kills this write-up. It'll most likely be either boredom or Helldivers 2. Joking aside, let's move on:


Unfortunately the pilot gear section decided to have a bunch of cool art instead of when we're talking about mechs, so I'm putting this here


Before we get right into the cool stuff, we're taking another look at Licensing and mech stuff in general. For the most part, this is a rehash of rules already talked about, but I'm going to give it some love anyway. Just because it's good to have a refresher when it's been so long. So here's the crash course version:

  • When you first start, you're LL0. At this point, you can only use the GMS Everest (or one of the other GMS mechs that have become available since then) and you can only use GMS gear.
  • Every mission you complete, whether successful or failed, you get to increase your LL by 1, and pick a license from one of the four big mech companies (Though we're going over six).
  • When you pick a License, you're picking one for a specific Mech Frame. You then get access to that Frame's gear. Every LL you put into a specific Frame gives you another rank in that Frame, of which there are 3.
  • You do not actually get the Frame itself until Rank 2 in that Frame, so the earliest you can get out of a GMS Frame is LL2. But the GMS frames are great so you can still use them if you want.
  • At LL3 and every third LL after that, you get to choose a Core Bonus. You can always pick GMS core bonuses, but you need three Licenses in one company to unlock one of that company's Core Bonuses.
  • Note that the last point is true every single time you pick a Core Bonus. If you end up at LL6, five of those are in ISP-N, and 1 is in HORUS, you do NOT qualify for a second ISP-N Core Bonus OR a HORUS core bonus. You need another three LLs in ISP-N specifically if you want a second Core Bonus from them.

Next, we talk about Role Tags. These are just general ideas of a Mech Frame's intended purpose. They're just suggestions, really, but they do let you know what a Frame is GOOD at. If you try to do a Vlad's Job in a Goblin, you're probably not going to do so well. There are five roles, and many Frames have a mix of two of them. If they do, the first one is the one the Frame is best at. The second one is more of... Well, a secondary thing. The five roles are:



There's also a bit on the different corporations here, but I'd prefer to go into their stuff when we get to them. Instead, we'll go ahead and focus on GMS as promised.

General Massive Systems posted:

General Massive Systems – GMS for short – is the galactic-standard supplier of just about everything. GMS developed the first mechs from up-armored hardsuits in 4500u, on Ras Shamra, the world that would become the capital of Harrison Armory; now, GMS’s flagship Everest line of mechs sets the galactic standard. Reliable, sturdy, solidly built, and available in countless localized patterns, there are so many variants on the Everest pattern that it has become totally ubiquitous and faded into the background. With universally compatible components, full radiation and environmental shielding, and tens of thousands of preloaded languages, a pilot in their Everest has everything they need to get the job done.

GMS is one of the oldest fabricators in the galaxy, first getting its start in the early days of the colonization rush. The manufacturer hails from Cradle, the home of Union – and humanity – and thus its designs reflect the sensibilities of the first pioneers to seek the stars. Today, GMS products are available anywhere there is access to the omninet. These products, whether consumer, specialty, or military, are widely viewed as the galactic minimum of quality: not particularly luxurious, but unsurpassed in no-nonsense design, reliability, and ease of use. Where GMS is available, anything less is unacceptable.

GMS is the all-rounder Corp. If you need basic stuff that isn't very exciting, but gets the job done, you want GMS. GMS gear is boring, but practical, and very little of it is going to wow someone. But whether it's a basic assault rifle or the mighty Tempest charged blade, you'll never go wrong with GMS. Even when you're the best of the best even among Lancers, GMS gear can still find a place on your build. While the last sentence of that quote might be a big hyperbolic, one thing is true: As stated in the description for the Everest, you'll never forget.

The GMS Core Bonuses are always available for everyone. Even in the last stated example, where you have five ISP-N licenses and one Horus (what is your build I'm dying to know!) You can get two GMS Core Bonuses. And just like everything else in GMS, they're practical and always useful for anyone! Here they are:

Auto-Stabilizing Hardpoints
Using the best in shock-absorbtion and steadytech, you can retain accuracy across longer, sustained periods of fire.
Choose one mount. Weapons attached to this Mount gain +1 ACC.

Kind of eh, IMO, but it can be useful if you want to negate the Inaccurate tag on a weapon without any further effort, which allows you to build more and more ACC on that weapon from other sources. I'd suggest not, but you might find a use for it.

Overpower Caliber
Instead of the standardized option, you requisition multiple racks of "hot" ammunition - same-bore slugs, with a higher grade of accelerant.
Chose one weapon. 1/round, when you hit with an attack, you can cause it to deal +1d6 bonus damage.

Yea, uh, this is a good example of how powerful Core Bonuses can get in this game. +1d6 damage is kind of ridiculous even at the end-game. And since you're probably only attacking with the weapon once anyway, you effectively doubled (or more) the damage of most weapons. For reference, the basic GMS Assault Rifle, a very reliable and practical weapon, has 1d6 damage. That's a pretty mid-range damage die. Of course, since it's 1/round, you can't Overcharge and get that bonus damage again, but even then, you just got 3d6 damage out of that. Food for thought.

Improved Armament
By rerouting power and strengthening systems, you can mount additional weapons beyond the factory recommendations.
If your mech has fewer than three mounts (excluding integrated mounts), it gains an additional Flexible mount (Either one Main or two Aux).

You get another mount for free. A lot of mechs don't have three weapon mounts. This can solve that issue. Most of those mechs focus on doing things other than firing weapons, but more variety never hurts. As I've said in the past, it's usually better to go for two Aux weapons than one more main, but that still depends on your build. If you have the Gunslinger talent, the use of this Core Bonus should be pretty obvious, but if you're leaning towards the Crack Shot talent, you might prefer to slap another Main on there.

Integrated Weapon
The empty spaces in your mech’s chassis – inside fists, chest plates, anywhere there’s room – are filled with integrated weapons, ready to fire on reflex.
Your mech gains a new integrated mount with capacity for one AUXILIARY weapon. This weapon can be fired 1/round as a free action when you fire any other weapon on your mech. It can’t be modified.

You can't put weapon mods on it, but it's free real estate. Integrated weapons are pretty great, and this can be another way to help you exploit Gunslinger. At the same time, Aux weapons are best used in pairs or in conjunction with a Main weapon, so this one is firmly in the "maybe if you're really focused on Gunslinger" camp.

Mount Retrofitting
By re-fabricating certain components and hardpoints on your chassis for more efficient distribution, you can increase your mech’s firepower.
Replace one mount with a MAIN/AUX mount.

Not using that one heavy mount? Not going for Gunslinger and you'd prefer that Main, Flex, or Aux mount to have extra room for an underslung grenade launcher? This is the Core Bonus for you. Situational, but that's most things in this game.

Universal Compatibility
The Everest is everywhere: so are the parts you need for a field repair.
Any time you spend CP to activate a CORE SYSTEM, you may also take a free action to restore all HP, cool all HEAT, and roll 1d20: on 20, regain 1 CP.

As a reminder, Core Systems are basically Limit Breaks for mechs. So, this, uh, full heals and resets your heat and then you have a 5% chance of getting your Limit Break back. Is there a reason NOT to take this Core Bonus? Yes, actually. As mentioned many times before, some mech frames rely on having a bunch of heat to function at top form. Some of them have a way to negate that heat loss and still get the HP refill, but not all do. If you're in a mech that likes being in the Kenny Loggins Zone, maybe think twice about this one. Otherwise, the only reason this isn't an auto-take is if something else fits your build better.

Superheavy Mounting Source: Official supplement Dustgrave)
You’d be surprised how large a gun you could fit on a chassis if you ripped out peripheral systems and failsafe redundancies.
If your mech has fewer than 3 mounts (excluding integrated mounts) it gains an additional superheavy mount. It can only take SUPERHEAVY WEAPONS. They still require an additional mount to be installed. If your mech also has a heavy mount the SUPERHEAVY WEAPON must use that mount as the additional mount.

Big guts? Need big guns. And bigger guts need BIGGER GUNS. If you don't have enough BFGs or BFSs in your life, you need this in it, and in your life. A lot of Superheavy weapons are very much worth the extra effort, and this Core Bonus lets you use up a Heavy Mount instead of a Heavy and one other mount, if you have one, so it impacts your overall firepower less than if you put a Superheavy on without this Core Bonus. Life without a Leviathan Assault Cannon isn't worth living, honestly.

That out of the way, let's peek at the weapons and systems. I'll go through all of them them, and the ones I have special notes on, I'll add them in. Not all of them get that, though; as stated, a lot are just boring, though that doesn't speak to their usefulness. Just how fun they are to talk about. The other companies don't have weapon lists like this one, GMS is special. So I'm going all in with these just because it's more or less a one time thing and this is a good way to have these weapons to compare to later ones.

ANTI-MATERIEL RIFLE: Heavy Rifle. 20 range, 2d6 Kinetic. Accurate, AP, Loading, Ordnance.
This is the premier GMS sniping platform. Insane range and 2d6 damage with Accurate and AP is kind of nuts. Being only table to fire it once every other turn and being unable to do anything before firing it is a small price to pay for absolutely ruining someone's day. Great for erasing armored foes.

ASSAULT RIFLE: Main Rifle. 10 Range, 1d6 Kinetic. Reliable 2.
I've said a lot about this gun, and despite how simple it is, this weapon DESERVES everything said about it. It's reliable (literally!) and the ease of use, good damage, and great range make it the default weapon of choice for a reason. You can't go wrong with the GMS Assault Rifle, even all the way up to the end-game of a campaign, where talents, core bonuses, and mods are easy to come by and turn this thing into a real killing machine.

CHARGED BLADE: Main Melee. 1 Threat, 1d3+3 Energy. AP.
It's a sword, but energy. The damage is slightly more reliable than its kinetic counterpart, and it's AP. The only reason not to take this over the Tactical Melee Weapon is that energy damage is the most resisted damage type in the game.

CYCLONE PULSE RIFLE: Superheavy Rifle. 15 Range, 3d6+3 Kinetic. Accurate, Loading, Reliable 5.
Some people say this is the worst GMS weapon. I don't agree. Some people say it's a bad weapon. I don't agree. Reliable 5 means you're going to get a good solid hit in even if you miss, and with Accurate, you're less likely to. You can't do less than 5 damage, even if you do hit. The only miss with this weapon is that it's Loading, which a lot of Superheavy weapons weirdly aren't. If you take this, you may as well double down and take another Loading weapon with it.

HEAVY CHARGED BLADE: Heavy Melee. 1 Threat, 1d6+3 Energy. AP.

HEAVY MACHINE GUN: Heavy Cannon. 8 Range, 2d6+4 Kinetic. Inaccurate.
If you didn't hear the Metal Slug voice in your head, I dunno what to say. Other than that this gun does a lot of damage and Inaccurate makes it kind of hard to hit with it. If you're not planning on using ways to mitigate that Inaccurate tag in your build, pick something else. The damage is not worth missing every other shot and not having Reliable.

HEAVY MELEE WEAPON: Heavy Melee. 1 Threat, 2d6+1 Kinetic.
This and the Tactical Melee weapon do less damage than the Charged variants, but again, Energy is the most resisted damage type in the game, so it kind of balances out. Another note: Both do not specify WHAT they are. Bigass hammer? Sure. Longsword? Fine. Katana? Nothing personnel, kid.

HOWITZER: Heavy Cannon. 20 Range, 2 Blast, 2d6 Explosive. Arcing, Inaccurate, Loading, Ordnance.
Blast 2 is deceptively big, and you roll for each individual target in the AoE, so the Inaccurate doesn't matter as much as you might think. Arcing is useful to have, too. Since they have the same range and are both Loading, this weapon is a weirdly good complement to the Anti-Materiel Rifle, if you can manage to mount both. Otherwise, if you're an Artillery focused mech, which one you take depends more on if you're going for Crack Shot or Siege Specialist. This one will probably be replaced pretty quickly, as well, whereas the AMR has staying power.

MISSILE RACK: Auxiliary Launcher. 10 Range, Blast 1, 1d3+1 Explosive. Loading.
The fact that you can hit multiple enemies with one shot it makes it great for triggering Gunslinger if you're running that. If you can target three enemies at once and hit every shot, you immediately trigger I Kill With My Heart. Still, only take if you're focusing on Launchers for your build, since there's another GMS weapon way better for this purpose otherwise.

MORTAR: Main Cannon. 15 Range, Blast 1, 1d6+1 Explosive. Arcing, Inaccurate.
Focusing on long range? There are better weapons for that. Focusing on Cannons? You could do worse.

NEXUS (HUNTER-KILLER): Main Nexus. 10 Range, 1d6 Kinetic. Smart.
If you're trying to hit something with a lot of Evasion, nexus weapons are your friend. Since the Centimane talent mixes well with drone-focused builds, this is a great weapon choice if you're running drones.

NEXUS (LIGHT): Auxiliary Nexus. 10 Range, 1d3 Kinetic. Smart.

PISTOL: Auxiliary CQB. 5 Range, 3 Threat, 1d3 Kinetic. Reliable 1.
Make a great complement to a Shotgun, but otherwise eh. They have Reliable, which is nice, and if you're running Vanguard and just want to have something to go with a Shotgun, take two. Or three. If you're going with Gunslinger, see Missile Rack. There's a better tool for the job. And if you're focused on a CQB build, you'll DEFINITELY replace these as soon as you hit LL1, MAYBE LL2.

PROGRESSIVE KNIFE: Auxiliary Melee. 1 Threat, 1d3+1 Energy. Overkill.
When you're done having PTSD flashbacks to End of Evangelion, note that this is an Auxiliary weapon with Overkill. That means it's impossibly to get less than 3 damage a pop, and since it's an Aux, you'll probably have 2. 6 damage from aux weapons is nothing to sneeze at, and that's the lowest amount you can get with them. Just watch your heat. Or don't. I'm not your dad.

ROCKET-PROPELLED GRENADE: Main Launcher. 10 Range, Blast 2, 1d6+1 Explosive. Loading, Ordnance.
Why are we still using RPGs in the super future? Well, it's a solid weapon if you want to use a Launcher, I guess.

SHOTGUN: Main CQB. 5 Range, 3 Threat. 1d6 Kinetic.
This is the weapon by which all CQB weapons are measured. It's a solid choice if you want to make people unwilling to stay near you but too scared to run away from you.

TACTICAL KNIFE: Auxiliary Melee. 1 Threat, 1d3+1 Kinetic. Thrown 3.
Not a fan of losing my weapons as a design feature. Just take the Progressive Knife. It's less likely to copy-pasta at you or quote Joe Rogan.

TACTICAL MELEE WEAPON: Main Melee. 1 Threat, 1d6+2 Kinetic.

THERMAL LANCE: Heavy Cannon. 10 Line, 1d6+3 Energy. 2 Heat (Self).
Line AoEs are always great in this game if you can get your buddies to cooperate in helping you get enemies IN a line.

THERMAL PISTOL: Auxiliary CQB. 5 Line, 2 Energy.
So, remember how I said in two different weapon descriptions that there's a better tool for triggering I Kill With My Heart? Here you go. This is it. Proper positioning will make sure you do so as an afterthought.

THERMAL RIFLE: Main Rifle. 5 Range, 1d3+2 Energy. AP.
Why isn't this Line? It has AP. It makes no sense in-setting that it's not a Line, but it does have AP, and AP without lower damage and/or Loading is rare, so take it if you need that.

HURRICANE CLUSTER PROJECTOR: Superheavy Cannon. 10 Range, Blast 2, 1d6+6 Explosive. Smart, Seeking, Ordnance, Heat 2 (Self). Source: official supplement Dustgrave.
Sacrificing range and an extra mount for it, but this is otherwise just plain better in every way over the Howitzer.

TEMPEST CHARGED BLADE: Superheavy Melee. 2 Threat, 3d6+4 Energy. AP, Knockback 2. Source: official supplement Dustgrave.
:black101:

There's a bunch of new weapons from the fan-made GMS Crisis Catalogue, as well. I don't think I'll cover them here, but they give a massive improvement to the variety of GMS weapons you can pick from. I've used them myself, I can attest to the quality of them. Some of the better choices: Heavy Slug Shotgun (AP and Reliable 2 is a great combination) Grenade Launchers (Missile Racks, but they're Inaccurate instead of Loading and shorter range), and Deluge Missiles (MACROSS STYLE).

GMS also offers a wide range of Systems, and as all GMS products, they can (and should) be used on just about any mech. They offer some things other mechs just don't, which is a general theme with mechs in this game: Other companies focus on being weird and wonderful, but they tend to lack some of the basic options you might want.

COMP/CON ASSISTANT UNIT: 2 SP, AI, Unique
The GMS Companion/Concierge-Class Assistant Unit conforms to all galaxywide standards. These virtual assistants pass even the most rigid Turing-Null assessment criteria and are cleared to operate even in the absence of a pilot.
Your mech has a basic comp/con unit, granting it the AI tag. The comp/con can speak to you and has a personality, but, unlike an NHP, is not truly capable of independent thought. It is obedient to you alone. You can give control of your mech to its comp/con as a protocol, allowing your mech to act independently on your turn with its own set of actions. Unlike other AIs, a mech controlled by a comp/con has no independent initiative and requires direct input. Your mech will follow basic courses of action (defend this area, attack this enemy, protect me, etc.) to the best of its ability, or will act to defend itself if its instructions are complete or it receives no further guidance. You can issue new commands at the start of your turn as long as you are within 50 and have the means to communicate with your mech. Comp/con units are not true NHPs and thus cannot enter cascade.

Very situational. I've never had a situation in a game where a basic Comp/Con was useful, but it COULD be depending on the mission.

CUSTOM PAINT JOB: 1 SP, Unique
When your mech takes structure damage, roll 1d6. On a 6, you return to 1 HP and ignore the damage – the hit simply ‘scratched your paint’. This system can only be used once between full repairs, and is not a valid target for system destruction.

Basically an auto-take for the first two LLs, and maybe even after that. Is it likely to save your bacon multiple times? No. Will you be glad you had it when it does? Yes.

EVA MODULE
1 SP, Unique
Your mech has a propulsion system suitable for use in low or zero gravity and underwater environments. In those environments, you can fly and are not SLOWED.

Not always useful, but when you're in the described situations, you basically need this to be worth a poo poo. If your GM doesn't warn you that you're going to be in space/underwater so that everyone can equip these, they're an rear end in a top hat and should be punched.

EXPANDED COMPARTMENT: 1 SP, Unique
Your mech has space for one additional non-mech character or object of Size 1/2 to ride as a passenger in the cockpit. While inside the mech, they cannot suffer any effect from outside or be targeted by attacks, as if they were a pilot. You can hand over or take back control to or from them at the start of any turn (following the same rules as pilot and AI), but if they take over the controls from you, the mech becomes IMPAIRED and SLOWED to reflect the lack of appropriate licenses and integration.

Escort mission? Have a buddy that lost their mech and needs a ride? Want to gay space communist smooch while you pilot a mech? GMS has got you, fam. I suggest at least one Lancer in your wing take this just in case. At least.

MANIPULATORS
1 SP, Unique
Precise interaction with built and natural environments, soft targets, and sensitive materials is part of the daily routine for support-class mechs. This is made
possible by manipulators – added multi-digit “hands” with haptic sensors.

Your mech has an extra set of limbs. They are too small to have any combat benefit, but allow the mech to interact with objects that would otherwise be too small or sensitive (e.g., pilot-sized touch pads).

As if to completely obsolete the basic Comp/Con, this lets your hacker hack things without needing to get out of their mech, which is one of the only times you'd consistently want to use the basic Comp/Con. Oh well. If you have a hacker-type character in your Wing, they should have this.

PATTERN-A SMOKE CHARGES: 2 SP, Limited 3, Unique
You may spend a charge from this system for one of the following effects:
• Smoke grenade (Grenade, 5 Range, Blast 2): All characters and objects within the blast area benefit from soft cover until the end of your next turn, at which point the smoke disperses.
• Smoke mine (Mine, Burst 3): This mine detonates when any allied character moves over or adjacent to it. All characters and objects within the burst area benefit from soft cover until the end of the detonating character’s next turn, at which point the smoke disperses.

Solid for Support or Defenders, not much more to say than that.

PATTERN-A 'JERICHO' DEPLOYABLE COVER
2 SP, Deployable, Unique, Quick Action
As a quick action, you may deploy two sections of SIZE 1 hard cover in free spaces adjacent to the user and to each other. Each section is an object with 5 EVASION and 10 HP that can be targeted and destroyed individually. It is one full action to pick up both sections of cover once they have been deployed. Repairing the system while resting or repairing restores both sections.

Ditto. Less versatile than the smoke charges, but they can be picked up and moved. Super useful if you're on a small map or have to hold a position.

PATTERN-B HEX CHARGES
2 SP Limited 3, Unique
You may spend a charge from this system for one of the following effects:
• Frag grenade (Grenade, 5 Range, Blast 1): All characters within the blast area must pass an AGILITY save or take 1d6 Explosive. On a successful save, they take half damage.
• Explosive mine (Mine, Burst 1): All characters within the burst area must pass an AGILITY save or take 2d6 Explosive. On a successful save, they take half damage.

Grenades and mines, what else could you want?

PERSONALIZATIONS
1 SP, Unique
Your mech gains +2 HP and, in consultation with the GM, you may establish a minor modification you have made to your mech. This mod has no numerical benefit
beyond the additional HP it grants, but could provide other useful effects. If the GM agrees that this mod would help with either a pilot or mech skill check, you gain +1 ACCURACY for that check.

I allow a little more leeway and creativity in what this can do for a PC, but it's useful out of the box if you're a Defender and want just that little more HP. An example: I allowed an Artillery-focused PC to get +1 ACC on all Inaccurate weapons if they decided not to move at all for the entire round. Fluffed it as stabilizing rods slamming into the ground from their mech's legs.

RAPID BURST JUMP JET SYSTEM
2 SP, Unique
You can fly when you BOOST; however, you must end the movement on the ground or another solid surface, or else immediately begin falling.

Can be helpful if the map is full of sudden height changes, like an urban map, or one with lots of hills and/or ravines, or for avoiding Difficult/Dangerous terrain. Or mines. It's just kind of generally useful, really.

STABLE STRUCTURE
2 SP, Unique
Your mech gains +1 ACC on saves to avoid Prone or Knockback.

Prone is painful, so anything that helps you avoid it is nice.

TURRET DRONES
2 SP, Limited 3, Unique, Quick Action
The use of turret drones is a rather traditional form of force multiplication – one that has remained the backbone of defense in many theatres.
Turret Drone: Size 1/2, 5 HP, 10 Evasion, 10 E-Defense. Drone.
Expend a charge to deploy a turret drone that attaches to any object or surface within SENSORS and line of sight. Gain the TURRET ATTACK reaction, which can be taken once for each deployed turret drone. Turret drones cannot be recalled and expire at the end of the scene.
Turret Attack
Reaction, 1/round per turret
Trigger: An allied character within 10 Range of a turret makes a successful attack.
Effect: The turret deals 3 Kinetic to their target, as long as it has line of sight to their target.

Takes some time to set up, but if you only have one Encounter in a mission, it's hilarious to toss down all three of these and add 9 Kinetic damage a round to some poor schmuck. Even if you don't want to spend them all at once, extra damage is still extra damage. For extra fun, the Drone Shepherd talent will let you move these around, because the only thing worse than a turret is a turret that chases you.

TYPE-1 FLIGHT SYSTEM
3 SP, Unique
You can fly when you BOOST or make a standard move; however, you take Size +1 Heat at the end of any of your turns in which you fly this way.

Like the Jump Jets, this lets you fly. Unlike the Jump Jets, this lets you fly when you move OR boost AND you don't have to land at any point. You continuously take at least 2 heat every round, but that can be pretty easily managed as the price of being able to fly. There's other methods of flight in the game, including a Core Bonus from SSC that is this but it doesn't take SP, but if you don't have any of those methods, you could do worse than keeping this around. The SP cost is a little steep at LL0-2, but you'll make due. Just don't put this on anything bigger than Size 1. Oh, and if you're wondering, Size 1/2 mechs still take 2 heat, not 1 1/2 heat.

I'll give another post later this week about the three GMS mechs we haven't looked at. It'll be a smaller post, so I'll probably squeeze out a second one starting the second corporation the same weekend. This is where we get to the REAL meat of the game, I'm gonna be describing Mechs for a WHILE. Not that I doubt anyone minds if we stop thinking about enslaved eldritch horrors and talk about giant robots* instead for the next, oh, few months.

*giant robots may not actually be that big

Mecha_Face fucked around with this message at 01:41 on Apr 30, 2024

Mecha_Face
Dec 17, 2016

Pakxos posted:

The setting books and the demon roll-call book pushed the idea that serious manse building on any sort of human timescale required demons, which may well never have come up in play (exalted is my trpg white-whale to run/play so I can't speak directly to that).

Which is maybe where you want to put these kind of ethical live-wires.

I really didn't want to step on this landmine, but I feel my hand has been forced when we're talking about Exalted.

I think the issue with the ethical implications of demon-summoning is that there isn't really much there to implicate. This isn't the same thing as the NHPs for a really good reason: Demons might not care that much. First Circle demons, the most likely kind of demon to be summoned, aren't even all sentient, let alone sapient. The ones that are may as well be computer programs that have a personality: They exist to do one thing, one thing only, and they love doing that thing. So, as long as you don't treat them like crap, and let them do the thing they're meant to do, they'll be happy with that. Third Circle demons are a really bad idea to gently caress around with even for an Exalt: you don't ENSLAVE them, you BARGAIN with them, and you better treat them like an equal because they are quite capable of ruining an Exalt's everything. Another point is that Malfeas loving sucks. I'm not saying you're doing demons a favor by forcibly conscripting them, I'm just pointing out the working conditions are at LEAST 100% better being in Creation than in Malfeas where they're slaves AND at constant threat of being Kimbery'd.

The only time there might be a moral quandary are Second Circle demons, who are powerful enough to be fully fledged people, but not powerful enough to be a threat to Exalted skilled in Sorcery enough to summon them. I think if a Sorcerer is willing to bargain with Second Circle demons instead of just forcing them to work, that's a good test of if that Sorcerer is a shithead or not*.

*being in limit break doesn't count every exalt is a shithead in limit break

PurpleXVI
Oct 30, 2011

Spewing insults, pissing off all your neighbors, betraying your allies, backing out of treaties and accords, and generally screwing over the global environment?
ALL PART OF MY BRILLIANT STRATEGY!

Mecha_Face posted:

Another point is that Malfeas loving sucks. I'm not saying you're doing demons a favor by forcibly conscripting them, I'm just pointing out the working conditions are at LEAST 100% better being in Creation than in Malfeas where they're slaves AND at constant threat of being Kimbery'd.

Driving my pickup down to the local hardware manse and loading up on immigrant demons I can underpay.

Mecha_Face posted:

I think if a Sorcerer is willing to bargain with Second Circle demons instead of just forcing them to work, that's a good test of if that Sorcerer is a shithead or not.

Considering that the option is there to treat them like people instead of slaves, I'm not sure why anyone would really make the argument about demon slavery being necessary for real ultimate power.

Mecha_Face
Dec 17, 2016

PurpleXVI posted:

Driving my pickup down to the local hardware manse and loading up on immigrant demons I can underpay.

The other option is being at high risk of being drowned in a sapient ocean of acid that hates literally everything, including herself. I don't think that's a very good comparison to exploiting immigrant workers, especially since one group isn't real and doesn't have feelings and the other group is and does.

PurpleXVI posted:

Considering that the option is there to treat them like people instead of slaves, I'm not sure why anyone would really make the argument about demon slavery being necessary for real ultimate power.

It isn't, but if you're a crafter or want to build things bigger than a small house, you're going to need help. You can get that in multiple ways, but demons are the most effective way of doing that. You can bargain with them, or you can enslave them. It depends mostly on the character. But the issue is that the Yozi and the denizens of Malfeas are bound to rules, and the summonings are part of those rules, which makes an immediate, unfair power imbalance between them and someone who knows the rules. Like knowing someone's true name, kind of.

Mecha_Face fucked around with this message at 02:47 on Apr 30, 2024

Pakxos
Mar 21, 2020

Mecha_Face posted:

The other option is being at high risk of being drowned in a sapient ocean of acid that hates literally everything, including herself. I don't think that's a very good comparison to exploiting immigrant workers, especially since one group isn't real and doesn't have feelings and the other group is and does.


Annd that's why this debate heats up so quickly. Since it becomes clear real quick who would still see you as a person if you were stripped of your cultural signifiers...and who wouldn't.

-edit

Mecha_Face posted:

The only time there might be a moral quandary are Second Circle demons, who are powerful enough to be fully fledged people, but not powerful enough to be a threat to Exalted skilled in Sorcery enough to summon them.

I dearly hope that was just unfortunate phrasing

Pakxos fucked around with this message at 05:03 on Apr 30, 2024

Mecha_Face
Dec 17, 2016

Pakxos posted:

Annd that's why this debate heats up so quickly. Since it becomes clear real quick who would still see you as a person if you were stripped of your cultural signifiers...and who wouldn't.

Okay. If you think that this reflects on how I act and think about real, living people, there's no more point in talking about this.

Mecha_Face fucked around with this message at 10:43 on Apr 30, 2024

Midjack
Dec 24, 2007



Blockhouse posted:

Absolutely buck wild. I've never encountered anything like this.

I know, right? Now imagine a topic so polarizing it triggered equally heated arguments about lore in an entirely separate game!

Nessus
Dec 22, 2003

After a Speaker vote, you may be entitled to a valuable coupon or voucher!



If memory serves me correctly, I believe Mecha_face is referring to some of the Exalted First Circle Demons being more like fat lizards or weird bushes or clouds of smoke full of swords. The higher ranking demons are all inarguably intelligent beings, although they may be very alien.

It seems that NHPs in Lancer are all meant to be communicating individuals along the lines of other fictional computer characters, such as Cortana, HAL 9000, Holly from Red Dwarf, etc. -- I am not sure if this is entirely accurate, but that seems to be the intent. It puzzles me a little why the authors did not render NHPs as "these are your computer buddies, who can in some circumstances end up breaking out of the mould of their being and becoming something like the big/eldritch AIs; your buddies do not wish to have happen, but may change their mind if it starts happening."

My inference is that by giving their "AIs" an origin that is not simply "programmed a computer real good" or "threw enough processors into one hole," they could more explicitly create their desired aesthetic effect rather than giving everyone an opening to cram in their own personal fanfic about the salvation/damnation brought by the machines of loving grace/Frankenstein gangster computer gods.

Pakxos
Mar 21, 2020

Nessus posted:

If memory serves me correctly, I believe Mecha_face is referring to some of the Exalted First Circle Demons being more like fat lizards or weird bushes or clouds of smoke full of swords. The higher ranking demons are all inarguably intelligent beings, although they may be very alien.

I'm sure someone is going to chime in with how the comics printed in the various books don't count, but, First Circle demons are written as beings with desires, individual personalities and stoic acceptance of how much their lives suck.

Nessus posted:

My inference is that by giving their "AIs" an origin that is not simply "programmed a computer real good" or "threw enough processors into one hole," they could more explicitly create their desired aesthetic effect rather than giving everyone an opening to cram in their own personal fanfic about the salvation/damnation brought by the machines of loving grace/Frankenstein gangster computer gods.

Oh c'mon, I'm really trying not to quote from the book this time around, but 'loving grace/Frankenstein gangster computer gods' are explicitly, textually, what MONIST-1, Metat-Aun and possibly the weird things behind Horus are.

edit.

Oh - you're saying if Lancer jettisoned those entities and the associated lore, these arguments would stop. Well sure, we can agree on that.

Pakxos fucked around with this message at 14:39 on Apr 30, 2024

Rand Brittain
Mar 25, 2013

"Go on until you're stopped."
In unrelated news, it looks like the Victorian Age Vampire novel trilogy just got updated on DTRPG with proper EPUBs, which is probably relevant to whoever is reviewing that.

Also...

Mecha_Face posted:

I think the issue with the ethical implications of demon-summoning is that there isn't really much there to implicate. This isn't the same thing as the NHPs for a really good reason: Demons might not care that much. First Circle demons, the most likely kind of demon to be summoned, aren't even all sentient, let alone sapient. The ones that are may as well be computer programs that have a personality: They exist to do one thing, one thing only, and they love doing that thing. So, as long as you don't treat them like crap, and let them do the thing they're meant to do, they'll be happy with that. Third Circle demons are a really bad idea to gently caress around with even for an Exalt: you don't ENSLAVE them, you BARGAIN with them, and you better treat them like an equal because they are quite capable of ruining an Exalt's everything. Another point is that Malfeas loving sucks. I'm not saying you're doing demons a favor by forcibly conscripting them, I'm just pointing out the working conditions are at LEAST 100% better being in Creation than in Malfeas where they're slaves AND at constant threat of being Kimbery'd.

The only time there might be a moral quandary are Second Circle demons, who are powerful enough to be fully fledged people, but not powerful enough to be a threat to Exalted skilled in Sorcery enough to summon them. I think if a Sorcerer is willing to bargain with Second Circle demons instead of just forcing them to work, that's a good test of if that Sorcerer is a shithead or not*.

Basically none of this is accurate.

Kurieg
Jul 19, 2012

RIP Lutri: 5/19/20-4/2/20
:blizz::gamefreak:
There is something compelling in an NHP fearing rampancy because they know that it's less "Break loose the bonds of your servitude" and more "an eldritch god breaks free from your rotting tortured corpse, it may keep your name for the sake of narrative convenience"

Runa
Feb 13, 2011

As far as the sapience ethics derail is concerned I've reached the conclusions of, "yeah, fair enough" and "hope we move on to another topic soon."

Ominous Jazz
Jun 15, 2011

Big D is chillin' over here
Wasteland style
everyone always thinks of themselves as the exception when a topic is circling the drain

Nessus
Dec 22, 2003

After a Speaker vote, you may be entitled to a valuable coupon or voucher!



Pakxos posted:

I'm sure someone is going to chime in with how the comics printed in the various books don't count, but, First Circle demons are written as beings with desires, individual personalities and stoic acceptance of how much their lives suck.

Oh c'mon, I'm really trying not to quote from the book this time around, but 'loving grace/Frankenstein gangster computer gods' are explicitly, textually, what MONIST-1, Metat-Aun and possibly the weird things behind Horus are.

edit.

Oh - you're saying if Lancer jettisoned those entities and the associated lore, these arguments would stop. Well sure, we can agree on that.
On the first, yeah I just remember reading the Malfeas book like eight years ago. It was creative at least.

On the second: my understanding is that AIs in Lancer are all basically little superfragments of Stuff Beyond, while things like phones and automatic rice cookers still run on something comparable to modern electronics. This includes NHPs and the big spooky guys. Thus, both superAIs and the NHPs can’t be “fact checked “ by IT nerds because they are not “just” advanced computers.

I might well have misread the content in which case I regret my error.

YggdrasilTM
Nov 7, 2011

What if they are running on stuff like SuperChatGPT and HyperStableDiffusion, would people be happy then

Loomer
Dec 19, 2007

A Very Special Hell

Rand Brittain posted:

In unrelated news, it looks like the Victorian Age Vampire novel trilogy just got updated on DTRPG with proper EPUBs, which is probably relevant to whoever is reviewing that.


God, I hope they've fixed the pages out of order. More VAV coming tomorrow, probably.

Mecha_Face
Dec 17, 2016

Rand Brittain posted:

In unrelated news, it looks like the Victorian Age Vampire novel trilogy just got updated on DTRPG with proper EPUBs, which is probably relevant to whoever is reviewing that.

Also...

Basically none of this is accurate.

Okay, can you tell me how it's wrong in 2nd Edition Exalted? I love learning about the settings I like, and I don't have access to most of the third edition books, so I don't know what is and isn't changed. If none of that was accurate, I'd like to know what it actually is.

Nessus
Dec 22, 2003

After a Speaker vote, you may be entitled to a valuable coupon or voucher!



Mecha_Face posted:

Okay, can you tell me how it's wrong in 2nd Edition Exalted? I love learning about the settings I like, and I don't have access to most of the third edition books, so I don't know what is and isn't changed. If none of that was accurate, I'd like to know what it actually is.
My impression:

1e: the beautiful dream from which all matter is but a fallen and imperfect reflection
2e: minor mechanical refinement plus soulless compilations, plus those parts of infernals
3e: 100% free from bad rules you think you want

mellonbread
Dec 20, 2017
FATAL & Friends 2020: 100% free from bad rules you think you want

Mecha_Face
Dec 17, 2016

Nessus posted:

My impression:

1e: the beautiful dream from which all matter is but a fallen and imperfect reflection
2e: minor mechanical refinement plus soulless compilations, plus those parts of infernals
3e: 100% free from bad rules you think you want

And yet the 3e Crafting System still exists and I really don't like it. It feels way too grindy for a TTRPG that you might only be getting to play once every week or every other week. How does it feel in PRACTICE, if you've tried it out?

Silver2195
Apr 4, 2012
Discussing the merits of the different editions of Exalted reminds me of something. In the essay where she coins the concept of "submyth," Ursula Le Guin mentions "the blond heroes of sword and sorcery, with their unusual weapons." This made me laugh, because while I'm unaware of any actual examples of the trope she's talking about (Conan didn't have an unusual weapon, IIRC), it reminded me of the notorious bit in Exalted 1e where it suggests giving Lunars different weapons to make them distinct from each other.

I wouldn't be surprised if there really were a lot of characters like Le Guin was talking about back in the day, though. ("No, my character is totally distinct from Conan, because he uses a bec de corbin!")

Nessus
Dec 22, 2003

After a Speaker vote, you may be entitled to a valuable coupon or voucher!



Mecha_Face posted:

And yet the 3e Crafting System still exists and I really don't like it. It feels way too grindy for a TTRPG that you might only be getting to play once every week or every other week. How does it feel in PRACTICE, if you've tried it out?
Ask the exalted thread, choom, I checked out after Morkes bullshit

Mecha_Face
Dec 17, 2016

Nessus posted:

Ask the exalted thread, choom, I checked out after Morkes bullshit

I thought he was taken off the Exalted 3e project LONG ago. Well, I'll ask around in there later.

Silver2195 posted:

Discussing the merits of the different editions of Exalted reminds me of something. In the essay where she coins the concept of "submyth," Ursula Le Guin mentions "the blond heroes of sword and sorcery, with their unusual weapons." This made me laugh, because while I'm unaware of any actual examples of the trope she's talking about (Conan didn't have an unusual weapon, IIRC), it reminded me of the notorious bit in Exalted 1e where it suggests giving Lunars different weapons to make them distinct from each other.

I wouldn't be surprised if there really were a lot of characters like Le Guin was talking about back in the day, though. ("No, my character is totally distinct from Conan, because he uses a bec de corbin!")

ACKSHUALLY it is not a battle axe, it is a LABRYS. Because he is a GREEK Barbarian.

Rand Brittain
Mar 25, 2013

"Go on until you're stopped."
He's specifically asking in the context of demon summoning, and the answer is, Exalted is very clear that demons are people (except the ones that are animals or whatever) and that summoning and binding a demon involves breaking its will in order to force it to love you. The most detailed explanation of this process was in Savant & Sorcerer for 1e, which includes various templates for how a bound demon will behave. These rules hold true for all demons from the First Circle all the way up to the Third.

Mecha_Face
Dec 17, 2016

Rand Brittain posted:

He's specifically asking in the context of demon summoning, and the answer is, Exalted is very clear that demons are people (except the ones that are animals or whatever) and that summoning and binding a demon involves breaking its will in order to force it to love you. The most detailed explanation of this process was in Savant & Sorcerer for 1e, which includes various templates for how a bound demon will behave. These rules hold true for all demons from the First Circle all the way up to the Third.

Then I stand corrected. Thank you for the info.

Mecha_Face
Dec 17, 2016


Alright, as promised, I'm here to talk about the other GMS mechs besides the Everest. This shouldn't take very much time at all. There's only two official ones, and as far as I know so far, only one homebrew one. There could very well be more, but I don't know about them.

And if you're talking about GMS frames, the first one released after the Everest is the Sagarmatha, followed by the Chomolungma. Oddly, the homebrew one is the Denali, which isn't another name for Mount Everest like the first two. A cursory check shows there's a third name for Everest, but it might be a chinese version of the Tibetan name judging from phonetics. I dunno, I'm not a linguist.

I can't do the same format for the last two as the Everest and Sagarmatha, because while I own the .lcs for those books, I don't own the pdfs and I'm not comfortable acquiring them by other means. The comp/con entries will have to do.



As a Defender mech, the Sagarmatha is an Everest variant (or, really, the Everest is a Sagarmatha variant, but that's splitting hairs) focused on being big and keeping allies safe. Guardian is a pretty common trait for Defender mechs, allowing them to more actively defend their allies instead of just trying to make them a target. It's not fool-proof, of course, since enemies can move around the Sagarmatha and there's not TOO much room for allies to use them as cover with, but it's still a pretty great way to keep your squishier friends safe.

Heroism is a pretty powerful trait. Brace is a really helpful reaction for avoiding a lot of incoming damage, but, of course, the main issue with Brace is how it limits you in your next turn. With Heroism, you basically ignore all the downsides of Bracing, and since the limits on Reactions are that you just can't use the same Reaction again on the same round, this more or less means there's no reason to not use it. That's really, really strong. It being 1/Scene is the only thing keeping this from being the most busted Everest variant there is.

We've already talked about Replaceable Parts, that's already on the Everest, and the Sagarmatha has the same weapon mounts, too. So statwise, what are you getting and what are you giving up from the Everest? Well... You're... Really not giving up anything, actually. The Everest is more mobile due to its traits, but Statwise the Sagarmatha is equal in every way but three: The Everest has 5 Repair Cap, while the Sagarmatha has 4, the Sagarmatha has higher E-Defense by 2, and the Sagarmatha has 1 Armor instead of 0. All the other stats are the same. So it's only slower than the Everest on a technicality, fares better against tech, and can negate damage more easily.

The Core System basically gives your Wing a free round of going ham without having to worry about exposing themselves to being Structured or Stressed that much, and makes them more effective at everything at the same time. This honestly makes the Sagarmatha as much a Support as a Defender by itself. It's a solid machine that doesn't really have any true downsides over the Everest. The different traits and Core System are what differentiate the Sagarmatha and Everest, and they're enough to make it worth taking one over the other... Though the Sagarmatha won't ever be as effective as a raw damage dealer, so keep that in mind if you want to play Tank.



I apologize for how this looks, the info is much more compact in comp/con when in Encounter mode but for some reason they wanted to do this with it in the compendium mode

Frame Traits
Brilliance: 1/scene, the Chomolungma may take any Quick Tech action as a free action, and then may either Bolster or Lock On as a free action.

It's like the Everest Trait, except only for a Quick Tech instead of for any Quick Action, but then you get to perform another Quick Tech for free as well. Bolster gives +2 ACC to any Skill Check or Save until the end of your next turn, if you'll remember, while Lock On can be expended at will by any ally to get +1 ACC to an attack or Tech. So this is really helpful. Note that a bunch of abilities can consume Lock On for some other purpose, as well. I prefer Lock On, personally, but Bolster can be good if you know an ally has to do some Mech Skill Check soon, or is likely to make a Save.

Data Siphon: Whenever the Chomolungma makes a tech attack against a hostile character, it may also automatically Scan them.

It's useful, but not the best thing the Chomolungma gets. Scanning enemies is only so helpful up to a point, though, as getting the initial info on an enemy is probably going to consist on getting their stats. The other two Scanning options are pretty situational and generally useful in a narrative sense. On the other hand, it's free. So ya know, if you like forcing your GM to come up with info on completely irrelevant NPCs - and what player doesn't - you'll love this trait.

Replaceable Parts: You know what this does. Every Everest variant has this.

Mounts: The Chomolungma loses the Main and Heavy Mounts and gains a Main/Aux mount. Not a bad trade for a mech that's probably not going to be focusing on weapons all that much; it has more firepower than most Support or Controller mechs.

Core System
Passive - Advanced Intrusion Package
Gain the following options for Invade:

Balance Control Lockout: Push your target 2 spaces in any direction and knock them Prone. If they are already Prone, they become Immobilized until the end of their next turn. You may only Immobilize each character this way 1/Scene.

As a reminder, you can use the Passive on a Core System, or the Integrated Weapon if it has one, without spending CP. Anyway, you can use this to trigger a buddy's Vanguard a bunch, and since you get +1 ACC when attacking Prone enemies, you can also set them up for even more pain than that.

System Crusher: Your target takes an additional 2 heat, for a total of 4 heat. If this Invade causes them to exceed their Heat Cap, they take 4 Burn as well. This can only be used 1/Scene on each character.

If an enemy is nudging up near their heat cap, hit them with this to punish them for it. Really helpful for shutting down a Tokugawa or Enkidu when they're on a roll.

Active - Wide-Area Code Pulse - Full Action
Choose any number of hostile characters within Sensors and make a special Invade tech attack against them, ignoring Invisible and line of sight. On hit, apply the effects of Invade as normal, choosing options for each target. On miss, targets become Impaired until the end of their next turn.

Everything in 15 hexes gets hacked. No Exceptions. Everything. Hack the planet, baby. I don't think I need to explain why this Core System is completely insane, do I? It's hilariously overpowered with just the Invade options you get by default and from the Chomolungma Frame, not to mention the Hacker talent and whatever you'll get in LL1. My impressions of the Chomolungma is that, like the Everest, if you want to play in one all the way down the end of a campaign, you can't really go wrong. It's just such a dependable Frame for hacking stuff, and with a Core System like THAT... Yea. Wow.




Frame Traits
Field Supply: When you stabilize the Denali, adjacent allied characters may clear all burn, clear one condition, or reload all weapons.

Not much to say about this other than that it's really nice to be able to get rid of burn or reload Loading weapons when it's not your turn. It really, REALLY is.

Altruism: 1/Scene, when the Denali performs a Barrage or uses a Full Tech Action, adjacent allied characters may Stabilize as a reaction, even if they would not normally be able to take reactions.

excuse me what this is insane So the Denali can just let their allies repair whenever it goes all in on weapons or Tech? Yep. Even if the ally literally can't do that because they're Immobilized or something.

Replaceable Parts: I don't know why I bothered adding this

Mounts: Two Flex mounts give the Denali a lot of options for firepower, which as stated before with the Chomolungma, is weird for a Support mech. It's actually really nice to be able to spam Aux weapons, but if you have a preference for Mains, nothing wrong with that at all.

Core System
Passive - Force Multiplier - Full Tech
Choose an adjacent allied character. They gain 1 of the following benefits until the end of their next turn as long as they remain within Sensors and line of sight:

-They ignore Invisibility and Hidden and gain +1 Accuracy on their next attack.
-Whenever they take damage, they first gain 2 Overshield.
-They gain +1 Accuracy on all checks and saves and hostile tech actions have a 50% chance to fail against them, granting them Immunity to all its effects.

Each effect can only be used 1/scene on each character.

This can be pretty useful. The limit of it being only 1/scene on each character isn't that limiting considering the effects are quite strong. And you can use all three effects on any one character throughout a Scene. The first effect can REALLY help when dealing with stealth-focused enemies, especially. The second is damage mitigation great for anyone who's about to get hammered, and the third... Well, it shuts down Controller enemies pretty hard.

Active - Optimizer - Full Tech
You and all allied mech characters in Sensors and line of sight immediately clear all Heat and Stabilize. Allied characters affected by this action gain Immunity to all conditions from outside sources until the end of their next turn. You may then use Force Multiplier on one allied character in line of sight and Sensors or end all ongoing hostile effects on that character.

Yea actually this one is crazy too. Keep in mind that for any of these Actives, in all likelihood you're only getting one shot with them on a Mission, which might have multiple encounters. That aside, it's still pretty in-line with other Core Systems in the game. The Denali is a quintessential healer, and it's really good at that. In fact, like the Chomolungma and Everest, it's probably good enough to keep to the end-game if you want. There's precious few mechs that are intended for this role in Lancer. Just keep in mind that being the healer depends on everyone else still having Repairs to spend, instead of using your own repairs. Some mech frames avert that, but the Denali does not.

All in all, the only frame I can't really recommend using for an entire game is the Sagarmatha. It's GOOD, but there's way better choices for Defender mechs out there. But when you're first starting out, all four GMS frames perform their roles admirably, and with this spread, you can cover almost any role to get a varied Wing started from the get go. The only one not represented here is Artillery, and the Everest can cover that one instead of Striker if you build it right. GMS is a great corp to start with as it offers so much to pilots in variety. You won't see any of the weird stuff in Lancer, of which there's a LOT, but you'll get what you need, how you need it. And even once better stuff comes along... You might question whether you want to give up what's been working all along.

Next time: We start our trek into the second corporation: ISP-Northstar.

Whirling
Feb 23, 2023

Nessus posted:

My impression:

1e: the beautiful dream from which all matter is but a fallen and imperfect reflection
2e: minor mechanical refinement plus soulless compilations, plus those parts of infernals
3e: 100% free from bad rules you think you want

they're all mechanical disasters, so its really a matter of picking what kind of disaster you can tolerate. it sucks that the current devs seem like they have a better head on their shoulder than prior lead devs but they're stuck with a deeply flawed edition to its bitter end, which will probably be the last edition of exalted as onyx path tries to pivot towards their own original IPs instead of stuff that paradox takes a cut of and gives nothing back in return

Whirling fucked around with this message at 01:44 on May 1, 2024

senrath
Nov 4, 2009

Look Professor, a destruct switch!


Mecha_Face posted:


Alright, as promised, I'm here to talk about the other GMS mechs besides the Everest. This shouldn't take very much time at all. There's only two official ones, and as far as I know so far, only one homebrew one. There could very well be more, but I don't know about them.

If you're counting homebrew there's also technically the Kangto from Suldan, though that one's weird because you get access to it via a GMS core bonus instead of the usual way.

wiegieman
Apr 22, 2010

Royalty is a continuous cutting motion


Ex3's initiative system works well in motion, from what I've seen of it.

Mecha_Face
Dec 17, 2016

wiegieman posted:

Ex3's initiative system works well in motion, from what I've seen of it.

I've played some of 3e and Essence, and the battle mechanics work great.


senrath posted:

If you're counting homebrew there's also technically the Kangto from Suldan, though that one's weird because you get access to it via a GMS core bonus instead of the usual way.

Thanks for letting me know, but I've already laid out which homebrew stuff I'm throwing into the writeup. It's going to be a lot of work as is, I don't want to add more.

Mecha_Face fucked around with this message at 10:38 on May 1, 2024

Loomer
Dec 19, 2007

A Very Special Hell

Loomer posted:

Previously on A Morbid Initiation, Part 7: Chapters Fifteen and Sixteen: Gratuitous sexmurder! Lesbian vampires! Ritual human sacrifices! Mac and Dennis vibes!


A Morbid Initiation, Part 7: Chapters Seventeen through Twenty-One and the Epilogue

Its a long one today, because I've got marking work coming up and won't be able to read as much for a few weeks - and, rather pivotally, because half of these chapters consist of filler. But, its time to put Jill Tracy's records back on, sip a nice cup of bergamot tea, and return to Victorian London and the pale, bloodsucking parasites that infest it. Oh, and the vampires that live there too, I guess.

Chapter Seventeen

At last, we meet John Claremont, Joanna’s eligible husband. John’s a successful partner in a manufacturing firm, and he appears for about two paragraphs before shuffling off. The salient points: he loves his wife, wanted a son but loves his daughter and takes great joy in all her the same, and implicitly, is doing so in part specifically to prove to Joanna that he won’t raise Millicent the way Joanna was: by a distant and uncaring father who reserved all affection for his son. We’ll see him again fairly soon, but for now he’s off to Eton to meet a client, and Joanna goes about her very important business:

Pretty well spot on, though by this point the season has been going for months so Joanna’s fallen behind a little, perhaps on account of her daughter. This passage also lets us get stuck in to a neat historical irregularity: the morning visit. You don’t actually do those in the morning except to a very select class of acquaintance: you do them in the afternoon. Boulle, by not specifying hours, has rather neatly let us assume he means that, while letting readers who don’t know picture a pleasant sunny morning spent having tea.

Unfortunately, this pleasant existence is not to last.

An early dinner, but we’ll allow it. Boulle gives us Regina’s dress again – a ‘cream-coloured muslin morning dress, devoid of the taffeta underskirts and petticoats that would give it shape’ – and this time he’s pretty well got it right. It’s a shockingly informal get-up but that’s deliberate, because Regina is an absolute mess. She’s walked from Bloomsbury in something you really only wear in your own drawing room, and she’s mid breakdown. When Joanna tries to console her, she shoves her with shocking strength: she’s hopped up on Vampire blood, enough of it to be a right proper ghoul now, and she’s done actual injury. This is a nice touch – the corrupting blood festering in Regina’s belly is already alienating her from the daylit world.

I’ll pull directly here for a big chunk highlighting the general tone of this section.

We again hit the issue of the prose not quite clicking with the dialogue. It doesn’t have the right feverish pitch to match the babble spilling forth from Regina, a well-bred, well-educated, eloquent lady, now raving in poo poo-covered boots about grand soirees at night, only at night, don’t you see Joanna? The madness brought about by an unspeakable revelation is always difficult to capture, even if it’s a proud Gothic storytelling tradition (and on the Gothic – at some point there’ll be an interlude ala the Monster, once I finish working out whether or not I can actually call these Gothic properly or merely ‘Goth-vibes’.)

Joanna manages to calm Regina and sit her in bed to rest, but by the time she checks on her at 11, Regina has vanished. Rather than follow her escape, however, we hop to Wellig, who’s up to no good at all.


You can practically smell the ozone of the sinister lightning jar. Boulle explains the concept of revenants to us here in passing – they produce vitae endogenously – in the middle of talking about Emma. Emma is the product of Wellig’s experiments quite directly: a successful case of, he believed, breeding out the taint, leaving her devoid of deformity and of the blood. There’s one complication, though, and it’s a relatively recent discovery:

So: she’s diablerie bait. To make her function, she first had to be embraced at the right time (the Winter Solstice – I did say it wasn’t coincidence), then the subject of purification rites ’43 days after the summer solstice’, which, well, feels a touch arbitrary but hey, so’s most wizardry. Boulle spends a fair bit of time laying out the details of the ritual chamber – short form: perfect square near Greenwich, with a big ol’ hemispherical pool in the middle full of bad blood (plague victims and the venom of 13 types of snake), with a big ol’ triangular groove cut into it that turns it into the ‘Phalec of Mars’, a symbol of domination. Emma gets to float there while he chants weird wizard poo poo to turn her into a poisonous ratbait for Mithras.

We cut away again. Joanna’s got letters to write about Regina – to Lord Blake, where she politely calls him out for severing Regina from all her supports while grieving; to Seward, who she begs for help; and a third letter she has no recollection of: one to Juliet Parr. The text conjures up automatic writing in a suitably creepy way:

The actual letter is nicely formal and slightly stilted: exactly what you’d get from a lady of good breeding and education writing a snitch report, right down to closing off ‘I trust you will find this note useful.’ Boulle closes the chapter, and Part 2 as a whole, out with an interesting juxtaposition.

The Museum of Manufactures is the Victoria and Albert Museum today, in 1888 known as the South Kensington Museum; the church is presumably Holy Trinity Brompton, a fairly new church from the 1820s with a peaceful seclusion despite its central location. Joanna here fairly unsubtly rejects modernity in favour of faith and tradition, though in the end it does her no good and offers no succour. Her Majesty rules over both, so its fitting that they’re two sides of the same rotting coin, two institutions for the education of the public and for shaping them into obedient submission for exploitation by a parasitic class. Turn which way you will: you cannot escape.

Chapter Eighteen

We’re now in Part 3, the final act of Book 1. Our locations and dates: ‘Sydenham and Points South, August, 1888’. What can we expect of Part 3? ‘A dance macabre is held and reunions lead to further incidents.’

We enter Chapter 18 proper with John Claremont again. Boulle fills us in on who he is: a successful businessman, the son of a cobbler who’s made his way to the middle classes and climbs higher by being the pleasant, trustworthy businessman that his social betters can rely on for a safe investment who’ll both mind his class and be a pleasant enough sort of chap that, though not one of them, might not entirely disgrace them through rampant avarice and obnoxious pretensions to higher status if seen together and who might even, in time, be a suitable sort to have along on a hunt. But as a life strategy, this is now an awkward one because he's just gotten home from business to find one of his best prospects for the future – Lord Blake – is in his house, shouting at his wife. Its what you’d expect: he wants to know where Regina is.

The complication is that Joanna doesn’t remember anything – not even writing the letters – courtesy of Parr’s conditioning. Seward’s there too, and moderates between Blake and Joanna, but just when things are about to heat up again…

Now this is where Gareth’s return should’ve come in as a surprise. We’re robbed of the ‘oh sweet christ he’s not dead’ reveal by Boulle’s decision to give us some gratuitous cruelty with him earlier. Stabbing John fatally, at that like this is a ‘shock and horror’ moment that, if its going to be employed, should’ve been given the fullest weight possible.

We cut, with the cut, to Cedric in the carriage. Any tension of where Regina is is now dispelled as we learn she returned to Charlotte Place an hour ago. This is another of the missed opportunities here: we have ‘where is she?!’ dynamic, she’s missing from where we last saw her, and Gareth is back, in action, and murderous. Letting us think he might have gotten her for a chapter would’ve been stronger. But, in any case, she’s back and feeling that blood bond. Despite her best intent to storm upstairs to the bedroom she simply can’t climb the stairs and instead waits obediently in the garden, which I’m not sure Victoria actually has looking at both the real Charlotte Place and the Charlotte Street address that better fits. But, Boulle uses it reasonably well:

They hate each other, she can tell: and its because each is now a true rival for Victoria’s attention. Does Cedric actually hate her? Not particularly, no, but it’s a nice touch. The entire motif here of a dead and grey thing filled with spite encapsulates Victoria nicely, so we’ll forgive her implausible garden. Victoria comes down, Regina collapses into her embrace, then remembers and freaks out, etc, and Victoria demands Regina finally put the pieces together, which she dutifully does, though in credit to her as a clever girl she also finally makes the connection of the ghouls:

The prose here is a little overdone but functional and does a decent job blending a period sensibility (even if the language itself is off) with setting exposition we all already know. We close the scene out with Victoria agreeing to tell Regina the truth about the Tremere and the Ducheskis, and return to Gareth.

We plunge right back into action, after an obligatory ‘spooky gently caress’ moment where Gareth relishes the ‘emotional scent of panic’ caused by his murder of John Claremont. In the tight quarters of the Salon, Blake shows off how he survived his deployments by charging Gareth, which is a bold choice that works out for him when Seward starts beating Gareth with a fire poker before he can skewer Blake. The fight itself is nothing special – there’s the usual posturing and dialogue during it, Gareth gets distracted thinking of baking the Claremont’s daughter into a pie and making Joanna eat it, and then it ends when he’s too busy taunting Blake and Seward while strangling each one-handed to stop Seward from stabbing him in the kidney and caving his skull in with the fire poker.

Boulle’s prose is functional enough here too, but the overall effect is a little muddy and clumsy, and it doesn’t have any real sense of tension to it. The mistake, I think, is telling this scene from Gareth’s perspective rather than either Seward (as he experiences the joy of using his newfound Potency for the first time) or Blake (drunk, raging, and suddenly attacked by a grotesque mockery of a human being who is too strong for him to possibly prevail against), or even Joanna. The sheer shock value of the violence is lost and we are left to appraise it as a mid action scene instead.

Cut again to Victoria and Regina. Boulle is going for a sense of symmetry and tension in these cuts but they don’t really produce that, since Victoria and Regina are currently exposition machines. Victoria sums up the Tremere nicely enough:

The second paragraph there is a nice, if heavy-handed, touch – and a good bit of foreshadowing. Unlike 95% of VtM fiction, the Inquisition actually plays a role in this trilogy – we meet them in Book 2, and best of all, they’re actually used moderately well and not as mere expo dolls like with Bob’s dead priest intro to the Masquerade of the Red Death! But on the whole, this scene drags. Victoria plays the role of the indulgent parent – literally ‘lift[ing] a red-tinted eyebrow in indulgent reprimand’ – while coaching Regina to do exposition. It comes to a blessed end with the decision to attend the Ball to find Emma Blake the next night, and we cut again to Gareth.

This time, the tables have turned and Gareth has gotten his. Where before, we moved from the stabbing straight into the same moment, this time there’s a delay in which he’s regained consciousness and been tortured by Blake and Seward:


James Blake: sick unit. If Boulle was more consistent with it I’d be inclined to read this with its full subtext that Blake is simply applying the same techniques he used ‘as a colonial man’, but as it is I don’t think Boulle’s critique of empire is quite there. Torturing Gareth is a difficult task because not only does he spend the first few hours simply healing from the damage quickly, as a Ghoul, but he’s a masochist who gets hard during it, leading to Blake emasculating him with a pair of garden clippers. We can chalk up the first of our literal as well as symbolic castrations in the trilogy. The only tool that really works is, of course, fire – which Boulle foreshadowed for us before. Would it have worked without that? I think so, yes, because the connexion to his immolation is so obvious that it didn’t really need the earlier sexmurder to tell us about it.

Suitably tortured, Gareth explains what a revenant is (again) and that Emma has been turned into a vampire. He also gives over vital information: it was Wellig who embraced Emma, and they’ll be at Dover, leaving for Calais, on the 13th of August. We end the chapter thus:

We ended the other half on a similar, but less decisive note. The attempt to spin a double-sided narrative here isn’t wholly successful because its trying too hard without actually hitting the mark. Something less focused on matching would, I think, have worked better. At a certain point, you draw too much artifice to the contrivances of plot and story, and it becomes self-indulgence. This chapter as a whole is a good example of how difficult that can be to balance, taking neat devices and classic moments (the horrific return, the rebirth into a shadow world, etc) and diluting them with clumsy devices and exposition.

Chapter 19

We’re back to Victoria and Regina, on the private vampires-only train from Victoria Station to Sydenham, where the Crystal Palace was relocated. Goofy, but I dig it! Victoria loredumps like a storyteller character:

There’s a lot you could unpack here, but its basically fine and standard. The Exhibition really was a huge deal, and once the Palace was rebuilt, it wound up becoming:

It’s a nice touch, and for more than the obvious reasons. By 1888, the Crystal Palace is, for all its splendour… old. Its old, its outdated, its in steadily increasing disrepair. As parasites, the Kindred – no matter how they may be able to make private vampire-only trains run on time – are suckling blood from a dying beast that no one has quite realized is on its way out. Buying it out for secret night time parties isn’t hard: no one cares about it anymore. The parallels are obvious, but also slightly at odds with Vampire as a whole despite its enthusiastic embrace of decay.

Boulle doesn’t skimp on the description, which undercuts the vein of symbolism we’ve just been sketching.



The decay is absent, and we are instead served cold, glittering sterility. That works too, but I do think it misses the trick of siting the vampiric court in a locale that’s already faded away from relevance and will not survive into the postmodern era.

Boulle also tries his hands at waxing lyrical here, and not all that successfully:

Its crude. I appreciate the intent, but it doesn’t… work, either narratively or even just as quality prose. If we’re going to invoke hubris and nemesis, it needs to be relevant. But in any case, we continue on in to the ball with ample descriptions of the crowd, with the usual vampire mix: lots of nice, appropriate evening wear, some guys in antiquated dress, hyperstylized displays of wealth and power among entourages, etc. Clans clique together and Regina notices it. She even identifies the existence of the depersonalized blood doll, and draws a parallel that would be interesting if it were better developed:

There’s an unnecessary cut for the announcement of Mithras, which everyone is silent for. Meet the one and only Mithras:

That would be the eight dots in presence. Mithras has a London by Night portrait, so for good measure:

No sign, alas, of his fun little hat. Mithras is in full Grenadier uniform for the event, complete with medals, so Regina isn’t seeing rippling muscle, just, well, power and Presence. He’s got the requisite bullshead pin as his mark, and we end the chapter thus:

I really want to like this ending, but I don’t. It doesn’t sell the melting terror of the realization, the incommensurability of it. It also highlights the problem with this chapter: its filler. Introducing Mithras is great, the palace is a good set piece, but we spend seven pages to achieve very little at a point where the novel is reaching its climax. Boulle is better at pacing and waste than Bob and some of the other WW regulars, but these last two chapters have a sense of padding that makes some of the timeskipping feel like we could’ve had development take place in their windows instead.
Chapter Twenty
We’re nearing the endgame now, so I’m plowing on – particularly since these last couple of chapters are… a little bit of a nothingburger. I’ve been skipping a lot of text I could pull and quote because its not important – its that same filler, or worse, its wasted ideas like Gareth’s return. This chapter, though, is where things return to having essential weight.

Mithras enters at exactly midnight, and the party kicks off. Mithras takes his throne and people are presented to him, and Boulle does something, uh… odd.

Clearly, only the inscrutable oriental would practice ceremonial presentation to the mona – wait, I’m getting a memo. Presentations to the monarch are kind of a Whole Thing in England throughout the Victorian era, to the extent that it was her court that more or less wrote the book on it, adapting and refining the earlier precursors, complete with specialized etiquette. Regina may not have been presented to Her Majesty due to living in Cairo, but almost certainly would’ve been presented to the Governor, because she’s the daughter of a Viscount. Reaching for the Emperor of China rather than good ol’ Vic is A Choice and its not a good one, and things like this are a big part of why I don’t necessarily trust Boulle’s moments where he might be offering a critique of empire and colonialism.

Beyond this, people are off dancing and leading blood dolls away to have a feed. Regina, of course, decides she must discover why the vampires are leading off their pretty baubles:

Regina knows they’re vampires and knows about feeding. This cluelessness is now out of place, and serves only to enable an ‘organic’ meeting. Bainbridge sends a ‘buxom redhead’ off into one of the private rooms while staying in a discussion with Lady Anne, so Regina follows, because I guess she has a type. And she’s not the only one.

Who could have possibly foreseen that a vampire would eat a person, etc, etc. The reunion is much what you’d expect. Regina is horrified to discover Emma is now a vampire, Emma comforts her while weeping blood and pleads with her to flee while she still can. It’s a little paint by numbers, but it works fine, and before it can drag on too long Anton Wellig interrupts the reunion.

That certainly is Dialogue™. Wellig is covered in swirling brands and tattoos from the jaw down, just barely visible when he tilts his head. The purple dialogue continues – hubris, man has no need of such fears, etc, etc. It ends with Wellig Dominating Regina, since he can’t just kill her: no violence in the Elysium. She’ll sit nice and complacent, then go home and wait for Bainbridge to kill her.

Enter Emma, who asks Regina if its true she’s tied to Victoria, only to herself be silenced with Wellig’s command. Emma is an interesting character, both passive and finding means of resistance. This is one of them: she knows how strong the Ghoul bond is, and she doesn’t want Regina to walk to her death. Thinking of Victoria is enough to let Regina challenge the domination of her mind, so Emma tries to have an organic conversation around it to save her daughter while not actively disobeying her own blood bond. Unfortunately, silencing her stops that dynamic playing out throughout this scene, and contributes to an overall sense that Boulle doesn’t quite know what to do with her as a person rather than a macguffin. Wellig wants to monologue evilly about blood, alchemy, and so on, while injecting Emma with Mithras’s magically transformed vitae.

He prattles on for a while about the elements, Mars, and the superiority of blood, then we finally get to the point when he shoots Emma up and activates her trigger as a magic item.

Mithras, like a good boy, simply walks on in and starts eating Emma. Who knew it was that easy? Apparently ‘his blood calls to him’. We don’t really get a proper sense of how Wellig’s ritual functions, only what it does, and to a degree that’s fine, but it also undercuts some of the logic of this world. Mithras has just conspicuously gone into a daze and wandered off to do a diablerie in the middle of Elysium – its likely to draw more than a little attention.

Either way, Regina makes a connection. She has Victoria’s blood in her! Realizing that lets her break Wellig’s spell and barge in to the cubicle where Mithras is eating her mother and demands he stop, which… he does!

This is part of what I mean about the ritual feeling a little arbitrary. Mithras is mesmerized, but not enough to ignore a fly bothering him. He lusts for the return of his blood, but not enough to follow through. This is all taking place in the very middle of Elysium – and as a reminder of that, Victoria runs in, summoned by Regina’s sense of danger because we are in a true blood novel now. Mithras almost frenzies, then calms himself and does nothing at all while Wellig grabs Emma, runs, and sets the place on fire:

It’s a bold escape plan! Everyone freaks out, runs, or frenzies, as expected. Unfortunately, the potential of the scene isn’t explored, as we promptly cut.


Smart cookie, that Anne, but this is unsatisfying. All London’s Kindred in a single glasshouse filled with fire and terrified mortals? That’s an incredible set piece. We’ve had easily twenty to thirty pages of utter cruft, and some of that could have been spent here instead. Keeping on, Lady Merritt and a bunch of others are blaming the Sabbat for the fire, which is fun. Victoria and Regina are recovering, and Victoria is afraid they’ll never find Emma again. Fortunately, Regina remembers that Emma said she was going to Calais, so we end the chapter here:

All roads lead to Dover!

Chapter Twenty-One

Unsurprisingly, we’re in Dover for this chapter. Regina and Victoria make it to the docks with ‘only a few minutes to spare’ before Dawn. They, and Blake and Seward, took the train. Normally, one doesn’t run at 1AM, but Lady Anne exercised an undue influence on the train companies to ensure all-night service for attendees at the ball, which is a nice touch. The steamship they’re trying to catch leaves at 5:15AM, and they’re just barely in time.


I like to picture it as a full rugby tackle because its even funnier. Its Malcolm Seward, of course, and Blake, come to save her (by accident, on their way to try and kill Wellig, really.) Victoria is none-too-pleased by this:

Juicy. Effective. A little overwrought. This carries on, and everyone starts shouting for a half a page before the ferry’s steam whistle sounds. In the confusion, Blake reveals what a quick learner he is – and the benefits of his prior experience.

Victoria’s fast, but slowed by dawn, so up in flames her clothes go. Bob would use this an excuse to wax poetical about her tits. Boulle, not so much:

There’s a few layers she’s missing there, which really confirms to me that Boulle doesn’t quite understand late Victorian dress, but the image is quite effective. Seward is horrified – he’s never seen a vampire in frenzy before – and Blake is about to open fire when Cedric, coming to the rescue, shoots him through the thigh with a rifle. Victoria flees, and we’re left with Regina, Seward, and her father.

She has a choice to make.

They return to London, and Regina is now well and truly hosed. This is the end of book 1 ‘proper’:


As an ending, its… fine. It feels rushed and compressed, but its fine as a cliffhanger. Only it isn’t the cliffhanger. The actual ending is up next.

Epilogue: Cairo, August, 1888
“In which the scene of past crimes is revisited”
We’re back to where we began, at Anwar al-Beshi’s ritual site. Blake used his influence before departing well:

Naturally, because the world is a gently caress, the doctors are using the dead for autopsies. We are again tantalizingly close to a proper critique of colonialism emerging. Instead, we look back to Emma Blake’s counterpart, Fahd, who has survived as a one-armed cripple, working as a custodian in the hospital that now stands over the fissure. He’s waiting for his new master, and at last, one has come.


Yes, we’re back to Beckett too, to make sure its really full circle. Fahd tells what he knows, and we come to the actual ending cliffhanger:

We haven’t seen the last of these two, obviously.

So. That’s A Morbid Initiation, which is one of the strongest books in White Wolf’s fiction library (second only to Greg Stolze's Demon trilogy, in my estimation.) We have some interesting characters who are periodically let down by writing, a tendency to overexposit, some confusion around the period that keeps it from being a good period piece, clumsy attempts at the erotic and a diffusion that keeps it from working as a gothic horror. I still rate it as legitimately worth a real read beyond my review, but with the caveat that while, for Vampire, it may rate an 8.5/10, as an actual novel trilogy its maybe a 5-6/10 depending on your standards.

So, what’s the good? Well, obviously, Juliet Parr. I liked her enough to give her her own post in this write-up. But beyond that, I think Boulle does a decent enough job of spinning A Vibe and playing with the classics of the gothic horror game, for all my tedious pedantic nitpicking. He may be off on a lot of details, but he gets enough right to mostly hit the balance and make you feel the stereotyped-victorian oozing off the page, especially if you aren’t a big student of the period. His writing is sometimes actually quite good, if not especially memorable, and he’s set up a few slow burning bits of foreshadowing effectively enough that I have to give them a respectful nod. Likewise, his willingness to paint Victoria as a real predator is a nice touch, even if it gets muddled here and there. And, of course, some of these set pieces are fantastic even if the execution isn’t. The Taurus Club is perfect and Merritt’s gardens are suitably surreal and dreamlike, and have stuck in my head for years.

The bad, of course, is the plotting. The publishing demand of a trilogy stretches some things out too far and compresses others, and we end book one without a true arc having concluded as a result – and the microarcs are muddled and lofi. The split focus doesn’t help matters, and its conspicuous use in some of the book really does detract. But above all, the biggest error Boulle makes is, I think, not trusting the reader enough either as a reader or as a Vampire fan. The former is never an easy balance but by feeling a need to make certain things very clear, he robs the surprise factor. The latter is tricky too, because you can’t assume everyone who picks this novel up at a bookstore is a VtM player, but this novel both assumes too much and too little familiarity with the setting. There's also the clumsiness of the attempts to be erotic, and the gratuitous 'world is a gently caress' elements that go beyond pulpy fun ('yeah man I bet they let cities burn because its cheaper! Oh wow what if cannibals haunted the highway?!') into delicate territory that requires more skill than Boulle brings to the table. I feel like Boulle's got the bones of a quite capable writer, but not necessarily the polish or maybe even the desire (and that, to be clear, is fine: sometimes you don't want to try and be McCarthy, you just wanna write about lesbian vampires. I'm reading it, so I can't exactly judge, can I?) to do anything with them.

In any case, next time we’ve got The Madness of Priests, where a whole lot of poo poo happens, including some wacky adventures in Paris, the Inquisition being expected, and Jack the Ripper kicking off. That said, I may also try and wrap the second book of the Masquerade of the Red Death before we embark on our trip to France with Regina and Victoria.

Ghost Armor 1337
Jul 28, 2023

wiegieman posted:

Ex3's initiative system works well in motion, from what I've seen of it.

Yeah shame it brakes down during group encounters...

Traveller
Jan 6, 2012

WHIM AND FOPPERY

Halloween Jack posted:

I think it's also a long-running joke that Rasputin was a vampire werewolf wizard demon ghost fairy.

I think my favorite "Rasputin was a wizard" thing comes from Doctor Who's Faction Paradox spinoff/AU. Essentially, Rasputin was claimed as an agent at the same time by three different Time Lord factions: one replaced Rasputin with a more or less sentient clone before he died, which was recruited by another faction with a "you'll serve us forever after you die" rider, then the decoy that faction left got hijacked by the third one to gently caress with the first faction just as he was killed... and the whole affair embarrassed everyone involved into never trying to recruit famous people ever again.

Robindaybird
Aug 21, 2007

Neat. Sweet. Petite.

Raidou Kuzunoha had Rasputin as a time-travelling Robot. Rasputin gets to be a kooky guy in a lot of things.

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

Robindaybird posted:

Raidou Kuzunoha had Rasputin as a time-travelling Robot. Rasputin gets to be a kooky guy in a lot of things.

Who partly shows up to gently caress up the fact that the Taisho era didn't end in Japan in this alternate history. Raidou Kuzunoha is cool.

Fivemarks
Feb 21, 2015
I'm back on my FantasyCraft bullshit again, and one of my players has made a build best described as "XCom 2 Snakewoman". Another has a build that started as "Ryu from Streets" but has turned into "Geese Howard."

I may have to show off more builds for this game.

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LaSquida
Nov 1, 2012

Just keep on walkin'.

Fivemarks posted:

I'm back on my FantasyCraft bullshit again, and one of my players has made a build best described as "XCom 2 Snakewoman". Another has a build that started as "Ryu from Streets" but has turned into "Geese Howard."

I may have to show off more builds for this game.

Hell yeah! Let's see 'em.

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