It would be harder for the Horned Rat unless we were in a place of its power and acting in such a way that allowed it an in. Besides I trust Ranald to have our back.
[X] Magical Duellist: Anyone unwise enough to try to cast spells you don't want them to will quickly regret it. +2 Learning, +10 bonus to dispelling and inducing miscasts.
[X] Windreader > Windsage: Your magical senses see more than your normal ones. +2 Learning, even more able to see and understand emotion and magical effects in others.
This is the only one that I really care about. it is the most powerful trait of the lot. I would be fine with pretty much all of the others, except maybe the Wolf upgrade.
[X] Collegiate: They say managing Wizards is like herding cats. Herding cats isn't actually that difficult. Can manage three other wizards per action spent.
[X] Windreader > Windsage: Your magical senses see more than your normal ones. +2 Learning, even more able to see and understand emotion and magical effects in others.
It would make you more able to try to resist being possessed by a Chaos God. Though that's not really a problem that most people will have in their lifetime.
[X] Magical Duellist: Anyone unwise enough to try to cast spells you don't want them to will quickly regret it. +2 Learning, +10 bonus to dispelling and inducing miscasts.
This is the only one that I really care about. it is the most powerful trait of the lot. I would be fine with pretty much all of the others, except maybe the Wolf upgrade.
Depends on Mathilde. If she continues to solve problems the same way she did during the Expedition, she's likely to have access to a lot of the same traits when next she earns one.
It would make you more able to try to resist being possessed by a Chaos God. Though that's not really a problem that most people will have in their lifetime.
[X] Recruit Esbern and Seija
[X] Recruit Panoramia
[X] Recruit Maximilian
[X] Recruit Johann
[X] Take an active hand in the EIC
[X] Avatar: You're growing worryingly familiar with being used as a conduit by deities. ???
[X] Windreader > Windsage: Your magical senses see more than your normal ones. +2 Learning, even more able to see and understand emotion and magical effects in others.
[X] Return it with your thanks to the Bright College. +2 College Favour.
I'm going to vote for the only thing that matters to me.
[X] Recruit Johann
Stop messing with the dwarves, Johann!
[X] Take an active hand in the EIC
[X] Collegiate: They say managing Wizards is like herding cats. Herding cats isn't actually that difficult. Can manage three other wizards per action spent.
[X] Magical Duellist: Anyone unwise enough to try to cast spells you don't want them to will quickly regret it. +2 Learning, +10 bonus to dispelling and inducing miscasts.
[X] Windreader > Windsage: Your magical senses see more than your normal ones. +2 Learning, even more able to see and understand emotion and magical effects in others.
[X] Plan recruit everyone!
[X] Plan Fields of Gold
[X] Magical Duellist
[X] Windreader > Windsage
[X] Infiltrator
[X] Take an active hand in the EIC
[X] Recruit Esbern and Seija
[X] Recruit Maximilian
[X] Return it with your thanks to the Bright College. +2 College Favour.
[X] Avatar: You're growing worryingly familiar with being used as a conduit by deities. ???
[X] Windreader > Windsage: Your magical senses see more than your normal ones. +2 Learning, even more able to see and understand emotion and magical effects in others.
I'm fine with either of these options, though I admit, the mystery box is mysteriously seductive and seductively mysterious.
I'm not sure how non-plan Journeymanlin recruitment votes will be counted, but recruiting just one is inefficient, as it'd consume one action per turn to manage her, the same as having two would.
[ ] Recruit Esbern and Seija
I like them, but not sure these 2 are worth it without the eggs.
[X] Plan all but the ambers.
-[X] Recruit Panoramia
-[X] Recruit Maximilian
-[X] Recruit Johann
I figure we can just leave her to her own means, she has shown independence and will likely only requiere a minimum amount of direction on our part.
Can't let this one go.
I want to study the Skaven, and a manager he should be able to hold his own hands.
[X] Take an active hand in the EIC One action per turn will be spent keeping in touch with the EIC, allowing you to more directly control it and, if you wish, helping it branch out towards Karak Eight Peaks.
Part of my master plan to seduce Anton
[ ] Leave the EIC alone Wilhelmina's the least bad person to fill the power vacuum Roswita has left in Western Stirland.
Could go with this as well, the EIC will only really become a problem if she dies and her useless sons take over.
[ ] Interfere with the EIC As Wilhelmina herself pointed out, you own enough of it that you could easily dominate the EIC. Start bringing it down.
Hahahahaha
No.
New Trait:
[ ] Infiltrator: Nobody seems to guard anything well enough to keep you out. +2 Intrigue, +10 bonus to infiltration.
[X] Scout: Sometimes the best weapon is knowing where everything is. +2 Intrigue, +20 to infiltrating all but the highest-security areas.
Seems this 2 are the same, except Scout is more potent but doesnt work on ultra secure locations
@BoneyM could you give us an example of a high-security area, either in general or one we previously infiltrated?
[X] Assassin: Combat is easiest when the other person doesn't realize they're in it. +2 Intrigue, +40 bonus against unaware targets.
Love this, this is how we made our name in this expedition.
[ ] Avatar: You're growing worryingly familiar with being used as a conduit by deities. ???
Yeah, i played Divinity Original Sin 2 and i aint falling for it
[ ] Polyglot: Your time with the Dwarves has revealed that you have an ear for languages, and learn new languages much faster.
meh.
[ ] Marksman: Blackpowder is a wonderful thing. +2 Martial, +10 to attacks with blackpowder weapons.
Cool, but not our style.
[ ] Collegiate: They say managing Wizards is like herding cats. Herding cats isn't actually that difficult. Can manage three other wizards per action spent.
Maybe if we recruit all 4 journeymanlings, but otherwise no.
[X] Magical Duellist: Anyone unwise enough to try to cast spells you don't want them to will quickly regret it. +2 Learning, +10 bonus to dispelling and inducing miscasts.
Those shamans will never know what hit them.
Not a fan of any of the change trait options.
And finally, the least troubling matter to consider: your Torc of Fire. A nice gift when you first received it, but ever since you learned a spell that outstrips it's ability to intimidate your enemies, it's seemed rather surplus to requirements.
[X] Keep it anyway - you might need to encourage allies at some point.
[X] Donate it to whoever ends up leading the Undumgi.
[X]Plan: Is it a Plan?
- [X] Recruit Panoramia
- [X] Recruit Maximilian
[X] Take an active hand in the EIC
Not a 100% on this, but I think it's best if we keep a closer eye on this at least for the time being. Also gives us the potential to open up an information network.
[X] Bureaucrat + Practical > Warrior of Paperwork : Scholarship is just a specific form of paperwork. You can live with it. Combines the two traits, +2 Learning, remove penalty to writing papers yourself.
[X] Windreader > Windsage: Your magical senses see more than your normal ones. +2 Learning, even more able to see and understand emotion and magical effects in others.
Learning! Learning! Learning! Basically, just make us better at our job. Also get rid of that paper writing penalty, which might help. Maybe. Hopefully.
[ ] Recruit Esbern and Seija
I like them, but not sure these 2 are worth it without the eggs.
[X] Recruit Panoramia
I figure we can just leave her to her own means, she has shown independence and will likely only requiere a minimum amount of direction on our part.
[X] Recruit Maximilian
Can't let this one go.
[X] Recruit Johann
I want to study the Skaven, and a manager he should be able to hold his own hands.
[X] Take an active hand in the EIC One action per turn will be spent keeping in touch with the EIC, allowing you to more directly control it and, if you wish, helping it branch out towards Karak Eight Peaks.
Part of my master plan to seduce Anton
[ ] Leave the EIC alone Wilhelmina's the least bad person to fill the power vacuum Roswita has left in Western Stirland.
Could go with this as well, the EIC will only really become a problem if she dies and her useless sons take over.
[ ] Interfere with the EIC As Wilhelmina herself pointed out, you own enough of it that you could easily dominate the EIC. Start bringing it down.
Hahahahaha
No.
New Trait:
[ ] Infiltrator: Nobody seems to guard anything well enough to keep you out. +2 Intrigue, +10 bonus to infiltration.
[X] Scout: Sometimes the best weapon is knowing where everything is. +2 Intrigue, +20 to infiltrating all but the highest-security areas.
Seems this 2 are the same, except Scout is more potent but doesnt work on ultra secure locations
@BoneyM could you give us an example of a high-security area, either in general or one we previously infiltrated?
[X] Assassin: Combat is easiest when the other person doesn't realize they're in it. +2 Intrigue, +40 bonus against unaware targets.
Love this, this is how we made our name in this expedition.
[ ] Avatar: You're growing worryingly familiar with being used as a conduit by deities. ???
Yeah, i played Divinity Original Sin 2 and i aint falling for it
[ ] Polyglot: Your time with the Dwarves has revealed that you have an ear for languages, and learn new languages much faster.
meh.
[ ] Marksman: Blackpowder is a wonderful thing. +2 Martial, +10 to attacks with blackpowder weapons.
Cool, but not our style.
[ ] Collegiate: They say managing Wizards is like herding cats. Herding cats isn't actually that difficult. Can manage three other wizards per action spent.
Maybe if we recruit all 4 journeymanlings, but otherwise no.
[X] Magical Duellist: Anyone unwise enough to try to cast spells you don't want them to will quickly regret it. +2 Learning, +10 bonus to dispelling and inducing miscasts.
Those shamans will never know what hit them.
Not a fan of any of the change trait options.
And finally, the least troubling matter to consider: your Torc of Fire. A nice gift when you first received it, but ever since you learned a spell that outstrips it's ability to intimidate your enemies, it's seemed rather surplus to requirements.
[X] Keep it anyway - you might need to encourage allies at some point.
This isn't a negative trait. It's amidst other positive traits, and the scenario in which we earned the possibility of that trait was an unmitigated win for both us and Ranald. We're not going to get punished for our success.
I so wish we could take three traits. Avatar is going to get taken pretty much regardless. Wind sage and Magical duelist or the warrior of paperwork traits are all so damn strong for us.
Which of the Journeymanlings to recruit will be in plan format. Votes for individual Wizards will be considered votes to only hire that Wizard.This is because it would be optimal to have two or four without the trait, or three with it - unless you plan to hire more later.
[X] Take an active hand in the EIC
Hopefully by expanding EIC reach, it's grip on Stirland will be softened. Also, having Mathilde taking a more active hand will allow us to know more of EIC current state.
[X] Plan Role Model for the Younglings
-[x] Recruit Esbern and Seija
-[x] Recruit Maximilian
-[x] Recruit Panoramia
[X] Collegiate: They say managing Wizards is like herding cats. Herding cats isn't actually that difficult. Can manage three other wizards per action spent.
[X] Avatar: You're growing worryingly familiar with being used as a conduit by deities. ???
[X] Wolf Familiar > Winter Wolf Familiar: Turns out Wolf is a late bloomer. Wolf will grow large enough to ride upon.
[X] Disdain for Sigmar > Polytheist: Your bitterness towards Sigmar has softened with time and distance. You're still not thrilled with him, but as long as his followers are coexisting with those of other Gods, you can deal with it. +1 Piety, removes anti-Sigmarite penalty except when dealing with Sigmarite supremacists and monotheists.
[X] Donate it to whoever ends up leading the Undumgi.
Oh jeez, so much good stuff. I didn't vote for the winning options, but so it goes.
[X] Plan 2 Wizards
This seems like the best; grab the ones enthusiastic about saying here. We'll do more as more comes up, maybe.
[X] Take an active hand in the EIC
I don't want to commit to taking it down, but I also think it's our moral duty to keep tabs on it: for the good of Stirland, for the good of our fief, for the good of Karak Eight Peaks, for the good of the Empire, and for the good of Abelhelm's legacy.
[X] Avatar: You're growing worryingly familiar with being used as a conduit by deities. ???
This is a must. Since nearly the start of the quest, we've been defined by our relationship with our god. We got his Blessing early on, and recently we reshaped a facet of deity. This is a natural progression for the character.
[X] Bureaucrat + Practical > Warrior of Paperwork: Scholarship is just a specific form of paperwork. You can live with it. Combines the two traits, +2 Learning, remove penalty to writing papers yourself.
This I have less strong feelings about.
[X] Donate it to whoever ends up leading the Undumgi.
This seems like a nice gesture, and closes the circle on the "character arc" of the Undumgi: from sellswords to warriors so noble that a fire dances on their leader's brow.
The assassin one seems really good, but Avatar is obviously the best.
[X] Avatar: You're growing worryingly familiar with being used as a conduit by deities. ???
[X] Assassin: Combat is easiest when the other person doesn't realize they're in it. +2 Intrigue, +40 bonus against unaware targets.
[X] Infiltrator: Nobody seems to guard anything well enough to keep you out. +2 Intrigue, +10 bonus to infiltration.
[X] Scout: Sometimes the best weapon is knowing where everything is. +2 Intrigue, +20 to infiltrating all but the highest-security areas.
[X] Plan 2 wizards
- [X] Recruit Panoramia
- [X] Recruit Maximilian
[X] Plan Best Wizards
- [X] Recruit Panoramia
- [X] Recruit Maximilian
[X] Disdain for Sigmar > Polytheist: Your bitterness towards Sigmar has softened with time and distance. You're still not thrilled with him, but as long as his followers are coexisting with those of other Gods, you can deal with it. +1 Piety, removes anti-Sigmarite penalty except when dealing with Sigmarite supremacists and monotheists.
[X] Windreader > Windsage: Your magical senses see more than your normal ones. +2 Learning, even more able to see and understand emotion and magical effects in others.
[X] Donate it to whoever ends up leading the Undumgi.
[X] Plan 2 wizards
-[x] Recruit Panoramia
-[x] Recruit Maximilian
Anywhere that's specifically guarded more than the enemy-controlled area in general. The Penthouse during the Battle of Karag Nar, with guards on the door. Back during your Examinations, the Emperor's bedroom.