Did I? I thought I voted to implement "light" defenses immediately, in addition to other warding spell, while we dedicated research time to developing the much heavier duty defenses.

/memory fails me again :oops:
We implemented light defenses, and... what I just said is essentially exactly what you just said.

We've done similar before when discussing how to ward other stuff.

We will also need to figure out how to ward the Palace.

@DragonParadox Maybe some kind of unique system using Runecraft as the fluff to simplify/price out things, with just simplistic descriptions for the function of a warding scheme, and maybe limit the number of unique effects a structure can have to the level of Runecrafting the mage casting them has.

So 5 modifiers which describe the defenses for a Tier 5 Runecrafter. It would be easier to explain and wouldn't take much out of the story, and if we want to add junk like Signs of Sealing or whatever to further complicate a vote that should just be "we spend X amount of money to not deal with this fucking problem anymore" that's on us.
 
But I just dislike spending time arguing and compiling stuff in the short day-long window DP's turnovte gives, so I try to force discussion beforehand :/
People here have a short attention span, and don't like to debate until it becomes absolutely crucial if they want their opinion to be known.
 
People here have a short attention span, and don't like to debate until it becomes absolutely crucial if they want their opinion to be known.
*sigh*
as much as I get it, I really don't feel like doing most of the book-keeping I have on me most of the time nowadays.
And if turnvote catches me at a bad time, well, all I'll be is exasperated and annoyed. Ergo, trying to force discussion so there's at least less arguing about shit later.
 
@DragonParadox Maybe some kind of unique system using Runecraft as the fluff to simplify/price out things, with just simplistic descriptions for the function of a warding scheme, and maybe limit the number of unique effects a structure can have to the level of Runecrafting the mage casting them has.

So 5 modifiers which describe the defenses for a Tier 5 Runecrafter. It would be easier to explain and wouldn't take much out of the story, and if we want to add junk like Signs of Sealing or whatever to further complicate a vote that should just be "we spend X amount of money to not deal with this fucking problem anymore" that's on us.

I could do that sure. I can see how the sheer complexity of posibile wards might turn people off discussion.
 
We will also need to figure out how to ward the Palace.
I reckon, this one would overall cover it too?
Just doing things in the background, we are overcomplicated as-is? @DragonParadox?
[] Secure the Flesh Forge, and fleshsmiths, against memetic attacks
-[] Medium defenses (Progress 25 Research action; Cost 100,000 IM)
-[] Heavy defenses (Progress 45 Research action; Cost 600,000 IM)
DIdn't include in the turnplan because, well, reasons.
 
*sigh*
as much as I get it, I really don't feel like doing most of the book-keeping I have on me most of the time nowadays.
And if turnvote catches me at a bad time, well, all I'll be is exasperated and annoyed. Ergo, trying to force discussion so there's at least less arguing about shit later.
Just ask DP to extend the vote if a critical difference of opinion occurs. And I don't even mean delay updates, just extend the exact vote relating to a specific part of the turn plan and make a final call later in the week.
 
I reckon, this one would overall cover it too?
Just doing things in the background, we are overcomplicated as-is? @DragonParadox?

DIdn't include in the turnplan because, well, reasons.
DP doesn't want to just handwave things. You are naive if you think "spend a truckload and leave out all the details" is sufficient criteria for story purposes for him.

I'll talk to him about it later this weekend.
 
Just ask DP to extend the vote if a critical difference of opinion occurs. And I don't even mean delay updates, just extend the exact vote relating to a specific part of the turn plan and make a final call later in the week.
Aaaand I'm largely too uninvested by now to bother with that either :V
Eh, whatever. This whole line of discussion is boring me.

@Goldfish, shall I pen in the MC-Herald's unblessed chassis in the forge-order?
 
Well this is why no one takes your concerns seriously, you don't even care! :V
Eh, it's either that or just dropping it all at once because I'm not as invested as I've been before :sour:

@DragonParadox, may be me misreading, may be Goldfish confusing me - we already have the Water-Elemental forge operating? It is already working?
 
Aaaand I'm largely too uninvested by now to bother with that either :V
Eh, whatever. This whole line of discussion is boring me.

@Goldfish, shall I pen in the MC-Herald's unblessed chassis in the forge-order?
Yeah, just include it in as a CR 15 (28,800 IM) Sea Cat Herald. It'll need a big honking sacrifice and the Ferryman's blessing to truly empower it.
 
Minor Actions:
[] Empowering the Herald of the Ferryman
[] Checking in on Meraxes and the "Imperial Steel"
[] Continuing to be on the lookout for the Chosen of Stranger via the dead-drops they were leaving for the Chosen of Smith
Anything else glaring that I'm forgetting?
 
Once we get to the moon, we should check if there's anything already living there, if not we should begin searching for things to mine there, I'm thinking we can make some plant creatures that can burrow(since plant creatures don't need to eat) show them what they should look for, divide the moon into zones, set 1 free in each zone, and just wait for them to return, with news of useful minerals.
 
Here's what I've got so far; Advanced Giant Divine Cleric Creature Dire Sea Cat[+15 Racial Hit Dice] (CR 20)

It would result in a CR 20 Gargantuan-sized Sea Cat Herald of the Ferryman. It would be less physically powerful than Nirah, though not by a huge degree, but more magically potent and capable of 9th level Divine magic. I think he would be happy with that.

@DragonParadox, what sort of sacrifice would we need to empower the Ferryman's Herald? I don't think we already paid it in advanced, did we?
How about a Mythic Template, for Example Divine?
That means a few extra spells besides the regular casting, here thematic ones to the Ferryman can be chosen, as well as the ability to cast the Mythic version of any spell it has prepared 3/day.

Here are the universal Mythic Monster Rules, because the wiki doesn't link properly.
 
Outside of using the Half-dragon Deep dragon combination, I'm not exactly sure how to get them the ability to burrow, and going 4CR up to make them able to burrow seem a little much, but I think the idea of a prospecting creature is sound.
 
Inserted tally
Adhoc vote count started by egoo on Jul 3, 2020 at 3:06 PM, finished with 67 posts and 13 votes.

  • [X] No one. As much as one may imagine this a momentous occasion, this is, in fact, but a dangerous technical task, on which the fewer people are on the ship, the less trouble an unexpected break can cause.
    -[X] We can show the void above to everyone later, once we are sure the vessel won't break under them, and if something does break - we are aware and ready for it.
    -[X] All non-essential crew off the ship for the duration of the testing.
    [X] Lya, Dany and Rina are there, with spells like Life Bubble and Make Whole prepared in case something goes wrong
 
How about a Mythic Template, for Example Divine?
That means a few extra spells besides the regular casting, here thematic ones to the Ferryman can be chosen, as well as the ability to cast the Mythic version of any spell it has prepared 3/day.

Here are the universal Mythic Monster Rules, because the wiki doesn't link properly.
I would rather maintain some parity between Yss' Herald and the one we're going to grow for the Ferryman. If their deity wishes to further empower a Herald with a Mythic template, that should be separate from actually creating the Herald.
Once we get to the moon, we should check if there's anything already living there, if not we should begin searching for things to mine there, I'm thinking we can make some plant creatures that can burrow(since plant creatures don't need to eat) show them what they should look for, divide the moon into zones, set 1 free in each zone, and just wait for them to return, with news of useful minerals.
Maybe we'll find Gundanium. 🤓
 
I would rather maintain some parity between Yss' Herald and the one we're going to grow for the Ferryman. If their deity wishes to further empower a Herald with a Mythic template, that should be separate from actually creating the Herald.
I'm pretty sure a CR 20 Herald is already empowered by the deity, as we can only push to CR 15.

I would argue it makes little difference in the end wether a Deity empowers his Herald with a divine version of the Monster of Legend template or some Mythic template.
The invested power is similar.

Now, granting them a regular Mythic Path on top of whatever templates they have, that would be something different, but that's not up to us.
 
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