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In the morning you set out with a mission, to contact the trustees to arrange payment for your works.

The individuals in question are based out of a squat stone building to one side of the marketplace. The room is dominated by a roughly hewn table more or less dividing the room in two. behind them, a wooden pallet covers what you assume to be some sort of storage pit.

You wait a little while for the current group to finish up you introduce yourself to the duo at the other end of the table. Ségdae and Cináed examine your blooms and one of your more decorative pieces and seem happy to do business with you for now.

You eventually head back to your camp and settle in for lunch. As you eat, you feel your power reach out once more.

Points: 900

Mech (300)
This is a five meter tall mech-suit that can move at speeds equal to a high-preformance sports car, has enough strength to throw that sports car around like a toy and is outfitted with a range of on-board conventional weapons. It has enough armour to stand up to mid-tier artillery and while it can't fly, it can use it's jump jets to hop onto small buildings.

Port (150)
Grants an extra dimensional space not unlike Garage that houses water vehicles. Grants the ability to 'Deploy' at the helm of the stored vehicle at the nearest point where the water is sufficiently deep to safely deposit the ship. This perk also allows for refueling and loading and unloading of goods onto a deployed vessel via Storage Crates, Shelves and other similar perks.

[][PERK] Mech
[][PERK] Port
[][PERK] Both
[][PERK] None

As you feel the other-space recede from your senses, you decide what you will be focusing on today.

[][PLAN] Focus on trying to sell your forging services, set your blooms front and center.
[][PLAN] Sell your ceramics first, just so that you get a little more practiced with selling goods.
[][PLAN] Head back out into the market and see if you can trade services instead of salt for now.
[][PLAN] Write-in

A/N:
Bounty for a better description of the following:
Port (see above)

Eyes of the Ritualist (100)
You know the mystical properties of something on sight, gaining insight into their history and what roles they may play in a ritual or other magical working.
 
[X][PERK] Mech
[X][PLAN] Sell your ceramics first, just so that you get a little more practiced with selling goods.
-[X] Study the local level of ceramics and only sell at that level.

Both these are too good to pass up, the mech solves all threats in the short term, the space port is essential for future rolls. Dont forget we are in SG.

Edit: Port is just a water port which is damm near useless, we can just install some floor rails and rollers to fit water vehicles, we don't need a dock.
 
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[X][PERK] Both
[X][PLAN] Sell your ceramics first, just so that you get a little more practiced with selling goods.
 
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[X][PERK] Both
[X][PLAN] Sell your ceramics first, just so that you get a little more practiced with selling goods.

MECHMECHMECHMECH
 
[X][PERK] None
[X][PLAN] Head back out into the market and see if you can trade services instead of salt for now.

We already have a garage, so a port does not offer a substantial upgrade of capability for the points. We also don't have any watercraft or skills to use them or skills to build them. @Emizaquel does the garage offer less convenient storage of water craft (perhaps if we put it on a trailer?) Or is there some ontological restriction on garage/port/spaceport beyond "Vehicles only?"

For the mech, we have no infrastructure for resupply, maintenance, or fuelling. Speaking of.., @Emizaquel Which unobtainable powersource does this one run on? Also, what *sort* of mech is it? (In terms of "conventional" weapons, loadout, power system, AI, need for a second pilot, expected comm systems, and other kibble?) Are we buying capabilities equivalent to our tank, but just in an easier-to-shoot-and-unbalance form?

We also already have a tank, entirely unused. Mechs, as a conceit are hilariously less efficient than a tank in every way that matters (except 'coolness' -- which is not a reason to spend the amount of points equal to a battleship.) More pragmatically, in what conflicts (soon to arise) are we going to expect to need more firepower than a tank but which can be solved by the ground-based and highly exposed firepower of a bipedal mech?

Regarding the perk, traditionally it's touch-based -- "Psychometry". @Emizaquel you sure you want this to be visual? (rather than cognitive or touch?)
 
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Shower thought: unlike the more modern perks -- this one also does not teach us how to use the mech. (Much less maintain). At 300 points, a *5* metre mech with *conventional* weaponry and able to withstand *conventional* artillery fire feels like a trap. (I mean, more than a mech already is.) Do note that our opponents do not have "mid-tier" artillery. (Whatever that means.)

Ok, some attempts at the perk.
Eyes of the Ritualist (100)
You know the mystical properties of something on sight, gaining insight into their history and what roles they may play in a ritual or other magical working.

First one, taken literally:
Eyes of the Ritualist (100) - To your imagination, some things in the world have a lambent semiotic glow -- not unlike a glint of a usable object in a video game. With focus on the glow (and perhaps a 'click' of a question-mark icon), you are able to imagine a useful description box (possibly in a pleasing blue background). In this description is the name of the object, a precis of its history written from an objective third person perspective, a material safety data sheet, and headers for each of the magical traditions or capabilities to which you are initiated into. Within each section, as if written by an expert practitioner, is a terse description of how the semantically significant ritual object can be best (and worst) utilised in that tradition.

Second attempt:
Eyes of the Ritualist (100) - You have a pair of magical lenses (mounted in an unmagical frame), which can annotate context, history, and use of ritually significant items in the world. Acting as a sort of visual Psychometry, any object under intentional consideration while wearing these lenses reveals its history, construction, dangers, and how it may participate in any magical tradition that you are aware of.

Third attempt:
Psychometry (100) - To touch a thing is to know the thing. When your exposed skin and focused will touch a thing, you see its past and its possible futures. You ken significant moments from its history, from the perspective of those involved. Beyond that, the Akashic Records whisper brief secrets of the item's future magical use into your mind. You learn how to best utilise the item touched in any magical tradition.

[Edit] Attempt at rewriting mech. 300! Points! This is a nuclear battleship!

This fast battleship is appropriate for power projection in the modern age, having significant drone capacity, vertical missile tubes, and a broadside of railguns for when over-the-horizon drone-targeted bombardmen. The nuclear reactor powers close-in weapons systems of pulsed blue lasers, appropriate for anti-air, drone, and projectile defence. Between reduced maintenance needs and automation, this ship can be moved around with a minimum crew of thirty and reach full combat capacity with two hundred. You have all the necessary training to serve in any crew position on the ship. It is fully supplied for an extended at-sea mission.

And Mech:
This is a five meter tall mech-suit that can move at speeds equal to a high-preformance sports car, has enough strength to throw that sports car around like a toy and is outfitted with a range of on-board conventional weapons. It has enough armour to stand up to mid-tier artillery and while it can't fly, it can use it's jump jets to hop onto small buildings.

(@Emizaquel typos Pre > "Performance", men > "bombardment") -- Actually, would you like to give me a bounty to take your spreadsheet into a csv and run cSpell against it?

Attempt 1:

Mech: With two steps into this future, this top-of-the-line fighting infantry mech can go fist to fist with some of the deadliest critters out there (so long as she doesn't overheat). Fifty metres tall, she packs a lightweight onboard fusion power plant, chromealloy armour able to shrug off any incoming blasts, bolts, and shells that haven't been shot down by her shoulder-mounted close-in weapon systems (either flechette rounds or infrared lasers) for the length of a standard engagement. Back-mounted medium-range missile cells allow the mechfighter to "reach out and touch somebody" anywhere on the typical continental battlefield. Experimental jumpjets and a stride length of 20 meters provides "hot-rod" speeds so long as you don't care about the highway you're running on. Arm-mounted plasma cannons on a fully transversable torso are the primary armament of this infantry-suit of the future. Happily, you are also a fully competent mech pilot to be able to pilot this thing.

Attempt 2: Stupid word counts.

Mech: In land, sea, or the vacuum of space -- this mech projects force. Throughout history, young soldiers have been instructed to "take that hill!" with sword, rifle, and grenade. The hills you may take are much larger and may not have breathable. This twenty-meter tall exosuit uses top of the line armour, close-in defense systems, and weapons from a near spacefaring future. She is powered by a micro-fusion pinch reactor, needing tritium and deuterium to maintain power. Your primary built-in rifle is a plasma-lance capable of sending a packet of charged particles within 2-4 km of the warfighter's position. Secondary armament includes shoulder CWIS flechette turrets (able to shoot down most incoming shells and unprotected infantry), a 155mm under-barrel artillery shell launcher, and a back-mounted pack of short-range (20-100 km) missiles with energy warheads. This mech also has experimental jumpjets, which are prone to overheating with long duration use, and no inherant orbital insertion capacity. You are fully qualified to operate and maintain your mech.

This is even more words. Argh. Hopefully these give you ideas, at least?
 
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We already have a garage, so a port does not offer a substantial upgrade of capability for the points. We also don't have any watercraft or skills to use them or skills to build them. @Emizaquel does the garage offer less convenient storage of water craft (perhaps if we put it on a trailer?) Or is there some ontological restriction on garage/port/spaceport beyond "Vehicles only?"
Garage does not include deployment, or in the case of the Port significantly streamlined loading and unloading. Effectively the Port allows you to do anything a full-sized port would allow you to, including unloading tons of material at a time and so on. I leaned a little on the trading aspect to brush up the port there.

For the mech, we have no infrastructure for resupply, maintenance, or fuelling. Speaking of.., @Emizaquel Which unobtainable powersource does this one run on? Also, what *sort* of mech is it? (In terms of "conventional" weapons, loadout, power system, AI, need for a second pilot, expected comm systems, and other kibble?) Are we buying capabilities equivalent to our tank, but just in an easier-to-shoot-and-unbalance form?

We also already have a tank, entirely unused. Mechs, as a conceit are hilariously less efficient than a tank in every way that matters (except 'coolness' -- which is not a reason to spend the amount of points equal to a battleship.) More pragmatically, in what conflicts (soon to arise) are we going to expect to need more firepower than a tank but which can be solved by the ground-based and highly exposed firepower of a bipedal mech?

Maintainance will largely be handled by Fiat repair, fuelling will not, though that's going to be less of an issue since it is effectively battery-powered and can be recharged through a standard charge-port that you have specifications for.

Part of the benefits for the mech is that it doesn't need training. It's a sort of body-mimicking VR/AR setup which means anyone can pilot it easily and just needs to familiarise themselves with the weapons and other auxiliary systems. Single pilot basically.

The mech is something like a Battletech mech, which is important because a good bit of the benefits come from the technology it uses to become viable. Things like extremely strong and speedy myomers that allow it to operate despite the square-cube law, materials with the properties to handle the stresses of a bipedal frame that is five meters tall and still shrug off everything short of being shelled by a howitzer - including pretty much anything man portable.

It comes with weapons that are effectively equivalent to GAU-21s as secondary weapons and effectively a howitzer as a primary weapon for engaging with other mechs.

It also has hands, perhaps not perfectly matching your dexterity, but good enough that it can operate other weapons designed for it.

Regarding the perk, traditionally it's touch-based -- "Psychometry". @Emizaquel you sure you want this to be visual? (rather than cognitive or touch?)

It should be visual, I think, psychometry proper should be a seperate perk if it is in the forge at all.

Shower thought: unlike the more modern perks -- this one also does not teach us how to use the tank. (Much less maintain). At 300 points, a *5* metre mech with *conventional* weaponry and able to withstand *conventional* artillery fire feels like a trap. (I mean, more than a mech already is.) Do note that our opponents do not have "mid-tier" artillery. (Whatever that means.)

Conventional armaments means bullets and mortar rounds. No DEWs or other exotic weapons likes nanomachine augmented blades or whatever.

Mid-teir artillery means taking direct hits from a modern (2020s) howitzer.

First one, taken literally:
Eyes of the Ritualist (100) - To your imagination, some things in the world have a lambent semiotic glow -- not unlike a glint of a usable object in a video game. With focus on the glow (and perhaps a 'click' of a question-mark icon), you are able to imagine a useful description box (possibly in a pleasing blue background). In this description is the name of the object, a precis of its history written from an objective third person perspective, a material safety data sheet, and headers for each of the magical traditions or capabilities to which you are initiated into. Within each section, as if written by an expert practitioner, is a terse description of how the semantically significant ritual object can be best (and worst) utilised in that tradition.

This was the closest, but I don't think the video game detail is needed. Inspecting any object with a view to use it in a ritual should only give conceptual 'affinities' things like what concepts it is most aligned to either though the composition (being made of obsidian, for example, might lend affinities to fire and earth), prior exposure (blood, or violence if it were a weapon, or perhaps some additional power if significant effort or resources were invested in it) and the intent of it's creation (an Athame would hold spiritual significance in a ritual setting)
 
Garage does not include deployment, or in the case of the Port significantly streamlined loading and unloading. Effectively the Port allows you to do anything a full-sized port would allow you to, including unloading tons of material at a time and so on. I leaned a little on the trading aspect to brush up the port there.

I'm very happy for the loading/unloading parts. Thanks! It'd be nice if it ate garage and we could upgrade it at a discount though.

Maintenance will largely be handled by Fiat repair, fuelling will not, though that's going to be less of an issue since it is effectively battery-powered and can be recharged through a standard charge-port that you have specifications for.

... I have visions of a teslamech, with a range of tens of kilometers. (But ... yeah, cool. Handwavium batteries.)

Part of the benefits for the mech is that it doesn't need training. It's a sort of body-mimicking VR/AR setup which means anyone can pilot it easily and just needs to familiarise themselves with the weapons and other auxiliary systems. Single pilot basically.

The mech is something like a Battletech mech, which is important because a good bit of the benefits come from the technology it uses to become viable. Things like extremely strong and speedy myomers that allow it to operate despite the square-cube law, materials with the properties to handle the stresses of a bipedal frame that is five meters tall and still shrug off everything short of being shelled by a howitzer - including pretty much anything man portable.

I would respectfully disagree on "training." -- but perhaps "Onboard training module" is sufficient? (Or "You've attended Bootcamp for mechs").
[Edit] The main reason I disagree is that the physical intuitions and expectations of proprioception that we would expect fighting in the meatsack of our body do not map to a 5-20 metre mech. Being able to operate it effectively for navigation and warfighting, knowing how heavy it is so bridge collapses are intentional, and learning how to parse feedback that would otherwise be sent through body-expectations are all elements of "training." But "bootcamp" should be more than sufficient for that.

For battletech mechs, they range from 7 - 17 metres. 5 metres is kind of problematic. And weapons in a 2020s sense is not worth the disadvantage of a huge bloody exosuit that is a target for literally everything around. I think my main problem here is that this is 300 points, equivalent to the battleship. Given that it doesn't deal with future-tech well, nor able to project force like a battleship, nor able to produce energy -- it feels severely mispriced.


It should be visual, I think, psychometry proper should be a seperate perk if it is in the forge at all.


This was the closest, but I don't think the video game detail is needed. Inspecting any object with a view to use it in a ritual should only give conceptual 'affinities' things like what concepts it is most aligned to either though the composition (being made of obsidian, for example, might lend affinities to fire and earth), prior exposure (blood, or violence if it were a weapon, or perhaps some additional power if significant effort or resources were invested in it) and the intent of it's creation (an Athame would hold spiritual significance in a ritual setting)

Ok, let's see. Attempt 4:
Eyes of the Ritualist (100) - To your imagination, some magically significant things in the world have a lambent glow. With focus, you are able to free-associate memories of the object's creation, how the object desires to be used, and the most noteworthy events from its history. With further thought you are able to feel the ritual/magical 'affinities' of the object, conceptual alignment and compositional compatibility, and the ties this thing has to others using the magical principle of similarity.

How's that?

And would you like me to set up the full-doco spellchecker for you? (Also, have you given any thought to changing the alternate bounty reward?)
 
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[x][PERK] Both

now, I do agree with people that the port as a port is probably of... limited utility. that isn't where the good parts of the perk is though.

the port refules watercrafts. so if we build a amphibious veichle, it will fill it's tanks.

the port loads, sorts and unloads. so it's a warehouse management system, all it needs is a lake/puddle with water to deploy a raft with things sorted and loaded from our warehouses..

oh, and the mech is probably enough to win anything until it's either a small war or the guaold.
 
... I have visions of a teslamech, with a range of tens of kilometers. (But ... yeah, cool. Handwavium batteries.)

Reverse-engineerable handwavium batteries, but yes.

I would respectfully disagree on "training." -- but perhaps "Onboard training module" is sufficient? (Or "You've attended Bootcamp for mechs").

For battletech mechs, they range from 7 - 17 metres. 5 metres is kind of problematic. And weapons in a 2020s sense is not worth the disadvantage of a huge bloody exosuit that is a target for literally everything around. I think my main problem here is that this is 300 points, equivalent to the battleship. Given that it doesn't deal with future-tech well, nor able to project force like a battleship, nor able to produce energy -- it feels severely mispriced.

A good portion of that price also covers the technologies you get alongside it. You have working examples of BCIs, materials science and extremely powerful myomers.

Eyes of the Ritualist (100) - To your imagination, some things in the world have a lambent glow. With focus, you are able to free-associate memories of the object's creation, how the object desires to be used, and the most noteworthy events from its history. With further thought you are able to feel the ritual/magical 'affinities' of the object, conceptual alignment and compositional compatibility, and the ties this thing has to others using the magical principle of similarity.

This works, do you want points or additional rolls for the next update?

the port refules watercrafts. so if we build a amphibious veichle, it will fill it's tanks.

Er, no, it allows you to refuel it without the intensive infrastructure that would be needed to refuel a ship of that scale, simply by having the fuel on hand.
 
Reverse-engineerable handwavium batteries, but yes.



A good portion of that price also covers the technologies you get alongside it. You have working examples of BCIs, materials science and extremely powerful myomers.



This works, do you want points or additional rolls for the next update?



Er, no, it allows you to refuel it without the intensive infrastructure that would be needed to refuel a ship of that scale, simply by having the fuel on hand.

Thanks for the clarification for refuel. It is a nice to have. Ok -- I do understand your claims about the materials science part. Good point. I note that years of study mechs is 250. I would have no problems with this perk if it was offered at a difference price point. I just find it hard to think of it as equivalent to a battleship. (I suppose the counter-claim would be that due to the personal utility of the perk, it's offered at a significantly smaller discount than the heavily discounted battleship. Not quite sure how it lines up with a tank though.)

Can ... I ask for the "additional rolls" option to be changed, please? Perhaps a "Sticky credit?" (To allow us to vote to sticky a perk we cannot yet afford but have rolled?) If not, points. (Even if everyone else is voting to waste them. ::shakes stick at clouds:: )
 
Can ... I ask for the "additional rolls" option to be changed, please? Perhaps a "Sticky credit?" (To allow us to vote to sticky a perk we cannot yet afford but have rolled?) If not, points. (Even if everyone else is voting to waste them. ::shakes stick at clouds:: )
Let's try that this time and see how it goes. You may sticky any previously rolled valid perk (i.e. not one of the ones listed as LVL MAX)
 
Pinnable Perks
Let's try that this time and see how it goes. You may sticky any previously rolled valid perk (i.e. not one of the ones listed as LVL MAX)

Putting a list here of all possible perks for future reference while I ponder. (Mostly so that if this option is chosen again, it's easier to see options.)

Forge of creation spreadsheet: The Forge of Creation

1000–300

A specially designed nanite colony that can reshape matter with ease, allowing construction on the atomic level.
Kaiju, those impossible creatures. So large that they hold a place of awe and horror in the hearts of humanity. Everything you know about science says that they should be impossible, that they should be crushed under the square-cube law. But now you know how to overcome it, to create muscle and bone strong enough to move mountains of flesh and metabolism strong enough to power those engines of destruction.
You gain complete knowledge of the technological and industrial base of a civilization that has fully embraced the use of petroleum as a fuel source. While seemingly crude, the works of this civilization hold a level of reliability and durability rarely seen
Travelling can get boring sometimes, and as it so happens, it seems magic agrees. With the right spells and workings, you can skip over the boring parts of travel, teleporting, or perhaps just moving seven leagues for every step you take.
You now know a series of exercises and treatments that allows an individual to become more in tune with their psionic power, the process is arduous but the time it takes is affected by your speed perks. Training, however, is an individual journey, and one that must be set upon by each individual.
You have learned how to delve deeper into the depths of another mind. Without the use of Astral Projection, this requires physical contact, but it allows you to delve deep, into and even beneath the subconscious, allowing you to discern thoughts with ease, search out memories and motivations and with practice even fabricate false ones. Even without physical contact, your psionic powers grow to the point of being able to sense the surface thoughts and emotions of those in our immediate vicinity. This new insight allows you to treat mental energy as matter, creating constructs such as Tulpas, mental barriers, mindscapes and even entire hidden personalities to be called up with a word.
You gain complete knowledge of the technological and industrial base of a civilization that has blurred the line between life and death. Ancestral spirits guide complex lineages, working to push their families forward. The bodies of the dead were raised as servitors to perform menial work to spare the living that trouble.
You gain the ability to produce solid constructs that replicate properties that you understand in materials and constructs you imagine. Creating large, powerful or complex effects is extremely draining and only available to you after sufficient training and conditioning.
You gain complete knowledge of the technological and industrial base of a civilization that has become obsessed with death, embracing and rejecting it at every turn. From re-sleeving into clones to uploading minds into intricate cyberbrains, you know exactly how to dance upon the threshold of death.
You can choose to have your works shrink, halving in size along every dimension
A set of gauntlets that stabilise and guide your movements to allow subatomic scale precision.
You can choose to quintuple the number of finished products you produce once you complete a single piece.
A giant durable creature with a lion-like head and a durable carapace like that of a tortoise. It has six legs that end in bear-like paws and a serpentine tail.

250–50

A small aerospace shuttle, capable of orbital insertion and return, with up to twenty tons of cargo, within a 4x7x12 meter habitable storage bay. It can be piloted by one person, but the cockpit has space for three additional crew that can assist in piloting. It has enough fuel for one round trip and you gain sufficient skills to carry out such a mission.
This ability allows you to produce items that inspire fear or safety if they are being used against or in defence of the person respectively.
This ability allows you to produce items that seem to resonate with the public, easily accepted as a widespread means of accomplishing its purpose.
No matter how long it has been, your work holds a mark, your mark. Unforgeable and unmistakable, this mark denotes your creations as yours, and leaves no room for confusion, should you decide to place it on your work.
You gain the ability to impart momentum onto an object at a distance, accelerating it in any direction you wish. Your power will grow as you gain this perk repeatedly, but it is up to you to train fine control and complex applications.
A true master in the trade of goods and services, their skill far surpasses mere monetary exchange. The Merchant is inherently aware of the legal intricacies of local and international exchange, able to navigate their domain with ease.
You work as though you are many, for each activation of this power the maximum number of people you can act as doubles.
The things you make are built tough, capable of remaining in perfect condition with half as much maintenance as they would need had they been crafted by a lesser hand.
An enchanted Roomba, it flies at a maximum speed of two hundred kilometres an hour and is fully under your control as you fly this post-modern enchanted broomstick.
Extremely territorial birds capable of carrying immense loads. Will drop heavy stones at those that target their homes.
A giant carnivorous white worm that is supernaturally durable and capable of rapid movement through the water. Has a vulnerability to fire.
A large SUV, of your preferred make and model, road legal, and surprisingly enough registered in your name. It's even paid off, for what good that will do for your credit.
A self-updating textbook that is supernaturally good at teaching the reader about the topic at hand, filled with instructive exercises and practical activities that grant supernal insight into the subject matter. Successfully completing the task at hand can take the average person years, but will bring them up to snuff with the latest advancements in the field

Repeat Perks

You can choose to have your works grow in size, doubling in size along every dimension
Initially, this takes the form of a large perfectly level sheet of crystal quartz, ringed by a series of benches festooned with glassware, each time you get this perk, you gain additional equipment, for various alchemical arrays for analysis, decomposition, construction and to help offload the mental strain of storing extremely complex alchemical processes in your mind.
Within a radius around you, you may perturb the electromagnetic field, creating, destroying and manipulating photons. While repeatedly gaining this perk will increase the power and range of your ability, control is something you develop on your own.
Initially, this allows you to summon equipment available to a high-school chemistry lab, but the variety and quality of the tools available to you will improve each time you receive this perk.
You can repair things easily, and even significant damage seems to melt away at your fingertips. For each iteration of this perk, the time you take to repair things is cut in half.
The first time you receive this perk, you gain the ability to summon a hobbyist's set of machining tools, capable of working soft metals to a reasonable degree of accuracy. Things like a desktop lathe and a drill press are the extent of what you can summon. However, each time you receive this perk, the quality and scope of your tools improve.
You work faster, and tasks that should take time are completed twice as fast with no negative repercussions

Edit Status: Current as of threadmark Flashes 31

@Emizaquel (We're missing chem lab from the google sheet). I choose Aetherpunk.
 
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[X][PERK] None
[X][PLAN] Sell your ceramics first, just so that you get a little more practiced with selling goods.
 
Eyes of the Ritualist (100) - To your imagination, some magically significant things in the world have a lambent glow. With focus, you are able to free-associate memories of the object's creation, how the object desires to be used, and the most noteworthy events from its history. With further thought you are able to feel the ritual/magical 'affinities' of the object, conceptual alignment and compositional compatibility, and the ties this thing has to others using the magical principle of similarity.

I'm guessing the "glow" is more of a strong feeling of importance/etc in whatever senses are used (or is it specifically only visual?). And not too distracting beyond knowing that object exists or is around when looked at in a tense situation?

But hm, that sounds pretty useful! Throw this on whoever ends up in TES for example and they'll just begin to spin all over the place

[X][PERK] Both

[X][PLAN] Sell your ceramics first, just so that you get a little more practiced with selling goods.
 
I'm guessing the "glow" is more of a strong feeling of importance/etc in whatever senses are used (or is it specifically only visual?). And not too distracting beyond knowing that object exists or is around when looked at in a tense situation?

But hm, that sounds pretty useful! Throw this on whoever ends up in TES for example and they'll just begin to spin all over the place

[X][PERK] Both

[X][PLAN] Sell your ceramics first, just so that you get a little more practiced with selling goods.

The specific thing, to my mind, was the loot glint in Thief games, where it's a useful UI cue to people who may not be *fully* concentrating on examining every candle stick. I phrased it as "imagination" since that turns "lambent glow" into "something highlights the object in your awareness. " (I was also trying to save words). This description very much leaves it up to the author to indicate how the glow-in-imagination manifests.
 
Vote closed
Scheduled vote count started by Emizaquel on Feb 20, 2023 at 10:48 AM, finished with 22 posts and 11 votes.
Emizaquel threw 1 100-faced dice. Total: 14
14 14
 
Interlude 25.1
You ponder the new knowledge that the nearest body of water is almost directly east of you right now as you spend some time laying out your wares to sell.

Unfortunately, while you get a few people examining your wares, no one seems interested in the decorative pieces that you have right now. Still, you do your best to watch the others trade and strike up conversation while you wait.

You even get a few people who seem interested, but explain that they need to make sure they get a few things for their villages before they can splurge on anything decroative.

Eventually dinner comes around and you pack up your wares to head back into the little collection of tents that your group has taken up residence in.

The next morning you head out into the market to find something to eat while pondering your plans for the day.

[] You've heard from some of your customers that one of the larger groups from the south is looking for metalwork. Seek them out.
[] Your metalworking skills have started to spread, let the customers come to you.
[] Stick to trying to sell your ceramics for now.
[] Write-in
 
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