What about a badger spirit? Ferocious, a fighter, but not realy a predator, builds and upgrades its own defenses and intelligent, alltogh not at the level of the crowd, and very very hard to take down?
I'm voting (and proposed) Crow because the first and most critical order of business is intelligence/oversight. If we know what's going on, we can utilise our capabilities to extend and design defenses. I'd quite prefer the spirit not engage. If we know what's going on, that empowers us more. Furthermore, I don't anticipate "Setting and forgetting" defenses, at least to start with. This is the first piece of our "save the world" puzzle, and without eyes in the sky, we're blind. I think a badger later on, once we have a plan for defense, is an excellent idea.
What about a badger spirit? Ferocious, a fighter, but not realy a predator, builds and upgrades its own defenses and intelligent, alltogh not at the level of the crowd, and very very hard to take down?
Finding a crow didn't take you too long, but it did take up most of your afternoon and push the actual ritual late into the night.
A ritual on this scale was not a simple thing to carry out, even if you were using the life of the crow to imbue the ward with enough capability to act beyond what the bare functions implied. Intelligent direction could be used to leverage meagre tools quite well after all.
But you weren't entirely alone. While Beth wasn't the most physical of people she wasn't against rolling up her sleeves and helping you set up the campfires and mixing up the potions to be offered to them. Sure, you had to be the one to prepare and grind up the charcoal, but she could be trusted to help lay them out into the complex patters that helped you channel the spiritual energy and dig channels into the earth.
At the end of the day, however, you were the one that needed to carry out the ritual in the end. So, once the clouds parted enough for you to see the sky, you got to work.
The flickering embers of the fires encircling the clearing roared to live as small parcels of herbs, spices and crushed mother-of-pearl were offered up. The new seemed to trigger a lambent glow throughout the clearing, a sort of glowing mist that seemed to pour from the stars overhead and pool in glimmering colours that could only be described as fear, rage and joy.
Streams of power flowed toward the altar at the center of the clearing, where you carefully pinned down the crow, strange noises forced from your merely human body.
The spiritual energy bubbled up, bathing the creature in glowing light. The dark colours of the bird seemed to wash away, leaving a transparent disturbance in the air as more and more energy was filtered into the creature, expanding it's soul beyond that of a simple creature.
As the thrashing begins to still you focus your mind and once again turn yourself inside out.
The sensation is, as ever utterly alien, but you have been preparing for this for two days now, and you are well prepared to start instructing the growing guardian spirit as you begin to weave magic into place.
Part of the preparations for this ritual pushed magic through you, allowing you to pull it into the spiritual and begin to construct the delicate tracery of stories as you begin to tell the tale of survival. Of fear. Of protection.
You lead into the story with Bridgitte's chance rescue from the Hunt by a pack of wolves. You go on to describe the Carian Sea, and how those waters have hidden families for generations. And you call upon the spirits of this world to return this place to the original intent carried forth by this enormously powerful construct. A place of safety and one of connection.
And so you bring forth your protector one to enforce that original intent, a spectre of death to rebuke hostile invasions.
And the last thing you see before you collapse to the ground is an ominous spectral skeleton screeching out into the night before taking to the skies, dissapearing from sight.
You wake up a few hours later, by which point Anna has moved you safely under the tank where you spend your second night.
Most of the next day is spent cleaning up the remains of the ritual and making your way to town.
[][PLAN] Anna thinks she can take care of introducing yourself after you get her past the guards. She suggests that you finish up remaking the comissions
[][PLAN] Spend some time introducing Anna to everyone, it's best if you're there to smooth things over
[][PLAN] Before you do anything else, tell Ainsley about the ritual, you're probably going to have to explain the Stargate too.
[][PLAN] Write-in
But as you wake up you do once again get to experience the unreality of the Forge and see two glowing stars in the void.
points: 725
Years of Study - Aerospace Engineering (250)
It has always been a human dream to fly, to breach the bonds of gravity. But few know that feeling of weightlessness as intimately as you. Because you not only know how to fly, but make things fly, and even breach the skies themselves and throw themselves into the night sky.
Your mind, no your very self has been whisked away for seemingly no time at all, but you know different because you have spent a lifetime honing your craft. Under the best teachers you can imagine, you have spent a lifetime honing your skills in this field, to the point that you are beyond the state of the art, in fact, your skill in this area is downright supernatural, not just in terms of knowledge, but in terms of that learned intuition on where to go next.
Resources at Hand (400)
When you repair things, you just so happen to always have the necessary resources at hand.
[][PERK] Years of Study - Aerospace Engineering
[][PERK] Resources at Hand
[][PERK] Both
[][PERK] None
A/N:
I was quite tempted to reference the Rainbow Crow of Lenape legend here, but I wasn't sure if that would be considered appropriative and insensitive - I've decided not to include it in this but it has brought to mind that I may want to look into aquiring sensitivity readers for future ritual work, even if what I'm writing is - as far as I can tell mostly original since I'm doing my best to avoid specific legends or anything of the like and keeping to more general principles shared across different cultures.
Also work has been busy, so updates will be later in the day and might be spaced out a bit.
[X][PLAN] Anna thinks she can take care of introducing yourself after you get her past the guards. She suggests that you finish up remaking the commissions. Then invite the elders of the town to dinner, for a proper debrief.
One of us is the crafter, the other is the face. Let us let the face take care of the talking. But we can certainly invite the elders to dinner for discussion. It isn't urgent, but should happen fairly quickly, for politeness' sake.
[X][PERK] Both
I'm very iffy on this, so I welcome persuasion to other votes. The way I see it, years of study offers thorough knowledge, and this means we'd be a rocket scientist. The 400 point repair perk is amazing within our context, considering how much found ancient-tech we're likely to stumble over.
Thoughts?
Edit: @Emizaquel What does "Beyond the state of the art" mean in context of aero eng within the stargate universe? Also, am I reading this correctly that this includes rocket science? Where does our knowledge stop?
Edit 2: @Emizaquel I'd quite like to do an in-flashback omake. 1) Is Anna self-aware in the flashback? Does she have access to some or all of her perks? 3) What sort of 'verse is the flashback set in? 4) Are there any conflicts you'd like to see in the flashback, to echo into the primary narrative?
[X][PLAN] Anna thinks she can take care of introducing yourself after you get her past the guards. She suggests that you finish up remaking the commissions. Then invite the elders of the town to dinner, for a proper debrief.
If she can't get make friends with the starting village then we got scammed
[X][PERK] Both
Knowledge is always good even if it's not applicable instantly and getting the resources for repairs is glorious especially because we can damage something, use scale model on the broken part then use the repair power to fix it.
[X][PLAN] Anna thinks she can take care of introducing yourself after you get her past the guards. She suggests that you finish up remaking the commissions. Then invite the elders of the town to dinner, for a proper debrief.
[X][PERK] Years of Study - Aerospace Engineering
For some reason I just don't dacre for the 400 cost repair perk. (especially since IT could easily lead to a fairly boring infinite loop, Take valuable material from something, Use it to finish a different project (get five of them because of other perk, Not neccesary but bonus) Go to repair original thing, suddenly have more of the valuable material)
[X][PLAN] Anna thinks she can take care of introducing yourself after you get her past the guards. She suggests that you finish up remaking the commissions. Then invite the elders of the town to dinner, for a proper debrief.
[X][PERK] Years of Study - Aerospace Engineering
For some reason I just don't dacre for the 400 cost repair perk. (especially since IT could easily lead to a fairly boring infinite loop, Take valuable material from something, Use it to finish a different project (get five of them because of other perk, Not neccesary but bonus) Go to repair original thing, suddenly have more of the valuable material)
That's a good point. This perk is super valuable outside of the infinite loop. @Emizaquel Is there any way we can exclude this perk from trivial infinites? I think all of the others are two-perk infinites. This is... just itself.
[X][PLAN] Anna thinks she can take care of introducing yourself after you get her past the guards. She suggests that you finish up remaking the commissions. Then invite the elders of the town to dinner, for a proper debrief.
[X][PLAN] Anna thinks she can take care of introducing yourself after you get her past the guards. She suggests that you finish up remaking the commissions. Then invite the elders of the town to dinner, for a proper debrief.
[X][PERK] Both
That's a good point. This perk is super valuable outside of the infinite loop. @Emizaquel Is there any way we can exclude this perk from trivial infinites? I think all of the others are two-perk infinites. This is... just itself.
Technically, this perk was created as a precursor to the auto-repair perk for this forge. Specifically, if you have this perk Self Repair can repair itself without needing to touch the relevant components. To that end, I suppose we can say that when you are using this perk, you summon the lost material from wherever it ended up as opposed to generating new material.
[X][PLAN] Anna thinks she can take care of introducing yourself after you get her past the guards. She suggests that you finish up remaking the commissions. Then invite the elders of the town to dinner, for a proper debrief.
[X][PLAN] Anna thinks she can take care of introducing yourself after you get her past the guards. She suggests that you finish up remaking the commissions. Then invite the elders of the town to dinner, for a proper debrief.
[X][PERK] Both
More knowledge is great, so we should definitely add a bit of rocket science to our kit, resources at hand just does too much for our self sufficiency to pass up.
Also, with aerospace, mecha, and modularity we are literally on the cusp of building macross style variable fighters and that's just cool.
[X][PLAN] Anna thinks she can take care of introducing yourself after you get her past the guards. She suggests that you finish up remaking the commissions. Then invite the elders of the town to dinner, for a proper debrief.
Technically, this perk was created as a precursor to the auto-repair perk for this forge. Specifically, if you have this perk Self Repair can repair itself without needing to touch the relevant components. To that end, I suppose we can say that when you are using this perk, you summon the lost material from wherever it ended up as opposed to generating new material.
[X][PLAN] Anna thinks she can take care of introducing yourself after you get her past the guards. She suggests that you finish up remaking the commissions. Then invite the elders of the town to dinner, for a proper debrief.
[PLAN] Anna thinks she can take care of introducing yourself after you get her past the guards. She suggests that you finish up remaking the commissions. Then invite the elders of the town to dinner, for a proper debrief.
[PERK] Both
You remember seeing humanity break the bonds of the earth for the first time. You remember exulting along with your family as you stared at a television screen broadcasting the first ever sight of earth from space.
That joy lives within you even as you one day walk through the doors of IASIC, the first truly international venture to reach for the stars. Not only have you hones your skills for years, but your drive and talent see you at the table with people dozens of years your senior, none of whom begrudge your age.
That doesn't mean that you don't try and prove yourself. You throw yourself into your work, excited to work on any part of the project. At first your works are closer to home, pesudosatellites and hypersonic aircraft to revolutionise travel, stretching your understanding of aerodynamics to the cutting edge. But it in time you have the opportunity to go even further beyond.
The day you see your baby make history as the first reusable SSTO ever produced you wonder if you would ever top this achievement. You were wrong, of course. There were always new heights to aspire to, even as you worked on interplanetary explorers and asteroid miners to bring humanity into a true space age.
You end up making a new mace and sword as you contemplate these new memories, not knowing exactly what to think. But by the time you stumble into the refectory for dinner, you see that Anna has already gotten into a deep conversation with some of the farmers and some of the hunters, apparently looking into cultivating a few of the wild crops in the forest nearby to expand offerings in the spring. Apparently she spotter several plants beginning to sprout on the way back from the Gate and thinks that they might do well through the winter - and would sell well in the early spring.
It might be a little risky - the fields are traditionally left fallow over the winter to help replenish some of the nutrients, but the plants she describes - some sort of bean might actually help in that restoration, though in truth you aren't all to familiar with crop rotation so you can't comment one way or the other.
As you look around the room, you spot Ainsley catch your eyes.
[] You should probably let him know about the ritual
[] Distract him from your dissapearance by asking how Anna has been fitting in
[] Let him know that you have two extra weapons and you want to give them to the village
[] Write-in
A/N:
The comment on plants has made me realise that a Years of Study - Ecology would be an interesting perk.
To that extent, I'm placing a bounty for the perk, a standard 600 point perk that deals with complex inter-organism networks that enable environmental engineering in addition to closed environments like arcologies or O'Neil cylinders.
You won't need to worry about the standard blurb (Your mind, no your very self has been whisked away for seemingly no time at all, but you know different because you have spent a lifetime honing your craft. Under the best teachers you can imagine, you have spent a lifetime honing your skills in this field, to the point that you are beyond the state of the art, in fact, your skill in this area is downright supernatural, not just in terms of knowledge, but in terms of that learned intuition on where to go next.) so you can just focus on the first paragraph, examples below.
Years of Study - FTL (600)
It has always been the dream of mankind to leave our celestial cradle. But often the process is beyond us, simply taking too long for us to be able to survive. But you have seen beyond it. You have been waist-deep in the guts of the prize jewel of human engineering - An FTL Drive. And not just once. You have worked on everything, from Alcubierre drives to wormhole drives, and you have designed all of them from the ground up.
Years of Study - Mechs (250)
There's an impossible beauty around Mechs. By all common wisdom, all the technology that would make a mech possible would only set it at a disadvantage to tanks and other systems using that technology more efficiently. But you know how to apply them in ways that seem to make the impossible possible. Control interfaces, linear actuators, weapons technologies and power systems that all seem to fit the humanoid form better than standard vehicles.
Your mind, no your very self has been whisked away for seemingly no time at all, but you know different because you have spent a lifetime honing your craft. Under the best teachers you can imagine, you have spent a lifetime honing your skills in this field, to the point that you are beyond the state of the art, in fact, your skill in this area is downright supernatural, not just in terms of knowledge, but in terms of that learned intuition on where to go next.
Years of Study - Military Technology (300)
It takes more than the biggest gun to end a war. You would know. You have spent a lifetime hopping from conflict to conflict, and your work has won the day more often than not. Not only can you build the biggest gun, but you can also build an arsenal for an army, and you know how to build what they need. Your skills reach far beyond mere weapons design. You know enough strategy, tactics and even espionage to create unstoppable armies.
Your mind, no your very self has been whisked away for seemingly no time at all, but you know different because you have spent a lifetime honing your craft. Under the best teachers you can imagine, you have spent a lifetime honing your skills in this field, to the point that you are beyond the state of the art, in fact, your skill in this area is downright supernatural, not just in terms of knowledge, but in terms of that learned intuition on where to go next.
[X] You should let him know about the ritual, let him know that you have two extra weapons, and you want to give them to the village, and ask him to start putting together plans for defense in case we get alerted early by the watcher spirit.
[X] You should let him know about the ritual, let him know that you have two extra weapons, and you want to give them to the village, and ask him to start putting together plans for defense in case we get alerted early by the watcher spirit.
Let us make sure that the elders, whom which we have confided in and are working with to protect their village, know about our plans to ... protect their village.
Years of Study - Ecology (600): It was your project which seeded the barren rock with gengineered bacteria. It was your design which saw the atmosphere change from a reducing atmosphere into an oxidising atmosphere, able to support real life. Your scholarship identified the trophic cascades needed to link food webs and energy cycles on this new world. And it was your hands which baked the first loaf of bread from Terran wheat grown in newly fertile soil. From farms, to forests, to oceans, to arcologies and starships, to the worlds themselves, to energy organisms living in the vacuum of space itself -- you are a master of complex energy and matter systems -- the exchanges needed to make life thrive. You also know what it takes to poison the seas and scorch the sky. With the smallest removal of a few key organisms, you can doom a world to requiring external trade inputs and habitation bubbles. You can extend your knowledge into modelling, understanding, and changing other complex systems, though research and obsevation will be required.
A bit long, but for 600 points, I felt like it needed the weight.
Let me see -- if we remove some of the more me phrases...
Years of Study - Ecology (600): It was your project which seeded the barren rock with gengineered bacteria, changing the atmosphere to support real life. You designed the link food webs and energy cycles on this new world. From farms, to forests, to oceans, to arcologies and starships, to the worlds themselves, to energy organisms living in the vacuum of space itself -- you are a master of complex energy and matter systems -- life's inputs and outputs. You also know what it takes to poison the world: with the smallest removal of a few key organisms, you can doom a world's ecologies. You are able to extend your knowledge into modelling, understanding, and changing other complex systems, though research and obsevation will be required.
I like the first one, but I suspect you'll take the second.
[X] You should probably let him know about the ritual
Might want to increase the points for military tech, that is incredibly wast. As you put it, it's not just guns. It's making vehicles that when shot at with explosives, fail in such a mather that the crew survive and can fight (unless you are driving Russian tanks, in wich case, explode away). It's having a wheelhouse that you can drive away on if your tire explode.
It is armor. It is communication equipment. Sensors and sensor baffling. It is boats of all kinds, and lifeboats seaworthy enough to make it of the Atlantic Ocean if your boats are sunk halfway. It is food preservation (all of them. caned and freezedried food is at it's core military tech gone civilian). It's the art of Redundancy and weight reduction. It's sanitation (no one where happier than the military (well, the soldiers on latrine duty) when options for showel shit was invented), knowing how far away from drinking water your toilet has to be? Military tech. Building roads? Famously roman military tech. Mining tech? Sappers part time job. Architecture and city planing: military tech. Paris was redesigned by napoleon to be harder to rebel in, with roads he could fire canons along to disperse rebels, forts, harbors...
As shown in supernatural Ukraine, building dams and slusses are military tech.
And you are adding the arts of strategy, tactics and spionage to it as well. Whole schools of thought... as a whole, that is worth way more than just 300. Might be worth dividing the perk into multiple cheaper skills, such as military tech defensive, military tech, offensive, military tech supportive, spy tech...
Then again, what where the costs of entire civilization cashes of technology, because this is very much equivalent, we did use to build our societies around war. I know that sweden had a king that planted oak forests, because it would be useful for building a fleet to take on the Danes... in a few hundred years or so. So military tech? It vast enough include how to take care, prune and nurture forests, as they wanted to make the oaks grow into shapes usefull for making ships, with a minimum amount of knots in the wood.
Years of Study - Military Technology (300)
It takes more than the biggest gun to end a war. You would know. You have spent a lifetime hopping from conflict to conflict, and your work has won the day more often than not. Not only can you build the biggest gun, but you can also build an arsenal for an army, and you know how to build what they need. Your skills reach far beyond mere weapons design. You know enough strategy, tactics and even espionage to create unstoppable armies.
Gonna try this, though adding ??? on price, cause of how ridiculously broad that is.
Years of Study - Military Technology (???)
It takes more than the biggest gun to end a war. You would know. You have spent a lifetime hopping from conflict to conflict, and your work has won the day more often than not. You can design superweapons, equipment that are virtually unstoppable, weapons that maintain effectiveness while rivaling the AK 47 in both the making process and maintenance needs. And yet, the most crucial part of design is the understanding of war, the understanding of what role an army really needs. Because oftentimes inferior designs can have far larger impact than superior designs, simply because the superior designs were built to handle something that wasn't needed, while the inferior one became more important due to filling an important gap that was being exploited. For this reason, one must understand war, and be able to read the flow of war, in order to understand the advantages and disadvantages of both sides, as well as the favored methods of both sides. While you aren't the best tactician, to know the needs, you developed a solid understanding of important factors, such as the advantages and disadvantages of designing mass produced equipment, expensive masterworks some dub superweapons, and everywhere in between.
Years of Study - Special OPs (250)
You have long worked alongside many elite engineers and scientists, leveraging your talent to push the boundaries of what is possible. Developing advanced personal scale equipment, the rare combat vehicle, and various stealth transports. Spec ops has a rather distinct set of requirements, requiring reliability and capability as their main focus, in part due to their low numbers and demanding missions.