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Scheduled vote count started by Emizaquel on Mar 31, 2023 at 9:39 PM, finished with 5 posts and 4 votes.

  • [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 probably let him know about the ritual
 
Interlude 34.2
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.

You sigh and walk over to Ainsley with your food as he leads you over to a quiet corner.

How did you explain running into Anna?
[][find] You tried to backtrack through the woods to see if you could find the trail you got lost near
[][find] The spirits of the forest led you to her
[][find] The two of you share a magical connection that she used to find you.

You end up explaining that you stumbled across something when you went out looking for Anna - a strange ring like thing that gave you an odd feeling. After comuning with the spirits you discovered that this was where Connaing's hunters would enter this world. While you could not seal the portal against the warnings of the spirits, you were able to emplace a watcher, to notify you of incursions into thie world, allowing you up to a day's notice for the next hunt - enough to evacuate the village and even fight back.

You show him the beginnings of your preparations, the two more powerful weapons that you were going to give him to equip his guards with.

Ainsley is mixed by your offer. He's lived through two Hunts by this point in his life and he has his own level of animosity towards Connaing, but that is mostly overwhelmed by his fear. But things have been changing recently. His visitation during All Hallows Eve has apparently given him great insight into the Hunts, as he was given visions by previous leaders of this village - perhaps the oldest settlement on this planet.

And he doesn't dismiss the idea out of hand.

His current plans involve new hideouts he was intending on developing over the upcoming years before the next Hunt was due, but he's interested in seeing what you can do.

[][PLAN] Your current weapons are enough.
[][PLAN] You've improved, see what happens when you actually go all out.
[][PLAN] Actually, and evacuation plan would be safer - attempting to hide out this Hunt will leave more than a decade where you are likely to be undisturbed to build up.
[][PLAN] Write-in
 
How long was it till the hunt?

Edit: Nevermind, Good news is that we have around two years

[X][PLAN] You've improved, see what happens when you actually go all out.

two years is definitely enough time to make something that would hurt them.
 
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How long was it till the hunt?

Edit: Nevermind, Good news is that we have around three years

[X][PLAN] You've improved, see what happens when you actually go all out.

Three years is definitely enough time to make something that would hurt them.
roughly two and a half-ish years at this point (it's been a while since the original three-year statement) also this is a general number. Connaing's schedules do not synchronise with astronomical events on this planet and as such have been hard to precisely track for the locals.
 
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[X][find] The spirits of the forest led you to her
[X][PLAN] You've improved, see what happens when you actually go all out.
 
[X][find] The two of you share a magical connection that she used to find you.
[X][PLAN] You've improved, see what happens when you actually go all out.

Specifically, we have a tank, a mech, QA, foci, aetherpunk, repairability, and some ancient artefacts, as well as years of study in Modularity, Aerospace (I think? Have you updated the threadmark?), and mechs. For rule of cool (but... not any sort of sense making) a brachiating tank with some sort of magical hover could be ... quite neat. Silly, but neat. More realistically, a modular core, with the tank's main gun as a backpack (Turret ring is 2m, so... might work) that could be reconfigured for forest, some sort of aerospace role, wheels, or treads would probably suit us well. Hilariously unsubtle -- but when we need to pull it out, the time for subtle will have passed.

I would be suggesting some sort of fixed defenses, but we don't have the people or the resources for them yet.

Alternatively, we could invite him to watch us empower the crow with the alien zappygun...
 
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[X][PLAN] You've improved, see what happens when you actually go all out.
-[x][PLAN] But there is no reason not to build shelters for the children and non combatants to take cover in.

Did we already deal with the normal weapons?
 
[X][PLAN] You've improved, see what happens when you actually go all out.
-[x][PLAN] But there is no reason not to build shelters for the children and non combatants to take cover in.

Did we already deal with the normal weapons?

Thinking about it, shelter and supply and logistics infrastructure can serve us well. Good suggestion. Ideas on how we should utilise our perks for it though? (My brain is off making very unhelpful suggestions about brachiation. ) Earthmoving kit for whatever we end up building?

Edit: What if we lean into aetherpunk and go for faerie trods? Intent-based paths through the forest which bend probability and space and notice a bit? Leans into the otherworldy part of... otherworldy, junglecore and aetherpunk. And then... bicycles to take advantage of the paths?
 
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Thinking about it, shelter and supply and logistics infrastructure can serve us well. Good suggestion. Ideas on how we should utilise our perks for it though? (My brain is off making very unhelpful suggestions about brachiation. ) Earthmoving kit for whatever we end up building?

Edit: What if we lean into aetherpunk and go for faerie trods? Intent-based paths through the forest which bend probability and space and notice a bit? Leans into the otherworldy part of... otherworldy, junglecore and aetherpunk. And then... bicycles to take advantage of the paths?
well, as you said, we have two different magical society perks, so we probably want to go heavy on magical roads and aids. after all, jungle magic should aid in maintaining either cores mundane mysteries enough for hidden highspeed fey roads, with jungle making them extra hidden, and either widening and stabalizing the fey roads for us.

so junglecore for stealth and reinforcing roads and bunkers, with growth building into eathercore forcefeilds. both should aid in magical growth for greenhouses in the bunkers to eliviate strain of supplies, and make people go to them so there is less to evacuate (no need to run away if you are already in the safe spot).

But yes, magical tools for our helpers, we have that perk that means people don't get in each others way, magical tools aid even more here. but we want simple/easy to build tools so we can mas produce them. makes them weaker, but... well numbers are useful.

I would probably suggest trying to raise another guardian spirit to reinforce and build the shelters, some kind of beaver or badger. maybe a wasp or bee spirit for the shelters. (beavers builds homes and aid in getting water to our shelters, badgers are defensive masters and wasps/bee spirits counter attack if they come for us.)

we should also raise road spirits, either minor fey like brownies for helping with greasing the transports and keeping down wear and tear, snakes to keep them hidden and strike against our foes, or ants to help expand the roads and boost troop and goods movement on our ant roads. might even give a minor boost to all travelers similar as the spell "Ant haul", but weaker as it's mass, ritual and location based, not a personal casting.

for now, I would repair and enchant our walls, if they can shield against the winter weather, we can increase our productivity in village, maybe build non on mundane weapons and tool manufacture to enchant or use as is.

we need drop hammers...

edit: Actually, we REALLY need drophammers and other rapidly working machines. we multiply our resources by making stuff and then recycling them, so a drop hammer that can make let say, railroad spikes or anvils rapidly is important to improve our stockpiles.
 
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[X][find] The two of you share a magical connection that she used to find you.

[X][PLAN] You've improved, see what happens when you actually go all out.
-[x][PLAN] But there is no reason not to build shelters for the children and non combatants to take cover in.

I think we've hit the point where we can and should escalate as much as possible. This town seems like they're on board and between the Product Testing and Years of Study perks we should be able to train up crew for some of our more advanced gear as well.
 
well, as you said, we have two different magical society perks, so we probably want to go heavy on magical roads and aids. after all, jungle magic should aid in maintaining either cores mundane mysteries enough for hidden highspeed fey roads, with jungle making them extra hidden, and either widening and stabalizing the fey roads for us.

so junglecore for stealth and reinforcing roads and bunkers, with growth building into eathercore forcefeilds. both should aid in magical growth for greenhouses in the bunkers to eliviate strain of supplies, and make people go to them so there is less to evacuate (no need to run away if you are already in the safe spot).

But yes, magical tools for our helpers, we have that perk that means people don't get in each others way, magical tools aid even more here. but we want simple/easy to build tools so we can mas produce them. makes them weaker, but... well numbers are useful.

I would probably suggest trying to raise another guardian spirit to reinforce and build the shelters, some kind of beaver or badger. maybe a wasp or bee spirit for the shelters. (beavers builds homes and aid in getting water to our shelters, badgers are defensive masters and wasps/bee spirits counter attack if they come for us.)

we should also raise road spirits, either minor fey like brownies for helping with greasing the transports and keeping down wear and tear, snakes to keep them hidden and strike against our foes, or ants to help expand the roads and boost troop and goods movement on our ant roads. might even give a minor boost to all travelers similar as the spell "Ant haul", but weaker as it's mass, ritual and location based, not a personal casting.

for now, I would repair and enchant our walls, if they can shield against the winter weather, we can increase our productivity in village, maybe build non on mundane weapons and tool manufacture to enchant or use as is.

we need drop hammers...

edit: Actually, we REALLY need drophammers and other rapidly working machines. we multiply our resources by making stuff and then recycling them, so a drop hammer that can make let say, railroad spikes or anvils rapidly is important to improve our stockpiles.

Ok, so, thinking about our perks and your suggestions I've got the following possible all-outs:
  • (Pre-all-out) Figure out what our level 1 alchemy lab allows us to do
  • Modularise and magicise our mech and tank into one unit, able to support the defense of the forest and act as a place of emergency protection
    • Something stupid with rule of cool and brachiation
    • Something using our aerospace knowledge plus our magic knowledge
  • Make a modular Fairie trod, keyed to intent (woe to woe and weal to weal) and a sense of home-place to allow for silent and efficient travel around the forest
    • Summon fae to guard the boundaries of the trod. (Going off of Ars Magica's theoretical model of fae here, as guardians of the boundaries. This is likely unwise.)
    • Summon animal spirits as spirits of the local routes.
  • Enhance our watcher spirit with alien technology
  • Magic earthmoving and rockbreaking tools for the villagers to create emergency shelters
    • Enhance the village, caves, or forest with a genius loci, such that they become self-aware and may advocate for their own interests, protect, and guide local villages
    • Summon an animal spirit for some subset of the above to serve much the same role.
    • Figure out a way of enhancing the ritual that Ainsley commented on to get operational and tactical intelligence about the hunts.
    • Make an earthmoving construction-kaiju.
  • Improve the village's energy level from charcoal-burning to something more efficient in getting energy out of their environment.
  • Add powered tools to our smithy in the village for significant improvements to the speed and quality of our work. Start plans for a magical blast furnace, appropriate for the 15th century plus magic.
  • Focus on enchanting and improving the village and its walls, to increase productivity over winter and its defenses.
    • First focus on making iron/steel foci-tools for all the villagers to support their everyday lives
    • Improve all the homes (in a modular fashion, so that the village can melt away before the hunt)
Did I get all the ideas down?
 
Though, one thing we always want to consider when doing magic projects. Is that magic doesn't like to be overused in any specific manner. So, any magic project we do would be best as a full megaproject. Big flashy, unique. So for a mech project, we should probably go full Super Robot.
 
Though, one thing we always want to consider when doing magic projects. Is that magic doesn't like to be overused in any specific manner. So, any magic project we do would be best as a full megaproject. Big flashy, unique. So for a mech project, we should probably go full Super Robot.

Yeah. That's why having a modular "basis" for our tank-o-mech is important. Gives us the route for future upgrades. I think "Flashy" is less important than "novel" -- and so having a clear distinction and narrative for our current project, versus our future project will absolutely be important. Good suggestion.
 
Vote closed
Scheduled vote count started by Emizaquel on Apr 5, 2023 at 12:17 AM, finished with 13 posts and 5 votes.
  • 5

    [X][PLAN] You've improved, see what happens when you actually go all out.
    [X][PLAN] You've improved, see what happens when you actually go all out.
    -[x][PLAN] But there is no reason not to build shelters for the children and non combatants to take cover in.
  • 3

    [X][find] The two of you share a magical connection that she used to find you.
    [X][find] The spirits of the forest led you to her
 
Tinder 35
[PLAN] You've improved, see what happens when you actually go all out.
[find] The two of you share a magical connection that she used to find you.

You look Ainsley straight in the eye, "I'll need a little time. I've only just gotten started and this isn't my best work. But I can show you a little of what I can really do when the first frosts come. It will take me a few weeks, and I will have my nose to the grindstone, but what I'm going to come back to you with will blow this -" you pass him the mace once again "- out of the water."

Ainsley is confused for a second as you process the words you said. Sighing, you explain, "It will make the mace look worthless in comparison."

Ainsley stares at the mace hefting it a moment and feeling the magic within letting him wield it with all the speed of a sling. before turning to you disbelievingly.

You take a moment to let a grin spread over your face as someone begins to truly appreciate what you are capable of.

HAHAHAHAHA
The Toddler Test (100)
It is said that a good UI should be intuitive enough that a random toddler can figure out how to use it within a few minutes. Well, with a few minutes to play with anything you can figure out how to use it, given that it is functional, of course.

Telekinesis (200)
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.

Points: 275

[][PERK] The Toddler Test
[][PERK] Telekinesis
[][PERK] None


With your commitment made to creating wonders beyond the imagination of mere mortals, Anna takes her leave to join the traders coming the next day to send off your comissions. She's even managed to coerce one of the young men who recently finished up work to come with her to help with anything she will be bringing back. She does request that you let her take the better sword with her for the trip - while you didn't run into bandits, she'll be part of a smaller group.

It's a minor risk since she's ostensibly going to have protection for the whole trip, but if you don't need thw sword at the moment, it would be helpful, not to mention that she might be able to interest a few people into more commissions.

[][SWORD] she can have it
[][SWORD] She can have it, but avoid any new commissions, just scope out future prospects for now.
[][SWORD] you have plans for it
You end up seeing her off the next day, before heading to the forge to get to work. What do you intend to create.

[][PLAN] A weapon for a single warrior, capable of allowing them to face off against an army.
[][PLAN] A defensive construct capable of swatting even the chariots of Connaing from the skies.
[][PLAN] A scouting device, to allow you to investigate what may lie on the other side of the Gate without being discovered by Connaing.
[][PLAN] Write-in

A/N:
@Emizaquel For TK, what precision do we/could we have? Also, what feedback do we get from it (and how does it engage with our other remote sensing modalities?)

Scenarios:
Loosening a lug nut on our tank's treads.
Doing repairs on our mech's artificial muscles without pulling armour plates
Feeling someone's internal biology through a soft touch -- and then force choking an artery to their brain.
Loosening a contact on a circuit board inside a lock
Looking through a scanning electron microscope and nudging some of the atoms around to spell our name.

Precision is a trained skill, as of the moment, it is somewhere on the other of gross motor movements, but will quickly improve to the point of being able to match your finger dexterity. However, getting to the level of matching augmentative tools like tweezers or needles will take dedicated effort.

Training precision almost necessarily trains feedback - you aren't used to taking into account the alien sensations that an entirely novel sense grants you, and as such you need time to get used to it, but it should start at tactile capabilities similar to your back and rapidly approach your face. That will slow down as you get better, making touch discrimination similar to your fingers or tongue a moderately difficult task.

These are the numbers after your prior photokineisis experience is taken into account.

As for the things you said,

1) I'd say you might reach this level by the time you finish the upcoming project even without any dedicated actions, assuming that you include a spanner or something to aid you in increasing the torque, there's a lot of force you are trying to overcome in a bolt and without the force multiplication of a lever, it will take a while.

2) Probably around the same level? though it wouldn't require tools. The way I see the myomers you would mostly be replacing/rejiggering components that would be too difficult to make in the field, which in and of itself wouldn't require particular dexterity.

3) probably a dedicated training action past the base level you will reach along the project timeline. As long as the expected tactile feedback is on the level of macro-scale organ structure you probably would have a harder time learning the requisite anatomy to make sense of what you are feeling.

4) around the same as (3)

5) Extremely difficult, probably not without additional perks to improve your skills some of which likely don't exist yet.

Reasonable. (And yes, I was asking about the lug nut as a function of exploring force). It's a shame we don't have another 25 points -- I'd vote both if I could.

I edited my post to ask some things about our possible plans. I find myself confused.

I think I'm confused about the options you present:
  • The scouting device doesn't make sense (Are gates two-way? Is our imagined scenario that they open a gate and we send this through before they come through?) This would give us a sense of our local area before they open a gate, but doesn't seem top priority?
  • The weapon doesn't make sense since we're not planning a set piece battle (and on the "modern" battlefield, if they can see you, they can kill you).
  • The defensive emplacement doesn't make sense since we don't have a good understanding of the enemy's order of battle. ... I may be confused. To my mind, I don't quite understand how we can make defenses against something we don't know about yet.

1) Gates are technically sort of two-way. The actual wormhole stargates produce is indeed two-way but it's too small for a human to fit through, however, energy signals (like teleportation beams) can travel both ways. It's just that when a gate connects, the teleporters built into the gate are set as an entrance and an exit. And well, the exit teleporter vaporises things trying to enter it. So you could get signals back. Additionally, it is possible to disguise the origin of a gate connection. This is difficult and would be one of the major difficulties of this project even with The Toddler Test, but the Nox have been shown to be able to produce connections without the Dialling sequence or the energy wave using a bog standard gate - presumably, this is an advanced control method that doesn't use the DHDs, but honestly, we mainly see the SGC using those and they are absolutely terrible at R&D. Apophis also is implied to have done something similar in the first or second episode. As such, this project is mainly focused on improved gate understanding with a comparatively simpler design for the scout, probably a spirit of some kind. Honestly I think I might have underestimated the scale a little when I proposed it so it might end up running over if you do pick it.

2) This is intended to be a starter project to show what you are capable of to Ainsley and give him hope that you can create a fighting force capable of holding off the Hunt. A Hero Weapon may not seem much to something like us, but to the level of war that he's used to and the sort of war that the Goa'uld regularly employ. Powerful single units are extremely useful (as can be seen with Kull warriors). The weapon in this case would likely be an upgrade to a Goa'uld staff weapon, or something along those lines, capable of piercing known examples of Goa'uld armour and allowing you to be mobile enough to dodge retaliation or withstand shots from a staff. Probably wouldn't be enough to stand up to aircraft, but it's the easiest of the three projects.

3) This is where my not explaining things too well comes to bite me in the ass. You've heard of the Hunts before to get some idea of how things work but I didn't go into too much detail at the time because it felt superfluous. That said, the Goa'uld use a slave army of Jaffa and arm them for terror more than battle. Staff weapons are fairly powerful, but have a rate of fire and accuracy more in line with a musket - that's their standard weapon. Beyond that they have intars (stunning weapons that they use for training) and Tok'Kals basically sci-fi stun grenades. There are stun guns (that also do disintegration) but those are generally limited to actual goa'uld.

They do have air support but it's mostly air-to-air fighters and a few bombers these wouldn't see much use in hunts simply because the weapons are too powerful and wouldn't be useful for taking slaves. Most of their land infrastructure is legitimately medieval outside of personal equipment, mainly because the Goa'uld fear jaffa rising up against them - something which has happened in the past.

Jaffa are humans with minor genetic modifications. The modifications generally mean close to peak human physiology (in a generalist sense, not in any particular field) but it is mainly there to remove their immune system and make them dependent on symbiotes - baby goa'uld - those symbiotes do grant them some additional strength and healing but it is relatively minor, they aren't bulletproof or anything. Their armour also does nothing to protect them from staff weapons, more from arrows, bolts, knifes and other tools primitive cultures may be able to access.

Hunts are also notably distinct from wars, they are slave-capturing and culling missions. Sure, some of it is to ensure that technology doesn't progress too far, but beyond that sort of scouting and elimination, Connaing and his forces don't expect a great deal of resistance.

Thank you very much for these answers. The clarification of the wormhole is quite appreciated -- and I think that'll be a more major project, later.

Argh. My brain. I'm going to repeat back to you because I think I'm missing stuff. (I blame me, and incorrect amounts of coffee...)

From stories, we know their rough order of battle for a hunt: they transport a slave army plus some specialist support kit for the high mucketies of the hunt. There is signal return, so if we do a "We're not trapped here with you, you're trapped here with us" play, they'll know about it. And we know the general historical patterns of a hunt.

I think I'm going to keep my vote the same, since logistics will benefit us regardless of when the hunt occurs. (And the modular nature means that the project will just... run for however long this plot-time is). Gets us a go-to-hell-plan (everyone sprints down the trod to a hidden cave), and enables rapid movement between the gate, the village, the smelter, and ... other relevant locations. Now that you've explained the attack-weapon, I can see it's utility for morale.

I could be argued into other logistics-benefiting tasks, to awaken a genius loci, or the weapon if we really need a morale demonstrator two years out. But other folks' ideas are absolutely appreciated here.

With regards to Toddler, @Emizaquel -- does that mean that we don't have a risk of an accidental activation of the helmet if we repair it? I'd quite like to use that as a vector for intelligence gathering, but I'm not quite sure toddler gets us to that point. Do you have a sense of what prereqs we're lacking?

Toddler would mean that within 10 minutes maximum of messing around with something you would be able to get a solid idea of how to access main functions and you would get a hang of any advanced features with a little more practice, maybe few hours tops. Perhaps not the most skilled, but you can get it to do everything it was meant to do. That said, you have limited insight into how it works, so it likely wouldn't help much with unintended use cases.

Messing with the helmet would be a lower DC than before as you would have it locked down in 10 minutes max, but you do run the risk of the helmet sending out signals. Though I don't think I'll get into exactly where the DC is set on the helmets.
 
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oh, and yes, that implication does suggest that the mace allows someone to swing a few kilos of steel at upwards of 75 meters per second
 
[X][PERK] The Toddler Test

We'll need this for our ancient artefacts.

[X][SWORD] she can have it
[X][SWORD-more] she can also have anything we have to spare as startup capital to facilitate her trades for useful items and material.

Protecting those close to us is essential.

[X][PLAN] Modular runes for a faerie trod to allow for rapid and protected movement by the villagers within extensible, but pre-defined routes.

Logistics allows us to win wars. Good logistics will allow us to be more effective when we have a better sense of what's coming.

Edit:

I think I'm confused about the options you present:
  • The scouting device doesn't make sense (Are gates two-way? Is our imagined scenario that they open a gate and we send this through before they come through?) This would give us a sense of our local area before they open a gate, but doesn't seem top priority?
  • The weapon doesn't make sense since we're not planning a set piece battle (and on the "modern" battlefield, if they can see you, they can kill you).
  • The defensive emplacement doesn't make sense since we don't have a good understanding of the enemy's order of battle. ... I may be confused. To my mind, I don't quite understand how we can make defenses against something we don't know about yet.
Thinking about Land Warfare Docterine, we should solve for the following areas
  • Logistics
  • Training and personnel
  • Leadership (Strategic, Operational, and Tactical)
  • Communications and coordination
  • Medical
  • Intelligence
I think I'd support the scouting device more if it could be deployed before things started cooking off. If we had a way of figuring out their Order of Battle now, that would be an essential first step. Otherwise, maybe we'd need to get into their comms?

@Emizaquel For TK, what precision do we/could we have? Also, what feedback do we get from it (and how does it engage with our other remote sensing modalities?)

Scenarios:
Loosening a lug nut on our tank's treads.
Doing repairs on our mech's artificial muscles without pulling armour plates
Feeling someone's internal biology through a soft touch -- and then force choking an artery to their brain.
Loosening a contact on a circuit board inside a lock
Looking through a scanning electron microscope and nudging some of the atoms around to spell our name.
 
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@Emizaquel For TK, what precision do we/could we have? Also, what feedback do we get from it (and how does it engage with our other remote sensing modalities?)

Scenarios:
Loosening a lug nut on our tank's treads.
Doing repairs on our mech's artificial muscles without pulling armour plates
Feeling someone's internal biology through a soft touch -- and then force choking an artery to their brain.
Loosening a contact on a circuit board inside a lock
Looking through a scanning electron microscope and nudging some of the atoms around to spell our name.
Precision is a trained skill, as of the moment, it is somewhere on the order of gross motor movements, but will quickly improve to the point of being able to match your finger dexterity. However, getting to the level of matching augmentative tools like tweezers or needles will take dedicated effort.

Training precision almost necessarily trains feedback - you aren't used to taking into account the alien sensations that an entirely novel sense grants you, and as such you need time to get used to it, but it should start at tactile capabilities similar to your back and rapidly approach your face. That will slow down as you get better, making touch discrimination similar to your fingers or tongue a moderately difficult task.

These are the numbers after your prior photokineisis experience is taken into account.

As for the things you said,

1) I'd say you might reach this level by the time you finish the upcoming project even without any dedicated actions, assuming that you include a spanner or something to aid you in increasing the torque, there's a lot of force you are trying to overcome in a bolt and without the force multiplication of a lever, it will take a while.

2) Probably around the same level? though it wouldn't require tools. The way I see the myomers you would mostly be replacing/rejiggering components that would be too difficult to make in the field, which in and of itself wouldn't require particular dexterity.

3) probably a dedicated training action past the base level you will reach along the project timeline. As long as the expected tactile feedback is on the level of macro-scale organ structure you probably would have a harder time learning the requisite anatomy to make sense of what you are feeling.

4) around the same as (3)

5) Extremely difficult, probably not without additional perks to improve your skills some of which likely don't exist yet.
 
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Precision is a trained skill, as of the moment, it is somewhere on the other of gross motor movements, but will quickly improve to the point of being able to match your finger dexterity. However, getting to the level of matching augmentative tools like tweezers or needles will take dedicated effort.

Training precision almost necessarily trains feedback - you aren't used to taking into account the alien sensations that an entirely novel sense grants you, and as such you need time to get used to it, but it should start at tactile capabilities similar to your back and rapidly approach your face. That will slow down as you get better, making touch discrimination similar to your fingers or tongue a moderately difficult task.

These are the numbers after your prior photokineisis experience is taken into account.

As for the things you said,

1) I'd say you might reach this level by the time you finish the upcoming project even without any dedicated actions, assuming that you include a spanner or something to aid you in increasing the torque, there's a lot of force you are trying to overcome in a bolt and without the force multiplication of a lever, it will take a while.

2) Probably around the same level? though it wouldn't require tools. The way I see the myomers you would mostly be replacing/rejiggering components that would be too difficult to make in the field, which in and of itself wouldn't require particular dexterity.

3) probably a dedicated training action past the base level you will reach along the project timeline. As long as the expected tactile feedback is on the level of macro-scale organ structure you probably would have a harder time learning the requisite anatomy to make sense of what you are feeling.

4) around the same as (3)

5) Extremely difficult, probably not without additional perks to improve your skills some of which likely don't exist yet.

Reasonable. (And yes, I was asking about the lug nut as a function of exploring force). It's a shame we don't have another 25 points -- I'd vote both if I could.

I edited my post to ask some things about our possible plans. I find myself confused.
 
I think I'm confused about the options you present:
  • The scouting device doesn't make sense (Are gates two-way? Is our imagined scenario that they open a gate and we send this through before they come through?) This would give us a sense of our local area before they open a gate, but doesn't seem top priority?
  • The weapon doesn't make sense since we're not planning a set piece battle (and on the "modern" battlefield, if they can see you, they can kill you).
  • The defensive emplacement doesn't make sense since we don't have a good understanding of the enemy's order of battle. ... I may be confused. To my mind, I don't quite understand how we can make defenses against something we don't know about yet.

1) Gates are technically sort of two-way. The actual wormhole stargates produce is indeed two-way but it's too small for a human to fit through, however, energy signals (like teleportation beams) can travel both ways. It's just that when a gate connects, the teleporters built into the gate are set as an entrance and an exit. And well, the exit teleporter vaporises things trying to enter it. So you could get signals back. Additionally, it is possible to disguise the origin of a gate connection. This is difficult and would be one of the major difficulties of this project even with The Toddler Test, but the Nox have been shown to be able to produce connections without the Dialling sequence or the energy wave using a bog standard gate - presumably, this is an advanced control method that doesn't use the DHDs, but honestly, we mainly see the SGC using those and they are absolutely terrible at R&D. Apophis also is implied to have done something similar in the first or second episode. As such, this project is mainly focused on improved gate understanding with a comparatively simpler design for the scout, probably a spirit of some kind. Honestly I think I might have underestimated the scale a little when I proposed it so it might end up running over if you do pick it.

2) This is intended to be a starter project to show what you are capable of to Ainsley and give him hope that you can create a fighting force capable of holding off the Hunt. A Hero Weapon may not seem much to something like us, but to the level of war that he's used to and the sort of war that the Goa'uld regularly employ. Powerful single units are extremely useful (as can be seen with Kull warriors). The weapon in this case would likely be an upgrade to a Goa'uld staff weapon, or something along those lines, capable of piercing known examples of Goa'uld armour and allowing you to be mobile enough to dodge retaliation or withstand shots from a staff. Probably wouldn't be enough to stand up to aircraft, but it's the easiest of the three projects.

3) This is where my not explaining things too well comes to bite me in the ass. You've heard of the Hunts before to get some idea of how things work but I didn't go into too much detail at the time because it felt superfluous. That said, the Goa'uld use a slave army of Jaffa and arm them for terror more than battle. Staff weapons are fairly powerful, but have a rate of fire and accuracy more in line with a musket - that's their standard weapon. Beyond that they have intars (stunning weapons that they use for training) and Tok'Kals basically sci-fi stun grenades. There are stun guns (that also do disintegration) but those are generally limited to actual goa'uld.

They do have air support but it's mostly air-to-air fighters and a few bombers these wouldn't see much use in hunts simply because the weapons are too powerful and wouldn't be useful for taking slaves. Most of their land infrastructure is legitimately medieval outside of personal equipment, mainly because the Goa'uld fear jaffa rising up against them - something which has happened in the past.

Jaffa are humans with minor genetic modifications. The modifications generally mean close to peak human physiology (in a generalist sense, not in any particular field) but it is mainly there to remove their immune system and make them dependent on symbiotes - baby goa'uld - those symbiotes do grant them some additional strength and healing but it is relatively minor, they aren't bulletproof or anything. Their armour also does nothing to protect them from staff weapons, more from arrows, bolts, knifes and other tools primitive cultures may be able to access.

Hunts are also notably distinct from wars, they are slave-capturing and culling missions. Sure, some of it is to ensure that technology doesn't progress too far, but beyond that sort of scouting and elimination, Connaing and his forces don't expect a great deal of resistance.
 
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