So I've been thinking, we have these

Sword of Eternity - 22.74 - +50 to Pioneer Psychology
Sword of Finality - 24.67 - +50 to Pioneer Psychology
Sword of Dusk - 21.46 - +50 to Pioneer Psychology
Sword of Dawn - 23.64 - +50 to Pioneer Psychology

And they are swords that are related to Psychology. So maybe they could help against the White Forest.
 
They are a set likely but idk if they would help per say we really need to search trough our utratech loot pile someday.
 
[X] Give Her The Artifact
[X] Memetic Strife

[X]
Plan: A War of the Mind
-[X] [Faith] Build An Orphanage - (Big) - (Mirn) - (0/10 Turns Complete) [-3.8 Goodwill]
--[X] (Seek Mutated Help +380) = +380
-[X] [Faith] Build A Humane Rudimentary Asylum - (Ularn) - (0/2 Turns Complete) - [Sandcrete] [-6.9 Goodwill]
-[X] [Faith] Healing For All!
--[X] (Adjudicator +50) = +50
-[X] [Diplomacy] The Bazaar Calls [-26 Goodwill]
-[X] [Diplomacy] The Old Quest
-[X] [Subversion] Cover Of Eyes - (1/3 Turns Complete)
-[X] [Martial] Menagerie - (Basic) - (1/5 Turns Complete)
-[X] [Martial] Guards! Guards! (Administration Center, Bulk Goods Warehouse Hub, Expanded Hospice Networks: Ularn/Zulmni, Storerooms)
-[X] [Learning] Coilgun Lance - (Advanced Electronics/Weaponry) - (0/19 Successes)
--[X] [DoD], [PD], [VF], (Scientific Theory +15, Black Box +5, Electronics Manufacture +80, 5[ENG] +70) = +170
--[X] (10x Bunker Weapons Artifacts +20 to Advanced Weapons/Machinery/Hydraulics/Chemical) = +200
-[X] [Learning] Illness Of The Mind - (Advanced Psychology) - (0/7 Successes)
--[X] (Cost: 1x "Discipline And Kids")
--[X] [MSC], [In The Name Of Education], (Scientific Theory +15, Black Box +5, 6FF) = +26
--[X] (1x "Discipline And Kids" +5 to Psychology, 7x Eversun Psychology Works +20 to Advanced Psychology, 2x "Autism Isn't Real, Here's Why!" +20 to Advanced Psychology) = +185
-[X] [Learning] Assemble The Theorists! - (Advanced Biology) - (0/5 Successes)
--[X] (Scientific Theory +15, Mutated: Allied +20, 2[SC] +24, 1[TSC] +18, 3[DOC] +18, 2[SUR] +24, 6FF) = +125
--[X] (7x Bunker Artifacts +5 to Biology/Medicine/Machinery) = +35
-[X] [Learning] Detective Courses For Beginners - (Swords of Dusk/Dawn/Eternity/Finality)
-[X] [Archeology] Prepare an Expedition - (ETG-04) - (2 Turns Prep = 3 Turns Exp.) - (House Mirn support: N) - (1/2 Turns Complete)
-[X] [Archeology] Loot The First Bunker Floor (North)
-[X] [Archeology] Loot The First Bunker Floor (North-North-North)
-[X] [Tree of Knowledge] Berth - Medium - (3/7 Turns Complete)
-[X] [Tree of Knowledge] Masters' Retreat - Grandiose - (4/7 Turns Complete)
-[X] [Free/Holdings] The Matter of the Emitter - (Map of Norquod)
-[X] [Holdings] Expanded Clinics - (0/7 Turns Complete)
--[X] Hire Contractors x2
-[X] [Holdings] Medium Sturdy Clothing Manufactury - (0/5 Turns Complete)
--[X] Hire Contractors x3
--[X] Elite Contractors
-[X] [Holdings] Academy of the Fundamentals - (3/7 Turns Complete)
--[X] Hire Contractors x3
-[X] [Martyris] Too Much To Do (Healing For All)
-[X] [Martyris] Too Much To Do (Detective Courses For Beginners)
-[X] [Aria] Relax
-[X] [Merchants] Procure ('Elite Contractors' - Progress to Medium Sturdy Clothing Manufactury)
-[X] [Adventurers] Guardians For Hire (Orphanage: Zulmni)
-[X] [Herbalists] Study Sessions - (4/7 Turns Complete)
-[X] [4S] In The Name Of Education - (Illness Of The Mind) [-3.5 Goodwill]
-[X] [Military] N/A
-[X] [BICL] N/A
-[X] [Vanar-Feer] Unlimited Specialists Galore
--[X] (8x Engineers) - (4/6 Turns Complete)
--[X] (6x Scientists) - (4/6 Turns Complete)
--[X] (2x Forge-Coders) - (4/15 Turns Complete)
-[X] [Followers of Light] We Work As One - (Build An Orphanage)
-[X] [Conclave] Eternal Arts - (38/126 Turns Complete)

Goodwill Costs: 3.8 + 26 + 3.5 + 6.9 = 40.2
 
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I would rather not panic dump so may actions into psychology that may or may not help now. I fell the time to actual prevention passed.
 
Could we swap one of Martyris' actions to look into the sword set? They might be able to do something to the White Forest.
I was thinking about saving it for next turn when we start getting not so much of an Adjudicator moment. Although...

Gain: +10 Successes toward a chosen Learning Action
Does this have to be a Learning action we are researching in the same turn?

I would rather not panic dump so may actions into psychology that may or may not help now. I fell the time to actual prevention passed.
We were never going to be able to do shit about preventing the White Forest from doing anything. Treatment and support? I think that very much will be a way to mitigate the damage as time goes on.
 
We were never going to be able to do shit about preventing the White Forest from doing anything. Treatment and support? I think that very much will be a way to mitigate the damage as time goes on.
My point is by the time we could even get to roll out these changes this strike would have ended. You are dooing the equivalent of trying to figure out how coagulation agents work when the wound is already oppen rather than stich it back and administer painkilkers.

Right now we would need to treat the simptoms and held tight wich mean more therapists and medicine production.
 
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[X] Give Her The Artifact
[X] Memetic Strife
[X] Plan: A War of the Mind (With Cube)
-[X] [Faith] Build An Orphanage - (Big) - (Mirn) - (0/10 Turns Complete) [-3.8 Goodwill]
--[X] (Seek Mutated Help +380) = +380
-[X] [Faith] Build A Humane Rudimentary Asylum - (Ularn) - (0/2 Turns Complete) - [Sandcrete] [-6.9 Goodwill]
-[X] [Faith] Healing For All!
--[X] (Adjudicator +50) = +50
-[X] [Diplomacy] The Bazaar Calls [-26 Goodwill]
-[X] [Diplomacy] The Old Quest
-[X] [Subversion] Cover Of Eyes - (1/3 Turns Complete)
-[X] [Martial] Menagerie - (Basic) - (1/5 Turns Complete)
-[X] [Martial] Guards! Guards! (Administration Center, Bulk Goods Warehouse Hub, Expanded Hospice Networks: Ularn/Zulmni, Storerooms)
-[X] [Learning] Coilgun Lance - (Advanced Electronics/Weaponry) - (0/19 Successes)
--[X] [DoD], [PD], [VF], (Scientific Theory +15, Black Box +5, Electronics Manufacture +80, 5[ENG] +70) = +170
--[X] (10x Bunker Weapons Artifacts +20 to Advanced Weapons/Machinery/Hydraulics/Chemical) = +200
-[X] [Learning] Illness Of The Mind - (Advanced Psychology) - (0/7 Successes)
--[X] (Cost: 1x "Discipline And Kids")
--[X] [MSC], [In The Name Of Education], (Scientific Theory +15, Black Box +5, 6FF) = +26
--[X] (1x "Discipline And Kids" +5 to Psychology, 7x Eversun Psychology Works +20 to Advanced Psychology, 2x "Autism Isn't Real, Here's Why!" +20 to Advanced Psychology) = +185
-[X] [Learning] Assemble The Theorists! - (Advanced Biology) - (0/5 Successes)
--[X] (Scientific Theory +15, Mutated: Allied +20, 2[SC] +24, 1[TSC] +18, 3[DOC] +18, 2[SUR] +24, 6FF) = +125
--[X] (7x Bunker Artifacts +5 to Biology/Medicine/Machinery) = +35
-[X] [Learning] Detective Courses For Beginners - (Swords of Dusk/Dawn/Eternity/Finality)
-[X] [Archeology] Prepare an Expedition - (ETG-04) - (2 Turns Prep = 3 Turns Exp.) - (House Mirn support: N) - (1/2 Turns Complete)
-[X] [Archeology] Loot The First Bunker Floor (North)
-[X] [Archeology] Loot The First Bunker Floor (North-North-North)
-[X] [Tree of Knowledge] Berth - Medium - (3/7 Turns Complete)
-[X] [Tree of Knowledge] Masters' Retreat - Grandiose - (4/7 Turns Complete)
-[X] [Free/Holdings] The Matter of the Emitter - (Map of Norquod)
-[X] [Holdings] Expanded Clinics - (0/7 Turns Complete)
--[X] Hire Contractors x2
-[X] [Holdings] Medium Sturdy Clothing Manufactury - (0/5 Turns Complete)
--[X] Hire Contractors x3
--[X] Elite Contractors
-[X] [Holdings] Academy of the Fundamentals - (3/7 Turns Complete)
--[X] Hire Contractors x3
-[X] [Martyris] Too Much To Do (Healing For All)
-[X] [Martyris] Too Much To Do (Detective Courses For Beginners)
--[X] Martyris equips the NOVA MACHINA.
-[X] [Aria] Relax
-[X] [Merchants] Procure ('Elite Contractors' - Progress to Medium Sturdy Clothing Manufactury)
-[X] [Adventurers] Guardians For Hire (Orphanage: Zulmni)
-[X] [Herbalists] Study Sessions - (4/7 Turns Complete)
-[X] [4S] In The Name Of Education - (Illness Of The Mind) [-3.5 Goodwill]
-[X] [Military] N/A
-[X] [BICL] N/A
-[X] [Vanar-Feer] Unlimited Specialists Galore
--[X] (8x Engineers) - (4/6 Turns Complete)
--[X] (6x Scientists) - (4/6 Turns Complete)
--[X] (2x Forge-Coders) - (4/15 Turns Complete)
-[X] [Followers of Light] We Work As One - (Build An Orphanage)
-[X] [Conclave] Eternal Arts - (38/126 Turns Complete)
 
That doesn't mean it actually helps do anything. It's a cognitohazard in its own right, and explicitly described as the equivalent of a brain-damaged child. Leave it be in the vaults.
Remember, Martyris has a trait that makes him resistant to at least the Black Forest's influence, so it should protect against any memetic effects of the cube. Also, because the cube is aligned with the White Forest's enemies, its influence could theoretically protect against White Forest corruption. Finally, because Mart's visit to the Shattered Eye was stated to be his last adventure, the cube would not be in danger from being equipped.
 
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Remember, Martyris has a trait that makes him resistant to at least the Black Forest's influence, so it should protect against any memetic effects of the cube. Also, because the cube is aligned with the White Forest's enemies, its influence could theoretically protect against White Forest corruption. Finally, because Mart's visit to the Shattered Eye was stated to be his last adventure, so the cube would not be in danger from being equipped.
There's never been any actual evidence behind either of these assumptions you're making. And since you referenced the Shattered Eye:

Forcing them to act as proxies and tools in our fight against the White Forest is akin to sending a child with mental disabilities to a front to fight adults in our view.
Leaving aside the morality (which, as Pilgrims, we should be very sensitive to), does that sound like the NM is going to be a practical help here?
 
There's never been any actual evidence behind either of these assumptions you're making. And since you referenced the Shattered Eye:
That is why I said theoretically. At the Grave of the Shattered Eye, Martyris was the only one not effect by the eldritch environment, due to the proto version of his Soil of Hope, Seed of Change. Assuming that the trait provides at least some protection against cognitohazards seemed like a logical conclusion.
Leaving aside the morality (which, as Pilgrims, we should be very sensitive to), does that sound like the NM is going to be a practical help here?
I understand your point, but we need every bit of information on the White Forest that we can get right now, especially since our knowledge of psychology is so limited. We only have to equip it for maybe one turn to see if it knows anything, and then we can put it back in storage.
 
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[X] Give Her The Artifact
[X] Memetic Strife
[X] Plan: A War of the Mind (With Cube)

Technically Martyris is not going to be fighting anything. So I imagine the cube will mostly provide comentary and maybe usefull info.
 
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