Cast-Offs of Divinity - A Merchants of Divinity Quest

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Time for crafting!
Scheduled vote count started by JayTar on Mar 7, 2024 at 6:13 PM, finished with 19 posts and 9 votes.

  • [X] Plan: Infinium's Mystery Augments
    -[X] Skill training (Jörmungandr) (Social knowledge (Clandestine Proceedings)) (1 TAP)
    -[X] Skill Training (Jörmungandr) (Organizational knowledge (AI administrator protocols)) (3 TAP)
    -[X] Work: Things seem to be back to "Business as usual". For however usual this business is. Expected pay: 1-3 Decent dots. (2 AP)
    -[X] Lab. If you want to pursue Doctor Infinium's attention you will need a lab.
    --[X] Invest in some proper equipment. Requires larger space then your Cube. Cost: 5 Decent dots. Gain Decent quality lab. Reveal crafting rules. (4 AP)
    -[X] You noticed the augmentations on the team's two younger members. You know you will have to approach it delicately, but perhaps there is something you can learn from them? Requires Lab (2 AP)
    [X] Plan: The long-awaited laboratory and the triumphant (potential) return to the university
    -[X] Skill training (Jörmungandr) (Social knowledge (Clandestine Proceedings)) (1 TAP)
    -[X] Skill training (Science (Chemistry)) (3 TAP)
    -[X] Work: Things seem to be back to "Business as usual". For however usual this business is. Expected pay: 1-3 Decent dots. (2 AP)
    -[X] Lab. If you want to pursue Doctor Infinium's attention you will need a lab.
    --[X] Invest in some proper equipment. Requires larger space then your Cube. Cost: 5 Decent dots. Gain Decent quality lab. Reveal crafting rules. (4 AP)
    -[X] Supplemental Research: MD Old Bones. You have questions about exactly how limiting his first contract is. Look into it. (2 1 AP)
    -[X] Now that you have some money, you should look back into the University? Not that you need help with improving your skills. But you weren't one to turn down an advantage. (3 AP)
    [X] Explore the city: The city contains many strange wonders. Some are even useful. Go out and find them. (2 AP)
    [X] Plan: Infinium's + Tweed
    -[X] Skill training (Jörmungandr) (Social knowledge (Clandestine Proceedings)) (1 TAP)
    -[X] Skill Training (Jörmungandr) (Organizational knowledge (AI administrator protocols)) (3 TAP)
    -[X] Work: Things seem to be back to "Business as usual". For however usual this business is. Expected pay: 1-3 Decent dots. (2 AP)
    -[X] Lab. If you want to pursue Doctor Infinium's attention you will need a lab.
    --[X] Invest in some proper equipment. Requires larger space then your Cube. Cost: 5 Decent dots. Gain Decent quality lab. Reveal crafting rules. (4 AP)
    -[X] Go looking for a student. (Write in skill/specifics) (3 AP)
    --[X] Convinced the mercenaries that it is important for one of them to learn Medicine(Surgery) from you, if none of them know it well enough (level 3) that means someone of the Team could die of their wounds before they get to medical help accepting their privacy needs.
 
Prologue 5.1 - Finally Science


Prologue 5.1 - Finally Science:​


[X] Plan: Infinium's Mystery Augments
-[X] Skill training (Jörmungandr) (Social knowledge (Clandestine Proceedings)) (1 TAP)
-[X] Skill Training (Jörmungandr) (Organizational knowledge (AI administrator protocols)) (3 TAP)
-[X] Work: Things seem to be back to "Business as usual". For however usual this business is. Expected pay: 1-3 Decent dots. (2 AP)
-[X] Lab. If you want to pursue Doctor Infinium's attention you will need a lab.
--[X] Invest in some proper equipment. Requires larger space then your Cube. Cost: 5 Decent dots. Gain Decent quality lab. Reveal crafting rules. (4 AP)
-[X] You noticed the augmentations on the team's two younger members. You know you will have to approach it delicately, but perhaps there is something you can learn from them? Requires Lab (2 AP)
-[X] Explore the city: The city contains many strange wonders. Some are even useful. Go out and find them. (2 AP)
Laboratory. Laboratory! Time to make a Laboratory!

A sterilizer! A humidifier! A hydrometer~
A bioreactor! An incubator! A spectrometer~
Freezers! Tweezers! Pipettes? No regret!
Filters. A purifier and a sequencer don't forget!

An autoclave. A microscope. A multimeter!
A Thermal cycler! A mixer! A calorimeter!
Bottles of polymer, reagent, substrate and reactant!
A fume hood. A centrifuge. A store for refrigerant!

Syringes for injection. Electrodes for connection!
A biochemical analyzer~

You. Just. Can't. Stop. Grinning!

Every item has a Bonus Point score. These points are used to purchase the Effects the item produces.

Your currently available Effects are:
Painkiller: T1 Biology. Cost: 3, Benefit: +3 to Mental fortitude(Resisting physical pain)
Stimulant: T2 Biology. Cost: 6, Benefit: +6 to Perception (People's movement)
Adrenaline booster: T2 Biology. Cost: 6, Benefit: +6 to Athletics (Running)
Artificial organ: T3 Biology. Cost 9. Benefit: Allows a purely biological device to be implanted.

If you want to make an item with a given Bonus Points score then it will need:
AP Cost = (((Bonus Points*2)^(1.5))/(Roll Result*Workshop Level)+0.5)^2

When you decide to make an item you first draft a schematic. This will include the effects to be used and a description of the item. Drafting the schematic is currently a 1 AP Acton and will allow you to roll Science + Specialty dice to get the Roll Result value in the prior equation. You may repeat the schematic drafting action if you wish to try for a higher Roll Result.

Workshop level: A workshop that costs 5 of this level dots to create, and 1 of the level below per week in which it is used.
Poor: 0.5
Low: 0.75
Decent: 1
High: 1.25


You need Science (Specialty) of at least T to use an Effect of that Tier. Ie, Science (Biology) 2 is needed to use a T2 Biology Effect.
As a general rule an effect costs T*3 bonus points, and provides T*3 bonus. If you have something special like a rare resource or a contract power this may break down. If the mechanism of action is weak only half the bonus or less might be provided.
Items are reusable unless specified otherwise (Overuse of certain items may cause issues).
Gaining new effects can be done through research, or via narrative events. The mechanics for which will be introduced very soon.

Example Items:
Escape Serum Dispenser: A compact synthesizer for a powerful combined stimulant and painkiller.
Total cost 9.
Includes: Painkiller (3). Stimulant(6).
Benefits: Grants +3 to Mental fortitude(Resisting physical pain). Grants +6 to Perception (People's movement)

Example roll: 20
AP to make = (((9*2)^(1.5))/(20*1)+0.5)^2 = 18.6 = 19 AP

Coffee Gland: A modified gland which can secrete a perception boosting stimulant on command.
Total cost 15
Includes: Stimulant (6). Artificial organ (9).
Benefits: Grants +6 to Perception (People's movement) once implanted.

Example roll: 25
AP to make = (((15*2)^(1.5))/(25*1)+0.5)^2 = 50.02 = 51 AP

- Wait, where were you going to put this all?

[] In your Habitation Cube
Oops! Not enough space.

[] Upgrade to an apartment - Your Cube is the bare minimum for housing. The next step up has more then enough space.
Upgrades Habitation Cube to standard apartment. Gain additional slots for later expansion or other rooms.
Ongoing expense of 1 decent dot per turn.


[] Request a space - The administration goes great lengths to nurture scientists. With your skills requisitioning a space would be easy.
Requires a DC 15 Organizational knowledge (AI administrator protocols) roll.
Results will be expected. You will need to publish something in the medium term or face consequences.
Relatively public. Requests like this are on the public record for those who know to look. Certain attention may be drawn.


[] Go exploring - The city is a big place. Find an abandoned place to set up in where nobody will bother you.
D100 roll for the quality of the location. High rolls may give extra advantages or opportunities.

If any of setup options fail then all the equipment will remain in storage and this choice can be repeated for 1 AP.

[] Effect Name: Tier, Sub-skill. Cost: ?, Benefit: ???
As a freebie I will be giving you one extra effect of your choice and design.
This will not be the final vote on it, but rather a brainstorming vote. The entries will be collected, and then a second vote will be held between them for which one will be chosen. So feel free to throw in any idea you have.



AN: Research rules will be introduced with checking out the mercenaries augmentations.
Sorry if the crafting rules are complicated! I will adjust things if I have to. If nothing else you can just plug things into the "AP to make" equation.
Please ask any questions. I expect there will be a few.
 
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In case I left things too open ended, I can throw out a few example Effects:

[] Bloodhound Sensor. An sensor containing highly sensitive artificial olfactory receptors: T3 Biology. Cost: 9, Benefit: +9 to Perception (Tracking) when smell can be involved or other rolls based primarily off of smell.
[] Neuroplasticity enhancer. A synthesizer for a drug which boosts your ability to form new mental connections: T3 Biology. Cost 9. Benefit: Gain +1 to dice size for your TAP training dice.

If you are unsure what tier/cost would be appropriate for a benefit then ask me an I will answer. (In the future this will likely be part of research and require actions, but for now while the system is being established I'll do it for free.)
 
[X] Upgrade to an apartment - Your Cube is the bare minimum for housing. The next step up has more then enough space.

Would moving to a new place mean we are no longer neighbors with Jörmungandr?
 
The little song was cute.

The "Roll result" is rolled when the schematic is created, and the number of AP required to make it can then be calculated as:
AP to make =(((Bonus Points*2)^(1.5))/(Roll result*Workshop level)+0.5)^2
What is the dice of the roll? It doesn't say anywhere in the tutorial, I don't think. Also, I think schematics are potentially redundant with quality? As far as I can tell, the formula for the AP required for crafting an item/schematic doesn't use the Bonus Point, Quality or Time Factor formulas. So it's like there are two different systems here for crafting?

On another note, I'm a bit unsure of the mechanical purpose of the artifical organ? Is it just that you'll always have it on you, compared to an external injector? Are there certain effects which only work with the organ?

Overall the size of the bonus compared to our skills means that having a relevant item can easily increase our skill on a check by 50%. Very powerful. Also note: Rules as written, it's best not to bundle items if you don't have to, since bonus points are less costly in terms of AP in smaller batches. This is due to the 1.5 exponent for bonus points.

- Wait, where were you going to put this all?
Upgrading the apartment is possible but painfully expensive- it would cast half of our expected income per week to maintain, and don't forget food and the maintenance cost of the workshop itself.

Requesting a space is a 44% chance to succeed, though that rises to 78% in two weeks when we've finished AI Protocols 3. Likely the most reliable option since we can repeat until we succeed for 1 AP. Being public is likely bit of an issue considering our primary source of income is a clandestine mercenary team, however. It's a bit counterproductive to have underworld contacts in general if you're a public person. I'm... neutral on this, not excited for it but it could work.

Exploring is very much a mystery box- yet for the cost of asking (1 AP per reroll) we could likely keep rolling until we get something acceptable? I think it's a better option for our situation in the long run, even it takes a little while to find something. Mind you, abandoned doesn't mean risk-free, especially since our combat skill isn't great, but for now I think it's more manageable than losing half our income or irreversably being on record.

[X] Go exploring - The city is a big place. Find an abandoned place to set up in where nobody will bother you.

[X] Animal Companion Implant: T3, Biology. Cost: 9, Benefit: ACI turns an animal into a loyal companion, allowing them to perform skill checks for you. Animal has skills based on inherent biology, and can be further equipped with items.
[X] Keratin Platemail: T3, Biology. Cost: 9, Benefit: A white, bone-like organic armour which is maintained, regenerated and grown with nutrients from the host body, providing a potent yet convenient defence. Inspired by the armadillo and pangolin, whose plate can deflect bullets. +X Defence, +Y HP.
[X] Enchanced Muscular Fibres: T3, Biology. Cost: 9, Benefit: Directly increases the strength of the wielder, making their blows stronger. +9 to Combat (Unarmed). Helps with carrying weight.

I'm all for the pocket monster route, so here are my suggestions! The idea is that instead of fighting ourselves (or learning tracking or something) we can either find or create an animal which we can use as a chassis for further implants and the like.

By the way, @JayTar, if we wanted to create a creature in a lab, what kind of tier would that be? Also, how fantastical are we allowed to be for our ideas? There's a bit of a gap between "near-future science" and "mad science", after all.

[] Neuroplasticity enhancer. A synthesizer for a drug which boosts your ability to form new mental connections: T3 Biology. Cost 9. Benefit: Gain +1 to dice size for your TAP training dice.
...But training bonuses. Tempting.
 
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[X] Upgrade to an apartment - Your Cube is the bare minimum for housing. The next step up has more then enough space.

Would moving to a new place mean we are no longer neighbors with Jörmungandr?
The faint hum of the hover rails moving your Cube to a more favorable location forms a backdrop as you examine the item you appropriated from your brother. A memory stick.
"Neighbors" is a slightly fuzzy concept when you live in a variable-layout building. The Habitation Blocks are interconnected so you would still be able to be neighbors whenever you want to be.

The little song was cute.
Glad you liked it! I was worried it would fall flat. Wanted to express Leviathan's excitement a bit.

[X] Animal Companion Implant: T3, Biology. Cost: 9, Benefit: ACI turns an animal into a loyal companion, allowing them to perform skill checks for you. Animal has skills based on inherent biology, and can be further equipped with items.
[X] Keratin Platemail: T3, Biology. Cost: 9, Benefit: A white, bone-like organic armour which is maintained, regenerated and grown with nutrients from the host body, providing a potent yet convenient defence. Inspired by the armadillo and pangolin, whose plate can deflect bullets. +X Defence, +Y HP.
[X] Enchanced Muscular Fibres: T3, Biology. Cost: 9, Benefit: Directly increases the strength of the wielder, making their blows stronger. +9 to Combat (Unarmed).

I'm all for the pocket monster route, so here are my suggestions! The idea is that instead of fighting ourselves (or learning tracking or something) we can either find or create an animal which we can use as a chassis for further implants and the like.

By the way, @JayTar, if we wanted to create a creature in a lab, what kind of tier would that be?
Okay looking at these:
The Animal Companion Implant wouldn't be absolute. Either you could make it as a separate device which gives you a bonus to Naturalism (Animal training) (+9 at T3), or the same item but also with the "Artificial organ" effect and then implanted into a creature. I would say that if you make it into something implanted and then implant it into a creature it would provide a large multiplier to the strength of the effect (Say 2x or 3x) in exchange for only affecting the single creature.

The Keratin Platemail would give +9 Armor (Though we haven't done the combat tutorial yet I think). It would be more like a suit of armor then a direct modification though, unless you include "Artificial organ" in the device.

Same with Enchanced Muscular Fibres. Like half biological power armor, half living organism.

Like the ideas though!

Actually creating a creature from scratch (Say via growing in a vat) will likely require more then 3 in Biology. I'll tentatively put that at Biology 4. Three is the point where you can start to do the interesting stuff, but only just start.
 
[X] Go exploring - The city is a big place. Find an abandoned place to set up in where nobody will bother you.

I love gambling. Also, our discretionary funds are going to be gone if we upgraded our cube.

[X] Synthflesh. Protoplasmic organism grown and harvested in a juiced up vat. T4 Biology. Cost 12, Benefit: Replaces damaged flesh with healthy flesh. Does not work well with internal wounds.
[X] Neuroplasticity enhancer. A synthesizer for a drug which boosts your ability to form new mental connections: T3 Biology. Cost 9. Benefit: Gain +1 to dice size for your TAP training dice.

Need something to excuse our three turns of mad scientistry, is the Roll results dice a d100?
 
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[X] Go exploring - The city is a big place. Find an abandoned place to set up in where nobody will bother you.

We can't really afford to commit to an apartment, it's too expensive while we have the debt hanging over us.

[X] Neuroplasticity enhancer. A synthesizer for a drug which boosts your ability to form new mental connections: T3 Biology. Cost 9. Benefit: Gain +1 to dice size for your TAP training dice.

To be honest, the rules are rather confusing. One of the big issues appears to be that the amount of bonus points we have depends on our rolls, which makes planning ahead rather hinky, imo.
 
Oh and forgot to address these:
What is the dice of the roll? It doesn't say anywhere in the tutorial, I don't think. Also, I think schematics are potentially redundant with quality? As far as I can tell, the formula for the AP required for crafting an item/schematic doesn't use the Bonus Point, Quality or Time Factor formulas. So it's like there are two different systems here for crafting?
The "Two systems" thing is because one is going in the forward direction and the other is going in the backward. Ie, start with AP and get bonus points, or start with bonus points and get AP.
Quality and time factor are more midway steps between. I guess I could remove them if it makes things clearer.

The dice for the roll is Science + Specialty.

The point of schematics is that that way you don't get to the end of the crafting project, and then discover that you don't have enough bonus points to cover all your planed Effects. You can plan it out at the start, and know how many AP you will need to finish.

On another note, I'm a bit unsure of the mechanical purpose of the artifical organ? Is it just that you'll always have it on you, compared to an external injector? Are there certain effects which only work with the organ?

Overall the size of the bonus compared to our skills means that having a relevant item can easily increase our skill on a check by 50%. Very powerful. Also note: Rules as written, it's best not to bundle items if you don't have to, since bonus points are less costly in terms of AP in smaller batches. This is due to the 1.5 exponent for bonus points.
These two things are in part tied together.

The point of artificial organ is yes in part that it is always on you.
It is also a matter of carrying/inventory space. At minimum most items are something that needs an entire hand to be carried. If not more. If you are holding a gun, you can't also be using your scent detector/stimulant injector/etc. You can't wear two sets of armor. Etc.

I won't be putting a hard cap on things or an equipment system in yet. But having too many things on hand would result in a certain amount of juggling, and you wouldn't' be able to use them all at once. Whereas if they are implanted you always have them.

[X] Synthflesh. Protoplasmic organism grown and harvested in a juiced up vat. T4 Biology. Cost 12, Benefit: Replaces damaged flesh with healthy flesh. Does not work well with internal wounds.

Need something to excuse our three turns of mad scientistry, is the Roll results dice a d100?

Oh I should have made it clear. You can't use any Effects that are higher tier then your specialty. To use a T4 effect you will need 4 in Biology.

... that is something that might be possible at T4 though (Heals 12 HP. One use per week). So I will say that you can vote for it, but won't be able to use it until you get the required level of skill.

To be honest, the rules are rather confusing.
Agh. I'll try to streamline things a little.
 
Okay to distill the essence:

Every item has a Bonus Point score. These points are used to purchase the Effects the item produces.

Your currently available Effects are:
Painkiller: T1 Biology. Cost: 3, Benefit: +3 to Mental fortitude(Resisting physical pain)
Stimulant: T2 Biology. Cost: 6, Benefit: +6 to Perception (People's movement)
Adrenaline booster: T2 Biology. Cost: 6, Benefit: +6 to Athletics (Running)
Artificial organ: T3 Biology. Cost 9. Benefit: Allows a purely biological device to be implanted.

If you want to make an item with a given Bonus Points score then it will need:
AP Cost = (((Bonus Points*2)^(1.5))/(Roll Result*Workshop Level)+0.5)^2

When you decide to make an item you first draft a schematic. This will include the effects to be used and a description of the item. Drafting the schematic is currently a 1 AP Acton and will allow you to roll Science + Specialty dice to get the Roll Result value in the prior equation. You may repeat the schematic drafting action if you wish to try for a higher Roll Result.

Workshop level: A workshop that costs 5 of this level dots to create, and 1 of the level below per week in which it is used.
Poor: 0.5
Low: 0.75
Decent: 1
High: 1.25


You need Science (Specialty) of at least T to use an Effect of that Tier. Ie, Science (Biology) 2 is needed to use a T2 Biology Effect.
As a general rule an effect costs T*3 bonus points, and provides T*3 bonus. If you have something special like a rare resource or a contract power this may break down. If the mechanism of action is weak only half the bonus or less might be provided.
Items are reusable unless specified otherwise (Overuse of certain items may cause issues).
Gaining new effects can be done through research, or via narrative events. The mechanics for which will be introduced very soon.

Example Items:
Escape Serum Dispenser: A compact synthesizer for a powerful combined stimulant and painkiller.
Total cost 9.
Includes: Painkiller (3). Stimulant(6).
Benefits: Grants +3 to Mental fortitude(Resisting physical pain). Grants +6 to Perception (People's movement)

Example roll: 20
AP to make = (((9*2)^(1.5))/(20*1)+0.5)^2 = 18.6 = 19 AP

Coffee Gland: A modified gland which can secrete a perception boosting stimulant on command.
Total cost 15
Includes: Stimulant (6). Artificial organ (9).
Benefits: Grants +6 to Perception (People's movement) once implanted.

Example roll: 25
AP to make = (((15*2)^(1.5))/(25*1)+0.5)^2 = 50.02 = 51 AP

Does this make more sense? If so I will replace the version in the update with this clarified version.

Please tell me if anything doesn't make sense so I can improve it. I don't want to make this something impenetrable.
 
Much more clear, though I think the AP cost formula is absurdly complicated.
Haha it just happened like that! I might simplify it in the future and grandfather in any old items, but it's what it is for now.

Here, I made a cheat-sheet table:
Bonus Points: 3​
Bonus Points: 6​
Bonus Points: 9​
Bonus Points: 12​
Bonus Points: 15​
Roll: 14​
3​
13​
36​
80​
150​
Roll: 16​
3​
10​
28​
62​
116​
Roll: 18​
2​
8​
23​
50​
93​
Roll: 20​
2​
7​
19​
41​
76​
Roll: 22​
2​
6​
16​
35​
64​
Roll: 24​
2​
5​
14​
30​
54​
Roll: 26​
2​
5​
12​
26​
47​
Roll: 28​
2​
4​
11​
23​
41​
Roll: 30​
1​
4​
10​
20​
36​
Roll: 32​
1​
4​
9​
18​
32​
Roll: 34​
1​
3​
8​
16​
29​
Roll: 36​
1​
3​
7​
15​
26​

I should also remind people to look back on Doctor Infinium's first reward...
Reviewing case studies shows a clear pattern. A cycle of time active in the field, and of great bursts of progress on their inventions. Creating things that would take months or years for anyone else in just weeks.

Once you have the contract, doing various mad scientist things (Like proving your superiority or reverse engineering novel technology) will grant points of inspiration. You may then spend a number of points of inspiration when starting a crafting project to divide the total AP cost by the number of spent points.
 
Does this make more sense?
It does, thank you. Assuming the invention is using our current lab and Biology, and that the roll result of that is the average of 18.5, we get this spread of AP-Bonus:
Bonus Points36912151821242730
AP Cost15173975130206307437599
Edit: Scratch that, I think I got something wrong somewhere.

I get why Inspiration is so important now. The 3-9 range is pretty doable with our current AP, but beyond that is where we need more than two turns of efforts and probably some inspiration. Would rerolling our Roll Result by reiterating our schematic be possible? Having even more than the average would help with turning 12 and 15 into a less monumental effort.

Long time, an augment or a drug can get us there.
I can't imagine something in the Biology tree that directly buffs Biology, I could imagine a way to make it clunky to reduce the Tier, but not an actual mechanism to improve ourselves into being better at Biology. Would something like,

[] Life-Growing Vat. A glass container with an attached synthesizer tuned to concocting complicated nutrient mixes. T3 Chemistry.
[] {} Simulator. An encylopedic worth of knowledge regarding synthesizing life spun to iterate on the compositions of chemicals necessary to creating an exact form of life on some server racks. T3 Computer Science.
to get the Benefit of, Gain +2 to Biology for Tier calculations and gain +6 to Biology for any rolls regarding creating life in a lab-setting be possible?
 
[X] Go exploring - The city is a big place. Find an abandoned place to set up in where nobody will bother you.

[X] Neuroplasticity enhancer. A synthesizer for a drug which boosts your ability to form new mental connections: T3 Biology. Cost 9. Benefit: Gain +1 to dice size for your TAP training dice.

[X] Chemical weapon (fire)
[X] Flight
So, sensory overhaul is out, unless we get a bunch of new bonusitems.

@JayTar
If our MC decides for her mad science project to be that Dr Leviathan should look more dragonlike and decides to make herself a biomod adding decorative dragon-esque scales, that would be bonus item artificial organ, with nothing else, right? Same for horns, a tail, decorative wings?

How hard should we expect getting new bonus items to be?
 
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Updated the crafting rules to the revised edition FYI.

Would rerolling our Roll Result by reiterating our schematic be possible?
Absolutely. So long as you keep in mind that each attempt costs at least 1 AP.

I can't imagine something in the Biology tree that directly buffs Biology, I could imagine a way to make it clunky to reduce the Tier, but not an actual mechanism to improve ourselves into being better at Biology. Would something like,

[] Life-Growing Vat. A glass container with an attached synthesizer tuned to concocting complicated nutrient mixes. T3 Chemistry.
[] {} Simulator. An encylopedic worth of knowledge regarding synthesizing life spun to iterate on the compositions of chemicals necessary to creating an exact form of life on some server racks. T3 Computer Science.
to get the Benefit of, Gain +2 to Biology for Tier calculations and gain +6 to Biology for any rolls regarding creating life in a lab-setting be possible?

Hmm, so I'm really hesitant to allow for anything science based which then boosts science. Especially not by directly increasing your tier. Something like that would need a contract, which would effectively be the same as just having a higher skill level.

Something which just boosts the roll? Hmm. Put a leaf on that. I'm not necessarily opposed, but I am still hesitant. Those sorts of things can cause system-breaking spirals. The original Merchants of Divinity had something like that happen with combat techniques. Lets see how this here works out first.

If our MC decides for her mad science project to be that Dr Leviathan should look more dragonlike and decides to make herself a biomod adding decorative dragon-esque scales, that would be bonus item artificial organ, with nothing else, right? Same for horns, a tail, decorative wings?

How hard should we expect getting new bonus items to be?
Hmm. Interesting idea. I hadn't considered non-mechanical cosmetics.
I'll allow it! Artificial organ has a degree of flexibility in how it manifests. So long as it makes sense.

The difficulty of getting new Effects will vary greatly by their tier. Low tier ones will be easy. But they will become steadily more difficult/rare the higher tier.
 
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I want power armour but it's made of meat and possibly bone. Making ourselves look like a dragon would also be pretty sick. We should also probably pick a project to work on for the mad science god soon.
 
I want power armour but it's made of meat and possibly bone. Making ourselves look like a dragon would also be pretty sick. We should also probably pick a project to work on for the mad science god soon.
To advertise for dragon style:
We can make ourselves look like a dragon as our "Why? For the sake of science!" project and afterwards do upgrade projects as fancies and available items dictate.
Like organ + armor -> hardened scales that act as armor.
Or, if allowed, upgrade to usefull Wings and build a jetpack -> jetpackflying wings.
Or chemical weapon (fire) + organ -> firebreathing.
The sky (nope, see jetpackdragon) Our sanity is the Limit!
 
To advertise for dragon style:
We can make ourselves look like a dragon as our "Why? For the sake of science!" project and afterwards do upgrade projects as fancies and available items dictate.
Like organ + armor -> hardened scales that act as armor.
Or, if allowed, upgrade to usefull Wings and build a jetpack -> jetpackflying wings.
Or chemical weapon (fire) + organ -> firebreathing.
The sky (nope, see jetpackdragon) Our sanity is the Limit!
Just a note to be sure we're clear: The rules don't keep us from making useful things, it just keeps being useful from being the reason we make them. Useful dragon wings are cool and if that's our motivation to make them then it should be fine for the ritual.

Oh also we probably should outsource jetpack if we want one. We're a biological mad scientist and jetpacks are a little outside of our wheelhouse.
 
[X] Go exploring - The city is a big place. Find an abandoned place to set up in where nobody will bother you.

I can't not vote for bone armor.

[X] Keratin Platemail: T3, Biology. Cost: 9, Benefit: A white, bone-like organic armour which is maintained, regenerated and grown with nutrients from the host body, providing a potent yet convenient defence. Inspired by the armadillo and pangolin, whose plate can deflect bullets. +9 Armor.

Changed this based on JayTar's comment above.

I want power armour but it's made of meat and possibly bone.

The Keratin platemail might be a step to that if you're interested?
 
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