Cast-Offs of Divinity - A Merchants of Divinity Quest

You know, I totally get Leviathans rivalry with her brother... if my parents named me a classification of mythological beast and then named my brother a specific and divine example of said classification, I would also act like that...
 
Checking Wikipedia:
Leviathan isn't a classification of mythological beasts, its a hebrew mythological beast.
Oxford Dictionary claims it to be
  1. (in biblical use) a sea monster, identified in different passages with the whale and the crocodile (e.g. Job 41, Ps. 74:14), and with the Devil (after Isa. 27:1).
    • a very large aquatic creature, especially a whale.
      "the great leviathans of the deep"
    • a thing that is very large or powerful, especially a ship.
      "it's a challenge to navigate a wheeled leviathan in rush-hour traffic"
    • an autocratic monarch or state.
      "we must tame the state Leviathan"
Clearly, we must destroy the Oxford Dictionary for lying to me...
 
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You know, I totally get Leviathans rivalry with her brother... if my parents named me a classification of mythological beast and then named my brother a specific and divine example of said classification, I would also act like that...
Technically Jörmungandr is Leviathan's older brother.
If their parents have any culpability in Leviathan being Like That... Well I guess we will see.
 
[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.
 
So are crafting projects that make use of multiple specialties not allowed, or is it just that the schematic uses the highest relevant one for the roll?
 
So are crafting projects that make use of multiple specialties not allowed, or is it just that the schematic uses the highest relevant one for the roll?
They are allowed. The roll would be whatever specialty uses the most Bonus points.
Some Effects don't play well with other specialties though. Artificial organ for example. Biological-mechanical integration takes something a little higher tier.

Okay but to be fair even though I didn't really get to use it the technique system looked kinda sick.
It was fun as hell to crack open, find every exploit and bug, and then build something incredibly overpowered.
... Thing is, now that I am the one running the quest I have to be careful about that kinda stuff. Not that you can't be a little overpowered if you work on it. But a little, not incredibly. Don't want to entirely break the setting.

One of the things I set out to do when I was planning this quest was to avoid the whole technique kerfuffle. Both for the balance issues, and for how much it distorted things towards combat, at the expense of every other skill. As a result combat is going to be largely simplified. (Which I'll introduce if you ever do anything combat-adjacent like training it)

Anyway I'm going to close the vote soon, so if anyone wants to get in any last minute ideas now is the time. Remember the vote for crafting Effects is a brainstorming vote. Every suggestion counts.
 
Vote closed
Vote closed!
Scheduled vote count started by JayTar on Mar 11, 2024 at 6:56 PM, finished with 27 posts and 7 votes.

  • [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] Upgrade to an apartment - Your Cube is the bare minimum for housing. The next step up has more then enough space.
    [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.
    [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] Chemical weapon (fire)
    [X] Flight
    [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.


Now for that d100 roll:
JayTar threw 1 100-faced dice. Reason: Lab - Go exploring Total: 41
41 41
 
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Prologue 5.2


Prologue 5.2:​


-[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] 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)
Location: District 12 Commercial Hub. Sub-Level 26

You get very excited about planning your perfect hidden laboratory, before realizing it's going to need enough space for a hauler-bot to fit through the door. Moving equipment is a job for robots not people, and you don't have the money to rent anything fancier then the basic tank tread model.

So you start exploring. Off the beaten path, but still kinda on the path. Down a long spiral ramp and into an old bot storage garage. By the dust on the floor you are sure no human or robot has used the place in years.

The walls and floors are bare concrete but it has lighting and power so it will serve adequately.

Gain Repurposed Garage.
Space: 16/25
Amenities: Power
Rooms: Decent Laboratory (16)


Location: District 12 Commercial Hub. Sub-Level 23 Hidden Safe House:

You ride the new-lab high all the way back to the safe-house.

"Senior! The Doc is making a creepy face!"

You tone down the smile slightly. No need to scare them away. "I was thinking that now things have calmed down I could give each of you a more comprehensive physical. Make sure there are no underlying health issues."

The four members of the team look at you with varying levels of suspicion. "Your not going to do crazy experiments on us are you?" Skip asks skeptically.

"I promise" you say, crossing your fingers behind your back.

If you wish to invent a new Effect you must research it by including it in a an experimental project. Unlike a normal project the Science + Specialty roll only occurs at the end, after you have dedicated as many AP to it as you wish to.

Result*Workshop Level*(sqrt(AP)-0.5) ≥ (Bonus points*2)^1.5
If the above equation is true, then the project is considered a successes. Otherwise it is a failure.

Alternatively if a research paper or a device to reverse engineer is available then the modifier may be learned for (Bonus Points)/(Science+specialty level) with a minimum of 1.
Less complete sources of information may increase this, or require a roll.

Science 3 + Biology 3 = 6 dice
6d6 = [1, 1, 6, 3, 1, 6] = 18
DC = 10/15/20/25/30
Slick/Skippy/??/??/??

You start with the most obvious. Skippy's legs. Careful examination reveals a fascinating elasticity to his tendons, alongside significant reinforcement to the joints and a small increase in range of motion. As he demonstrates via mildly disturbing gymnastics.

Slick's hands are even easier to figure out. Simple glands which excrete a paralytic venom. Something about her tickles the back of your thoughts however. Leader implied they were escaped test subjects. Why would a test subject be implanted with something so basic? Especially when it didn't need to be implanted in the first place. The scientists who worked on her must have been utter simpletons.

Senior insists he is unaugmented when questioned. Your examination doesn't find any evidence to prove otherwise.

Leader does admit to possessing augmentations under questioning but is highly unhelpful in explaining their nature. Frustratingly whatever she has proves elusive to your examination.

Effects revealed (Will be available for reverse engineering):
Spring legs: T3 Biology. Cost: 9 Benefit: Provides +12 to Athletics (Jumping). Must be implanted.
Basic paralytic: T2 Biology. Cost 6. Benefit: Provides +6 to Combat (Blades)

Gain 2 decent dots.


Vote for a free Effect to learn:

[] Neuroplasticity enhancer: T3 Biology. Cost 9. Benefit: Gain +1 to dice size for your TAP training dice.
[] Animal Companion Implant: T3, Biology. Cost: 9, Benefit: +18 to Naturalism (Animal training) rolls on the implanted animal.
[] Keratin Platemail: T3, Biology. Cost: 9, Benefit: +9 armor
[] Enchanced Muscular Fibres: T3, Biology. Cost: 9, Benefit: +9 to Combat (Unarmed). +5 to Athletics (Lifting) Requires implantation.
[] Synthflesh T4 Biology. Cost 12, Benefit: Regain +12 HP once per week. Does not resolve conditions.
[] Bloodhound Sensor: T3 Biology. Cost: 9, Benefit: +9 to Perception (Tracking) when smell is involved.
[] Biochemical synthesizer: T3 Biology. Cost: 9. Benefit: +9 to Medicine (Pharmacology)
[] (Write in)

AN: Going to modify off of what I said earlier. Certain modifiers will require implantation as an extra condition, but tend to have enhanced effects if so.
After this will be training, the city exploration, and planning for next turn. This will be a short vote since it has already been discussed.
 
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Better training means better skills, better skills means faster research, faster research means more projects. Also: training ourselves up high enough could add weight or make it easier to complete projects that add weight.
[X] Neuroplasticity enhancer: T3 Biology. Cost 9. Benefit: Gain +1 to dice size for your TAP training dice.
 
I wonder if I made the Neuroplasticity enhancer too good? I guess is in part your current needs. Lots of training to do but not much combat yet.
There are other things that can provide similar boosts. Though the Neuroplasticity enhancer will stack with most of them, so it's not a bad pick.

Actually let me add one more Effect to the list I just thought of:
[] Biochemical synthesizer: T3 Biology. Cost: 9. Benefit: +9 to Medicine (Pharmacology)

Something closer to your current use cases.

Options that don't win this vote will still remain as approved ideas for research if desired in the future.
 
I wonder if I made the Neuroplasticity enhancer too good?
If it is infintely stackable, I can see it being broken by letting us stack up on Biology and Science then cutting down on the AP to make it and repeat.

[X] Neuroplasticity enhancer: T3 Biology. Cost 9. Benefit: Gain +1 to dice size for your TAP training dice.

Can Pharmacology be used for making a tech or is that more Chemistry's wheelhouse?
 
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[X] Keratin Platemail: T3, Biology. Cost: 9, Benefit: +9 armor

Imagine not voting to fulfill Leviathans childhood dream to be a knight. Which is definitely a thing that Leviathan wished to be. You can't prove it false after all...
 
I wonder if I made the Neuroplasticity enhancer too good? I guess is in part your current needs. Lots of training to do but not much combat yet.
There are other things that can provide similar boosts. Though the Neuroplasticity enhancer will stack with most of them, so it's not a bad pick.
We can only have one installed as organ and maybe one as consumable, right?

Then I'd say its a good bonus scratching a general itch we have.
If it stacks with itself infinetly, its broken af.

[X] Keratin Platemail: T3, Biology. Cost: 9, Benefit: +9 armor

Imagine not voting to fulfill Leviathans childhood dream to be a knight. Which is definitely a thing that Leviathan wished to be. You can't prove it false after all...
Mh, make it dragon instead of knight (that+organ-> hardened dragon scales) and I'm tempted.
 
If it is infintely stackable, I can see it being broken by letting us stack up on Biology and Science then cutting down on the AP to make it and repeat.

[X] Neuroplasticity enhancer: T3 Biology. Cost 9. Benefit: Gain +1 to dice size for your TAP training dice.

Can Pharmacology be used for making a tech or is that more Chemistry's wheelhouse?
It is not. Bonuses of different types will often stack, but bonuses of the same origin usually don't.
If you get Biology and Science high enough level you could make a higher tier one. But I'm thinking +2 would be something like T6. So you have a while to go.

Pharmacology is more about the application. If you have to cure a poison, prescribe a medication, or apply anesthetic then that's a Pharmacology roll.

We can only have one installed as organ and maybe one as consumable, right?

Then I'd say its a good bonus scratching a general itch we have.
If it stacks with itself infinetly, its broken af.
Just once I'm afraid. It's the same process, taken externally or via implant.
 
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[X] Neuroplasticity enhancer: T3 Biology. Cost 9. Benefit: Gain +1 to dice size for your TAP training dice.

[X] Keratin Platemail: T3, Biology. Cost: 9, Benefit: +9 armor
 
If something like that existed most mad scientists would probably want one. The ability to learn to make even greater horrors faster is invaluable.
You are correct. Education is quite highly valued. Some probably do have one.
But keep in mind that it only increases your learning rate equivalent to what getting 5 weight would:
Every 5 points of Effective Weight increases the size of the dice used for skill training by 1.
There is also the university. High level tutors. T-N meals. Bonuses from appropriate training fatalities. And [REDACTED].
So mad scientists have plenty of options. This is the starting city with the best education after all.

I am going to rule that it's not something easily mass producible. Every Neuroplasticity enhancer needs to be custom made for an individual's neurochemistry. Say this falls under the same "You have a really good idea of your own biochemistry" clause as T-N meals. (Maybe I should even put that on the character sheet? Call it a bonus for your starting background.)
You just got this sooner then most would since you went into biology first rather then say mechanical engineering.
 
I am going to rule that it's not something easily mass producible. Every Neuroplasticity enhancer needs to be custom made for an individual's neurochemistry. Say this falls under the same "You have a really good idea of your own biochemistry" clause as T-N meals. (Maybe I should even put that on the character sheet? Call it a bonus for your starting background.)
You just got this sooner then most would since you went into biology first rather then say mechanical engineering.
Maybe add modifier components, like "requires bioanalysis (reduces pointcost/increases effectiveness but requires completion of a seperate project (bioanalysis) for a recipient before they can benefit from this)" and "custom made (reduces pointcost/increases effectiveness but project needs to be completed for each recipient individualy)" and add clauses like "requires bioanalysis components which gives no bonuses" to things like neuroplasticity enhancer?
You are correct. Education is quite highly valued. Some probably do have one.
But keep in mind that it only increases your learning rate equivalent to what getting 5 weight would:
There is also the university. High level tutors. T-N meals. Bonuses from appropriate training fatalities. And [REDACTED].
So mad scientists have plenty of options. This is the starting city with the best education after all.
Many options, and they presumably stack.
And 5 more effective weight for the sake of training dice size may not be world changing, but it is a neat bonus for whatever we may choose to do.
For someone who plans to not get into a fight getting the armor is a "incase my plan fails" thing, but noone has plans that don't benefit from more effective training.
 
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