Cast-Offs of Divinity - A Merchants of Divinity Quest

[X]Plan: To the University We Go
-[X] Skill training (Jörmungandr) (AI administrator protocols) (3 TAP)
-[X] Skill training (Jörmungandr) (Clandestine Proceedings) (1 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] 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] Supplemental Research: MD Old Bones. You have questions about exactly how limiting his first contract is. Look into it. (2 1 AP)
-[X] Draft a schematic (Write in schematic) (1 AP)
--[X]Neuroplasticity enhancer: T3 Biology. Cost 9. Benefit: Gain +1 to dice size for your TAP training dice.
-[X] Reroll the schematic if the roll result is below 21, otherwise begin crafting! (3 AP)
Btw, you are missing a "-" before the md old Bones option, which confused tally bot about your plan.

And while I'm fine with contacting Steve, I believe we should first acquire the prerequisite wealth/skills before we begin that chain.
We fulfill the known prerequisites in my plan (chemistry to make explosives replacing the wealth needed to buy high quality) and need to try to find out if there are more.


On other actions: I don't think we need to talk to Old Man Jack. He's likely a tutor for Precision, but we don't need that skill for anything at the moment.
Could also be that he has a contract leading to his weirdness.
 
We fulfill the known prerequisites in my plan (chemistry to make explosives replacing the wealth needed to buy high quality) and need to try to find out if there are more.
Critically, we still don't have the skills to build something worthy. Which probably means Biology 4 for a funny super tree house. But eh, it's not really wasted AP either way. Though we can spend money to save AP on this later.
 
Critically, we still don't have the skills to build something worthy. Which probably means Biology 4 for a funny super tree house. But eh, it's not really wasted AP either way. Though we can spend money to save AP on this later.
We have qm confirmation that ant-tamer strategy is plausible and that we could try to mad-science ourselves a tool to help with it. (Plus maybe a few tap to get animal training to 1)

Making ants (or other creatures) from scratch would require higher biology, but you could modify an existing strain. Though that might not even be necessary.
As long as the animals were sufficiently well directed then it would still qualify as "you" building it. So it could count. You would need Naturalism (Animal training) for it, though the right item could give you a bonus.

Would pheromone spraycans be a reasonable biology project (for a mad scientist) to get a bonus to Naturalism (Animal training) for ants?


Yes. It might even give a larger bonus then the standard 3/tier due to the high degree of specificity.

Time spent making the pheromones wouldn't count for the required 10 AP though as it would be working on a tool, not the project.
 
Critically, we still don't have the skills to build something worthy. Which probably means Biology 4 for a funny super tree house. But eh, it's not really wasted AP either way. Though we can spend money to save AP on this later.
I should mention there isn't any "worthiness" metric for Steve. You need at least 3+3 in the skill you will be using. But well, you are going to be blowing it up anyway?
The issue with biology is just that you need the right Effect/idea. It could be just like, a tree with extra tough bark.

We have qm confirmation that ant-tamer strategy is plausible and that we could try to mad-science ourselves a tool to help with it. (Plus maybe a few tap to get animal training to 1)
Ah, I should clarify. You would need Naturalism (Animal training) at 3+3 for that. Using an animal is an interesting edge case, but there is still the requirement that the skill you use for it is at least 3+3.
Using something scientific to get a bonus doesn't change that requirement any more then getting a bunch of power tools would for Precision (Carpentry).

I'm just saying that it is something you can do if you want to.
 
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On other actions: I don't think we need to talk to Old Man Jack. He's likely a tutor for Precision, but we don't need that skill for anything at the moment.
I honestly just want to talk to him to find out his deal. Unlike Merchants of Divinity we don't have any time pressure so curiosity is a valid motivation.

I mean, assuming that the Minecraft reference is the real idea behind Steve, and this isn't a bait-and-switch like a certain God from the original quest with a stealth reference in the name that I am avoiding mentioning by name so I don't spoil anyone who hasn't read it...

Steve's (presumed) themes of creativity, creation, resource acquisition, and greifing people should mean his high end contracts have costs that don't feel too much like costs for Levi-tan.

His name reminds one of Bob the builder as well.
 
Ah, I should clarify. You would need Naturalism (Animal training) at 3+3 for that. Using an animal is an interesting edge case, but there is still the requirement that the skill you use for it is at least 3+3.
Using something scientific to get a bonus doesn't change that requirement any more then getting a bunch of power tools would for Precision (Carpentry).
That complicates it and means we probably need a new idea.
Should rethink and focus on Science(Biology) then.
 
That complicates it and means we probably need a new idea.
Should rethink and focus on Science(Biology) then.
I originally wanted to argue for the anthill, but looking at the TAP made me want to argue for Biology T4, then looking at AP made me return back to the anthill.

To start off,
SkillsXP CalcXP
Biology 4270/2135
Naturalism 3 + Animal Training 3125+10+30+90255
Precision 3 + Specialty 325+125+10+30+90280
XPwise, Biology 4 definitely wins.

Then looking at the TAP,
SkillsNo Mentor+1 Mentor+2 Mentor+3 Mentor
Biology 423181412
Naturalism 3 + Animal Training 343332622
Precision 3 + Specialty 349373025
Biology 4 still wins out overall, but getting teachers would basically cut down on the difference between Biology 4 and the other skills by 1 per +1.

Training turnwise results in this,
SkillsNo Mentor+1 Mentor+2 Mentor+3 Mentor
Biology 46543
Naturalism 3 + Animal Training 311976
Precision 3 + Specialty 3131087
Neuroplasticity doesn't really help Biology, but reduces the other skills by a decent amount.
(Assuming it takes 3 turns to make, making 12TAPs unmodified, you can get a table of this range I think.)
SkillsNo Mentor+1 Mentor+2 Mentor+3 Mentor
Biology 45444
Naturalism 3 + Animal Training 39765
Precision 3 + Specialty 310865

Unto the second to final table, APwise you have this,
SkillsAdditional APDefault APReal APTheoretical Turns
Biology 41+3510466
Naturalism 3 + Animal Training 31+2110324
Precision 3 + Specialty 3010102
Additional assumes that what project would be rolled on Biology 4 is only 12 bonus points worth and rolled an average 22, and the anthill on Naturalism is only 9 bonus points worth and rolled an average 19.

Finally, turnwise, best skills at whichever conditions,
No Mentor+1 Mentor+2 Mentor+3 Mentor
No NeuroplasBiology / NaturalismNaturalismNaturalismNaturalism
NeuroplasBiologyBiology / PrecisionPrecisionPrecision
Naturalism is the majority winner mostly because we could maybe make the ant tech while also training up Naturalism. If that wasn't a thing, then No Mentor to +1 would be a Biology win, while the rest of Naturalism gets overtaken by Biology / Precision.
Old Bones is also another avenue of going no Neuroplas, with the additional benefit of +1 AP.
Besides that, I think I like Naturalism's whole using what's there than Biology 4's make something else or Precision's do it regularly.
Getting Naturalism adds another breadth of expertise that we can use besides sciencing.
 
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I originally wanted to argue for the anthill, but looking at the TAP made me want to argue for Biology T4, then looking at AP made me return back to the anthill.
Besides that, I think I like Naturalism's whole using what's there than Biology 4's make something else or Precision's do it regularly.
Getting Naturalism adds another breadth of expertise that we can use besides sciencing.
Either works for me as long as we have a cool/fun idea to do it mad-science-y.

If my plan wins I'm gonna suggest university next turn considering how much we have to learn. But this turn we can look into explosives to have some Leviathan-doing-science.
 
Since the vote is tied again, I'm going to put a half a dozen hour timer on it, and if it's still tied when it closes I will flip a coin.
 
Vote closed
Scheduled vote count started by JayTar on Mar 14, 2024 at 7:39 PM, finished with 57 posts and 12 votes.

  • [X]Plan: To the University We Go
    -[X] Skill training (Jörmungandr) (AI administrator protocols) (3 TAP)
    -[X] Skill training (Jörmungandr) (Clandestine Proceedings) (1 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] 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] Supplemental Research: MD Old Bones. You have questions about exactly how limiting his first contract is. Look into it. (2 1 AP)
    -[X] Draft a schematic (Write in schematic) (1 AP)
    --[X]Neuroplasticity enhancer: T3 Biology. Cost 9. Benefit: Gain +1 to dice size for your TAP training dice.
    -[X] Reroll the schematic if the roll result is below 21, otherwise begin crafting! (3 AP)
    [X]Plan: To reach a first God
    -[X] Skill training Science (Chemistry) (4 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] Old man Jack: Near the entrance to your Habitation block sits a old man. He sits there all day, always preforming some sort of hand craft. Whittling. Knitting. You should go give him a peace of your mind about such a shameful display! (3 AP)
    -[X] Draft a schematic (Write in schematic) (1 AP)
    --[X]Neuroplasticity enhancer: T3 Biology. Cost 9. Benefit: Gain +1 to dice size for your TAP training dice.
    --[X] use another AP to re-roll
    -[X] Look for a hidden place to build in. Go looking yourself. Beneath the city there are countless forgotten places, and that is exactly what you need. (3 AP)
    [X] Plan Very Inconclusive
    -[X] Skill training (Jörmugandr (AI administrator protocols) (2 TAP)
    -[X] Skill training (Jörmugandr (Clandestine Proceedings) (2 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] 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] Old man Jack: Near the entrance to your Habitation block sits a old man. He sits there all day, always preforming some sort of hand craft. Whittling. Knitting. You should go give him a peace of your mind about such a shameful display! (3 AP)
    -[X] Supplemental Research: MD Old Bones. You have questions about exactly how limiting his first contract is. Look into it. (1 AP)
    -[X] Draft a schematic (Write in schematic) (1 AP)
    --[X] Neuroplasticity enchancer, a synthesizer for a drug which boosts your ability to form new mental connections.
 
Prologue 6 - The Gears of the World Turn


Prologue 6 - The Gears of the World Turn:​


[X]Plan: To the University We Go
-[X] Skill training (Jörmungandr) (AI administrator protocols) (3 TAP)
-[X] Skill training (Jörmungandr) (Clandestine Proceedings) (1 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] 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] Supplemental Research: MD Old Bones. You have questions about exactly how limiting his first contract is. Look into it. (2 1 AP)
-[X] Draft a schematic (Write in schematic) (1 AP)
--[X]Neuroplasticity enhancer: T3 Biology. Cost 9. Benefit: Gain +1 to dice size for your TAP training dice.
-[X] Reroll the schematic if the roll result is below 21, otherwise begin crafting! (3 AP)





The first harbinger of the rain is the illumination shifting. Everpresent azure dims to transparency. For a minute anyone looking up bears witness to the endless static of dust hugging the city's forcefield.

It doesn't last. Drop by drop the dust is pressed down the sides to let pure rain fall though. You don't know why the forcefield permits rain. Perhaps to collect the water.

Sitting once more on the skybridge, you quietly admit that it is beautiful. Sheets of clear water sluice off rooftops and spiral into culverts. Every level of the city catches and diverts the rain just a little. A vast fractal pattern only visible in the flow. Down to some unknown end.

Far below you see small shapes running through a courtyard. Children playing you think. For the youngest this may be their first time out in the rain.

You hold no petty superstitions about it. It is a system like any other. Time passes and the gears turn. You close your eyes and enjoy the sound. The pitter patter of raindrops. The humming of the world's machinery as it interlocks with humanity's.

It will last all week.


Location: District 12 Commercial Hub. Sub-Level 23:

You find Leader's team not in their usual hideout but several streets down watching a waterfall created by the rains. Vast quantities of water rush downwards but the flow is so perfect there is only a hiss of sound. You wonder what it would be like to touch it, and if your finger would survive the expedience.

"It's not stopping" Slick whispers, craning her neck as if to look for the source.

"It has to stop eventually" Skip reasons.

"It won't stop until the rain stops" you cut in.

"Rain?" Skip asks.

"Don't you know? The water from the sky?" The blank looks you get tells you that they in fact do not know.

Senior takes over explaining "It comes down in small drops all over. Some say it is the source of all life, warring against the baleful dust. The rains are a time for life and change and are always closed with a celebration."

Bah wastelander superstition. The celebration part was real at least.

"I wanna see it" Slick says brow furrowing in determination.

When you next see the team three out of four of the members are soaking wet. Slick also has bruised knuckles and Leader nonchalantly walks in with a knife stuck in her forearm.

Medicine 3 + Surgery 3 = 6 dice
6d6 = [3, 4, 6, 4, 6, 5] = 28 + 5 (First Aid Kit) = 33
DC: 15/20

"What? How!" You protest.

"Job" Leader answers.

"Certain members of our team seem to have taken access to medical care as an excuse to take additional risks" Senior says with disapproval. He somehow isn't even damp.

You huff but don't comment. You won't complain about the additional business after all. "Dry yourselves off or you'll catch something" you tell the team's other members instead.

Gain 3 decent dots.


Training With Jörmungandr: (3+3)d3=6d3 per TAP
1 TAP spent.
6d3 = [1, 3, 1, 2, 2, 3] = 12*1.3= 15 exp
Social knowledge (Clandestine Proceedings) now at 2 (25/90)
Training With Jörmungandr: (3+3)d3=6d3 per TAP
3 TAP spent.
18d3 = [2, 3, 1, 1, 1, 2, 1, 1, 1, 3, 3, 1, 3, 1, 3, 1, 3, 1] = 32
Organizational knowledge (AI administrator protocols) now at 3 (3/270)

With a stormy backdrop you make your entrance to the University administrative building. It is time to renew your enrollment.

Organizational knowledge 2 + AI administrator protocols 3 = 5 dice
5d6 = [3, 1, 2, 2, 5] = 13
DC: 5/10/15

These halls of knowledge are once more open to you. However you fail to re-gain free access to the student research database leaving you stuck with pay-per-paper. Bah.

Audit classes and arrange tutoring: For one decent dot you can get +2 training to any scientific or academic skill.

Declare a course of study: For 1 high dot select a scientific or academic skill. Gain +3 dice and +1 to dice size to its training for 10 turns. You will be expected to spend at least 2 TAP per turn on it and pass an examination. Failure on the examination will likely result loss of access to the university for a period.

Read Research Papers: For 2 AP and 1 decent dot you may look for new item effects to learn via study. May specify what you are looking for, but the more specific you are the lower chance of success. Lower tier effects are much easier to acquire.

Upgrade your research access tier you need to restore your academic standing by successfully completing a course of study.

Location: Habitation Block 17-C. Cube 3156:

With that done you sit down to research ethics. How nostalgic. You remembered many a fond evening of extracurricular study.

Retroactively gain Social knowledge (Ethics) 1

You even recognize the principle referenced by MD Old Bones' contract. Non-maleficence. The idea that the treatments you provide should not harm the patient. Of course in practice it is more complicated. Nearly every treatment has risks or side effects. What was important, was the net benefits.

Light research reveals that MD Old Bones' contract does not shy away from this. Those who have signed it have no problem administrating treatments with side effects. So long as the benefits exceed the dangers.

Unfortunately your first idea for a loophole does not pan out. Those with the contract make no distinction between patients and test subjects. At least for medical-adjacent experimentation. Anyone you preform a medical procedure on is your patient.

There are cracks however. The contract covers the principle of Non-maleficence, not Autonomy. Nothing in it requires consent. Only that the procedure be a net benefit. There also seems to be a significant exception for combat. You find reports of doctors weaponizing their medical skills. So long as your target has some fight in them, you have carte blanche.

The last exception you find is also the most worrying. A case study where a particularly deranged doctor was able to preform horrific experiments without breaking the contract. The hypothesis is it was due to their particular insanity focusing around puppets. At a certain point they stopped seeing humans as people, and thus the contract no longer applied.

Of course all this ignores the fact that you do not currently have any unwilling test subjects. Nor do have any particular goal requiring them. But you never shy away from considering all possible options.

-Only applies to Non-maleficence. Not Autonomy.
-Exception for combat.
-Only covers net harm. So long as you think the benefits exceed the risks you can proceed.
-Dehumanization bypasses.
-Does include test subjects so long as you are preforming medical procedures on them.


Location: District 12 Commercial Hub. Sub-Level 26, Repurposed Garage

Down in your lab you can't even tell it's raining. Nothing to distract you from your work.

Science 3 + Biology 3 = 6 dice
6d6 = [1, 5, 3, 1, 3, 1] = 14
1 AP used to re-roll!
6d6 = [2, 4, 1, 6, 5, 1] = 19
1 AP used to re-roll!
6d6=[1, 5, 6, 4, 2, 5] = 23
Final AP cost = (((9*2)^(1.5))/(23*1)+0.5)^2 = 14.59 = 15 AP
1 AP spent on crafting. 14 AP remaining.

You plan and re-plan. Synthesis paths and experimental procedures. By the end of the week you finally have it and celebrate by extracting the requite samples of cerebrospinal fluid.

For Science!



One decent dot subtracted for debt payments!
Two low dots subtracted for Simple Packaged meals!

Turn actions:
You have 4 TAP and 10 AP:

Current assets:
4.4 decent dots
1 Basic Habitation Cube.
Repurposed Garage:
-Space: 16/25
-Amenities: Power
-Rooms: Decent Laboratory (16)

Current expenses:
Debt repayment 4.6 High dots remain - 1 decent dot per turn.
Simple Packaged meals - 2 low dots per turn.

Training:
Available trainers:
Jörmungandr Grimm: Can train Organizational knowledge (AI administrator protocols) and Social knowledge (Clandestine Proceedings) along with their respective general skills. Provides +3 dice.
Leader: Can train Combat (Firearms) along with its respective general skills. Provides +2 dice.
University: Can provide +2 to any Scientific or Academic skill for 1 decent dot.

Format:
-[] Skill training (Trainer) (Skill or Skill (Specialty)) (x TAP)

Personal:
[] Work: Things seem to be back to "Business as usual". For however usual this business is. Expected pay: 1-3 Decent dots. (2 AP)
[] Food: Perhaps you would like to change your diet? Presents diet options. May be modified by your current wealth level. (1 AP)
[] Networking: Now that you know about the Under Market, maybe you should see if anyone else needs under the table medical work. (3 AP)
[] Purchases: Buy something at a previously known shop. (Current options: The Clown Club) (1 AP)
-[] (Write In Purchases)
[] Declare a course of study (Skill): Gain access to +3/+1 tutoring for a skill for 10 turns. Expected to spend at least 2 TAP per turn on it and take exam at the end. Cost: 1 high dot. (1 AP)
[] Attend the clear sky celebrations: Likely a waste of time, but rare enough to not be utterly dismissed. (2 AP)

Science:
[] Read research papers (Topic): Gain an Effect you can learn. Roll to see how close the effect is to what you specify. The more specific you are the lower the chances. The higher tier the lower the chances. Cost: 1 decent dot (2 AP)
[] Continue crafting the Neuroplasticity enhancer. 14 AP remain. (Variable AP)

Social:
[] Old man Jack: Near the entrance to your Habitation block sits a old man. He sits there all day, always preforming some sort of hand craft. Whittling. Knitting. You should go give him a peace of your mind about such a shameful display! (3 AP)

Exploration:
[] Explore the city: The city contains many strange wonders. Some are even useful. Go out and find them. (2 AP)
[] Dive deeper: Beneath the city there are countless forgotten places. Some may even contain treasures. Go out and find them (3 AP)
[] You found a strange building containing clown vending machines. Who uses it and why? Investigate it to satisfy your curiosity. (3 AP)

Gods Research. Roll Academics (Gods) to learn more about the god and what contracts they offer:
[] Steve. Annoyingly you still don't know his first contract. Find it. (3 AP)
[] Doctor Infinium. Perhaps you would like to try looking further? You don't think you will get much at your current skill level. (4 AP)
[] MD Old Bones. Perhaps you would like to try looking further? You don't think you will get much at your current skill level. (4 AP)
[] Professor Tweed Perhaps you would like to try looking further? You don't think you will get much at your current skill level. (4 AP)

[] Supplemental Research: Write in. Perhaps there is some other question you want answered? (2 AP)

To contact Gods:
Doctor Infinium:
[] Draft a schematic (Write in schematic) (1 AP)
[] Start crafting. Requires lab. (Variable AP, must be at least 30 in total)

MD Old Bones:
[] Arrange for an operating theater. You will need somewhere to work, and make sure you have sufficient supplies. (2 AP)
[] Arrange for a constant stream of patients. (3 AP)
[] Arrange for an assistant. A final line of defense against interruptions. Someone to make sure all your patients arrive on time, and fill any holes in your schedule. (2 AP)
[] Start the marathon. (Consumes all AP until 20 have been spent.)

Professor Tweed:
[] Go looking for a student. (Write in skill/specifics) (3 AP)
[] Teach! (2 AP)

Steve:
[] Look for a hidden place to build in. See if the Under Market has any leads. Likely to cost at least 1 high dot. (2 AP)
[] Look for a hidden place to build in. Go looking yourself. Beneath the city there are countless forgotten places, and that is exactly what you need. (3 AP)
[] Acquire explosives. The Under Market should have something. Likely to cost at least 1 high dot. (2 AP)
[] Acquire explosives. Maybe you can make them yourself? Requires Science (Chemistry). Requires Lab. (? AP)
[] Start building. Requires location. (Write in what you plan to build) (10 AP)

[] Write in. Perhaps there is something else? (?? AP)

AN: Ask If you have any questions about MD Old Bones's first contract's restriction I missed. I'll freely clarify it now.
 
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Clearly the rain heralds Leviathan's ascent to greatness.
Could we make a brain implant of some sort to temporarily remove our ability to identify humans as people?
 
[X] Plan: sane science, mad science, and looking at normal people
-[X] Skill training Science(Chemistry) 4 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] Attend the clear sky celebrations: Likely a waste of time, but rare enough to utterly dismissed. (2 AP)
-[X] Continue crafting the Neuroplasticity enhancer. 14 AP remain. (2 AP)
-[X] Old man Jack: Near the entrance to your Habitation block sits a old man. He sits there all day, always preforming some sort of hand craft. Whittling. Knitting. You should go give him a peace of your mind about such a shameful display! (3 AP)
-[X] Draft a schematic (Write in schematic) (1 AP)
--[X] Doctor Infinum schematic! Become a dragon!
---[X]Artificial organ: T3 Biology. Cost 9. Benefit: Allows a purely biological device to be implanted.
---[X] Crafting yourself a nice skin of dragon-scales. If time budget allows ( AP cost would fall under 30 without the additions) add horns, face -> dragon muzzle, decorative wings.

Could we make a brain implant of some sort to temporarily remove our ability to identify humans as people?
That sounds like it would turn the character ghoulish.
Its just a bad contract for this character.

(A bio experiment not panning out (=no advantage) and having the slightest downside (with no positive of the experiment -> net negative) equals instant contract breach, which atm would be guaranteed death)

AN: Ask If you have any questions about MD Old Bones's first contract's restriction I missed. I'll freely clarify it now.
If we were to try researching one of the teams enhancements by offering to calibrate it (or whatever, something bio that is an experiment or a service), could bad rolls screw us over by making us harm our patient?
 
Clearly the rain heralds Leviathan's ascent to greatness.
Could we make a brain implant of some sort to temporarily remove our ability to identify humans as people?
But why tho, if an alteration to a subject has more negatives than positives and our subject isn't an enemy, why would we want to do it???

Edit:
[X] Plan: sane science, mad science, and looking at normal people

-[X] Skill training Science(Chemistry) 4 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] Attend the clear sky celebrations: Likely a waste of time, but rare enough to utterly dismissed. (2 AP)

-[X] Continue crafting the Neuroplasticity enhancer. 14 AP remain. (2 AP)

-[X] Old man Jack: Near the entrance to your Habitation block sits a old man. He sits there all day, always preforming some sort of hand craft. Whittling. Knitting. You should go give him a peace of your mind about such a shameful display! (3 AP)

-[X] Draft a schematic (Write in schematic) (1 AP)

--[X] Doctor Infinum schematic! Become a dragon!

---[X]Artificial organ: T3 Biology. Cost 9. Benefit: Allows a purely biological device to be implanted.

---[X] Crafting yourself a nice skin of dragon-scales. If time budget allows ( AP cost would fall under 30 without the additions) add horns, face -> dragon muzzle, decorative wings.





That sounds like it would turn the character ghoulish.

Its just a bad contract for this character.



(A bio experiment not panning out (=no advantage) and having the slightest downside (with no positive of the experiment -> net negative) equals instant contract breach, which atm would be guaranteed death)



If we were to try researching one of the teams enhancements by offering to calibrate it (or whatever, something bio that is an experiment or a service), could bad rolls screw us over by making us harm our patient?

You forgot to pay for a Chem teacher
 
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Clearly the rain heralds Leviathan's ascent to greatness.
Could we make a brain implant of some sort to temporarily remove our ability to identify humans as people?
Technically yes, but you would need at least Biology 5, and it would be very fraught. Like you would need to roll Mental Fortitude every time you use it not to take mental/personality damage.

(A bio experiment not panning out (=no advantage) and having the slightest downside (with no positive of the experiment -> net negative) equals instant contract breach, which atm would be guaranteed death)
If we were to try researching one of the teams enhancements by offering to calibrate it (or whatever, something bio that is an experiment or a service), could bad rolls screw us over by making us harm our patient?
To clarify: You can't break the contract unintentionally. It doesn't matter how the procedure ends, just that when you started it you believed it would be a net benefit for the patient.
Mind you "Benefit" and "Risk" are subjective. Consider that if you will. Something like "Now has +6 to perception due to better eyes" can be considered a benefit.

Reverse engineering the implants you are currently aware of would not carry a significant degree of risk no.

That said, failure on an experimental project roll to invent a new implant can carry risks. That is, if this roll fails:
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.

Why didn't we get a +5 from the field first aid kit?
Fair point I'll add it. Though it doesn't change the result.
 
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So we could train a mental skill for ignoring that risks exists when we want to?
Mental fortitude (Self Delusion).
It would be difficult though, and I would say that would carry a risk of breaking the contract. If your delusion breaks at the wrong moment.
There would also be a risk of mental/personality damage afterwards, though not quite as bad as dehumanization would bring.

And the god in question would not be very happy with you.
 
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