Cast-Offs of Divinity - A Merchants of Divinity Quest

[X] Plan: A little relaxation and the beginning of preparation
-[X] Skill training (Course of study) (Science (Biology)) (4 TAP)
-[X] Work: You have a clinic to run now. Pay based on Medicine + Surgery + Pharmacology roll (2 AP)
-[X] You are far too dignified to show off your new contract to your brother. That doesn't mean you can't hang out and act smug. (3 AP)
-[X] Look into publishing. You have original research now, and academic acclaim is needed to open certain doors. (3 AP)
-[X] Come up with a name for your new avian friend (Kutkh) (0 AP)
I don't think that this is a valid plan unless you want to die. We have to take an action researching or inventing. @JayTar Unless looking into publishing counts?
 
Yup!

A more generalized version that would be higher tier.
Ultimately the sky is (not) the limit.


It wouldn't be quite universal (because everything limits and exceptions), but yes you are on the right track. If you can imagine it there is a way.
Would the tier 5 version be good enough for implementing rayguns as breath weapons?

Also, I was going to vote, but I don't actually feel comfortable doing so until we get clarification about what specific actions count for our new biological necessity.
 
Would the tier 5 version be good enough for implementing rayguns as breath weapons?
Or hand blasts or fart cannons. Sky isn't the limit. But we would still need the skill to make ray guns in the first place. The tier 5 bio is just an interface.

On the plus side if we are using 2 types of specialities in inventing something we should be able to use both in the roll.
 
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"Good." Your clone pauses for just long enough for a hint of tension to fill the air. "Now I don't normally do this, but your dedication has been... acceptable."
...I think Infinium is a bit of a tsundere. Or the god is just reflecting Leviathan, which is also valid.

Doctor Infinium

***

You the contracted will create a device with a complexity rating of at least 30 points. In exchange, pick a scientific effect of T5 or less. Forevermore you may incorporate it for one third of its usual cost.
Hmm. As other people have said, it's doable enough if we get some Weight, money and farm a bit of inspiration. We shouldn't do this one experimentally though, we should research the effects separately first so as not to risk losing inspiration on a whiff. But the real question what kind of T5 effect we want to make the cornerstone of our future endevours. I've seen people think about a generalised compatibility organ, but I think the true cool thing is to make our T5 effect a creature creator tag of some sort. I've got a few ideas, but I'll put them in the end.

Now, since my favoured plan is contract-illegal I'll go ahead and post my own:


[X] Plan: View the Expedition
-[X] Skill training (Course of study) (Science (Biology)) (4 TAP)
-[X] Work: You have a clinic to run now. Pay based on Medicine + Surgery + Pharmacology roll (2 AP)
-[X] Draft a schematic (Tactical Retreat Injector (TRI)) (1 SAP)
--[X] Adrenaline booster: T2 Biology. Cost: 6, Benefit: +6 to Athletics (Running)
-[X] You are far too dignified to show off your new contract to your brother. That doesn't mean you can't hang out and act smug. (3 AP)
-[X] The expeditions will be starting soon. Get involved in the preparations. Figure out what will be needed and how to prepare. (4 turns remain) (3 AP)
-[X] Come up with a name for your new avian friend (Kutkh) (0 AP)

I think it's fine to do one social per turn, starting with our brother. The mercenaries can wait until we have Biology 5 (and maybe Science 4 too) so that we can guarantee getting the implant analysis right. But more than that, getting the info for the expeditions ahead of time is key, as otherwise we won't have the time to prepare properly. It seems like a big opportunity, after all, so it makes sense to invest in it.

The fancily named adrenaline booster is there because it's easy +2 inspiration once it comes up, yes? Field test it when running away for +1, then get another +1 for succesfully running away. Should only take 5 AP to craft or so. Useful too.

I think bird training shenanigans should wait until Animal Handling 2 (instead of 0), though that will have to wait until we have Biology 5 for unlocking the good stuff.

Our next god can likely be MD... and we probably should do MD pretty soon as well, considering that it will put us at 7 Weight, giving us 16.7% faster training. Plus the extra AP, which is 10% more time. More HP too, which is useful for safe(er) inspiration farming. I'll vote for it next turn.

...The bird name vote probably shouldn't be part of the plan vote, but what can you do.

Also, @JayTar, I'd like to run the following effect ideas by you? Here:

Creature Chamber (T?)
A madman's idea of biology, this contraption is the outlet of the Sigma Technology, which combines the DNA of two different creatures seamlessly. For example, a porcupine and a rhino becomes a massive spiked beast which combines the best traits of both creatures, combining great strength and toughness with a weapon which makes even glancing hits from a charge deadly. The chamber itself uses a "blueprint" and flash-clones it into existence using vast amounts of energy and carbon after a period of charge-up, making the creature enter the world with a blinding flash of lightning.

Once upon a time, in another world, a madman tried to take over the world with an army of beasts made with this technology.


+Given energy and raw materials, flash clone creatures into existence which obey rudimentary commands from the controller of the chamber.

Protoform (T5)
A sphere made of shifting, interlocking bone plates, it contains within it the essence of a living creature. Fed a specially processed slurry of nutrients and biomass, it can quickly grow into a fully-sized creature as dictated by the DNA encoded in core while it is in its resting state. The mind is stored within the core and the creature can be bonded and trained with the knowledge kept between forms in case of the death or obsolesence of the generated body.

+Create a creature with a pre-designed form which can be bonded and trained.
+Core can be extracted and be used to generate a new body, which retains training and skills.
+Combine effect with others to enable the core to innately generate bodies with improved abilities related to the added effect.

Also, unrelated question: Does spending a single inspiration do nothing? Since it's divided by X?
 
Our next god can likely be MD... and we probably should do MD pretty soon as well, considering that it will put us at 7 Weight, giving us 16.7% faster training. Plus the extra AP, which is 10% more time. More HP too, which is useful for safe(er) inspiration farming. I'll vote for it next turn.
and biology 5 in two turns should give us 1 weight, so weight 8. Hopefully completing our first uni course would also give us weight... that or biology 6, which we should barely reach I think.

We need to try and reach weight 5 and 10 as quickly as we can, the bonuses are really significant.
 
I don't think that this is a valid plan unless you want to die. We have to take an action researching or inventing. @JayTar Unless looking into publishing counts?
It does not.
Via a strict reading the only actions that qualify are Drafting and Experimenting ("inventing or experimenting"). Note though that the contract is by the letter, so if you come up with a sufficiently convincing alternate reading...

Would the tier 5 version be good enough for implementing rayguns as breath weapons?
Yes.

Also, @JayTar, I'd like to run the following effect ideas by you? Here:

Creature Chamber (T?)
A madman's idea of biology, this contraption is the outlet of the Sigma Technology, which combines the DNA of two different creatures seamlessly. For example, a porcupine and a rhino becomes a massive spiked beast which combines the best traits of both creatures, combining great strength and toughness with a weapon which makes even glancing hits from a charge deadly. The chamber itself uses a "blueprint" and flash-clones it into existence using vast amounts of energy and carbon after a period of charge-up, making the creature enter the world with a blinding flash of lightning.

Once upon a time, in another world, a madman tried to take over the world with an army of beasts made with this technology.


+Given energy and raw materials, flash clone creatures into existence which obey rudimentary commands from the controller of the chamber.
Okay so anything which can act as a "factory" is going to have a high bar. Because that sort of stuff can quickly runaway. The chamber in full as you describe it would need a much higher tier. High enough I'm not willing to estimate it right now.
With T5 something similar would be possible but the production process would be less dramatic and the chimera it creates would have a limited lifespan.

Protoform (T5)
A sphere made of shifting, interlocking bone plates, it contains within it the essence of a living creature. Fed a specially processed slurry of nutrients and biomass, it can quickly grow into a fully-sized creature as dictated by the DNA encoded in core while it is in its resting state. The mind is stored within the core and the creature can be bonded and trained with the knowledge kept between forms in case of the death or obsolesence of the generated body.

+Create a creature with a pre-designed form which can be bonded and trained.
+Core can be extracted and be used to generate a new body, which retains training and skills.
+Combine effect with others to enable the core to innately generate bodies with improved abilities related to the added effect.
Ah now that you have biology 4 I should probably introduce the created-intelligence rules. Gimme a bit to clean them up and I will post them.
Much of what you describe should be possible, but you might have to split them into separate Effects. Ie, an intelligence is one effect. A modular brain connection is a second. Generation or alteration of a body would be a third.

So it would be something like:
Intelligence (T variable)
Modular neural port (Probably T5)

Or
Intelligence (T variable)
Polymorphic Form (T ?, depends on the planned parameters)

Also, unrelated question: Does spending a single inspiration do nothing? Since it's divided by X?
Correct.
 
Adding an AI onto everything we made would also be a worthy effect.

Also we are going to have to learn mechanical engineering. Reverse engineering Angela Bright's stuff is such great inspiration.

Edit: If we want to contact Professor Tweed teaching Angela Bright biology seems like the way to do it. No that doesn't work she likely has more than 1 dot in science.
 
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Okay so anything which can act as a "factory" is going to have a high bar. Because that sort of stuff can quickly runaway. The chamber in full as you describe it would need a much higher tier. High enough I'm not willing to estimate it right now.
With T5 something similar would be possible but the production process would be less dramatic and the chimera it creates would have a limited lifespan.
That's fine, considering the RTS mechanics of the original game, the short life span might even be completely accurate. I was just looking for a way to fit Impossible Creatures in as an inspiration since it fits so well with the theme of Petri.
 
Experimenting is the key word that gives us so much wiggle room with what we spend our action on. Any action in a context we aren't used to is is experimenting, testing how our inventions work in the field is experimenting, going on expeditions is experimenting, for as long as we're still figuring it out. Any social context we're exploring for the first time is experimenting. Just as long as we're trying something new there's an extremely good argument that it's allowed. That also means that the process of publishing our *first* paper could be an experiment. It is an extremely broad word, and if it was a spirit of the contract type thing then we'd be much more limited. After all, the word has multiple definitions and the scientific one is intended, but intent has no bearing on this contract. (Trying new foods we aren't sure if we like? Experimenting! Mwa ha ha ha Infinitum is a fool!)
 
Experimenting is the key word that gives us so much wiggle room with what we spend our action on. Any action in a context we aren't used to is is experimenting, testing how our inventions work in the field is experimenting, going on expeditions is experimenting, for as long as we're still figuring it out. Any social context we're exploring for the first time is experimenting. Just as long as we're trying something new there's an extremely good argument that it's allowed. That also means that the process of publishing our *first* paper could be an experiment. It is an extremely broad word, and if it was a spirit of the contract type thing then we'd be much more limited. After all, the word has multiple definitions and the scientific one is intended, but intent has no bearing on this contract. (Trying new foods we aren't sure if we like? Experimenting! Mwa ha ha ha Infinitum is a fool!)
*Ding ding ding!* Correct!

Any sufficiently novel actions can be rationalized as "Experimenting". As long as you have a decently strong argument for it.
It does require you consider the action as experimenting though, which might tweak your approach to it. Especially considering Leviathan's personality. So I will want to keep track of which action you are using to satisfy the contract if it is not obvious.

The AP planning part of the turn has been changed to:
Turn actions:
You have 4 TAP, 9 AP:
1 AP must be spend on "inventing or experimenting". Label the action with: (Experiment).

As for how Doctor Infinium feels about this... Well that is for you to figure out.
 
Pretty good, but I don't feel like an ahoge fits Leviathan super well. I personally think more hairs going wild indicating generally messy hair, or a very well maintained haircut, would suit her better.
 
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