Cast-Offs of Divinity - A Merchants of Divinity Quest

Prologue 4.2


Prologue 4.2:​


[X] Simple Packaged meals - Cheap and produced for mass consumption. Technically a full meal in every box. Tasty but in a very standardized sort of way.
[X] Intervene
-[X] Get to know your new employers. How did they come to be mercenaries? How does the mercenary business work? (3 AP)
-[X] Steve - The Builder. Dispute the unfortunate association with (ugh) manual labor, you can see the merit in a god of building grand works. (4 AP)

Performance 3 + Acting 3 = 6 dice
6d6 = [2, 4, 3, 2, 5, 5] = 21
DC = 15/25 (DCs lowered by skill synergy)

You step forward. Shark like grin on your face. "Excuse me Mr. Silicate "

He pauses, assessing you "And you would be?" he asks leadingly.

"Ms. Grimm. A person of no particular importance." The trick is in how you say it. The intonation. The stance. The slight emphasis on the prefix, as if you were just holding back from saying Dr instead of Ms. A self important scientist barely hiding it.

"And the purpose of your visit today?"

"Suppose I was interested in your services".

"As a client or a contractor?" There was something there. In the carefully hidden interest. Now was it money issues? Or was it employee issues.

"If I said there was a lab of no particular renown I wanted a certain item acquired from?"

"Oh 50,000 credits at baseline. Assuming they are truly of no particular renown."

Not money then. "Say instead I represent a certain individual interested in selling their services?"

He doesn't lean forward or anything quite so obvious. But from the glint in his eye you know you have his interest. At least, until he blinks and catches on.

"You play a dangerous game Ms. Grimm".

"I'm a dangerous person." you say, toothy grin returning. "You've been losing teams haven't you. Contractors."

"Don't waste my time telling me things I already know." You can see he is not happy to admit it.

Leader has no trouble connecting the dots. "Pay in full. No trash." she says with a glare.

"Fine dammit." Silicate practically throws the credit stick across the room. "Got three jobs for you too. They're on the stick. Don't dawdle."

Leader just flicks her hair and turns to leave "If I accept. Answer tomorrow."

Silicate grumbles but doesn't say anything as you leave.

A brief stop later to pick up an unmarked box and the pair of you are back on the elevator. Leader turns to you and punches you in the shoulder.

"Ow! What was that for?" You protest in a completely reasonable tone of voice.

"Dangerous person." she says jokingly.

"I'm dangerous!" You don't whine.

Leader scoffs lightheartedly. "Like a kitten. Your words dangerous. Your skills dangerous. You? Don't worry. I can teach."

You take the high road and decline to correct her on the true danger level of kittens.

Gain 3 decent dots.
Gain Leader as a teacher. Can teach Combat (Firearms) at +2.




With that done you sit down for your last task of the week. Researching the god known as "Steve".

An unassuming name. But nobody from the Dominion of Tom would dismiss on that criteria alone. According to what you dig up Steve is known to be the god of great builders. Or rather, the god of those who build great things. You suppose the name is a stylistic choice to draw attention away from the builder.

Academics 2 + Gods 1 = 3 dice
3d6=[3, 1, 3]=7
DC: 5/10/20/40 for Attention/1st/2nd/3rd Contract.

Code:
To gain Steve's attention you need to spend at least 10 AP to build something of at least Small Building size.

You must then destroy what you built using explosives before it is observed, except by yourself.

At least a professional level (3 in general + 3 in a specialty) of artistic skill (Precision) or applicable scientific skill is required.

You consider what you found. Peculiar. In theory contacting Steve could be quick comparatively. In practice...

You look at the blank walls of your Cube. There are countless sensors. Monitoring your Cube. Monitoring the building. Monitoring the district. Monitoring the whole city. Very little goes truly unobserved. Would an AI count? Would an automated system? Your research leans towards yes.

Though perhaps you already had a lead. You look down. To where you know the Under Market is. Perhaps there you can find the privacy you need, and explosives as well.

Frustratingly you were not able to find Steve's first contract. Not yet.


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:
6.8 decent dots
1 Basic Habitation Cube.

Current expenses:
Debt repayment 4.8 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.

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


Money:
[] 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)

Personal:
[] 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)

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)
[] 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)

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)

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: MD Old Bones. You have questions about exactly how limiting his first contract is. Look into it. (2 1 AP)
[] Supplemental Research: Write in. Perhaps there is some other question you want answered? (2 AP)

To contact Gods:
Doctor Infinium:
[] Lab. If you want to pursue Doctor Infinium's attention you will need a lab.
--[] Scrape together what can fit in your Cube. Cost: 5 2 Poor dots. Gain poor quality lab. Reveal crafting rules. (1 AP)
--[] Buy some second hand equipment instead of pulling things out of the trash. Cost: 5 Low dots. Gain Low quality lab. Reveal crafting rules. (2 AP)
--[] Invest in some proper equipment. Requires larger space then your Cube. Cost: 5 Decent dots. Gain Decent quality lab. Reveal crafting rules. (4 AP)
[] Start crafting. Requires lab. (Variable AP)

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: And thus closes turn four. You missed the research roll for Steve's first contract, so I decided to be merciful and discount the AP cost for trying it again.
Or you could go ahead and contact another god. This is after all a Merchant quest, so it's not like the other options will go away.
There is nothing technically stopping you from using Science (biology) for contacting Steve. But you would have to figure out what to make using it that meets the size requirements. I will leave that to you.
 
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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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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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Prologue 5.3


Prologue 5.3:​


[X] Neuroplasticity enhancer: T3 Biology. Cost 9. Benefit: Gain +1 to dice size for your TAP training dice.
-[X] Skill training (Jörmungandr) (Social knowledge (Clandestine Proceedings)) (1 TAP)
-[X] Skill Training (Jörmungandr) (Organizational knowledge (AI administrator protocols)) (3 TAP)
-[X] Explore the city: The city contains many strange wonders. Some are even useful. Go out and find them. (2 AP)

Training With Jörmungandr: (3+3)d3=6d3 per TAP
1 TAP spent.
6d3 = [3, 1, 2, 3, 3, 3] = 15*1.3 = 19 exp
Social knowledge (Clandestine Proceedings) now at 2 (10/90)
Training With Jörmungandr: (3+3)d3=6d3 per TAP
3 TAP spent.
18d3 = [3, 3, 2, 1, 2, 2, 2, 2, 1, 1, 3, 1, 2, 1, 1, 1, 1, 1] = 30 exp
Organizational knowledge (AI administrator protocols) now at 2 (61/90)

Navigating the city is no small task. Why an uneducated observer might suggest you were wandering randomly.

But you are no vapid follower who lets the words of fools stop you! You wandered randomly, but randomly with purpose. Your feet follow no path while your eyes dissect your surroundings. It was only a matter of time before you found something of interest.

Like that ramp! It's width was none of the standard sizes and it's smooth metal surface was absolutely not up to code.

Athletics 2 + Climbing 0 = 2 dice
2d6= [6, 1] = 7
DC=9

Ack! It's greased! Damn it all to dust why is it greased?

The building doesn't have any other entrances unless they are from below or above. The ramp is too small for cargo and leads directly out onto the footpath anyways. Maybe it was intended as an emergency exit? No the doors at the top open inwards.

You pick yourself off the ground. Like you were going to let this stop you.

Athletics 2 + Climbing 0 = 2 dice
2d6= [4, 2] = 6
DC=9

Dammit. You glare hatefully at the ramp before taking a breath and backing away. Think it through Leviathan. You are a scientist. Figure out a solution.

You got about half way up before losing traction and sliding the rest of the way down. So what you need-

Athletics 2 + Running 2 = 4 dice
4d6= [5, 3, 4, 5] = 17
DC=9

-is momentum. You practically kick the doors open and saunter in to find, a bunch of vending machines? Vending machines filled with clown paraphernalia? Who would make such a thing? Who would even want such a thing?

Perception 2 + Investigation 0 = 2 dice
2d6 = [6, 4] = 10
DC=5/??

Well you quickly that there must be some answer to that last question. This is no abandoned garage. Comfy furniture is scattered around the room, and based on the lack of dust it has been used recently. You even find an empty bag of chips with a production timestamp of last week.

Purchase options (Will continue to be available):
-[] Purchase:
--[] Fake ID: Cost: 5 poor dots. Has the words "Fake" clearly written, but looks vaguely legitimate from a distance. +3 to Performance (Acting) in a narrow range of situations.
--[] Grease paint and wigs: Cost: 2 low dots +6 to Performance (Disguise) to avoid recognition, so long as you don't mind looking silly.
--[] Paint Grease (Consumable): Cost: 1 decent dot per spray can. Extremely slippery. Increases the difficulty of athletics checks on applied surface by +9 and may cause additional checks depending on the circumstances.
--[] Paint (Consumable): Cost: 2 poor dots per spray can. Comes in many colors.
--[] Rubber chicken: Cost 4 low dots. Provides +3 to Social Knowledge (Comedy) rolls.
--[] Noisemaker: Cost 5 poor dots. Makes a loud honk.
--[] Hidden pockets: Cost: 6 low dots. Provides +6 to Precision (Slight of hand)
--[] Clown car: Cost: 5 decent dots. Unfolds out of a bulky but human portable cardboard box. Incredibly cheap for a vehicle. Looks like it could maybe fit two people. Flimsy, don't crash it.
--[] Confetti bomb (Consumable): Cost 1 decent dot. Gives +9 a roll for escaping pursuit or breaking line of sight.
--[] Curated collection of joke books: Cost 1 decent dot. Acts as a +2 tutor for Social Knowledge (Comedy) up to level 3.

What a strange place.


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

Current expenses:
Debt repayment 4.7 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.

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

Money:
[] 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)

Personal:
[] 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)

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: MD Old Bones. You have questions about exactly how limiting his first contract is. Look into it. (2 1 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)

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: And time for the next turn! Tell me if I forgot anything.
 
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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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Vote closed
Scheduled vote count started by JayTar on Mar 19, 2024 at 2:44 PM, finished with 37 posts and 8 votes.

  • [X] Plan: Work Precedes Work
    -[X] Skill training (Jörmungandr) (Clandestine Proceedings) (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] Networking: Now that you know about the Under Market, maybe you should see if anyone else needs under the table medical work. (3 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. (3 AP)
    [X] Plan Hunger for Dice
    -[X] Skill training (Jörmungandr) (Clandestine Proceedings) (1 TAP)
    -[X] Skill training (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] Attend the clear sky celebrations: Likely a waste of time, but rare enough to not be utterly dismissed. (2 AP)
    -[X] Continue crafting the Neuroplasticity enhancer. 14 AP remain. (6 AP)
    [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.

Update should be soon!
 
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