Cast-Offs of Divinity - A Merchants of Divinity Quest

Prologue 7.1 - Rivals?


Prologue 7.1​


[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)

The last day of rain comes with a sense of buzzing energy. A tide of people boil up from the depths of the city and crowd the streets. The rain tapers off into a drizzle the celebration starts. You join the flow but don't let it rule your destinations.

First you hit the food dispensers. Sampling little meat pies and fresh sprouts on crackers. All free for the festival.

Naturalism 2 + Foraging 2 = 4 dice
4d6 = [3, 6, 3, 2] = 14
DC = 12
Food expenses negated for this week.
Gain Star Viewing Binoculars. Reduces large distance penalties for perception.

You had the foresight to bring a bag. A trip around the full circuit with a few stops to unload gets you a sizable haul. More then enough food for the rest of the week. You smile around the pretzel you are chewing on. From there you take an amble past the job booths. It's intern recruiting season. You idly consider the booths before moving on. You do swipe a pair of complementary binoculars for later and a handful of candy.

You are briefly waylaid by a fast moving troupe of clowns. You are sure you recognize the miniature car they are all stacked on top of, but are too distracted by the pyrotechnics for closer examination.

Finally you get to your destination. The tech demonstrations. Booths and stages yes. You happily burn an hour on a presentation about a new type of heart valve. But behind all that is the real star. Down in a concrete arena two monsters faced off. One of metal and the other of flesh.

Combat tutorial: Combat is a skill like any other. In each round of combat each combatant rolls:
Combat + Combat specialty + other bonuses vs Combat + Combat specialty + other bonuses
Where the loser takes the difference in rolls in damage.

Defense acts as damage reduction via armor or other method.
HP for humans is calculated thus: 4 +(Effective Weight) + additional bonuses
It is possible to keep fighting at negative HP by rolling Mental Fortitude (Resisting physical pain). But many fights end at 0 HP.

Movement is done via three distance zones: Short, medium and long range. Whoever wins a contested chase roll gets to move the current zone in the direction of their choosing. (Short to medium, Long to medium, etc).
Certain weapons can only deal damage at certain ranges. Melee weapons can only be used at short range for example.
Slaughterbot 8031 VS Insectasaur III
Combat Dice: 8d6+12 vs 8d6+9
Movement dice: 0d6+15 vs 6d6

Round 1:
[5, 6, 5, 6, 3, 3, 1, 5]+12 = 34+12=46 vs [5, 3, 2, 5, 2, 1, 3, 2]+9 = 23+9=32
46-32=14
Insectasaur III takes 14 damage!

Round 2:
Insectasaur III tries to make distance:
0d6+15 vs 6d6
15 vs [1, 4, 2, 4, 5, 2] = 18
Range increases to medium! Slaughterbot 8031 does not have a ranged weapon and cannot deal damage.
[6, 1, 2, 2, 1, 6, 4, 2]+12 = 24+12 = 36 vs [5, 4, 4, 2, 3, 1, 1, 1]+9 = 21+9 = 30
36-30 = 6
Damage negated due to out of range.

Round 3:
Slaughterbot 8031 tries to close the distance.
0d6+15 vs 6d6
15 vs [2, 4, 1, 5, 5, 1] = 18
Range remains at medium.
[3, 2, 1, 6, 4, 3, 6, 1]+12 = 26+12 =38 vs [6, 6, 6, 6, 2, 2, 1, 6]+9=35+9=44
44-38 = 8
8 - (12 (Slaughterbot 8031 Armor)) = 0
Slaughterbot 8031 takes 0 damage.
Slaughterbot 8031 temporarily loses 6 points of Armor!

Round 4:
Slaughterbot 8031 tries to close the distance.
0d6+15 vs 6d6
15 vs [2, 2, 1, 4, 3, 1] = 13
Range changes to short!
[1, 4, 5, 4, 6, 3, 5, 2] + 12 = 30+12=42 vs [3, 5, 4, 6, 4, 5, 3, 3] + 9 = 33 + 9 = 42
Clash! No damage taken!

Round 5:
Insectasaur III tries to make distance:
0d6+15 vs 6d6
15 vs [6, 3, 3, 5, 2, 3] = 22
Range increases to medium!
[3, 5, 5, 4, 4, 4, 1, 1]+12 = 27+12= 39 vs [3, 5, 2, 4, 5, 5, 4, 6]+9 = 34+9=43
43-39=4
4-6(Slaughterbot 8031 Armor) = 0
Slaughterbot 8031 takes 0 damage.
Slaughterbot 8031 temporarily loses 6 points of Armor!

Round 6:
Slaughterbot 8031 tries to close the distance.
0d6+15 vs 6d6
15 vs [6, 5, 1, 6, 4, 5] = 27
Insectasaur III uses hidden bomb! Bonus increases to +30 for one round!
[2, 4, 6, 2, 1, 3, 3, 3]+12 = 24+12 = 36 vs [1, 3, 3, 6, 6, 4, 1, 2]+30 = 26+30=56
56-36 = 20
20-0 (Slaughterbot 8031 Armor)
Slaughterbot 8031 takes 20 damage.
Slaughterbot 8031 is defeated!

The duel almost ends in the first move. The robot snaps forwards with mechanical precision and digs its buzz saw into the insectoid abomination's soft side. It lurches back and lets out a keening wail from its maw.

The robot winds up for what should have been a finishing blow. Instead it whiffs. The bio-horror skittering backwards to make distance and hugging the sides of the arena.

Finely machined treads lurch to chase it down but the difference is clear. The robot's path unerringly simple, pointing its self forwards without an atom of thought.

What eight spider legs lack in speed they make up in skill. Dancing around the edge of the arena and juking back and forth to make the robot overshoot. On one close pass the abomination hawks a spray of clear liquid across the robot's front. No visible damage occurs, but the robot's creator, a man in a stovepipe hat clenches his gloves.

For a moment it seems like this will be how the rest of the fight plays out. A boring chase. Then the abomination missteps falling into the robot's reach. It is a near thing, but the abomination's desperate spray of acid forces the automaton to pull short and whiff once more.

From there the previous verse repeats. A zigzagging chase and another spray of acid.

At a certain point the robot's creator has enough. "Slothman you coward! Do you think to drag this out until I fall asleep? A machine never tires!"

A portly scientist wearing oversized goggles answers. "Oh well if you want excitement." He grins nastily and claps his hands. "Insectasaur now!" he shouts.

The creature seems to hear and lifts it's head. On the next pass it disgorges a slime covered canister which crashes into the robot. A quarter of a heartbeat passes before the arena is lit up in a blinding explosion. When the smoke clears the robot is wreaked and the abomination struts proudly.

"Foul!" the scientist in the stovepipe hat shouts angrily. Nobody is listening however and the applause soon drowns him out. His opponent laughs heartily and goes to collect his prize.

"Gosh I wish I had something ready for this year." You hear the person next to you say.

You look at the person who spoke. She looks to be about your age and is wearing an odd dress with too large sleeves "I was just thinking the exact same thing!" You declare.

She turns to look at you and you see the same light in her eyes. "Yes you get it! They may be beyond what I have now…"

"But not forever!" You finish. "By next year I'll leave them all in the dust!"

You both wear matching grins. You extend a hand to shake. "Leviathan Grimm. Nice to meet you." you introduce yourself.

"Angela Bright. The same." she returns, breaking off the shake with a bouncing twirl. "Like, I'm not even questioning their skills. But their design choices! Why didn't Dr. Slothman add any armor? It would have been simple! Probably wasted too much time on that overbuilt acid spit."

You nod along. "I am questioning their skills! Did you see that idiot of a robot? How did he expect to win with such a single minded brick?"

Angela winces but makes a sound of agreement. "He probably thought the treads would make up for it."

"Bah. The only reason it worked as well as it did was pure luck."

She nods then smiles. "Well we can show them! Show them how to do it right with the glory of a properly made machine!"

You glare "You take that back! I'll show them the glory of sublime biology!"

"Hmm, no I don't think so" she says, doing another unnecessary spin instead of bowing to your superior wisdom. "Biology is icky. Machines are better and you can't prove me wrong!"

Do you rise to the challenge?
[] No
[] Yes
[] Yes (Excessively and over the top)


AN: Doing the rolls for combat was tedious. If/when I have to do it again I'm probably going write a script to automate it.
Anyway while I do want to give you all a less urgent schedule then the previous quest, perhaps it is time to throw out a two or three plot hooks...
 
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Vote closed
Scheduled vote count started by JayTar on Mar 21, 2024 at 9:06 PM, finished with 16 posts and 9 votes.

An entirely predictable outcome. Update will be maybe tomorrow to allow for writing!

In the meantime, what do people think of the combat system/example in the last update? It kinda got a little overshadowed.
The original Merchants quest had a more complicated combat system, and one of my goals for this quest was to try to simplify it.
 
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Prologue 7.2 - Rivals!


Prologue 7.2 - Rivals!​


[X] Yes (Excessively and over the top)
"Prove you wrong? Reality proves you wrong! I will merely enlighten you upon it!" you take a stance and point for emphasis.

Angela grins, hopping in place "Oh! Oh! Are we-ahem. Fool! Your judgment is clouded by delusion and bias! The greatest works in the city are all mechanical!"

"Greater fool you are to see that as a limit! For what purpose do we strive but create the greatest works? If you see a barren field, I see free territory! "

She laughs a haughty laugh "Fine, waste exertion on your quixotic pursuit. Its only fruits shall be brutish toil! Mechanical engineering is unmatched in application!"

"Brutish toil? Unmatched in application!?" you brandish your notebook open to your Neuroplasticity enhancer notes. Wait-dammit play it cool. Heed not the glitter. "Can simple machines enhance our very minds? Energize our path to enlightenment!?"

"An excellent theory, where are the results? I see only ink on paper! Compare: Refined dynamics free me from gravity and elevate my soul through art!" Angela steps into another spin, but this one isn't like the others.

Performance 3 + Dancing 3 = 6 dice+9
6d6 = [2, 6, 4, 3, 2, 6] = 23+9 = 32

She twirls and skates across the ground with unfair grace. "Woven nano-actuators! Perfectly calibrated control loops! Witness poetry in motion!"

Science 3 + Mechanical Engineering 0 = 3 dice
3d6 = [4, 3, 6] = 13
DC = 5 (Reduced by: Demonstration, Explanation)
Spring Skater's properties revealed:
Step springs: T2 Mechanical Engineering. Cost: 6, Benefit: +6 to Athletics (Jumping)
Ideal stabilizers: T3 Mechanical Engineering. Cost 9. Benefit +9 to Performance (Dancing)

You clench your fists. It's not just a dress. It's not just an exoskeleton. It's both at once. Made for movement and flow.

She dips into a performative bow and holds out a hand. As if she was inviting you to a dance. Taunting, challenging and offering all at once. A hundred words in a single gesture.

You don't even hesitate. You grab her hand, but don't let yourself get pulled in. Instead you pull her up and meet her gaze. "Just you wait!" you challenge. "Just you wait! "

Angela cackles and breaks away in another spin. "Oh I'll be waiting. But I won't be standing still!" She bounces away. "Eee I've got a rival!"

You glare after her. Shows what she knows for not focusing on the groundwork. You suppress a flinch when your rumination is interrupted by clapping.

"Bravo!" Someone shouts. "How nostalgic", "Reminds me of my youth it does!" you hear others comment.

You huff and march off. They too, will see.



When the last of the rain peters out the human tide surges once more. Up to roofs windows and viewing platforms. Buildings unfold like flowers to create extra space. You had the foresight to reserve a good spot, giving you an unobstructed view of the sky and horizon.

With everyone in place a silence falls. The forcefield fades, and as one every single light in the city clicks off.

It takes your eyes a moment to adjust. For your brain to adjust.

You see the sky. You see the stars.

Dots and lines of light. Some stand alone. Most are connected by sliver thread. A geometric spiderweb across the sky. Larger then can be measured.

What are they you wonder. Just lights painted on a dome? No your mind insists. There is something profound here you are seeing but a shadow of. You barely remember the binoculars you grabbed, but they bring no answers.

A mechanical whisper draws you from your musings. "Excuse me". Your spine straightens. That voice which sounds as perfectly polished and inhuman as chrome. It's the voice of the city. "If I may draw your attention to the horizon" the voice continues, and everybody turns to look.

Half the horizon is warped. As if more things have been stuffed in then should be able to fit. Mountains and mesa squeezing into indistinguishability in the distance. You don't think it's new, but you never really paid attention to it.

"As you may know, we are located the edge of the infinite boundary." You did not know that. You never studied geography. "We are proud to announce the commencement of a new exploration initiative. For the glory of Tom."

No further words come, and minutes later the haze of dust starts to blur the horizon once more. You soon wander off, thoughts spinning.

Food expenses negated for the week.
Gain Star Viewing Binoculars. Reduces perception distance penalties.
Gained Angela Bright as a rival!
In 10 weeks the first expeditions will be setting out. New missions and assignments of all levels and types will be made available.

Training With Jörmungandr: (3+3)d3=6d3 per TAP
4 TAP spent.
24d3 = [2, 3, 3, 3, 3, 3, 2, 3, 2, 1, 1, 2, 3, 1, 3, 2, 2, 1, 1, 1, 1, 3, 2, 2] =50*1.3 = 65 exp
Social knowledge (Clandestine Proceedings) now at 3 (0/270)

If you are to improve, you will need money and resources. To that end you once more stand above the void.

Mental fortitude: 2 + Noticing Manipulation 2 = 4 dice
4d6 = [3, 2, 4, 6] = 15
DC = ??
DC reduced by 1

You even have a lead. Mr. Silicate has been losing agents. This creates a demand for preserving the remaining ones.

Social knowledge 3 + Clandestine Proceedings 3 = 6 dice
6d6 = [1, 4, 4, 2, 1, 6] = 18
DC = 15/20/25

So you booked an appointment. No need to further sour relations via barging in.

The meeting is tense. You were of course a natural any social maneuvering, but being an outsider leaves you at a disadvantage. By the end you worked out an agreement to make your services available to the other teams under his employ on a flexible basis. Further expansion however will require either a clinic or a willingness and ability to accompany missions. You are sure your rates could be higher, but you lack the leverage to make it work.

Work action modified: Now always produces 3 decent dots.

Gain 3 decent dots
Remaining AP on Neuroplasticity enhancer reduced to 11
One decent dot subtracted for debt payments!

Turn actions:
You have 4 TAP and 10 AP:

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

Current expenses:
Debt repayment 4.5 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 have settled into "Business as usual". For however usual this business is. Expected pay: 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)
[] Purchases: Buy something at previously known shops. (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)
[] Tag along on a mission. Pay 5+ decent dots. Note: Ability to survive in or avoid combat is highly recommended. (2 AP)
[] Have a confrontation with Angela Bright (3 AP)
You aren't ready. You'll need something to show off.

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. 11 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 2 (Reduced by networking) 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: There are some hints here...
 
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Vote closed
Scheduled vote count started by JayTar on Mar 24, 2024 at 7:51 PM, finished with 35 posts and 12 votes.

  • [X] Plan Need Now Today
    -[X] Skill training (Jörmungandr) (Organizational Knowledge) (4 TAP)
    -[X] Work: Things have settled into "Business as usual". For however usual this business is. Expected pay: 3 Decent dots. (2 AP)
    -[X] Continue crafting the Neuroplasticity enhancer. 11 AP remain. (8 AP)
    [X] Plan: Ready Dem Old Bones
    -[X] Skill training (Jörmungandr) (Organizational Knowledge) (4 TAP)
    -[X] Work: Things have settled into "Business as usual". For however usual this business is. Expected pay: 3 Decent dots. (2 AP)
    -[X] Continue crafting the Neuroplasticity enhancer. (2 AP)
    -[X] Arrange for an operating theater. You will need somewhere to work, and make sure you have sufficient supplies. (2 AP)
    -[X] Arrange for a constant stream of patients. (3 2 (Reduced by networking) AP)
    -[X] 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)
    [X] Plan: Ready Dem Old Bones + Geography
    -[X] Skill Training (Jörmungandr) (Organizational Knowledge) (2 TAP)
    -[X] Skill Training (University) (Geography) (2 TAP)
    -[X] Work: Things have settled into "Business as usual". For however usual this business is. Expected pay: 3 Decent dots. (2 AP)
    -[X] Continue crafting the Neuroplasticity enhancer. (2 AP)
    -[X] Arrange for an operating theater. You will need somewhere to work, and make sure you have sufficient supplies. (2 AP)
    -[X] Arrange for a constant stream of patients. (3 2 (Reduced by networking) AP)
    -[X] 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)


Well, it looks having a rival steps up the schedule. Lets see how it turns out!
 
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Prologue 8 - The Grind


Prologue 8 - The Grind​


[X] Plan Need Now Today
-[X] Skill training (Jörmungandr) (Organizational Knowledge) (4 TAP)
-[X] Work: Things have settled into "Business as usual". For however usual this business is. Expected pay: 3 Decent dots. (2 AP)
-[X] Continue crafting the Neuroplasticity enhancer. 11 AP remain. (8 AP)
You're not paid to ask questions. But that doesn't mean you don't have them. How did that mercenary get a pen stuck in his knee? Why couldn't they have just gone to the hospital, which you can grudgingly admit has people more skilled then you?

You have no idea, but the group in question was even less talkative then Leader, so you don't think you ever will.

Gain 3 decent dots.


Mix sample 1. Mix sample 2. Mix sample 3. Mix sample 4.

Wait three minutes.

Check samples. Record results. Dispose and clean glassware.

Repeat.

Sometimes science is brilliant sparks of innovation. Sometimes it's boring and repetitive. This is one of the latter. Nothing you are doing is revolutionary. You follow well worn grooves. Color by the numbers, and you get the picture.

You idly flip your book's page while you wait for the machine to beep. At least this political thriller was good.

Neuroplasticity enhancer at (12/15) AP. 3 AP remain.


Training With Jörmungandr: (3+3)d3=6d3 per TAP
4 TAP spent.
24d3 = [2, 2, 1, 1, 2, 3, 1, 1, 1, 1, 2, 1, 2, 2, 2, 3, 1, 2, 2, 3, 1, 3, 2, 2] = 43 exp
Organizational Knowledge now at 2 (43/125)

"That is so inefficient!"

"That's human-run systems for you." Jörmungandr says with a sardonic chuckle. "People are inconsistent and often don't communicate. Use this to your advantage."

"Give me an example".

"Say you have a paper document, but it gets torn in two. The content isn't damaged so you carefully line up the two halves and try to submit it, but they reject it. What do you do?"

"Does the document need to be the original? Can I replace it easily?"

"Yes. No."

"Then find the document repair protocol for the document, or the sub-protocol for submitting a damaged version. "

"And if none exist?"

"Convince the clerk to accept it anyway? Humans are vulnerable to bribes and threats."

"Maybe, but that can be risky. Instead: Venue shop. Often policy is vague, and what is acceptable or unacceptable can be up to individual interpretation. So find someone with a favorable interpretation."


One decent dot subtracted for debt payments
Two low dots subtracted for food payments
One low dot subtracted for lab use expenses
Turn actions:
You have 4 TAP and 10 AP:

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

Current expenses:
Debt repayment 4.4 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 have settled into "Business as usual". For however usual this business is. Expected pay: 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)
[] Purchases: Buy something at previously known shops. (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)
[] Tag along on a mission. Pay 5+ decent dots. Note: Ability to survive in or avoid combat is highly recommended. (2 AP)
[] Have a confrontation with Angela Bright (3 AP)
You aren't ready. You'll need something to show off.

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. 11 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)
[] Start Experimenting. Requires lab. (Write in desired effect) (Finishing AP: Write in) (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 2 (Reduced by networking) 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: Short turn, but that's not always a bad thing. I might introduce a time-skip mechanic for longer crafting projects so people can vote on more then one turn at once if they are going to be similar? What do people think?
 
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Vote closed
Scheduled vote count started by JayTar on Mar 28, 2024 at 2:20 PM, finished with 82 posts and 9 votes.

  • [X] Plan Dice for Dice's Sake
    -[X] Skill training (Jörmungandr) (Organizational Knowledge) (4 TAP)
    -[X] Work: Things have settled into "Business as usual". For however usual this business is. Expected pay: 3 Decent dots. (2 AP)
    -[X] Continue crafting the Neuroplasticity enhancer. 3 AP remain. (3 AP)
    -[X] Arrange for an operating theater. You will need somewhere to work, and make sure you have sufficient supplies. (2 AP)
    -[X] Arrange for a constant stream of patients. (3 2 (Reduced by networking) AP)
    -[X] Start Experimenting. Requires lab. (Finishing AP: 30 AP) (1 AP)
    --[X] (T3) This device uses a complex audial system to emit subsonic waves which stimulates parts of the brain responsible for recognizing hierarchy in order to increase willingness to follow commands. Easily shaken off by sufficiently intelligent beings, thus is primarily useful on animals.
    [X] Plan Getting the Last Contract And Finishing Off Neuroplasticity
    -[X] Skill training (University) (Science(Chemistry)) (4 TAP)
    -[X] Work: Things have settled into "Business as usual". For however usual this business is. Expected pay: 3 Decent dots. (2 AP)
    -[X] Start Experimenting. Requires lab. (Write in desired effect) (2 AP)
    --[X] Experiment to find a T1 medicine surgery effect. Expected effect of +3 to Medicine(Surgery) checks.
    -[X] Continue crafting the Neuroplasticity enhancer. 3 AP remain. (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] Preparing for science stuff
    -[X] Skill training (University) (Science(Chemistry)) (4 TAP)
    -[X] Work: Things have settled into "Business as usual". For however usual this business is. Expected pay: 3 Decent dots. (2 AP)
    -[X] Continue crafting the Neuroplasticity enhancer. 3 AP remain. (3 AP)
    -[X] Start Experimenting. Requires lab. (Write in desired effect) (3 AP)
    --[X] Experiment to find a T1 Armor effect
    -[X] Explore the city: The city contains many strange wonders. Some are even useful. Go out and find them. (2 AP)
    [X] Plan Getting the Last Contract And Finishing Off Neuroplasticity, social scales version
    -[X] Skill training (University) (Science(Chemistry)) (4 TAP)
    -[X] Work: Things have settled into "Business as usual". For however usual this business is. Expected pay: 3 Decent dots. (2 AP)
    -[X] Start Experimenting. Requires lab. (Write in desired effect) (2 AP)
    --[X] Experiment to find a T1 social (Rhetoric) effect locked to be used with "artificial organ" to create "scales shining like gems", beautiful dragon scales that gives us an artful draconic appearance inducing the halo effect to make people more likely to listen to us/put more weight behind what we say.
    -[X] Continue crafting the Neuroplasticity enhancer. 3 AP remain. (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)


Got a little stuck during writing but it worked out. Update should be soon!
 
Prologue 9.1 - Matters of Medicine


Prologue 9.1 - Matters of Medicine​


[X] Plan Dice for Dice's Sake
-[X] Skill training (Jörmungandr) (Organizational Knowledge) (4 TAP)
-[X] Work: Things have settled into "Business as usual". For however usual this business is. Expected pay: 3 Decent dots. (2 AP)
-[X] Continue crafting the Neuroplasticity enhancer. 3 AP remain. (3 AP)
-[X] Arrange for an operating theater. You will need somewhere to work, and make sure you have sufficient supplies. (2 AP)
-[X] Arrange for a constant stream of patients. (3 2 (Reduced by networking) AP)
-[X] Start Experimenting. Requires lab. (Finishing AP: 30 AP) (1 AP)
--[X] (T3) This device uses a complex audial system to emit subsonic waves which stimulates parts of the brain responsible for recognizing hierarchy in order to increase willingness to follow commands. Easily shaken off by sufficiently intelligent beings, thus is primarily useful on animals.

You stare down at the vial in your hand. The very first dose of your Neuroplasticity enhancer. It looks utterly unremarkable, a clear liquid indistinguishable from water. Just this one dose took almost two weeks of work. But now that you have done it once, producing more will be entirely trivial.

You toast an imaginary audience and down it. To new a better you!

Neuroplasticity enhancer finished! Gain +1 to learning dice size so long as you have regular access to your lab.


Training With Jörmungandr: (3+3)d4=6d4 per TAP
4 TAP spent.
24d4 = [2, 2, 4, 3, 3, 2, 4, 1, 3, 1, 2, 4, 2, 2, 1, 3, 1, 2, 4, 4, 1, 2, 4, 2] = 59
Organizational Knowledge now at 2 (102/125)

You don't feel any different, but the improvement to your studies is obvious. Connections are made faster. Information memorized more quickly. Grease in the gears of your mind. You greatly anticipate how it will stack with your existing talents.

Alas your time has other demands beyond edification. Work comes for you. But you aren't one to stand idly. You could be doing so much more. So you do.

Organizational knowledge 2 + AI administrator protocols 3 = 5 dice
5d6 = [4, 3, 4, 5, 4] = 20
DC = 10/15/20
Social knowledge 3 + Clandestine Proceedings 3 = 6 dice
6d6 = [1, 2, 4, 4, 4, 6] = 21
DC = 20

First you trawl the city's systems looking for relevant case law. In the city there is a saying that there is a filing for anything. It is only half true. Rather the extensive system of filings and paperwork are a framework. A facade under which the cold impartial judge of the city's AI rests. If one truly has no other recourse they may submit a free-form proposal directly for the AI's judgment.

Fortunately you are not so desperate. In a city of mad science, it is no wonder that many would not be content with the usual hospital system and instead blaze their own path. You only need to copy their work.

The response is instant.

Code:
TO: LEVIATHAN GRIMM, CITIZEN ID: 3906183
SUBJECT: Proposal #648962333676 "Request To Establish Independent Clinic"

STATUS: CONDITIONAL APPROVAL

In accordance with DIRECTIVE #3 you have been approved for the following categories of treatment: PRIMARY CARE, OUTPATIENT CARE, EMERGENCY MEDICINE: URGENT CARE

You have been granted conditional access to the Patient Scheduling System. Should you wish to increase your access tier file Form #82703 with attached proof.

File Form #82811 to requisition a clinic so long as minimum use requirements are met.

For the glory of Tom

It is everything you wanted, but you still have options to consider. A few subtle inquiries later you make your way down to the Undermarket to scout for other possibilities.

Perhaps you had not been as subtle as you thought as soon off the elevator you are met by a new face. Or rather a mask.

"If it isn't our newest little spark Ms. Grimm. I hear you are looking to to build a hearth." The lady in front of you says. She wears a porcelain mask and a bright orange and red gown.

"I don't believe we have met."

"Why I'm Ms. Mask of course. The fire-keeper around these parts".

If you interpret what she is saying correctly, "Can you offer me any kindling?"

She laughs high and clear. Like a parent delighted at a precocious child. "Many sparks hunger for fuel. But I would be delighted to see the rekindling of the dimming embers among us."

"So you will help me?"

"I can provide the bricks, but it is up to you to bring the blaze. So long as you burn clear you will burn long."

[] Take Ms. Mask's deal
- Each week roll Medicine + Surgery + Psychiatry
- For each increment of 6 gain 1 decent dot, up to 5. Increasing this will be difficult
- A constant stream of clients can be "Arranged" for the contract but it will cost you 1 high dot per week.

[] Take the City's deal.
- Each week roll Medicine + Surgery + Pharmacology
- For each increment of 6 gain 1 decent dot, up to 3
- For each increment of 1 over 18 gain 1 low dot with no limit
- You can schedule as many patients as you can handle for the contract so long as you pass an easy AI administrator protocols roll.


AN: Combined the operating theater and constant stream of patients actions as they are too interlinked.
 
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Prologue 9.2


Prologue 9.2​


-[X] Work: Things have settled into "Business as usual". For however usual this business is. Expected pay: 3 Decent dots. (2 AP)
-[X] Start Experimenting. Requires lab. (Finishing AP: 30 AP) (1 AP)
--[X] (T3) This device uses a complex audial system to emit subsonic waves which stimulates parts of the brain responsible for recognizing hierarchy in order to increase willingness to follow commands. Easily shaken off by sufficiently intelligent beings, thus is primarily useful on animals.
Location: District 12 Research Hub. Sub-Level 13:

Your new clinic is slightly disappointing. A matchstick waiting room smaller then your Cube and a single examination room.

You know the city will arrange just-in-time delivery for any medical supplies you need, but looking at the bare shelves still gnaws at you. If you want anything more then the bare minimum, you are going to have to supply it yourself.

Medicine 3 + Surgery 3 = 6 dice
6d6 = [4, 6, 2, 3, 2, 2] = 19

Your first patient is a familiar face with a new haircut. "Weren't you telling me about how reckless your teammates were?" you ask a slightly sheepish Senior. Somehow his hat is still fully intact.

He mumbles something about unfair traps while you examine the severed ear he brought. Fortunately the cut is unnaturally clean so you should have no trouble re-attaching it.

Unfortunately the grueling hours of extremely precise surgery leave you little time for other patients. You only just manage to see your first official city scheduled patient before you run out of time.

Drawing their blood takes almost no time. You send it off for analysis, and them out the door. You have something far more important to do.

Gain 3.1 Decent dots

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

All throughout the week your mind is never still. Churning and analyzing while ideas percolate. You wanted, no you needed to make something. Something big. Something impressive. Something new.

Everywhere in your environment are sounds. Sounds with meaning. Sounds with feeling.

The elevator bell goes ding, instantly drawing attention.

The saws on the construction robot cut with a high pitched squeal, making humans and animals alike shy away.

The misaligned ventilation fan buzzes just out of hearing, inflicting a unidentifiable unease.

The doors swing open with a satisfying hiss.

Selecting the right answer on the quiz rewards you with an uplifting jingle.

What sounds satisfy the ear? What sounds elicit fear? Elicit affection? Elicit disgust? Elicit surprise elicit anticipation elicit awe-elicit-longing-elicit-confusion-elicit-anger-elicitexhaustionelicitbraveryelicit-

Training an animal, it is a simple matter of reinforcement. Positive reinforcement. Negative reinforcement. Even you know that.

In your grasp is an entire dimension of interaction. A dimension you plan to crack open like an egg.

Auditory training aid: T3 Biology. Cost 9. Benefit: Gain +9 Naturalism (Animal Training). This is reduced to +3 for spontaneous uses. Research progress: (1/30) AP

One decent dot subtracted for debt payments
Two low dots subtracted for food payments
One low dot subtracted for lab use expenses
Turn actions:
You have 4 TAP and 10 AP:

Current assets:
1.08 high dots
1 Basic Habitation Cube.
Repurposed Garage:
-Space: 17/25
-Amenities: Power
-Rooms: Decent Laboratory (16)
-Neuroplasticity enhancer: Gain +1 to learning dice size. (1)

Current expenses:
Debt repayment 4.3 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: You have a clinic to run now. Pay based on Medicine + Surgery + Pharmacology roll (2 AP)
[] Food: Perhaps you would like to change your diet? Presents diet options. May be modified by your current wealth level. (1 AP)
[] Purchases: Buy something at previously known shops. (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)
[] Tag along on a mission. Pay 5+ decent dots. Note: Ability to survive in or avoid combat is highly recommended. (2 AP)
[] Have a confrontation with Angela Bright (3 AP)
You aren't ready. You'll need something to show off.

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)

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)
[] Start Experimenting. Requires lab. (Write in desired effect) (Finishing AP: Write in) (Variable AP)
[] Continue Experimenting: Auditory training aid (1/30) (Variable AP)

MD Old Bones:
[] 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 here we go! Right on the border of the prologue.
 
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