Cast-Offs of Divinity - A Merchants of Divinity Quest

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.
Hm... I wonder about the history of the city, for it to have so many abandoned areas, so much construction being done and then never repurposed. Perhaps construction wasn't led by centralised AI in the earlier days, or there was a whole lot of individual Bob contractors involved. Or both: Bob-contracted AI. :V

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.
Let's compare this to the schematic method:

AP Cost = (((Bonus Points*2)^(1.5))/(Roll Result*Workshop Level)+0.5)^2

If we assume an average roll of 21, then making a tier 3 effect item (9 BP) will cost an average of 17.11 = 17 AP to schematic, and you'd need 18 AP to do the same to satisfy the experimental inequality. In fact, if you do a bit of math then you can see that these two formulas are essentially the same if you make the inequality an equality sign instead.

However: The 6d6 we roll to get the "roll result" has a degree of variation which makes experimental projects significantly inferior. For one, you cannot reroll until you get a higher result like with a schematic, but most of all you need to spend much more AP to be at least modestly secure that you aren't messing up. A 6d6 has a deviation of 4.18, meaning that you need 26 AP, 50% more, in order to succeed 84.1% of the time rather than a pure coinflip, 50/50, to succeed. This gets significantly worse when you consider that you might be using a finite resource like Infinium's "Inspiration" to make an attempt at an experimental project, since you won't get that resource back if you fail.

As a sidenote: Spending enough AP to cover one standard deviation is efficient, but not two. At that point it's better to just try twice.

In summary: Be prepared to spend 50% more AP to do an experimental effect, then fail 16% of the time and lose all invested AP and resources anyway.

By the way, @JayTar, I'm pretty sure some of these parentheses are redundant? You could write it like this and get the same result:

AP Cost = ((Bonus Points*2)^1.5/(Roll Result*Workshop Level)+0.5)^2

6d6 = [1, 1, 6, 3, 1, 6] = 18
DC = 10/15/20/25/30
Slick/Skippy/??/??/??
A bit of a low roll, but it happens. I'd imagine the next bracket is Leader, then Senior and lastly some kind of telepathic network or a tracker. Something involving the entire team. It's nice to get some extra money too.

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

I will say that I do think the training speed implant is the more optimal choice, but I am obligated to vote for cool here, you know? Plus, this would be a great item to sell to the mercenary team, right?

@JayTar, does Leviathan know what kind of equipment the team is using right know, particularly in terms of armour? Would be useful to know what kind of niches we could fulfill ourselves for profit. It's fine if it's just open-ended though.
 
Maybe add modifier components, like "requires bioanalysis (reduces pointcost/increases effectiveness but requires completion of a seperate project (bioanalysis) for a recipient before they can benefit from this)" and "custom made (reduces pointcost/increases effectiveness but project needs to be completed for each recipient individualy)" and add clauses like "requires bioanalysis components which gives no bonuses" to things like neuroplasticity enhancer?
There aren't enough Effects to require that level of generalization yet. Plus said modifiers would not be generally applicable. Something like Keratin Platemail can be implanted, but wouldn't gain an increase in power from it.
I'm thinking I might do it as a tag on the Effect. That way you can look at it and immediately know what it's limitations are. If you want a version without the limitations that would be a new Effect.

Theoretically, could we get that bonus if we train up Computer science and make a trawler collating data tailored to our learning habits?
That would be a bonus of the same type as "Appropriate training fatalities". So it wouldn't stack with [Minor Spoiler For An Action]. It would also need to be pretty high level.

By the way, @JayTar, I'm pretty sure some of these parentheses are redundant? You could write it like this and get the same result:
Probably. I tend to err on the side of caution with parentheses.
Really like the analysis though! Seems like what I was going for came across. Research comes with a level of uncertainty.

A bit of a low roll, but it happens. I'd imagine the next bracket is Leader, then Senior and lastly some kind of telepathic network or a tracker. Something involving the entire team. It's nice to get some extra money too.
You'll just have to find out~

I will say that I do think the training speed implant is the more optimal choice, but I am obligated to vote for cool here, you know? Plus, this would be a great item to sell to the mercenary team, right?

@JayTar, does Leviathan know what kind of equipment the team is using right know, particularly in terms of armour? Would be useful to know what kind of niches we could fulfill ourselves for profit. It's fine if it's just open-ended though.
Unfortunately they already have armor:
You stand up and look around. One around the same age, and two even younger. The two younger ones wear the similar armor while the older one wears something closer to causal clothes, if suspiciously padded. He was also the one you took the first aid kit from.
Certain specialties have things they do better or worse. Biology can do most things okay, but Materials Science is better at armor. So you are pretty sure whatever they have is at least as good as what you could offer.

You could give them more armor if you implanted it. But you would have to convince them to let you do that. Which would be difficult to say the least.
 
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Since it doesn't have any bearing on this vote, I'm going to roll the Explore the city action now:
Edit: Hmm decent. Gonna close the vote in a couple hours.
JayTar threw 1 100-faced dice. Reason: Explore The City Total: 71
71 71
 
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Well, since we know that straight up "wear it" armour is something Biology doesn't specialise in (compared to implants and other things) I guess I'll flip my vote.

[x] Neuroplasticity enhancer: T3 Biology. Cost 9. Benefit: Gain +1 to dice size for your TAP training dice.
 
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Vote closed
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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Clown market is a work of art.
and we should probably disguise ourselves while working with crime adjacent people, as we've been doing, anyway. Just throwing that out there.
 
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We're going to need some help when exploring if those DCs are normal it seems.

[X] Hidden pockets: Cost: 6 low dots. Provides +6 to Precision (Slight of hand)

[] Plan Very Inconclusive
-[] Skill training (Jörmugandr (AI administrator protocols) (2 TAP)
-[] Skill training (Jörmugandr (Clandestine Proceedings) (2 TAP)
-[] Work: Things seem to be back to "Business as usual". For however usual this business is. Expected pay: 1-3 Decent dots. (2 AP)
-[] 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)
-[] 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)
-[] Supplemental Research: MD Old Bones. You have questions about exactly how limiting his first contract is. Look into it. (1 AP)
-[] Draft a schematic (Write in schematic) (1 AP)

Initial planning, mostly just filling the dots in between the University visit and work. Leaving the schematic blank for the moment, would a Adrenaline+Painkiller be worth something for the mercenaries?

Also, taking Infinium's contract would gate us out of Old Bones' until we get 2 more Weight, so we should take his first before we get Infinium.
 
Also, taking Infinium's contract would gate us out of Old Bones' until we get 2 more Weight, so we should take his first before we get Infinium.
Or we don't take Old Bones.
His contracts is starting us on the path to being a responsible, hyppocratic oath respecting doctor. The opposite of a mad scientist.

While the other gods are exactly Mad scientist (Infinum), very related to any science (prof Tweed), and generally useful (and starting of very mad science compatible (build something and blow it up)) (Steve).

With Steves preparation we might be able to make an "explosives" component for our crafting.
 
Or we don't take Old Bones.
His contracts is starting us on the path to being a responsible, hyppocratic oath respecting doctor. The opposite of a mad scientist.

While the other gods are exactly Mad scientist (Infinum), very related to any science (prof Tweed), and generally useful (and starting of very mad science compatible (build something and blow it up)) (Steve).

With Steves preparation we might be able to make an "explosives" component for our crafting.
My argument against that is,
1. Taking Bones' contract doesn't obligate us into becoming the ideal healer that Bones probably wants his contractors to be. It's the cheapest source of power we have available and we're shooting ourselves on the foot if we don't use it. To compare:
  • Infinium requires ~31 AP for 2 Weight, a relevant bonus, and -1 AP/turn for madscientisting.
  • Steve requires ~14 minimum AP (+ however many TAP if it's not Biology / however many AP to make something out of Biology) for something.
  • Tweed requires ~7 turns of 2 AP for 2 Weight, a situational bonus, and -1 AP/turn for teaching.
  • Bones requires 20 consecutive AP + 7 AP for 4 Weight, a situational bonus, and an ethical code.
2. Leviathan is unusually ethical in comparison to the run of the mill mad scientist. I don't see ourselves violating the bodily integrity of others without consent mostly. Taking up Bones' contract puts that assumption into letter.
3. We still don't know how much of a breathing room we can get out of that term. It's definitely going to worsen our relationship with the god the more we stray from the spirit, but like, I don't see that as a problem if we're not developing it into a second and third contract.
 
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I will note that saving lives is a way to obtain Weight the non-contract way. I'm fairly neutral but favourable to MD in part because of the high Weight potential.
 
Honestly, I feel like our protagonist would love to be able to tell people that her treating them properly is contract backed, and thus mutually beneficial experimenting can occur without any need to pretend 'good will' is a real thing!
 
[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.
--[]Artificial organ: T3 Biology. Cost 9. Benefit: Allows a purely biological device to be implanted.
--[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)

Honestly, I feel like our protagonist would love to be able to tell people that her treating them properly is contract backed, and thus mutually beneficial experimenting can occur without any need to pretend 'good will' is a real thing!
Do no harm.
Experiments that may have harmfull side-effects would be risking contract breaking if the experimented on counts as patient.
We'd need to gain at least 5 weight from other sources to be able to survive that, as going back to 0 weight this way is lethal.
If you break a contract:

1) You lose all benefits it granted, including the Total Weight you gained from it.
2) You lose additional Total Weight equal to the Total Weight it initially granted. If you say break a 2 star contract, you will lose 4 weight in total. Having your Weight reduced to 0 kills you.
3) If the contract has a cost, you are still affected by its cost for turns equal to (Contract stars^2) turns. So a 1 dot contract affects you for 1 turn, a 2 dot contract for 4, a 3 dot contract for 9, etc. The god in question has some degree of influence over how exactly the cost expresses.
4) Immediately take (Stars+1)d(Stars+3) damage. So 2d4 for a 1 star contract. 3D5 for a 2 star. Etc. If your HP is reduced to zero you die or get hit by consequences of the god's choice. (Not necessarily death, it depends on the god. But even if it isn't quest-wrecking, expect massive issues)
5) You make the god angry. Exact reaction depends on the god. Most will refuse any future contracts. Some may send their followers after you or invest time/energy in trying to kill you.

If a god breaks a contract with you, you keep all the benefits, can lose the costs, and gain the weight you would have lost via breaking it. This also hurts the god in question.
The social consequences depend entirely on the situation. If it was your fault the god broke the contract they will likely be extremely angry. If it was not, reasonable gods will not be angry and may even apologize.
Contracts may also be ended by mutual agreement by both parties. You lose all benefits and costs, with no further consequences.
 
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To be honest I think we should probably just pursue Infinitum for now. The other gods may not technically take less AP, but infinitum can be fixated on and knocked out without too much fanfare.
 
Realized that I didn't account for Bones' preparatory actions so he gets another 7 AP on top of his gate. Still feel like he's the best source of power we have, but I can see the virtues of Tweed or Infinium even if they eat an action each. I wish Tweed has something that would let us learn from teaching.

Do no harm.
Experiments that may have harmfull side-effects would be risking contract breaking if the experimented on counts as patient.
We still haven't researched what the contract actually means by that. For one, I doubt that anyone is still considered a patient after their treatment is finished.

--[X]Neuroplasticity enhancer: T3 Biology. Cost 9. Benefit: Gain +1 to dice size for your TAP training dice.
--[X]Artificial organ: T3 Biology. Cost 9. Benefit: Allows a purely biological device to be implanted.
Why are we making the neuroenchancer as an implant? Even with the best roll, that's 4.3 turns of just crafting.

[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.
 
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