[X] <Ritualist> is taken by a fey mood!
-[X] Ritualist
-[X] Lost Soul
 
[x] Plan: Kevin Costner is... The Postman
-[X] [Hero] Runner
-[X] [Bind] Drake
Drake because every mailman needs a truck
 
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[X] Plan Stealthy Diggy
-[X] [Hero] Delver
-[X] [Bind] Husker

Exploring the rotting guts a dead god with a trusty Chryssalid at our side? Sign me up!
 
Ok, why is the Delver vote in Dreamcatcher a small x in the tally? No one had it like that until mc2rpg and it bugs me. :<
/petty rant
 
[X] <Ritualist> is taken by a fey mood!
-[X] Ritualist
-[X] Lost Soul

These all sound pretty fun, but I like the idea of playing the ritualist the most.
 
Stats
Food Poor
Resources Terrible
Essence Very Good
Defence Poor
Travel Poor
Organization Abysmal
Personal Prowess Good
Discontent: 0
Panic: 0

Comparative Ranks
Abysmal
Terrible
Poor
Good
Very Good
Fine
Very Fine
Incredible
I've been thinking about our current situation a bit recently from the perspective of risk mitigation, since I think overall survival should be a top priority before we can really work towards advancement. (Kind of an obvious statement but it lays the groundwork I'm coming from here for everyone's convenience)

Food, Defence, and Travel are all sort of baseline with that baseline being pretty bad right now. One note I found important in the update was how rare water seems to be in this places, which makes it sort of the core important feature because from the purified/purifying water, and from which Goldsprings food descends. Without it, they just die.

Travel and Defence are intertwined, though since they're both in the same level I don't think Travel is pulling Defence down or penalizing it beyond the sort of general baseline of Not That Great. Given our really low Organization and better Personal Prowess, defense against raids is very much going to be on a per family basis with people who are in charge or otherwise powerful defending the place. Organization in general also means that retaliation and or actual aggressive action is also on a per family basis.

Low Resources means that what we do have to build with isn't the best and we have less of it, which impacts infrastructure that could assist with Food or Defense or Personal Prowess.

And High Essence means that what we do bind is more powerful and that we get more bang for buck with Patron Spirit and Beast Binding, but that people are also going to want our stuff. As is also kind of the case with Food.

To mitigate the risk of raids the two easiest things to do, that flow most naturally from having a low Organization and baseline Defense and Travel in my mind is increasing Personal Prowess and being neighborly. Having banquets and sharing amongst Goldsprings is likely extremely common as a communal survival strategy, basically people building social credit within the community that can be cashed in during hard times. This I think basically plays with the system we have and tries to ensure stability so that we have time for Goldsprings to grow, slowly.

Trying to change the system a bit, we could also try to increase Defence, but that's hampered by low Resources and bad Organization. We need both to increase Defence easily and significantly, and Organization in general would help mitigate risk from raids because we'd have more communal responses to it. So being more neighborly within Goldsprings and tying each other closer together, with more concrete ties, I think requires changing/advancing the system we have which makes it hard, really hard, but is beneficial.

Basically, a stop gap for the time being is trying to work towards better Personal Prowess, and being neighborly within Goldsprings. Having high Food would also make changing organization easier as people have more fungible plenty to spread around to cultivate good will.
 
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Cal Halsy
Abilities
Physique Good
Grace Good
Endurance Very Good
Intuition Fine
Cognition Very Good
Willpower Fine
Empathy Very Good

Skills
Melee Good
Ranged Good
Survival Fine
Stealth Good
Investigate Fine
Athletics Very Good
Charm Poor
Diplomacy Poor

Gear
Heavy Bronze and Chitin Delver Gear (+Damage Resist, ++Survival, --Grace)
Bronze Short Sword
Drake Tooth Pick

Bound Spirits/Beasts
Leelbok the Doomcaller
Melee Poor
Damage Resist Very Good
Survival Good
Craft (Dream) Terrible
Craft (Time) Abysmal

Powers
Gather Dream
Gather Time
Looks like we have Hero stats now!

@Academia Nut a question for you, are Cal's Abilities/Skills like Grace and Survival already accounting for the changes his gear provides?
 
Low Resources means that what we do have to build with isn't the best and we have less of it, which impacts infrastructure that could assist with Food or Defense or Personal Prowess.

And High Essence means that what we do bind is more powerful and that we get more bang for buck with Patron Spirit and Beast Binding, but that people are also going to want our stuff. As is also kind of the case with Food.
You're mistaken. Low Resources and high Essence generally means the vast majority of materials are very high quality, but also that the same vast majority are bound up in forms we don't have the knowledge to process effectively. Pools of glowing flesh oozing black, octohedral gem-organs, massive bones of stone and metal... all of these things are exceptionally valuable, to the right people, and with the right understanding.

In particular, we do not use mere wood to light fires, we use oil, distilled from the decaying flesh of gods. Our Delver's tools are drake-tooth and good bronze. This is not just some piddling human settlement of desperate scavengers throwing together whatever they can get, they have access to reasonably good-quality materials, they're just hard to use and break down usefully.
To mitigate the risk of raids the two easiest things to do, that flow most naturally from having a low Organization and baseline Defense and Travel in my mind is increasing Personal Prowess and being neighborly. Having banquets and sharing amongst Goldsprings is likely extremely common as a communal survival strategy, basically people building social credit within the community that can be cashed in during hard times. This I think basically plays with the system we have and tries to ensure stability so that we have time for Goldsprings to grow, slowly.

Trying to change the system a bit, we could also try to increase Defence, but that's hampered by low Resources and bad Organization. We need both to increase Defence easily and significantly, and Organization in general would help mitigate risk from raids because we'd have more communal responses to it. So being more neighborly within Goldsprings and tying each other closer together, with more concrete ties, I think requires changing/advancing the system we have which makes it hard, really hard, but is beneficial.

Basically, a stop gap for the time being is trying to work towards better Personal Prowess, and being neighborly within Goldsprings. Having high Food would also make changing organization easier as people have more fungible plenty to spread around to cultivate good will.
We live in a place with a large number of particularly annoying and dangerous animals, tangible or otherwise, and have the ear of a multi-millennial dragon queen (what a hell of a patron spirit). Local raiders are unlikely, in any meaningful measure of 'short-term'. Immediately, they are not the challenge. In the 5 turn forecast, there are easier pickings than Goldsprings. We will likely not see much in the way of inter-'national' conflict until much later, so I would put down most of our need for force to preventing dissidence, and animal attacks.

Organization is the early focus, in my eyes, since we can already basically trust that we won't see organized conflicts for a decent stretch of time. It's the most critical for settlement-scale actions, and we can take opportunities to help our personal prowess further up as well since we want their actions to be strong, too.
I reserve the right to rearrange Abilities and Skills as needed if I don't think they are making sense.
Good, we've had more than a handful of total thread collapses because stats and rules got too stuck in, too fast.
Craft (Dream) Terrible
Craft (Time) Abysmal
I KNEW WE SHOULD HAVE BEEN A RITUALIST!

I want to craft dreams and time :(
 
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