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Welcome to the Forge of Creation, a quest where you reshape worlds in order to overcome impossible odds and save civilization!
Awakening 1

Emizaquel

What is a self?
Forge of Creation Quest

You awaken, tired and dirty on a hill covered in patchy grass. A small stream burbles past you but you see no signs of civilization, at least in your imminent vicinity.

You wearily pick yourself up and examine the water to try and determine if it is safe to drink.

You catch a glimpse of yourself in the clear running water.

[ ][GENDER] man
[ ][GENDER] woman

[ ][HAIR] Red
[ ][HAIR] Black
[ ][HAIR] Brown
[ ][HAIR] Blonde

[ ][GLASSES] has glasses
[ ][GLASSES] no glasses

You decide to take the risk and drink from the stream, finding the water clean and refreshing. You settle down for a while, collapsed against a rock as you try and gain any clue as to your location when you spot:

[ ][SETTING] A metal ring with a pedestal next to it (Stargate - Starting in 1995)
[ ][SETTING] The wreck of an X-wing starfighter (Star Wars - Starting 34 BBY)
[ ][SETTING] The corpse of what is obviously some kind of adventurer (D&D Planescape - Time unknown)

Still, the place you are in seems relatively safe. Any dangers having long since passed this area.

And then, something changes. For a moment your mind burns with intense knowing as you feel some fundamental part of you reach out. It touches a tiny speck, a mere mote among the blazing stars in the distance, and you feel it.

You choose to keep:

[ ][KEEP] Machine Shop

The first time you receive this perk, you gain the ability to summon a hobbyist's set of machining tools, capable of working soft metals to a reasonable degree of accuracy. Things like a desktop lathe and a drill press are the extent of what you can summon. However, each time you receive this perk, the quality and scope of your tools improve. (Repeatable)

[ ][KEEP] 100 Points
 
The Forge of Creation & other useful information
Welcome to The Forge of Creation!

In this quest, you seek to build up a faction that will be able to deal with the big bads in the setting you choose from the list above.

You do this by empowering the MC with various crafting-related and adjacent powers until they are able to build up enough support and strength to stand against the major powers of this world. Be they the Goa'uld or the Mindflayers.

This quest works off of a writing prompt that I am developing based on the Celestial Forge of BCF fame. For the purposes of this quest, at the start of every round, you get 100 points and roll for a perk.

To make things a little more interactive, you get to decide whether to keep the perk or keep the points.

The Forge of Creation is a derivative of the Celestial Forge that is intended to be non-property specific, in order to allow authors more freedom to interpret perks as they wish and to allow the use of the full forge.

(Plus it comes with a neat spreadsheet that does all the rolling for you (only works if you have edit access so make a copy and try it out), and I'm going to make a python or javascript app if people want it.)

What that means is that it's a set of jump chain style crafting and crafting-adjacent powers that are intended to be granted to the focal character of a story over time via some sort of pacing mechanism (left up to the writer), in this case by virtue of rounds.

Please note that I might tweak CP gain as well as the number of perks I will roll for you to select from if it isn't working as well (So don't be afraid to give me feedback as in response to omakes or good RP.

The perks are listed here:
docs.google.com

The Forge of Creation


The Themes Sheet has been excluded for the time being but may be included in the future.

Please note that so far I've been working on this alone (bar some feedback from people wh have looked at it). I'm at just around 300 perks, not counting the Themes, but I'm always willing to consider more. Indeed, if a perk or a change you suggest is accepted into the Forge, I'll give you something similar to an omake bonus.


Onto Rounds. Each round represents an arbitrary period of time over which the main character works on their latest task. They can be as little as a few minutes IC or up to multiple months at a time. Rounds are divided into one main section - Results and Planning - followed by interlude sections that go into further detail as needed.

Results and planning
This covers the results of the previous round, what is achieved, and what progress has been made. This part is also where you gain your allotment of points and roll on the forge. Here, you decide whether to keep your new perk and what your next steps are.

Interludes
These are used to clarify plans, give players an opportunity to react to unforeseen circumstances and generally give the players more control over a situation as it develops. There may not even be any interludes between the main sections if the planning is clear enough and results in no unforeseen situations.

That said, we will be having an Interlude after this post, to follow up on the consequences of the Setting decision and to give some time for actual planning. In the future, this will be rolled into the main post.


Finally, we move on to omake rewards. In return for a post that becomes threadmarked, my initial offer is an additional roll that can be selected in place of or together with the main roll as desired (if you have the points for it), or an additional 100 points, though I might change that depending on how things go. Contributions to the Forge will result in the same.
 
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You
Name: Beth



Points: 275

Repeating Perks

You can choose to have your works grow in size, doubling in size along every dimension
Initially this takes the form of a large perfectly level sheet of crystal quartz, ringed by a series of benches festooned with glassware, each time you get this perk, you gain additional equipment, for various alchemical arrays for analysis, decomposition, construction and to help offload the mental strain of storing extremely complex alchemical processes in your mind.
Within a radius around you, you may perturb the electromagnetic field, creating, destroying and manipulating photons. While repeatedly gaining this perk will increase the power and range of your ability, control is something you develop on your own.
Initially, this allows you to summon equipment available to a high-school chemistry lab, but the variety and quality of the tools available to you will improve each time you receive this perk.
You can repair things easily, and even significant damage seems to melt away at your fingertips. For each iteration of this perk, the time you take to repair things is cut in half.
The first time you receive this perk, you gain the ability to summon a hobbyist's set of machining tools, capable of working soft metals to a reasonable degree of accuracy. Things like a desktop lathe and a drill press are the extent of what you can summon. However, each time you receive this perk, the quality and scope of your tools improve.
You work faster, tasks that should take time complete twice as fast with no negative repercussions


Normal Perks

Sometimes more people will not help a situation, except when you are at the helm. You know how to organise people and break down tasks in a way that means that more hands at hand are always a good thing.
This ability allows you to produce items that are incomprehensible to others. Attempts to reverse engineer the workings of these creations will always fail
One of the cornerstones of a good mage is focus, one strong enough to hone a will that reshapes the universe around it. But sometimes you just can't spare that kind of focus, so you make something to manage the magic in your place. Small tokens and amulets, all the way up to enormous temples of magical might. That said, while the more specialised a focus is, the easier it makes other spells, even a general-purpose wand will at least halve the difficulty of spells. Beyond simple power, foci can even expand your capabilities, allowing you to perform divinations or summon beings from distant mystical realms.
This is a five meter tall mech-suit that can move at speeds equal to a high-preformance sports car, has enough strength to throw that sports car around like a toy and is outfitted with a range of on-board conventional weapons. It has enough armour to stand up to mid-tier artillery and while it can't fly, it can use it's jump jets to hop onto small buildings.
There are downsides to modularity. The connection points are weaker than the overall stucture, the additional complexity adds points of failure. But that's for other people, not you. you know how to design modular technology in a way that makes it just as good as if you had made everything in one piece, in terms of strength, durability, long term operation, there is no area in which your technology falls short of a purpose built design.

Your mind, no your very self is whisked away for seemingly no time at all, but you know different, because you have spent a lifetime honing your craft. Under the best teachers you can imagine, you have spent a lifetime honing you skills in this field, to the point that you are beyond the state of the art, in fact, your skill in this area is downright supernatural, not just in terms of knowledge, but in terms of that learned intuition on where to go next.
There's an impossible beauty around Mechs. By all common wisdom, all the technology that would make a mech possible would only set it at a disadvantage to tanks and other systems using that technology more efficiently. But you know how to apply them in ways that seem to make the impossible possible. Control interfaces, linear actuators, weapons technologies and power systems that all seem to fit the humanoid form better than standard vehicles.

Your mind, no your very self is whisked away for seemingly no time at all, but you know different, because you have spent a lifetime honing your craft. Under the best teachers you can imagine, you have spent a lifetime honing you skills in this field, to the point that you are beyond the state of the art, in fact, your skill in this area is downright supernatural, not just in terms of knowledge, but in terms of that learned intuition on where to go next.
You gain complete knowledge of the technological and industrial base of a civilization that has endured the apocalypse and did so looking good. Not only can you build functional tech from scraps and get seemingly more out of what you breakdown than it had to offer, but your creations still look good despite their cobbled together appearances.
This ability allows you to get away with fewer resources for your work, cutting resource requirements in half.
Grants an extra dimensional space not unlike Garage that houses water vehicles. Grants the ability to 'Deploy' at the helm of the stored vehicle at the nearest point where the water is sufficiently deep to safely deposit the ship.
You receive a main battle tank with equivalent combat capability to an M1 Abrams. Though it is lacking any form of identification, be it of a manufacturer or an army of any kind. Equipped for urban warfare, this tank comes with a full load of fuel and ammunition. The internal controls are simple and you gain basic knowledge of how to pilot it yourself or take on any of the three roles needed to bring it to full fighting capability.
One can't simply drink or mix multiple concotions together and expect to get the effects of them all. Doing so risks unpredictable interference between the substances. But through your mastery of alchemy and substitutions, you can create serums which contain multiple effects without interference. Your compounded substances can combine up to three substances on your first iteration, and each further iteration allows you to compound already compounded materials, to a depth equal to the number of iterations you have.
You can stow away vehicles in a perfectly valid extradimensional space that will keep them in the same condition as when you put them away. Summoning or dismissing a summon takes several seconds of focus. Your Vehicles are automatically stored in your Garage when you receive those perks
You gain complete knowledge of the technological and industrial base of a civilization that has entwined itself with nature spirits, working in harmony with the powers that be in the land around them. They need not farm, for the jungle around thm provides ample bounty, if they just know how to ask.
A good creator should always test their creations, but sometimes they lack the skill to do so properly. This is no longer a problem for you. No matter what you build, you gain sufficient skill to test it to its limits
You gain insight into the ancient and powerful art of rituals. Through the use of appropriate dramatic effect and thematic components, you weave effects far more complex and powerful than your magic would otherwise allow.
A self-updating textbook that is supernaturally good at teaching the reader about the topic at hand, filled with instructive exercises and practical activities that grant supernal insight into the subject matter. Successfully completing the task at hand can take the average person years, but will bring them up to snuff with the latest advancements in the field
You gain complete knowledge of the technological and industrial base of a civilization that has truly harnessed magic, creating a fantastical civilization where magical constructs have uplifted the people into a post-modern world of beauty and wonder.
It has always been a human dream to fly, to breach the bonds of gravity. But few know that feeling of weightlessness as intimately as you. Because you not only know how to fly, but make things fly, and even breach the skies themselves and throw themselves into the night sky.

Your mind, no your very self has been whisked away for seemingly no time at all, but you know different because you have spent a lifetime honing your craft. Under the best teachers you can imagine, you have spent a lifetime honing your skills in this field, to the point that you are beyond the state of the art, in fact, your skill in this area is downright supernatural, not just in terms of knowledge, but in terms of that learned intuition on where to go next.
When you repair things, you just so happen to always have the necessary resources at hand.
It is said that a good UI should be intuitive enough that a random toddler can figure out how to use it within a few minutes. Well, with a few minutes to play with anything you can figure out how to use it, given that it is functional, of course.
 
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Resources
A self-updating textbook that is supernaturally good at teaching the reader about the topic at hand, filled with instructive exercises and practical activities that grant supernal insight into the subject matter.

This book contains knowledge of infectious diseases as known by all mortal races, even containing knowledge known only to the Ancients and the Nox. Within its pages are options for treatments and every known cure for an infection.

Progress
You: 0/21845
A beautiful, but slightly delicate ladder. Capable of supporting a little more than your own body weight.

With your limited magical skills, you are also able to cause limited changes in size, as well as brace it against thin air.
a comfortable woolen blanket
In addition to acting as a focus through which you can more easily contact and communicate with the spirits around you, your staff also allows you to call upon traits of the Elk and the hunt in which you were blooded. Moving through the forest silently is nigh on second nature with this in your hands and you just don't seem to get tired, even as you can now move with blistering speed. You also find yourself a little stronger, but not by too much.
Basic rituals to improve the spoils of a hunt, foraging expedition or field harvest.
100-gram iron blooms that require further processing.
Salt, a common trade commodity and condiment on this world.
A collection of reagents useful for rituals both magical and spiritual. A small amount has been used of your current supply.[/SPOILER

1 Spears - 40 Kilograms salt
2 Spears, 1 Mace, 1 Sword - A mixture of trade goods and salt, loaded onto carts of good quality.

You receive a main battle tank with equivalent combat capability to an M1 Abrams. Though it is lacking any form of identification, be it of a manufacturer or an army of any kind. Equipped for urban warfare, this tank comes with a full load of fuel and ammunition. The internal controls are simple and you gain basic knowledge of how to pilot it yourself or take on any of the three roles needed to bring it to full fighting capability.
This is a five meter tall mech-suit that can move at speeds equal to a high-preformance sports car, has enough strength to throw that sports car around like a toy and is outfitted with a range of on-board conventional weapons. It has enough armour to stand up to mid-tier artillery and while it can't fly, it can use it's jump jets to hop onto small buildings.
 
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Allies
Anna - The Merchant
Holder of the title The Merchant, Anna possesses a connection to the Forge similar to your own. For the moment, this manifests in the form of intuitive knowledge of the exchange of goods and services, as well as an alternate perspective of the worlds you experienced through your Genre perks, granting insight into valued commodities and desired products.


Bridgitte - Friend
A villager from the village of Rahan, who knows a lot of the local lore. They were apprenticed under a bard of sorts that had passed on much of what she knew of their oral tradition before she was killed in the raid carried out by Conaing.

Mrs Eimhir mac Cairill - Acquaintance
The matron of the village refectory, in command of all the goes on in the kitchens.

Connor - Acquaintance
A villager who requested a cart and ladder from you.

Muirgen Daireann - Friend
The smith's wife

Islay Ainsley - Village Leader

Ségdae & Cináed - Trustees in Seaford
 
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[X][GENDER] woman
[X][HAIR] Black
[X][GLASSES] has glasses
[X][SETTING] The corpse of what is obviously some kind of adventurer (D&D Planescape - Time unknown)
[X][KEEP] 100 Points
 
[X][GENDER] man
[X][SETTING] A metal ring with a pedestal next to it (Stargate - Starting in 1995)
[X][KEEP] Machine Shop


Stargate would be a fun setting and having a machine shop for startup would be nice
 
[X][GENDER] woman
[X][HAIR] Black
[X][GLASSES] has glasses
[X][SETTING] The corpse of what is obviously some kind of adventurer (D&D Planescape - Time unknown)
[X][KEEP] Machine Shop
 
[X][GENDER] woman
[X][HAIR] Red
[X][GLASSES] has glasses
[X][SETTING] A metal ring with a pedestal next to it (Stargate - Starting in 1995)
[X][KEEP] Machine Shop

I want to see how this goes, it seems interesting.
 
[X][GENDER] Men
[X][HAIR] Red
[X][GLASSES] has glasses
[X][SETTING] The wreck of an X-wing starfighter (Star Wars - Starting 34 BBY)
[X][KEEP] Machine Shop
 
[X][GENDER] woman
[X][HAIR] Red
[X][GLASSES] has glasses
[X][SETTING] A metal ring with a pedestal next to it (Stargate - Starting in 1995)
[X][KEEP] Machine Shop
 
[X][GENDER] woman
[X][HAIR] Red
[X][GLASSES] has glasses
[X][SETTING] A metal ring with a pedestal next to it (Stargate - Starting in 1995)
[X][KEEP] Machine Shop
this looks like its gonna be good, hoping for stargate followed by starwars, simply because i know nothing about dnd.
 
[X][GENDER] woman
[X][HAIR] RED
[X][GLASSES] no glasses
[X][SETTING] A metal ring with a pedestal next to it (Stargate - Starting in 1995)
[X][KEEP] Machine Shop
 
[X][GENDER] woman
[X][HAIR] Black
[X][GLASSES] has glasses
[X][SETTING] The corpse of what is obviously some kind of adventurer (D&D Planescape - Time unknown)
[X][KEEP] Machine Shop
 
[X][GENDER] woman
[X][HAIR] RED
[X][GLASSES] no glasses
[X][SETTING] A metal ring with a pedestal next to it (Stargate - Starting in 1995)
[X][KEEP] Machine Shop
 
[X][GENDER] woman
[X][HAIR] Red
[X][GLASSES] has glasses
[X][SETTING] A metal ring with a pedestal next to it (Stargate - Starting in 1995)
[X][KEEP] Machine Shop

Besides really liking the Stargate Universe, I just have a personal preference for introducing magic into a technology based world over introducing tech into magic ones. Also, Stargate is closest to our own planet, and that is also a plus.





Some Sample pics....
 
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[X][GENDER] woman
[X][HAIR] Black
[X][GLASSES] has glasses
[X][SETTING] The corpse of what is obviously some kind of adventurer (D&D Planescape - Time unknown)
[X][KEEP] 100 Points
 
[X][GENDER] man
[X][SETTING] A metal ring with a pedestal next to it (Stargate - Starting in 1995)
[X][KEEP] Machine Shop
 
[X][GENDER] man
[X][SETTING] A metal ring with a pedestal next to it (Stargate - Starting in 1995)
[X][KEEP] Machine Shop
 
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