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AFAIK the only attention to be concerned with is the Goa'uld (Conaing), who are coming anyways in three years. I don't think they let the humans of this world build institutions larger than villages.
Conaing is due in three years, but the plot of SG1 starts in less than a year now so at the very least Ra will be dead a lot sooner that Conaing is supposed to show up. What that means for you, you'll have to find out, but I figure I should let anyone not familiar with the show know about that
 
Unless we say anything, at all, about each item we craft being foci; then no one is going to know that they're foci. Just that the tasks that they're typically used for are likely to be better performed, or eased in some way. It's likely that they won't even notice that it's the item itself... for a long time at least. So, no, making every item a foci isn't going to expose us, or our skill... other than being a decent wood worker/craftsman. (assuming we can summon our workshop tools without people noticing)

[edit] My vote.
[X][FOCI] Make everything into foci.
 
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I was thinking of starting to reveal our powers so that we can work on stuff openly in the village. At this point we're contributing, we've made friends, and I think we know that they aren't too superstitious. Maybe we can take an action to ask about superstitions to make sure, or show Shannon privately and see what she thinks?
This post made me realise I accidentally renamed Shannon to Bridgitte at some point and I've confused myself.
 
@Emizaquel, do we need to add a write in for our MC to actually be discreet with using the workshop? Because, I get the feeling that because we didn't outright specify not to whip out the workshop tools in public, that you're going to play it dirty and make the MC have an airhead moment, and manifest the workshop tools in full view of everyone that asked for new tools and items. Hopefully it's just me being paranoid.
 
@Emizaquel, do we need to add a write in for our MC to actually be discreet with using the workshop? Because, I get the feeling that because we didn't outright specify not to whip out the workshop tools in public, that you're going to play it dirty and make the MC have an airhead moment, and manifest the workshop tools in full view of everyone that asked for new tools and items. Hopefully it's just me being paranoid.
As of now, I'm assuming that you guys want to be secretive, and as such the MC will only use the workshop when in private, be that by heading deep into the woods or avoiding its use where possible.

The cart, for example, would be built in parts in the woods and brought out to the village and assembled without using the machine shop. Other perks that are more subtle, like the speed perks and the resource reduction perks would still be used but in as subtle a manner as possible.
 
The perks don't belong to any jumps, the Forge of Creation is a genericized Celestial Forge.
For example the below example.

Avant Apocalypse (200) - LVL MAX
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.

We don't know what level of power this apocalypse was, we don't know what type of world it was which would engender the type of physics and tech it would allow. Without knowing which jump this perk comes from its power range and grounding in its powers can vary wildly.

We may want to pick perks that are more clear in their power level in the future as that will be more advantageous compared to gambling on vague perks. At any rate, something to think about.
 
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As of now, I'm assuming that you guys want to be secretive, and as such the MC will only use the workshop when in private, be that by heading deep into the woods or avoiding its use where possible.

The cart, for example, would be built in parts in the woods and brought out to the village and assembled without using the machine shop. Other perks that are more subtle, like the speed perks and the resource reduction perks would still be used but in as subtle a manner as possible.
Alright, thanks. Glad it was just my paranoia running away with me.
 
Vote closed
Scheduled vote count started by Emizaquel on Jan 20, 2023 at 10:59 AM, finished with 25 posts and 17 votes.
Emizaquel threw 5 100-faced dice. Total: 266
82 82 74 74 2 2 73 73 35 35
 
Awakening 11
It takes you a few days to work your way through all the projects that you have managed to pick, up but it proves good practice.

The butter churn turns out magnificently, delicately carved with surprisingly functional reliefs even as you delicately stain patterns into the surface with tannins you gather from various plants and nuts. Your new ability to determine the toxicity of various plants and plant products aids you greatly even as you discuss local folk wisdom in order to ensure that your foci work appropriately.

The good work continues with your cart. though the designs are anything but delicate. With a larger space to work, your carvings grow striking and elegant, clean lines flowing across the surface like wind. Even as you lug the parts out of forest day by day, and the cart slowly takes shape, your work attracts attention, enough that you see people talking about it.

So you push youself a little on the next project, working to make sure your ladder looks as good as possible while still remaining functional. Unfortunately, you overshoot the mark a little. After all this time working in the woods, you've forgotten just how much smaller you are than the men here and what you've made won't support them.

It still looks good though.

You manage to get back into good form with your next project though. Learning not to overcommit, you end up producing a beautiful recurve bow to replace the broken longbow. The careful staining and carving leaves the impression of winged tips sprouting from each end of the bow, and with the magic you have worked into it's creation, you manage to produce a powerful weapon.

Still, your endurance starts to flag as you work through the last of the kitchen tools, and it shows, with each tool receiving sparse decorations beyond some staining and a seed-oil polish.

Still, with your projects mostly completed, you find youself exhausted, and resting for a little while.

As you lay on your bed, you feel yourself reach out once more.
PERK 1: Step on the Gas (150)
You work faster, tasks that should take time complete twice as fast with no negative repercussions

PERK 2: Product Testing (100)
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 have sufficient skill to test it to it's limits

You have 150 points

[][Keep] Step on the Gas
[][Keep] Product Testing
[][Keep] None

As you recover, you decide on your next course of action
[][PLAN] Make a new ladder to replace the one you made before.
[][PLAN] Take some time to rest, maybe hang out with Bridgitte for a while.
[][PLAN] There's a trading expedition planned for a few weeks from now, make a few things so that you can join in.
[][PLAN] Write-in

A/N:
Okay, that was annoying to get through, but I also have a few things to talk about.

For example the below example.

Avant Apocalypse (200) - LVL MAX
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.

We don't know what level of power this apocalypse was, we don't know what type of world it was which would engender the type of physics and tech it would allow. Without knowing which jump this perk comes from its power range and grounding in its powers can vary wildly.

We may want to pick perks that are more clear in their power level in the future as that will be more advantageous compared to gambling on vague perks. At any rate, something to think about.
So, Avant Apocalypse is basically near future with a focus on recycling and scrapping. The apocalypse as described before would be set in more or less the our world with a little different progression technologically. Less nuclear technology and what was there would have been lost in the apocalypse, a lot of the higher end biosciences like what was used to repair the upper atmosphere too.

That said, they do have a great deal of 'primitive' technology as well as ruggedized tech that intended for long term use and upgradability.

Feel free to ask me any clarifying questions in the future, I'd like to think I've been active enough on the thread that it shouldn't imact voting too much.

On another note, I'm placing a bounty.

I've created a new perk, Compounding (100), which is based on Mixing Mixtures, but I'm having a hard time coming up with a good description for it. If you create one that gets accepted, you get an additional 100 points or an additional perk to choose from next time.
 
[X][PLAN] Make a new ladder to replace the one you made before.

I really like the idea of the trading expedition, and if that is offered again we should take it, but we don't want our creations thought of as unreliable or our commitments faulty.

As for the perks, I see this choice as between cautious, careful, and prudent, vs. impulsive, passionate, and decisive.

Hmm, I wonder which one we are...


Oh, Right!

[X][Keep] Step on the Gas
[X][Keep] Product Testing

Edit: Or, well, somebody could change the situation. Good Job! They are both def. useful.
 
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Product Testing sounds potentially very useful. Imagine we make a sword, well now we gain swordsman skills to test it properly, if we build a car we can drive it. Do the skills last forever, do they last as long as we have the newly made item?
 
[X][Keep] Product Testing

Guys we have to go with this. Just making bows alone gives us archery, now imagine we knew how to make guns! Getting the skill to test it to the limits is amazing! If we made basketball or running shoes we could get superb athleticism by testing them out!

Not to mention making drugs, we gain the skill to know how to administer them properly, quick moving doctorate!
 
[X
[X][Keep] Product Testing

Guys we have to go with this. Just making bows alone gives us archery, now imagine we knew how to make guns! Getting the skill to test it to the limits is amazing! If we made basketball or running shoes we could get superb athleticism by testing them out!

Not to mention making drugs, we gain the skill to know how to administer them properly, quick moving doctorate!
To be fair just because we have the athletic skill does not mean we have the muscle power or physical training.
A good pair of shoes may give us better running, and breathing techniques, but I doubt it will give us super legs to take full advantage of said skill.
We may become more accurate after making a bow, but that doesn't mean we gain the arms to perfectly with ease pull back the string.
@Emizaquel Your verdict?
[X][Keep] Product Testing
 
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[X

To be fair just because we have the athletic skill does not mean we have the muscle power or physical training.
A good pair of shoes may give us better running, and breathing techniques, but I doubt it will give us super legs to take full advantage of said skill.
We may become more accurate after making a bow, but that doesn't mean we gain the arms to perfectly with ease pull back the string.
@Emizaquel Your verdict?
[X][Keep] Product Testing
You gain the skill but not strength, I felt like that was a reach for a 100-point item. Also, I didn't want you to get super strength by making a hammer that weighs a ton or something.
 
[X][Keep] Product Testing
@Prof.MoreRight I imagine that is something that can be gained with time.
@Emizaquel How conceptual can you get with that? For example, does an outfit crafted for teaching increase our teaching skills, or does it just increase our skills in wearing the outfit so it looks good ? I assume it is the second. But I assume that you essentialy gain the knowledge and muscle memory to move what you crafted how it was meant to be moved and how it can be moved. So for example the walking stick we made a while ago, we would learn how to best use it to support yourself while moving through terrain and stuff, but would we also learn how to use it to block and attack with it ? It is not something it is usually meant to do, but it is still a sold piece of wood that can be used that way pretty easy and effectively.
 
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@Emizaquel How conceptual can you get with that? For example, does an outfit crafted for teaching increase our teaching skills, or does it just increase our skills in wearing the outfit so it looks good ? I assume it is the second. But I assume that you essentialy gain the knowledge and muscle memory to move what you crafted how it was meant to be moved and how it can be moved.
It is indeed the second. The outfit would be a form of fashion, and as such the skills accrued would be more akin to modeling and posing though it would give you a good idea of the range of motion that a teacher might need.

So for example the walking stick we made a while ago, we would learn how to best use it to support yourself while moving through terrain and stuff
, but would we also learn how to use it to block and attack with it ? It is not something it is usually meant to do, but it is still a sold piece of wood that can be used that way pretty easy and effectively.

WRT the walking stick, if you made it with the intention of it being a defensive weapon, then you would gain an understanding of how to use it in combat, the sorts of blocks and strikes you could do with it and the like. It wouldn't grant combat experience, but it would grant you a technical knowledge, kind of like learing katas or forms. Maybe some sparring 'experience'. It's something that could be leveraged into proper combat skills with a little effort but would take a little effort to cultivate.

If you didn't intend to use it that way, then you wouldn't gain that knowledge.
 
[X][Keep] Product Testing
[X][Keep] Step on the Gas
[X][PLAN] Make a new ladder to replace the one you made before
 
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[X][Keep] Product Testing
[X][PLAN] Make a new ladder to replace the one you made before
Can't leave a job done poorly, hmph.

...wait am I turning into a dwarf?
 
PERK 2: Product Testing (100)
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 have sufficient skill to test it to it's limits
Based on the text of the skill, it's specifically skill with testing too, not general usage, right?

Like, if we make a sword what we get is skill at testing swords—evaluating if it has proper balance and reach for us, some basic moves to see how well it cuts (and what sort of materials to test the sword on), how flexible it is, some of which might also translate to having an idea of where to start training with a sword?

Still very useful. I wonder what sort of process goes into testing out a magical foci, for example...

[X][Keep] Product Testing
[X][PLAN] Make a new ladder to replace the one you made before

On another note, I'm placing a bounty.

I've created a new perk, Compounding (100), which is based on Mixing Mixtures, but I'm having a hard time coming up with a good description for it. If you create one that gets accepted, you get an additional 100 points or an additional perk to choose from next time.
Compounding (100): One can't simply drink or mix multiple potions together and expect to get the effects of both. Doing so risks unpredictable interference between the potions. But through your mastery of potioneering, you can create potions which contain multiple effects without interference. Your compounded potions can combine up to twelve potion effects; any more than this risks unpredictable interference, even for you.

Assuming you want to keep the number of combined potions the same.
 
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Based on the text of the skill, it's specifically skill with testing too, not general usage, right?

Like, if we make a sword what we get is skill at testing swords—evaluating if it has proper balance and reach for us, some basic moves to see how well it cuts (and what sort of materials to test the sword on), how flexible it is, some of which might also translate to having an idea of where to start training with a sword?

Still very useful. I wonder what sort of process goes into testing out a magical foci, for example...
I have since clarified that you do retain the skills
 
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