Honestly I think eldritch would create a cool character that Solomon is forced to interact with and since Eldritch will most likely feed on Solomons sloth it would be interesting seeing it convince Solomon not to do things.
 
Honestly I think eldritch would create a cool character that Solomon is forced to interact with and since Eldritch will most likely feed on Solomons sloth it would be interesting seeing it convince Solomon not to do things.

Someone convincing Sol not to do things is the exact opposite of what we need right now. It's currently an uphill battle spending exorbitant amounts of will to get Sol to do the smallest things, we don't need a voice in his head telling him it's not worth it. I would like our character to actually DO things.
 
Someone convincing Sol not to do things is the exact opposite of what we need right now. It's currently an uphill battle spending exorbitant amounts of will to get Sol to do the smallest things, we don't need a voice in his head telling him it's not worth it. I would like our character to actually DO things.
I'm fairly sure you can make the argument visions will be just as bad for our will since its gonna show us horrible shit and make it so we can't see good things as easy and we're already bad at that.
 
Enrolled's eyeballs into starlike ponds, as black as the cosmic void, with enthralling pinpricks of variegated starlight.



Giving Dream of The Endless vibes for sure
 
Initial thoughts:

*Given Birdsie's clarifications on Discord (Eldritch isn't dangerous to Sol, Transgression can be channeled into minimally harmful paths), I'm alright with either Eldritch or Transgression. Eldritch best fits our initial goal of a near-fully stacking Aspect that can push us to a 4x Aspect stacking efficiency - something that will save us tens of thousands of XP in the long run - but Transgression as a solution for Will isn't bad either. We can basically become Kazuma - proactive, highly competent but lecherous - which is a huge upgrade in terms of actual play experience compared to being highly competent but crippled by Will requirements.

*Vision seems promising initially, but has two severe flaws. 1) It doesn't do anything against mindless undead, golems, natural disasters, enemies with strong mental defenses... it's an incredibly narrow Aspect that's not really worth spending XP to level more than once or twice. Inflicting madness on others is just an extremely unwieldy and morally questionable method of achieving things. 2) Sol experiences despair at all the things he sees but can't change; if he's empowered to see the dark side of life super-well, it's entirely possible his despair will flare up and become even worse. But really 1) is my main concern; I cannot emphasize enough how huge a mechanical mistake it would be to give up a highly-stacking or actually useful Aspect for something this narrow and bad. It is literally like taking thousands of Will (dozens of individualized classwork actions) and throwing it in the garbage.

*The Revolver seems excellent. The Lantern and Athame will both probably be useful in this upcoming fight. Given these considerations, have two build plans:

[X] Plan Carnage
-[X] Aspect: Eldritch
-[X] Red Athame
-[X] The Revolver
-Take Eldritch, Revolver and Athame. Arm Penelope with the Athame for this adventure; Justice will have a better grasp of when it's worthwhile to mete out incomprehensible agony than we will. She'll likely only use it on truly irredeemable creatures or when absolutely necessary, which is right and proper. Her ability to normalize the capabilities of combatants in a fight means she benefits incredibly from a save-or-lose on-hit effect like the Athame, and her peak human fighting skills make her well able to wield it.
-Offer her a loan of the Revolver too, if Sol deems it necessary and prudent.
-This also has the benefit of playing into Sol's King of Magi role as (overpowered) mentor and support; Penelope is the one with the sword and we're the heavy artillery and finder of secrets that arms and advises her.
-If we can spend XP, either have a separate vote for that or hash it out in the Discord. We've got plenty of ideas on how to use our XP before the adventure if it's permitted.

[X] Aspect: Eldritch
[X] Red Athame
[X] The Revolver

[X] Plan Scumzuma
-[X] Aspect: Transgression
-[X] The Spirit Lantern
-[X] The Revolver
-Take Transgression, Lantern and Revolver. The Lantern neutralizes spirit-based enemies weaker than it and introduces a clock for stronger enemies. The Revolver is a solid panic button. Transgression turbocharges our scaling long-term as we get much more effective Will. By taking two immediately useful Artifacts we somewhat make up for Transgression's lack of immediate power. This build will really change how Solomon plays as we'll be less concerned with juggling Will and instead have to consider how to appease his Transgression niche, but we'll be able to actually do more things.
-If we can spend XP, either have a separate vote for that or hash it out in the Discord. We've got plenty of ideas on how to use our XP before the adventure if it's permitted.

[X] Aspect: Transgression
[X] The Spirit Lantern
[X] The Revolver

[ ] Plan Cradle
-Take Transgression, Cradle and Revolver. This plan hopes that Revolver provides sufficient safety for us to get away with taking Cradle, and Transgression ensures we actually have the Will to exploit it - else Cradle is basically a wasted option since it's all potential and will require months of work to unlock. We'll also need a serious Will reserve to defend ourselves from the attention Cradle draws.
 
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[X] Plan Mystery Box
-[X] Aspect: Vision
-[X] Artifact: The Necronomicon
-[X] Artifact: The Brass Cube

[X] Plan Bigger Gun
-[X] Aspect: Vision
-[X] Artifact: The Necronomicon
-[X] Artifact: The Revolver

Since R has busted out plan votes I shall as well. The mystery box is my preferred plan, since the last mystery box we had in immersion was the secret path to the perfect ending. These difficult to open mystery boxes are pretty frequent in birdsies quests, and they tend to be highly rewarding.

However if people are concerned about current safety, the revolver should be sufficient. The necronomicon is too good for our aspect to not take. There's zero risk of madness, just a collection of highly useful magical knowledge, perfect for the King of Magi.

R's interpretation of vision being useless against mindless beings is flawed. Visions is predominately an information gathering aspect. It helps you see, to see the enemies weaknesses or secrets. Those weaknesses are almost more important for incorporeal creatures or golems, things that usually in fiction have clearly defined silver bullets or chinks in their armor. The ocular genjutsu/madness aspect is just a cherry on top.

Any plan that doesn't take the necronomicon is not optimal, and I've already expressed my concerns with the symbiote. I refuse to take any aspect that affects our moral compass in any way, mental contamination is not fun for anyone. Symbiote is just too likely to affect our perilously low will management.
 
[X] Plan Scumzuma

This plan has all my favorite blurbs

[X] Plan Carnage
 
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Additional Discord info -

*We rolled a 2 (out of 80) on something, which caused Birdsie to say this would be a major arc. That's why both my Artifact picks are focused on immediate safety - I don't want us to get overly greedy and die. The Artifacts are a minor investment compared to the Advanced Empowerment coming up; if Sol suffers crippling injuries and we're forced to forgo a strong potential Empowerment in favor of something that patches him up, we will seriously regret not taking immediate power from the Artifacts now.
*Let's not forget we are about to engage in imminent combat or dangerous exploration on a highly risky adventure. We should not hesitate to spend every Artifact pick on maximum safety in order to hedge against future bad rolls at this early stage of the quest.
*Birdsie mentioned the symbiote would love Cheetos, this may lead us to getting a second Will-boosting item like Coffee Jelly! It's speculative, but an interesting possibility.
 
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[X] Plan: Bigger Gun
[X] Plan: Mystery Box

[X] Plan: Carnage + Necronomicon
-[X] Aspect: Eldritch
-[X] Artifact: The Revolver
-[X] Artifact: The Necronomicon
-[X] Loan Penny the Revolver

For people who like Eldritch but want a cool book.
 
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[X] Plan Carnage
[X] Plan Ritualist Supreme

-[X]Aspect: Eldritch
-[X]Red Athame
-[X]The Necronomicon
-[X]Let Penelope use the Athame
 
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[X] Plan: Bigger Gun
[X] Plan: Mystery Box
[X] Plan Ritualist Supreme
[X] Plan: Carnage + Necronomicon


Honestly, anything but Transgression into lechery. I'd also like at least one of Necro and Cube.
 
[X] Plan Carnage

Sol already has insight into the hidden, despair-inducing truths of the universe via the Architecture. He doesn't need another depression pipeline, even if Excrucian eyes are objectively cool. I'm not as against Transgression as many apparently are, but the path of lechery being discussed doesn't appeal. I'd rather psychologically dismantle people by wielding the truth as a knife, Jeanne de Tymarie style. Lots of fodder for good character interactions there. The symbiote is fine as a compromise option.

Advanced Empowerment came with a 'potential high danger' tag and we seem to have rolled poorly. It's been long enough between updates that forgetting the former is understandable, but Sol needs safety now rather than new spells later. Investing in Arcanum rather than Destroyer alone means he already has utility, so there's no need for a secondhand Necronomicon with the juiciest bits removed.

Edit: Ilbgar has procured the Necronomicon from a used books store, so we'll be getting it regardless.
 
To discuss some details on why taking Athame and the Revolver together is pointless sacrifice of highly sought after artifacts relevant towards our build, let's talk about when Athame would get used. The revolver can handle a maximum of 6 high powered targets. It doesn't matter how strong they are, pretty much everything in this setting is going to go kaput if we fire the revolver at them. So, the only use where Athame would guarantee our safety beyond what the revolver already offers, is if there were a number of enemies beyond our level to handle that are greater than six. Do we really think we will be fighting hordes of elder vampires capable of speed blitzing us? The only time Athame would be useful, is if the challenge is a horde of reasonably difficult enemies, in which case I think we can handle that with reasonable tactics and maybe some tricks from the necronomicon.

In terms of thematic relevance, the revolver is literally about delivering retribution. It fits Penelope as Justice much more than the occult ritual dagger, no matter how much we pretend it's a flaming sword. What it truly is doesn't change, it's a tool for ritualistic practices. Not for delivering justice
 
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