Dream Logic
An offseason swallow
- Location
- In transit
[X] Part the metaphorical Red Sea
-[X] Let my Spirit (and his people) go!
-[X] Let my Spirit (and his people) go!
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The nice thing about being Fear spirit is we're a terrorist freedom fighter even when we're being nice.
Well, okay; far enough. Things might end up okay DE wise.Don't be ridiculous. You're about to near-unanimously vote to launch a slave rebellion, and we haven't even gotten to the potential fallout from saying hi to the fox you embarrassed so thoroughly. Even with your comparatively poor DE gain, you should have enough Vehemence to at least get close to cap.
Norte -> North -> NorwegianNorte and Morte is neither Viking nor Norwegian names, not that it matters since there are no Norwegian vikings in this world/age.
Morte is close to a version of Martin: Morten. But Morten/Martin comes for the war god Mars, not really Norse...
and
The WORST thinkable thing for a trickster is to lose ones freedom.
[X] This is incorrect. You are the Lady First in this pantheon, these slaves should be yours! Drive out the oppressors, oppress in turn. (???)
1.1*6 is no different from 1.2*6. Both end up at 'round to 7'.I am in fact silly--but not in dividing wrong, i wrote the wrong number. the sum is 328 before skills, not 382, unless i mathed wrong again...
I would think his people would be pretty afraid of the return of the being that puunked their spirit and ran around doing whatever it wanted in their village.As for the Fox, I'm surprised to hear that that is likely to cause VE. It seems like a spirit level conflict; unless it ends up turning into a fight (which it can, but shouldn't), I don't see why the people would feel strongly about it one way or another.
Fair; I don't expect to see that legend back until around a decade from now, give our take. However, is that a problem somehow? I don't think we had any urgent plans for said legend, given that we have 35 left even after paying for the kid.while he'll do better overall, i still think it'll take 6-7 turns at least to get a return here.
That last number should read 35. I think you have it right on the front page and in the spoiler tag, so this is probably just a typo.
The sarcasm was in reply to your post but not directed at you. Sorry for the confusion.Well, aside from the fact that we'll make up for it through other shit, i'm not sure why your sarcasming at me
I choose to believe that third magic is based on math--incidentally, have you heard the word of our lord and calculator, RNJesus? Even in the unfortunate past few days in which the curses of Their rival, Bird Jesus, kept me from my duly appointed Holy Quest of Annotation and Discovery, They have blessed us with luck, in fouling our own rival's ritual, in protecting us from her foul children and mortal minions, and more--and in preparation for my triumphant return to my Quest, They have given us this great critical blessing, that we may free our poor friend from his terrible prison! Lo! RNJesus provides!Skillslots. Oh, boy, big one.
We've got 12 slots as our upper maximum; we're currently capped at 10 and are at 10 prior to the end of this turn, when we should be back up to 10 by learning Perform - Sing.
Trickery is our go-to, so that's in.
Astronomy is currently free, and we're either halfway (Stargazer + Omenseer) or 40% (2/5 Mysticism) to unlocking Mystic, which lets us combine Astronomy and Omen Reading. As such, Mysticism has the second slot in our eventual list.
Navigation has stood us in good stead, it's remaining.
Survival is not only the 'survive' skill. It's hunting, tracking, stealth, land exploration... a host of things that are remarkably useful for a Trickster. I'd like to keep it.
Getting Discovery - specifically Wanderlust - would be a pain. My best guess is that this is a Bronze Age skill, as that fits right in with what the Greeks and other civilizations who reach that level do: Discover new vistas, meet new people, and have sex with them. This skill is low on my 'skill priority' list, but it is on it.
Perform (Sing): I believe we're picking this up this turn. Fits the Siren image we sometimes portray, serves as part of the means for the First Magic. I want to keep this. One slot.
Other perform skills: We are aware of Dance, Drums, Horns(?), and perhaps a few others. I don't think we need more than one, to be honest. If we do... that's what Attrouska has her Children of the Rune for, now isn't it? Dance is thematic with the seductress thing, mind you. If we need a second perform, Dance is it, IMO.
Art: We're aware of Painting. I'm fairly certain Sculpture is on the list, too. I think Weaving counted as an Art in ItAA? A bit of a pity we lack the means for extreme underwater basket-weaving classes, but so it goes. One of these is also needed for the Second Magic. One slot.
Writing: Practically a must-have, if not now then eventually. May very well be a part of the Third Magic, after a bit of thought*, but I'm not betting on it. Definitely part of the ritual ring used to bind the [Imprisoned One] and in the attempt on us. I think this is the ??? on Attrouska's skill list, and the ??? on Spirit of Law. It would fit with Hammurabi's Code, too. One slot.
Magic: First and Second, at least. Third may have to wait for Regional God. Two slots.
Currently at 9:
Melee: It's certainly proven itself useful, now hasn't it? Not certain whether we want to keep it or not.
Ranged: No, thanks. We've got our Influence attacks.
Fishing: Not our concern, not really. Let Saiga - or other spirits - handle it.
Innovation: Extremely useful. Slightly less so with Mysticism, but the two likely work well together. Flip-flopping.
Leadership: Honestly, I don't want to remain Pantheon Head beyond Saiga's ascension. We're meh about our mortals, anyway - they're practically interchangeable. Except that one genius who got lost, and came back with all the cool shit. He's awesome.
Awe: Useful if we want to head a Pantheon. Since I don't... and since we'll forget it by the end of the turn... meh.
That's ten. Eleven with Melee, twelve with Perform (Dance), Thirteen with another Art... Twelve with Wanderlust + Discovery. FFS.
Okay, trim melee, and we can fit in the 'we need to double up on Performs and Arts' without trying for Wanderlust.
Skills I want at Local God:
Trickery
Mysticism
Navigation
Survival
Perform (Sing)
Perform (Dance)
Art (Sculpture)
Art (???)
Writing
First Magic
Second Magic
Innovation
Successfully getting Wanderlust - somehow - would let us get the Third Magic.
Supporting Traits... elsewhere. Long post is already long enough, and it's going to be just a tiny bit longer...
----
*: First there was the Word. The Word said, Let There Be Light, and lo, There was Light. Second came the Light,
... and this is where I get stuck. The Third Magic has something to do with the underlying physics of reality - the clock thing was a personification of these things - or the 'perfect liquid' that does... something with Light, and we've borne witness to twice now: Once in between worlds, and once second-hand, when Seski tricked Attrouska into using her artifact. Maybe thrice? Did it show up when she tried to cast it at us? I don't recall.
The theory works a bit better with 'Word' to 'Light' to 'Perfect Liquid' than it does Word to Light to Writing, which - after a bit of thought - probably has nothing to do with magic directly. Rather, it's one of those tools that's merely absurdly useful, instead of necessary.
If we trim melee we can't do things like bully our husband into making us a kickass trident that we then enchant. Or if we did we couldn't stab people with it. Not to mention how much riskier it would be to show up at a village and lead a slave revolt. We could easily get dispersed trying something like that if we can't punch our way out in a pinch.Okay, trim melee, and we can fit in the 'we need to double up on Performs and Arts' without trying for Wanderlust.
BURN THE WITCH
Definitely part of the ritual ring used to bind the [Imprisoned One] and in the attempt on us. I think this is the ??? on Attrouska's skill list, and the ??? on Spirit of Law. It would fit with Hammurabi's Code, too. One slot.
I had to specifically make mention of these. This is just clever.*: First there was the Word. The Word said, Let There Be Light, and lo, There was Light. Second came the Light,
... and this is where I get stuck. The Third Magic has something to do with the underlying physics of reality - the clock thing was a personification of these things - or the 'perfect liquid' that does... something with Light, and we've borne witness to twice now: Once in between worlds, and once second-hand, when Seski tricked Attrouska into using her artifact. Maybe thrice? Did it show up when she tried to cast it at us? I don't recall.
The theory works a bit better with 'Word' to 'Light' to 'Perfect Liquid' than it does Word to Light to Writing, which - after a bit of thought - probably has nothing to do with magic directly. Rather, it's one of those tools that's merely absurdly useful, instead of necessary.
Someday, we are going to do a whole growth turn without doing ANYTHING scary. Nothing even hinting at scary - no meetings with potentially-hostile spirits, no ritual research, no generic moonlight to cause weirds. Just blessings, crafting, and astrology.The nice thing about being Fear spirit is we're aterroristfreedom fighter even when we're being nice.
...Isn't the return 1x for a DC 40 success on growth?1.1*6 is no different from 1.2*6. Both end up at 'round to 7'.
We're not harzivan, legend is a lot harder to come by for us...especially when we've got a bunch of people intent on throwing legend into divine creatures soon, and the likelihood of another glut whenever we attack the Crone again, plus now we'll have another roll when we do, and theres the fact that once we get the moons out of the way we're looking at stuff that costs 20+ legend a pop...yeah, i'm worried about legend (as we should be, not having to worry about legend in the original was another problem PoM mentioned wanting to fix iirc)Fair; I don't expect to see that legend back until around a decade from now, give our take. However, is that a problem somehow? I don't think we had any urgent plans for said legend, given that we have 35 left even after paying for the kid.
And the larger the number here, the more extra legend we get back, which is nice, since we are going to need surplus legend eventually.
That last number should read 35. I think you have it right on the front page and in the spoiler tag, so this is probably just a typo.
The sarcasm was in reply to your post but not directed at you. Sorry for the confusion.
Stop questioning me and take your damn DE.
Melee: It's certainly proven itself useful, now hasn't it? Not certain whether we want to keep it or not.
Not to mention how much riskier it would be to show up at a village and lead a slave revolt. We could easily get dispersed trying something like that if we can't punch our way out in a pinch.
Can we get First/Second magic with only a single Perform/Art? I thought you needed two.
Fair enough; I can see that getting us a VE or three. Probably not much more than that, though.I would think his people would be pretty afraid of the return of the being that puunked their spirit and ran around doing whatever it wanted in their village.
Unlike actual kids, we don't actually need to raise them, and just get to spend our time playing with them and being amused at their antics. That is a pretty fun thing to do when they are young.Honestly I think ur-kids are fine repositories of legend, and probably pretty safe with the creche. Their biggest problem is how looooooong they take to get fun. We can't just sleep past the boring parts and if we make too many they will start to blend together into a blob of demikids.
If we trim melee we can't do things like bully our husband into making us a kickass trident that we then enchant. Or if we did we couldn't stab people with it. Not to mention how much riskier it would be to show up at a village and lead a slave revolt. We could easily get dispersed trying something like that if we can't punch our way out in a pinch.
I had to specifically make mention of these. This is just clever.
Yes. THAT WHICH WINDS is of Third Magics, the Grand Enabler of the Great Toil and all MACHINATIONS exerted upon Reality.
I mean, i'm happy to have the DE (and i've always liked "if its the teacher/QM's error, the higher grade/benefit stays" as a rule <3 ;-) ), i just want to make sure i know how to calculate this stuff and ahh, that makes sense--yeah, thats what makes the statistics so hard; your roll system is less granular, and so is your blessing success stuff--honestly, you might want to make your blessings work on 10-point success thresholds, that way minor errors are less important anyway (and if you want i could prolly write you up a quick python script to convert the blessing rolls for you to use in the future?)Stop questioning me and take your damn DE.
More seriously, I just didn't convert the blessing dice out. I averaged the rolls and applied the 11.3 as ~58. Honestly, I didn't expect the difference would be quite so... large.
Idk, I think adding the straight rolls seems fine. It naturally pushes the statistical success threshold slightly higher, making at least a 2 degree success more preferential.I mean, i'm happy to have the DE (and i've always liked "if its the teacher/QM's error, the higher grade/benefit stays" as a rule <3 ;-) ), i just want to make sure i know how to calculate this stuff and ahh, that makes sense--yeah, thats what makes the statistics so hard; your roll system is less granular, and so is your blessing success stuff--honestly, you might want to make your blessings work on 10-point success thresholds, that way minor errors are less important anyway (and if you want i could prolly write you up a quick python script to convert the blessing rolls for you to use in the future?)
But he didn't include animal taming so they wouldn't be on all the time. Divine beasts are amazingly useful, and the blood bears will be a terrifying shock force to ram into people, but being able to punch our way out of problems is crucial if we want to keep behaving the way we have been.Divine Beasts should be able to cover our need for violence. So once we get the White/red(/pink?) Murder Bear and/or some Divine Crabs to be our muscle melee is nice to have, but I want to get rid of it... sooner rather than later.
That's fair--and either way, now i know how you do things so that worksIdk, I think adding the straight rolls seems fine. It naturally pushes the statistical success threshold slightly higher, making at least a 2 degree success more preferential.
Also, as awesome as "Gaerig makes the moon shine a new color and suddenly everything is underwater" is, i just really like the mental picture of an 11-foot tall woman kicking the shit out of people and smashing buildings...though i admit i have to wonder if our shrines were just bigger than the average place already, or if our people keep having to rebuild the ceilings everytime we fearbuy up another avatar level or twoBut he didn't include animal taming so they wouldn't be on all the time. Divine beasts are amazingly useful, and the blood bears will be a terrifying shock force to ram into people, but being able to punch our way out of problems is crucial if we want to keep behaving the way we have been.
People seem to want to keep personally showing up to do things. Go mess around with things ourselves, and sure trickery usually covers that just fine and it works out. What happens when we are playing around and someone sees through our illusions though? Well we know what happens, we have to punch a bunch if mortals to death and risk dispersal that we can't actually undo.
If we want to keep doing things in person we should keep the one skill that let's us try and fight our way out of problems. Devote the rest to arts and Performs and magics and whatever the he'll you want, but we can't use any of those skills if someone stabs us in the face. Giving up melee limits our ability to go where we want, and I think the rush to get these other cool things is perhaps making people ignore that.