Voted best in category in the Users' Choice awards.
100% seriously: can we design our staff so that the top of it holds a power stone, and can be replaced if it's used, without compromising functionality?

This is only half because I think the traditional glowing orb on top of a magic staff looks rad as hell.
So with this in mind does anyone have objections to buying a powerstone for our staff next turn? It only costs 5 favor to get one so even if we need a replacement it won't be that costly.
 
[x] Plan Keep It Classy
[X] Plan Fulfilling Obligations v2
[X] Plan Fulfilling Obligations

Plan Fulfilling Obligations
drops one of the college classes instead of the Coin. That might be up your alley.
Missed that, thanks. Still going to approval note the other two since I don't like the EIC actions on the runner ups.
 
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[X] Plan Keep It Classy
100% seriously: can we design our staff so that the top of it holds a power stone, and can be replaced if it's used, without compromising functionality?

This is only half because I think the traditional glowing orb on top of a magic staff looks rad as hell.
Many fantasy wizard staffs often have something like a hand or a dragon's claw on the end to clutch their requisite Orb of Mystery. I guess the reason here is that the wizard isn't quite sure what it's going to be holding onto on any given day, so the staff is literally just holding onto it like a hand. Which, come to think of it, does give me a design idea.

If Panoramia's staff puts down roots when she leaves it in one place for too long --
The Jade Journeyman has the silver sickle of their rank on their belt, and their staff still bears leaves and cherries upon it, and if they stand still for too long their staff begins to put down roots and needs to be convinced to release its grip on the earth. And, to your surprise, she's heard of you.
Can enough Ulgu (in the context of a big conduit specifically made to channel as much Ulgu as possible, and not using it for anything else) induce a fake hand to do hand-ish things like hold on to what you give it? Or would we need to ask the dwarves to assist us with a mechanical solution?

I like the idea of having a hand on the top of our staff because it would be cool and thematic, literally handy, and capable of crossing its fingers to turn into a Holy Symbol of Ranald, which wouldn't let us shoot laser beams better but might be useful in other situations.
It's not clear to me that we want to grab a bells&whistles enchantment to fold in with Windherder -- I'm worried about trying to do too much stuff in our robes at once and losing the Mastery -- but if we do decide to go for it, Cleansing Glow does seem like the best candidate.
All jokes aside, our robes being self-cleaning is incredibly valuable if we're going to be wearing them for prolonged stretches of time.

Like, for instance, if we spend months on-end doing scouting in the chaos wastes.
The capacities of the Robe of Video Game Protagonist +5 are ever increasing.

Run for hours despite stamina not working like that? Check. Get blood on you in a cutscene, but your clothes are totally clean when you get back to the gameplay? Check.
 
I like the idea of having a hand on the top of our staff because it would be cool and thematic, literally handy, and capable of crossing its fingers to turn into a Holy Symbol of Ranald, which wouldn't let us shoot laser beams better but might be useful in other situations.
This is a wonderful idea and I endorse every word of it.

With regard to the power stone: we originally got this for AV research, but it seems like the thread is more interested in other research actions than "poke AV with a power stone," so using the one we've got for our staff seems fine to me. Depending on how things go, we might need to use a power stone to fuel the enchantment on our uber-robes, too, but it's unclear to me whether that will be necessary.
 
Yet again a focus on self-improvement at the expense of long term research. The insistence that we need both Enchantment+1 and Runes before we can even consider engaging in Enchantment for a petty spell that clearly doesn't need it is excessive.
The petty spell in question leads to stronger effects when cast with higher magic scores, the belief here is that our armour, something that we will depend on to keep us alive, will be better if enchanted as best we can, using skills we want to get anyway. Spending an ap to make one now now, and an ap again later... sits badly with me

If you want to do enchanting that does not benefirt as intensly from our magic score, the MMAPP table (spell not yet learned) or "thing to display windsight" would be two alternatives.
 
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[X] Plan Classy Ciphers
[X] Plan Classy Ciphers and Jade Magisters
[X] Plan Do you want to meet an Icewitch?
[X] Plan Keep It Classy
[X] Plan Classy Navy

I think I prefer ciphers to handlers, tbh. Information security is good for covert defense, and we'll want that in place earlier rather than later. Classy Ciphers is definitely my current favorite.

There's a lot of plans floating around, so if your plan is close to Classy Ciphers, let me know how it differs and I'll consider approval voting.
 
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A set of robes that gives us the protection of plate armor and makes us immune to physical fatigue while we wear them is incredibly useful and well worth the investment in prep time and material components.
I personally can't wait till we can make a Magic 10—or far, far in the future, 12–robes. I'm not quite sure what they could be compared to, exactly, but it will be nice to be as tough as we are Killy.
 
I wonder if a dragon bone or some other material saturated in AV might be turned into something interesting if used to make a 'High Magic' staff?

I wonder how much Ulathan would pay the colleges for acess to these "pre-prepared" staff materials, if they turn out to be useful. (The idea here being that we keep mum about AV)
 
I wonder if a dragon bone or some other material saturated in AV might be turned into something interesting if used to make a 'High Magic' staff?

I wonder how much Ulathan would pay the colleges for acess to these "pre-prepared" staff materials, if they turn out to be useful. (The idea here being that we keep mum about AV)

I'd be willing to experiment.[

That's the point where we need to start hiring experts to instruct us rather than sitting in classrooms.

This is a good point. Actually, it may be generally applicable.

Guys, plan writers, would you be willing to replace Enchanting class with hiring a Lord Magister enchanter to tutor us at the College one-on-one?

This seems likely to get us a better teacher with a better bonus than a regular class. We know hero grade tutoring is better than regur education, and as we have the College favour, we should maximise our chances given how valuable AP is.
 
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All jokes aside, our robes being self-cleaning is incredibly valuable if we're going to be wearing them for prolonged stretches of time.

Like, for instance, if we spend months on-end doing scouting in the chaos wastes.
We can also buy a magic item with that spell for a couple of favors... We don´t need to enchant our robes to get that effect...

Something that would also be extremely useful for the expedition would be to complete the Skyre Gas Mask... I am not very sure about its limitations but if it can protect us from poison, smoke, and MAYBE suspended Warpstones particles in the Chaos Wastes wind...
 
I'd be willing to experiment.[

That's the point where we need to start hiring experts to instruct us rather than sitting in classrooms.

This is a good point. Actually, it may be generally applicable.

Guys, plan writers, would you be willing to replace Enchanting class with hiring a Lord Magister enchanter to tutor us at the College one-on-one?

This seems likely to get us a better teacher with a better bonus than a regular class.
We're not quite at the level where they can teach us anything a lower level class couldn't, and it'd be very wasteful. The same results either way, unless we're banking on a natural hundred, but one costs us twelve favor more.
 
We're not quite at the level where they can teach us anything a lower level class couldn't, and it'd be very wasteful. The same results either way, unless we're banking on a natural hundred, but one costs us twelve favor more.

We probably are, actually, given the previous opportunities to get special bonuses to enchanting we've missed out on. We know that the quality of tuition we get matters, as we get a teacher roll and a Mathilde roll, both of which matter. If we pay for a dedicated teacher, think we're much more likely to get a high bonus on the tuition roll.

This is isn't banking on a natural hundred, and I can't understand why you're suggesting it is. You're banking on rolling high to get a good teacher without guranteeing it.
 
This is a good point. Actually, it may be generally applicable.

Guys, plan writers, would you be willing to replace Enchanting class with hiring a Lord Magister enchanter to tutor us at the College one-on-one?

This seems likely to get us a better teacher with a better bonus than a regular class.
We almost certainly don't need a better teacher than what comes standard. I refer the thread once again to the last time we took Enchanting class:
[Teacher quality: 65]
[Enchantment fundamentals: Learning, Req 60, 12+26+15(teacher)+10(Enchanter)=63.]
We rolled slightly above average for Teacher Quality, then abysmally for our own learning, and still passed the DC. Having a +36 (+37 now) just from our own character is really good, and on any sort of average or even below-average rolls, we should expect to pass Enchanting class.
While a crit would be nice, assuming we get a mere +10 quality teacher we still have nearly a 50% chance of critting the study roll. Just doesn't seem worth it.
We can also buy a magic item with that spell for a couple of favors... We don´t need to enchant our robes to get that effect...
We're a long ways away from actually crafting the robes, but this is a good point. Guess we should ask Boney at some later point what the tradeoff would be of "enchant that into our robes" vs "small utility-belt item," besides just Windherder experience.
 
We almost certainly don't need a better teacher than what comes standard. I refer the thread once again to the last time we took Enchanting class:

Note how we failed to roll high enough to pick up a special enchanting skill as we'd previously done when we'd got a higher result. That seems like a permanent loss, as we can only rank up our enchanting a limited number of times.

We very likely would benefit from a better teacher.
 
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Just going to do a quick breakdown of the differences between the winning plan and the one I am voting for:

[] Plan Planting the Seeds with Ciphers
-[] Contains one Overwork action
-[] MAX: Study an artefact: Captured Clan Moulder devices (as yet uninspected)
-[] JOHANN: Breathing apparatus, stolen from Clan Skryre
-[] DUCK: Study an artefact with one of the Journeymen: Lighting mechanism, stolen from Clan Skryre with Adela
-[] EIC: Have the Hochlander introduce a series of ciphers to the EIC to allow it to communicate internally in much greater security.
-[] SERENITY: Write a paper: The We book (1/2)
-[] PENTHOUSE: Have a tower built atop Karag Nar: -100gc for 1 room, bonus to room's purpose.
-[] Collate useful information on the northernmost Dark Lands from Qrech and Lady Magister Grey.
-[] Seek volunteers from the Colleges to join the Expedition.
-[] Attend classes at the Grey College:
--[] Anti-Chaos Training
--[] Runes and Runecraft
-[] Study an artefact: Ranald's Coin
--[] COIN: The Gambler

Versus:

[] Plan Keep It Classy
-[] Contains one Overwork action
-[] MAX: Study an artefact: Captured Clan Moulder devices (as yet uninspected)
-[] JOHANN: Have him teach Adela what he knows of engineering.
-[] DUCK: Magical target-shooting is rough on normal targets. Set up a specialized target range for your ducklings, and for any other wizards at Eight Peaks.
-[] EIC: Start hiring handlers who can then start hiring informers and begin to collect non-public information.
-[] SERENITY: Write a paper: The We book (1/2)
-[] PENTHOUSE: Have a tower built atop Karag Nar: -100gc for 1 room, bonus to room's purpose.
-[] Collate useful information on the northernmost Dark Lands from Qrech and Lady Magister Grey.
-[] Attend classes at the Grey College:
--[] Anti-Chaos Training
--[] Runes and Runecraft
--[] Enchanting
-[] Study an artefact: Ranald's Coin
--[] COIN: The Gambler

So, first difference is having Johann on the breathing apperatus rather than teaching Adela. I'm in favor because I think a breathing apperatus is something that might very well be replicate without warpstone, so is valuable, and because I think Adela has productive things to do without tying Karak resources into teaching her manling engineering as Johann's 'dwarf-given' assignment. Doesn't really fit well for me.

Second difference is personally following up with Adela to do that thing she request to do with us a long time ago- which seems cool. Fufilling promises to the ducklings before we drag in new business seems like something I can get behind, and I'd like to tie her more closely to us.

Ciphers before the valuable information starts flowwing, check. Gives us a look at the hochlander's institution-building capabilities.

Would drop the wizard recruitment, but I'm not super concerned- this much lead time lets the other wizards do prep and spell learning in advance as well. On the flip side, the enchantment class, which replaces it, is also something I could take or leave, so no real preferences from that.

Basically I think this uses the other K8P wizards better.
 
Note how we failed to roll high enough to pick up a special enchanting skill as we'd previously done when we'd got a higher result.

We very likely do need a better teacher.
No, what we need to do is not roll a 12. With a merely average roll, we'd have critted.
Tutors don't do anything for stuff that has classes available.
Oh, thank you for the citation, I had forgotten that exchange.
 
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