- Location
- some computer lab
yeah, it is risky but stands a good chance at helping with the evacuation.so just making sure, are people happy for the coin to beset to protector for the next turn?
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yeah, it is risky but stands a good chance at helping with the evacuation.so just making sure, are people happy for the coin to beset to protector for the next turn?
in that case.yeah, it is risky but stands a good chance at helping with the evacuation.
Foreign Relations:
[ ] Involve yourself in the Sylvanian campaign (specify how)
[ ] Involve yourself in the Marienburg affair (specify how)
[ ] Involve yourself in the Black Waters project (specify how)
so just making sure, are people happy for the coin to beset to protector for the next turn?
Let's weigh our other options.so just making sure, are people happy for the coin to beset to protector for the next turn?
Eh, t
Maybe the real van Horstmann plot twist will be that he'll be a middle ground between the two extremes, where he's loyal to the Empire but he's also a massive douchebag.
My excitment for the possiblities of the teleport tower's possibilites means I want to be focused on it if possible (coin, maybe favour), so I want to wait untill after the expidition before trying that.I don't really see how it would be useful for any future mapping project in a karak that already has plenty of gyrocopters to observe things from above and at any angle and at any height. I'm much more interested in "long range teleportation", though like I said the AP cost isn't great.
On the topic of the Far Sight tower, I'm picturing a very high, narrow tower with a Lens Room at the top, and a Control/Display room (via mirrors and more cantrips) at the bottom - with the possibilty of this being linked to a future MMAPP room.
The advantage is that somone in the MMAPP room will be able to see things faster than a gyrocopter can report back - even with limits like being able to see less far than a mobile gyrocopter, it is useful to have information move quickly.
Also, it sounds cool.
Here's my priority list, starting at top priority and decreasing.
1. Does the Fog Path Spell need an extra action:
• If yes, Coin to Gambler on Fog Path.2. Does the Armor need an extra action:
• If yes, Coin on Gambler on Armor.• If 1 also happened, keep coin on Fog Path.
3. Join the Expedition early.
• If both 1 and 2 happened, use overwork to fit this.
4. Is there an action left:
• If yes, set Coin to Protector, then do another self improvement action.
I think that is a good priority list, Redshirt, though as a subclause of 4 I would say that we should at least consider additional scouting, depending on the value of what our current scouting action turns up. It might be more useful than the marginal gain of another self-improvement action.
Fixed it for you.This i like, both for practicality's sake but because it would be a 2-3 turn long story about how we scouted, and plotted, and withcarebrutality and cunning killed Gorfang.
I'm also under the 'coin to protector' is more important then robes. and is arguably more important then fog path.I understand it sounds cool to you, but it seems to me that the greatest threats to the karak and the ones most in need of mapping/monitoring are all underground. Everything aboveground is pretty well understood, scouted, and monitored. Would a big-ass tower help? I suppose, on the margins. Not in a way that really seems worth the cost to me, though.
I feel Coin to Protector is more important than Gambler even if we're trying to finish Fog Path or Robes.
I also think the Robes are just not that important. Sure I'll go along with doing them, but they aren't super high priority,
I agree, both out of thematics and, as an additional point of strategic relevance, I would suspect one of the events we talked about with Gotri is very applicable to the coin choice: "Handy. Right, Borek's going to encounter the reality that his Karak is inevitably doomed, and when that happens, he's probably going to go Slayer and won't care who he takes with him. "I believe that having a high reputation among both the expedition and any potential survivors will give a bigger boost to the expeditions chances than a +20 to two rolls, so yes, I'm currently strongly in favor of setting the coin to Protector.
I wonder if this affinity for magick is what made the Undumgi soldiers responsive to the Anvil of Doom strikes during the initial expedition. This is something we can study, now that we have a steady supply of recharge for Thorek's Anvil."If you survive long enough, your path will allow you to become something similar. And the blessing of your species is that it will take you much less time than it did me."
We could do two overwork actions and take the -20 penalty. I think this is the kind of thing that it's worth it.I concur. Here's my list of actions that I think are in plausible competition for our two slots:
I think there's a reasonable chance that people might successfully lobby for taking a second Overwork action next turn, imposing a -10 penalty on our T34, for the sake of squeezing in even more prep.
- Join Expedition at Praag
Pro: getting an early start on the exciting confluence of characters (read: drama explosion waiting to happen) that will be this expedition. Con: Not getting to do something else on this list.- Train our Mantle of Mist Arcane Mark
Safety from airborne hazards and personal magical development.- Train our Windsight against Pall of Darkness
Neat combat trick and advancing Windsight for a potential upgraded trait down the line.- Scout More
Depending on if we learn any gamechanging information from the scouting action this turn that would have been useless if we acquired it during expedition turns, a strong voting bloc might emerge for doing more scouting.- Recruit More
I know some people want to go pick up more friends.- Develop Fog Path Spell
Maybe it'll turn out that two turns wasn't enough.
I think it was more "Playing a vampire is generally a bad idea, but our players will want to do it anyway, they'll expect rules on playing vampires from the vampire book, and inevitably some of the vampire player games will be good anyway."More likely IMO, from currently being involved in writing a large RPG book: It was written by multiple people, and the compiler/publisher didn't notice the "don't play vampires" note in one author's chapter blatantly contradicting the chapter another author had written on how to play vampires.
If we get stuck in on the expedition we'll eat that penalty to everything in the turn afterwards, though. That could be real bad.We could do two overwork actions and take the -20 penalty. I think this is the kind of thing that it's worth it.
So litterly spend a year taking it easy after the trip?We could do two overwork actions and take the -20 penalty. I think this is the kind of thing that it's worth it.
Actually likely to backfire if kept up long term.It's not permanent. Pruning the warboss has a purely temporary effect, and if we die I highly doubt that effect will be capitalised upon before it wears out.
Killing the current warboss will at best reset things to how they were immediately after the caldera battle. More likely the Karak Drazh Orcs will still be stonger than they were at that point.
Eh, if people want it fully automated thats a thing.Or to put another way:
People want to link (by a method Mathilde doesn't currently know) the tower to another piece of magical infrastructure (which doesn't currently exist) so it can self-update (by a method that doesn't exist and would likely require demons if it did) the tiny and insignificant portion of K8P (the surface) that the tower can actually see.
Or in other words: paying 2CF to commit us to paying a great many CF, DF and AP on a project that Belegar will probably never pick.
I am very much hoping BoneyM has some new tower options. Because all the current ones are either too expensive for our remaining budget or effectively worthless.
Belegar: "Hey, I do it, it works, I don't need to learn about more distressing Zhuf things, just look at the results."I know that the general response to specific training has been "They know what they're doing, leave them to it", but I'd like to point out that as of next turn it will be a year and a half since Mathilde gave either of her employees any direct instructions at all, of any kind. There comes a point where "I trust you know what you're doing" becomes "I don't really care what you're doing".
So litterly spend a year taking it easy after the trip?
maybe do a lot of AP soscal actions?
Yep. A recovery turn would be good and more social interaction is hardly bad.So litterly spend a year taking it easy after the trip?
maybe do a lot of AP soscal actions?