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==Game Mechanics== ===Basic System Info=== The thread uses a basic dice pool system to determine success. The quest runner determanes the number of dice rolled, usually the appropriate stat plus any modifiers. Any result of 70 or over is a success a 100 is two successes and a 1 is -1 success. Critical failures occur when there the number of successes are less than one. One die has the highest chance of failure. 3 dice have the highest chance of a crit fail. Any number of dice over 5 is strictly better than any lower number of dice. *[A numerical summery of the odds of various numbers of dice in the current system [http://commons.wikimedia.org/wiki/File:Blatant_New_Numbers.png]] *[A graphical summery of the odds of various numbers of dice in the current system [http://commons.wikimedia.org/wiki/File:Blatant_Math_Quest_New_System.png]] * Numbers in Anydice: [http://anydice.com/program/21a9] ===The Four Schools of Magic=== Sorcery manipulates energy - heat, kinetic energy, raw arcane energy, and so on. Alchemy manipulates matter - transforming, reshaping, and imbuing with enchantments. Enchantment manipulates minds - emotions, thoughts, memories, and perception. Conjuration manipulates space - teleportation, summoning, and weird spatial manipulations. ===Number of Dice=== For non magical actions requiting dice you role your stat plus any miscellaneous bonuses, like augments and situational modifiers plus half the stat of anyone helping you rounded down helpers don't add augs or other bonuses. <br> For casting spells you add you role your current unstrained level in the appropriate school plus half the current unstrained level of any helpers rounded down plus up to that many permanent foci as well as up to that many temporary foci plus any miscellaneous bonuses. <br> For example, Max has Enchantment 4, and, as such, can have up to four temporary foci and four permanent foci, for a total of twelve dice, on any given roll. Further if Max helped Samyaza with Enchantment, he would have a functional score of 7, and a maximum pool with foci of 21. ===Temporary Foci=== Temporary foci are mundane items with at thematic link to the spell being cast. When used to cast a spell whether it succeeds or fails the item is turned into a magically inert "ash". Normally only a small sample of the focus material is necessary say a few grains of rice or a pinch of sand. If the focus is an object though like a syringe or cup it may need to be much larger, but a small simple item may suffice for example a small weight on the end of a string can count as an anchor. Appropriate symbols can also serve as foci for example a model caduceus or the red cross symbol can be used for healing. But a drawing can't stand in for an actual object for example a picture of a dog dose not count as dog for purposes of say a loyalty spell. Each temporary focus adds one dice to the spell it is used on and any number of foci can be used in a spell. Rare foci like kraken tentacle can be used with similar mundane foci like squid tentacle. ===Permanent Foci=== Permanent Foci come in two variates, Normal and Strain reducing. Normal Foci act much like Temporary Foci except they need no apparent link to what they are foci for and they are not destroyed when used. The other variety are Strain Foci strain foci can take any form just like Normal Permanent Foci but instead of adding dice they remove the strain of casting a spell. All permanent foci take between 3-4 hours to recharge. It normally takes an hour to make a Permanent Focus and is like casting any other spell or other magic item. Temporary Foci have one advantage over Permanent Foci. Permanent Foci are constructed with one relatively narrow purpose, unlike Temporary Foci. Examples of sufficiently narrow categories are Teliportation, Mental attack, Warding, Focus crafting, Healing, spacial shields, kinetic shields. Illegal categories include enchantment, crafting, travel spells, and foci that can do a broad range of effects on a specific target. Casting a spell with a drain focus doesn't impede your recovery of strain in any way. ===Bound Spirits=== Most magical creatures are at least in part some kind of spirit. Spirits of all kinds draw power and sustenance form thing they are metaphysically associated with and empowered by. One example is simple plant spirits drawing sustenance form plants, other plant spirits sunlight sun spirits and so on. Another example is Dimitry He is an incubus and feeds on the energy of humans, his is a powerful emotion spirit. A properly sustained spirit leaks energy in this energy is normally absorbed by nearby spirits for their own sustenance, then amplified and leaked out again and so on. Purely spiritual beings don't have the same "Life energy" living things and partially spiritual beings like Max have. Using conjuration a mage can alter and control spirits and their energy in a number of ways. One of the simplest examples is to compel a spirit to follow a simple command. <br> Another common use is to compel a spirit to remain attached to a physical object while there energy is siphoned off to fuel a magic item. This proses can drain a spirit to destruction, but if the draw is small relative to the spirits power the spirit can survive almost indefinitely. <br> The most Iconic form of spirit binding is compiling a spirit to serve over a long term in some specified fashion. typical examples of this are part of Gaviscon's additional loyalty to Liz as his initial summoner, the obedience of Lunches former Tengu to her and her family in almost all respects for generations, How Dimitry proposed to use number of least solars to search the sun for the remains of the aforementioned Tengu, <span style="color:#0000ff">even the Blood Bond between Dimitry and max is a natural specialized and powerful form of this effect</span>. <br> Possibly the most spectacular and difficult form of spirit binding is spirit manipulation. Using spirit manipulation you can restructure the essence of a spirit. Doing this to anything more that the most basic spirits or causing more then the lightest most superfluous of changes in an advanced one is normally fatal. With specialized knowledge it is still incredibly dangerous and difficult. Examples of this inculcate soul augmentation, YHWH's curse on humanity making them unable to recognize any pattern in the Word, <span style="color:#FFA500">and possibly Liz's spirit forge</span>. ===Magic Items=== Magic items are objects which actively change and manipulate magic. <span style="color:#0000ff">Magic items can be detected through the proper use of sorcery because of the changes they cause in the ambient magical energy. In this respect foci differ form true magic items because foci do nor alter ambient magic</span> they are only tools for aiding magic cast through them just like mundane foci. <br> To make a magic item a mage first needs a physical object to tie the magic to. Then the mage also needs some way to power the item. Many magic items have some form of controls. All magic items need to be imbued with their desired effects.<br> Mechanically every of magic item constructions involves using alchemy to alter the magical nature of the object <span style="color:#0000ff">except, possibly the power supply</span>. To add an effect that is not strictly alchemy based requires a role against the lowest of alchemy and the other schools being used in that casting during construction. <br> ====Power==== There are generally 4 ways to power a magic item. First you manually charge it with sorcery(this is only good or short time or a few uses before needing to be recharged manually). <span style="color:#FFA500">Second you use sorcery and or conjuration(if the user is a spirit) to draw power from the wielder(this is difficult to do safely and effectively and drains the user)</span>. Third use sorcery to draw ambient energy from the surroundings to power the item(this option is normally only useful for low power or intermittent applications as there is only a small amount of energy hitting the object for it to absorb, <span style="color:#FF0000">large energy batteries are more difficult and make intermittent large operations possible but unwildly</span>. Forth use conjuration to bind a spirit as a power source in a prepared binding(This is the most common option. It allows for automatic recharge if the source is relatively large compared to the draw, high power output, large minimum energy reserves compared to other options, theoretically astronomical power reserves and draw form large spirits or many smaller spirits, easy replacement power for small operations and easy stopgaps for all but the very largest. drawbacks include a vulnerability to being messed with via conjuration, and possible revolt or revenge from the spirit used or its alleys this is most notable with powerful or unstable spirits. <br> ====Control==== There are many ways to control a magic item. The most basic and simple is for the object to always run when it has power <span style="color:#0000ff">this method requires no extra design or construction work for the controls</span>(this option obviously lacks finesse but is a good choice for things you always want on like wards and mind shields. If your system has a high energy requirement and a small power source you can also let the item turn off natural when the spirit powering the item dissipates. All Lotus augmentation uses this method and the creators own chi for power. <br> It is possible to make a magic item that is controlled by building in a sensor and linking it to the other functions. The sensor is a specialized simple detection spell that reacts to some obvious condition to activate the item or control area/intensity in line with the strength or weakness it picks up. Such sensors are not capable of intelligent assessments without a control elemental so they could detect the color blue on there own but not a blue shirt. <br> It is also possible to add manual controls using just alchemy any other school of magic can also be used in mechanical controls if the mechanical control indirectly controls the object through an imbedded, possibly dedicated, sensor control mechanism. Examples are sorcery which sensing an electrical circuit closing. A conjuration sensor to sens a distortion on the shape of the object or changing proximity to the power elemental. Even enchantment to detect living touch. <br> A magic item may also be controlled by the thoughts of its user. To do this the mage must built in an enchantment to read the thoughts of the user and then translate those into direct commands for the item. Then all the user has to do is think the right thoughts at the item and it works. This option also allows a magic item to feed information to the user <span style="color:#FFA500">but mind shields can interfere with that</span>. <br> <span style="color:#FFA500">A magic item can also passively aid its user or act as a mundane tool this needing no controls. Like a magic sword aiming itself for its users opponents. Or a tool allowing you to lift more with telekinesis.</span> <br> If your magic item requires intelligence the only practical option is to bind a spirit to it for the purpose of operating the item. <span style="color:#FFA500">This spirit can also be used to power the item but that is not required.</span> To do this you need to bind the spirit to the form of the item. Conjuration, enchantment and or diplomacy must also be used to teach the spirit how the crafter desired the item to function and for the spirit to follow those plans. The spirit can then be integrated in such a way that it has control of the items functions and sensors much like mental controls.<span style="color:#FFA500"> There is very little if any difference between an immobile construct and a spirit controlled magic item.</span> <br> It is also possible to make a magic item the intentional inert and has no controls. there are several reasons you may do this. First this is a potential way to shut down a malfunctioning or currently undesirable item without destroying it, so that it may be salvaged later. Another reason to do this is to make a trap magic item that appears to do one thing but when someone tries to force it to operate it has an unexpected effect. Also the item may just not have its controls yet. <br> <span style="color:#FFA500">It is possible to use magic to alter an existing item and attempt to control or alter its function on the fly. Powering an item manually with sorcery is one of the most common examples of this. The same idea can be used to hijack a magic item and make it preform without the use of its normal controls (this works like a normal spell or crafting attempt depending on the intended permanency of the change).</span> <br> ====Effect==== In many ways a magic item is like a precast spell ===Constructs=== Constructs are a combination magic item and bound spirit. All constructs have a material form and bound spirit. <br> A construct uses its Spirit component to provide power and intelligence most use there material form to provide a physical advantage. The physical form also serves as a kind of armor for the spirit component. <br> For example before his first upgrade Gaviscon needed his shell to maintain his form or else he would have slowly decayed or violently exploded. Other examples of this include Sanjay's crystal monkey or Fap both of which need their physical form to interact with there environment in most ways. The monkey used a lightning spirit <span style="color:#FFA500">that had no ability to interact as a solid object on its own</span>. Fap uses an air spirit and without his form could not interact well with other objects. <br> If a constructs physical form is destroyed the spirit may be destroyed in the proses but it is also possible for the spirit to continue without its artificial form, depending on the type and amount of damage. This can be dangerous to the creator if the spirit is unstable like early Gaviscon or if its form contains some form of restraint on the spirit For example if you bound a demon to your construct and wards in its form served to aid you in controlling the normally hostile demon. On the other hand for a loyal stable spirit like Fap this would merely be inconvenient to its master. <br> A constructs physical form can do more than just serve as armor or a physical form for its spirit. If properly enchanted the body can add new powers that the spirit otherwise would lack. <span style="color:#FF0000">One probable example is Sam, Hera and the Vodo Chick's miniature iron gorilla that burns ghosts. It is unlikely the without its body that constructs primary spirit could burn ghosts for fuel.</span> <br> <span style="color:#FFA500">The constructs body can also contain built in magic items under the spirits control.</span> These magic components can come in many forms. Some functionally resemble Lotus augments or magical buff items and run continually to enhance the construct. Others can resemble normal magic items <span style="color:#FFA500">that merely draw excess power from the constructs spirit</span> (or have a separate independent power supply possibly another spirit). For example a wand of lightning bolts on a construct built on an earth spirit. More complex magic items that would normally require a mage to operate or serve as an automated item can also be built in like say a weather control system<br> <span style="color:#FFA500">It is also possible to bind multiple spirits to a signal construct.<span style="color:#FFA500"> The simplest form of this is to use one Spirit to run the construct and another simply as a power source for a built in magic item. <span style="color:#FFA500">It is also possible to bind multiple spirits and have them work in tandem to control the body.</span> An example of this is the plan to add an air spirit to Gaviscon to better aid and control is flight as well as allow him to us air powers and multi task while flying. <span style="color:#FFA500">You could also build into a construct an automated independent magic item the has its own spirit.</span> ===Self Enchantment=== Self enchantment is a lot like making a magic item only more delicate and time consuming. To self enchant you must enter a deep meditative state and alter you magical and physical rhythms using your own chi for power making your body a living magic item. You can not use foci for self enchantment but appropriate surroundings like incense and chanting help to achieve the necessary focus. <br> All self enchantments are ether mental or physical and keyed off of the appropriate stat. To gain a new augment or improve an existing one requires a number of success equal to the key stat times the final level of the augment. Each roll represents 3 hours of work. You can work as long as it takes to finish a self enchantment but if you interrupt the process part way through all progress is lost. <br> ====Descriptions==== A short description of the function of each augment listing its known and suspected properties and any pertinent notes. Speculation should be confined to the speculation section in each augment or if the augment itself is speculative that should be clearly stated in the label following the name. Every augment should have speculated drawbacks as an exercise in paranoia. As well as being a warning to look out for unintended consequences like when Dane failed to carry anything strong enough for him to use as a tourniquet due to his augments. Known drawbacks are confirmed as a problem. =====Physical===== '''Coordination:''' Have at 2 <br> ''Known advantages''''':''' aids us in precision tasks like martial arts climbing tai chi catching balls ect. It also aids in flexibility and reaction time. <br> ''Known drawbacks''''':''' None. <br> <span style="color:#FF0000">''Speculated advantages''''':''' many art and “recreational” activities. <br> ''Speculated drawbacks''''':''' We may need to miss a Krikkit ball to not destroy all reality.</span> '''Durability:''' Have at 3 <br> ''Known advantages''''':''' Prevents most forms of bodily damage including cutting heat and crushing, with little sensory interference or other static. <br> ''Known drawbacks''''':''' Reduces our ability to judge the relative temperature abrasiveness and sharpness of objects by touch. Makes exfoliation harder and contributes to our need for special exercise equipment. Makes being tattooed and many medical procedures more difficult. High levels necessitate using specialized tools and or extra strength for some forms of first aid like tying a tourniquet. <br> <span style="color:#FF0000">''Speculated advantages''''':''' At higher levels may make us immune to some forms of attack. Resistance to being strangled. Resistance to acid. <br> ''Speculated drawbacks''''':''' It may interfere with physical intimacy. Or make it difficult to handle others safely and comfortably.</span> <br> ''Notes''''':''' Level 2 is a minimum to study Master Alexander’s martial art for super humans. <span style="color:#FF0000">'''Flight:''' Speculated & Might not want <br> ''Known advantages''''':''' Allow you to fly or limit the amount of weight you put on the ground. <br> ''Known drawbacks''''':''' None. <br> ''Speculated advantages''''':''' may allow super jumping and levitation before true flight, <br> ''Speculated drawbacks''''':''' It may cause traction issues it may not allow us to walk it may not be easy to control, flying makes you obvious. <br> ''Notes''''':''' Foci may work better, likely uses sorcery or possibly conjuration,</span> <br> '''Healing:''' Confirmed & have at 1 <br> ''Known advantages''''':''' Every level halves recovery time from physical injury as well as reduces scaring and increases recovery speed from diseases and toxins. <br> ''Known drawbacks''''':''' None. <br> <span style="color:#FF0000">''Speculated advantages''''':''' May grant full blown regeneration especially at high levels as well, allow the metabolizing of poisons before they kill you, prevent hearing degradation and other slow degenerative diseases boosting base life expectancy, may counter some physically rooted mental illness, may prevent you from being a disease carrier or reduce your time as one. <br> ''Speculated drawbacks''''':''' May cause cancer, may prevent or undo tattooing or other body mods, may allow shrapnel or other unwanted foreign material to better lodge in your body, may make getting drunk harder, may necessitate more frequent and or potent medical drug doses, may aggravate auto immune diseases.</span> <span style="color:#FF0000">'''Kinetic force-field sense augmentation:''' Speculative & may want <br> ''Known advantages''''':''' In part counter the sensory masking of force fields and slightly extend the range of our sense of touch. <br> ''Known drawbacks''''':''' None <br> ''Speculated advantages''''':''' It may also make us more aware of other sorcery effects, or some conjuration effects <br> ''Speculated drawbacks''''':''' It may weaken our shields it may disorient us. <br> ''Notes''''':''' Likely uses sorcery. likely requires kinetic force-field, may be illegal, may be to much work, may weaken force-field </span><br> '''Nutrition reduction:''' Have at 1 <br> ''Known advantages''''':''' Each level halves required amount of food you need. You can stockpile nutrition up to a normal days eating or only eat 1/2^n amount of nutrition a day where n is the augment level. Makes you less tied down, and gives fewer opportunities to be poisoned. <br> <span style="color:#FF0000">''Known drawbacks''''':''' Less time bonding over food with family. <br> ''Speculated advantages''''':''' May help with any nutritional imbalance ailments. <br> ''Speculated drawbacks''''':''' Being a gourmand is harder. It may limit our ability to eat cool magic things to aid us.</span> <span style="color:#0000ff">'''Oxygen reduction:''' Explicitly Implied/Confirmed & Want <br> ''Known advantages''''':''' each level halves oxygen requirements You can stockpile air up to a normal persons use eating or only use 1/2^n amount of air where n is the augment level. this in effect allows you to hold your breath for 1/(2^n) times as long and recover 1/(2^n) as fast. <br> ''Known drawbacks''''':''' It may make it harder to check your breath or pulse if unconscious. <br> <span style="color:#FF0000">''Speculated advantages''''':''' May help with swimming endurance and some stealth. <br> ''Speculated drawbacks''''':''' May lead to oxygen toxicity, may play hob with breath based trigger and detection systems, may futz wit medical tests.</span> <br> ''Notes''''':''' I don't remember if this was highly implied or flat out confirmed. But exact details beyond that it used the same principles as nutrition and sleep were not provided.</span> <br> '''Shield:''' Have at 1 <br> ''Known advantages''''':''' Use a sorcery based field to make it harder to hit us. <br> ''Known drawbacks''''':''' Blocks sense of touch equivalent to the boost form perception of the same level. <br> <span style="color:#FF0000">''Speculated advantages''''':''' May help in some placed durability dose not. <br> ''Speculated drawbacks''''':''' may make catching things harder. May interfere with intimate contact cuddling ect. May interfere with spiting ect.</span> <br> ''Notes''''':''' Uses sorcery. We plan to always keep this less than perception to prevent loss of touch. '''Sleep reduction:''' Have at 2 <br> ''Known advantages''''':''' Each level halves required sleep you can stockpile sleep up to 8 real hours or only sleep 8/2^n hours a night where n is the augment level. Improves mental healing rate to equal the equivalent portion of a nights sleep. <br> ''Known drawbacks''''':''' Less cuddling and sleeping with your SO. <br> <span style="color:#FF0000">''Speculated advantages''''':''' Our dream-scape may be vulnerable less often. <br> ''Speculated drawbacks''''':''' We can take advantage of our dream-scape less often.</span> '''Slow aging:''' Confirmed & Want <br> ''Known advantages''''':''' each level halves your rate of aging <br> ''Known drawbacks''''':''' delays the time it takes to reach your physical prime. <br> <span style="color:#FF0000">''Speculated advantages''''':''' may delay the onset of many age related illnesses. May make maintaining a youthful outlook easier. <br> ''Speculated drawbacks''''':''' seeing your children and loved ones die of old age, staying in your feeble old age longer, being more obviously supernatural, ignorant government agents coming to steal your immortality</span> <br> ''Notes''''':''' <span style="color:#0000ff">assuming there is no math error on the part of some anons you will always gain more time from this aug then the expected average time spent getting the next level.</span> <span style="color:#FFA500">Every second we delay in getting this costs more time as this aug is NOT retroactive.</span> As a half demon Max has an expected base life span over 500 years not accounting for her excellent health, as with all auds it requires high level lining alchemy to place on others Max plans to do this for Liz if she doesn't find her own immortality. <br> '''Speed:''' Have at 3 <br> ''Known advantages''''':''' Allows us to move faster and with less effort. Can help climb, jump, run, falling safely, and other such things including most physical combat. It is also useful for mobile stealth by covering distance faster than expected. <br> ''Known drawbacks''''':''' None <br> <span style="color:#FF0000">''Speculated advantages''''':''' may help in long distance running and sniping, <br> ''Speculated drawbacks''''':''' may make some slow motions harder we have seen no indication of this. <br> ''Notes''''':''' Level 2 is a minimum to study Master Alexander’s martial art for super humans.</span> '''Stamina:''' Confirmed & Want <br> ''Known advantages''''':''' increases endurance and resistance to drugs disease and other harsh conditions, it allows better resistance of toxins and to continue strenuous activity longer, long distance running <br> ''Known drawbacks''''':''' May increase the required frequency or dose of any medicine, make it harder to get drunk. <br> <span style="color:#FF0000">''Speculated advantages''''':''' may prevent you from being a disease carrier. May make staying up continually easier.<br> ''Speculated drawbacks''''':''' May make it harder to build and tone muscle and improve flexibility naturally. May make getting to sleep harder.</span> '''Strength:''' Have at 3 <br> ''Known advantages''''':''' It allows the application of more physical force it can be used to aid such things as climbing punching and similar pursuits as well as make carrying large lodes simple. <br> ''Known drawbacks''''':''' makes it easier to brake things or hurt people accidentally <br> <span style="color:#FF0000">''Speculated advantages''''':''' None as of yet. <br> ''Speculated drawbacks''''':''' It may make it easier to accidentally harm things handled. Coordination likely mitigates this issue if it exists.</span> <br> ''Notes''''':''' Level 2 is a minimum to study Master Alexander’s martial art for super humans. '''Telekinesis: Confirmed & might not want''' <br> ''Known advantages''''':''' each Level gives you a manipulative point, they have an effective body score equal to their level, and aren't boosted by other augs, regardless of level they cant go much further than your normal reach, <br> ''Known drawbacks''''':''' None. <br> <span style="color:#FF0000">''Speculated advantages''''':''' may allow us to manipulate things we normally couldn't get to or in weird and novel ways. <br> ''Speculated drawbacks''''':''' May be confusing may accidentally hit things while distracted, may have unpredictable effects on some magic. <br></span> ''Notes''''':''' Uses sorcery. If it can be used by a mind fork we want at least 2 levels if we get mind fork. <br> =====Mental===== <span style="color:#FF0000">'''Aggression:''' Speculation & Might nor want <br> ''Known advantages''''':''' Makes intimidation easier, may help in some physical actions, <br> ''Known drawbacks''''':''' makes us rash may leave us open in fights(calm may counter this and not have many other uses canceled), may scare people, may make us do rash things, may make it harder to be a good calm stable loving Dom, <br> ''Speculated advantages''''':''' None. <br> ''Speculated drawbacks''''':''' There may be monsters drawn to anger that would feed on this, this could make meditation harder, this could have negative relationship effects, this may make us a mean drunk, <br> ''Notes''''':'''Speculation, may be illegal, probably don't want. Calm may counter the adverse effects.</span> '''Calm:''' Have at 2 <br> ''Known advantages''''':''' Makes meditation and taking criticism easier, aids in teaching, it also aids some studying, it is also useful for giving clear rational arguments and explanations, it dose not appear to suppress emotions only increase control of them. <br> ''Known drawbacks''''':''' none. <br> <span style="color:#FF0000">''Speculated advantages''''':''' It may have other social aids and allow you to look half as Zen as Carl. <br> ''Speculated drawbacks''''':''' high levels may make us seem cold and distant we have no evidence of this based on other Lotus members though. It may dull our reactions where immediate emotional reactions are of use.</span> <br> ''Notes''''':''' This is very useful and is a linear boost to self enchantment '''Creativity:''' official maybe & Might want <br> ''Known advantages''''':''' Aids in coming up with new and novel solutions to problems as well as aiding lateral thinking. This would be helpful in things like creative writhing, art, original spell research, some kinds of programing, <br> ''Known drawbacks''''':''' Makes it easier to come up with bad ideas (but not harder to discard them). <br> <span style="color:#FF0000">''Speculated advantages''''':''' may allow you to understand weird and crazy people better. <br> ''Speculated drawbacks''''':''' May make it easier to come up with completely new complications no one has ever seen in projects and are thus hard to fix.</span> <br> ''Notes''''':''' </span> <span style="color:#FF0000">'''Empathy:''' Speculation & Might nor want <br> ''Known advantages''''':''' better understand and relate to others, better influence others, better predict other peoples behavior <br> ''Known drawbacks''''':''' may make it harder to do harsh things, may make us suffer to be around people in pain <br> ''Speculated advantages''''':''' May help our mind forks stay in sink. <br> ''Speculated drawbacks''''':''' may make us vulnerable to some mental attacks, may make us easier to scam, may make us go crazy, <br> ''Notes''''':''' Speculation, may be illegal(as mind not soul), probably don't want. aggression may counter some negative effects</span> '''Focus:''' Have at 2 <br> ''Known advantages''''':''' Makes meditation easier aids in studying and spell creation aids in long boring projects, helps in class studying, can help in spotting unusual things. <br> ''Known drawbacks''''':''' None <br> <span style="color:#FF0000">''Speculated advantages''''':''' aid in sniping & intentional searches. May be part of why Max can work like a machine. <br> ''Speculated drawbacks''''':''' May make it hard to brake out of meditation or notice things while meditating. May cause OCD style issues.</span> <br> ''Notes''''':''' This is very useful and is a linear boost to self enchantment '''Memory:''' Have at 1 <br> ''Known advantages''''':''' Aids in studying reassure learning and remembering important information. <br> ''Known drawbacks''''':''' None.<br> <span style="color:#FF0000">''Speculated advantages''''':''' May help in recovering form some mental attacks. <br> ''Speculated drawbacks''''':''' May make it harder to get over horrible experiences.</span> '''Mind fork:''' Confirmed and Might want <br> ''Known advantages''''':''' Gives you a second copy of your Mind that can do such things a study, invent spells meditate to relive strain, construct other augments and possibly even cast spells and enchant more Tattoo foci, pay attention to things or even just talk to you. all while your root mind goes about your normal day. <br> ''Known drawbacks''''':''' Mind forks can easily go insane and become dangerous possibly trying to takeover or worse. <br> <span style="color:#FF0000">''Speculated advantages''''':''' It may allow you to have one mind active and running your body while the other sleeps, may make mind repair easier because each part could serve as a reference point and backup to the other, <br> ''Speculated drawbacks''''':''' May make you easier to posses, may actually be a form of possession, may make you easier to enchant especially from mass enchantments as you have more than one mind, may cause confusion and delays as forks argue even if non hostile, may cause problems when the players are split closely on an issue,may slowly sever off part of your soul</span> <br> ''Notes''''':''' requires sanity, may not be wise as we bicker a lot, '''Mind shield:''' Have at 1 <br> ''Known advantages''''':''' strengthens the weakest parts of the mind and backs-up important memories, aids in resisting most mental attacks. <br> ''Known drawbacks''''':''' Makes being willingly enchanted harder. <br> <span style="color:#FF0000">''Speculated advantages''''':''' May help protect you from some forms of soul attack. <br> ''Speculated drawbacks''''':''' may cause problems with conventional use of mind control on yourself</span> <br> ''Notes''''':''' dose not interfere with adding other augments <span style="color:#FF0000">'''Logic:''' Pure Speculation <br> ''Known advantages''''':''' Spot logical fallacies, Preform mental math, make sound deductions, identify your logical premiss, analyzing other peoples arguments, programing, many kinds of spell research, some forms of mental self exam, mundane science, <br> ''Known drawbacks''''':''' may alienate others. may be hard to run or rp <br> ''Speculated advantages''''':''' None. <br> ''Speculated drawbacks''''':''' may futz with the alogical(not illogical) bases for our decisions, may make us vulnerable to new kinds of mental attack we were one blissfully ignorant of, <br> ''Notes''''':''' New. Pure Speculation. May be illegal. </span> '''Perception:''' Have at 1 <br> ''Known advantages''''':''' noticing things, seeing things, sporting patterns, listening in on conversations and other related things this operates primarily by improving data processing not sensory input.<br> ''Known drawbacks''''':''' None <br> <span style="color:#FF0000">''Speculated advantages''''':''' snipeing <br> ''Speculated drawbacks''''':''' May make you more susceptible to some forms of sensory attack. including overloads and pattern triggered traps ala D&D explosive runes. May make us vulnerable to sense overload</span> <br> ''Notes''''':''' We have no evidence of it making us vulnerable to sense overload. '''Pain tolerance:''' Confirmed & Might not want <br> ''Known advantages''''':''' Based on a simple pain numbing spell, It doesn't remove pain it just makes it less debilitating and distracting, <br> ''Known drawbacks''''':''' makes pain less obvious and noticeable <br> <span style="color:#FF0000">''Speculated advantages''''':''' may make us braver <br> ''Speculated drawbacks''''':''' may make us miss other sensations, may a=make treating injuries harder, may hurt our long term ability to empathize about pain, may make us braver,</span> <br> ''Notes''''':''' we probably don't want this as we can cast the spell for 90% of the good and 0% of the bad effects. <span style="color:#FF0000">'''Reflection:''' Pure Speculation <br> ''Known advantages''''':''' allows better mental self examination, helps to find why you feel and believe what you do. <br> ''Known drawbacks''''':''' Encourages "contemplating our navel", we may not like the answers we find or the changes that prompts. <br> ''Speculated advantages''''':''' may help the mind fork stay sane, may fight clever mind attacks the amplify our own self doubt, <br> ''Speculated drawbacks''''':''' may drive the mind fork crazy, may make things like mind seeds even harder to extract, may allow clever mind attacks the amplify our own self doubt more strength, <br> ''Notes''''':''' New. Pure Speculation. May be illegal and folded into creativity logic and sanity.</span> '''Sanity:''' Confirmed & Want <br> ''Known advantages''''':''' Makes mind forks more stable, the mental equivalent of Stamina making us more resistant to any insidious as opposed to violent mental assaults. Improves mental recovery. <br> ''Known drawbacks''''':''' None. <br> <span style="color:#FF0000">''Speculated advantages''''':''' may improve our common sense, may make it easier to talk to people about there emotional problems. <br> ''Speculated drawbacks''''':''' May make it harder to pull of or succeed at Crazy 1 in a million plans. Temporary insanity may be useful in some magic, May make some forms of conventional voluntary mind control harder. May make it harder to talk to people about there emotional problems,</span> <br> ''Notes''''':''' We need this before we make a mind fork preferably at 2 before we start then the forks first job is to add more. [[Category: Quests]]
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