Age of Ideas: Abjection, Division, S[oa]lvation"You can't kill an Idea!"The Idea of Paramorphosyntactologogogy
It quickly became apparent that not all Ideas were valued equally and rightfully so; the Greater Ideas seemed to have drastically different end goals in mind, and not many Ideas were necessarily relevant to making progress on those goals. On the bright side, some Leads had given way to some of the smaller Projects. What would the bigger ones look like?
It is now possible to Practice Ideas to make progress on Projects. (Ideas set aside for Projects are temporarily unavailable for use in other actions.)
Luck ruminated on
Luck manipulation and discovered rather expensive means of altering
Luck on an individual basis whether on
Luck or on other Greater Ideas. The rather underwhelming power of these early means of
Luck alteration has brought up an additional Lead related to improvements in this ability.
Fate refuted Volition as
Luck tried to absorb it, and the apparent result of this scuffle was the snuffing of Volition. In a more coherent world, this would be a most ominous tragedy, but sapience as a whole seemed unaffected.
Luck is about halfway through a step of Crystallization.
Unique uncovered a Project for a more efficient means of copying Ideas, and as a result, so did
Contradiction. It's becoming difficult to tell the two apart. Luckily (but not for
Luck), Unique copied the rather fragile Idea of Convergence from
Luck. With Convergence greatly weakened, it would be wise for both
Luck and
Unique to avoid subjecting the barely apparent Idea to excessive abuse.
Silence released Release from its freedom, a most curious choice.
Silence is also near a breakthrough on improved denial. Should
Silence pursue the Lead to completion, the result(s) will most likely have something to do with the Refute and Argue actions.
Fate absorbed Order without incident. It seems to be tied in some way to Fate's current big Lead.
Fate also argued against
Idol's Idea of Existence.
Idol issued a rebuttal in response, but it appears to have been wanting in relevance, consistency, or coherence. Although a bit worse for wear as a result of
Fate's scathing argument, Existence is once again a free Idea. As an act of pretaliation,
Idol attempted to copy Direction, but the concept was too alien to digest, and it didn't quite work. Something resembling
Luck appears to be on
Fate's side. Could it be the complete lack of Ideal alignments?
Chaos took in Confusion and Inversion, two highly chaotic Ideas, and came upon an interesting Lead to a scheme of interference. Were the actions of the Greater Ideas chaotic enough?
Chaos may yet be the judge of this.
Idol absorbed Desire and explored the Idea of
Idol further. This resulted in the Idea of Belief. In a more coherent universe, this would probably be a rather powerful Idea, but alas, there is no one to do the believing or worshiping. Ever the spirited sort,
Idol also had an informal argument with
Silence, but that didn't go anywhere.
Contradiction studied Ideal instability in greater detail and discovered that unstable Ideas tended to decay after some time with possibly useful and/or dangerous results. This uncovered a number of promising Leads tangentially related to instability and contradictions.
In the process of fighting over core Ideas,
Contradiction and
Unique agreed that each was the other, and as far as anyone can tell, it was and has always been so.
In a rather dramatic change from other complimentary divinations, yet another GREAT CONJUNCTION has befallen
Fate. The other two Greater Ideas involved were
Contradiction and
Chaos, and owing to the rather opposite spheres in opposition (
Fate and
Chaos), this is a rather inauspicious sign for all Ideas involved except
Contradiction. Aside from this, there's another alignment involving
Luck,
Chaos, and
Unique which may inhibit both Luck and Unique slightly. More relevantly to planned and unfolding plots,
Luck is eclipsing
Idol, and
Contradiction is (vengefully?) eclipsing
Unique.
Chaos joins in eclipsing Idol too, but in light of
Fate's cruel blows, could this be a sign of changing fortunes?
Brief events of note include an alignment of
Silence,
Luck, and
Idol and a four-Greater Idea (!!!!) alignment of
Luck,
Contradiction,
Chaos, and
Unique. The four-Idea alignment may have some interesting effects for everyone involved.
Left to their own devices for the most part, it is expected that a greater number of prominent Lesser Ideas will attain at least sentience if not sapience. The Lesser Ideas' experiments continue with little in the way of success. Maybe something interesting would happen if the Greater Ideas deigned to embark on ambitious Leads and Projects? In any case, here are the greatest of the Lesser Ideas:
- Discreteness (:1)
- Repetition (:1)
- Boundary (:3, sentient)
- Consistency (:2)
- Dimension (:1)
- Manipulation (:2)
- Relevance (:2)
- Sacrifice (:2)
- Understanding (:2)
- Acquiescence
- Addition (sentient)
- Alignment
- Balance
- Correspondence
- Normal
- Projection
- Existence (weak)
It is currently the Age of Ideas. Speech has been discovered but not Naming. Three actions are available for each Greater Idea.
Unnameable One (Glass)
- Orbit: 0
- Ideas: Luck (sapient!), Divergence, Convergence (very weak!, sentient), Quantity (strong)
- Crystallization: 0
- Leads:
- Luck alteration (2/2A)
- Improved Luck alteration (0/3A)
- Projects:
- (TURN-TO-TURN) Internal Luck alteration: Minuscule improvement to all personal rolls (Accepts Luck, 1A/turn)
- (TURN-TO-TURN) External Luck alteration: Minuscule change to all of another Greater Idea's rolls (Accepts Luck, 2A/turn)
Unnameable One (Stirk)
- Orbit: f
- Ideas: Unique (sapient!), Scarcity, Contradiction (weak, sapient!), Convergence (very weak!)
- Crystallization: 0
- Leads:
- Projects:
- (GLOBAL UNLOCK) Improved Copy action: Regardless of how many Greater Ideas target an Idea with the Copy action at once, the targeted Idea is only weakened once. (Requires 3A, accepts Quantity or (Unique and Contradiction))
Unnameable One (micelus)
- Orbit: 4
- Ideas: Silence (sapient!), Pariah, Rejection, Release
- Crystallization: 0
- Leads:
Unnameable One (Demonic Spoon)
- Orbit: 8
- Ideas: Fate (sapient!), Continuity, Direction, Order
- Crystallization: 0
- Leads:
- Interesting big thing of some sort (0/6A)
Unnameable One (crazyabe)
- Orbit: a
- Ideas: Chaos (sapient!), Exchange, Complexity, Confusion (sentient, weak), Inversion (strong)
- Crystallization: 0
- Leads:
- "Trade" action (0/2A)
- Scramble Project (0/3A)
Unnameable One (TricMagic)
- Orbit: c
- Ideas: Idol (sapient!), Image, Desire, Belief
- Crystallization: 0
- Leads:
- Something big and interesting (requires Existence, Direction, ? ? ?) (0/6A)
Unnameable One (Nakéen)
- Orbit: 2
- Ideas: Contradiction (weak, sapient!), Tradiction (unstable!)
- Crystallization: 0
- Leads:
- Unstable Ideas (0/2A)
- Piratical project (2/2A)
- Improved synthesis (0/3A)
- Principle of Explosion (0/4A)
- Proof by Contradiction (0/3A)
- Poof by Contradiction aka Improved refute (0/3A)
- Projects:
- (GLOBAL UNLOCK) Improved Copy action: Regardless of how many Greater Ideas target an Idea with the Copy action at once, the targeted Idea is only weakened once. (Requires 3A, accepts Quantity or (Unique and Contradiction))
Greater Ideas can perform
twothree actions every turn despite the lack of coherent time:
- Absorb: Absorb an Idea from the ambient Ideosphere. Where two Greater Ideas compete for the same Idea, the targeted Idea is given to low-Crystallization and low-Orbit Ideas in equal measure (with Orbit taking precedence in ties). Opposition by other means (such as Refute actions) result in opposed rolls also with Orbit and Crystallization modifiers.
- Accrete: Strengthen an owned Idea by sacrificing another one. May fail and annihilate both Ideas if the sacrifice is too close to an inverse of the target Idea.
- Agree: Create a related target-owned Idea of your choice and an owned Idea of the target's choice. Both sides must have a sapient Idea, and both sides must sacrifice an Idea. This action must be accompanied by at least one line of dialog from both sides.
- Argue: Attempt to remove an Idea owned by another Greater Idea. Requires an owned sapient Idea and must be accompanied by at least one line of dialog. Modifiers: -Rebuttal from target, -High target Crystallization
- Ascend: Decrease Orbit by 1. Fails if a Greater Idea occupies the resulting Orbit. Can be stacked to move across multiple Orbits.
- Compare: Select two owned Ideas to generate a related but random new Idea.
- Copy: Attempt to weaken a target-owned Idea and create a weakened owned copy. Cannot be stacked by the same Greater Idea. Modifiers: +Higher Orbit.
- Co-Ruminate: Contribute to investigating a Lead.
- Create/Destroy/Modify: Create, destroy, or modify something. Nothing interesting happens, strangely enough...
- Descend: Increase Orbit by 1. Fails if a Greater Idea occupies the resulting Orbit.
- Disavow: Disown an owned Idea.
- Dither: Create an entirely new owned Idea.
- Extrapolate: Attempt to generate a new Idea from an existing owned one of your choice (within reason). Modifiers: +Lower Crystallization.
- Fade: Default action. Greater Ideas fade to irrelevance over 3 turns, after which another Greater Idea may arise in their Orbit.
- Forget: Attempt to decrease Crystallization by sacrificing an Idea. The older the Idea or the closer to the Core Idea, the greater the resulting decrease. Recently acquired Ideas are unlikely to reduce Crystallization by more than 1-2.
- Practice: Use an Idea to run a Project. This renders the Idea unavailable for as long as it remains bound to the Project but still vulnerable to hostile action. An Idea can be loaned to anyone else's Project, but only the owner(s) of a Project can control the results.
- Refute: Attempt to destroy an unowned Idea. Can only be attempted by a given Greater Idea against a given Idea once a turn. Modifiers: +Similar owned Idea, +High Orbit
- Resolve: Increment Crystallization.
- Retract: Attempt to invert an owned Idea. Modifiers: +Lower Crystallization, -High similarity to core Idea (if not core Idea).
- Ruminate: Work on turning a Lead into a Project. Most Leads take 1-4 actions to complete.
- Synthesize: Sacrifice opposing owned Ideas to generate a stronger Idea not opposed to either. Result can be specified within reason.
- Teach: Weaken an owned Idea and create a target-owned also weakened copy. Modifiers: +Lower target Crystallization, -Higher Orbit
- Transcend: Currently swaps Orbits with a neighboring Greater Idea. Requires permission from the target.
A number of actions are unknown as of now.
Notes on action resolution:
- Actions with modifiers or described as attempts are random, i.e. rolled with a 3d6.
- Action randomness propagates to all actions involving the same target(s).
- Orbit modifiers work out to half the difference in Orbits rounded down.
The next update is scheduled for 48h from now or after everyone posts whichever comes first.[/list]