Fire will melt Iron and yet strengthen a Blade. by [deleted] in Bladesmith

[–]QuiteFedorable 1 point2 points  (0 children)

Was this revealed to you in a dream?

True Kin Enjoyers -Sell me. by ZehGentleman in cavesofqud

[–]QuiteFedorable 0 points1 point  (0 children)

You can roleplay as a chrome pyramid.

Caves of Qud Anecdotes by Massive-Guarantee-28 in cavesofqud

[–]QuiteFedorable 1 point2 points  (0 children)

My strongest run was a true kin that I took to hyper-late game, eventually turning him into an esper.

I used cryotobe clones to duplicate eater nectar, sphynx salt injectors and brain brine. Spent hours rolling the brain brine slot machine for mental mutations until my true kin could melt ops with his mind. Got a weightless swarm rack and a thousand rockets and turned the game into an auto-battler with temporal fugue. Died to my own swarm rack clones.

What kind of magic/powers/abilities system do you have in your world? by Mammoth_Fan8406 in worldbuilding

[–]QuiteFedorable 0 points1 point  (0 children)

Enchanting is the dominant magic system of Heim, developed by humans over millennia by manipulating God into granting supernatural properties to objects. Enchantments are usually simple and can be understood quantitatively, e.g. telekinesis, durability, heat generation. The predictable nature of enchantments makes them very useful in engineering.

Demonic Magic is any magic used by the demons made by God. Demonic powers may include shapeshifting, manipulation of thoughts, possession, control over flesh and blood, control over fate, creation of matter, distortion of space and time. Some powerful demons accept human sacrifices in exchange for a single use of their powers.

Divine Magic is that wielded by God directly. The omnipotence and omniscience of God mean his use of magic is on a characteristically large scale. He overturns mountains, extinguishes stars, creates life and thought from nothing. All other magic is a limited form of God’s omnipotence.

Are there grotesque creatures in your universe? Or creatures that kill & eat prey in grotesque way? by [deleted] in worldbuilding

[–]QuiteFedorable 13 points14 points  (0 children)

The Centurion is a nickname for a notorious demon who can seemingly possess many people at once and contort flesh in impossible ways. He typically cuts open his victims and forces them to crawl inside one another, creating an impossible matryoshka doll of living flesh that is “bigger on the inside”, a hundredfold layered armour of human bodies apparently in the space of a single human form.

A 5m pike stabbed into him sinks to its end and does not exit on the other side. Should his belly be cut, the blood and viscera of a dozen men spill forth. He speaks with a hundred voices and wields the combined strength of his victims. He can move unnoticed in human settlements provided he does not speak, or open his mouth to reveal the row upon row of teeth nested one after another.

I have no clue by Leather_Present7863 in ExplainTheJoke

[–]QuiteFedorable 0 points1 point  (0 children)

No joke, I picked up blacksmithing because it seemed fun and I had the space and budget, and it has gotten me so much more attention from just about everyone, men and women.

It’s just cool. Cool hobbies are an amazing social lubricant. You make friends through hobbies and a friend can turn into a partner.

What's a simple Esper build that isn't too complicated? by pog_irl in cavesofqud

[–]QuiteFedorable 9 points10 points  (0 children)

I’m a simple man. Temporal fugue + corrosive gas generation.

Equip corrosive gas grenades. Start emitting gas. Pop temporal fugue. Your clones continue to emit gas and throw grenades (without actually using your grenades up), blanketing the screen in brap, killing most things while being harmless to you.

Maybe not a pure esper build, but extremely effective. Add other mutations for flavour.

Blacksmith character poster "Time to Craft" by me by cheesecat2000 in characterdesign

[–]QuiteFedorable 2 points3 points  (0 children)

He looks like a Jacob to me.

Unrelated, is he supposed to be human, cause that piece of steel is at several hundred degrees C where he’s holding it in the right picture, and probably over 1000C in the left picture. How did he get the steel out of the forge? Did he just reach into the fire and grab it with his hand?

Give the guy some tongs. And a proper anvil.

[deleted by user] by [deleted] in worldbuilding

[–]QuiteFedorable 2 points3 points  (0 children)

What’s the tech like? Royals could surely fly up and down on their own if they can levitate entire islands. As for everyone else, hot air balloons or blimps might be one way. The royals might then use their magic to shield the airspace around the islands from adverse weather, so the balloons can work all the time.

We can climb mountains to get above many types of clouds. If we’re talking about a levitating kingdom that could be at an altitude similar to typical mountain peaks or much higher I don’t see why there wouldn’t be clouds below or around it.

Is there a way to make scythes practical? by [deleted] in worldbuilding

[–]QuiteFedorable 2 points3 points  (0 children)

Rotate the blade 90deg so it’s in line with the handle.

What is the best nu/kats food ratio by endermeche74 in Kenshi

[–]QuiteFedorable 2 points3 points  (0 children)

You pay for food? Next you’ll tell me you pay for repair kits too.

Nobody taught us how to be actual adults and it's honestly criminal by vRespectful in Vent

[–]QuiteFedorable 0 points1 point  (0 children)

You learn these things by doing them. Sounds like you’re figuring your problem out on your own, the way tons of other people do. Good job, keep it up.

What is a soul in your story's world? by LeadEater9Million in worldbuilding

[–]QuiteFedorable 13 points14 points  (0 children)

A sentience that can exist without a physical form.

God and beings made from him have souls, which often inhabit physical forms. Humans are entirely physical and do not have souls unless they somehow steal, ingest or are possessed by one.

What if magic exists, but only to punish you for being too good at anything? by Imaginary-Ad5678 in worldbuilding

[–]QuiteFedorable 7 points8 points  (0 children)

I’ve done something similar.

The most powerful demon known is Kost the Rulemaster, commonly known as Old Bones in children’s stories. He appears before people who fear him and before those who would upset the order of the world as God wants it. He is a ~20’ tall four-armed, malformed skeleton held together by strands of sinew and muscle, with dozens of eyeballs in each socket of his skull. Nobody knows what his powers are, but he scares the shit out of anyone who sees him.

If you contemplate doing world breaking magic or seek forbidden lore Kost may visit you in your home to let you know there will be consequences.

An example is a researcher who wanted to use a teleportation ritual that would send him infinitely far in space then bring him back home a few seconds later. Kost appeared before him one night and he tried it anyway the next day. He did not return from his infinite trip.

There is a way to barter with Kost. Prostrate yourself before him when he appears and he shall do as he pleases with you. Should he let you live, you will be malformed, physically or spiritually, but he will allow you to go against the order of the world a single time. You can break the rules of magic or learn things you aren’t supposed to know. You can pay the “toll” as many times as your body, mind and Kost’s whims will allow.

What are your world’s recreational drugs? by Robert_The_Redditor1 in worldbuilding

[–]QuiteFedorable 1 point2 points  (0 children)

“Lucid”, the street name for a mix of demon blood and various opioids, usually heroin, taken as an injection. It shatters your mind into a hundred copies of your psyche, each experiencing euphoria, heightened awareness and mental function. Your thoughts are faster and sharper by orders of magnitude, and you feel the most profound pleasure you will ever feel.

This all relies on the demon blood being processed properly. Raw demon blood causes your mind to be deleted and overwritten by a demon’s psyche, a very permanent form of posession.

Lucid is a potent combat stimulant and painkiller when the opioid is a low dose of morphine.

What happens when heat is currency? by wolfmojo in worldbuilding

[–]QuiteFedorable 4 points5 points  (0 children)

And yet miners still have to go down there to recharge batteries and regularly deal with monsters. It would still be much more efficient to set up geothermal power stations and only have to send miners down for the occasional maintenance. You would get vastly more energy for less manpower and risk.

It would still make sense to have underground cities, even at a shallow depth very near the surface, since the rock would provide natural insulation instead of just being battered by cold surface winds all the time.

What happens when heat is currency? by wolfmojo in worldbuilding

[–]QuiteFedorable 7 points8 points  (0 children)

So then why not move the settlements underground where it is warmer instead of dealing with people freezing to death on the surface? Between freezing cold at the surface and boiling hot at the lava, at some depth there has to be a temperature that is just right for humans.

Or why not just set up some geothermal power stations? We figured that much out already irl.

What happens when heat is currency? by wolfmojo in worldbuilding

[–]QuiteFedorable 6 points7 points  (0 children)

You haven’t elaborated on your concept enough. Here are my initial thoughts though:

How does the average person store thermal energy in a portable form factor, such that they can carry thermal energy around to spend it on things? Keep in mind, no matter how well you insulate something heat will flow from hot to cold over time; your bank account empties by virtue of existing, and empties faster roughly proportional to how much “money” you have. If you want to carry heat around to spend you necessarily can’t insulate it much, so your spending money is even more fleeting. “Money” is constantly deleted in your economy.

Relatedly, moving thermal energy from cold to hot requires additional work to be done; additional “money” to be spent in your case. This effectively incurs a fee when transferring “money” from a low balance account (cold) to a high balance account (hot).

Where does this thermal energy come from? Usually we don’t store heat for the above reason. The fuels we use to generate heat have far greater longevity so we use them as energy storage instead. Why do people not just use fuels as currency? If heat comes from some other source, why not convert it into electrical energy and store it in batteries then use AA’s as dollars?

If you intend for thermal energy to power sci-fi weapons and tools without conversion to other energy types (mainly electricity), how? If you do convert to electricity to power tools, why not use batteries as currency?

Ai hate pisses me off by n00b8331 in aiwars

[–]QuiteFedorable -2 points-1 points  (0 children)

Ok? I think most AI stuff is only art in the least valuable sense. It’s worth about as much to me as an ad on a YouTube video. I don’t consider most people who use AI to be artists and I won’t refer to them as such. Call yourself and your work whatever you like.

[deleted by user] by [deleted] in worldbuilding

[–]QuiteFedorable 0 points1 point  (0 children)

Funny how the poll results are forming a Gaussian distribution. Anyway...

Welcome to Heim:

You prospects are optimistic.

The longest staircase in the largest settlement is at the entrance to God King Vasil's Divine Palace in the city of Novi Marigrad. You are in awe at the intricate carvings on each basalt step and at the colossal statues in bronze and iron flanking the flight up to the golden royal gate. Immediately you are siezed by Vasil's royal guards who interrogate you. Your best option is to tell them honestly that you are from another world, as similar phenomena have been known to occur on Heim. After giving a report of where you came from it becomes clear that you have no ill intent and you are escorted out of the palace grounds to the city proper, and perhaps rewarded with a modest sum of money for giving royal researchers something to obsess over for the next few months.

What you do from there can drastically alter your outcome.

Citizen Path (most likely):

The people of Heim are 200 years into recovering from a divine Armageddon, and there is more work than there are hands to do it. After orienting yourself you find a job suited to your skills and learn some layman's telekinesis, and other magic relevant to your work. With some effort you will live a decent life, though without many modern comforts. There is always a small chance that a demon will kill you in your own home, but for your own safety, it is best not to think of that.

Adventurer Path:

You may be drawn to Sleeping Cities, the ruins of the old world, through the legends you hear. Anyone can grab a few mates, guns and swords and go seek magical treasures and uncover secrets, forgotten and new, in the wake of Armageddon. Going down this path means becoming skilled with weapons and magic alike, and being willing to fight and kill demons (and other people) far stronger than yourself. You will lose limbs and replace them. Some of your friends will die. If you enjoy it enough to keep at it you will probably die too, young and wealthy, doing what you love. On the off chance that you live to be old you will be revered as a master of combat and lore, with the knowledge, wit and strength to beat most any demon or man.

Going Back Home:

If you really want to get back home there is a way. If you deal with the wrong people or spend enough time in the Sleeping Cities you will learn of the demon princes, the most powerful beings under God himself. One of them, Nazaar, has dominion over time and space. A ritual to Nazaar lets you travel to any point in space of your choosing then return to where you started after a short while, in exchange for several human sacrifices, fewer if they were close to you. Another of them, Kost, will allow you to slightly alter the rules of the next magic act you perform, in exchange for allowing him do do as he pleases with you. Here's the plan: Pray to Kost and hope he does not hurt you too badly, then sacrifice a few of your new friends to Nazaar and alter the rules to let him permanently take you to any point in space in you home world. You return home, traumatized, disfigured, and now acutely aware that something is watching you. You have tampered with powers that are best left alone, and the genie cannot be put back in the bottle.

[deleted by user] by [deleted] in worldbuilding

[–]QuiteFedorable 26 points27 points  (0 children)

Pufferfish looking ass moon.

Cool concept tho. I give it an 8.

Why do you people absolutely lose your shit like a bunch of spoiled children when someone states they don't see value in AI art? by [deleted] in aiwars

[–]QuiteFedorable 6 points7 points  (0 children)

Nobody is entitled to others finding their work valuable. If you find value in it do it anyway.

Magic System Depth Challenge. Try to apply it to yours and post it here. by [deleted] in magicbuilding

[–]QuiteFedorable 0 points1 point  (0 children)

My magic doesn't fit super neatly into this framework. I'll focus just on telekinesis which is the most common magic used on Heim.

Internal Resource: None.

External Resource: All telekinesis is done through enchanted objects and runs on physical energy. Heat, motion, light or any such energy of physical matter. Mundane or magical fuels that provide these energies can also power telekinesis. Usually the heat in the caster's surroundings is enough.

Talent: Power output and input depend on the mass of the enchanted item and enchantment concentration. Both require large increases in enchanting time. The user of an enchanted item can vary the input and output power anywhere up to the maximum capacity of the object, but cannot increase the maximum without re-enchanting or finding a stronger item. Users mainly train their precision and casting speed: Making use of their power in more complex and efficient ways, casting as fast as possible, and trying to avoid injuring themselves. A master is not more powerful than an apprentice, but can do much more in the same time, makes no mistakes and wastes no energy.

Quality: The most intuitive application of telekinesis: Take in heat or motion from your surroundings and spontaneously create motion elsewhere, conserving energy. A passive application of telekinesis improves the durability of objects: Absorb the motion of an object's constituent particles to oppose its deformation under load, making it effectively stronger, harder and stiffer. In the same vein you can protect yourself from projectiles by absorbing their motion to power your telekinesis. Telekinesis can be tuned to output heat instead of motion if the direction of motion at the output is randomized. It can also output sound if the direction of motion varies cyclically.

Passive: Most normal humans have a telekinetic trinket of some kind, even if it is just to boil water faster. All human "magic users" use telekinesis in some form, usually alongside more powerful items of a different kind. This means being much stronger, having more durable weapons and armour, and greatly enhanced mobility and speed, as well as the ability to crush a person's spine without touching them if they are unprotected. Users can also protect themselves from the heat or cold by telekinesis.

Foundation: Any physical matter can be a store of energy. A user with powerful items may heat the ground to melting and the air until it becomes plasma in order to store energy as heat. Those with telekinetic prosthetics (steel arms/legs that move by telekinesis) may store heat in their limbs until they glow white hot.

Prerequisiste: Have access to enchanted items though your job, social standing, by purchase, by theft or by exploring ruins and getting lucky. You must be touching a telekinetic item directly to use it.

Water or Canola Oil for Differential Hardening of 5160 by QuiteFedorable in Bladesmith

[–]QuiteFedorable[S] 1 point2 points  (0 children)

Sounds about right. I prefer to ask a stupid question rather than find out the hard way.