> Do we even know how to make clothes?
> Buy a Monocle and 3 coloured glass spheres (In gold color, orange and red) to give luck to later.
Last edited by Gimeurcookie; 07-30-2012 at 08:32 AM.
> Search for a stall with cloth or other clothing materials.
> Go set up shop.
^ Seconded.
Get ready for tomorrow. Imbue your purchases with luck.
I am oceanicVista on Pesterchum. Message me all the times. All of them.
Yeah, you can't legally do anything to that stall till tomorrow, you don't own it yet.
And it would be a bad idea to just imbue in the street, so, you head to the inn.
"Ooh, who left these here...?"
You return to the inn.
"Welcome back, sir. Would you be wanting your room?"
> "Yes, now would be a good time".
> "Yes. Thank you for holding it for me."
>Yessss
ok what
>No actually. I just wanted to know if there's, say, a wine cellar or something where I could take my bag full of hidden things and do stuff I don't want anyone to see to the items within.
^No way this can go wrong.
The problem with pushing so much good luck out that there's bound to be a backlash of bad luck?
Challenge inn keeper to a game of dice, if he wins he gets your bag, if you win you get a year for the room.
Nothing here but us chickens.
I don't think we'll need the room for a year, after all we'll want to get everything done within 2 days to get to our meeting.
>Okay. Now, take out a die. No no, take out two dice. Of different colors. And shake them around in your hand before opening it, palm-up, and seeing what numbers are showing on top of each. Do this three times without doing anything at all god-magical to them, to get baseline results. Then. Will yourself to have a lot of luck in getting two sixes. Two sixes, two sixes, two sixes. And shake the dice in the same manner as before, thrice, while chanting that mantra and focusing on it in your head. And see if you get more sixes than last time. If you did, perhaps you now know how to abuse your power in gambling a small bit. If you didn't, this experiment has suggested that that isn't the way to use your power at all, and you need to come up with the right way before you go trying to imbue every tiny trinket you've got.
Last edited by Xindaris; 07-31-2012 at 06:22 PM.
Got Portal 2? Come check out my maps, please!
Active Adventures (awaiting suggestions):
PersonS-like Persona, but not | An Aranor Adventure-high fantasy and adventure | Odd One Out-3 best friends, a kidnapped girl, an evil king, and elves | Beasts-a tale of survival | The Longest Flashback-fantasy noir, or something like that | GUIH-raising a dragon is harder than it sounds. | MageBound-Fantasy+"Stuck" | Creation-wherein the readers are the mind of a universe's omnipotent god | The College of Magic-pretty much what it says on the tin
> I like the science of god powers. Although maybe with a larger sample size; the largest p-value we could possibly get is .68, which is nowhere near under .05. Maybe more like twenty times each, which can prove significant.
I agree with Xindaris. Do that.
Look at the furnitures, under the bed, things like that : If the "enemy" (if an enemy exist) is paranoid, better being not spied in your own room.
Sure, let's go ahead and do that.
With much rolling done...
You go ahead and organise em. You found that, not manipulating anything, the dice were, more or less, about what you would expect. And while manipulating them, you got interesting effects. You arranged them all nice and orderly, rolling them a few more times.
You arranged them by colour, and from how far away they are from you.
Red1: Works well, gets sixes pretty much any time you use luck on it.
Red2: Gets slightly higher numbers when luck is used.
Red3: Numbers seem to be around the same.
Red4: Sixes all the time, every time. But, if you try to roll for ones, it goes straight ones. No lag, either, you control it perfectly.
Blue1: The numbers are actually lower than before.
Blue2: Numbers seem to be around the same.
Blue3: Works fairly well, getting twice the normal amount of sixes.
Blue4: Seems to be screwing up pretty badly. It rolls ones when you want sixes, and sixes when you want ones.
Green1: Works fairly well, getting twice the normal amount of sixes.
Green2: Works fairly well, getting twice the normal amount of sixes.
Purple1: Seems to be screwing up pretty badly. It rolls ones when you want sixes, and sixes when you want ones.
Purple2: Works fairly well, getting twice the normal amount of sixes.
Purple3: Gets slightly higher numbers when luck is used.
Purple4: Gets slightly higher numbers when luck is used.
> Make sure to not sell the two backwards ones. And you probably don't want to sell the non-responsive ones.
> Sell the backwards ones as "Bad luck dice"