Parson's to do list. (post your own!)

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Parson's to do list. (post your own!)

Postby Roketter » Tue Dec 03, 2013 3:03 pm

1.- Charlie.
2.- Scout a bit
3.- Make Stealth Golems
4.- Experiment a bit more and make fricken abominations with the links, go full mad scientist at it. Imba units FTW.
5.- Snatch a few casters from magic kingdom.
6.- Ask dollamances about Cloth Dragons. Do they fly ?
7.- Make wanda do something with her juice. All arkanepliers and no juice makes wanda a dull girl. Most def link her up with Jack. Foolmancy units that can croak people ? Yes. Get into the dreams of rulers and croak them ? Most def. Must have Freddy Krugger!
8.- Charlie
9.- Talk to Tool. Maybe he has something to say about how we spend his schmuckers and juice of his casters.
10.- Actually check on tool to see he doesnt croak!
11.- Investigate Arkanetools. Can Dollmancer make moar ?
12.- See what happens when 3 thinkamancers link up. Can they bring 2 more casters each and form a 9 caster link ?
13.- Conquer Magic Kingdom on spare time ? 4 the lols!
14.- Get Shockmancer. Must link with Wanda. Create long range Shockamancy/Croackmancy weapon. Then link with Dollmancer and create ballistic missile with 3 digits move to put weapon inside. Just in case.
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Re: Parson's to do list. (post your own!)

Postby No one in particular » Tue Dec 03, 2013 4:03 pm

  1. Get GMtTA to whammy Stanley
  2. Have Tool appoint me heir
  3. Form own side
  4. Figure out Self-Sufficiency Hack
  5. Sell SSH at first
  6. Set up "bootleg" distribution as well (so Sides that hate me can will still get the hack)
  7. BAM. Peace on Erf.
  8. Disappear into my impossible-to-siege Capital with Maggie and work on "popping an heir"
;)
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Re: Parson's to do list. (post your own!)

Postby Lamech » Tue Dec 03, 2013 8:58 pm

This is a multithread list. Each thread can be run concurrently.
Thread 1:
1) Link Sizemore to Jack. Make stealth golems so stealthy and tunnely they can stealth past archons.
2) Link Sizemore to a signamancer to make a book that teaches other people dirtamancy.
3) Link Sizemore to a master class lookamancer. Make crystal balls to get intel
4) Link Sizemore to Janice. Add super farms to many, many hexes. Make an array of items to boost these farms further. Invent new plants, notably some sort of growable metal attack flower, and gem flowers. Farms made in the MK shall placate the casters.
5) Link Sizemore to a master signamancer. Alter the signamancy of various hexes so when they revert it becomes much more useful to Parson.
6) Link Sizemore to a master class thinkamancer*2. Massively improve the temple of the thinkamancers into a super tower.
7) Link Sizemore to Ace. Get flying shooty doom golems to fight the archons.
Thread 2:
1) Link most of the thinkamancers. Any ones not assigned to other links or field actions.
2) See if a tri-link can link links.
3) See if Think-tri-links can produce caster boosting items similar to a dual link.
3) Set them on producing useful items. Weapons that zap minds. Whammies for Stanley. Whammies for Don. Lookamancy items. Foolamancy items. Stuff like that.
4) Get the Bunny to DO HER DAMN JOB AND PROTECT THINKAMANCY FROM CHARLIE! Seatriously she needs to whammy Don now.
Thread 3: Resources include some florists, and most signamancers. Sundery other casters when they have spare time.
1) Get the Hippies to set up a food distribution system for the whole MK. This may need to be postponed until Sizemore is available.
2) Have the Signamancers produce books detailing how to learn signamancy for book writing. This will allow caster knowledge cross pollination.
3) Have spare designated casters read those books to produce their own.
4) Institute caster skill cross pollination. Sizemore's book will also come in handy here.
Thread 4: We want most florists here.
1) Get the florists to plant, plant units in a garden in Jetstone. Make sure they will continue to produce rations.
2) Basically keep it up. It doesn't matter if they are weak. Parson will counter the Archon army with ten million pea shooters.
3) As defenses reach a reasonable level begin creating plants to create and invent new varieties of plants.
Thread 5: This uses Jetstone production.
1) Establish a relay to GK ASAP.
2) Run a veil detector on the relay.
3) Relocate Stanley.
Thread 6: This uses spare normal units.
1) Send normal units out hunting for anything wild.
2) Kill it.
3) Have Wanda decrypt them and repeat the process using the new decrypted.
4) As the cycle grows you'll set up body moving relays. Eventually you should have exponentially growing forces.
Thread 7: This uses shmuckers and politeness.
1) See if anyone will ally with you. Preferably someone desperate, but not too far gone yet.
2) Do it very publicly. Be helpful to them. Send them cash to get them on their feet. Maybe stage a few minor raids to add to GK forces. Be a damn good ally.
3) Use this and Ossomer's turning to show you are actually a really good guy.
Thread 8:
1) Ignore the hell out of Charlie if at all possible with actual conflict.
2) Bad mouth Charlie in subtle ways that are likely to hurt business, or more importantly damage his rep in the MK.

Parson I believe can be a multithreaded Warlord.
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Re: Parson's to do list. (post your own!)

Postby bladestorm » Mon Dec 09, 2013 12:38 am

1 Grow some balls
2 bang one of the remaining Archons
3 realize there are absolutelly no consequences, and start banging everyone he ever thought about having a fantasy about
4 petition the creation of a scroll to summon whoever from Stupidworld that he wanted to bang
5 negotiate their return to their own world in exchange for banging, or they can stay in Erfworld where Parson RULZ and continue banging
6 send units out to find out what happened to the rest of the world since nothing is of consequence since he is in the MK. GK can end, but the units in the MK still stay alive/decrypted
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Re: Parson's to do list. (post your own!)

Postby Jatopian » Sat Jan 18, 2014 2:38 pm

bladestorm wrote:1 Grow some balls
2 bang one of the remaining Archons
3 realize there are absolutelly no consequences, and start banging everyone he ever thought about having a fantasy about
4 petition the creation of a scroll to summon whoever from Stupidworld that he wanted to bang
5 negotiate their return to their own world in exchange for banging, or they can stay in Erfworld where Parson RULZ and continue banging
6 send units out to find out what happened to the rest of the world since nothing is of consequence since he is in the MK. GK can end, but the units in the MK still stay alive/decrypted
Wow, so many issues with this post.

For starters, this would all be low priority in Parson's mind; we know he's good at prioritized lists and survival > sexytimes would be a no-brainer.
Raping any and all units you like is probably bad for loyalty, morale, and stats like that, so there would be tangible consequences to side if not to self. Plus he'd lose the goodwill of important allies, and even his coworkers of Gobwin Knob would be less likely to help him with anything that doesn't directly benefit the side.
Chances are that summoning units from Stupidworld is not feasible, and if it is, Stanley would still bitchslap Parson for trying to blow the treasury on it. Same deal for sending them back, probably.
Summoning someone from Earth, where rape is commonly recognized as being against the natural order of things rather than sort of a natural development, and holding them hostage for sex will definitely not end well. They'll defect, or plot against him, or be waiting for him with a weapon back in Stupidworld if they're actually sent back.
Parson doesn't RULZ, see prior mention of Stanley.
Stanley, who RULZ, can order him back out of the MK and possibly even disband him remotely, not sure on that.

I don't know, maybe you meant all this as a joke, but it comes off as you just thinking rape is kind of a neat idea if you can get away with it, which is pretty creepy.
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Re: Parson's to do list. (post your own!)

Postby bladestorm » Thu Feb 13, 2014 3:57 pm

Jatopian wrote:
bladestorm wrote:1 Grow some balls
2 bang one of the remaining Archons
3 realize there are absolutelly no consequences, and start banging everyone he ever thought about having a fantasy about
4 petition the creation of a scroll to summon whoever from Stupidworld that he wanted to bang
5 negotiate their return to their own world in exchange for banging, or they can stay in Erfworld where Parson RULZ and continue banging
6 send units out to find out what happened to the rest of the world since nothing is of consequence since he is in the MK. GK can end, but the units in the MK still stay alive/decrypted
Wow, so many issues with this post.

For starters, this would all be low priority in Parson's mind; we know he's good at prioritized lists and survival > sexytimes would be a no-brainer.
Raping any and all units you like is probably bad for loyalty, morale, and stats like that, so there would be tangible consequences to side if not to self. Plus he'd lose the goodwill of important allies, and even his coworkers of Gobwin Knob would be less likely to help him with anything that doesn't directly benefit the side.
Chances are that summoning units from Stupidworld is not feasible, and if it is, Stanley would still bitchslap Parson for trying to blow the treasury on it. Same deal for sending them back, probably.
Summoning someone from Earth, where rape is commonly recognized as being against the natural order of things rather than sort of a natural development, and holding them hostage for sex will definitely not end well. They'll defect, or plot against him, or be waiting for him with a weapon back in Stupidworld if they're actually sent back.
Parson doesn't RULZ, see prior mention of Stanley.
Stanley, who RULZ, can order him back out of the MK and possibly even disband him remotely, not sure on that.

I don't know, maybe you meant all this as a joke, but it comes off as you just thinking rape is kind of a neat idea if you can get away with it, which is pretty creepy.

The fact that you reduced the entire post down to rape and sexytimes is the issue, since you completely missed the deeper implications of each item on the todo list, and the tendency for things in Erfworld to use multiple references.
1.) Grow some balls. This involves more aggression. So far, Parson has lead predominantly defensive battles, and has been used as counsel for most of the recent offensive battles. Parson needs to helm more battle where he is the aggressor, in preparation for an assault on Charlescomm. Sitting back and banking on defense plays into Charlescomm's strengths, namely the Archons. Charlescomm has a supposedly unassailable fortress, long range heavy firepower, and a near monopoly on communications; Parson can change that, but not by staying back at GK. There are many features of Erfworld no one has yet dared to tamper with, except maybe Charlie, and now it is time for Parson to start tinkering with some stuff.
2.) bang one of the remaining Archons. Nookie exists in Erfworld for a reason. It could be the same as the slaughterhouses that do not slaughter anything, or there may be some further mechanics behind it, such as loyalty modifiers. Maggie might be a contender for the initial nookie, or maybe Wanda since they both think Parson is such an asset to their Side and that nookie may be what he needs to relax a little bit so that his brilliant mind can form new plans. Once the mechanics are established, one of the remaining Archons is a primary choice to test out how much it sways Loyalty, if at all. There is Loyaty to Charlescomm, to Charlie, and to the Pliers to deal with, which then can determine of the Archons are loyal to Charlie, or to the Dish. That's a piece of intel worth spending a few hours in the sack with a unit built like a playboy model. There is also a ton of other info Parson could delve for while being 'intimate' with the Archon, such as if such behavior is expected of Charlie's elite guards, what it takes to be an elite guard, what kind of promotion structure there is within Charlescomm, how Archon move up in 'rank', etc. There's got to be a reason for why Charlescomm only pops Archons, why all Archons are female, and why all have such Signamancy (form vs function. They look like that for a reason).
3.) realize there are absolutelly no consequences, and start banging everyone he ever thought about having a fantasy about. Said consequences were covered in the Summer Update. No pregnancy to worry about unplanned units popping, no lasting diseases to spread, and if there is an anatomy mismatch due to Parson's size, he/she will be fully healed at the start of next turn with nothing but the memories of the previous night (and whatever other modifiers there are). Whatever experiment he could run based upon something he is repressing in his mind could have tactical benefits. Threesome with Cubbins and Ace? Aside from the slashfic already in existence, that time alone could bring about a lot of new toys for GK's army to play with. Instead of repressing his sexual urges, follow them, and capitalize on them. Nookie may be a gateway to Love, which is a force powerful enough to challenge even Fate.
4.) petition the creation of a scroll to summon whoever from Stupidworld that he wanted to bang. This involves the creation of a summon perfect warlord spell. Parson can find out the mechanics behind it, modify the variables, calculate the odds, and once the process is perfected, he could have much better targeting for what he is looking for. He's already in the Magick Kingdom, and has casters galore to choose from. The ones previously responsible for creating the spell all want him to fulfill his destiny. He can negotiate with that. They supply the SPW scrolls he requests, at no charge, and he goes on to fulfill his destiny. The flawed spells, or at the very least the ones that he tampered with and were calculated to not summon the person he targeted, could be sold at a hefty sum to Sides not directly opposing GK or allied with Charlescomm. Part of the requirements of the spell used to summon Parson was that the caster needed to focus on what they wanted. Wanda started to lose control of the spell when Stanley started adding more and more stuff onto the requirements. By using someone he wanted to bang back in Stupidworld, he would have a lot of experience focusing on and visualizing that person.
5 negotiate their return to their own world in exchange for banging, or they can stay in Erfworld where Parson RULZ and continue banging The implications of this one are that the effects of the SPW are reversible. If they are reversible, then he can go home. Would Parson choose to return to his mundane life, or stay in Erfworld where he means something. Would the object of his affections want to stay with him, serving as his consort on the Side he spins off from GK (as Stanley had been grooming Parson to do), or would they desperately want to return to their 'reality'. Series of books have been written about both options.
6 send units out to find out what happened to the rest of the world since nothing is of consequence since he is in the MK. GK can end, but the units in the MK still stay alive/decrypted. One of the Great Minds is a Ruler; so there is plenty of room for certain rules to be bent. Right now, Parson has access to Portal Park, and can explore far and wide at this point. Even if all he does is interview the current selection of casters and extrapolates a map based upon interview, that would give him an idea of what is going on in the world. It has been demonstrated that books can leave libraries and can be lent out. Parson can negotiate enough to get more books so he can do more research. As it stands, he knows next to nothing about the rest of the world, or where all of the casters currently in MK came from. That represents a treasure trove of information that may prove vital to taking down Charlescomm.
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Re: Parson's to do list. (post your own!)

Postby No one in particular » Thu Feb 13, 2014 4:22 pm

  1. Dirtamancer-Dirtamancer trilinks
  2. Reshape Erfworld into series of small islands
  3. Build a navy.
    1. Bring Turnamancers in on this part?
  4. Do what he wants, 'cause a pirate is free (HE IS A PIRATE (yar har, fiddle di dee))
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Re: Parson's to do list. (post your own!)

Postby Jatopian » Fri Feb 14, 2014 6:18 am

bladestorm wrote:The fact that you reduced the entire post down to rape and sexytimes is the issue, since you completely missed the deeper implications of each item on the todo list, and the tendency for things in Erfworld to use multiple references.
OK, excuse me. It's rape and sexytimes with some ancillary benefits. Better?

I mean, credit where due, that is an impressively well rationalized text wall of justifications. You've clearly put some good brainpower into why Parson needs to get him some, for science wink wink. The problem is, aside from the direct investigation into nookie related game mechanics, which may or may not be of significance but are probably as fun as a towertop picnic... there are better ways to accomplish all of those goals, and there is no reason to suspect removing the consent from the sexytimes is going to be the key to anything that would outweigh the backlash from at least his fellow Earthlings.

Parson recently wrote "Everybody's against us. That needs to stop." Is using considerable resources and opportunities to force himself on people left and right is in line with that goal? Is that good publicity, do you think? Even if most Erfworlders consider rape just sort of a faux pas or even a non-issue rather than an evil act of pure selfishness, it doesn't make Parson look to allies like someone who spends his time wisely on fruitful endeavors.
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Re: Parson's to do list. (post your own!)

Postby drachefly » Fri Feb 14, 2014 9:30 am

I sure hope you're being silly, Bladestorm.
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Re: Parson's to do list. (post your own!)

Postby Shai_hulud » Fri Feb 14, 2014 3:04 pm

Hi, you two must be new to the intertubewebs.
Fact: Every forum must have, at a minimum, one psychopath. This person must advocate sexual assault against women, or think manipulation and psychological abuse are normal and ethical. And they have to try to justify it in a way that makes it clear they suffer from severe mental illness, show that they are so detached that they are incapable of understanding that most people don't think that way. Like, total rejection of mainstream psychology and neuroscience.

If we don't meet our quota, we'll be ejected from the intertubewebs you see. We're already behind on our Ayn Rand requirements as it is.
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Re: Parson's to do list. (post your own!)

Postby 0beron » Fri Feb 14, 2014 3:11 pm

Let's not forget, Hilter and the Holocaust must be mentioned a minimum of once every 500 posts also.
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GJC wrote:Two guys with basically the same name in a discussion about a character getting cloned.
There's gotta be a good joke in here somewhere.
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Re: Parson's to do list. (post your own!)

Postby bladestorm » Fri Feb 14, 2014 9:33 pm

0beron wrote:Let's not forget, Hilter and the Holocaust must be mentioned a minimum of once every 500 posts also.

And the posts that, instead of following the topic, simply pick apart a previous post.

Then we bring forth the infamous OR debate and the subtle nuances of logic.

Kriestor was holding down quite a bit of our quota. Besides, it's not nice to accuse someone of being the token psychopath just because they assume every sexual encounter that Parson has MUST be rape; he clearly has not read even half of the slashfic this comic has generated (Oh, the toys Ace could come up with).
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Re: Parson's to do list. (post your own!)

Postby 0beron » Fri Feb 14, 2014 10:41 pm

Hey, someone objecting to your list is perfectly within the topic.
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GJC wrote:Two guys with basically the same name in a discussion about a character getting cloned.
There's gotta be a good joke in here somewhere.
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Re: Parson's to do list. (post your own!)

Postby Lipkin » Fri Feb 14, 2014 11:15 pm

I think Bladestorm is a bit confused on what the phrase "To Do" means. Thus, he made Parson's "To Do" list all of Erf, and the rest of the multiverse.

Fact is though, judging by Parson's former life, going without sex is nothing new to him. It has never affected his mind before.

My list of tasks for Parson is this.

1. Ensure the safety of Stanley/Gobwin Knob. Parson is set on attacking Charlie, but before he does that he needs to cover his ass. If Stanley gets taken, it's game over. They need an heir, and with the Capitol now exposed on the edge of the territory, it isn't safe for them to try and pop one. It also isn't safe for Stanley to make the trip to the capitol to switch in back to Gobwin Knob. They need to promote an heir. But definitely not Wanda, lest she gets the idea to stage a coup.

2. Ensure his own safety. Parson is currently at the mercy of the great minds. We know, and Maggie knows, that this is not the safest place to be. I don't think he trusts them, but he could take precautions. On Ace's recommendation, he could purchase a thinking cap to protect his thoughts.

3. Work on Link strategy. He's already doing it.

4. Investigate his caster sense. He has another resource available to him, but he doesn't know what it is yet. He should talk to Maggie about his experience with the scroll. If they discover that he is indeed a Hippymancer, he and Sizemore should take a trip to the Hippymancer grove to visit Janis. That should also do something to sooth the tensions with Sizemore.

5. Search for allies. Starting with the sides that have Thinkamancers. Like many, I think TV is due for a change in leadership.

Also 5. Start probing Charlie's side. Parson is already working on that, but it wouldn't hurt to come at it sideways and find allies that he isn't formally allied with to do his scouting for him.

6. Start building non-decrypted forces. Parson and Stanley need units they can rely on. Wanda is unpredictable, and doesn't actually follow Stanley. Parson needs Warlords that aren't under Wanda's thumb.

7. Work on PR. Gobwin Knob has been painted as the bad guy for a long time. Yelling about it and striking back hasn't been working well. Gobwin Knob needs to start coming off as a rising underdog story, and the Royals need to be sen as bullies. Charlie needs to been seen for what he is. I'm not sure a full on propaganda campaign has ever been seen on Erf, but it's worth looking into.

8. Brainstorm with Ace. Parson doubtless has a LOT of toy ideas, and Ace would be only too happy to help him create them.

9. Meet the troops. Everyone who has met Parson has first been unimpressed, they when they start to talk with him and learn about him, they start trusting him. Being happy with their leadership increases loyalty. When Gobwin Knob gets some allies, mingling troops will gossip about Parson, which will strengthen the alliance. Even just getting a pep talk from Parson once would be enough.

10. Fuck up Charlie. Once Gobwin Knob starts winning the PR war and gaining allies, Charlie's business should start to hurt. He'll either need to start reducing troops, price gouge more than usual, or start acting like a standard side and go on raids. The first option is unlikely to happen. If either of the other options happens, Charlie can become the monster that Erf unites against.

11. Find the Arkenshoes. Wanda knows what they look like. They have access to a multitude of master class Eyemancers, and WAnda used Findamancy to find them once before. Get three to Great MInds to link and find where the Shoes are. Once the Tools are united, Parson can use the shoes to return home.
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Re: Parson's to do list. (post your own!)

Postby bladestorm » Sat Feb 15, 2014 12:19 am

Lipkin wrote:11. Find the Arkenshoes. Wanda knows what they look like. They have access to a multitude of master class Eyemancers, and WAnda used Findamancy to find them once before. Get three to Great MInds to link and find where the Shoes are. Once the Tools are united, Parson can use the shoes to return home.

Hmmm, canon check time -- was it a Findamancer that was used to craft the SPW spell? If so, there is a Master Class that wanted to bring Parson to Erfworld. I'm sure he could be convinced to tri-link with Wanda (and prolly Isaac for additional eyemancy proficiency) to make tracking down the Shoes even easier. Though... someone had the idea that there were only four arkentools at a time, so when the Shoes left, the Hammer appeared.

And it is not just Parson's former life. Maggie asked if he was celibate. I wonder if he could trilink Sizemore to a shockamancer to make some jizz golems (did we ever confirm Rusty had croaked? He knows a thing or two about self pleasure)to clean up from all of the long nights Parson spent alone in his room (thinking about who he is gonna do... or maybe Maggie was planting those thoughts in his mind. Might be time to tinfoil hat, just to be sure, the next time he cleans out his pipes).

In consideration with the rest of your list, I have a few to add onto mine

12.) Take Sizemore down to the Hippy glade for an orgy. That takes care of several issues. Sizemore gets to visit Janis, Parson can test out some hippy moves to see if he is indeed a hippymancer as Janis stated, and by partaking of their rituals, Parson strengthens his ties with the hippiemancers. Allies good, allies that believe in free love better, and allies that believe in free love and can make mind-altering hero buds is even better. If nothing else, it is an excuse for Parson to go there with a retinue of guards, and he just happens to bring along his trusty dirtamancer to show him where to go.

13.) Track down some date-a-mancers. That thing Ohura did with Sizemore somewhat resembled Sex Magick. Bang a couple of those. It may trigger some latent Date-a-mancy, and if it does, someone is winning some major quatloos.

14.) Find someone for Stanley to hook up with. Nookie definitely calms him down, and gives him something to do other than get in Parson's way of winning the battles. Wanda is out in the field an no longer fulfilling that role. Said hook-up could inspire Stanley to pop an heir, or designate someone.

15.) On his Not-to-do list is the carny chick. She might have teeth down there.
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Re: Parson's to do list. (post your own!)

Postby Lilwik » Sat Feb 15, 2014 12:31 am

Lipkin wrote:11. Find the Arkenshoes. Wanda knows what they look like. They have access to a multitude of master class Eyemancers, and Wanda used Findamancy to find them once before. Get three to Great MInds to link and find where the Shoes are.
Since we've already seen Wanda use Findamancy to find the shoes once, I think we can safely say that Findamancy is the magic to use for finding things, not Eyemancy. Therefore it's not Parson's new Eyemancer friends that Parson should turn to in order to get the shoes. He'd have better luck with Marie and the Predictamancers, because Findamancy is Hocus Pocus. Marie might even know some Findamancy herself, and she probably has some Findamancer friends in the Hocus Pocus section of the Magic Kingdom. On top of that, the Predictamancers seem far more on Parson's side than the Great Minds.

Lipkin wrote:Once the Tools are united, Parson can use the shoes to return home.
That would probably require Parson to attune to the shoes, and they really don't seem like Parson's style. Can you imagine Parson wearing shiny red shoes?
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Re: Parson's to do list. (post your own!)

Postby 0beron » Sat Feb 15, 2014 12:32 am

bladestorm wrote:Hmmm, canon check time -- was it a Findamancer that was used to craft the SPW spell?
Yes, it's mentioned a few times, in both instances of the spell. In Judy's case, Haffaton provided Maya Calendar and Maxwell, Efbaum provided a Lookamancer and Findamancer. In Parson's case, we don't have a name for the Findamancer.
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Re: Parson's to do list. (post your own!)

Postby Lipkin » Sat Feb 15, 2014 1:35 am

Bladestorm: You're done. Keep your vile thoughts to yourself.

Lilwik: Yeah, I done goofed. Confused Lookamancy for Findmancy. But on the subject of the shoes attuning to Parson, who is to say they wouldn't change into some kick ass sneakers upon attuning?

Oberon: The Look/Find (conflicting reports I believe) in the link was a bloke named Hubble, was it not?
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Re: Parson's to do list. (post your own!)

Postby 0beron » Sat Feb 15, 2014 2:27 am

Lipkin wrote:Oberon: The Look/Find (conflicting reports I believe) in the link was a bloke named Hubble, was it not?
The Lookamancer was indeed Hubble, but we do have it confirmed that all 4 schools were involved in the spell in some fashion. Judy's case specifically mentioned all 4 in the same sentence, and different instances from the casters involved in Parson's case say all 4 collectively. We also know that a link was involved.
My personal theory is that Predictamancy isn't actually in the scroll, but merely provided guidance in the process. So we presumably had Hubble-Tisha-Findamancer, with Marie casting some spell at them. But whatever the precise method, it is clear that all 4 disciplines played a part in both instances of the spell.
"I'm afraid I don't understand. And also afraid that I do."
GJC wrote:Two guys with basically the same name in a discussion about a character getting cloned.
There's gotta be a good joke in here somewhere.
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Re: Parson's to do list. (post your own!)

Postby Shai_hulud » Sat Feb 15, 2014 2:50 am

The thinkamancers implied in a bonus page in the print version of book 1 that a Predictamancer was linked to a Thinkamancer at some point. I think.
Last edited by Shai_hulud on Sat Feb 15, 2014 2:58 am, edited 1 time in total.
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