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Thread: Binding 'Mancers
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2007-06-15, 04:02 PM (ISO 8601)
- Join Date
- Dec 2006
Binding 'Mancers
Ok, we know three eyemancers (lookamancer, thinkamancer, and foolamancer) can be bound to power a nice gaming table. A mathamancer and a luckamancer can combine, in some other way, for another power.
What 'mancers would you combine? Would you combine a dirtamancer with a hat magicmancer, and have crap golumns jumping out of hats? How about linking a croakamancer with a rhyme-o-mancer and have a Michael Jackson Video break out?
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2007-06-15, 04:10 PM (ISO 8601)
- Join Date
- Jul 2005
- Location
- Northern Virginia
- Gender
Re: Binding 'Mancers
Given Sizemore's description ("...subsumed into a... kind of a psychological alloy with the Thinkamancer"), I suspect that a Thinkamancer has to be one of the casters in the link even if Thinkamancy isn't actually used for any purpose other than forming and maintaining it.
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2007-06-15, 04:30 PM (ISO 8601)
- Join Date
- Jun 2007
- Location
- Mountlake Terrace, WA
- Gender
Re: Binding 'Mancers
Thinkamancer + Lookamancer + Foolamancer = Spysat; what Stanley is currently using right now.
Thinkamancer + Lookamancer + Foolamancer + Findamancer = Google Erf; like the Spysat except with search.
Thinkamancer + Mathomancer + Luckmancer = Probability control; figure out what things are important, tilt the odds in your favor and subject enemies to Murphy's Law.
Thinkamancer + Mathomancer + Luckmancer + Predictomancer = Gladstone Gander; like Probability Control except you can choose specific outcomes and always get the best possible result in any situation.
Thinkamancer + Croakamancer + Healomancer = Raise Dead; Resurrect the croaked, for real rather than as uncroaked.
Thinkamancer + Croakamancer + Healomancer + Dirtamancer = True Resurrection; like Raise Dead but it doesn't need a body.
Thinkamancer + Dirtamancer + Changemancer + Dittomancer = Replicator; make copies of anything out of simple dirt like it was primal clay.
Thinkamancer + Turnamancer + Weirdomancer + Carnymancer = Paling; raise an invincible shield over your stage (capitol) so the audience (enemy) can't attack, like in FFXII.Last edited by Fuzzypaws; 2007-06-15 at 05:48 PM.
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2007-06-15, 08:51 PM (ISO 8601)
- Join Date
- Mar 2007
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Re: Binding 'Mancers
Some interesting thoughts, but you can not have 4 in a link, so half your suggestions can not happen unfortunately.
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2007-06-15, 10:12 PM (ISO 8601)
- Join Date
- Dec 2006
- Location
- Missionary Pirate Ship
Re: Binding 'Mancers
Thinkamancer + Luckamancer + Weirdomancer: Things start getting really bizarre, but mysteriously in your favor.
Spoiler
Do you surmise it's wise to have laser beams emitting from your eyes?
-They Might Be Giants, "The Lady and the Tiger"
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2007-06-16, 02:51 AM (ISO 8601)
- Join Date
- Sep 2005
- Location
Re: Binding 'Mancers
Parson says in klog #2 that he's looking for some loophole in the magic system that will allow him to win. If he could find some way to link together more than three casters, that could be the magical breakthrough he's looking for. It occurs to me he may have inadvertedly strengthened the eyemancer gestalt during his talk with Misty. The link might have broken down when he talked to her, if her interaction with Parson had made Misty want to become a independant mind, rather than to remain part of a group mind. But instead, Misty reacted to her talk with Parson by developing a desire to help Parson, which may give her a greater incentive to remain part of the gestalt, (since she needs to be part of the gestalt if she's going to help Parson). Since the gestalt probably knows everything in the minds of each of it's three component casters, the whole gestalt probably now has a greater understanding and appreciation of Parson now.
If each menber of a gestalt mind has to be absolutely committed to being part of a gestalt to make it work, then it may be relevant to note that, in their different ways, Misty, Wanda, and Sizemore are all are displaying a increasing loyalty towards Parson. Could this growing loyalty in Stanley's casters towards Parson possibly help to make a five person gestalt feasible? If Parson could somehow join Wanda and Sizemore to the existing eyemancer triad gestalt, even for a short time, what spells would that five person mass mind be capable of casting?Last edited by Doshi; 2007-06-16 at 02:54 AM.
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2007-06-16, 04:05 AM (ISO 8601)
- Join Date
- Jun 2007
Re: Binding 'Mancers
Interesting thoughts.
I've been thinking it over today, and Parson mentions in one of his klogs that the people of Erfworld don't seem to know much about their own world... technically they're all NPCs with no true knowledge of the workings of their own world.
Just because they say something's impossible doesn't necessarily mean anything... just AS FAR AS THEY KNOW, it's impossible to join more than three casters.
However, I don't think that'll be the direction the story goes in from here. I think it's a lot more likely that Parson will pull off more and more of what would be considered "meta-game" tactics, trusting that Ansom's band continues to think as they have been all along... people bound to play by the world's rules.
Vinnie seems to have caught on, but I think it's more likely that Ansom will be distracted by dealing with the Zamussels than pay attention to any advice he's given.
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2007-06-17, 01:48 AM (ISO 8601)
- Join Date
- May 2007
Re: Binding 'Mancers
I think the Math + Luck thing is not necessarily a linkage and doesn't therefore require a Thinkomancer. It would be pretty rare to run a side on Math if you also needed two other 'mancer types to make it useful. I'd guess that the usual thing is to have the 'mancers talk to each other when it's relatively simple, discrete information that they're conveying. The reason for a linkage is so that the Lookomancer can communicate the full detail of the situation to the Foolamancer, who can present it on the board. Also, Sizemore does say "pair", suggesting that there isn't a third participant in the Math + Luck thing, ruling out a linkage.
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2007-06-17, 02:23 PM (ISO 8601)
- Join Date
- Nov 2006
Re: Binding 'Mancers
The interesting this is that he said "Four can't even be done" not "more than three can't even be done. Implying that no one has tried more than that. If you look in the 7th panel of page 54, you see that the setup is that there is one Thinkamancer with a chain on each hand, leading to manacles on the hands of the two linked wizard:
Thinkamancer
/ \
Caster#1 Caster #2
Thus in order to get a bigger setup, you might have to "link" two triangles,using a total of 7 casters.
i.e.
Thinkamancer #1
/ \
Thinkamancer #2 Thinkamancer #3
/ \ / \
#1 #2 #3 #4
Thinkers 2 & 3 meld the minds of those below them. Thinker 1 melds those two groupminds.
I think it'd work.....Last edited by ChuckALF; 2007-06-17 at 02:26 PM.
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2007-06-17, 02:32 PM (ISO 8601)
- Join Date
- Jun 2007
- Location
- Mountlake Terrace, WA
- Gender
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2007-06-18, 05:10 PM (ISO 8601)
- Join Date
- May 2007
Re: Binding 'Mancers
Well, I don't think they have 3 thinkamancers to pull something like that off. But For me on combos...
Any caster + dittomancer: double the magical mayhem!
Changemancer + Thinkmancer (linked): Mind control enemies by the hundreds!
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2007-06-19, 04:40 AM (ISO 8601)
- Join Date
- Jun 2007
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2007-06-19, 05:24 AM (ISO 8601)
- Join Date
- Jun 2007
Re: Binding 'Mancers
Last edited by TheTurnipKing; 2007-06-19 at 05:25 AM.