curiousdiscoverer (
curiousdiscoverer) wrote2014-12-13 09:00 pm
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Power Without a Price
The first time Ezra finds Milliways he spends most of the experience overwhelmed by psychic sensory overload. Postcognition doesn’t really mix well with inter-dimensional nexus.
However when he walks out and tells about the experience, the true nature of the place is eventually revealed, furthermore he discovers that the Traders are very interested in using the unique location to seed magic to other worlds and they pay very generously for it. So Ezra’s family all hear about the story and stay in the look out for another door, just in case.
Years pass, and Ezra’s family gets a little smaller, and starting wishing for a door to show up.
Because resurrection is possible, but expensive and bringing three people back is impossibly costly without extreme circumstances.
So Ezra feels extremely lucky the day he finally finds a door again, with family in his apartment where they wait behind after Ezra grabs a few things while Temps holds the door.
He is now in better control of his powers and Milliways massive history doesn’t overload him anymore.
Ezra looks around the bar, sits on a table with a nice view and observes.
Is anyone here that could want and deserve magic?
However when he walks out and tells about the experience, the true nature of the place is eventually revealed, furthermore he discovers that the Traders are very interested in using the unique location to seed magic to other worlds and they pay very generously for it. So Ezra’s family all hear about the story and stay in the look out for another door, just in case.
Years pass, and Ezra’s family gets a little smaller, and starting wishing for a door to show up.
Because resurrection is possible, but expensive and bringing three people back is impossibly costly without extreme circumstances.
So Ezra feels extremely lucky the day he finally finds a door again, with family in his apartment where they wait behind after Ezra grabs a few things while Temps holds the door.
He is now in better control of his powers and Milliways massive history doesn’t overload him anymore.
Ezra looks around the bar, sits on a table with a nice view and observes.
Is anyone here that could want and deserve magic?
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Bored, she stands from the bed and goes searching for her clothes.
Most things had been left in the common area and she is searching for a shirt when her heel touches Franklyn's own luggage.
There is a metallic sound that she finds familiar.
Curious, she carefully takes the thing out of the gym bag (the underwear is clean, she can't find clean underwear icky, half-siblinghood or not). She exams the object in her own hands and realizes it was the luck power who found it for her.
Temperance contemplates the object for several long and quiet moments thinking.
She descends and talks with the Bar, then she goes upstairs again, changes into a fresh shirt and goes down again with the object in her hand.
Few minutes later she is in the backyard, with a plastic cup filled with something beige in one hand, the other hand has a plastic bag with dice, cards and a few toys.
"Hey, everyone!" Temps shouts raising the hand with the plastic bag "wanna see Lucy and me trying a few tricks?"
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She takes a few sets of dice and two decks of cards.
"But we can still can test a few things now," Temps says "We can test how much your power affects the luck of people close to you, how it performs when opposed to my copy and if the results are changed if we are both working as a team."
Temps offers two dices and a dice cup for Lucy and offers the same set for Sabrina, she has a set of her own.
"I don't think the power has a explicit control of luck, not yet," Temps explains "but we can test the cooperation effect this way. Lucy only wins if I get the lowest in the dice roll. Me and Sabrina win if we get the highest. We roll three times and the last place pays a desert for the winner, but Sabrina can choose to not pay the prize for Lucy. Got it? Lucy roll first."
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"It's not two sixes," she observes.
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She rolls four and three.
"Your turn, Sabrina."
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"So Lucy wins, I lose. I don't want to pay up, so let's just try again."
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She rolls again and gets two fives.
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"I wonder if my next roll will add to seven again," Temps says.
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"This time you lost, Lucy won again. But it's still not statistical significance."
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Lucy gets six and five again.
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She rolls two and five.
"Adds to seven again," Temps says "I used to think seven was my lucky number and it is more amusing to roll only results that add to seven than not. It is luckier, even if it doesn't let me win."
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"Yeah, I think we have a pattern. Do you want to switch the rules to check what else happens?"
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to the second question she answers "We can try all variations, it is better actually."
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Ann and Sabrina start rolling dice as Lucy looks from the sidelines. This time it's quick games with no commentary from the participants.
After twenty games the score is ten to ten and neither one of the sisters has won three games in a row, and after forty games the score is nineteen to twenty-one for Sabrina, and still no three wins in a row.
"I think the luck doesn't want either of us to win or lose too much," Ann concludes.
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Both Lucy and Temps overlook the rolling dice, Sabrina starts winning four games in a roll before things starting to even out, it still ends with twenty five to fifteen for Sabrina.
Next it is Ann versus Franklyn.
Ann explicitly declares that she doesn't want to win, this seems to lead to a even twenty to twenty tie.
Temps yawns "Sorry, I should have slept longer, but still it is interesting information. I will take a nap now and we can make more tests later."
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