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File 134579245705.png - (17.23KB , 400x600 , ArcanaQuest Cover.png )
446862 No. 446862 ID: 927258

Hello, tgchan. I am feeling particularly inspired to make another thing, but this time I wish for it to be an open-ended story of (partially) your creation. Your influence, at the very least.

So, first, please choose your protagonist's arcana. Only the major arcana will be considered.
1.) The Magician.
2.) The High Priestess.
3.) The Empress.
4.) The Emperor.
5.) The Hierophant.
6.) The Lovers.
7.) The Chariot.
8.) Justice.
9.) The Hermit.
10.) Wheel of Fortune.
11.) Strength.
12.) The Hanged Man.
13.) Death.
14.) Temperance.
15.) The Devil.
16.) The Tower.
17.) The Star.
18.) The Moon.
19.) The Sun.
20.) Judgement.
21.) The World.

Now, on top of that, I'd also like you to choose any two of the following... or just one, if you'd like!
- Horror.
- Post-apocalyptic.
- Takes place on an alien planet.
- Monster collection. (Think Pokemon, etc.)
- A dating sim.
- 'Escape the room'.
- A mystery of some sort.

The things with the most votes will win out, in the end, and the appearance of your protagonist will be decided by the setting and arcana that is selected. Er, go!

DISCUSSION THREAD: http://tgchan.org/kusaba/questdis/res/59141.html#i59141
34 posts omitted. Last 100 shown. Expand all images
>>
No. 447343 ID: 4a328b

Oh, good point. Whoops!

I still vote for THE WORLD, but I have an idea--wanna make JUDGEMENT a rival of some sort? a la GARY OAK?
>>
No. 447344 ID: fa9f7e

>>447343
Yeah, sure, so long as there's no netorare involved.

I mean, shit, we have monster collection, horror, and dating sim elements. Plus a mystery.

We're probably going to be boning Pikachu or whoever we start off with, given our usual obsessive attachment of the first friendly opposite-gendered NPC we meet.

And knowing GARY MOTHERFUCKING OAK, we'd probably find him in bed with our beloved Pikachu after we'd really gotten attached to her, and then after a lot of puzzles and detective work we find out that he held her mother hostage or some shit.

So I propose we agree to avoid netorare.
>>
No. 447345 ID: 60fee2

The World
>>
No. 447346 ID: 4a328b

>>447344
I had to look that word up and now I not only regret it, but also wonder why this word displaced "Cuckolding"

"Cuckolding" is a far funnier word, you must admit

Also das a lot of assumptions just from the base genres, let's see how Teller mixes them in his own way...unless you were just joking in which case I ruined it. Sorryyy D:
>>
No. 447347 ID: fa9f7e

>>447346
Because cuckolding historically referred only to married couples I guess.

Also you can say "that's real motherfucking neatorare" which I have no idea why you would want to do, but apparently at least one guy does.


And yes, I do think cuckolding is way funnier.
>>
No. 447350 ID: 927258

>>446862
Damn it, there goes my WHOLE quest. Now this thread is useless.

Haha, anyway, the verdict is this.
The protagonist's arcana will be THE WORLD.
The genre will be HORROR/MONSTER COLLECTION/MYSTERY with DATING SIM ELEMENTS.

I will return on the 'morrow with your protagonist as well as the first actual update/post, and I am still deciding on whether I will allow you to go 'no, I don't like that protagonist, please generate a new one'.

See you, questees. :]
>>
No. 447444 ID: d4dd45

>>447350
ZA WARUDO
>>
No. 447551 ID: 927258
File 134593247399.png - (82.45KB , 600x400 , Protagonist Selection.png )
447551

Please select your protagonist, questees.
For story reasons, and also because of the selection of your arcana, these are the only elements available to you.
>>
No. 447558 ID: 90c494

Gimme dat air.
>>
No. 447559 ID: aef453

>>447551
Be the Wingull. Evolve into Pelistorm.
(Air)
>>
No. 447560 ID: bf54a8

>>447551
AIR
>>
No. 447562 ID: 085efe

Earth
>>
No. 447565 ID: 3c585f

>>446862
earth.
>>
No. 447577 ID: 60fee2

Earth
>>
No. 447578 ID: fa9f7e

Ooo, a tie!

I vote for water.
>>
No. 447583 ID: a21b1b

Tiebreakair.
>>
No. 447584 ID: 927258

I will stop the voting here, before the indecision reoccurs! XD;
Air selected.

Please allow me some time to get the beginnings of this quest drawn, questees.
>>
No. 447595 ID: 927258
File 134593835525.png - (28.26KB , 600x400 , And Then There Was Light.png )
447595

When you wake up, just like every day, you sort through your weapons; you know you are best with the knives and the bow and arrow(s), but the kunai is a neat addition and you keep it around because you like it, not because it is effective.

It takes you many minutes to notice that something is strange.
... That light is not coming from this room. There has never been a light outside of this room before. You did not know other lights existed.
On top of that, there is a peculiar smell in the air.

What do you do?
>>
No. 447596 ID: 1f8505

Look for a door.
>>
No. 447597 ID: 085efe

Pile those weapons on like some sort of D&D character, then investigate light.
>>
No. 447601 ID: a21b1b

Is there anything in your experience to compare the smell to? Do you have a name? What have you practiced with the weapons on?
>>
No. 447602 ID: 54c7e5

Grab knife, examine light.
>>
No. 447609 ID: 886a4d

Kunai are simply throwing knives aren't they?

Anyway lets investigate the light and the smell. What does the smell remind you of if anything? Best to gather your weapons up first in case its dangerous though.
>>
No. 447699 ID: 927258
File 134595384104.png - (17.12KB , 600x400 , The Room Where I Live.png )
447699

>>447597
You seem to wish to learn a skill... do you wish to learn TOO MANY WEAPONS? After learning TOO MANY WEAPONS, which will allow you to carry nearly all of the weapons you can find, you will have one skill slot remaining, as you already know how to be STEALTHY, be NIMBLE, and how to USE MOST WEAPONS.
You will gain more slots as you level up, which you know to be a slow process.

>>447601
The smell is new. You have never smelled this smell before, but it is foul.
Please choose your NAME.

>>447602
>>447609
The light is coming from the other side of the room, but you're far too groggy to remember how to get there.
... how did that go again?
>>
No. 447705 ID: 886a4d

Throw a knife at the lever.
>>
No. 447720 ID: bf54a8

>>446862
use knife or bow to hit lever and flip it.

and no, don't take too many weapons. only need a few at a time.
>>
No. 447724 ID: fa9f7e

>>447720
This, also, name: Puce Bloomers.
>>
No. 447725 ID: 54c7e5

Stand up, shoot lever with arrow. If that fails, shoot dummy with arrow. If that fails, shoot target with arrow. If THAT fails, shoot that rope holding the cage up so you can jump across the water. If that fails, swim.

Yeah, potential skill slots are a lot more valuable than a couple extra weapons, even if it is like 328 when we get through with this cave. How would we even keep track of what we're carrying?
>>
No. 447730 ID: fa9f7e

>>447724
Okay that is a terrible name now that I think of it, disregard that
>>
No. 447731 ID: 886a4d

Honestly since we will be getting more skill slots anyway I like the idea of having TOO MANY WEAPONS. means we can chuck the kitchen sink at people and be skilled enough to frisbee it.
>>
No. 447746 ID: 085efe

NAME: Alegretta.

And yes to getting TOO MANY WEAPONS
>>
No. 447747 ID: fa9f7e

I'd like to hold off on getting any skills whatsoever until we find out what we can get. TOO MANY WEAPONS will not walk away while we ponder.

...Will it?
>>
No. 447748 ID: 60fee2

Seconding Alegretta.

Skills: TOO MANY WEAPONS and USE MOST WEAPONS.
>>
No. 447749 ID: 886a4d

acquiring skills might be situational, hence picking up ALL the weapons had the TOO MANY WEAPONS skill pop up.
>>
No. 447751 ID: fa9f7e

>>447749
Well it's not like a giant pile of weapons will suddenly bugger off without us causing it via derping around
>>
No. 447752 ID: fa9f7e

Wait guys

Let's try to pick up our skill slots and get TOO MANY SKILL SLOTS
>>
No. 447761 ID: 927258
File 134595783069.png - (16.78KB , 600x400 , The Room Where I Live Arrow 1.png )
447761

>>447725
>>447720
Alegretta draws the string of her bow back and lets an arrow fly, but immediately notices, from experience, that the arc is off.

>>447748
>>447746
>>447731
You have learned TOO MANY WEAPONS. You may now load every inch of your skin with weapons without feeling weight penalties. Improvised weapons do not count.

>>447749
(Yes, learning skills is exactly that; situational. Skills are different from powers, mind you, which we will be getting into... now, actually!)
>>
No. 447763 ID: fa9f7e

>>447762
I was thinking about something like this, let's hope it's a power. Babe Magnet or some such.
>>
No. 447765 ID: 927258
File 134595794779.png - (18.04KB , 600x400 , The Room Where I Live Arrow 2.png )
447765

Instinctively, Alegretta uses her WIND to change the arrow's arc.
>>
No. 447767 ID: 927258
File 134595803197.png - (17.56KB , 600x400 , The Room Where I Live 2.png )
447767

Lever toggled. Deep clicks rumble from the ceiling, and the cage begins to lower slowly toward the water.
>>
No. 447780 ID: 54c7e5

Wait until the cage is low enough to jump on, jump onto it so that it swings, jump over to the other side using nimbleness.

Check out that magicly disappearing and reappearing bookshelf when you get over there, then open the door.

whoops, 447762 was me, postulating the existence of the TOO MANY MONSTERS and HAREM ENDING skills; deleted when ninja'd by update
>>
No. 447784 ID: 927258
File 134595933169.png - (17.71KB , 600x400 , The Room Where I Live Bookshelf Blush.png )
447784

>>447780
The bookshelf blushes.
Teller gains the skill INCONSISTENT ARTIST.
(Now, back to our regular programming.)
>>
No. 447788 ID: 54c7e5

oh noooo I hope I didn't just waste our only free skill slot.

Dating Sim elements are a go! Seduce that bookcase!
>>
No. 447792 ID: 927258
File 134596010058.png - (24.99KB , 600x400 , The Room Where I Live Jump To Bookshelf.png )
447792

>>447780
You NIMBLY leap from the floor, to the cage, and then to the floor again. You've done this many times before.
Horace tries to catch you in his jaws as you jump by, but you're too quick for him, as usual. Silly Horace.
You've never been able to make friends with him.

>>447780
Alegretta knows this bookshelf well. It is home to her favourite book, LORD OF THE WINGS, which makes her feel proud of her AIR.
>>
No. 447795 ID: 886a4d

Any other boooks of interest? In any case if your leaving this room take your favorite with you. Also bid Horace the Shark and the training dummy a fond farewell.
>>
No. 447799 ID: 54c7e5

Fond farewell for the training dummy being a punch to the face, of course.
Manhandle that doorknob!
>>
No. 447820 ID: 927258
File 134596350402.png - (28.01KB , 600x400 , Farewell.png )
447820

>>447799
Farewell, Horace.
Farewell, dummy.

You leave your friends be, and head up the stairs you never knew existed.
>>
No. 447828 ID: 927258
File 134596400045.png - (24.97KB , 600x400 , Paused.png )
447828

PAUSED. I will be heading to bed now. :] Tomorrow, I will update this some more. I hope you're all enjoying this so far!

This'll give me some time to solidify the mechanics, too.
Teller, OUT!
>>
No. 447954 ID: 927258
File 134600892958.png - (18.08KB , 600x400 , The Shit Are These.png )
447954

In theory, you know how these things should work... in practice, things don't go so gracefully. In the end, you crawl up the stairs, having never encountered the things before.
>>
No. 447957 ID: 927258
File 134600902480.png - (18.83KB , 600x400 , The Room Up The Stairs.png )
447957

The source of the light is here, at the top of the stairs.
The smell is stronger, now.
>>
No. 447960 ID: 886a4d

Lets check the door closest to you.
>>
No. 447975 ID: 54c7e5

I don't trust that light. Pull that cord down to you.

But yeah, closest door first.
>>
No. 448044 ID: fa9f7e

>>447957
Also, can you use wind to make fresh air, or just move the air we have around?

In short, is WIND wind creation or wind manipulation?
>>
No. 448337 ID: 927258

>>448044
Wind creation, but the amount of wind is finite and will increase as you level. You also cannot PENETRATE with your wind, which would be things like creating air one floor above you or inside of a human body.
>>
No. 448343 ID: fa9f7e

>>448337
I realize this sounds pedantic, but how do you define inside? For example, could we use our wind to, say, play a clarinet/flute/whatever to pass a puzzle, since they have openings, or blow wind into someone's open mouth to prevent them from talking?
>>
No. 448398 ID: 927258
File 134609406478.png - (23.62KB , 400x600 , The Door.png )
448398

>>447975
>>447960
You pull open the door closest to you. (The one to the far right was supposed to be the one you had just come through... so aside from the left exit, there's only one unexplored door here.)

The smell is strongest here.
>>
No. 448399 ID: 54c7e5

Do you see anything, or just an empty room?
>>
No. 448401 ID: 927258
File 134609421922.png - (49.36KB , 600x600 , The Neck Swing.png )
448401

Oh.
That is Matt. He's been looking after you since you can remember, and probably before then, too. He brings you lukewarm meals and has taught you to conjure and use your AIR.
He's taught you everything you know.

... but why is he on a neck swing?
>>
No. 448402 ID: fa9f7e

>>448401
He got tired of living and so he killed himself, quite some while ago, from the smell.

Or someone killed him. What kind of guy did he seem like?



Also, it's a shame to waste food. Eat him so you will never be alone.
>>
No. 448408 ID: b85f8c

>>448401
Set up the ladder and get him down. He doesn't deserve to rot up there.

We'll have to find some way to give him a proper burial, later.
>>
No. 448424 ID: 927258
File 134609843540.png - (96.73KB , 400x600 , STATS SHEET.png )
448424

>>448402
>>448408
Regardless of which of those two is true, you wish he would have waited a bit allowed you to kill him yourself, so you could show him how much you've improved.
Maybe he'd be proud.

Alegretta does not know how to cook, nor how to fillet, and doesn't know what a burial is.
You leave the body be, for now.

Now that Matt is dead, however, you're going to need to sustain yourself. Maybe, if there are rooms outside of your home with Horace, there are other places too.
You'll need to prepare.

You have near unlimited weapon slots, and a book. LOTW. Is this enough to survive?
>>
No. 448425 ID: 927258

waited a bit and allowed*
>>
No. 448428 ID: b85f8c

>>448424
Um, I guess? What would we do if it wasn't? We could try searching the body to see if he's got anything of use, but aside from that I suppose we should just move on to the next door.
>>
No. 448453 ID: 927258
File 134610395120.png - (65.45KB , 600x600 , A Bedroom.png )
448453

>>448428
Sure. Alegretta sets the ladder up and climbs to the top, but there seems to be nothing on him but clothing and feces.

You leave the room, and exit the hallway through the only remaining door.

Huh. You recognize very few of the things in this room.
>>
No. 448456 ID: 886a4d

Take the pouch full of shiny round things, check under those paintings and the rug... I'm not sure what that thing is to the right is either... so check it out too.
>>
No. 448457 ID: b85f8c

>>448453
Get dat CASH MONEY, yo. Then look behind/under everything.
>>
No. 448458 ID: 927258
File 134610463195.png - (98.75KB , 400x600 , Discs Obtained.png )
448458

>>448457
>>448456
Alegretta, for some reason, feels compelled to pick up the discs on the floor. She gathers them into the bag of other, differently coloured discs, and places it in the pockets inside her dress.
DAT MAD CASH obtained.

You search the room, looking under paintings and the large bed (?), as well as the rug and drapes along the walls, but there are no traps, treasures or secret doors here.
>>
No. 448459 ID: 927258
File 134610486243.png - (16.65KB , 600x600 , Strange Door.png )
448459

... well, except for the door you just came from, which clicks into place when you close it. It's virtually unnoticeable from this side, and there seems to be no doorknob.
>>
No. 448460 ID: 886a4d

Take a blanket with you, better then sleeping on bare ground should there be no civlization with you. And then lets proceed through that last door.
>>
No. 448461 ID: b6edd6

Onwards then.
>>
No. 448462 ID: 927258
File 134610558704.png - (62.86KB , 600x600 , Blanket Obtained.png )
448462

>>448460
Alegretta sees no blankets, so she tears a drape down from the wall and drags it along behind her. She'll need to find somewhere to put this.
>>
No. 448466 ID: 927258
File 134610576511.png - (60.31KB , 600x600 , Magical Money Gone.png )
448466

The magical respawning money poofs away in a puff of embarrassed smoke.
>>
No. 448471 ID: b85f8c

>>448466
Examine the paintings a little closer before we go.
>>
No. 448486 ID: 927258
File 134610770634.png - (63.09KB , 400x600 , Rough Painting.png )
448486

>>448471
A robed man in a strange stance, with something roiling behind him.
>>
No. 448488 ID: 927258
File 134610774085.png - (16.85KB , 600x400 , Horace Painting.png )
448488

>>448471
This painting is of Horace. You'd recognize those teeth anywhere.
>>
No. 448540 ID: 927258
File 134610884418.png - (42.26KB , 600x600 , Room With Things.png )
448540

There are a lot of things on the floor in this room.
There are three exits; north, east and west. Two have no doors.
>>
No. 448558 ID: 886a4d

Examine EVERYTHING!
>>
No. 448559 ID: 927258
File 134611066997.png - (109.95KB , 600x600 , The Items Found.png )
448559

>>448558
Items include: lots of dried meat, an empty sack, clothes that smell like mint, extra arrows, and a pillow.
>>
No. 448560 ID: 886a4d

Dust off the meat, and store everything in the pack. Lets go left.
>>
No. 448562 ID: b6edd6

Get ye loot and make ye exit.
>>
No. 448564 ID: 927258
File 134611366238.png - (27.30KB , 400x600 , The Disposal.png )
448564

You wrap the arrows with the blanket and put them inside the backpack, fold the clothes and put them inside and then just stuff the rest of the things in carelessly.
Then, you check what's beyond the doorway to the left.
This room is unfamiliar to you, too.
>>
No. 448578 ID: 886a4d

Check behind the curtain, in the sink, in the toilet, both tank and bowl... then pick up that water bottle. If its empty try turning on the tap in the sink. Taste the water to make sure its not off then fill the bottle up.
>>
No. 448579 ID: b6edd6

If these objects are unfamiliar, than the obvious thing to do is to pull all the levers.
>>
No. 448580 ID: fa9f7e

CHECK BEHIND THE CURTAINS FOR CHOCOLATE SAUCE AND KNIFE-WIELDING MURDERERS
>>
No. 449231 ID: 927258
File 134626841405.png - (44.65KB , 600x400 , In The Tub.png )
449231

>>448580
>>448578

No murderers, though this rectangular bowl seems to be filled with still-frozen fish.
There is still some ice, and the smell is not at all pungent.

Matt fed some of these to Horace.
>>
No. 449241 ID: 54c7e5

Well, too bad we haven't figured out how to get back to Horace yet. These might be the key for making friends with him!

Nothing interesting in this room, back to the hub, then straight.
>>
No. 449261 ID: 927258
File 134627175425.png - (106.76KB , 400x600 , After House Inventory.png )
449261

>>448578
After much experimentation, Alegretta sees that the cylindrical objects make the spout produce water when turned. She collects the water with the bottle and tries it.
Tastes identical to the liquid she's been drinking her whole life.

WATER obtained.
>>
No. 449265 ID: 927258
File 134627386092.png - (119.41KB , 600x600 , Scorching.png )
449265

>>449241
Alegretta returns to 'THE HUB' and opens the Northern door. A sticky breeze finds its way in through the crack and when she steps outside, she is met by a landscape of predominantly beige.

She has never felt this much heat on her skin before. The air tastes sweet and light and, all at once, satisfying.
>>
No. 449266 ID: 886a4d

Before heading into the wild blue yonder lets check that last room.
>>
No. 449313 ID: 54c7e5

Use some wind to cool down. See if you can bring some of this air inside with you.
>>
No. 453437 ID: 927258
File 134732630219.png - (21.32KB , 600x600 , There Was Some Blood There.png )
453437

>>449313
Alegretta cannot manipulate the outside wind. She can create her own puffs of air, but to trifle with the stuff outside is a bit too complicated for her right now. It seems the outside wants its air to stay as it is.
As such, she can blow air into things like flutes, but not into places that are closed off completely. Think of it as a really powerful blow from her lungs, except it can be anywhere wind would normally be able to reach. This depends heavily on where Alegretta is standing at the time.

>>449266
The last room is painted with a splatter of red. Nothing else is here.
>>
No. 453444 ID: f2c20c

>>453437
Alright. Now, check out that nearby building. Is it a house?
>>
No. 455626 ID: 927258
File 134791013985.png - (84.13KB , 600x600 , Outside Triumphs.png )
455626

>>453444
Alegretta assumes that thing in the foreground to be a 'house', yes. Across the hot desert floor appears to be a larger building, with a city encompassed by a barbed border.

Please suggest a course of action.
>>
No. 455638 ID: 4a328b

Try the door. If it's locked, throw a rock at the window
>>
No. 455644 ID: 927258
File 134791304203.png - (40.54KB , 600x600 , The Door To Where.png )
455644

>>455638
This door is not locked, she confirms, twisting the doorknob fully in both directions.
>>
No. 455651 ID: 4a328b

Barge right in, like a true adventurer!
>>
No. 455663 ID: 927258
File 134791548108.png - (59.48KB , 600x600 , Skeletons.png )
455663

Alegretta decides to FUCK KNOCKING, for she is a rogue, and rogues need no introductions or pleasantries.

It smells like minty freshness in this room; it is highly sterile.
>>
No. 455664 ID: 4a328b

Do you see that rug? That is your new cape until you find an even cooler one. Read the podiums, too
>>
No. 455665 ID: f196ee

>>455664
this a milion times, also check those bones
>>
No. 455672 ID: b6edd6

Signs are like more permanent forms of NOTES, and thus are to be read.
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