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543687 No. 543687 ID: d17222

Once, there was a mighty empire, hundreds of years ago. The empire was great, and spanned many continents, more than are known even today in this world. It had amazing technology, some may even call it magic. But as the empire grew, it warred with itself. In time, it split apart, and it launched its own mighty technology against itself.

Few survived. The land itself was scarred forever, and man was never the same, twisted and mutated beyond recognition. These lands are now more dangerous than ever before...

Are you a true human, a remnant of times lost?
(More choices will follow)

Or are you a Mutant, borne of this new age?
(More choices will follow)

(Yes, this is an import of the /tg/ quest - but I hope to take this one in a different direction, with the different pace that is here.)
>>
No. 543689 ID: 2f2cd6

Huh. I assume the choice between human and mutant is more a choice between being some kind of techno-mage or getting crazy mutant powers.

I'll guess I'll go for techno-mage.

>import
Cool, so long as you don't assume we have any foreknowledge of this setting.
>>
No. 543692 ID: 5574a3

True human.
Unless we got to pick what sort of mutant we were, in which case I'll always wonder about the choices there was...
>>
No. 543697 ID: d17222

Among humans are several backgrounds, which will determine your skills.

Among mutants are Espers (Mental mutants) and Chimeras (Physical mutants).

Sorry, I should have made that more clear.
>>
No. 543833 ID: 5c89cb

Why not both?


....True human then.
We could just use our techno-sorcery to give us the mutant powers!
>>
No. 543834 ID: 0f6f63

>>543697
That's kind of how I assumed it would work. It did say more choices to follow.

Let's get this true human thing going.
>>
No. 543839 ID: 5fd94e

My vote is defiantly true human.
>>
No. 543877 ID: d17222

>Water Merchant
>Trading in the precious commodity of Pure Water (By the 'cant', or roughly a single mouthful), Merchants travel between communities. They are skilled in diplomacy, trading, wayfinding, and in fellowship (commanding companions.)

>Ranger
>Map-makers and trappers, Rangers work for communities that desire to know of dangers nearby, or as guides for Merchants. They are skilled in ranged weaponry, trapmaking, hunting, wayfinding, and foraging.

>Guardians
>Warriors who work for a community or a merchant, Guardians protect less combat oriented individuals and protect communities from crime and invaders. They are skilled in armor use, melee weapons, ranged weapons, diplomacy, and, dependant on their job, law lore or fellowship.

>Engineer
>Those who plumb the depths of the Lost Kingdom, Engineers are known as eccentrics and loners. They contribute to a community by providing helpful advice regarding artifacts of the lost world, constructing amenities, and various other services. They are skilled in tinkering, ranged weapons, trading, repairing, and in simple construction.

>Seeker
>Those who seek to find the truth of the old world. Seekers are manifold, and have wildly varying skills. You will randomly roll your skills on a table. WARNING: Seekers do not have long lifespans, and generally are not optimally constructed.
>>
No. 543910 ID: 5fd94e

>WARNING: Seekers do not have long lifespans, and generally are not optimally constructed.


And this is how we should roll.
>>
No. 543935 ID: 761017

Did you know distilling irradiated water removes all harmful radioactive properties?!
>>
No. 543942 ID: 0f6f63

...water merchant. Let's Dune this up.
>>
No. 543944 ID: 9ddf68

seeker
>>
No. 543999 ID: f64e84

Gaurdian. We will be there to protect those who need protecting.
>>
No. 544002 ID: eaa372

Seeker, we should totally dig up some terrifying technology that probly ended a civilization.
>>
No. 544094 ID: cee89f

Guardian
>>
No. 544107 ID: 5fd94e

Hmmm, gonns change my vote to guardian.
>>
No. 544119 ID: 5869f6

guardian.

For we are the protectors of the innocent! Their sword, their shield!
>>
No. 544123 ID: 5325a1

Engineer
>>
No. 544145 ID: 251fda

>>543877
Seeker or bust. All them delicious random skills.
>>
No. 544288 ID: ce1217

Water merchant. Because questers are always going to want to collect all of the companions and water merchants are THE companion collection class.
>>
No. 544296 ID: cc2e78

Seeker is the way to go
>>
No. 544299 ID: 7dbd6b

Merchant.
>>
No. 544389 ID: 4a27cd

Please explain this, 'optimally constructed' concept.

I need to understand what it means because I am strongly favouring the seeker idea. Without more knowledge of what a seeker does in the setting, what kind of system we're using here and an explanation of, 'not optimally constructed,' I can't decide if that's a stupid or an awesome choice.
>>
No. 544391 ID: d17222

rolled 13, 7, 12, 14, 9, 12, 1 = 68

>>544389
It's a nice way of often saying that Seekers end up being unable to survive because of wacky skillsets.

Welp, Seeker was chosen!

here's how it'll go. I will roll for SEVEN (7) skills. Skills that are rolled twice are rolled together for improved versions. In the rare event I roll a 20, I will roll again to replace that roll, and then a bonus time.

Remember that the number is not an indicator of skill effectiveness, merely its location on my list.

Here we go~
>>
No. 544392 ID: d17222

>>544391
12x2: Persuasion (2)
You are moderately skilled at speaking with others and convincing them of your own views. Do keep in mind that your own, actual suggestions will be backing a significant part of the interaction - If you speak absurdly, no matter your skill, others may not listen!

14: Self-Discipline
You can ignore a modicum of pain, resist base desires better than others, and have an easier time ignoring merchant offers.

13: Pistol
You are decently skilled with pistols and similar guns. (Warning: Pistols and ammo for them can be rare.)

9: Harvestry
You understand basics of harvesting farm crops such as waterflake and apfels.

7: Endurance
You are better than most at lasting long bouts of physical activities and low-key pain.

1: Acrobatics
You can traverse vertically with a modicum of skill, but you are still encumbered by equipment if it is not removed first.

Would you like to keep this skill set?

If you roll again, you must keep it.
>>
No. 544393 ID: 4a27cd

I think this skillset is awesome. It would be an improvement if harvesting were more useful, but it's idiosyncratic enough to make this simply awesome.
Are we illiterate?
>>
No. 544404 ID: 0f6f63

...well, at least we got a skillset that's mostly consistent. We shouldn't die immediately due to skill incompatibility. Although I'm not sure I see anything for directly discovering the secrets of the old world, or for basic wilderness / ruins survival. Looks like we can handle combat and recruiting people to fill roles we can't, though?

Granted, not what I would have chosen. A persuasive agile gunner fueled by determination kind of describes a few characters we already have running around. But we could do much, much worse rerolling.

Keep it.
>>
No. 544406 ID: 96e0ea

>>544392
You know what this looks like to me.
A young kid, fresh off his family's farm having spent most of his childhood helping out on the farm and shooting rats with his dad's sixshooter. Also, mom used to bring you whenever she went into town and you used your puppy-dog eyes to get better deals for mom and candy for yourself from the shopkeepers.
What an interesting turn out. Let's keep it.
>>
No. 544409 ID: f64e84

Seems pretty solid skillset, we can work with this I think.
I vote for keeping this Seeker!
>>
No. 544448 ID: 4a27cd

What is the list of 19 skills?
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