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69289 No. 69289 ID: 5f3e30

Active thread here:
https://boards.4chan.org/tg/res/23823206

Ok, here's the plan, any assistance that you guys can offer in building an exp would be very much appreciated. I'm thinking that there will be a stealth tree, combat tree, and magic tree, and miscellaneous tree.
As a magical construct, there will be some abilities in each tree that blur the lines of powers such as a spell that makes use of shadows to increase stealth. That would still fall under stealth tree.

Aside from those main trees, we need form and power boosters.

We can increase the strength, speed, durability, and magic capacity of our Gargoyle body.

Who's up for some brainstorming?

As a note, exp will be taken literally as the experience and power of our enemy's souls. So certain powers can relate to other supernatural forces of the night, and need only be unlocked by taking their soul and having the appropriate points.
Expand all images
>>
No. 69290 ID: 91e577

Hey guys, Castiel here.

My posts in the proper thread will be In Character as a sort of conscience, but I will speak more freely here.

Stone Mason, thanks for this quest it has been great fun so far. I was actually the first to respond to your Pre-Quest before I took this name and I am very glad to see how it has come along.

Have you considered a social/charisma tree, or is that under miscellaneous?
>>
No. 69291 ID: 4132f7

I don't get it, what are you looking for here? Suggestions for powers, upgrades, what?
>>
No. 69292 ID: 24c079

You could also drop in a special tree based on our form - abilities based on stone and such.
For example:
> Silver Veins - bonus to attack and defense against the supernatural.
> To Dust - turn yourself into dust to evade attacks and move freely.
> Touch of Stone - increase blunt damage dealt.
> Unmovable - can't be thrown or forced to move.
> Hard as a Rock - increase your toughness.
>>
No. 69293 ID: 24c079

>>69292
And a couple of others:
> Stone spikes - You smash into the ground, forcing sharp rocks to pierce your enemies.
> Earth Meld - join with the Earth to move through it.

Some could even require others to function:
> Change shape - requires you to be Earth Melded. Absorb rocks into yourself, increasing mass and changing form.

All of these can be upgraded later on.
> To Dust -> Diamond Dust - deal damage against anything that your dust form touches.
> Earth Meld - can be improved to pass through any rock-related material (walls, stones and such).
> Change shape -> Form of a Titan - become impossibly huge.
>>
No. 69294 ID: 5f3e30

Yes, suggestions for powers/upgrades.

For Marble, I think the form-based upgrades would be something like

>Holy White: Humans that regard you during your endeavors are more like to associate you with angels and goodness.

That silver Veining could be an adaptation to the gargoyle's nightly form. that would definitely be useful against certain creatures.

Unmovable I'd have to think about.. Dust.. would be a bit OP.

But I could definitely see a stone-sense or something that allows the Gargoyle to detect structures/materials and possibly give the option to add them into your form for the cost of exp.

So I'm thinking...

Castiel's suggestion for Social... would be subsections of other abilities and likely miscellaneous overall.

>Stealth
Increases mobility, subversion, and attacks from unaware positions.
Contains Shadow Walker Spec. DreamWalker Spec.


>Brutality
Increases the raw power of your form, as well as how well it resists attacks. Forgoes magic and stealth for raw, crushing might.
Contains Demon-blood spec. and Knight of Slaughter

>Magic
Unlocks and allow use of internal mana to cast spells to combat monsters and in some cases enslave them.
contains Bound Spirit Spec. Contains Eldritch Spec.

Special Tree
Allows modifications to the Gargoyle's for such as silver veining, auras of revere, revilement or fear.

Beckoning monsters, Siphoning souls, and other traits.

This sound good?

Thinking for simplicity sake the exp for the trees will be max-10 exp. and something like the Banshee yields 2 exp.

I'm open to suggestions.
>>
No. 69295 ID: 24c079

Changing our form into dust would be practical and allow us to evade attacks and move around move easily.
Could also fit with our Stealth approach to solutions.

The Diamond Dust is a bit OP, I'll give you that.

How about tremor sense? We're able to detect vibrations while we're on the ground.
>>
No. 69296 ID: 5f3e30

>>69295

I could see the tremor sense.

My issue with dust-form is that it also implies instant regen through it's use as well as evading attacks.
My idea is that the Gargoyles move via magic, especially dark magic and dissembling the form that contains that magic would effectively be suicide.

Moving through the earth, that'll do nicely, earth spikes, that's not bad either.

Also, we can include various monster's abilities. You've seen two, and I'm pretty sure not everyone's looking at this so I'll say it, expect any and all monsters of the night to be in this setting.
>>
No. 69297 ID: 24c079

>>69296
It doesn't have to be instant regeneration. What you came in, you come out with.
If you lost your arm and then slip into dust form, you convert your body, damage and all, into dust.
Only strong magic and your will keep you alive.

Unmovable could work, but only if you're on the ground.
You plant your feet into the ground, and are able to endure whatever it is that's trying to push you away.
You'll still take damage, of course. And you are unable to move.

Earth meld could allow us regeneration. As could simply standing on solid ground.
The gargoyle absorbs the material surrounding us into himself.

Also, if we allow Earth meld, we could make our form mutable - growing spikes on our body and the like.
>>
No. 69298 ID: 5f3e30

>>69297

Okay, I rather appreciate them now.

I'll add these in.
>>
No. 69299 ID: 24c079
File 136399019617.jpg - (171.56KB , 1210x845 , 1.jpg )
69299

How's this for a skill tree?
>>
No. 69300 ID: 5f3e30

>>69299
I actually rather like that...
>>
No. 69301 ID: 24c079
File 136399128354.jpg - (214.75KB , 1902x844 , 1.jpg )
69301

Small update to the skill tree.
Still needs work, though.
>>
No. 69302 ID: 24c079

I guess I'll take up a name too while we're doing this.
I'll try to do some work on those skill trees I made for you if I have the time.
Still, the quest is going great so far.
>>
No. 69313 ID: 5f3e30
File 136400636756.png - (47.22KB , 1222x697 , Gargoyle exp trees.png )
69313

I've got this so far.
>>
No. 69322 ID: 5f3e30
File 136405677778.png - (15.17KB , 1000x600 , Gargoyle Magic Tree.png )
69322

Looking to have:
Fae Magic
Demon Magic
Primal Magic

Need spells that involve mixing Demon/Fae, Demon/Primal, and Primal/Fae, as well as precursors.
>>
No. 69326 ID: 16d175

>>69322

How about some fake pain or manipulating someones senses, like making someone feel like they just got stung by a bee or someone just taped them on the shoulder to the feeling of being stabed or having a bone break but leaving the person completly unharmed. This could tie in with halucinations by making someone see something that isnt there and making them feel them if they were to touch it.

Or maybe the opposite, dulling their senses making their eye sight poor or remiving pain from a wound like an anesthetic or painkiller. Or if we just wanted to mess with someone we could put a bad taste in their mouth for shits n' giggles.

I can see it now, an illusionary hoard of angels thet decend upon the next monster that thretens the town, while we take on the boss in the confusion or just scare them off.
>>
No. 69329 ID: 47a120

http://suptg.thisisnotatrueending.com/archive.html?searchall=Gargoyle+Quest

Which of those are related to the quest you are running?
I am guessing only:
http://suptg.thisisnotatrueending.com/archive/23814785/
http://suptg.thisisnotatrueending.com/archive/23823206/
>>
No. 69330 ID: 7ddd08

>>69329

Yes, the latter two. I didn't even know that other one existed. I'll attach my name in archive.
>>
No. 69338 ID: 354299

>>69322
Well, if we are to suggest magic belonging to categories, then we need to know how those categories are defined and differentiated from other categories. But, since I am impatient, I'll just try to tell you how I would define the categories so.

Faerie, judging from provided spells, is related to trickery and nature as plants/fungi? Thus, magic of this category manipulate mortals' perceptions and minds, as well as turning into a creature of swamps (i.e. fae fire, treespeak). Also, beckoning animals.

Primal, going from Earthsense, is becoming a creature of the earth. For a related theme, fire, for something akin to 'primal forces of creation' as the overarching theme. Thus, spells of this category manipulate the material surroundings, at higher levels shaping the battlefield and then recreating of terrain ex nihilo(?).

Destruction (or Demon?) is probably the magic derived from the dark magic animating gargoyles. Into this magic I would place manipulation of monsters -- banishment, attraction, enslaving -- as well as spells of desecration.

So, Demon/Primal looks to have construction of familiars, or at the very least minor elementals -- bundles of stone, or balls of fire, for example. Prerequisites would be some sort of creation spell (creation of fire, water, earth, etc.?) from the Primal, and monster creation (via warping natural creatures) from Demon. Additionally, combining Primal and Destruction would allow the creation of cataclysms/natural disasters (...not that casting such spells would be very appropriate to the small scale game we currently have).

Primal/Fae, would it be manipulation of seasons? To make spring last longer, winter shorter? At the small scale we are playing at, those do not seem right. Perhaps, spells that manipulate the qualities of the material world? Magic that river to be unnaturally clean and pure, to transform water to wine? To make stone that will not break, fire that will never extinguish. The prerequisite from Fae would be something like enchantment, and from Primal, speak to the material world? To go from enthrallment of mortal minds, combined with the ability to speak with the very earth, to convincing the material world of things that simply aren't true.

Fae/Demon would be controlled monster creation: combining Fae's animal manipulation with Demon's monster creation. Creation of werewolves, in other words. Also the creation of a Hell dimension (a special place for monsters, essentially, inimical to mortals), combining Fae land-creation with Demon desecration.
>>
No. 69339 ID: c471c1

When we hitting up part 2 stone?
>>
No. 69340 ID: 5f3e30

>>69339
Like an hour or two.

>>69338

Right about on target of what I had in mind. Though for Fae/Demon I was thinking spirit binding though that could just as easily be elemental familiars.
>>
No. 69341 ID: 354299

>>69340
Spirit-binding for Fae/Demon fits so well that I wonder how I missed that.

If you are worried about obsoleting my Primal/Demon suggestion of elemental familiars if you go with that route, perhaps play with Demon's desecration capabilities, having the world around oneself move to one's will? Plying the material emphasis of Primal and Demon's animation quality? Probably not something the current character would do (since desecrated sites are not very human-friendly), but as a possible upgrade path for gargoyles closer to their animating magic.

Or, I suppose, there isn't anything wrong with combining all three kinds of magic, are there? You could very well go with elemental binding/creation as some mix of all three categories? Spirits would be the immaterial animating intelligence, and adding Primal would allow containers/bodies for the bound spirits?
>>
No. 69342 ID: 5f3e30

>>69341
Combining all three magics may be something for later on, I have in mind to make certain spells rather expensive in the process of advancement to make them feel more rewarding.

Either that or certain magics will require exp points, though likely that would have to do with creation of familiars, binding spirits, desecration, or enchantment.

What did you have in mind for desecration?
>>
No. 69344 ID: 354299

>>69342
Desecration is, in my mind, essentially dumping lots of dark magic into the surrounding world, such that dark creatures are boosted -- stronger, faster, tougher, regenerates quicker, feels comfortable within, etc. Naturally, normal people and animals feel repulsed, would be very uneasy being inside such a site, get sicker more easily and heal slower, etc. Essentially, creatures powered by dark magic (like gargoyles) would be empowered being inside, while everything else slowly withers or is otherwise corrupted.

A spell more suited for an Isolated gargoyle, really. Creating a safe haven for itself during the day.

Upgrades for the spell would be making the empowerment stronger, achieving a specific effect (e.g. plants are highly poisonous rather than just unpleasant to eat, water turns into blood), attracts monsters easily, repelling monsters, etc.

Also, on the sensation of reward, making the reward better tends to work better toward the desired effect in my experience. Dumping resources into achieving an effect/skill/whatever that people don't think is worth the cost after they get it tends to breed frustration, and then apathy.
>>
No. 69345 ID: 5f3e30
File 136407719587.png - (32.09KB , 1000x655 , Gargoyle Magic Tree.png )
69345

An update on magic.

Decided that Fae and Primal on their own are more natural inclined magics, while Primal is focused on being the forces of creation, while Fae is more inclined to nature, plants, and mind.

Demonic involves unholy desecration, and combined with primal allows for creating familiars.

Thinking of heading Fae/Demonic in the direction of twisting creatures and plants.

Also, the base spell for each of these magics is the creation of a "magical field" in which to enhance the works.

Any suggestions of specific spells are welcome.
>>
No. 69346 ID: 354299

>>69345
Primal would have lightning from the sky, before or after storm creation (wind, water, combining and forming dark, lightning-clad, clouds). Also, mists -- water manipulation, would be a prerequisite for storm creation -- for stealth, though kinda useless with our current shadow manipulation, but then perhaps also banishing obscuring mists/darkness? Rain, too. Extinguishing fires might also be a useful spell, depending on how often a monster might set the village on fire.

Fertile Land (switched the i and t in Fertile in the image there, Mason) could upgrade into one with rivers or springs. Flooding, as a higher level spell?

Perhaps also creation of sunlight (or light in general)? Thinking of vampires here. After fire, in the spell path.

...So, a water spell (mists/rain, either of the two or perhaps combine both into one) as a base spell, which would combine with Fertile Land for rivers, which then allows for Floods? Wind (strong buffeting, mostly useful for flinging away light objects a monster may throw) as another base spell, combining with water for storms, which then allows lightning control. Blizzards may come from wind and ice, which comes from the water base spell.
>>
No. 69347 ID: 354299

>>69346
Actually, wait, no.

Bump up Fertile Land, replacing the slot with a water spell, which would combine with Shape Earth to give Fertile Land. The flood part follows from Fertile Land, and can combine with Growth from the Fae tree to create swamps/rainforests/jungles.

Fire and Shape Earth would also give lava. (And eventually on the spell path, pyroclastics -- explosive lava.)
>>
No. 69361 ID: 47a120

Since you are running this on 4chan/tg
Could you please post the time/date (specify timezone) you plan to run the quest a day in advance and link the thread here when it starts?
>>
No. 69366 ID: 5f3e30

Pacific Time: 5 pm, 1700
>>
No. 69369 ID: 47a120

Thank you.
In regards to rolling for traits, I noticed the banshee had more negative traits available the werewolf, was that on purpose? (maybe banshees are harder to swallow (at least for us)?).

If its not too forward of me, I would suggest the basic roll chart be something like:
1: Negative Mental trait (werewolf berserking, etc)
2-4: Negative physical (banshee hunger, weakness to iron, werewolf silver weakness, vampire sunlight weakness, vampire blood hunger, etc).
5-9: various positive traits
10: players get to choose which trait they want.

With bonuses or penalties added to the roll. (eg, a really powerful opponent gives a penalty to roll. a weak one gives a bonus. And traits both positive and negatives can modify those up and down).

Advantages:
a. properly sorted such that mental is worse then physical negatives.
b. only crit failure gives negative mental
c. crit success gives players choice.
d. flexibility in applying situational and mechanical bonuses or penalties.

PS. personally I would always suggest to avoid rolling, the chance at a negative trait is too great and can be eliminated by using general XP
>>
No. 69372 ID: 47a120

Updated wiki: http://tgchan.org/wiki/Gargoyle_Quest
I will go ahead and input all currently available upgrades and their details.

EDIT: I just noticed you spelled Obfuscation wrong on the upgrade tree.

EDIT2: Dreamwalker is incorrectly linked to both Obfuscation and Mind Peer. Since the way you have it set up you must have ALL prerequisites and obfuscation is the prerequsite of mindpeer, it is redundant to explicitly list obfuscation as a prerequisite for dreamwalker.
>>
No. 69374 ID: 47a120

I finished inputting everything into the wiki.

I am still missing info for the following abilities:
Special: Soul Siphon
Marble: Natural, Dense Marble
Brutality: Sadism, Demon-Kin, Tainted Power, Clad In Evil
Stealth: Obfuscation, Shadow Forge, Shadow Puppet, Mind Peer, Blurred form, Shadow step, Dreamwalker, Influence, Speak (under Dreamwalker), Long-Range, Shadowform, Possess
>>
No. 69375 ID: 5f3e30

>>69372

Thank you for catching me on those mistakes. It feels weird having a wiki dedicated to it, but hey, it's useful!

I'm fixing up the descriptions of the various powers, and I can see the roll idea for powers working. The choice between trait gain is indeed a gamble.
>>
No. 69376 ID: 5f3e30
File 136416945588.png - (84.30KB , 1222x697 , Gargoyle exp trees.png )
69376

Apologies, I modified the sheet slightly.

Stealth

Subtlety: Reduces the overall attention the gargoyle draws to itself by reducing its overall presence.

Cloak of Shadow: Weaves shadow around the gargoyle to conceal its true form. Can be used in dark areas to make them darker and thus helping along stealth. If used in a lit area with luminence, the gargoyle will appear as a blob of darkness.

Dark Guard: You are used to the shadows and even if your eyes cannot penetrate the darkness, your senses can. You can sense the life of living beings around you. Further in certain directions if you focus

Shadow Forge: With your ability of weaving shadows, you have learned to weave weapons from the same inky black. They bear no true bonus to any monsters, however they will cut and bite as well as any metal. Shadows have no weight.

Shadow Step: By entering a shadow, you may warp to another area of the darkened area, traversing instantaneously. 5 charges per night.

Shadow Hounds: With the power of the shadow forge, you may give temporary life to shadows, creating inky black familiars to attack an enemy. Dissipate after being hit.

Shadowform: Through the time you've spent in the shadows and giving them form, you've learned to convert your own form into a shadow temporarily, slipping under cracks and doors to infiltrate and letting attacks pass through. This form renders you susceptible to bright light.

Mind Whisper: Allows you to put subtle whispers into the minds of mortals. Their consciousness is weak. When you whisper them, their mind gains a small link to you. Allows you to enter their dreams with more training. They feel your presence.

Obfuscation: You further reduce the impact that mortals can sense your presence. So long as they are not magic sensitive, or specifically looking for you, they may lay their eyes over your shadows and see nothing.
II You may creep around mortals, your power over the whisper taking hold and causing them to turn away should they try to look directly upon you.
III: You may take on a more human-like appearance. However you'll likely just clear the uncanny valley. You may take features from humans you've seen before. Requires roll. DC is lower based on length of time observing imitated person.

Mind Peer: Allows you to glance upon the surface thoughts of mortals.

Dream-walker: You may enter the dreams of a human that you've whispered before. You may not take any action within the dream, influence it, or speak to the dreamer. At this point, you are only an observer.

Influence: Allows you to change the dream, and interact with the dreamer. Your closesness to the dream allows it to affect you.

Speak: You know have the ability to speak to people within their dreams, planting thoughts and ideas within their mind.

Long-Range: You can dreamwalk remotely, only requiring your link with a person to enter their sleeping state.

Possess: You can enter the body of a person while they are sleeping, leaving your own form unprotected. Your magic enters the body as well.
>>
No. 69377 ID: 5f3e30

Brutality


Control: Reduces the madness induced by berserking to allow differentiation of targets.

Force: Increases the might of the gargoyle, allowing further feats of raw strength,

Berserk: Sends the Gargoyle into a frenzy, attacking and killing all things with in range. Pushes limits regardless of durability.

Demon-Blooded: The force of demons runs through you, and you embrace it. Your Berserk becomes stronger and more wild.

Discipline: Increases the control you have over your own body, further increasing control of berserk, and keeping violent tendencies in check.

Sadism: You revel in the pain of others, drawing yourself closer to your demonic heritage.

Demon-kin: You can sense the presence of demons and their magic.

Slayer: You have a natural talent in finding the weakspots of enemies as you put them to your blade. Further, in the face of many, each kill increases your frenzy, berserking or not.

Knight of Slaughter: Killing is not just madness, it is your duty. The only bastion between your charges and those that threaten them is you. This opens the gateway to discipline amongst the madness. You begin to learn more of the weapons you wield.

Stalwart: You are extremely hard to move. When you have both feet upon the ground, pushing you back is extremely difficult. However if the force breaks you, that is another story.

Avenger: For each and every charge your enemy slays, the violence you will grant them grows. You feed off of the dying wishes and fears of others. And grant them.

Tainted Power: The tap upon the unholy power of your form, releasing increased might whether berserk or not. Your nature begins to leak ever so slightly.

Clad in Evil: An improvement to berserk that draws in the malice and ferocity of your enemies to empower you. Drives you into a made frenzy that not even Control can constrain. Armored by evil, you are driven mad unless you have the discipline to differentiate from friend and foe.

Unholy Juggernaut- Mixing the power of the avenger with the power of evil and taint incarnate, your form will remain held by magic even should it break, fracture or fragment. You are unyielding in your pursuit and only vulnerable to silver and more powerful magic than that which grants you life.


Metamorphosis: Taking on aspects of the demonic madness engraved into your form, you change your body temporarily into that of a demon, made living.
>>
No. 69379 ID: 47a120

>>69376
I noticed you added Angelic Savior and that it is marked as an ability we have.
What does it do and how/when did we get it?
>>
No. 69380 ID: 7d5ca8

>>69379
Obtained in chargen, results from Humanoid+Marble+Wings. Modifies human perceptions of the gargoyle, seeing it as their savior.

See thread 1.5. Search for "savior" or "angelic".
>>
No. 69388 ID: 47a120

>>69380
>>69377
>>69376
Thank you.
What do the following abilities do:
Special: Soul siphon
Marble: Natural, Dense Marble
>>
No. 69389 ID: 5f3e30

>>69388
Soul Siphon: Higher exp yield from monsters. Reduces risk of negative side effects from trait assimilation. 4-10 become positive chance.

Dense Marble: The Marble composing you has further acclimated to your magic. Empowering it to be further unyielding and resistant to marks. You can compress parts of your form during the night. (Inc. Wings)

Natural: You are made of a natural, earthen material. More familiar with your material, primal magic becomes even easier for you. Primal and Fae creatures find you harder to detect.
>>
No. 69395 ID: 47a120
File 136419979629.png - (50.49KB , 1000x655 , 1364195853202.png )
69395

I will input this into wiki later on
>>
No. 69396 ID: 5f3e30

Next thread will be: Pacific time 1800 6 pm
Servertime: 2100
>>
No. 69402 ID: 5f3e30

Had some questions in the last thread.

You need to hit the growths to find out.

>Did the animated gargoyle tv show from the 90's influence you any? Also what was the inspiration for the setting?

While I did watch it as a kid, a dream inspired this particular setting. Gargoyles with powers that were never in their lore,protecting humans that had fears of such supernatural beings... It was quite an interesting dream.

As for this turning into a campaign.. Gargoyles aren't necessarily limited to guardian only one town.

There are like to be transfers, or other cases involving being discovered, or abandoning duty.

This town however, is upon the frontier, humans know little of what's beyond.

For all they know, there could be even worse things out there.

Yada, yada, cryptic information.
>>
No. 69418 ID: 5f3e30

https://boards.4chan.org/tg/res/23882170#p23882246

Thread up.
>>
No. 69420 ID: 5f3e30

Next thread

6pm Pacific 1800

Server-time 2100
>>
No. 69425 ID: 777340

>>69420
Can't wait, but annoyingly live in UK so Quest runs like late in the night/early morning for me :/ I only get to have a small bit of input in each time. Alas, my timezone sucks
>>
No. 69426 ID: 47a120

>>69425
I have stayed up to the late AMs the last few nights, I really shouldn't, I got work
>>
No. 69483 ID: 7d5ca8

New thread: http://boards.4chan.org/tg/res/23916472
>>
No. 69522 ID: 5f3e30

New Thread
https://boards.4chan.org/tg/res/23932668#p23933416

Primal Magic: This magic manipulates and changes the world around you.
Commanding the elements of creation at your very stony fingers,
you fling fire, command wind, summon rainfall, and even call upon lightning.

The magic of the Primal forces, are indeed the magic of the world.

Dominance(1p): You can cast your will upon the weather and world around you,
becoming not only a force of nature, but an orchestrator. It's not exactly strong, however it is noteworthy. (Passive)

Gust(1p): Allows you control over winds, both weak and strong. This will increase the speed of your flight.

Mist(1p): Uses minor control over water and air to cause an obscuring mist to occur. With adequate water, it will become quite thick and heavy.

Earth Sense(1p): Allows you to sense materials within the earth as well as locating creatures that dwell upon it within a 100 meter radius. The further the terrestrial life is from you, and depending on the materials, your perception of it may become rather blurry. (Passive)

Burning Hands(2p): You summon the power of flame upon your hands, claws, or weapon(If weapon, will alter them as such) The flames are potent against creatures that find such heat intolerable or even lethal. This spell may also be trained to affect your entire body by expending 2 additional exp.

Shape Earth(2p): With knowledge of the earth and her minerals, you have the ability to shape earth as you see fit in amounts based on your overall experience with the primal forces.

Fireball(3p): You have learned to mold the force of flame into an exploding sphere, instantly combusting upon impact when thrown. The force and might of the fireball may be chosen by the gargoyle.

Lightning(3p) By calling upon the forces of the earth, you may summon lightning to a specified target via a cloud in the sky. If a copper weapon is used, the lightning may be directed and even contained within the weapon, delivering a volatile discharge upon contact.

Rain(3p): With master of wind and water, you are capable of gathering clouds in the sky and causing a downpour. The rain may be ended with effort on the gargoyle's part, however the forces of nature are fickle and may not obey under certain conditions.

Fertile Land (3p): You have the ability to alter conditions in the land to cause amazing fertility. The fertile land increases the potency of Primal spells, increases yield of farms, farm animals, and pregancy chance. May draw creatures of Primal origin.

Swamp(1p): with your knowledge of rain and the shape of the land, you have gained the ability to shape especially fertile swampland in which the more animalistic primal creatures appreciate. The swamp-land is especially fertile and saturated.
>>
No. 69532 ID: 804111

We have in this short amount of time encountered a franky astonishing amount of violent creatures. In four nights alone we encountered werewolfs, a banshee, a troll and wendigos. I understand how our village managed to survive this long. At least priest, mayor and witch were able to defend it somewhat. However, if this is normal for this time of month, how do the other villages survive? Do they all have magic defenders like gargoyles, wizards and witches?
This also led to an amazing growth rate of our hero. Within days it gathered about 11 exp and some traits. At this rate we will be pretty much invincible against even large groups of everything we have encountered so far within a month. Within two months the only thing I see challenging us will be other gargoyles and powerful ancient creatures like dragons. Is this intended? I know you intend us to protect larger areas later on. It could still be very challenging given that our goal is not our own survival but the protection of our villages. It would however change the game quite a lot and I would like you to prepare for that. I would be quite disappointed (and surprised) if all you did was throw more powerful monsters at us.

That said, the prospect of fighting insane gargoyles and some bosses later on is exciting.


Idea for spells:
Our spells so far are either utility or combat related. How about some healing/cure desease/shield spells with which to help our villagers?
>>
No. 69534 ID: 726ea6

>>69532
I would also be interested in seeing more of what else can be done to protect the city aside from fighting monsters.
>>
No. 69537 ID: df0bfd

>>69532
If we keep on rolling for traits we will BECOME an insane gargoyle.
>>
No. 69540 ID: 14bafe

>>69532
While yes, we can buy Fertile Land for three XP after we kill two more monsters, that's a more long term thing.
Right now, we need the ability to survive, protect the innocent, and fight those who would harm our territory.
As such, traits seem more useful for now; Obfuscate->Mind Peer can let us know who the monsters who plague the town are, Dense Marble should up our durability a little, at least, and Shadow Forge opens up the path for the useful Shadow-Step for sudden backstabs.

Ok, yeah, Mind Peer and Dense Marble are the important ones, then Magic can happen again.
>>
No. 69544 ID: 5f3e30

>>69534


There have been suggestions indeed for nightly wood gathering and the like.

The primary problem for the gargoyle as it is now is the information available to it.

Usually Gargoyles are placed in much more public areas thus allowing them to listen more easily to the concerns of the people.

Further, the greatest challenge is not in necessarily being able to dispatch monsters, but in being able to defend the village.

The events that you have encountered thus far are indeed uncommon. Why else would you follow the story of this gargoyle unless it was inherently different in some way?

The appearance of the other gargoyle should show a few things of note.

Gargoyles are not always as calm and peaceful as "Angel" has been. From the get go they tend to emulate their demonic nature and origin.

I may include some healing and restorative spells in the Fae or perhaps even the demonic tree as uncharacteristic as it may be.

Aside, thank you for your input. It's important in reflection to better the quest.
>>
No. 69548 ID: 311174

>>69540
I like your suggestions, also important is earth sense. Less time mucking about and getting lost
>>
No. 69557 ID: 47a120

what day will the next chapter be on?
>>
No. 69568 ID: 5f3e30

Sunday.

6 pm Pacific time.
1800

2100 server time.
>>
No. 69590 ID: 5f3e30

New Thread:

https://boards.4chan.org/tg/res/23985379#p23985461
>>
No. 69591 ID: 47a120

Latest version of the SOP:
1. If it is hostile, mindless, or seeks to harm our people kill it outright with no negotiations.
2. If it appears reasonable and non hostile give the following spiel:
"I am the Guardian of this place and its people, both humans and the non-hostile inhuman"
"I mean you no harm so long as you mean no harm to my charges"
"Who are you? what are you? and what are your intents?"
>>
No. 69600 ID: 47a120

>Burning Hands (2 xp): You summon the power of flame upon your hands, claws, or weapon(If weapon, will alter them as such) The flames are potent against creatures that find such heat intolerable or even lethal. This spell may also be trained to affect your entire body by expending 2 additional exp.

I think the additional 2XP form should be called "burning body" and get its own place on the chart.
>>
No. 69601 ID: 47a120

>>69532
In retrospect combat ability would plateau fairly quickly. Action economy is the real killer. Having a dozen ways to attack doesn't mean you can use all at once.

Even with every single upgrade I do not think we will be unstopable, certainly not against major threats like a fae prince or a major demon.
>>
No. 69603 ID: 03c7c8

>>69540
>that's a more long term thing.
Yes, it was only ment as an option, not as something we should take right now. I thought it would be quite nice to have if we are ever sufficently powerful to be sure of our own survival and with to increase the survivability of others. If this thread follows the pattern I fear it will, there will however never be a time when we can be reasonably sure we are able to survive anything the wilderness throws at us.


>>69544
>the greatest challenge is not in necessarily being able to dispatch monsters, but in being able to defend the village.
I agree. The last few threads appeared to be more "We go out and hunt monsters." where we didn't need to keep anyone besides us alive.

>The events that you have encountered thus far are indeed uncommon. Why else would you follow the story of this gargoyle unless it was inherently different in some way?
For me the life of any gargoyle is uncommon. The gargoyle is already extremely uncommon even for a gargoyle because it tries to act more like an angelic knight than the monstrous guard-dog it is. It will become far more uncommon just by continuing to survive without turning insane or being slain.
I'm not certain I can speak for others here, but to me power of the protagonist and its adversaries is an negligible factor for how interesting it is. I know, most quests want to make their protag a special snowflake by letting it face against unlikely and extreme challenges and having it grow at ridiculous speed. For me this quest would become far more boring if it just followed this trend. At the rate we are going at (The 15 wendigos alone will yield 30exp) we will become a nigh indestructible demi-god within the month. Individual power is something I find alluring in a sense that it acts as some kind of wish-fullfilment. I know many quests harvest this, but for me it just makes the quest shallow. I remember when in the creation thread someone asked if it was set in the modern time and you answered something along the lines of the gargoyle being meant as a long-time protector who could live long enough for the quest to be set in modern times. I think it is silly to feel any need to make our protag face this many enemies and grow this fast within days. Time-skips are a thing and could let us dedicate the same screen-time to fights if nothing interesting happens in between.

In conclusion: Our gargoyle is different, because it is different. Throwing more enemies at us to fuel our growth will just make the quest more silly and feel less immersive because the coherence of the quests is challenged each time the personal experience diverges from what is known of how the world works. This is not to say there are not meant to be any overarching plots with Angel at their centre. It is just that "What happened is uncommon because this story needs to be uncommon" is not a sound argument.

tl;dr
I don't care about our individual power nor about being special in the way that the world decides to throw extraordinary amounts of monsters at us. I care about our story as a demonic creature trying to emulate angelic properties. I care about challenges in the only way that I can percieve them: as problems we need to find solutions for. Simple fights are mostly boring in this sense. There are of course challenging thing even then. The strategies for an individuum agains a group of uniform, and so far mostly unintelligent, enemies are rather simple and soon repetive.


(I would like you to know that this post does not represent my whole opinion on your quest, which I enjoy greatly. I just want you to think about this sort of stuff and wrote in a very adverse way to show you one perspective on things that might better be avoided. Fighting is interesting to many and growth is one of the big things that draw people to stories/ games. No matter how you decide to run you quest you have shown enough talent at writing that I will follow it. I just don't want you to accellerate the growth of the gargoyle and quickly throw it into far-reaching plots because you feel it is needed for a story.)
>>
No. 69608 ID: 47a120

>>69603
Due to the action economy and the fact many abilities do not stack with each other or provide mere utility I do not think we will be so overwhelmingly powerful even with all updates.

Although the bind spirit ability might change that. Furthermore there are still a lot of things we haven't even seen yet like fae lords and major demons.
>>
No. 69618 ID: 5f3e30

Next Thread:

Wednesday at 7:45 PM Pacific.

22:45 Server time.
>>
No. 69639 ID: 87998d

I plan to be running a game with a friend that is based on this, including the XP tables and basic rolling systems. Stone Mason, do you have any advise (or better, concrete tables) for Obsidian and Granite tables? Like the Marble one for Angel. Also, advise on how to actually handle combat?
>>
No. 69678 ID: 47a120

>>69639
This would make an awesome pnp RPG...
>>
No. 69685 ID: 5f3e30

Next thread 6:00 p.m. Wednesday Pacific time.

1800

2100 server time.

See you then!

Oh, and Angel is last leaving off with the loss of his left arm, pummeling the obsidian Gargoyle into near fragments, and the Wendigo Lord is pretty pissed off about the avalanche. You guys last opted to use exp to evolve things to get through the fight.

Let's see some suggestions!
>>
No. 69687 ID: 9208fb

10xp to be spent:
Config 1:
Primal Heart 4xp
Earthen 1xp
Natural 2xp
Dense Marble 1xp
For Max Capability of Primal Magic and ease of use as well as enhanced durability.
Config 2:
Frenzied Regen 7xp
Dense Marble 2xp
Earthen 1xp
For superior regen ability as well as ability to regrow limbs, enhanced durability and better control over Primal magic.
>>
No. 69688 ID: 772c81

Is it okay to make discussion threads about 4chan quests here?

I got a discussion I want to put up myself, completely without the author's consent.
>>
No. 69689 ID: 5f3e30

As a note, I've been thinking about Primal magic.

It's a wild force.

I'll be initiating rolls with certain applications of the spells.

Primal Heart, Natural, and earthen will better the chances of these rolls determinedly, offering +20, +7, and +3 respectively, along with stacking.

Natural and Earthen bonuses become +15 total when used for earth magic.

Comparatively, Marble will start with -15 to
Demonic.

This sound good?
>>
No. 69690 ID: 5f3e30

>>69688

Well, someone asked me to do it given the nature of the Gargoyle's upgrades and the like.

If the Gargoyle ends up getting destroyed, I plan to use this as discussions for other quests of mine that have more complex natures.
>>
No. 69691 ID: 47a120

>>69689
Sounds good to me.
Wasn't marble supposed to be weak in both demonic AND fae magic?
>>
No. 69692 ID: 5f3e30

>>69691
Enough to only elicit a -5 penalty.

It's not that bad as it's a "natural" material.

But if I really wanted to stress being shit at those respective magics, I'd likely jack Demonic penalty to -20 and leave Fae penalty at -5.

It's just not really a magic conductor.

Silver would have something like -30 for demonic while being neutral for Fae and Primal with ability to get +10 for those respectives or "tarnish" the silver to negate the demonic penalty to -15.

Don't want to write off a material in any one area completely after all.

Iron would similarly be awful for Fae with some kind of trait to offset it.

I might change the three roll system to HIT/ DMG/DEF

So DEF would challenge HIT and DMG Agility would give negatives to opposing hit. The resulting dmg would be subtracted from the defense score and and hit/dmg from the % the hit lands.


I'm carrying on at this point, but think that would work?

Various strategies could alter the values for that three system and the three rolls I take from you guys would be HIT/DMG/DEF respectively.

And I wouldn't use hp... more like a setting of resulting differences such as 25+ being light wound, 50+ being moderate, 75+ being serious, and 90+ being critical wound.

So... If... my HIT30/DMG70/DEF35
challenged your HIT80/DMG90/DEF50
You would deal 80% of 90 dmg which is 72 then - enemy DEF 35 = 37 so it would score a light hit. However if the strategy was good and I could declare it a critical, I could round that up to the next big hit.

I'm just trying to think of a more tasteful way to do this...

But I get a feeling that that math may be giving the enemies a huge edge. I may alter the enemy's max roll like I have been when they aren't exactly as competent or near in power.

Also, this would not be done for every little attack, moreso the results of skirmish.

50 might be just what's necessary to one shot a lesser monster. THough I may reduce the values a touch for the increments based on what the def roll may be.

Anyway, I'm considering this to show the inherent effect of Solid Marble /Dense Marble which should tack on a total of +10 DEF when both are taken.

Goddamnit, I shouldn't have caffeined. I can't sleep now.
>>
No. 69694 ID: 4b9363

>>69687
I would like to add to this that in this particular fight the primal path would increase our agility as well. At the moment the enemy controls the environment, which means we can't (reliably) fly. A single hit against our legs and we are pretty much paste, even Frenzied Healing wouldn't stop the Wendigo Lord from destroying us if we can't move fast enough.
>>
No. 69706 ID: 47a120

>>69694
Yes, which is why I think that if we go primal we should get all 3 bonuses rather then just one, to ensure we wrest control of the magic. Heck we might even be able to shut down the enemy's magic the way he is shutting down ours.

The consensus pretty much came off frenzied + solid marble build when we realized the regen rate. It would be useful and will increase combat regeneration, but its better to be deadlier and win the combat.
Better regen is for a future upgrade.

I proposed the following three builds:
1. Shadow master: 2XP shadow forge (always armed), 3XP shadow hounds (we win action economy and can hold back a horde of enemies while we focus on one at a time). 3xp shadow step.
2. master of elements: Primal heart 4XP, earthen 1XP, natural 2XP, 2XP earth or 3XP lightening or 2XP fire hands. - magic good.
3. Melee master: dense marble 2XP OR beastly strength 5XP, force 1XP, wolven agility 4XP.

Once I posted this a bunch of people replied that they love the master of elements build. Some suggested swapping natural for dense marble (a valid trade), one suggested to get fire hands which I would prefer to get later on because its a melee bonus rather then a ranged attack like earth manip and lightening.
Anyways, primal mage is nice and has the most utility but I think combat wise it is the weakest. I do however like it because of said utility.
Shadow gives us a pack of hounds to break the action economy with and stealth and melee stack with each other and a fuckton of traits to make us an unstopable beast.

Also of note about earth manip:
>MrTT: does earth shape only give utility or can it be used to fling earth fast enough to be used in combat.
>Stone Mason: With enough proficiency... such as Primal Heart and Natural, you could make remote Earth- Spikes. I'll work on an overall profiency/ powerscaling sheet when I have some time.

For primal build, the ideal is, I think:
Primal heart 4XP (comes with free earthsense, a 1XP value), earthen 1XP, natural 2XP, 2XP shape earth

We could use earth spikes attack at this point and do so at a +35 bonus to attack roll.
If we go with fire or lightening it would be at +30.
>>
No. 69717 ID: 47a120

>>69685
>Posted on early AM on thursday april 4th
>Next game will be on wednesday
Are you saying the next thread is on April 10th 6 days from now?
>>
No. 69722 ID: dffe29

Lost track of the days. Thursday today. I'm running late will be running in a half hour.
>>
No. 69723 ID: 726ea6

>>69722
I'm reading the last thread and I noticed you were having some trouble with monsters.

Might I recommend The Element Encyclopedia of Magical Creatures by John & Kaitlin Matthews? It's got some interesting ones in there and a lot of more obscure mythological monsters, though naturally the ones that have less knowledge surrounding them have smaller entries.
>>
No. 69725 ID: 5f3e30

>>69723

I'll check it out, and thank you.

I'll use my own artistic license with the ones with less information.

Just haven't really found a good catalog of "Horror Mythos."
>>
No. 69726 ID: 5f3e30

New Thread

https://boards.4chan.org/tg/res/24062070
>>
No. 69730 ID: 47a120

http://suptg.thisisnotatrueending.com/archive/24043677/#p24046258

In regards to that, it also occurs to me that perhaps letting us spend general XP to get every single positive trait after eating just 1 of a critter is a bit overly generous.
Another balancing act is to have the best abilities be locked until we eat a certain amount of a creature. For example

Lord Wendigo Chart:
1 Malice: You have severe difficulty in staying in line with your morals. If a check against your willpower fails, you will act maliciously and without remorse.
2 Voracious Hunger: You have a ravenous hunger for flesh, despite your stone body. If you lose control, you will be forced to devour humans. This trait can also spread to Mortals within your vicinity.
3 Frigid Aura: The air around your body is chilling, drawing cold breath from mortals and leaving a lasting chill in their bodies.
4-5 Dead Wind: You gain increased control over the force of the wind and improve upon voice of the Wind, allowing you to conceal your presence from those that detect via wind and even life.
6-7: Demonic Power: Tapping into your side demonic side, you gain Berserk, demon blooded and force. You also have strength enough to tear a sapling from the earth.
8-9 Lord of Tundra: You have the ability to etch cold into every fiber of your being along with the weather, land and your weapons. Willing the cold is second nature to you and you are capable of freezing living things down to the bone with direct contact.

In such a case we could roll and have a chance at lord of tundra... but if we go for general XP we could only buy dead wind and maybe demonic power... a second wendigo lord could then unlock lord of tundra as a general XP upgrade.

Furthermore, perhaps the XP cost increase could be capped and addition consumption would both lower current cost to purchase and cap.
For example Lord of Tundra could have a 8/16 value (initial cost 8, final cost 16). where traits costing over 10 cannot be purchased. Then each lord we eat reduces current cost by 2 and max cost by 4; with max cost decrease happening first. (8/16 becomes 6/12... 16/16 becomes 10/12)
>>
No. 69731 ID: 5f3e30

>>69730
I actually rather like that.
I'll modify the values as such.

Oh, and this night was a "bountiful" night. Often, you won't find this many monsters together at once.

They came for something.
>>
No. 69735 ID: 47a120

>>69731
>Oh, and this night was a "bountiful" night. Often, you won't find this many monsters together at once.
Due, perhaps to some mysterious "Masters (TM)" sending a large group of Wendigo under their command to steal a specific item, eh? :)

What is the description for the spell "Storm" in the primal tree?

Also, I put down:
Primal heart: +20 for primal magic rolls
Earthen: +8 for earth manip, +3 for all other primal rolls
Natural: +7 for primal magic rolls.

Is this correct? You said that earthen + natural give 15 instead of 10 for magics related to the earth, I am assuming the bonus goes on the earthen part (what with having earth in the name) but I could be wrong. Can you please clarify?
>>
No. 69736 ID: 5f3e30

>>69735

That is correct.

And, I missed storm? How aweful of me.

Storm: Calls upon the forces of the weather to conjure violent stormclouds in the sky. Enables lightning strikes, chain lightning, and initiates a heavy rainfall.

Like other primal magics it is dependent on pre-existing conditions when it comes to its difficulty.
>>
No. 69737 ID: 47a120

>>69736
thank you.
>>
No. 69740 ID: 47a120

>And next time a night goes into overtime I'll mark it with numerals.
Roman numerals get messy in the longer lived quests, see http://suptg.thisisnotatrueending.com/archive.html?searchall=dragon+quest as an example.

It would be clearest to just use western hindu-arabic numerals (1,2,3 etc) instead. And if a night takes up more then one thread add a "part" afterwards. So the next thread would be "Night 5 part 2"
>>
No. 69752 ID: 5f3e30

New Thread:

https://boards.4chan.org/tg/res/24079156
>>
No. 69753 ID: 47a120

>>69752
sweet, thanks for the link
>>
No. 69763 ID: 777340

Next quest thread is Sunday, right?

Anyways, now we seem to have discovered we can talk to souls, any ideas on how maybe we could expand on this? Like certain souls that could be beneficial we can give more freedom too, like maybe the werewolf or troll so tht we can communicate with them when needed/for advice, while others (like The Lord Wendigo) can be further suppressed until maybe they're fully absorbed and can no longer influence our mind
>>
No. 69795 ID: 47a120

>>69763
Good ideas but we kinda already did them.

The wolf, banshee, and troll have made a deal with us where we are in charge, so long as we do not break the deal.
Every other soul "had its will broken" which means it is utterly obedient to us and cannot refuse any order we give nor attempt to stir trouble.

The wendigo lord did allude to it being a "for now" state, I am guessing it was referring to the fact that if we overeat again he would be subverted or perhaps even freed (depending on the power of those consumed) by those demons and be out of our control.

We can talk to any soul within us at will and the werewolf is going to act as a translator whenever we try to speak to wolves
>>
No. 69821 ID: 47a120

Night 5 part 2 was not archived.
I have saved what I had open (and corrected the links as per instructions on manual save).
You can download it here:
https://docs.google.com/file/d/0B7sKQPyyCZA_ZEEzd2w2Vm1MR3c/edit?usp=sharing
>>
No. 69822 ID: 42ace1

>>69821
The below is the same, but archived via foolz
http://archive.foolz.us/tg/thread/24116515/
>>
No. 69830 ID: 47a120

>>69822
Did you manually upload it? I heard its possible but didn't couldn't find how
>>
No. 69832 ID: 09aa4d

>>69830
foolz automatically trawls and archives threads, which is the only way threads are saved there as far as I am aware.
>>
No. 69857 ID: 4472e2

New Thread.

https://boards.4chan.org/tg/res/24158230
>>
No. 69859 ID: 47a120

Todo in quest:
I want to ask the wendigo lord more about demons... can we or the others (wolf, banshee, & troll) renege on our agreements? if so can we make bindable agreements that cannot be reneged on (devil style)? what did he mean by serve us for now? how could he be released? how can we prevent him from being released? Is having inner domains such as these normal for demons? Can we fully breakdown and absorb a soul? If so, what would be the repercussions? Are souls that serve us thanks to a deal we struck with them in any way more useful then those whose will has been broken? (for example, in terms of cooperating with us against newly taken in souls).
>>
No. 69886 ID: 14bafe

>>69857
The thread again seems to have escaped archival. Anyone have the link to an auto-copy, regular copy, or archived thread that proves me wrong?
>>
No. 69891 ID: 47a120

There were only a few posts, only I and another guy showed up and he left to sleep.
So the quest was postponed till weekend and stonemason said he will repost what happened
>>
No. 69896 ID: 09aa4d

>>69886
http://archive.foolz.us/tg/thread/24158230/
>>
No. 69945 ID: 777340

Why do I get the feeling this quest is going to die out? :(
>>
No. 69950 ID: 6a0d64

8:00 pm pacific time 11 server time.
20:00 23:00 respectively.
>>
No. 69959 ID: 47a120

Stonemason, you forgot to archive Night 5 part 2 (third attempt, the one that actually had people and went for a good while).

I went ahead and archived it.
Also, could you update the magic and abilities charts with our recent purchases? (discipline, primal heart, earth sense)
>>
No. 70035 ID: 47a120

>Night 6 thread
>People didn't show up
Well, you ran it at an unannounced time and it wasn't linked here either.
>>
No. 70045 ID: 697a72

wish this ran when I wasn't asleep, I'd participate in a heartbeat. Now, I just read from archives.
>>
No. 70056 ID: c30a1a

Speaking of unannounced times, when is the next one going to be up?
>>
No. 70057 ID: 6e4c19

Next Gargoyle Quest will be Sat. at 8:00 Pacific, 20:00.

23:00 Servertime.

Sorry again that it's so late. Area/Schedule, you know.
>>
No. 70115 ID: 6e4c19

https://boards.4chan.org/tg/res/24367148
New thread, I hope tonight's gonna be a good night..

A good, good night...
>>
No. 70119 ID: 6e4c19

Sunday's thread. Will begin at 4:00P.M. Pacific, 1600.

1900 server time.
>>
No. 70138 ID: 7c17b3

New Thread:
http://boards.4chan.org/tg/res/24384921
>>
No. 70150 ID: 6e4c19

Thorsday 4:00pm 1600 Pacific
1900 Server time.
>>
No. 70151 ID: 47a120

Can we have a current version of magic tree? (we have earth sense now)
>>
No. 70184 ID: 6e4c19
File 136675238044.png - (193.76KB , 1000x655 , Gargoyle Magic Tree.png )
70184

Changed the Tree up a bit.

There's no actual information on Fae or Demon magic released yet.

As the two are not yet unlocked.

Be mindful, that the exp values next to both Demonic and Fae magic denote how much it takes to forcibly unlock them.

Absorbing a soul with sufficient prowess in either magic type will unlock them by default.
>>
No. 70187 ID: 47a120

>>70184
wait, so we can spend just 1 XP and gain fae magic?
>>
No. 70195 ID: 6e4c19

Yep. It's said that for a while. But of course, that's another exp to use.
>>
No. 70201 ID: 47a120

>>70195
IIRC it always had a number but you said we must eat a strong caster of the type to unlock it and cannot simply purchase it via XP.
>>
No. 70203 ID: 6e4c19

>>70201

Well, Angel's had a Fae from the first night. And recently consumed several demons (The wendigos)despite the fact that they were all more savvy with primal magic.

So, the power is there. Just need to channel power and knowledge to unlock the capacity.

Then, there's always whether you really want to spend an exp point to unlock the magic, rather than wait to eat a caster of enough power.

With Angel's sense of virtue, he hasn't been eating all that many supernaturals.

I mean, Genn's family would be at least 12 exp with soul siphon if you chose to eat them all.

Then there was that gnome clan...

Let's see what happens in a few nights...
>>
No. 70231 ID: 6e4c19

Got called in to work today. The Time's been moved to 7:30p.m pst. so servertime will be 22:30.

Sorry for the inconvenience, as I am as well...
>>
No. 70241 ID: 7c17b3

New thread
http://boards.4chan.org/tg/res/24465151
>>
No. 70247 ID: 6e4c19
File 136696348464.png - (217.25KB , 1061x655 , Gargoyle Magic Tree.png )
70247

Updated Magic Tree

>Learned Fae Fire: Illuminate an enemy with the light of the Fae, and allowing you to track them wherever they go until the light finally fades. Cost: 5 mana.

>Learned Toadstool Ring: While not a true Faerie Ring, you can call upon the forces of nature and wonder to generate a ring of Fae magic that may in turn become occupied by such denizens. Any Fae magic cast within the ring is cast at half cost. Requires 10 minutes to channel a ring of 2 meter diameter. Costs 5 Mana

>Learned Pocket: Some Fae are especially known for their ability to hide things. Unsurprisingly, they have magic dedicated to the task! Pocket generates a compressed space that allows storage of numerous items and articles. There is a limit to this "pocket," and it can be increased. Cost 7 mana. Lasts indefinitely.
>>
No. 70249 ID: 6e4c19
File 136696423538.png - (240.05KB , 1222x697 , Gargoyle exptree.png )
70249

EXP tree and current available exp is 4.
>>
No. 70252 ID: 47a120

>Yes, invested exp very much has to do with that.
1. Is there any reason we can't get more fae control, more demonic control, AND more "willing" allies within us?
2. Is it magics, abilities, or both?

BTW. I think with unseelie fae we should do our own version of the wild hunt.
That is, make a bet "I caught you... I can kill you now... or if you agree to it, I can release you now and give you a minute head start. Avoid me until dawn and I we shall not be allowed to harm each other for a year and a day. I catch you and your soul must lend its will to assist me in all endeavors I desire"
>>
No. 70253 ID: 47a120

>How to spend XP
Very much dependent on the answer to whether its magics, abilities, or both that empower us.
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No. 70254 ID: 6e4c19

>>70252

There is no reason that you could not do both...

However, as you may have noticed, when faced with Fae and Primals alike, they smell your demonic nature and grow wary.

If you were to take on both routes, you would have to work around their inherent distrust of you.

Seeming more Fae to Demons however, would likely cause them to lose the odd respect that they have... Though I'd think that would matter far less.

Accumulating more allies is also certainly an option..

Though treading upon Lady Manse's command blatantly may yield... undesired results.

The Wild Hunt idea sounds rather fine actually, would also fit with the premise that some Fae are deceased that have been changed.
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No. 70255 ID: 6e4c19

>>70253

And it is indeed both abilities and Magic.
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No. 70257 ID: 6e4c19

Of note, Angel currently has enough Exp to get Tree Speak and Spirit Speak.

Just something I noticed as I was going through descriptions of magical abilities.
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No. 70276 ID: cea069

Going to be a half hour late. Sorry guys.
>>
No. 70277 ID: 6e4c19

New thread.
https://boards.4chan.org/tg/res/24482008
>>
No. 70296 ID: 6e4c19

My Keyboard's spacebar is rather effectively broken. (Only spacing by hitting a sweet spot.)

Ordered a new one today. (same day as break)

Will post when I can resume Gargoyle Quest.

I apologize for the inconvenience. Writing like this would take at least twice as long.
>>
No. 70302 ID: 47a120

>>70296
no problem, thanks for letting us know
>>
No. 70368 ID: 404c92

I suppose that explains the lack of Gargoyle Quest.

Godspeed, keyboard delivery people.
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No. 70379 ID: 6e4c19

Keyboard's still busted.

Aside, have a tablet now.

Will be drawfagging some of the characters.

Starting with Lady Manse.

What characters would you guys like to see?

Also working on converting my ugly paper map into digital one.

This is for town/Region/World.

I'm not the best drawfag, but I can.
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No. 70413 ID: 31c30c

>>70379
Hope you get your new keybord so you can do another gargoyle quest soon, realy been missing it.
Wouldn't mind seeing a demonic molly if you could draw it maybe.
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No. 70417 ID: 6e4c19

>>70413
New keyboard acquired!

I'm currently putting some touches on the town map.

Angel is almost done, and so is Lady Manse.

I'll start working on Molly and the regional map afterward.

The regional map will only show places that Angel has discovered or knows about, same for the town map. Unless you guys figure out who lives in a house, it'll only show up as another house.

I'll run this again, Wednesday at 6:30 PST 1930 Server-side.

I apologize for the unfortunate hiatus, and how I was typing before was literally banging the spacebar after every word to get it to work.

-Not good enough for writing.
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No. 70460 ID: 6e4c19
File 136805566002.jpg - (494.84KB , 1440x818 , Hearthson_Frontier Region.jpg )
70460

Hearthson Regional Map.

Will post the town map after work. Need to put a few more touches on it!
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No. 70474 ID: 6e4c19
File 136811123118.jpg - (574.62KB , 1440x818 , Sepia_Hearthson.jpg )
70474

Town Map
>>
No. 70559 ID: 6e4c19

New Thread:
https://boards.4chan.org/tg/res/24795667
>>
No. 70763 ID: 6e4c19

Thread tonight is cancelled.

Rescheduled to Thursday 19:00 pacific or 22:00 server time... (I think)
>>
No. 70766 ID: 404c92

>>70763
damn...
>>
No. 70825 ID: 6e4c19

https://boards.4chan.org/tg/res/25003197

New thread, sorry for the lack-thereof for a bit.
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No. 70845 ID: a082ff
File 136946223040.jpg - (310.33KB , 1024x764 , goth_wallpaper_05-739480.jpg )
70845

>>70247
Hey Stone Mason. I just got some inspiration on that tricky Demon and Fae combo. Death. Its not the same as the Spirit tree for Death has governance over earthly souls and its vitality, while spirits are something else entirely (think elementals, djinns, ect.) Souls and Spirits I think, are explained well by an old Japanese Proverb. "Wisdom and Virtue are like the two wheels of a cart." Both look the same, work the same and work together to support a larger structure (life/the cart) but are indeed separate and unique things.

The Death Tree


- Empower The Soul: the lowest power of the Death Tree will allow you to empower weak (or strong though at a lesser extent) souls to allow them time to heal from terrible wound and to also make another stronger or a variety of bolstering effects that deal with Strength, Vitality, Intelligence, or Wisdom. This can only be used on other people than yourself and who are weaker than yourself. (less exp)The roll to activate this is at a difficulty of 30+.

- The Dead Tell No Lies: the low-moderate power of the Death Tree will allow you to extract secrets from dead bodies so as to gather information. This is done by empowering the soul fragments left within the vessel

Oh boy this is a detailed one.

- Soul Tear 1 and 2: the moderate power of the Death Tree will allow you to drain the souls of others slowly. However you must be able to see your target for the entire duration and actually FOCUS on them, giving you a large penalty to your awareness of others but also increases your focus on the target. (+ and -25 to rolls for combat respective of target)
Attempting to perform this ability will call for a roll with a comparison of your exp total versus your target's. If say you have 27 exp and the Troll you are trying to kill has 50 exp you would subtract your exp from his (because his is higher than yours) giving you 23. Then add the total sum to 50. In this scenario it would give you 73. That is your target roll.
This attack is almost always a slow and terrible death lasting little over 13 seconds (around one round in combat) to the average Windego or Werewolf but something with a more durable/old soul such as a Troll could take up to 57 seconds. (around 4 combat turns)

- Soul Tear 2: the upgrade to Soul Tear, this power allows you to target multiple targets and upgrades the previous ability. Now targeting a single opponent gets a bonus of +20 to the Activation roll due to your hard earned mastery. Your ability to deal with enemies while focusing has decreased the Attack roll (not the Activation roll) penalty to -10. You must still be able to maintain visual contact on the target/s. When attacking multiple targets you also no longer get the bonus to Attack rolls, to a sole target as you must focus on multiples. However the penalty to attacking multiple targets is also removed, but a new penalty is added. Every roll after the 5th target gets a -10 penalty to the Activation roll.

NOTE: It only takes 7 seconds to kill the average human (2 kills a round). Having your soul forcibly ripped out of the only home its known is one of the worst deaths possible. It is impossibly horrifying to describe as only those men who have slightly been Soul Torn for less than 3 seconds could not even tell you their own name after having almost every memory of who they were with the indescribable torture. Also might be a side effect of soul tearing, further research needed. In the laws of man this is a punishment only dealt to the very worst of criminals, such as kin-slayers, mass murderers, or Charlie Sheen.

- Commander of Souls: You are able to raise the dead. Rules to be expanded later.

- Warlord Of Souls: At its very highest power it will enable you to manipulate the fabric of others very own souls! Your powers have been refined to utterly new heights. Similar to Soul Tear, Warlord of the Souls is like turning a massive boulder with a stick tied to the end into a Scalpel. Use the same rules for Soul Tear.
Your mastery over the Death Tree allows you to manipulate souls on a much wider scale than before. You are able to instill courage and insane devotion in others souls so as to utterly command them to do your bidding for a brief time. Roll for every person effected.
With Extreme risk and difficulty and following the same rules for Soul Tear (instead of adding or subtracting from 50 it is 85) you can attempt to permanently change an aspect of their soul into what you desire. This effectively allows you to change ONE thing about them. This can be a VERY powerful boon or a meaningless one. You can change a man's soul so that all his life he has been a cat and always will be. Or you could make a woman's fear of spiders into a terrible and bold hatred of them. This is a risky thing to do though and must be approached with great care. For there are two outcomes if you fail. The first is when you are stronger than your target and botch the roll you irrevocably damage their soul doing a variety of horrendous things to the targets soul. (DM discretion advised to do opposite of desire or negative towards end goal) The second is when an opponent
>>
No. 70850 ID: 7ea1b8

*The second is when an opponent is stronger than you and you botch the roll, It causes a backlash on your own soul as you attempted to extend yourself to far and are easily swatted away by the force of their soul.
>>
No. 70889 ID: 32c7e3
File 136956842596.jpg - (508.80KB , 1280x720 , GW2_HumanNecromancer_1280x720.jpg )
70889

>>70845
Edits and info incoming! And one additional and VERY important power.

----->NOTE: If it has a Physical Body it has a Soul and is NOT a Spirit. Just getting that clear much ahead of time.

- The Dead Tell No Lies: the low-moderate power of the Death Tree will allow you to extract secrets from dead bodies so as to gather information. The Shadow-Soul that you conjure/form within the body has almost every detail of their life encoded in it and you may ask the body of the deceased any question and it will answer to the best of its ability. This boon is a prolonged action that takes 3 minutes of time and requires an Activation roll of 50+.
This ability is done by empowering the remaining soul fragments left within the vessel and combining whats left into a Shadow-Soul a half soul with little ability to think and understand complex thoughts. Thoughts such as those concerning Morality, Philosophy, Math, Battlefield Logistics, ect (think of them as extreme Autistics) however the Soul mostly retains the personality and quirks of the deceased its just that they don't know why they are that way. The reason why this is so is due to the "Spark" missing. This Spark does not exist within the Shadow-Soul as you can not create a Spark and the Spark of the vessel along with most of the Soul was torn from the body at the time of death. The restrictions of this ability are simple. One, the body must have died within the last 13 years due to Soul Decay, skeletons are still able to be used as vessels for the Shadow-Souls because the Soul Fragments reside in the bone as well. Two, you must have the head of the body at the very least (how else would it tell you anything? Seriously think about it, my wife tried arguing with me about this. Sheesh!) as most of the residual Soul Fragments lie there. Three, every major body part (both arms, both legs, bottom torso and upper torso) missing from the vessel increases the Activation roll difficulty by +5 due to the missing Soul Fragments residing within. Finally four, the Shadow-Soul has very little control over its motor functions (ie. he can't do shit at all really other than sit or lay down) and can only speak due to your concentrated empowering

- Soul Forger (formerly Commander of Souls): The moderate-high power of the Death Tree is essentially a much upgraded form of The Dead Tell No Lies. Your ability to create Shadow-Souls and empower comes as easy to you as turning Wolves inside out. You can now form very basic minds that pale in comparison to the Spark yet understand slightly complex thoughts and ideas (such as opening doors, basic tool use, simple Math, ect.) and restore motor functions for the Shadow-Souls but at the sacrifice of the person's personality and half of their memory. They follow every order you give them to the very best of their ability. The same restrictions for The Dead Tell No Lies apply. You MAY use this ability after you use The Dead Tell No Lies, but you may not use that after you use Soul Forgers.

- Soul Vision: The BEGINNING power of the Death Tree allows you so see peoples very own souls just as you would see a persons heat signature. Soul Vision is a very powerful although short ranged observational ability that only an extreme few can even hope to hide from, you can see peoples souls in a range determined by your roll. You first need to roll 3d100 (yes 3d100), the highest roll determines if the ability will activate (difficulty of 60+) and the lowest roll determines the amount of Meters (there are 3 die cast to increase difficulty there is no mid Feet x2 option as there is for SV2) your Soul Vision range extends. When using this ability all other forms of observation (other than regular sight) are completely nullified due to the concentration needed. When determining the best out of three, it is the one with the longest range while being high enough to Activate.

- Soul Vision 2: Requires Soul Vision and Soul Tear. The upgraded power of Soul Vision , Soul Vision 2 is the Ultimate in Perception Abilities. Firstly you no longer have to roll to Activate this perception ability, you may use it as a passive ability. Secondly when attempting to establish your range you roll 2d100 and the highest one determines your range in Feet multiplied by 2 and the lowest determines your range in Meters. You also gain a +10 to either roll due to your mastery. Thirdly you may now choose to use other perceptual abilities in tandem with SV2, this great boon however comes at a cost, the range of your roll is now cut in half. Fourthly you can now see the trails of peoples souls who have been in and follow them just as you would be able to follow a faint heat signature accept your mastery greatly intensifies this faint glow seeming as a thick bold line of silver.
There is a secondary ability, you can now perceive clearly INTO a Soul. This allows you to sense a persons current mood due to its color and texture and what their general thoughts are as you see the images of their minds eye as you would a reflection of water. This ability requires an Activation roll with a difficulty of 40+. This secondary ability can be used in conjunction with the passive one, however you must FOCUS on your target following the same rules for Soul Tear.

Soul Vision
|
Empower The Soul------------>
| |
The Dead Tell No Lies Soul Tear
| |
Soul Forger Soul Vision 2
| |
|<-----------------Soul Tear 2
Warlord of Souls
>>
No. 70890 ID: 32c7e3

>>70889
EDIT TO SV2:
Fourthly you can now see the trails of peoples souls and follow them just as you would be able to follow a faint heat signature accept your mastery greatly intensifies this faint glow seeming as a thick bold line of silver. These soul trails last for 7 hours until they fade completely.
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No. 70905 ID: 6e4c19

>>70845

Thank you very much for the ideas.. I've already incorporated some skills like these into Angel's ability tree, however I will see to adding some of these along with others into a possible future tree.

Just so you knoe, there are demonic magic abilities that are based around some necromancy, however it holds little dominion over the soul itself.

And with that mixing with the Fae's rule over the mind and reality, it would definitely serve to have a niche between the two.
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No. 70938 ID: 4d6543

>>70905
Glad you like it! I'd love to work with you on anything. Tell me what you do and don't like, how I can change it all that stuff.

What do you think you will use?
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No. 70999 ID: 404c92

I think the space between demon and fae would be chaos magic, since demon and fae just fight all the time.

Also, nextthreadwhen?
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No. 71021 ID: 6e4c19

>>70999

Originally, I said 2000 in thread on Saturday.

Changing it to 2000 on Sunday.

Sorry for the inconvenience!

>>70938

I'll have to think about that a bit.. I've already got something planned for the space between demon and Fae.

There'll be some death magic related things in the demon tree.

I don't knw how much I really like warlord of souls, but from the looks of these spells, it seems that they'd need to have a pretty hihj exp cost which would come with a high mana cost...

Also, with Angel's current state of having Iron and Silver Veins, it would likely be x3 the mana cost from stacking the penalties.
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No. 71041 ID: 404c92

>>71021
Having it on Sun is actually better for me because I managed to get myself banned again. Wouldn't be able to participate on Sat.

And looking forward to seeing whatever you end up putting in the inbetween space. Assuming we live that long, anyway.
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No. 71103 ID: 6e4c19

https://boards.4chan.org/tg/res/25208306

New thread.

Fucked up timeslot again.
>>
No. 72102 ID: 404c92

So is this quest dead now or what?
>>
No. 72393 ID: 31c30c

>>71103
...Mason? please come back ;_;
>>
No. 72962 ID: 404c92

If you ever want to pick it back up or restart or something, I'll participate. If not then that's fine too.
>>
No. 73045 ID: d0fe68

>>72962
>If not then that's fine too.
I for one would be disappointed with you for ending just after you deviated from usual quest parameters in such a fascinating way.
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