Dethroning The Old Death (A Riot Quest)(ALWAYS RECRUITING)

When your God fully forms, how should I determine their actions?

  • NPC Ally

    Votes: 28 65.1%
  • Quest Protagonist (players vote on deity's actions in addition to Riot Actions)

    Votes: 15 34.9%

  • Total voters
    43
I completely glossed over what @The Froggy Ninja skill tag was and I'm glad I re-read your sheet. I have a feeling that you and I will be the best of friends in the future, creating ridiculous potions and generally terrorizing the mooks with SCIENCE!!
I would like to say that while my Mysticism is 0, my [HEAL_KILL_BURRY] could be very useful when creating potions and such.
Or you could try to learn it.
 
I would like to say that while my Mysticism is 0, my [HEAL_KILL_BURRY] could be very useful when creating potions and such.
Or you could try to learn it.
Well your Preaching is certainly high enough that learning it from you should be pretty quick.
Also, @I just write, does the spiral power type of magic also work to reinforce wizardry, just because the wizard knows they can do magic?
 
With 200 followers in a village of only 1,250 souls, this is getting wayyyy ahead of ourselves but politically how far are you all willing to go? Just being accepted as part of the pantheon and with our own share of worshipers in the kingdom(s) or...being the dominant deity followed by the land?
Polytheism is a wonderful thing. There is no requirement for most worshipers to have only one. I imagine that other gods have all 1250 excepting Zerrakh. Hardly ahead of ourselves.

Forgot to vote.
[X] Recruit followers
Probably too late, but worth a try.
 
I completely glossed over what @The Froggy Ninja skill tag was and I'm glad I re-read your sheet. I have a feeling that you and I will be the best of friends in the future, creating ridiculous potions and generally terrorizing the mooks with SCIENCE!!

I don't know Ge.Ne.Sis but it sounds like that's closer to what I'm going for, along with a degree of Ghost Touch type shit. Basically artificially, and maybe temporarily, turning people into mediums.

Oh for sure. Though it should be noted that Hermes is a gud boi who just doesn't really understand what makes things dangerous.
Can I join in on this insanity? After all I am a walking pile of gemstones that casts with runes caved into their own body.

Also it amuses me that the only two Mysticism 5 characters are chimeras. One born of a experiment, another an accident.
 
Can I join in on this insanity? After all I am a walking pile of gemstones that casts with runes caved into their own body.

Also it amuses me that the only two Mysticism 5 characters are chimeras. One born of a experiment, another an accident.
The more the merrier! We'll have to see about possibly all working together on the next vote to research and/or start producing something. It was my plan with trying to research rituals to start giving the group some sort of bonuses to their rolls.

I was initially gonna go for Mysticism 5 as well, but I didn't want to put too many eggs in one basket. With 2 Subversion I'm able to chip in on rolls if we really need it, but I'm gonna try to focus mainly on research for potions and beneficial items/rituals.
 
Anyone working on Skill tags next turn? Or is that still too early? I do want to work with the other preaching spec characters to learn their tags...
 
; the teacher's Preaching stat applies to this roll, while the students only apply their bonuses for being present
Does this mean if a student and teacher both put an action that same time to (learn and teach respectively) They both add their preaching stat? It seems a little unclear, I'm not sure what "Bonuses for being present means" ?

Anyone working on Skill tags next turn? Or is that still too early? I do want to work with the other preaching spec characters to learn their tags...

I have a 35 in preaching, it's a DC 70, possibly less once the QM answers my question, if I can scoop up a tag or two first, to boost my teaching roll to closer to 70, then I can dedicate myself to making us better priest pretty quickly.

Sadly with one action a turn, I can give someone a bonus of +10 in the future or give us +35 right now, that means we don't see any profit until someone I teach has used that stat for 4 turns, which is a lot of commitment and time ATM.

Maybe if we could teach multiple skills at once (set up a school?) or if .... Oh I'm an idiot.

I think if I can teach multiple people at once, then it is well worth it, get all of us studying under me for a turn, we lose 35 once, but gain 10*(number of people who pass) forever, hopefully we can find one or two more good skill tags for our priest and I can focus on learning and teaching those too.


I do think we need to build a school and get some formal education in being a priest set up, then we can expand the school to our numerous mages.
(everyone wants to be a wizard in a game explicitly about spreading faith, makes me sad.)
 
Does this mean if a student and teacher both put an action that same time to (learn and teach respectively) They both add their preaching stat? It seems a little unclear, I'm not sure what "Bonuses for being present means" ?
Everyone gets +5 to any roll they participate in, regardless of stats or tags.
(everyone wants to be a wizard in a game explicitly about spreading faith, makes me sad.)
We don't exactly have the divine mojo to get proper clerics yet, and I certainly plan to become a Mystic Theurge once that becomes an option. Plus, wizard shit is gonna be really useful for a lot of stuff anyway.
 
Last edited:
There are as many ways to worship as the Mother Morth has shapes. It just so happens that more than a few of us choose to worship by creating/committing magical research. :p
 
Everyone gets +5 to any roll they participate in, regardless of stats or tags.

Ah okay, so that means 40, a roll of 30 needed isn't terrible, but Id really like to learn one more skill tag first then, that would be a 50% reduction in failure rate.


There are as many ways to worship as the Mother Morth has shapes. It just so happens that more than a few of us choose to worship by creating/committing magical research. :p

Yeahhhh.... except our success or failure is almost entirely down to having enough priest, mages are great, but priest can still learn divine magic anyway.....
So I don't think mages are nearly as important, it's a game so have fun. Just some little part of me is annoyed at the lack of cooperation/min-maxing


EDIT: OF course I'll omake teaching a group, that would possibly push us up a few more points, I'll see what my last omake was worth and maybe me and always confused can work on a good pair of omakes. Get a bigger bonus.
 
Last edited:
Yeahhhh.... except our success or failure is almost entirely down to having enough priest, mages are great, but priest can still learn divine magic anyway.....
So I don't think mages are nearly as important, it's a game so have fun. Just some little part of me is annoyed at the lack of cooperation/min-maxing


EDIT: OF course I'll omake teaching a group, that would possibly push us up a few more points, I'll see what my last omake was worth and maybe me and always confused can work on a good pair of omakes. Get a bigger bonus.
Counterpoint, even after we convert the entire town we're currently in, our god will only have enough mojo to provide one cleric with one tag. Six total tags worth of effect if they go all out and lock down their other powers. Meanwhile, us wizards will be able to get a notable discount on our death related workings without causing any drain to Morth.
 
Counterpoint, even after we convert the entire town we're currently in, our god will only have enough mojo to provide one cleric with one tag. Six total tags worth of effect if they go all out and lock down their other powers. Meanwhile, us wizards will be able to get a notable discount on our death related workings without causing any drain to Morth.


Counter point, you get nothing.
Literally, if we don't convert enough people fast enough we lose.
Or you may get nothing for 35 turns, because without more priest it takes forever to convert people, more so since actions other than conversion need to happen.
The entire game is contingent on creating a god and spreading faith, there is no way that mages out rank clerics in importance.

Mages aren't bad at all and we do need them. Actually comparing the numbers we do have more priest, sadly what we lack is good generic/general priest skill tags.

What we have are to many generalist! (Really you get 1 action a turn, you could be getting 25 in each of those, every turn, a generalist gets about 10 per turn)
(Looking at the numbers it isn't as bad as I thought just several people have magical skill tags, with almost, or no points in magic)
 
Counter point, you get nothing.
Literally, if we don't convert enough people fast enough we lose.
Or you may get nothing for 35 turns, because without more priest it takes forever to convert people, more so since actions other than conversion need to happen.
The entire game is contingent on creating a god and spreading faith, there is no way that mages out rank clerics in importance.

Mages aren't bad at all and we do need them. Actually comparing the numbers we do have more priest, sadly what we lack is good generic/general priest skill tags.

What we have are to many generalist! (Really you get 1 action a turn, you could be getting 25 in each of those, every turn, a generalist gets about 10 per turn)
(Looking at the numbers it isn't as bad as I thought just several people have magical skill tags, with almost, or no points in magic)
Counter-counter-counterpoint, magic is useful for the deity. We're already working on a more efficient method of funneling belief for faster gestation and mages can bolster our defenses for when death cultists inevitably attack us without taxing our god (or worse, before our god even shows up), plus we can make weapons for non-wizards.
 
VIGNETTE: Hermes meets Thaumus
I'm gonna change my vote and me and @ConfusedPotato did a bit of RP relating to that, which I will now compile and polish a bit into an actual thing.
***​
Hermes was plorping along the road, feeling a variety of vaguely unpleasant emotions when he saw another Chemina poking at a arcane looking box with his glowing finger, and began plorping in that general direction.

"Whatcha' dooooin'?" he said.

Muttering under his breath Thaumus failed to even look up at who was talking to him. Tilting his head slightly to better inspect a rune he answered absentmindedly, "Fixing this stupid box. After explaining what was wrong with it to the others, they assigned me to fix it."

"Well I can certainly see the problem. All the juice is all mixed up and whatnot. Probably shouldn't look like that," Hermes replied.

"Yeah, conflicting power flows and all that. As well as the way the belief is still carrying the symbolism it came with."

He continued to inspect the box ignorant of the fact that he was engaged in conversation. It took Minerva flapping her wings in front of his eyes for Thaumus to finally notice that the he didn't know the person he was talking to. Looking up he saw a silver person, in a lab coat looking at the box.

"Mercury, the liquid metal, also known as quicksilver. Poisonous, very dense, poor heat conductor, decent electric conductor. In alchemy associated with the mind as well as transcendence and sometimes immortality. Also can represent transformation in magic if used correctly," Thaumus noted absentmindedly.

Looking down again he stopped and blinked before raising his head as his mind caught up with him.

"Sorry about that. I can get a little absent minded when I am concentrating on something. The name's Thaumus. Who are you and what brings you out here?" he asked holding out his hand for the stranger to shake; a skintight shield springing into existence around it.

"Hermes Trismegistus, alchemist extraordinaire at your service. As for my purpose, it is a tale as old as time: girl alchemically produces boy, boy comes to love his sort-of-mom, death cultist breaks in in the middle of the night, ritually sacrifices girl and blows up boy's house, boy swears eternal vengeance. Pretty standard really," Hermes says. "Anywho, looks like this could be fixed with a pretty simple conceptual centrifuge," he continued, "I used to use one for higher level potions as well as most alchetropic metals, but it blew up along with the rest of my house. I might be able to rig something up though."

***​

[X] Research Wizardry
-[X] Fix the Indiscriminate Belief Collector
 
Counter-counter-counterpoint, magic is useful for the deity. We're already working on a more efficient method of funneling belief for faster gestation and mages can bolster our defenses for when death cultists inevitably attack us without taxing our god (or worse, before our god even shows up), plus we can make weapons for non-wizards.

I don't disagree that it's useful, I'm just sad we don't have more priest, and that our skill tags favor magic.

Anyway we need to cooperate, so I'm thinking we need to as a group talk about our goals for the next few turns, we seem to kinda of randomly be scrambling.

We have 25 funds, but I have no idea what that is worth.

Maybe we should work on protecting the town, both from future attack and to stop the kidnappings, a wall and a few watch towers could go a long way if they are being taken out of the town, and even if they aren't that wall could still be useful later.

So I think a wall, and some watch towers could be wise, and a few "Paladins" or "Knights Templar" some sort of gourd force underneath the church. We should have a few hundred followers some type of policing group would make sense. I don't know if the town gaurd, of whatever variety it is, would let us man the walls and watch towers with them, but maybe.


So my thoughts are
Walls/Tower
Faith based police force (to later turn into an army, but gotta start somewhere)
Build some type of temple/head quarters. (Even just a big old barn style building would give us a place to teach/preach and may be worth some bonus with a small alter in it)


Next turn, I want to try to teach our priest, ideally all of them/anyone who plans to do recruiting all in a big batch, I have decent odds, I'd like to wait until I have another tag or two, but thats risky, since it could take 2-3 turns depending on the rolls.

So teaching is my personal next goal.



Short term goals
[] Stop the kidnappings
(See walls/police)
[]Convert the entire town (within reason)
(In progress)
[] Build a headquarters
(How much is 1 unit of currency?)
[] Formalize some groups/factions/roles (Our mage core/priest/admins/spies) This should help us teach/supply/organize better.
(This is really just us tagging each other and deciding what our projects are)

Long term goals:
[] Convert enough people for our god.
(Gotta have a way to protect our followers)
[]Slay/undo the other god of death
(Can you say infiltration then dedicated strike teams)
[]Save the world
(Obvs)
[] Pay Zedalb on paetron.
 
I'm willing to help out with defending the town and what not. I know a couple of us are trying to work on healing candles, I'll assist with that next turn if needed (not sure if the candles would count as a type of potion for my Skill Tag, but eh). Otherwise I'll see about possibly working with @The Froggy Ninja and @ConfusedPotato on something that could help out
 
I'm willing to help out with defending the town and what not. I know a couple of us are trying to work on healing candles, I'll assist with that next turn if needed (not sure if the candles would count as a type of potion for my Skill Tag, but eh). Otherwise I'll see about possibly working with @The Froggy Ninja and @ConfusedPotato on something that could help out
Oh for sure. The two of us have probably got the Belief Collector handled but I think the three of us working together on some kind of heavy artillery could be pretty good. Confused Potato for the main body and you and me for propellant/ammunition. Should have a collective +110 without any omake bonuses. We'd be pretty likely to get an Epic Success with that.
 
I'm willing to help out with defending the town and what not. I know a couple of us are trying to work on healing candles, I'll assist with that next turn if needed (not sure if the candles would count as a type of potion for my Skill Tag, but eh). Otherwise I'll see about possibly working with @The Froggy Ninja and @ConfusedPotato on something that could help out

Maybe some type of tracker, we could put it on several people, and when one gets kidnapped follow it.

Some type of tag for divination seems easy, or just have some people doing divination as SOON as we hear someone is missing, try to find them before it's to late.
 
Seeing as 25 units of currency came from an epic success we can presume its a Decent amount, especially for one administration action.

Defensive structures and infrastructure is an administration thing.

Maybe a good idea is to set up hospital-churches? This would give both Some good will and Maybe Some income.
But most importantly, it Lets us check to make sure bo one is sneaking in Some cheeky death plagues.
 
Oh for sure. The two of us have probably got the Belief Collector handled but I think the three of us working together on some kind of heavy artillery could be pretty good. Confused Potato for the main body and you and me for propellant/ammunition. Should have a collective +110 without any omake bonuses. We'd be pretty likely to get an Epic Success with that.
Most excellent, I'd love if we could finagle something like Alchemist Fire, but that might be too lethal right off the bat. Maybe some sort of paralytic/sleeping gas. I'm also willing to help spitball an omake, but my writing skills are not the best.
Maybe some type of tracker, we could put it on several people, and when one gets kidnapped follow it.

Some type of tag for divination seems easy, or just have some people doing divination as SOON as we hear someone is missing, try to find them before it's to late.
This round I'm trying my hand at creating an Augury ritual, hopefully that can be the first step to more advanced divination.
 
Back
Top