Character Sheet

Infamy: Feared. Once the people of Atlantis realize what you are and why you are created, they will fear you. Most of them, anyways.

Gain Rate: Due to your nature as a mythical creation of the Gods' themselves, your infamy will rise at the utmost of rates.

Stats: The stats shall be added to the character sheet once I have the chance. Hunger is how hungry the shark is. The more she has eaten, the better she will be able to perform. HP is generally how much damage the shark is capable of taking. Strength, Intelligence, and Willpower are the only stats that we shall be keeping track of and one of them is capable of modifying every single roll that this quest shall entail.

Hunger: 500/????

HP: 1,500/?????

Strength: Strength based rolls will have a +10 modifier to them in your favor. This stat can and will fluctuate depending upon your hunger, health, and the progress made through the quest. Current minimum modifier is +5. Current maximum modifier is unknown.

Intelligence: Intelligence based rolls shall have a +20 modifier to them in your favor. This stat is currently static, though it is liable to change when unlocking new traits during the duration of the quest.

Willpower: Willpower based rolls will have a +5 modifier to them in your favor. This modifier can only be increased as the quest progresses, even throughout reincarnations of the shark.



Traits:
  • Mythical Beast - You are a product of the Gods of this world. And therefore, you are their favored champion of the seas. Adds a bonus to all rolls when attacking anything that is not natural to the sea, depending on what it is you are after.
  • Albinism - Due to your mythical nature, you have been uplifted as different than other great white sharks. You are the only albino shark. This also makes sneaking up on surface dwelling prey more difficult as you do not bear the natural camouflage that other great whites have. Bears a negative to all stealth rolls.
  • Fury Re-InCarnate: As a creation of the Gods of the seas, your spirit is everlasting, and your soul, restless. Regardless of if your mortal form dies, you will be back. Quest Loss Condition Omitted: Death.
  • Temporary Trait : Hungry - You've fed in the past days, but with your now advanced size and intelligence, you need more sustenance than usual.

Theme: Could it have been anything else?

Known NPC's:

The Goddess behind your creation and uplifting. She has appeared before you and given you your task to dismantle Atlantis. She acts motherly towards you.
 
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[X] Product of Puns: You are a fin-ple shark, before your mind was swarmed with schools of information. The languages of the bipedal invaders became as clear as sea water to you. Suddenly, you bubbled up as a threat to the surface world. You can also talk perfect American Engfish for some reason, despite not having the vocal structure for that feat. Not that you have feet. You will use this Newfoundland intrilligence to learn why you became so, and show those "humans" what a shark canned do! Also, you like puns. And are unable to stop making them whenflipper you get the chance.

landlubbers out punfishers in

I am unsure of if I intend to take this vote in a serious manner. Maybe not for this quest in particular. Especially since I'd run out of puns.
 
That is a good point. This entire quest is an experiment, to be honest. Would you have any ideas? If it includes making stats for the shark then I'm down for that as much as ridding the quest of dice and making you all have to use your brains for strategic ways to solve problems instead of relying on dice.

I'd advocate against stats. Either you use an established system, which would balloon the work involved, or you wing it, which often doesn't end well from what I've seen. I'd recommend something like:

Dice rolls against a target number depending on the difficulty of the voted-for action(so write-ins matter), modified by permanent Traits and temporary Conditions.

Traits:
Let the shark acquire special traits based on what you feel would be reasonable criteria. For example, a series of successful sophisticated hunting strategy write-ins might prompt you to let the shark acquire the trait "strategic hunter" or similar. Same could happen for feats of endurance, intimidation, etc. Then these traits could apply a small bonus to rolls where they seem applicable. Whether that's the case or not would be at the QM's discretion.

Conditions:
If the shark has been starving for a while, it probably won't be in peak physical condition, so a negative impact on attempts at feats of physical prowess (rolls) would seem reasonable. Example conditions : Starved, well-fed, injured, sick, (blood-)frenzied,...
 
I'd advocate against stats. Either you use an established system, which would balloon the work involved, or you wing it, which often doesn't end well from what I've seen. I'd recommend something like:

Dice rolls against a target number depending on the difficulty of the voted-for action(so write-ins matter), modified by permanent Traits and temporary Conditions.

Traits:
Let the shark acquire special traits based on what you feel would be reasonable criteria. For example, a series of successful sophisticated hunting strategy write-ins might prompt you to let the shark acquire the trait "strategic hunter" or similar. Same could happen for feats of endurance, intimidation, etc. Then these traits could apply a small bonus to rolls where they seem applicable. Whether that's the case or not would be at the QM's discretion.

Conditions:
If the shark has been starving for a while, it probably won't be in peak physical condition, so a negative impact on attempts at feats of physical prowess (rolls) would seem reasonable. Example conditions : Starved, well-fed, injured, sick, (blood-)frenzied,...
Alright, that is a wonderful idea that I'm actually probably going to swim with for now. It'll be a bit of keeping up the character sheet but that's fine by me. Thank you!

Goes off to Google Docs to write that down.
 
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It seems Mythical has quite the lead.
Adhoc vote count started by OfSpaceandTime on Jul 13, 2019 at 7:48 PM, finished with 55 posts and 22 votes.

  • [X] Mythical: The Gods themselves created you as punishment for mankind's folly. You are their perfect creation. Bonus: This one will not take place in modern times. Starting Infamy: Feared. Infamy Gain Rate: Extreme.
    [X] Nature's Wrath: You are a literal Force of Nature. You exist because the balance has shifted, and you are the equalizer. The oceans have been polluted, and filled with two-legged invaders onboard of boats which harm the denizens of the sea. You are the sea's revenge. Starting Infamy: Zero. Infamy Gain Rate: Normal.
    [X] The Folly of Man: You are an experiment, escaped into the wild. Mankind created you, and you will be their undoing. Starting Infamy: Hunted. Infamy Gain Rate: Reduced.
    [X] Nature's Wrath
    -[X] You have consumed the waste of humanity and grown off of the hubris of the hairless bipeds. As you ingested a uranium deposit, however, you started to grow-- not tumors, but things like muscle and bones! Soon, you will show humanity why they should mind where they put their trash.
    [X] Freak of Nature: You were born with gigantism, explaining your massive size. This also caused your brain to be larger, thus smarter. And being so large, you require more to fuel you massive body. Starting Infamy: Zero. Infamy Gain Rate: Slightly Higher.
    [X] Product of Puns: You are a fin-ple shark, before your mind was swarmed with schools of information. The languages of the bipedal invaders became as clear as sea water to you. Suddenly, you bubbled up as a threat to the surface world. You can also talk perfect American Engfish for some reason, despite not having the vocal structure for that feat. Not that you have feet. You will use this Newfoundland intrilligence to learn why you became so, and show those "humans" what a shark canned do! Also, you like puns. And are unable to stop making them whenflipper you get the chance.
    [x] Freak of Nature
 
ok, I fail to see how this quest can possibly work.


..Please prove me wrong

[X] Mythical: The Gods themselves created you as punishment for mankind's folly. You are their perfect creation. Bonus: This one will not take place in modern times. Starting Infamy: Feared. Infamy Gain Rate: Extreme.


P.s. shame "Product of puns" was rejected. It would have been hilarious :rofl:
 
[X] Mythical: The Gods themselves created you as punishment for mankind's folly. You are their perfect creation. Bonus: This one will not take place in modern times. Starting Infamy: Feared. Infamy Gain Rate: Extreme.
 
[X] Mythical

This choice gives more story options because there always is "Zeus gave you legs so you're no longer a sea monster" plot twist.
 
Something I should have said prior.

Mythical setting could result in a more fantastical setting. Which doesn't just mean Greek Gods, it could be an entirely different planet that's much more fantasy. Though, to be fair, I'm not going to go into the detail of how a dwarf tastes as opposed to an elf.
 
[X] Mythical: The Gods themselves created you as punishment for mankind's folly. You are their perfect creation. Bonus: This one will not take place in modern times. Starting Infamy: Feared. Infamy Gain Rate: Extreme.
 
[X] Mythical: The Gods themselves created you as punishment for mankind's folly. You are their perfect creation. Bonus: This one will not take place in modern times. Starting Infamy: Feared. Infamy Gain Rate: Extreme.
 
People joke about Zeus banging anything, but we are not prepared for Zeus with a masochistic BDSM fetish.
No one is prepared for that.
On another note, if you do the mythical setting there's a lot more you can do vis-a-vis a story.
I'm going to nyx that now because let's not make this into something entirely different?
 
While I'm fairly certain which option shall be our winner, I'm going to be leaving the vote open until I wake up tomorrow. Roughly 7-10 hours depending on how well I sleep.

Next vote shall be a little more char-gen/story set up and then we'll get into it.
 
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