An Eldar, Ork, and Guardsmen walk into a Sect ( 40k / Wuxia?! )

Quest Mechanics
Quest Mechanics


Base Mechanics:
Nearly all mechanics revolve around dice rolls. Most use d10s, with a 7+ counting as a success, and total successes for an action determining the outcome. In general, an action will have skills associated with it, each skill level providing an additional d10 roll.

Skills:

Skills represent your ability in certain fields. They have both Current levels and Max levels. Current levels are what add d10 rolls, while Max levels are the highest a skill can reach before it can no longer improve. Max levels are based on Stats. Skills are limited in their maximum level by their associated Stats. Each skill has two associated stats. The maximum level is equal to the average of these two stats. There are also Subskills associated with each Skill. These represent narrowed proficiency in a field, and have only one associated Stat. This allows for subskills to, in general, reach a higher level than their broader counterpart. When performing an action that has a Subskill associated, you add both the Skill level, and the Subskill level, to the total dice rolled.


Stats:

There are 6 Primary Stats. These are Strength, Agility, Stamina, Wits, Wisdom, and Will. Stats have a Current and Max level, representing the character's current abilities, and their current potential for growth. The Max level increases as you advance through the stages of cultivation. In addition to the 6 Primary Stats, there is a final Stat: Talent. Talent represents one's natural inclination for Cultivation, as well as the ability to invent new Arts and Techniques, or expand upon existing ones. Talent is very hard to improve, requiring successful breakthroughs and frequent experimentation. Increasing the Max of Talent is even harder, as few methods are known to improve latent talent.


Cultivation Ranks ( CR ):

There are two basic cultivation ranks, which represent the power of an individual. The first is Major, which is analogous to the various cultivation stages of Wuxia/Xianxia novels, I.E. Foundation Stage, Nascent Soul Stage, etc. Each Major rank is a large hurdle, and marks a large qualitative increase in power and potential. In addition, within each Major rank are a series of sub-ranks, known as Minor Ranks. These are smaller steps along the path of Cultivation, and provide small increases in power. Each Major Rank requires a total of 5 Minor Ranks to be reached before the next Major Rank is earned.


Leveling Up:

Whether it be Skills, Stats, or Rank, each level up requires XP, earned from associated actions. It takes 100 + level^2 XP to level up a skill, stat, art, technique, rank, etc. Having higher cultivation makes learning and retention easier, which is represented in the equation for advancement.


Base Skills:

Melee - Stamina, Strength
Ranged - Agility, Strength
Melee ( Spiritual ) - Strength, Will
Ranged ( Spiritual ) - Agility, Wisdom
Avoidance- Agility, Wits
Stealth- Agility, Wits
Resilience - Stamina, Will
Perception - Wisdom, Wits
Social - Wisdom, Wits
Craft- Wits, Will
Labor- Strength, Stamina


Cultivation Methods, Arts, Techniques, and Resources:
Cultivation Methods ( CM ) :

In order to advance in Rank, you have to practice a specific Cultivation Method. These generally improve the max of a stats on a breakthrough, and sometimes provide skill bonuses or other extra dice rolls, which remain as long as the Rank isn't retrained. Ranks earned can be re-trained in a different Cultivation Method ( CM ). This is most commonly used when a better CM is discovered. However, doing so comes at a cost. All bonuses from the lost Rank are completely removed. In addition, all XP earned is cut in half, AND the required XP to recover the Rank is equal to the XP cost of earning a new Rank, rather than the original XP required when it was first earned. This makes retraining harder the farther you advance, though the resources available at higher levels will likely make the breakthrough much easier than it originally was.


Techniques and Arts:

Arts are a genre or form of Qi usage. Training in an Art provides both passive bonuses, and Techniques, which are essentially abilities. Techniques have a number of uses per encounter, as well as cooldowns, with their use usually providing bonuses to skill rolls, though some can heal, or buff other statistics. Arts and Techniques function much like Skills, with associated Stats limiting their Max level.

Think of Arts like the 13 Step Spear Form, which might give 13 different Techniques, and passive bonuses to the Spear skill and related dice rolls. Techniques and Arts vary widely in Stat usage, and nearly every combination exists, the key is finding them, with better/rarer combos being more illusive and costly to obtain.

A character has a number of Art and Technique slots based on their CR, limiting the number of active Arts and Techniques you can have ready at one time. A character has 1 Art slot for each Major Rank, and 1 Technique slot for each Minor Rank. IE, a Cultivator at the Second Minor Realm of the 3rd Major Realm would have 3 Art slots, and 12 Technique slots, for the 3 Major Ranks and 12 Minor ranks earned. Different Arts and Techniques have different slot costs, with stronger ones having higher costs in general. Slots thematically represent Meridians, which must be attuned to the Art for use. You can re-tune to a different Technique or Art, but can only be done during a full Cultivation Action ( See below ).


Resources and Cultivation Sites ( CS ):

One of the most vital parts of a cultivator's life, Resources and Cultivation Sites improve the XP gain of skills, stats, and cultivation by using said resources, or training at the sites. These are usually extra XP dice rolls for resources, or flat multipliers for sites. The most basic resource are Spirit Stones. These are used in base cultivation, and provide more XP dice towards their next CR. Using too many resources leads to potential damage and lost XP, most commonly with overuse of Spirit Stones. The Resilience skill helps mitigate this possibility. Other resources, such as medicine, tend to only work for certain Ranks, and have a maximum number of uses before becoming dangerous to a cultivator. The specific risks and quantity vary based on the material, but for Spirit Stones, each stone requires a Resilience test, the total being the total number of stones used. If the total successes from your Resilience roll do not meet the total required, then all XP for that session is lost, and you take damage equal to x^2, where x is the number of failures above your success roll.


Combat Stats:
There are three basic combat stats. Armor, Damage, and HP.

Armor:

Armor reduces all damage taken in a round, up to a certain max. Armor has two types, Spiritual, and Physical, and only work against that type of damage. Armor also has a maximum number of damage mitigated in an encounter, called Durability. Characters have a base armor equal to their Major Rank, and a Durability equal to their Resilience plus Toughness or Strong Willed ( two Subskills of Resilience ), for Physical and Spiritual, respectively. Separate Armor bonuses work independently, with the highest Armor rating being targeted first, until its durability is turned to zero, or the damage exceeds its rating, which causes the excess damage to flow over to the next Armor bonus, repeating until there is no armor, in which case, it deals HP damage or causes some sort of debuff, or all damage has been mitigated.

Damage:

Damage comes in two types, like armor, being Physical or Spiritual. It can also have elemental types, which have situational damage modifiers and penalties based on environment and the target in question. Damage also has an Armor Penetration level, which reduces the max Armor that can be applied to the damage. If an attack has 3 AP, and a target has armor 4, it counts as only having armor 1, reducing the damage of the attack by 1, and dealing 1 durability to the armor. This means AP can be blocked if the enemy armor remains higher than the total damage plus the attack's AP, so it isn't all powerful. Damage is equal to the number of successful attack rolls in a turn. Powerful weapons and talismans don't increase base damage, but add extra dice rolls. This keeps damage from snowballing, due to more powerful characters having higher damage, combined with more hit chances with higher skills, turning damage multiplicative.


Health:

Health is equal to 5 + a characters Resilience skill, and can be increased both temporarily and permanently by certain resources, techniques, arts, and cultivation methods. Permanent increases are rare, and should be treasured.


Turns and Actions:
Turns:

Turns are a representation of the passage of time. Each Turn lasts a whole week. During each Turn, players vote on a series of actions to take, as well as what, if any, resources they wish to use.


Actions:

During each Turn, you can perform 3 Actions. These include Training, Cultivating, Exploring, Laboring, Hunting, Research, Crafting, and Event. Exploring reveals Cultivation Sites and potential Encounters, and relies on Stealth and Perception skills. Laboring earns resources by performing a specific type of craft or labor, with the rewards being based on a skill roll, with other social and situational modifiers. Hunting involves seeking out weak prey to kill. Hunting will generally avoid actual combat encounters, and focus on weaker enemies for small amounts of XP and resources. Research reveals new Arts and Techniques, either from personal experimentation, social bartering, or archival perusal. Crafting involves the creation of items, either for personal use, or profit. Lastly, Events involve interacting with important plot hooks, such as exploring a discovered Site, participating in a Tournament, etc.

Depending on certain conditions, there may be minor additions to Actions. These often involve seeking out social interactions while performing the chosen Action, but may include other types of Events, depending on various conditions, and of course, QM fiat. If the players wish to improve social relations, it is wise to include peers when performing Actions. They can even improve the results of Actions, such as training with a partner, having a tutor explain the nuances of cultivation, or having a skilled scout assist in Exploration. Of course, to be able to gain the most benefits, there must be mutual benefit, or a certain level of relationship with the individual, otherwise you face being seen as someone who uses others for their own gain, rather than mutual cooperation. Also, people have their own schedules, so not everyone will be available every Turn, though having a closer relationship improves their willingness to alter their schedule for you.


Training Action:
Earns 2d6 XP per Major Level for chosen skill, art, or techniques, as well as the same amount for one associated Stat.


Cultivation Action:
Earns 1d6 per Major Level + 1d6 XP per rank of talent.

You get an additional 1d6 per Major Level when using a Spirit Stone. You can use more than one Spirit Stone, each giving a flat 1d6 XP, but are subject to Resilience tests, whose failure removes all XP, and causes damage. See Resources and Cultivation Sites above for specifics.


Hunt Action:
Earns 1d6 XP, as Training would provide, plus resources, the total depending on a roll of the trained skill, plus any related skill or sub skill.


Laboring Action:
Same as Hunt, but usually earns more resources, to make up for the fact the XP gains are in mostly non-combat skills.


Exploring Action:
Rolls Perception against the difficulty of the selected region. Failure results may result in a dangerous encounter. On a failure, a dice determines whether a dangerous encounter occurs, followed by a Stealth check to determine if you manage to avoid detection. These combat encounters, while rewarding, will be of higher difficulty, and capable of fully killing the player, if a truly dangerous region is being explored.


Research Action:
Depending on the chosen area of Research, a Social or Talent roll will be performed, with higher amounts of success determining the quality of discovered Techniques and Arts. Generally, Research is either done in association with a peer ( using Social ), alone ( using Talent ), or at an Archive ( using a base dice roll based on how good the Archive is. )


Crafting Action:
Rolls a Craft check along with a chosen Blueprint. The total successes are added to an ongoing total, which has a threshold before the item is completed. The more actions taken to craft an item, the more likely it will be of reduced quality, or be ruined utterly. The total successes required vary per item, as well as the number of actions before deterioration begins.


Items:
Items include a wide gambit of equipment and consumables, from Pills to Talismans, Weapons to Formations. Items have a required cultivation rank to use, though some allow for reduced ability when used by lower ranking wielders. Most items are consumable, having a single effect after use. These can be used both in and out of combat, though some take time to come into effect. Mechanics-wise, during a combat round, a character can only use one consumable per round, whether it be consuming pill, using a talisman, or activating a formation.

In general, a Craft level of at least twice the total Minor Rank of a resource is required to work with it, as well as the crafter or an assistant having two more Minor Ranks than the resource in question, though they must still be within the same Major Rank ( some Subskills and materials remove this requirement ). Some rarer resources require a higher skill level to work with, but will be more powerful than items of a similar Cultivation Rank, allowing for more powerful items that remain usable at lower levels.
 
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[X] Male
-[X] Elotian
[X] An Exodite

We will be a one man army!
Also, if animals innately know cultivation techniques, they can teach them to others
 
[X] Male
-[X] Elotian
[X] An Exodite

We will be a one man army!
Also, if animals innately know cultivation techniques, they can teach them to others
Each spirit animal has only one cultivation technique, that is unique to that animal. It cannot share it, and cannot learn other methods, though an astute observer might gain insight from watching the animal cultivate.
 
Does being a craftworlder make us a crafter? I mean, war path Eldar are no joke and they come from craftworlds.
 
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Mechanics Threadmark is updated. I did my best to condense and explain the rules better. I'll be updating the main page when my editing of the main thread post no longer locks down the entire thread...

Poll will be continuing into tomorrow, as I'm a bit wiped from overtime at work, plus the mechanics rewrite. I'll be closing it in around 22 hrs.
 
Chapter 1
Alira was jittery. Well, jittery for an Eldar. Her finger lightly tapped the side of her dress as she studied herself in the mirror. The dress's long green trail floated slightly above the carpet, billowing around her feet as she pivoted, checking every angle for wrinkles or dust. It had been a while since she had worn her favorite dress, and it would not do to look unkempt, today of all days.


Frowning, Alira focused on a tiny wrinkle at the small of her back, reaching out with her mind to smooth the fabric. It was an effort, given her weak psychic powers, but she was young, and had plenty of time to grow.


A knock on her door caused her to jump, startled by the sudden noise. But with the reflexes of a cat, she tapped the wall, spinning in the air to land gracefully in place, facing the door with her head bowed slightly, just in time for the door to slide open. Stepping into the somewhat messy bedroom was a stern woman, eyebrows slanted sharply, chin thrust out and head held high. Darthani Al'Than was a domineering woman, full of poise and grace, always ready for whatever challenge faced her. A complete opposite to her sister, who even now continued to fidget, smoothing non-existent wrinkles from her dress.


"Raise your head, sister. There is no need to stand on ceremony when we are in private." Alira resisted the urge to roll her eyes. If she hadn't bowed, her sister would have chewed her out when they really were in private, away from the constant snooping of the Craftworld's leadership. Alira raised her head, face calm and demure, showing no hint at the exasperation and anxiety that plagued her. "Thank you, dear sister. If it pleases you, would you speak of what you See?"

The Warlock, having tread far in the Path of the Seer, closed her eyes, humming softly to herself. After a few minutes of concentration, Darthani shook her head, sighing. "Your future is, as always, shrouded. Though the Dance of the Harlequins tonight seems to feature heavily in what future I can see. So nothing new." Alira couldn't help but be disappointed, even though she had heard the same hundreds of times, but this close to the junction of her future, it was hard not to seek any help.

Shrugging, Alira gave her elder sister a shallow bow. "It is as it is, and will be as we make it. No use fretting over what we can't know." This drew a small frown from her sister, who gestured towards the door. "Come, the festivities await."

Alira was equal parts elated and nervous as she followed her sister through the bowels of Alaitoc, their Craftworld. To witness a Harlequin Dance was truly a momentous occasion, and the normally rigid Eldar used the opportunity to drop some of their stoicism, to engage in joy and dance for but a moment, to better understand the nature of their eternal enemy, their own emotions. Alira had seen several Dances before, and would normally think little of it, but for much of her life, portents of her future all pointed to this moment. All else was shrouded in mystery and smoke that even the Farseer's could not breach. A curiosity that left her standing apart from her comrades, even more so than the usually cloistered Eldar.

But as fearful as she might be about her future, it slowly faded as they began to join in the festivities. Food and drink, while somewhat plain tasting, was nevertheless plentiful and colorful, a delight to the eyes. Ribbons and rare cloth covered the usually austere walls, with stalls of various craftsmen set about, giving away of their work freely. The whirlwind of people, food, and color was enough to make even the most anxious Eldar relax, and though they maintained their stoic faces, one could tell from their body language that they were enjoying the festivities.

Here and there, small bands of Harlequins Danced, spinning tales of ancient times. Such Dances were viewed with both religious fervor, and ribald gaiety. Some younger Eldar even tried to join in, but even their incredible physique could not keep up with the trained dancers.

As much as Alira wanted to join in with the crowd, she had business to attend to. Her sister, being one of the few notable members of the Craftworld, was expected to greet the more important members of the Masque. At least, those who currently held the more prominent positions within the Dace, for no leadership lasts long within the ranks of the Harlequins.

The anxiety that had left Alira slowly began to return as they neared the center of the Craftworld. The crowds were denser, and more chaotic, with even a few Eldars going so far as to smile! So scandalous! The size of the crowd unnerved Alira, who had been somewhat of an outcast, even for the Eldar's standards, having few friends beyond what remained of her immediate family.

Things were made even worse when she spotted the main Dance. While the others had told tales of heroic deeds, or ancient battles, this one told of failure and depravity. And at the center, Danced the Solitaire. The Eldar, if she could still be called that, played the part of She Who Thirsts in the Dance, a role that was beyond revolting, even the sight of which curled Alira's stomach, while at the same time, remained impossible to ignore. The dance was both erotic and disgusting, speaking of excess beyond all comprehension, of pain for pain's sake, and wanton lust without purpose or bond.

The Dance enraptured all who saw it, unconsciously moving closer, so as to better see the intricate movements of expert dancers. The story had not yet reached its peak, and the rhythm slowly grew wilder, turning from exuberant, to downright maniacal. And still, the watchers stared, gazes enraptured, just as their forefathers had been, at the Birth of Slaanesh. And as Alira watched, something deep within her seemed to resonate, and without a thought, she stepped onto the stage, and into the hands of the waiting Solitaire.

With a mind unprotected by a Path, the young Eldar was fully swept up into the Dance. But as she did, the Dance itself began to change. Only the most astute observer would notice the slow shift, the blunting of madness, leaving it painful, but not cutting. As she danced, the crowd slowly began to regain their senses. But not Alira. No, her Dance continued, and a story of Potential was born. One that told of a Return, but at great Cost. One that spoke of Opportunity, but with much bloodshed. And like a naive little girl, Alira wanted to hear more. But another dancer joined, sweeping her away from the Solitaire, who had dominated her time upon the floor. This one wore the mask of a clown, with a teardrop and star beneath each eye. The story he Danced for her spoke of much the same as that of the Solitaire, but within it was a great caution, a wariness that seemed to see the world with disdain and mockery.

For what seemed like years, both the Solitaire and the newcomer traded Dances with Alira, as if wooing a bride. And though she desperately wished to accept both of their Proposals, she found herself unable to keep up, and when she fumbled, her partner would leave, trading her for another dancer, only for her to be picked up again by her other suitor. And as time passed, the world around them changed. Colorful Craftworld was replaced with old forest, ancient Eldar with even more ancient trees. All too soon, her body grew weary, and like old castoffs, she was handed off by both her suitors, and soon thrown from the stage, onto the soft loam of the forest floor.

Head spinning, and full of strange knowledge, Alira blinked up at the sky. It was a beautiful thing, the sky. Something that she had never seen before, having only seen memories of pale skies and grey clouds. Reaching up, she felt like she could grab hold of the clouds, and pull them to her. She felt something stir in her as the whimsical thought passed through her mind, only for a light cough to interrupt her.

With the suddenness of a thunderbolt, everything came crashing back into reality, and her mind raced to catch up. In the blink of an eye, the Dance became a conversation, and though words could not properly describe the ideas conveyed, her mind had little else to use. And the words filled her with dread. Dread, and excitement beyond anything she had ever felt.

She was in a new world, one made by the Laughing God as a staging ground for a possible alliance between Man and Eldar. A world where her own strength would pave her way, and where enemies lurked behind every corner. Where psychic power was no longer limited, but endless, so long as you had the will and power to seize it. A place of glory and agony, in equal measures, where life balanced on a razor's edge, and only a slight nudge could send it spilling over, followed by oceans of blood. And most importantly, a world where she could make her own Path, whether it be of indulgence the likes of which would rival that of the extravagance of the Eldar before the Fall, or of a stoicism that would make even a penitent Eldar amazed, or anything inbetween. In a word, Exciting.

Mind still reeling, Alira stood to face her impatient visitor, whose arms were crossed across her small chest, frown clear and evident. The Human woman, and Human she was, despite her beautiful proportions, and nearly Eldar-like form, spoke up, and to her amazement, Alira understood.

"My name is Sashi, of the Silver Cloud Sect. You are new to this land, as are many others. Thus, your inattention is understandable, but I will not ask again. What is your name?"



[] Greet her with all the excitement of a virgin Eldar, stepping forth on a new adventure. Even a human, as bland as they were, could only be a font of excitement, and this one must be questioned.

[] Greet her with the haughty aloofness that has eluded you for so long. This is a new world, and a new Alira, and you will not be seen speaking casually with a mon'keigh, no matter their beauty.

[] Greet her with trepidation and evasiveness. Though you understand that greater beings than yourself desire to foster a connection between Eldar and Humanity, such bonds are best made once the human's character has been tested.



Note: This decision does not represent a concrete representation of Alira's personality and choices for the future, but it WILL start the process of discovery for her personality, and how she intends to display herself to others.
 
Ack! Finally done! I've been working overtime today, almost at 11 hours, and just barely had time to finish this off. A bit of a long one, but since it's the first chapter, and a lot of exposition and such was needed, it took a bit longer than I intended. Hope you enjoy. The next posts will likely be shorter, as I begin to introduce some of the important characters ( barring any plot points that would cause their downfall ).
 
[X] Greet her with all the excitement of a virgin Eldar, stepping forth on a new adventure. Even a human, as bland as they were, could only be a font of excitement, and this one must be questioned.
 
[X] Greet her with trepidation and evasiveness. Though you understand that greater beings than yourself desire to foster a connection between Eldar and Humanity, such bonds are best made once the human's character has been tested.
 
[X] Greet her with all the excitement of a virgin Eldar, stepping forth on a new adventure. Even a human, as bland as they were, could only be a font of excitement, and this one must be questioned.
 
[X] Greet her with all the excitement of a virgin Eldar, stepping forth on a new adventure. Even a human, as bland as they were, could only be a font of excitement, and this one must be questioned.
 
[] Greet her with all the excitement of a virgin Eldar, stepping forth on a new adventure. Even a human, as bland as they were, could only be a font of excitement, and this one must be questioned.

[] Greet her with the haughty aloofness that has eluded you for so long. This is a new world, and a new Alira, and you will not be seen speaking casually with a mon'keigh, no matter their beauty.
Why not both?
"Oh a human, how droll. Tell me everything."
 
[X] Greet her with all the excitement of a virgin Eldar, stepping forth on a new adventure. Even a human, as bland as they were, could only be a font of excitement, and this one must be questioned.
 
[x] Greet her with the haughty aloofness that has eluded you for so long. This is a new world, and a new Alira, and you will not be seen speaking casually with a mon'keigh, no matter their beauty.
 
[x] Greet her with the haughty aloofness that has eluded you for so long. This is a new world, and a new Alira, and you will not be seen speaking casually with a mon'keigh, no matter their beauty.
 
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