Plan German Engineering is the Best In The World!!!
[X] Arland Von Reinhart
[X]Write in: Steel Will: Years of being an adventurer have left you with a heart of iron. Bonus to resistance check to depression, sadness and mental effects
[X]Write In:Inventive: Years of being a grand mage has left you with the skill to invent new magic/stuff far faster than others, Large Bonus to invention checks.

Figured we'de need some kind of depression resistance given that our character has tried to kill himself before, wouldn't want to lose because of that. I also like the idea of a summoner doing mad science, being aided by his summons
 
Biology, huh?
I do have a trait idea that kind of person likely has.

[X] Julius Ofschneyda
[X] Jaded: Your wide travels have shown both wonders and horrors beyond the ken of most. You are not affected by normal scenes of gore and death.
[X] Eidetic memory: You have perfect recall. As long as you've heard or read something, you can reproduce it in detail with no real difficulty.

Eidetic memory would explain why the character was a prodigy, being able to quickly learn magic and Jaded just makes sense if you spend any time dissecting monsters and creatures.
Though apply the nerfbat to eidetic memory as appropriate. Maybe he didn't read about a number of things and would need something like Expanded knowledge to be able to get it.

other traits that could be useful
[] Warcaster: You are experienced in combat and it's very hard to interrupt your spells.
[] Researcher: You have learned how to carefully analyze a problem or mechanism. Spending some time on looking at such a thing gives you a bonus at finding out what it does or disarming it.
[] Expanded Knowledge: It's rare you encounter something you haven't read about. You get a bonus when you are trying to recall the lore of something.
[] Good reputation with group X
[] Hard target: You have learned to read ranged opponents and can more easily avoid their attacks
[] Nature sense: You have a kind of sixth sense that allows you to sense animals and natural hazards like quicksand and poison ivy
[] Nerves of Steel: You've got balls of steel. I mean nerves. Anyway, you don't scare easy, and are immune to fear effects.
 
[X] Julius Ofschneyda
[X] Jaded: Your wide travels have shown both wonders and horrors beyond the ken of most. You are not affected by normal scenes of gore and death.
[X] Eidetic memory: You have perfect recall. As long as you've heard or read something, you can reproduce it in detail with no real difficulty.
 
[]Write in: Steel Will: Years of being an adventurer have left you with a heart of iron. Bonus to resistance check to depression, sadness and mental effects
[]Write In:Inventive: Years of being a grand mage has left you with the skill to invent new magic/stuff far faster than others, Large Bonus to invention checks.
[] Jaded: Your wide travels have shown both wonders and horrors beyond the ken of most. You are not affected by normal scenes of gore and death.
[] Eidetic memory: You have perfect recall. As long as you've heard or read something, you can reproduce it in detail with no real difficulty.
[] Warcaster: You are experienced in combat and it's very hard to interrupt your spells.
[] Researcher: You have learned how to carefully analyze a problem or mechanism. Spending some time on looking at such a thing gives you a bonus at finding out what it does or disarming it.
[] Expanded Knowledge: It's rare you encounter something you haven't read about. You get a bonus when you are trying to recall the lore of something.
[] Good reputation with group X
[] Hard target: You have learned to read ranged opponents and can more easily avoid their attacks
[] Nature sense: You have a kind of sixth sense that allows you to sense animals and natural hazards like quicksand and poison ivy
[] Nerves of Steel: You've got balls of steel. I mean nerves. Anyway, you don't scare easy, and are immune to fear effects.


All Approved for use



I would like to remind yall that traits will have effects that you may not forsee. Ex: If you take a trait that makes you not feel specific emotions, it could affect checks as well that rely on being able to sympathize or empathize using those emotions.

and thanks to Nevill again for the writing check
 
Biologist is ok. Memories are forever is not. This is partially because your mastery of summoning already lets you do things like instruct your summons to be a distraction or other things and also remember that your are a master of near every form of basic magic and are a seasoned adventurer. a plain locked door is hardly even a nuisance for you. Though i comment that the name memories are forever makes me think more so of photographic memory than being able to have summons perform circus tricks.
I was honestly simply trying to figure out what the traits could do there. I figured that would be a good test. I'll go for a different trait.
 
[X] Arland Von Reinhart
[X]Write in: Steel Will: Years of being an adventurer have left you with a heart of iron. Bonus to resistance check to depression, sadness and mental effects
[X]Write In:Inventive: Years of being a grand mage has left you with the skill to invent new magic/stuff far faster than others, Large Bonus to invention checks.
 
[X] Nerves of Steel: You've got balls of steel. I mean nerves. Anyway, you don't scare easy, and are immune to fear effects.
 
[X] Julius Ofschneyda
[X] Jaded: Your wide travels have shown both wonders and horrors beyond the ken of most. You are not affected by normal scenes of gore and death.
[X] Eidetic memory: You have perfect recall. As long as you've heard or read something, you can reproduce it in detail with no real difficulty.
 
[X] Arland Von Reinhart

[x] Plan: I have seen things
-[x] Warcaster: You are experienced in combat and it's very hard to interrupt your spells.
-[x] Nerves of Steel: You've got balls of steel. I mean nerves. Anyway, you don't scare easy, and are resistant to mundane fear effects.
 
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I intend to end vote at 9pm central time on monday and to have next story segment out on tuesday
 
Alright as im working through some stuff i decided against something that seems to be a common theme. As the thread is tagged this quest will have horror elements. A common theme seems yo be yall making the protag immune or resistant to things that tend to natrually come with the horror territory. While having a protag who is always cool or straight up unable to be afraid could be interesting, i wanna make this a bit more nuanced in a way i think makes sense for the setting and the character as such the following effect is modified.

[] Nerves of Steel: You've got balls of steel. I mean nerves. Anyway, you don't scare easy, and are immune to fear effects.

Is changed to

[] Nerves of Steel: You've got balls of steel. I mean nerves. Anyway, you don't scare easy, and are resistant to mundane fear effects.

Im not going to allow blanket immunity to all fear. You are not a robot, this is a trait not a spell supressing your emotions permanently and even the description even says you dont scare easy, not that you dont scare at all. But im not going to take it all away. I think that this change is a more reasonable and healthy alternative for a horror quest.

Alternative compromises i am willing to make.

Im a willing to allow immunity to mundane fear in exhange for vulnerability to magical fear.

Immunity to magical fear i believe would just require an appropriate spell in cannon and isnt something that your character would have seen a point to train himself to do. He isnt a nightmare hunter, he wouldnt have a reason to train himself to the extremes necessary to be immune to magical fear naturally.

I am however willing to allow innate resistance to magical fear (though not immunity for reasons explained above)

I apologize if this upsets people however it is a change i felt was needed, i hope the compromises are acceptable.
 
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Do we have to go back to change our votes, or will old votes for Nerves of Steel count towards the changed option?
 
[X] Julius Ofschneyda
[X] Jaded: Your wide travels have shown both wonders and horrors beyond the ken of most. You are not affected by normal scenes of gore and death.
[X] Eidetic memory: You have perfect recall. As long as you've heard or read something, you can reproduce it in detail with no real difficulty.
 
Inserted tally
Adhoc vote count started by DangerKitty on May 25, 2020 at 9:15 PM, finished with 19 posts and 8 votes.

  • [X] Julius Ofschneyda
    [X] Jaded: Your wide travels have shown both wonders and horrors beyond the ken of most. You are not affected by normal scenes of gore and death.
    [X] Eidetic memory: You have perfect recall. As long as you've heard or read something, you can reproduce it in detail with no real difficulty.
    [X] Arland Von Reinhart
    [X]Write In:Inventive: Years of being a grand mage has left you with the skill to invent new magic/stuff far faster than others, Large Bonus to invention checks.
    [X]Write in: Steel Will: Years of being an adventurer have left you with a heart of iron. Bonus to resistance check to depression, sadness and mental effects
    [X] Nerves of Steel: You've got balls of steel. I mean nerves. Anyway, you don't scare easy, and are immune to fear effects.
    [x] Plan: I have seen things
    -[x] Warcaster: You are experienced in combat and it's very hard to interrupt your spells.
    -[x] Nerves of Steel: You've got balls of steel. I mean nerves. Anyway, you don't scare easy, and are resistant to mundane fear effects.
 
Aight so yall r julius ofschneyda and ur traits are
Jaded: Your wide travels have shown both wonders and horrors beyond the ken of most. You are not affected by normal scenes of gore and death.
Eidetic memory: You have perfect recall. As long as you've heard or read something, you can reproduce it in detail with no real difficulty.

Nice. Ima try to get the next updoot out tommorrow. Have a great night!
 
I hope i dont have to make too many of these but apologies. Updoot should be out tommorrow my sister graduated highschool today and there was a big family party at my house. In short, i couldnt find enough time to finish the update though i did make progress. Sorry for the delay.
 
Main Content
Ch.2​
You lose sense of time in that great and seemingly infinite nothing, yet as time passes you feel yourself begin to be pulled towards some greater destination. It is gentle at first, but quickly accelerates like a whirlpool as it sucks you in. As it sucks you down your consciousness, fragmented as it already is, fades. Then as your consciousness is fading you feel yourself attach to something. It is highly uncomfortable at first but you quickly adjust. Curious your consciousness reaches out to it.

Memories flow into you like a roaring tide. Senses familiar yet alien assault you as your bond becomes stronger and stronger and your consciousness merges with another.

_


"Ya, know ya could ave at least gone outside if ya were gon puke ur guts all over my damn floor" The shopkeeper chided you.

While you can empathize with the man, you find it difficult to care with the sudden wave of nausea that washed over you. The sick feeling in your stomach had been building in your stomach for the last few hours, ever since you rode into this little shit stain on the country side at least. You grimace as you give him a silver coin.

"Apologies, friend I think my rations may have gone rotten. Speaking of which, Ill take a week of rations, hopefully these will last longer. Keep the change, as apology for the mess" You say in a half prayer.

After your purchase is done you go outside. You are feeling much better now that you have gotten whatever that was out of your system. Now that you aren't in a mortal struggle with your gut, you take another look at the town. You suppose calling it a shit stain may be a tad rude, but not much as it IS a very small town, just a few houses, a store and a church. You suppose the store was nicer than you would have expected, it sticks it a little bit, as one might expect just some stalls in a town like this. Not a modestly sized and well maintained stone building.

With a sigh you head over to the church. You wish so terribly much that your boss had allowed you to pair up with your old warrior friend Nash for this quest. At least he would not stab you in the back, you think. You open the modest wooden doors to the church and are greeted by a man in a leather tunic and cap sitting on a bench as a nun quietly sweeps the floor around the altar farther in. The man looks up at you and gets up with a gentle smile on his face.

"Greetings friend, might you be Julius Ofschneyda?"

You cringe as he butchers your last name but nod," I hope I haven't been too late, I suffered some delays on the way. You can just call me Julius sir….?"

"Arland Von Reinhart, But you can just call me Arland. Do not worry, you have not tarried too long. The merchant has been waiting." He replies brusquely.

That gives you pause," I thought we were going to just ride out to the dungeon ourselves?"

He nods patiently," That was the plan, however I have been requested to escort a merchant part way to the next town. Just past the woods. There have been reported sightings of beasts there and they wish to make it to the next town unmolested. We will have to go off track a little bit but it will not be a significant detour."

You think about it for a little bit. While a detour would be annoying, the faster this is over the happier you will be to get back to your research, you understand that as a paladin it could affect his reputation if he were to turn down a citizen in need. More than that though, Arland has been far more civil than you had anticipated a member of the church being and you would like to keep it that way so you agree.

The merchants seemed nervous as you both approached them but quickly warm up as Arland shares pleasantries with them. You muse that they must not be very successful merchants as you glance over their wares and clothes. They seem to mostly carry food and some assorted knickknacks and their plain and somewhat worn clothes indicate to you a lack of care for their image. You suppose you don't expect much from country bumpkins.

As you all travel you start to listen to Arland talk with the two merchants of their respective travels


Observation Check (1D20 DC13) Rolls: 5. Failure


And you slowly tune out of the conversation as you watch the sun go down. The travels of such poor merchants don't interest you much. You would much rather enjoy the scenery and think of new experiments you can do once you get home. As the sun begins to set in earnest you suggest that you all set up camp. They protest, but not too terribly much. As they get camp set up you summon a spectral wolf and instruct it to hunt some small game and bring it back. Your company seems to find this unsettling.

"Please refrain from using necromancy in front of the common folk." Arland takes you aside and instructs you.

You want to argue that it is not necromancy, but you know that is a conversation for another time. You suppose he doesn't want rumors of him consorting with "Necromancers". Not the first time you have been requested for such things. As you all settle down for the night and you begin to cook the game your pet caught you strike up a small conversation with Arland.

"So, what level are you Mr. reinhart?" You ask in a conversational tone.

He sighs," Honestly I expected this talk later, but I am level 4. I am one test away from level 5 however." You nod, that's good you suppose. Level correlates as to how many floors you can clear of an average dungeon by yourself. You have to reach said floor by yourself 3 times in three different dungeons and there are bosses every 5 levels, So the jump from 4 to 5 is a bigger one than most.

"I am level 5 myself, 2 tests away from level 6" you reply. He gives low whistle

"That's pretty good, especially for a mage. You must have some pretty good mana reserves to make it that far on your own." He compliments you.
You laugh, you may like this guy, despite his affiliations. As your talk dies down and you give Arland his food, the merchants excuse themselves as they want to get some spice from the wagon. Arland thanks them for the consideration but says he could not impose on them in such a way. The merchants insist and walk away.


Observation Check (1D20+5(for eidetic memory) Dc15) Rolls: 16+5. 21. Pass


Yet as you slowly brown your own game you remember seeing nothing of spices or the like in their cart, you suppose that it could have been under some of the vegetables and knickknacks but you find that unlikely. That's not even to mention that most spices can be rather expensive and you know they aren't that affluent. So it doesn't take you long to put two and two together. You suppose that it's not dangerous beasts in this forest, but bandits disguising their tracks as such. That's somewhat clever you muse as you continue to cook your food. You aren't worried about bandits very much and find the whole situation more amusing than threatening. After all they can't even properly pick suitable targets.

You look over at Arland, who is enjoying his food and is now reading what you would assume to be a holy book. Though the book has no visible design or words on its cover at all. As you see the merchants walking back in the distance you notice how their clothes are just a bit bulkier than they were before. You glance at Arland again, this could be a good test to see how your companion handles under pressure.


This felt like it was longer when I was actually writing it lol. now it looks so small. oh well i guess.

[] Attack the "merchants" immediately.
[] Reveal that you know what going on and threaten them to ??? (Write in)
[] Pretend you haven't noticed anything and let things play out, but be ready to spring into action
[] Pretend you haven't noticed anything and try to push Arland out as bait, but be ready to jump in and save him if he gets in trouble.
[] Write in.
 
[] Reveal that you know what going on and extort them (say you'll spare them If they give you money)
 
[X] Subtly alert Arland, but let him take care of the situation

I don't want to set him up, but I still want to see how he handles himself in a fight.
Also, should I reveal what the family name means?
 
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[x] Pretend you haven't noticed anything and let things play out, but be ready to spring into action
 
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