Princess Maker Quest

[X] Plan Social Caster
-[X] Writing/Poetry
-[X] Church Work
-[X] Modern Teaching/Science
-[X] Church Work
-[X] Painting

Any opinions on how this plan looks?
 
Why 'Modern Teaching/Science' instead of 'Traditional Knowledge'?

Mostly because I feel like Magic Resistance is just a bit more important than Magical Power at the moment (I would had went for Personal Tutoring, but I want to get a feel on how a Weekend turn looks like, action wise, before I can decide if there would be situations where sacrificing 1 AP from weekend turns would be worth training all of our magic stats).
 
(I would had went for Personal Tutoring, but I want to get a feel on how a Weekend turn looks like, action wise, before I can decide if there would be situations where sacrificing 1 AP from weekend turns would be worth training all of our magic stats).
Funny enough, I thought the exact same thing.

[X] Plan Social Caster

It seems that Social and Magic will be our primary stats, but depending how things go we shouldn't forget all of the Trickery and Martial skills, namely Charisma, Agility and Stamina. This would also mean that best places for work would be the church and tavern.
 
[X] Plan focus on magic
-[X] Church Work
-[X] Unarmed
-[X] Personal Tutoring
-[X] Writing/Poetry
-[X] Modern Teaching/Science
 
Well, since our voting base is probably gonna be pretty small for a while, I'm gonna call the vote now.

Edit: Gonna de my own Tally.
 
Edit: ....Ok, I don't know why "Focus On Magic" isn't in the Tally.

NVM. I saw it.

I'll look into fixing that later.

For now, Social Caster has won. I'll do the rolls real quick...

Adhoc vote count started by LinkOnScepter on Jan 26, 2021 at 5:45 PM, finished with 13 posts and 5 votes.
  • 4

    [X] Plan Social Caster
    -[X] Writing/Poetry
    -[X] Church Work
    -[X] Modern Teaching/Science
    -[X] Painting
  • 1

    [X] Plan focus on magic
    -[X] Church Work
    -[X] Unarmed
    -[X] Personal Tutoring
    -[X] Writing/Poetry
    -[X] Modern Teaching/Science
LinkOnScepter threw 1 20-faced dice. Reason: Writing/Poetry Total: 10
10 10
LinkOnScepter threw 4 20-faced dice. Reason: The Rest Total: 27
4 4 4 4 16 16 3 3
 
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Our perfect designer baby not doing so well with studying.
 
Weekend 1
The very first thing Sasha did when you two got home from her Painting Class was rush into the living room. You followed after her at leisurely pace, already knowing what she was going through. For you had gone through the same thing yourself when you were younger. The realization that failure was not only something that existed, but that it could happen to you.

You find her laying down on one of your smooth, flat seats. She has her face buried in a pillow while muffled rhythmic sobbing escapes from within the pillow. You sigh before sitting down and placing a hand on her back. She stiffens up for a moment, then relaxes as you start rubbing your hand up and down her spine.

"Sasha, it's ok," you say in a calming voice, "No one expected you succeed at everything your first try."

"But....but....but I messed up. I let mama down," she speaks through her crying gasps and sobs.

"Why do you say that?"

"Because everything you do, you do it perfectly! You never have trouble when casting spells in the house!"

You shake your head with a smile, "Sasha, you know that's not true."

"Yes it is! You're always perfect! And I'm...I'm a failure."

You sigh again before saying, "Well, as embarrassing as it is to admit it, I'm not as perfect as you might think."

You go quiet to wait for her to answer you. She eventually peeks her face out from the pillow with a quiet, almost mouse like, "Really?"

"Yes," you nod with a smile.

"But, you're so strong," she turns over to look up at your face.

"Strong doesn't mean perfect, Sasha," you shake your head, "And I most certainly didn't start out as the Archmage. In fact, I remember this one time when I was trying out a new spell..."

From there you begin to soothe your daughter's woes through detailing an embarrasing moment from your past. By the end, Sasha is sitting up and smiling at you while you detail moments from times long gone. You never expected her to be perfect after all. You didn't make her that way.

You made her human. To be your daughter.

And to err is to be human.



Week 1 Results:

Writing/Poetry: Failed

+1 Charisma

+3 Decorum

+2 Speech

+3 Stress

Church Work: Failed

+9 (+5 from Child Origin) Morals

+5 Stress

Modern Teaching/Science: Failed

+2 Intelligence

+5 Magic Resistance

+ 5 Stress

Church Work: Success

+7 (+5 from Child Origin) Morals

+1 Stress

Painting: Failed

+10 (+5 from Child Origin) Empathy

+4 Art

+8 Stress

Lost 168 Gold (-170 from Classes, +2 from Church Work)

Current Gold:
4,832



Weekend 1 (Choose what to do this Weekend):

Current AP: 3
[]
[]
[]

Talk: Speak with your daughter. See how she's feeling, and how her day's been. Increases Trust.

Pocket Gold: Give your daughter some Pocket Money. Starts at 20g but increases as you pick this Action

Scold: Punish your daughter for doing something bad...or just in general. Could lower Trust and increase Stress if done carelessly.


Armor Shop: Purchase armor for your daughter to wear on Adventures as well as order custom sets, but they can take a while.

Weapon Store: Purchase weapons for your daughter to wield on Adventures as well as order a custom weapon, but it can take a while.

Tailor: Purchase dresses that can give your daughter access to Special Events, or give Stat Boosts/Penalties on certain Activities.

Item Store: Buy various stat boosting items and sell off unneeded ones.

Hospital: Newly opened, take your daughter here if she's sick...or just use healing magic.

Magic Shop: Get expensive enchanted items of all sorts. From weapons, to armor, to items, to the more...eccentric new inventions. Everything is VERY expensive though.

Castle: Go to the Castle for a surprise visit to keep the king and nobles happy. However, it will also give your daughter a chance to gain some Rep with important figures in the Kingdom.


Home: There's plenty you can do around the house to destress. Plus it cost nothing. (0g, -5 Stress)

The Private Park Spaces: These places tend to be more relaxing cause there are less people around, and it's nice to see the Steam Ships flying overhead. (20g, -10 Stress)

The Museum Of Ancient Magics: There are lot of exhibits dedicated to your exploits, but it's mostly just a relaxing place to go to see old Magical Advancements. (50g, -20 Stress)

The Hot Springs: Nothing like going to a place where you can just soak and relax in wonderful, hot, spring water.... (150g, -30 Stress)

A Reserved Private Hot Spring: ...Except a place where you can do that, with just the two of you in the entire building. Being the ArchMage has it's perks. (200g -50 Stress)


Sasha's Adventure: Send your daughter out to adventure on her own...with your supervision as you hide behind an invisibility spell. You'll let her go at her own pace, but the moment she runs into trouble you will step in.

- Sasha will go out to adventure in the wild woods.
- You'll follow and if she gets in over her head (Hits 0 HP or otherwise) you'll step in and save her.
- See more in Mechanics below.

Your Adventure: Just because you're the Archmage doesn't mean you can't go out and adventure yourself. There's probably a few places you go to for a bit. And you can take Sasha with you (Choose 1):

- [] Goblin Culling: Just a simple culling of the local Goblin Population. Need to keep their numbers down so beginner adventurers don't have too much trouble dealing with them when they're starting out...or so they don't get so big they start raiding the countryside. (Rep With Nomtom Increased by 10, Rep with Novice Adventurers Increased, Unlock New Event Chain)

- [] Ancient Lich Tower: There's rumors that an untouched Lich's Tower was discovered somewhere to the west of Nomtom. If the Lich is still alive, then putting him down for good would save a lot of lives. And if he isn't then someone needs to gather any items he left behind. To keep them out of the wrong hands. (Rep with Nomtom Increased, Rep with Mages Increased, Unlock New Event Chain)

- [] A Bad Harvest: A town on the eastern edge of Nomtom's territory had a bad harvest this year. That's not good, because this is their fifth one in five years. Either something's wrong, or they're having a couple bad years. Either way, you can help alleviate their pain with a simple Fertility Spell. (Rep with Nomtom Increased, Rep with Farmers Increased, Unlock New Event Chain)

Will you take Sasha?
- [] Yes. (???)
- [] No. (???)


Contact your old teammates: While you don't mind taking care of Sasha alone, you could certainly get more done if you had some help. Either as a Babysitter or someone to go to for help with Sasha's studies. You've kept in contact with a few of your old adventuring buddies who have managed to make it big. Maybe it's time to call in some favors (Choose 1):

- [] Royal Guard Earl: A Fighter turned Paladin of the Sun God, Earl is the oldest of your group. He's also the best damn swordsman in the entirety of Nomtom. Even though he's well past his prime and magic is advancing technology rapidly, he's managed to keep his position through all possible attempts. Mostly because he's got a strategic mind to guide the muscles he uses. However, while you've never been able to confirm it, you think he might be attracted to you. Which makes talking to him...awkward. (Event, Weapon Prowess Class Cost Decreased by 10g, Unlock New Event Chain)

- [] Fellow Mage Nova: One of the few non-humans that's managed to make it in this city, Nova is the only mage in the city who could possibly match you in terms of fame. Though where you're known for big actions that save the world, he's more than for smaller things that nonetheless keep the world moving. Unfortunately, no one tends to thank those who do the small things. Because of this you two have a bit of a strained relationship. Well...kind of. He sees himself as your rival and is constantly upset that you get more attention than him. Meanwhile, you're just glad he's your friend. (Event, Modern Knowledge/Science Class Cost Decreased by 10g, Unlock New Event Chain)

- [] Steam Ship Pilot Kyra: When she was running with you guys, Kyra was a simple girl with the simple dream of running her own Steam Ship. Now, she's a full fledged pilot in Nomtom's own Steam Ship Division. Though, right now she primarily moves goods in and out of the city. You owe each other multiple times over. You owe her for every time she showed up to pull you out of the fire, and she owes you for every time you saved her from anti-air magical fire from the ground. Hopefully she can take some time out of her schedule to help you out. (Event, Steam Ship Job Pay Increased by 10g, Unlock New Event Chain)

- [] "Innkeeper" Rosie: Rosie bought an inn and runs it like a legitimate business now...is what you'd like to say. However, it's hard for some rogues to let go of their old habits. You know that she's got some kind of illicit business on the side, but don't know what it is. Nor do you have an evidence that it's anything bad really. Still though, she's never been one to stiff you out of a cheap room or anything like that. Maybe she'd be willing to help you out now. (Event, Tavern Job Pay Increased by 10g, Unlock New Event Chain)

Look into the current status of the Demons. You beat them pretty bad, but if that ambush earlier this week was any indication, they are far from done. You need to look into this and make sure they aren't planning something.

Look into the current status of the Dragons and our relations with them. With the Demons mostly dealt with, the Dragons are the next major race that could cause problems. And it's not in their nature to not try to take advantage of the Demons being weak. You need to be sure they aren't trying something.

See about possibly creating a new Magical Tool for people. You're the ArchMage. Helping make others lives easier is not only a good thing to do, but trivial to you. (Rep Increase, ???)


Go for a walk in town. She should get used to the area she's living in so she doesn't get lost. (???)

See about introducing her to new kids. She needs to interact with people her own age, and having friends can be invaluable in this world. (???)

Look for a Husband so she has a dad. You don't mind raising her on your own...but...you can't deny that having someone around to help share the love would be nice. (???)



Yeah, so despite failing so much, you guys managed to get lucky on the Stat Dice Rolls.

Also, more Mechanics:


- I will roll 3d100s as Encounter Die
- 50 to 99 will be a neutral to positive Event. Nat 100 is a Special Event that could get your Daugther a Special Trait.
- 1 to 49 will be an extremely bad to poor Event. Nat 1 will result in a Special Event that will immediately force you to intervene with what your daughter is doing.
- Encounters can lead to Combat, things that happen, or simply finding stuff in the woods.
- You won't control Sasha and I'll roll any Combat behind the scenes. If she runs out of HP, you'll rescue her and immediately take her home. She'll also gain 20 Stress.
- After 3 Encounter Rolls she'll want to return home, as she's 10 years old. She'll want to stay out longer as she adventures more and will eventually decide to continue even after the 3 Encounter Rolls.

- You choose to go out and do something. That's it.
- Sometimes you'll run into Events that get you special stuff.
- Most times the Adventures will simply affect your Rep or lead into Event Chains.
- You can bring Sasha with you if you wish. This can have several effects, such as unlocking Special Events you wouldn't normally get.

- When Combat Starts, both sides roll 1d20, then add their Combat Skill. Whoever gets higher goes first.
- On a creature's turn they choose whether they will attack with their Magic Skill or their Combat Skill. Then they choose how many Die they're committing to the Attack. Every Die rolled is a separate attack. Any left over Dice can be used to Defend against an enemy attack.
- Once the Attacker has chosen how many die, they then roll that many die and add (Modifier/5) to each roll. The Modifier changes based on the type of attack.
- Unarmed uses Strength.
- Weapons use Prowess.
- Magic uses Magical Power.
- And "Practical" Combat uses Skill.
- They then compare each die result to the enemy's Magic/Combat Defense Skill. If the roll is higher, the attack hits and deals Damage equal to the roll + any bonus Damage from Weapons, Enchantments, etc.
- If the Defender wishes, and they have Dice left in their pool, they can "Dodge". When Dodging, the Enemy adds (Agility/5) to the rolls of all the dice they put into the Dodge. For every Die that Matches or Beats one of the Attacker's rolled Die, they dodge that attack and take no damage. However, if they roll below the number or don't have enough dice to dodge every attack. Then they will get hit.
- Then the enemy's Armor Value is Subtracted from the Damage amount. What is left is subtracted from the enemy's HP.
- Damage is cumulative. So if you rolled a 4, 5, 6, 7, and they all hit, you'd do 22 damage.
- When HP hits 0, the enemy is beaten. What happens after depends on your Daughter's Morals.
- High Morals = She Spares them.
- Low Morals = She Kills them.
- If you're Daughter's HP hits 0, then you'll come in and save her before anything bad can happen. However, she'll gain 20 Stress from being beaten.
- MP is lost when your Daughter Cast Spells. Spells have specific times they can be "Cast". "Quick" Spells can be cast on your Daughter's Turn and not cost her Action. "Basic" Spells take your Daughter's Action. "Invoke" Spells can take longer that than, usually two Actions.
- Foes can do everything your Daughter can depending on what they are. Demons are all inherently magical, so they all can usually cast a Spell of some kind. They follow the same rules as your Daughter.
- Opponents and your Daughter can be resistant or outright immune to certain attacks based on their Armor or after casting certain Spells. Opponents with Magic Shields will cause Magical Attacks to deal less damage, and Physical Shields or Magical Shields meant to block Physical Attacks will cause Physical Attacks to deal less damage. A Shield CAN'T do both at once.

- Starting next Week, Sasha will gain Boosts to Activities based on her Stats.
- These Boosts will always be calculated via the formula: Stat/10.
- Most Activities will only use One Stat for the Boost, but will give points to multiple.
 
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[X] Plan Preparations for the Future
-[X] Tailor
-[X] Look into the current status of the Demons
-[X] Go for a walk in town

So... how does this plan look?
 
Despite failures, those were some good stat gains.
For you had gone through the same thing yourself when you were younger. The realization that failure was not only something that existed, but that it could happen to you.
Good lesson to learn.
"Sasha, it's ok," you say in a calming voice, "No one expected you succeed at everything your first try."

"But....but....but I messed up. I let mama down," she speaks through her crying gasps and sobs.

"Why do you say that?"

"Because everything you do, you do it perfectly! You never have trouble when casting spells in the house!"

You shake your head with a smile, "Sasha, you know that's not true."

"Yes it is! You're always perfect! And I'm...I'm a failure."
Awww.
You sigh again before saying, "Well, as embarrassing as it is to admit it, I'm not as perfect as you might think."

You go quiet to wait for her to answer you. She eventually peeks her face out from the pillow with a quiet, almost mouse like, "Really?"

"Yes," you nod with a smile.

"But, you're so strong," she turns over to look up at your face.
It can be hard for kids to realize that their parent(s) aren't perfect.
You never expected her to be perfect after all. You didn't make her that way.

You made her human. To be your daughter.

And to err is to be human.
:)
Resistance.
Tailor: Purchase dresses that can give your daughter access to Special Events, or give Stat Boots/Penalties on certain Activities.
Boosts.
Look into the current status of the Demons. You beat them pretty bad, but if that ambush earlier this week was any indication, they are far from done. You need to look into this and make sure they aren't planning something.
FTFY

[X] Plan Preparations for the Future

Yeah, I can really see that weekend AP is something we'd want to have a lot more.

@LinkOnScepter
What are stat and stress caps?
 
[X] Plan Preparations for the Future
-[X] Tailor
-[X] Look into the current status of the Demons
-[X] Go for a walk in town
 
The Hot Springs: Nothing like going to a place where you can just soak and relax in wonderful, hot, spring water.... (100g, -45 Stress)
Somehow this option doesn't follow the natural progression of "you can get rid of more Stress without spending more actions, but it will cost you a lot more money".
For the opportunity cost of 2 AP, we can have:
-5 Stress for free
-10 Stress for 20g,
-20 Stress for 50g (*2 efficiency, *2.5 cost)
-45 Stress for 100g (*2.25 efficiency, *2 cost)
-75 Stress for 500g (*~1.6 efficiency, *5 cost)

I expected to see 150g/200g there, otherwise it is straight out superior to everything.
 
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Somehow this option doesn't follow the natural progression of "you can get rid of more Stress without spending more actions, but it will cost you a lot more money".
For the opportunity cost of 2 AP, we can have:
-5 Stress for free
-10 Stress for 20g,
-20 Stress for 50g (*2 efficiency, *2.5 cost)
-45 Stress for 100g (*2.25 efficiency, *2 cost)
-75 Stress for 500g (*~1.6 efficiency, *5 cost)

I expected to see 150g/200g there, otherwise it is straight out superior to everything.

Again, I'm not good at math.

I usually just go with what feels right rather than what's mathematically sound.
 
As expected, here's the winner.

Adhoc vote count started by LinkOnScepter on Jan 28, 2021 at 11:12 AM, finished with 6 posts and 3 votes.
  • preparationsforthefuture

    [X] Plan Preparations for the Future
    -[X] Tailor
    -[X] Look into the current status of the Demons
    -[X] Go for a walk in town
 
This is to close the vote.
Scheduled vote count started by LinkOnScepter on Jan 27, 2021 at 1:34 AM, finished with 7 posts and 3 votes.
  • preparationsforthefuture

    [X] Plan Preparations for the Future
    -[X] Tailor
    -[X] Look into the current status of the Demons
    -[X] Go for a walk in town
 
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