Deedeequest or The Wonders of Mundus: Be Careful Who You Pretend To Be - A Genderous Isekai Quest

How Dice Rolls Work
Character sheet is here.

Dice rolls are 1d10 + Stat + Proficiency + any applicable bonuses, such as Boons.

You may spend 3 Tension to Overdrive for a retroactive +5 to your roll (a Determination Overdrive), or +3 to an ally's roll (a Teamwork Overdrive). I will also automatically overdrive to avoid exhaustion or unconsciousness.

It is possible to critically succeed (on +5 on skill checks and +10 on combat rolls) or critically fail (by the same margins), but rolling a 1 or a 10 does not automatically crit in either case. It is possible to crit retroactively by Overdriving.

Your stat bonuses have names:
  • Vigor grants a Strength bonus.
  • Agility grants a Dexterity bonus.
  • Spirit grants an Aura bonus.
  • Mind grants an Intuition bonus.
  • Resolve grants a Guts bonus.
Dice are rolled on a first come, first serve bonus. You only roll for Deedee.
 
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That's only SB (along with the "no necro" rule), so yeah, reaction image to your heart's content (but it would be nice if you spoilered it because Large Images Are Kinda Rude)

Good to know.

(To be clear, the 'site policy that's not immediately relevant to this Quest/litigation of grievances against moderation' tangent that I would prefer y'all not have in a Wendy's. You're all fine, just a quest about a disaster queer harem isekai protagonist is not the proper forum for that.)
 
How long does this last?

...I know it's wrong, but whenever I see Persistent as a capitalized modifier on a spell, I always think of the D&D 3.5 version, which hard sets the duration to 24 hours.

20 seconds/three turns unless extended.

(As an aside, Erandite Sacred classes specialize in renewing DoT's, buffs, and debuffs.)
 
20 seconds/three turns unless extended.

(As an aside, Erandite Sacred classes specialize in renewing DoT's, buffs, and debuffs.)
Ok, so long enough to have an actual effect, but not long enough to be reliably used purely for battlefield control without extending it further.

(I knew the part in parentheses from reading her Informational threadmark.)
 
Ok, so long enough to have an actual effect, but not long enough to be reliably used purely for battlefield control without extending it further.

(I knew the part in parentheses from reading her Informational threadmark.)

A lot of Hikaru's character points are going to get sunk into more Techniques for better battlefield control - Wall of Thorns is next for his pickup list - but y'all really haven't been here that long.
 
A lot of Hikaru's character points are going to get sunk into more Techniques for better battlefield control - Wall of Thorns is next for his pickup list - but y'all really haven't been here that long.
Useful, but I actually thought of something with what he already has, that is probably a go-to of his if it works:

Does the fire damage from his Persistent Fireball remove the freeze of his Immobilizing Frost Lance since they're Fire And Ice, or can he stick a major enemy in place then drop a Fireball on them without freeing them?
 
Useful, but I actually thought of something with what he already has, that is probably a go-to of his if it works:

Does the fire damage from his Persistent Fireball remove the freeze of his Immobilizing Frost Lance since they're Fire And Ice, or can he stick a major enemy in place then drop a Fireball on them without freeing them?

Immobilize only lasts for one turn anyway; by the time you can drop a fireball on them the ice has melted. You CAN immobilize someone already in the fire field though.
 
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In baseline Valor, you can spend your move action to clear Immobilize, but that does mean you can't use that move action to move. You can still spend a support action to do a half move after removing immobilization but that's a support action you're aren't using to heal, buff, debuff, or similar useful action. Still, sometimes you want that half move.

But of course simplifying mechanisms is pretty much necessary for quests.
 
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As an aside one of the many things that I like about Valor is that it's careful about action economy. I can only think of one way to get an extra attack action and that only lets you start battle with a single prepared counterattack and it's an late game thing. Otherwise it's one attack action per turn, or two for a Master rank character (basically the type of thing reserved for the most powerful enemies), period.

Mind, a counterattack build can save their attacks to use in response to enemy attacks or movement but that's just delaying when you use that attack action. Also Valor abstracts out attack actions; an attack technique can be flavored as a single solid attack or a flurry of many blows or other variations.
 
The only real way to "manipulate" the action economy in Valor is to trade your actions for wasting opponent actions, and there's no way to, strictly speaking, remove an enemy's Attack. Immobilize uses up their Move, Knockdown their Move or Support, a Clash (not available in S1) can negate one of their attacks if you beat them in a roll-off but mathematically it's more like a fancy way to defend and use your stored counterattack at the same time. Your actual best bet is Barrier Cores as those take a Support action to create and need a Move or Attack to knock down, but if they beat your roll they can basically do what they were going to anyway.

Anyway, the actual best way to keep people in the AoE of a Persistent Effect (especially a relatively small one like they necessarily are at low levels) is your teammates using Reposition attacks to knock them back into the AoE after they leave. Fortunately, we're playing a Pinball Cleric.
 
I'm actually going to dissent on this one!

With no other information on what to expect than "idk things that exist in the world," fireballs are a part of our threat profile; it may only need to be if someone looks a bit fireball-y (or whatever), but I think skylining two of the most vulnerable members of the party on top of the escort objective makes too tempting a target.

This brings up an interesting question.

In reality, a skilled bowman with even Early Modern technology can reliably hit and kill an unarmored target from over a hundred yards, probably longer or armored with a good crossbow. Heeks or our buddy would get sniped first thing. However, combat in Mundus appears to still work on diegetic game rules even in-universe - and we know it does out of character as well. It's quite unlikely anything we fight will be able to outrange a dedicated archer or blaster wizard, and our melee combatants would be able to easily form a safe perimeter at the edge of that range. While our ranged would be highly visible, they're not at risk of an immediate gank as a real life person or Mundane civilian might be.

Besides, our tank, while impressive in a lot of ways, is slow as fuck, we want all her Cover targets near each other.

It might be prudent to arrange the cart so that they have some low cover, though - stack some packs or spare parts to take arrows so they don't.
 
Yeeting our enemies into one of Hikaru's damaging fields using KAISER KICK makes them take the damage, right?
 
Anything that starts its turn in a damage field takes the damage (or, rather, rolls to save or takes damage), yes.
I do want to point out that RAW, the damage for Persistent Effect ticks on the attacker's next two turns, which is contrary to the similar Sapping Strike, which ticks on the target's next two turns (it also doesn't require new rolls, but also doesn't affect new targets, as it's your "DoT" effect - if you want damage optimization, take Sapping, if you want area denial, take Persistent). It's perfectly viable to make this consistent between the two and OWTB in-universe may have decided to do so for programming reasons, of course, but the RAW interpretation means individual initiative matters a little more.
 
I do want to point out that RAW, the damage for Persistent Effect ticks on the attacker's next two turns, which is contrary to the similar Sapping Strike, which ticks on the target's next two turns (it also doesn't require new rolls, but also doesn't affect new targets, as it's your "DoT" effect - if you want damage optimization, take Sapping, if you want area denial, take Persistent). It's perfectly viable to make this consistent between the two and OWTB in-universe may have decided to do so for programming reasons, of course, but the RAW interpretation means individual initiative matters a little more.

I stand corrected, thank you!
 
[X] [DETOUR] Down a riverboat. (Uses Sekhmet's Intuition+Stewardship, with a setback if you fail.)

[X] [INN] Learning and participating in the harvest rites. (Mandatory; vote for this and one other. Uses Deedee's Aura+Mysticism.)
[X] [INN] Participating in the festival games. (Uses Ace's Dexterity+Athletics.)

[X] [TALK] Ace. I really need to thank her for helping me, and teach her a little char-op.
[X] [TALK] Alesha. Things are still tense and she needs to know she's doing fine, and can lean on me a bit.
[X] [TALK] Tayeb and Shadi. This trip wouldn't be possible without them, and they've made this trip before; they know the way.
 
Vote closed
Scheduled vote count started by Talia B on Sep 11, 2021 at 5:03 PM, finished with 50 posts and 16 votes.
 
So what we'll have is Ace, Sekhmet and Tayeb for conversation partners; A woodlands crossing; Futbol; and at least one random encounter.

I'll start writing tomorrow.

ETA: Make that 2 random encounters.
Talia B threw 1 10-faced dice. Reason: woods +11 Total: 2
2 2
 
Chapter 2.4.1:breakfast of champions


You groan and rub your eyes as you hunch over. Barely any light, but it still managed to wake you. You stretch, for a moment, naked in your tent and glad of the privacy; you cup your own breast and feel... it's not that it's a turn-on; it's that you feel sexy, and less sexy than right.

You sigh, and put on your clothes, and exit the tent while still yawning. You emerge into a clearing half-concealed by bushes and trees, off to the side of the road; a path marked with the hand of a milestone marked with Sylphan's countenance leads back to Orocorn Road, and along that road is, eventually, Vinyado.

Tayeb insisted on bringing a couple of live chickens with you, which seemed like the height of crazy back in town; but this morning, you're thanking him for his foresight as Ace, in her arming jacket, cracks fresh eggs into a bowl.

"Good morning!" Ace sing-songs at you.

You mumble something like "ghumrnan" in return and start gathering firewood.

You wouldn't have taken Ace as a morning person, but once you were on the road, she started sleeping earlier - when it got dark - and waking earlier too, and adjusting faster than the others. Her life in sports meant early morning drills before the pivot to streaming and casting, you figure. But it did mean she cooked in the morning, and Tayeb's planning meant she had eggs to do it with, and you're willing to put up with any amount of malicious cheer for that upside.

There's a fair amount of dry scrub, this time of year - so close to the turn from summer to the harvest - and you bring it over and to the fire, just as a very groggy Hikaru in just his cream-colored under-robe mumbles his thanks, and yells one syllable as he snaps his fingers at a firepit full of kindling. A spark leaps from his fingertip and into the pit, starting the fire.

"I never get tired of that," you say.

"Has its uses," he grunts. "Like coffee. Nine double-sized cups."

"Ten," you say, tossing a lump of incense into the fire. "I promised someone. We owe her."

He tilts his head, but nods. "Sure. Think it'll help."

You put logs on the fire, looking back at Ace. She whisks the eggs with some water and salt, some herbs and honey.

"What did you have in mind?" I ask.

"The bread we brought's getting stale, so I figured we dunk it before it goes bad," Ace says.

"Torrijas?" pipes up a cheerful, girlish voice. "What's the occasion?"

Ace caws laughter, and grabs some of our seemingly inexhaustible marmalade supplies. "The occasion is I want to use up this bread, Shadi. Break out the cinnamon and we make it a party."

"Hell yeah, should go great with some venison steaks," says Sekhmet from out of nowhere.

Emerging from the forest, they roll a whole-ass buck off of their shoulders and drop it on the ground before us, crouching and taking out a knife.

Behind her, our guide does the same, scoring and peeling away buckskin. I couldn't keep my eyes off the spectacle; I hadn't actually... seen my meat die, at all, back home.

Our guide, hired on the way out, is named Siobahn Greenwood - pronounced, roughly, "Sharon." A pixie, and therefore short, she tends to wiry sleekness where Hikaru is more relaxed and even fatter; she wears blond hair in a single utilitarian braid, and has blue butterfly wings over a lincoln green tunic and leather or buckskin bracers and boots in varying shades of tan and brown. Her face has fewer of the lines on his, too, and those eyes are still very big in proportion to her head; but there's enough that I can tell she's at least 20, if not in her late twenties.

"Asshole had resolve, I'll give it that," she says, her face sporting a pixie's characteristically fanged grin. "Tanked my first shot like a champ. Took a fully charged, feinted Sniper Shot to take it down."

"Speaking of tankin, never let her talk me into tanking on one of her hunting expeditions again," Sekhmet says, laughing. "Tried to chase it, fucker nearly gored me and ended up chasing me. If it weren't for her lucky shot -"

"Luck nothing," Siobahn says, as she peels away a whole side of hide, destined to be sold as shoes or gloves at our destination. "The math was in favor. The one shot should have wounded and slowed it down, and I thought I'd need another - that crit was clutch, never abbreviate Ranger to my face again."

"Yo who needs cooking fat," Sekhmet says, "trade cooking fat and meat for all the salt you got."

"Allow me to help, friends," Tayeb says - more seriously than usual - as he grabs a jar from its place in his cart, where he was sleeping. His mule, Buraq, was likewise dozing in front of the cart.

Alesha walks up to the cart, and, wordlessly but with a nod to Tayeb, extends her arms. Tayeb returned the gesture, and passed her two - evidently heavy - jars.

And thus, with our morning tasks clearly arranged, we set out to finish them.



Breakfast was both hearty and delicious. Ace fried fatty pieces of venison 'bacon' in a large paella pan, to grease it properly, then fried more eggs, tomatoes, mushrooms - gathered wild, but Ace's least blessing of Scherzo positively identified them all as safe to eat - and finally, what no one here was calling 'french toast' where we'd have to explain what France was to the Rahman family. Rather than plain pain perdu, Ace had actually made jam sandwiches - both marmalade and raspberry - which she dunked in the egg batter and fried, which tasted so incredible that we kicked ourselves for not thinking of it.

"Okay, where the hell did you pick up that trick?" Sekhmet asked.

Ace shrugged, trying not to grin from ear to ear with mixed success. "There was this one cafe back home that made them this way," she says. "I got them with an omelette and a glass of milk tea."

"Like that one Yaoinese teashop in Viacruz," Siobahn says. "Huh."

Ace blinks. "Seriously? Okay, first off: never call stuff from the Yao 'yaoi-nese' again. Second, there's a cha chaan teng-ass place there? A Hong Kong Western teahouse? From Mundane Hong Kong?"

Sekhmet laughs. "The history here is so fucked. Everything's flipped turnways and I love it."

"I imagine it's like tasting an Avalonese attempt at tagine," Tayeb adds, brushing a crumb out of his mustache. "So close, and clearly well intentioned, but it would never come out the way Mother made it without the herbs Mother grew."

"You know, that's exactly what it's like for us," Alesha said. "Grandma, bless her, always complained about the bagels in Oakland; I looked into it, and it turns out the water hasn't got the same minerals in it. It's impossible to make it right, no matter how hard you try."

Siobahn slapped a hand to her temple. "Sonova - that's why the bretzels suck in Viacruz too!"

At this point, none of you were really hiding talk about being from somewhere else from the Rahmans, Tayeb and Shadi. They could believe it or not - and you were sure that Tayeb believed it, since it explained the odd gaps in the party's cultural literacy here, which made it easier for him to teach you all. None of you were risking letting all of Mundus know, and you less told the Contessa then were forced to admit it. But with Tayeb and Shadi, you could breathe a little.

Tayeb wipes something he noticed from Shadi's cheek, over halfhearted spluttered protest, and turned to us. "This was a lovely way to break our fast - thank you, Ace, and our hunters, and all. But it's best for us to finish soon, dress for trouble (may the gods forbid it), and pack. We have wheels and wheels and more ahead, and only so much daylight. Quench the fire, and let us prepare."

"Let me," you say, pouring more coffee into your drinking bowl - along with a little salt.

He nods.

You take a deep breath.

And pray:

"You, Flamma, who lit our way, whose child needed our help, and who we must now take with us; stay your wrath, so we will satisfy your curiosity. Run not through these fields with your tail aflame, stay your paw from the innocent. We carry you in our burning souls, and the promises we made in fire, and promise that our curiosity and the journey to satisfy it will bring you back ere the evening. We do not smother you; we quench you, in the product of the alchemy you taught us."

And you invert Flamma's cup of coffee over the flames. It sputters, then - as if satisfied - dies in a cloud of sweet smelling steam.

Sekhmet looks on, fascinated, and the Rahmans along with Hikaru and Sio have splayed their hands discreetly on their knees; but Alesha's look is more... pained.

"Water if god wills it," she sighs. "Ace, I'll help you with your armor, then help me with mine."

"On it," Ace says. "Deeds, start taking down the tents?"

"And I'll take down the wards," Hikaru says.

It does not take long before us eight and our train are on the road, walking alongside the wagons at a brisk pace.

Eyes forward, ears swivelling if we had 'em, looking for trouble we know would come the moment after we pass a broken milestone.



We will automatically succeed on our surprise rolls due to the Mouse-Hunting Ears perk.

I will not need rolls from all y'all to simulate combat; I'll use your plans for high-level strategy and game out the actual tactics. The results of that, and Hikaru's explanation for certain things, will pop next update; you'll have the Tension gained from that to play with.

That said, I'd like the following rolls:


Int+Empathy+Flammite (Int 3 + 1 + 3 = d10+7), TN 11

Initiative (Dex 4 +2 for Quicksilver Reflexes = d10+6), opposed
 
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