A woman from a lost world has been summoned to be a heroine of a new one. Yet, someone has hijacked the will of the Princess of the Heavens. Ensure her success, and ascend to a larger position of power and prestige..
Fail, and suffer the final sanction. Can you guide her, even when the heavens work against you and her?
So. After being inspired, and feeling that this is best done as a more collaborative thing, I present to you a quest about.. helping a woman ascend. Or not die. Or unmasking someone playing the wrong games.
Or all of the above! I'm putting this up now on the expectation I'll be waiting at least 48 hours, and probably longer, for votes. I hope people enjoy it.
--------------------
Everyone here had been assembled by the Celestial Bureaucracy, although you're not told by who. That's somewhat normal. The infighting in the Heavens is such that you're long resigned to never knowing who it is. When all of you are here, the Princess of the Heavens herself arrives. The pool in the center ripples, revealing a hazy shape.
"This mortal has been drawn into the games of the Bureaucracy.. when it is I who summoned her to become a heroine needed by where she was going. This game must stop, and she must be the one to do it. But her patron is sabotaging her in many ways. It is your job to herald her from a distance - mold the world. Succeed, and be made Directors. Fail.." She smiles thinly.. "... don't fail."
As extremely minor deities, this is a once in a lifetime - even yours - opportunity. How hard could heralding one mortal be? Grant her a System - lead her through the tutorial-
"She must not suspect."
The pool shows one of the Outer Circle - and the game becomes clear. Someone wants to topple the order and advance. You see her and a-
[ ] "You are my bunny maid." - Bunny people are .. well, they will struggle to be taken seriously. They're more ornamentation by the gods, for those they want to adorn their places of worship. (Gain Bunny Maid, Amnesiac Last Survivor)
[ ] "You are my fox maid." - Foxes are often symbols of the divine, but they're known tricksters. They will not be believed easily without persuasion. They're often a specific form of ornamentation of the gods - luxury and decadence. (Gain Foxmaid, Wandering Last Survivor)
[ ] "You are my cat maid." - Cats do as they will. Their motives may be suspect, but at least you know others aren't likely to distrust her. No, what you have to fear is that she'll intentionally do something wrong to spite the heavens. (Gain Catmaid, In Defiance of the Heavens)
These you choose between.
Bunny Maid: +10 to CHA, +5 to AGI. Intimidation auto-fails, increased chance of being ignored.
Fox Maid: +10 to CHA, +5 to INT. Persuasion auto-fails. Increased chance of being suspected.
Kitty Maid: +10 to CHA, +5 to DEX. Diplomacy auto-fails. Increased chance of others refusing to work with you.
Amnesiac Last Survivor - You are the last survivor of your world. What happened was so traumatic that your memories are almost all gone irrecoverably.
When attempting a Knowledge roll for something you have not yet learned, you can act as if you have 17 ranks in it.
Gain Title: "Last of Her World", "Amnesiac Bunny"
Chance to lose actions due to flashbacks
Memories prior to this point are not recoverable even with Perfect Memory, and the knowledge will only become available after a successful Knowledge roll to use it.
Wandering Last Survivor - You are the last survivor of your world. You have made your peace with this, but it has affected you deeply.
When attempting an Appraise or Performance roll, gain 18 in it, as you recall a story, or event, from your old world.
Gain Title: "Last of Her World", "Weary Fox"
Chance to lose actions due to weariness.
Weariness not capable of being bypassed by any mortal means.
In Defiance of the Heavens - The Heavens refused to save your world. You survived anyway. You shall spite the uncaring heavens, who dared let your world die.
When a convenience or act of heaven would benefit anyone, you can choose to ruin it. Occasionally, you will ruin it anyway.
Gain Title: "Last of Her World", "Aggrieved Cat"
Chance to do the exactly wrong thing even against your knowledge or benefit.
Memories prior to this point have been deliberately lost, and you will not go back.
She might be confused, but the now very Asian looking woman seems to suspect something's off. To your horror, she rejects the system.. and you shudder as you feel the PTB turn their attention at her. This job just got more complicated, especially as they add their own boons. You see Aphrial curse her, in some way, and she vanishes into the void. This is your chance to exert some power over this. You can also give her something of a blessing, too.
Rejected System Interface- "Pet, I see you chose your way, even if it is too much for a maid like you. I applaud it. May you grow into your role as Daughter of the Stars, than my pet maid. But you only get one shot."
Cannot use System interfaces
May get some notifications in a "organic" or "immersive" manner, but this is still extremely limited.
+5% XP gain, gain permanent Advantage (always get the best of two chances) on checks
+20 respect from patron Aphrial.
+20 respect from the Heavenly Order of the Three Moonlit Paths
-20 respect from the Heavenly Order of the Sunlit Glades
System's Game- For better or worse, the PTB have their eyes on you now, and are watching you. At least they like you..?
All quests are auto accepted. Events will conspire to give you more encounters and more chances to fulfill it, whether it's ill or good. (Luck is locked at 100.)
Most outcomes may in the end be good, but that's in the end..
+35% chance of any random encounters.
Gain Amulet of the 7 Moons
Gain Gamer's Body and Limited Gamer's Mind
Patron: Aphrial, Outer Circle God of Romance [Tier 1]- "My girl, I hope you realize I won't let you free until I'm sure of your will and prowess.. Impress me, little one."
Marked as Owned by Aphrial to other deities and powers.
+15% to Diplo with Aphrial aligned faction members, -30% to Diplo with Aphrial opposed faction members
+15% to Persuasion when matchmaking or convincing someone to give into desire or spend time with their partner, etc.
-15% Diplo vs. slavers, +15% damage to slavers.
[UNAVAILABLE, LOCKED]
Gain Aspects: Daughter-In-Waiting Of the Stars, Desire's Cruel Rejection, Forced Into Service
Gain Title: "Pet"
Next tier unlocks at 500 Respect
Daughter-in-Training of the Stars [Tier 1]- You are a daughter of the stars, through the Celestial Princess, who summoned you, but like all jobs, you need to grow into it. The Celestial Bureaucracy doesn't grant it's powers to interns, after all.
In space, you always know your location
+30% to Pilot(spacecraft), +10% to Repair(spacecraft).
Know your orientation and distance to pole and equator when you can see the night sky, clouded over or not.
Dazzled by noon light
Unable to know location in context without knowledge of the plane/planet/dimension/etc.
Gain Title: "Daughter of Endings"
This aspect will update when the Patron Aspect updates.
Forced Into Service- "You make the most adorable maid, my pet. I think you should help others."
You are a maid, and no matter your other professional skills, you will always be one.
You cannot resist being a maid, but eventually you can pick your masters. While your divine patron is locked, you cannot be forced into being a maid for anyone you do not want to serve.
Gain a starting 40 ranks in Profession(Maid)
Gain Title: "Professional Maid"
+15% Diplo with other working class people, +35% on Diplo with other service workers
-15% Diplo with Upper Class People, -35% on Diplo with high powered individuals
+20% to Deception with high powered individuals if it can be phrased as a service issue.
Elements of this aspect will upgrade with ranks and feats
Titles:
"Last of Her World" - +2 to VIT, +5 to Survival, +5 to Resistance (skill)
"Amnesiac Bunny" - -7 to Sense Motive OR Weary Fox - -7 to Persuasion OR Aggrieved Cat: -7 to Diplomacy
"Daughter of Endings" - +3 Respect gain, +2 Inspiration to revolutionaries, +10% vs rolls to impose fate
"Professional Maid" - +5 to Appraise(food), +1 STR, +2 DEX, +1 AGI, +10% on Diplo/Persuade vs other maids
Powers:
Gamer's Body - Medicines take effect instantly, and every hour of rest restores 15% of all resources, and 1 extreme injury, 2 serious injuries, and 4 minor injuries. Injuries that would remove limbs or immediately kill the player are converted to HP damage instead. In this case, though, it's a blessing of the Celestial Bureaucracy.
Limited Gamer's Mind- One playing the Game of the System gains a mind of a video game character. In this case, though, it's a blessing of the Celestial Bureaucracy.
Needs 2 hour of rest per 24 hours up. Can force immediate sleep, and mind control and alteration effects no longer function. Lessens the effects of extreme stress and emotion, and grants access to the Concentration and Tranquility skills. This power will gain synergistic effects with the listed skills reaching certain thresholds, and is always on.
But first, your first choice.
[] Send her to *a* Star Wars universe, roughly around the time of the Old Republic. (Difficulty: Easy, but bear in mind the QM is likely going to invent things from whole cloth and memories of SWTOR.)
[] Send her to *a* Marvel Cinematic Universe, in 1989. (Difficulty: Medium.)
[] Send her to *a* totally-not-fantasy-anime universe. (Write-in the basics of this so I have something to work with, please.) (Difficulty: Variable.)
[] Send her to *a* totally-not-cyberpunk-80s-anime universe. (As above. It'll vaguely be like Cyberpunk or Bubblegum Crisis written by someone who doesn't remember Bubblegum Crisis, elsewise.) (Difficulty: *Hard*)
[] Write-In. (Details are good!)
As you see the pool resolve, you can grant a boon of:
[] Basic: +5 to one skill, +3 to another, -1 to a third. (Pick the skills)
[] Standard: +1.5* mana pool on award, +1.25* mana potency.
[] Advanced: Grant her an title. (QM rolls for how much positive or negative.)
You then see:
Ci Xiaomei Awareness: 0 [Normal]
Ci Xiaomei Defiance: [???]
???? Scrying Sight: Normal
Your Scrying Sight: Normal
AP: 10
RP: 120
FP: 5
These are your lifelines, and you need them to stay below [300] and [Total]. It is possible for the defiance to go negative if she genuinely thinks you are working with her. Note that the enemy, who you suspect is Aphrial and whoever she's working with, is working against her under the table while smiling at her. As of yet, they don't suspect you, and you're immune to direct action in here.. but that doesn't stop them acting against you on the universes you watch..
The stats are STR, DEX (with a derived stat of AGI), VIT, INT, WIS, CHA and LUK.
Strength (STR) controls the normal strength things.
Dexterity (DEX)is used for things needing dexterity.
AGI, a derived stat, is generally used for speed checks, and is listed separately for things that affect speed but not dexterity.
Vitality (VIT) is your vitality, and controls HP, base resistances, and other checks related to the character's resilience.
Intelligence (INT) is intelligence.
Wisdom (WIS) is more common sense and observation based stuff, as well as your willpower and sense of self.
Charisma (CHA). This can be force of personality, and measure of self.
Luck (LUK). Note this one is a double edged sword. High Luck will act in ways both good and bad.
You have a combined statline of the stats of the body and a transmigration statline. Some stats will transmigrate, but not all.
Stat bonuses to skill rolls are stat/2, rounded down
There's also proficiency, skills, quirks (feats, aspects, titles), and powers. Feats are things you've learned to do, Aspects are elements of your self, Titles reflect an achievement or something notable.
Note this is based on litrpg very very vaguely.
Pool is available motes (note that each type is combined until or unless a effect unifies it.) and potency is power of the power multiplied against base. People with higher potency get more out of each mote, etc.
Success Thresholds
The enemy only loses actions if they critically fail or you critically succeed, or you get intrigue actions done that remove enemy actions (Albeit that's every turn)
Success thresholds are now:
+0~35 Success
+35~70 Major Success
+70~140 Sublime Success
>+140 Cosmic Success
Critical successes must be at least major, and criticals are 96-100 and 1-4.
Correspondingly:
-0~35 Failure
-35~70 Major Failure
-70~140 Sublime Failure
<-140 Cosmic Failure
Titles, Powers, Epithets
Titles represent something about a character that is either imposed or earned by them. They can be negative ("The Wretch") or positive ("Well Liked"), and can be removed.
Epithets are permanent markers of events. (i.e "Richard the Lionheart", "Lincoln, the Great Emanicipator."). Epithets always are positive for the character.
They may be unflattering and impose penalties with others, but by that point, the character's actions are also probably inclining them to that path. (i.e "Shepard, the Butcher of Torfan.")
Powers, once given can't really be taken away unless the power specifies it can, or the power is replaced by another. It is entirely possible to lose a positive power for a negative one.
Training
Targets: DC 30/60/90/130 for results
Under DC30, take a -1 penalty until next training window. (No progress)
DC 30-60: No bonus (+1 Proficiency Progress with weapons; 1 spell cast progress)
DC 60-90: +1 (+2 Proficiency Progress with weapons; 2 spell cast progress)
DC 90-130: +2 (+4 Proficiency Progress with weapons; 4 spell cast progress)
DC 130: +3 (+7 Proficiency Progress with weapons; 7 spell cast progress)
The idea is to simulate constant exercise. Note, though, this can be applied to skills like Harvest and such, except that the skill increases are doubled.
Patrons (Reference Notes)
To get into the Celestial Bureaucracy or become an immortal, in these times, requires a patron. Patrons may not act in your best interests.
Patrons
- Grant powers, titles and act as a guarantor.
They also grant quests and generally severely influence exactly how their agents work by somewhat controlling where they go.
Patrons who break obligations, or act in bad faith, can get punished, but this is very dependent on who catches them. (In practice, this rarely happens, hence why this quest exists.)
Members of the bureaucracy above the rank of 'Agent' do not need one.
Per Turn
In non urgent times, this will go every 3 weeks. The sequence:
Player actions that specifically deal with enemies or enemy defenses.
Enemy actions
Player actions that are not random encounters or specifically specified to act after Xiaomei go here. (i.e "On Week 2...")
Xiaomei will take her actions. Specific player actions also go here.
I resolve random encounters
Then you get to vote on various actions.
Enemy actions are straight dice rolls vs yours, effects modified by the success or failure of this. They get two actions, which can either be interfering with you or Xiaomei.
You have X AP, X RP and X FP to spend. These are action points, resource points, and fate points.
Action Points come from [(Xiaomei's Level * 1.5, rounded down) + The AP Pool];
AP are spent on arranging for coincidences, or helping or hindering Xiaomei indirectly.
Resource Points start at 120, but you can increase it by spending AP.
RP are spent in setting up organizations, or grants, etc. RP is often *spent* in AP, especially if you are directly trying to set something up. You can also choose to bank unused RP, to be spent in Urgent Times. Unused RP is banked to a cap.
RP spent on actions that don't happen (i.e contingent actions) will be banked if I am reasonably sure it'll happen next turn for a penalty of -15 RP.
Additional costs will be resolved on the next turn and deduct out of that pool. They'll be marked by [Follow-Up Cost].
Fate Points are 5+completed quests/3 min (rounded up)+pool. The pool comes from Omakes and others, as I get to it.
FP are forcing actions to take. Note that FP has the *most* chances of increasing awareness, but it can also be used to set dice rolls in actions.
You also have a statline of "Enemy Action" and "Your Sight". You will get penalties and removed possible actions as these change, and you can also opt to improve it to improve costs. Note it is possible to prevent Enemy Action on your resources, but that does mean they might choose to spend more resources on interfering in the world you are observing.
Once you vote, I will perform the actions and narrate the results, rolling dice as appropriate. This will close the three-week period.
Xiaomei gets a base chance of a random encounter per day, but her actions will remove some. Note that some actions add back to this pool.
Urgent Times
There are times in any deities life where they have to watch closely and intervene. If there wasn't interference, you wouldn't even be able to briefly directly intervene. But times are as they are.
Urgent Times are for situations that must be addressed immediately, and when you don't have the advantage of the divine time. During this:
AP and FP actions are restricted to the current situation.
RP replenishment is half of the normal amount per turn. Banked RP is added on the first turn. RP unspent rolls forward til the end of the last Turn of Urgent Times.
Actions taken to deal with the Celestial Bueaurcracy are held in abeyance, and banked RP/AP costs will not count against you until the last sub-turn. (It counts as "1 turn", basically, for long-term costs.)
Urgent Times have four subturns, broadly: Preparations to Deal with the Situation, Deal With Last Minute Issues, Implement the Solution, Deal with the Aftermath.
During the first two turns, the gods can directly make suggestions, but then they must leave the incarnate's soul.
Skill List
A list of skills. This is not complete. Some skills have synergy bonuses with others. Skills are used to determine who's likely to win, and to check for degrees of failure or success. They also can be used as.. skills. For example, the Tranquility and Concentration skills prevent emotional outbursts and provide enhanced focus. Skills with two stats mean that certain checks use different stats.
Types of Skills:
Active Skills - Must be actively invoked.
Combat Skills - These are used in combat; give a rough indicator of combat viability.
Passive Skills - do not need active use, may be active used in certain situations
Restricted Skills - mean you need a feat, title or something else to grant access to it.
Sealed Skills - Sealed skills are unavailable. On the sheet it'll say why.
Some skills have subskills: Diplomacy has Persuasion and Intimidation. (Subskills are capped much lower.) These are used to denote penalties and bonuses to actions with those tags.
Note: Subskills often have lower DCs than general skill checks, so specializing into them may be desirable.
Skills increase to 300. (Still debating this, though.)
Types of Skills:
Active Skills - Must be actively invoked.
Combat Skills - These are used in combat; give a rough indicator of combat viability.
Passive Skills - do not need active use, may be active used in certain situations
Restricted Skills - mean you need a feat, title or something else to grant access to it.
Sealed Skills - Sealed skills are unavailable. On the sheet it'll say why.
General Skill Ranks:
Untrained - 0
Novice - [1 to 33]
Intermediate - [36 to 55]
Adept - [56 to 65]
Expert - [66 to 79]
Master - [80 to 90]
Legendary - [91 to 100]
Divine - [100+]
Skill List:
[Active] Acrobatics(DEX or AGI)
Subskills: Parkour (DEX)
[Passive] Appraise (INT) - Per category, i.e food, gems, etc.
[Combat] Artillery (INT, DEX) - The use of artillery weapons.
[Active] Athletics(STR) - Used for general athletics checks. i.e chasing, etc.
Subskills: Swim, Freeclimb.
[Passive] Concentration (VIT) - This is used for focus and related actions. Synergy bonus with Tranquility [RESTRICTED SKILL]
[Active] Deception (CHA) - Your ability to lie, or omit some elements of the truth.
[Active] Diplomacy(CHA)
Subskills: Persuasion, Intimidation.
[Combat] Dodge (AGI, DEX) - Reflexes or other measures of dodging oncoming blows.
[Active] Empathy (CHA) - This skill combines elements of understanding the other, projecting your emotional aura, and other magical means to help pacify sub-sentient monsters and animals. (For sentient monsters and animals, you must use Diplomacy, which this skill has a synergistic bonus with.) [RESTRICTED SKILL]
[Active] Escape Artist (DEX) - Escaping from bonds. At high level, this is more than just physical bonds.
[Combat] Fortification (VIT) - Ways to resist blows. Note that subskills are required to resist things like missile strikes, or ranks exceeding 100.
[Active] Healing (WIS) - Healing self, or others.
[Active] Investigate (INT) - Synergies with Perception, Sense Motive.
Schools of Knowledge: - Knowledge(Biology), Knowledge(Chemistry), Knowledge(Religion), etc.
[Passive] Languages (INT) - Each subskill is proficiency in a different language. Ranks in it increase from "can kind of read it to can read it to can read and speak it to read and speak it fluently." etc.
[Combat] Melee Attack(STR, DEX) - This controls the ability to use any melee weapon. Proficiencies are bonuses to attack and damage, Melee Attack is hit-chance.
Subskills: Short Swords, Long Swords, Greatswords, Exotic Swords, Short Axes, Axes, Greataxes, Polearms (Early), Polearms(Modern), Knives, Martial Weapons
[Passive] Perception (WIS) - This skill is the ability to notice something, or see through Stealth. Synergy with Investigation
Situational Awareness - Some levels have preternatural levels of situational awareness. Characters with this subskill are really good at it.
[Active] Perform(x) (DEX) - Perform some art. Or some instrument.
[Active] Pilot(x) (INT, DEX) - Pilot some machine or tool x.
[Active] Profession(x) (INT, WIS) - Skill at a profession.
[Combat] Ranged Attack(DEX, AGI) - Controls the ability to use ranged weaponry. Proficiencies are bonuses to attack and damage, Ranged Attack is hit-chance.
Subskills: Short Bows, Long Bows, Composite Bows, Crossbows, Guns (Early), Guns(Modern), Guns(Information), Guns(Space), Laser Guns (Projectile), Laser Guns (Beam)
[Active] Repair(x) (DEX, INT) - Skill at repairing x, which must require skill to repair.
[Active] Ride(x) (DEX) - Ride an animal. This is by category - for example, Ride(Four Legged Mammals) applies to camel and horses.
[Passive] Resistance (WIS) - This skill measures resistance to many things, such as high and cold temperatures, or poison, etc. Note that it does not apply to normally fatal hazards unless a subskill is unlocked or the rank exceeds 50.
[Passive] Sense Motive (WIS) - Detect when someone is attempting to deceive you. Synergy with Investigate
[Active] Survival (VIT, WIS) - This skill is your ability to survive in many environments.
[Passive] Trapfinding (INT) - Your ability to detect and stop traps.
[Passive] Tranquility (VIT, WIS) - To remain calm; resist emotional storms and attacks. [RESTRICTED SKILL]
Dice Rolls
Dice rolls here are somewhat simple.
Tasks are rolled on a 1d100 (normally, see below), with the targets being:
Trivial - DC 10
Simple - DC 25
Skilled - DC 50
Difficult - DC 75
Master - DC 90
Legendary - DC 140
Impossible - DC 200
Divine - DC 250.
Modifiers are assigned by skill, narration, and by situation. Note that the targets and skill caps are under consideration.
It is possible to get a Divine Modifier. These set the dice to:
Normal (no modifier): 1d100 roll
Above Average: 4d33+1 drop lowest roll
Good 3d50 drop lowest
Terrific: 7d25 drop three lowest.
Poor: 4d33+1 drop highest
Bad: 3d50 drop highest
Terrible: 7d27 drop three highest.
For the chart:
Transmigration Mechanics
When Xiaomei leaves a world, not everything follows her.
At base, she loses 40% of skill points on base, and 10% of gained to the transmigration body. (This is partially negated by Eidetic Memory. She loses 25% of skill points on base, and none gained to the transmigration body.)
Skills that are unique to the setting get sealed, and do not count towards anything, but are reactivated if she ever returns.
Non setting specific feats, skills and powers follow. Specific ones will get either converted to a generic, or sealed. Note that this might mean, for example, leaving Star Wars gets Force powers sealed, but if she learns magic on the next world, it'll be unlocked as a way to wield magical force, absent limitations in the power granting magic. Also: Feats can state that certain things do not get sealed.
Titles that are setting specific get combined, rolled for their effect (1d20), and then a 1d100, on a 90+, negative effects are converted to positive ones.
Bonuses to AP and RP are multiplied by *.5 and added to the pool that carries over. The AP/RP costs for improvements reset on transmigration.
Level Up Mechanics
Stat Point Increase
From 0 to 40, it's one point per stat increase.
From 40 to 50, it's two
From 50 to 60, it's three
From 60 to 70, it's four
From 70 to 80, it's eight - (Unlocked Divine essence) [Passed]
From 80 to 90, it's sixteen - (Unlocked Divine essence) [Passed]
From 90 to 100, it's fifty - (Unlocked Divine essence) [Passed]
From 100, it's 40 points per stat AND and a Divine Stat X covering the rank.
e.g CHA 101-108 requires the feat Divine Charisma I, with Divine Charisma XI enabling stats of 189-196.
On levelup, Xiaomei gets 3 stat points.
Unused stat points can be rolled over and pooled for later use.
Skill Point Increases
All increases in Untrained and Novice (rank 0 - 15) are 1 rank per point.
Rank increases in Intermediate (rank 15-40) are 1 rank per 2 points.
Rank increases in Adept and Expert (rank 40-75) are 1 rank per 3 points.
Rank increases in Master are 1 (rank 75-90) rank per 5 points.
Rank increases in Legendary are 1 (rank 90-100) rank per 10 points.
Rank increases in Divine are 1 (rank 100+) rank per 20 points.
Xiaomei gets 20 skill points per level. (10 to you, 10 to her)
Magic/Mystical Arts/etc.
Magic is a force implicit to many settings, and will be tracked as the stat pool. On transmigration, they may get sealed or not, depending on rolls. Some feats unify it into one thing, and allow for cross-growth.
Spells have scaling effects based on MP spent capped by level*3. Not all settings work alike. See your setting notes for how it works there. In general, you have spells, either innately, or in a grimoire, or in jewelry, that you cast using either a pool of what you can direct (a conduit) or from inside (your own pool.)
[X] "You are my bunny maid."
I honestly don't believe there's a choice here. The others have drawbacks far worse.
[X] Send her to *a* totally-not-fantasy-anime universe.
-[x] Undead Possessed by elemental Spirits have begun to take place, an event never seen before. Heroes and Demon Lord's long since dead, have arisen with but a fraction of their power, and have taken to controlling others of their ilk.
[X] Advanced: Grant her an title.
-[x] The Exorcist
They are, sorta, but the idea is that you would pick world that play better with their weaknesses. (I will straight out say that one is very much hard mode, though.)
They are, sorta, but the idea is that you would pick world that play better with their weaknesses. (I will straight out say that one is very much hard mode, though.)
Eh. I'd say Bunny isn't better, it's just that it was the first option written and I went back and added the other two. But I also like to give options that are different layers of challenge.
tbh, I am expecting to have to adjust the titles or mechanics after the first world. I'm *hoping* I worked it out well, but there's no substitute for live experience.
(I am tired, so I should explain this: I do not view hard mode as "worse". The idea is to pick what kind of options you want and what challenges you want. I apologize if I'm being a mite unclear.)
[x] "You are my fox maid." - Foxes are often symbols of the divine, but they're known tricksters. They will not be believed easily without persuasion. They're often a specific form of ornamentation of the gods - luxury and decadence. (Gain Foxmaid, Wandering Last Survivor)
[x] Send her to *a* totally-not-fantasy-anime universe. (Write-in the basics of this so I have something to work with, please.) (Difficulty: Variable.)
- [x] In this world, anyone who not explicitly a human, elf, or dwarf fall into a system for monsters. And anyone transferred in from another world tends to gain extra abilities, based on their personality and desires when entering. The humans and humanoids have their own countries, governments, and adventure guilds, where as the smarter and more evolved monsters tend to band together in tribes. Monsters may evolve through experience, or receiving a name, and to name someoene is to empower them, costing some of your magic. this worlds magic is an internal AND external source, as it is considered the very building block of the universe.
[x] Advanced: Grant her an title. (QM rolls for how much positive or negative.)
-[x] "Star in Training"
Eh. I'd say Bunny isn't better, it's just that it was the first option written and I went back and added the other two. But I also like to give options that are different layers of challenge.
tbh, I am expecting to have to adjust the titles or mechanics after the first world. I'm *hoping* I worked it out well, but there's no substitute for live experience.
(I am tired, so I should explain this: I do not view hard mode as "worse". The idea is to pick what kind of options you want and what challenges you want. I apologize if I'm being a mite unclear.)
Not being intimidating, and being easily ignored. In combat situations being easily ignored is a boon, and intimidation is often the least preferable of the 3 conversational routes. Also losing actions which since only the cat has something different from that, which is a worse option that's even worse. The easy option, you telling me bunny isn't is alarming.
In comparison the cat is someone who will do harmful things on purpose, and won't do diplomacy. I'm sick and tired of diplomacy and Persuasion being different when people don't even explain whats different between them. But assuming that's deals where both sides benefit autofails on that is pretty bad. Also, they can and will do awful things. People are also less likely to work with them, so you know a problem. I can not see a world where you dont agree with me this isnt hard mode, unless there's hidden information.
Fox auto fails Persuasion, which again no idea the difference between that and diplomacy because they're synonyms. But assuming that is... simply convincing someone of something without force or a deal being made again that's a very useful thing thats lose. Loses actions, only Cat being worse than that. They're also likely to be suspected, so likely to be pinned on a bunch of crimes, and a clear route to avoid persuasion is going to cause problems. I'd consider this one medium difficulty.
It matters what kind of action it is. While XIaomei will generally take these automatically, it means that options that would be [Persuasion] as a fox auto-fail. She can still attempt a Diplomatic action, but they usually have different DCs (potentially harder). Intimidation, incidentally, is in the same boat. It's often easier than a general Diplomatic action.
For example:
[Persuasion] "It's the right thing to do." (DC 50) vs
[Diplomacy] "If we don't act now, the enemy will pick us off one by one." (DC 70)
It's the first world so you can expect DCs to be a bit lower as long as they're reasonable choices. But that is the drift.
As a cat, she has to basically rely on straight stat checks or setting up situations (which, incidentally, is where the questors shine, because she's not going to be able to) to do things. It is in fact hard mode, yes, although I note a lot of things that don't have numbers are narrative hints, as you picked up.
All of these, incidentally, can be removed later. The idea is to allow the questors to mold the character arc.
(I am also updating the mechanics to add this, thank you for talking about it, because I realized i totally forgot to explain why it was separate!)
[X] "You are my fox maid." - Foxes are often symbols of the divine, but they're known tricksters. They will not be believed easily without persuasion. They're often a specific form of ornamentation of the gods - luxury and decadence. (Gain Foxmaid, Wandering Last Survivor)
[X] Send her to *a* totally-not-fantasy-anime universe. (Write-in the basics of this so I have something to work with, please.) (Difficulty: Variable.)
- [X] In this world, anyone who not explicitly a human, elf, or dwarf fall into a system for monsters. And anyone transferred in from another world tends to gain extra abilities, based on their personality and desires when entering. The humans and humanoids have their own countries, governments, and adventure guilds, where as the smarter and more evolved monsters tend to band together in tribes. Monsters may evolve through experience, or receiving a name, and to name someoene is to empower them, costing some of your magic. this worlds magic is an internal AND external source, as it is considered the very building block of the universe.
[X] Advanced: Grant her an title. (QM rolls for how much positive or negative.)
-[X] "Star in Training"
[X] "You are my bunny maid."
I honestly don't believe there's a choice here. The others have drawbacks far worse.
[X] Send her to *a* totally-not-fantasy-anime universe.
-[x] Undead Possessed by elemental Spirits have begun to take place, an event never seen before. Heroes and Demon Lord's long since dead, have arisen with but a fraction of their power, and have taken to controlling others of their ilk.
[X] Advanced: Grant her an title.
-[x] The Exorcist
So - after sleeping on it, and realizing the 26th is pretty far out, relatively speaking, I will be closing the vote in 15 hours (6 PM PST.) to give me time to write a setting and try and get an update out soon.
In the future, I will try to stick with a 60 hour voting period. I realize this might seem a bit arbitrary, but I'd rather move faster and not keep everyone waiting.
If anyone would prefer the longer (til the 26th) period, or shorter, please let me know.
If we are still tied at that time, I will roll dice to resolve it. Option A will be 0-50, B 51-100 on a d100
[X] Send her to *a* totally-not-fantasy-anime universe.
-[x] Undead Possessed by elemental Spirits have begun to take place, an event never seen before. Heroes and Demon Lord's long since dead, have arisen with but a fraction of their power, and have taken to controlling others of their ilk.
[x] "You are my fox maid." - Foxes are often symbols of the divine, but they're known tricksters. They will not be believed easily without persuasion. They're often a specific form of ornamentation of the gods - luxury and decadence. (Gain Foxmaid, Wandering Last Survivor)
[x] Send her to *a* totally-not-fantasy-anime universe. (Write-in the basics of this so I have something to work with, please.) (Difficulty: Variable.)
- [x] In this world, anyone who not explicitly a human, elf, or dwarf fall into a system for monsters. And anyone transferred in from another world tends to gain extra abilities, based on their personality and desires when entering. The humans and humanoids have their own countries, governments, and adventure guilds, where as the smarter and more evolved monsters tend to band together in tribes. Monsters may evolve through experience, or receiving a name, and to name someoene is to empower them, costing some of your magic. this worlds magic is an internal AND external source, as it is considered the very building block of the universe.
Winning Vote:
- [X] Fox
- [X] In this world, anyone who not explicitly a human, elf, or dwarf fall into a system for monsters. And anyone transferred in from another world tends to gain extra abilities, based on their personality and desires when entering. The humans and humanoids have their own countries, governments, and adventure guilds, where as the smarter and more evolved monsters tend to band together in tribes. Monsters may evolve through experience, or receiving a name, and to name someoene is to empower them, costing some of your magic. this worlds magic is an internal AND external source, as it is considered the very building block of the universe.
- [X] Advanced: "Star in Training"
Stat Rolls:
- [X] "Star in Training" - 16 (Good) - Every star in the heavens was once a mortal, or so the teachings go. You are training, so that one day, your wishes will be as a star in the heavens. +2 CHA, +2 VIT, +5% to Diplomacy
- Base Form Rolls: 5,2,1,2,4,1,2,2,4,4;
-- STR 7, DEX 1, VIT 2, INT 4, WIS 1, CHA 2
- Skill Allotments
-- +3 to Perception, +2 to Tranquility, +2 to Concentration, +1 to Riding, Kriean History, +1 Kreian Mysteries
- Feat Selection
-- Eidetic Memory.
- Base Form Skills
-- +10 Kreian Nobility, +20 Kreian Customs
Enemy Roll: 99
Your Roll: 43
99 - 43 = 56; Major Success.
Actions Blocked: +stat and +skill bonuses to new base form, feat award to Xiaomei; All actions spent on Xiaomei will be 1.56* cost, rounded up.
Enemy Roll: 54
Your Roll: 67
67 - 54 = 13, Minor Success
You have successfully blocked the enemy from cursing Xiaomei. [No Progress Gained On Identifying Enemy]
The world you send her to looks pleasant enough, with a pleasant violet sky, red sun and blue plants. A wall made of stone, brick and wood stretches around a village with red slate roofs, dusty roads, and a bustling marketplace, with the sounds of beasts of burden adding to the cacophony.
In one house, a fox woman wakes up, and wearily gets up to start her morning routine. She is Al-Khalia, the personal maidservant of the Magi of the Village of Teriah. And as she wakes up, you know she is also Xiaomei.
# Xiaomei Actions:
Xiaomei spends the first 18 days getting to know her position. Thankfully, her "employer" has taught her to read the dominant Kerian language and the language of the Ancient Empire of Ser. Still, when she goes out to the market to buy supplies, she is distrusted, a Monster, even if she has been named. As a mere two-tail fennebeast, she is not feared.
However, her employer does enjoy the enhanced knowledge of picking out good crops, and is happy with her, giving her a scroll with a fond challenge.
"This was the scroll that set me on my path. Maybe it'll do the same for you, pet?"
[+4 to Language (Modern Serian), +1 to Knowledge: Kerian Mysteries, +1 to Knowledge: Kerian Mystical Arts.]
[Xiaomei will attempt to understand and internalize the scroll over the next tyrachtnacht, or three weeks, or 18 days local.]
# GM Actions:
Rolls: 83*1.35=112 (Encounter(Positive), bonus: 29),
82*1.35=110 (Encounter(Positive), bonus: 28)
57*1.35=77 (Encounter(Neutral), bonus: 20)
54*1.35=74 (Encounter(Negative), bonus 20)
45*1.35 = 61 (Encounter(Negative), bonus 16
The other two rolls resulted in no encounters.
(Next turn will use an actual table.)
Al-Khalia had a postiive encounter with an adventurer, an Celebrant of Sunian, the God of Merciful Justice, who taught her the basics of how to wield a staff. [Gain: Proficiency: Quartertaff, Magi-staff.]
Al-Khalia was saved by a wandering Knight from being harassed, who taught her ways to dodge being surrounded. (Gain sub-skill: Situational Awarness, from feat: Situational Awarness)
Al-Khalia was accused of stealing some jewelry. The real thief was caught, but the rumour persists. (Gain -5 Respect with town members of Teriah.)
A wandering Celebrant of Tari, the God of Order, cursed her. (-5 rolls to all Xiaomei actions next turn.)
XP: 23/100
Now, it's your turn.
AP available: 2
RP available: 120, Banked for Urgent: 0, Remanent: 0
FP available: 5
-[] AP Pool (all cost 2, so only one this turn.)
--[] Get Xiaomei a fortunate encounter
--[] Improve RP Pool
--[] Arrange for Origin encounter
--[] Arrange for an Inciting Incident
--[] Create an ally.
--[] Help cloud your enemies sight. [BLOCKED] [Must identify enemy first]
--[] Counter your enemies blocking your sight.
--[] Improve Your sight.
-[] RP Pool
--[] Bank RP for later-use. (Normally, it rolls over to a certain cap, but banked RP can be spent in Urgent Times phases.)
--[] Spend resources to spawn a friendly organization (Cost 80 this turn.)
--[] Spend resources to enhance your AP (Improve your magical options) (Gain +1 AP per 35 RP spent.)
--[] Spend resources to make your interference less obvious to potential watchers in the Bureaucracy. (Enemy difficulty to directly affect your DCs increases, your bonus on opposing them increases. Cost: 55 RP.)
--[] Create Power/Origin Item [Multi-term] [Expensive] [Awareness Increase] [Defiance Decrease] (Cost: 70 RP this turn, 45 RP other turns.)
--[] Spend resources to create very bad luck for someone.. (Write-In, explain. Better explanations decrease cost, may have other benefits.)
--[] Spend resources to better identify other Celestial Bureaucracy operatives, maybe even the enemies.. [Expensive][Sequence Action] (Cost: 60 RP per turn. Note this action must be taken every turn until finished.)
-[] FP Pool
--[] Bend Fate. (Awareness +5)(Grant one supernatural interrupt, specify type. Certain things cost more FP.) (1 FP+)
--[] Set One Good Roll to .. (30/1 2FP, 50/2 4 FP, 70/3 6 FP)
--[] Ensure a fateful meeting is positive for character. (+2 4+? FP, ??? effects, +? Awareness)(If no person met is specified, this is QM's choice. The more FP spent here, the more positive effects, basically.)
For this phase, I would recommend a plan vote. If you want to add more details, it'll have better results.
And if you want to write omakes or side-stories, they'll provide a bonus to something. I'm being vague because I'm feeling this out as I write, but-
Anyway.
ETA: The results of what she'll get by being sent to the world will be added next post. I want to flesh out the pantheon a bit. If people have suggestions, please write in.
I would have honestly figured the world ideas would just be merged since they're nonhostile to one another. One describes a current event and the other describes the general world.
Edit: Don't get me wrong I understand why you didn't. I just thought wrong.
[x] Plan: Girl Needs Friends
-[x] AP Pool (all cost 2, so only one this turn.)
--[x] Create an ally.
---[x] Cute little mascot magical animal. Its not much, but a friend will help with loneliness in this world. (white dove)
--[x] Improve Your sight.
-[x] RP Pool
--[x] Bank RP for later-use. (Normally, it rolls over to a certain cap, but banked RP can be spent in Urgent Times phases.)
---[x] Bank 30
--[x] Spend resources to enhance your AP (Improve your magical options) (Gain +1 AP per 35 RP spent.)
---[x] Spend 70
-[x] FP Pool
--[x] Bend Fate. (Awareness +5)(Grant one supernatural interrupt, specify type. Certain things cost more FP.) (1 FP+)
---[x] A strangely captivating butterfly to guide somewhere
--[x] Ensure a fateful meeting is positive for character. (+2 4+? FP, ??? effects, +? Awareness)(If no person met is specified, this is QM's choice. The more FP spent here, the more positive effects, basically.)
ok, im not sure what a 'supernatural interupt' is, but i took a best guess
set her up with an ally early on
Banked some RP for emergency use, but left us some to build up too, if my math is right
and wasnt sure if i was meant to specify what/who i want this ally to be?
edit: if i understand correctly...having paid for two AP this turn means i can spend them for an extra AP item and not have to wait until next turn
You don't have to, but can you please specify how the ally is going to help, or how they can help? More details are always great.
Supernatural interrupt is "the heavens manifest a fateful encounter" basically.
I'll consider adding in elements of the other setting idea in, but I was always thinking of them as separate.
Updated mechanics post with skills and a character sheet. The average human on this world is Level 2, and has stats in the 2-3 range. The average adventurer (and the Magi is at the upper end of this) is Level 5, and has stats in the 6-10 range.