The Way Forward: Helping a mortal navigate the Celestial Bureaucracy (Transmigration Quest)

So a note:
Xiaomei doesn't know she needs to escape. I would .. probably not spend that RP on the bad luck this turn. (I was considering it, and realized from her perspective, she won't be able to make another check.)

You can! Just bear in mind if she doesn't get the encounter she needs to realize she needs to escape this turn, it'll be banked for next turn, and that is an additional 20 RP out of the next turn pre-spent. (That said, assuming she doesn't get hit with the weariness removing actions, she gets like 7 chances to get the encounter you want.)

(RP Actions you take that cannot be done but are reasonably soon (i.e a turn or two) get banked, and you take a small "holding action" RP penalty. AP actions do not roll over, it's just wasted.)

And doing the math, you have 1 AP left over to spend on an action.
 
Vote closed
Scheduled vote count started by KNakamura on Dec 27, 2023 at 4:30 PM, finished with 16 posts and 2 votes.

  • [x]plan: uh...escape?v2
    -[x] Level Up
    -- [x] Pick a feat. Name and desc. Effects should be line with existing feats.
    ---[x] Memorized Aura Ping - Once you have met someone, you will always have their presence or the feel of their aura memorized, and you will instinctually know when they draw near
    -- [x] Pick Skill Increases
    --- [x] 8 points total; one skill no more than +4. This will resolve during Xiaomei's phase next turn
    ---- [x] + 4 Perception
    ---- [x] + 4 Sense Motive
    -- [x] Stat Increase
    --- [x] One +2 or Two +1 skills.
    ----[x] +1 VIT
    ----[x] +1 CHA
    -[x] AP Pool
    --[x] Gain an ally in the Pantheon, on the sly. (1 AP, ??? Results. Better Results: 3 AP.)
    ---[x] spend 3
    --[x] Investigate the Celestial Bureaucracy. Surely, something must be going on. [Sequence] (4 1 AP. Gain more information, unlock the Celestial Intrigue tree. Unlocks the ability to choose the next world. Note your only bonus here is your sight bonus.)
    -[x] RP Pool
    --[x] Spend resources to spawn a friendly organization (Cost 50 RP)
    --[x] Spend resources to create very bad luck for someone.. (Write-In, explain. Better explanations decrease cost, may have other benefits.)(Cost: 60 RP)
    ---[x]Give bad luck to her owner during the ritual, or when its time to escape
    -[x] FP Pool
    --[x] Set One Good Roll to .. (30/1 FP, 50/2 FP, 70/3 FP)
    ---[x] 70
    --[x] Ensure a fateful meeting is positive for character. (+2+? FP, ??? effects, +? Awareness)(If no person met is specified, this is QM's choice. The more FP spent here, the more positive effects, basically.)
 
World 1: The Land of Keria; Part 1.3; Daisois 6 - Daisois 24, Year 217 of the Peace of Tair.
-[x] Level Up
-- [x] Pick a feat. Name and desc. Effects should be line with existing feats.
---[x] Memorized Aura Ping - Once you have met someone, you will always have their presence or the feel of their aura memorized, and you will instinctively know when they draw near
-- [x] Pick Skill Increases
--- [x] 8 points total; one skill no more than +4. This will resolve during Xiaomei's phase next turn
---- [x] + 4 Perception
---- [x] + 4 Sense Motive
-- [x] Stat Increase
--- [x] One +2 or Two +1 skills.
----[x] +1 VIT
----[x] +1 CHA
-[x] AP Pool
--[x] Gain an ally in the Pantheon, on the sly. (1 AP, ??? Results. Better Results: 3 AP.)
---[x] spend 3
--[x] Investigate the Celestial Bureaucracy. Surely, something must be going on. [Sequence] (4 1 AP. Gain more information, unlock the Celestial Intrigue tree. Unlocks the ability to choose the next world. Note your only bonus here is your sight bonus.)
-[x] RP Pool
--[x] Spend resources to spawn a friendly organization (Cost 50 RP)
--[x] Spend resources to create very bad luck for someone.. (Write-In, explain. Better explanations decrease cost, may have other benefits.)(Cost: 60 RP)
---[x]Give bad luck to her owner during the ritual, or when its time to escape
-[x] FP Pool
--[x] Set One Good Roll to .. (30/1 FP, 50/2 FP, 70/3 FP)
---[x] 70
--[x] Ensure a fateful meeting is positive for character. (+2+? FP, ??? effects, +? Awareness)(If no person met is specified, this is QM's choice. The more FP spent here, the more positive effects, basically.)

Enemy Action
The enemy attempts to improve their sight. (vs DC 45)
Roll 1d100-30 vs DC 45 => 24 - 30=> -6 Major Failure
.. The enemy takes a -5 penalty to all rolls for three turns, and loses an action next turn.

Player Action
- Spend resources to spawn a friendly organization.
Roll 1d100+5 vs 55 => 75 + 5 => 80 Minor Success
The existing organization "The Order of the White Hawk" gains a political society "Equality For All".

"In the Year 100 of The Peace of Tair, a movement arose to bring equality in treatment of any race with intelligence. This was started by the Master Magi Alcriah, a Magi from the Principality of Lactovalia. In the next fifty years, it spread across the land. While vested interests, as well as the desire of many greedy rulers to seize land controlled by the various Monster tribes, kept it suppressed, in some places they achieved more results, such as the first Fennebeast Baron, in the Grand Duchy of Molia in the Year 190. In some places, the rising tension began to disperse, as efforts were made to achieve balance between all the races. Ultimately, though, the fire would start in the Year 217..."
Scribe Kariani, The Histories of the Last Years of the Peace of Tair.

The Order of the White Hawk, and it's political society, Equality for All, are societies dedicated to equality. They are banned in the Principality of Yang and Moncolisian Empire. They have only had minor success officially, but many areas are unofficially friendly to them, seeing the local tribes as partners and friends across Keria.

-Gain an ally in the Pantheon, on the sly.
Roll: 1d6 => 1
You make contact with Senian, the God of Merciful Justice. And he is a prompt and eager ally, to bring justice to those who worship him in name only. And to stop other deities from interfering with his rule. It seems the Kerian Pantheon is fed up with being used as a world for training without being consulted or the Heroes completing their task.

(Gain a +10 to all rolls to against enemy interference; Xiaomei gains a +5 to certain rolls.
Xiaomei must complete "And To The New Dawn" quest.)

-Investigate the Celestial Bureaucracy. Surely, something must be going on. [Sequence] (Turn 1)
Roll 1d100+5 vs DC 40/55/70 => 29+5=>34; [used 70 here, not needed during Xiaomei Actions] 70+5=>75

You start investigating the Celestial Bureaucracy, but with the sheer amount of Divine Arts, Worlds being watched, it's eventually easier to just start eliminating things one by one.

That said, you are lucky, and on the third world, begin to catch a pattern. A pattern of enriching several deities at the expense of the worlds they see..

(+2 turn results. Bonus now +5 to result roll.)


-Bad Luck: Give bad luck to her owner during the ritual, or when its time to escape

Resolved in Xiaomei Actions

- Ensure a fateful meeting is positive for character.
(+7 Awareness)

Resolved in Xiaomei Actions.

(This turn, due to the time frame, it's divided by week.)

Xiaomei Actions

Week 1:
Al-Khalia spends a few days barely doing anything except the bare necessary tasks. Her "employer" correspondingly assigned her what are frankly punishing menial tasks that could be done with magic.

(Xiaomei cannot Persuade her "employer", does not take Diplomacy actions as she can tell it won't work. (Diplo vs her "employer" is at 1-3-15=-17.))

(Xiaomei loses a few days due to Weary Fox. Gains +1 to STR, -11 HP. Gain +1 to Profession(Carpenter), +1 Profession(Maid))

Week 2:
Al-Khalia is put to work helping clean the ritual room.

(Xiaomei rolls Perception (2d100) => 11 36 => 36 +10 - 6 = 46 vs DC 50; Failure

The room is dusty, and oddly sticky in places, but she manages to clean it. Oddly, she had to do it all with a peculiar mix of oils and waxes

Al-Khalia also finds a book on "Mastering Yourself." and spends a day or two trying to internalize what it is teaching..

(Xiaomei does a Knowledge(Mysteries) check: 2 1d100+8 => [23 33] => 33 -3 = 30 vs DC 20; Success)

It teaches the way of inner mastery via Qi, and using that to manipulate Mana for a fuller result, and to be in total control of yourself.

Al-Khalia is taken by that, and makes a note of where the book left off. She'd need to find those books or someone who could teach her the basics of opening your Qi to the world around her, of how to make it flow..

[Gain Quest "To Grow Yourself - The path of the Meditant."]

(XP: 2d10 => 14 * 1.05 => 14.7 ~ 15 XP)

Random Encounters
Week 1: (6-3) = 3
Roll Results: [14 + 35 => 49]; [25 + 35 => 60];[58 + 35 => 93] 2 encounters
Encounter Rolls: [1] => 101; [48] => 148

Encounter 1:
Roll: 1d20+2 => 18 + 2 => 20; Really Good results.

A pair of Celebrants of Kahria spot her walking to get specific herbs for her employer, and teach her how to harvest them. The two seem to be taking pity on her, and also slip her a pair of spells. They caution her not to trust her "employer".

As she returns, Xiaomei wonders what they know that she doesn't. She did hide the spells, from her employer, though. Somehow, she could feel the rightness of their warning.

[Gain spells "Summon Spiritual Weapon" and "Divine Judgement"]
[+1 Knowledge(Botany), +1 Harvest]
XP: (1d6+3)*1.5*2 => 5*1.5*2= 15*1.05=>15.75 ~ 16 XP

Encounter 2:
Al-Khalia had just finished repairing and polishing the table and chairs, when her "employer" came in frazzled, looking almost feminine instead of their careful androgny, as befits Magi of their order.

"Ah, just the pet I needed." Al-Khalia stiffened.

"No, don't worry. I'm testing out a new experiment that should, if it works, give you nightvision." The Magi said. "It's a commission, so I've only got so many days to work on it. And you should learn how to create spell charms." They seem manic, and Al-Khalia can feel her collar chill.

"Yes, Master." Might as well give in.

"Excellent! I tell you what, if it goes well, you can copy the spell." They chirp. "I'll need someone else to help enchant the goggles anyway."

Khalia is subjected to spells, potions, a gemstone, and at one point, magical dust. Their owner didn't even at times bother to clean the effects of the old one off before trying again.

Finally, they casted one last spell, and all of her hair and fur stood on edge.. and then she was blinded by the light. When she came too, their master was already revising their calculations, muttering.

They did cast a spell to clean her of the residue, but that was all.

[Roll 1d20+2=>12=>12-3=9; Meh result.]

(Gain +2 to Create Magical Device; +1 to Use Magical Device; Gain ability "Detect Magic at Will"; Take -3 to Perception for 2 weeks; Unable to use spell scrolls for 3 weeks.)

Week 2: (6-2) = 4
Roll Results: 81, 78, 92, 100 => 4 encounters; Encounter 4 can spawn a subencounter;
Encounter Rolls: [19] => 119; [87] => 187; [35] => [135]; [99] => 199

[Curse on Xiaomei wears off]

Encounter 1:
Al-Khalia is out and about at the market. Buying goods from friendly merchants, when she overhears two Sorcerers talking about ongoing activities of Monsters.

"Did you hear? They say that there's a kitsune nearby."

The other scoffed. "A kitsune? They left these lands when the fennebeast village was slaughtered. They know better than to mess with a full Guild."

"There's also been sightings of a naga.."

Al-Khalia hurries on before she can get spotted. A naga and a kitsune? What could make them stay up here in this cold tundra? Could she dare to hope that her aunt lived?

(XP gain: 1d6+5=>2+5=>7*1.05=>7 XP)

Encounter 2:
Al-Khalia had to go out for a specific lightning charged glacial crystal, only available in specific locations. She held her coat close to her, but as she neared the field..

"Look out!" She heard, and instinctive sensed a Monster approaching her, and she jumped aside. It was a Snowagora - a Monster that looked like a herb in snow to lure prey in.

The three elves chasing the Snowagora neared, as Xiaomei had to dodge a few spots of acid before summoning a spiritual quarterstaff to attack and drive it back, giving the chasing trio the ability to kill it.

"Thank you, miss." The leader, an elf in iron armor with a large bow made of ebony wood. "Although I would normally hope a two-tailed fenne would have help, I know who you are, and I know of your foul Master."

Al-Khalia looked at him puzzedly. "You are Cilia, of the fenne village of Haki, before it was destroyed." He says bluntly. "And you are meant to be a sacrfice at a dark ritual to protect the Walled Cities of Yang."

Al-Khalia goes pale, as everything clicks in. "That's why he gave me magic. To amplify the value of the sacrifice. To make the betrayal fuel it."

[Quest: Mysterious Ritual Sacrifice updated]

The three nod grimly. "We are moving people into place to cover your escape, but we are not yet ready. In one week. In the meantime.."

The younger woman smiles. "I can teach you some skills to help you escape. Is the quarterstaff your preferred weapon?"

Al-Khalia is a bit shy. "I thought so.. but I've found my thoughts wondering what a katana would be like." Her amulet glows with the sigil for a moment, and the younger woman smiles, her blue eyes becoming crescents.

"It's always nice to meet a fellow worshipper of Kahria. Come, I have an old Katana.."

(Roll 1d20+2=>19+2=>21; Excellent result)

"And I can see you've started to explore your meridians." She continues. "I can teach you how to attune items to your Spiritual Sea, and how to refine it. It's going to be rough, but you should be able to follow up tonight."

The leader nods. "While you do that, I'll harvest crystals for you so your master does not suspect."

Al-Khalia spends the three hours she'd normally spend harvesting learning the basics of a Meditant - someone who masters their body and soul to enforce their will against the uncaring world.

The leader pulls her aside as she goes to leave.

[Ensure fateful meeting is positive for the character]

"I'd look up how a magical backlash works. You could cover for your escape by making them think you died."

Someone who seeks the freedom of choice above all.

She returns with her real name, the crystal, a new friend.. and the determination to live.

[Xiaomei has unlocked the class 'Meditant'!]
[Xiaomei has completed the quest "To Grow Yourself - The path of the Meditant", gain Title: "Freedom Seeker", Item: "Nameless Katana", Meditant Class.]
[Gain ability 'Attune Items']
[Xiaomei has a basic profiency in Katanas now.]
[XP +25*1.05=>26]

Encounter 3:
Al-Khalia was out in the woods gathering speciality herbs when she saw an box hidden in the tree. It had no lock, no note, and it was marked with no sigil.

(Roll 1d20+2=>17+2=>19; Really Good)

The box contained a Small Knapsack of Holding - a knapsack that could be attuned. Al-Khalia took it home to do so.

That night, she attuned both it and the relic, allowing for her to stash items in her spiritual sea for easy access. She put the quarterstaff in there, and her odds and ends that she had put up.

(Gain Small Knapsack of Holding)
(Roll 1d100 + (LUK/25) => 62+4=>66; No other effects.)

Encounter 4:
Al-Khalia had heard rumours of a ghostly prescense haunting the harbor at night. She was curious, and decided to visit the harbor - just now melting and usable to flow downriver - and following a blue light, found a very clear figure of a woman dressed in very old fashioned priestess robes. She turned to look at Al-Khalia. Her long black hair went down to her knees.

"Release meee." The ghost said, a quiet despair.

Al-Khalia nodded, gently holding her amulet as the sigil on it begins to glow. "No one should be doomed to this half life."

The ghost perks up. "You can hear me? Thank you, O Adventurer. Truly, I should have expected a fenne, skilled in the arts of the spirit, to do so, but it's been so many years."

Al-Khalia tilts her head slightly. "That's the first time I've heard anyone say a "monster" has any good skills."

The ghost looks taken aback. "Does that still persist? Did mine companions and I fail?" She looks even more depressed. "Then know this. If it wasn't for the help and sacrifice of many of the beastial tribes, the Demon King of my era would have triumphed. Never doubt your potential, and charge forth. Be a light in the night, worshiper of Khaliah, so that the stars shine on all." The ghost's eyes flash. "In fact, I will teach you my signature spell before I pass. I charge you: use it to help those worthy of it."

(Gain Spell: "Hope of the Just" (Regenerate +1d6 health per minute, +1 to rolls).)

"And now, send me to my rest. I wish to see my companions, and be united with them one last time."

Al-Khalia focuses, and invoking a prayer to the deities of the sky and stars, sends the Hero of old to her rest.

(Gain "Bringer of Peace": +1 WIS, +1 CHA, +5 to all rolls involving the undead. Gain +5 Respect with the Kerian Pantheon)
(+10 XP)

(Roll for Sub Encounter 1d100+35-10=> 1d100+25 => 91; Sub-Encounter unlocked.)

The next day, on the way to the library to deliver some scrolls from her "employer", Al-Khalia spots an old and worn down statue of the The Party of Kzhai, a party who defeated the Demon King six hundread years ago. One of the heroes in the statue is a priestess with the sigil of Tdzai, the ghost she saw last night.

A old elf by it, is surprised when she returns from the library, having copied down several cleaning spells and restoration magics a long time ago, and starts to quietly polish it, carefully cleaning the statue and restoring the metals used.

He looks at her oddly.

"I had to." Al-Kaliah said simply. "They shouldn't be forgotten."

The old elf nods. "They should not. It's good at least someone cares." He gets up, and then hands Al-Khalia something.

"Thank you for sending her off last night." He says quietly. "I couldn't get any of the local clerics to do it, and none of the adventurers had the skill. Thank you." He leaves before Al-Khalia can even stammer out a statement.

(MP spent replenishes this turn, but it was -40.)
(Al-Khalia has gained a scroll of instruction in mystical and magical arts. Due to the experiment, she cannot use it, and stores it in her spiritual sea.)

Week 3: (6-5) = 1
Roll Results: 84 => 1
Encounter Rolls: [95] => [195]
Al-Khalia encounters a Snowagara, lost and confused, on the outskirts of town. It didn't want to attack, but it was obviously frightened and aware of what would happen if it stayed.

Xiaomei attempts an Empathy check. [45 4] => 45+ 15 => 60 vs DC 40; Success

Xiaomei manages to convince the Snowagara that she is no threat, and leads it outside of town, where it spots the others and runs over after waving. The group runs into the relative safety of the hills.


XP: 4d6-3+(LUK/30=>4d6=> 13*1.05=>13.65~14 XP

Week 3 Xiaomei Action:
Al-Khalia spends the week focusing on getting the last bits of knowledge she can, practicing her attunment, and going out to the woods to practice her sword movements. (+2 to Knowledge(Kerian Mysteries), +2 to Knowledge(Mystical Arts), Can now Attune 3 items; +3 to Melee Attack)

Finally, the day arrives. A violet bloom is planted in the garden opposite the window when she wakes the next morning, and Al-Kaliah notes it as she does her normal duties for her "employer". She had spent some time carefully plotting to take an item with her. One of two, both of which would be useful. The first is a crystal that keeps her collar on. While she wasn't powerful enough for it to really matter, it could also be used to track her.

The crystal was protected by a set of spells that would stop her from getting close, and Al-Khalia had thought up a plan. It'd also cover her stealing a ..

[Roll 1d100; (0-15 "Wand", 16-30 "Bracer", 31-45 "Ring", 46-60 "Sword", 61-75 "Tome", 76-90 "Spell", 91-94 "Bow", 95-100 "Gun"] [62] -> Tome

Tome that looked important.

Setting up the trap, she gently grabbed the tome, slipping it into her knapsack, into her sea. This would set off the alarm, which is what she wanted as she dashed out.

[Bad Luck: Give bad luck to her owner during the ritual, or when its time to escape]

Al-Kaliah was actually pretty sure that was a stolen tome itself. Her owner didn't worship any deity, and it was marked with the Scales sigil.

The trap destroyed the crystal, which.. started a chain reaction, that Al-Kaliah didn't spot as she slipped out the back door and via sidestreets. Soon, she met up with a pair of breathless Fighters, who ran with her out the hidden door into the woods. If all went well..

It was at this time, that the owner's bad luck struck. Someone had spotted her, but she had ran to warn the Magi. This was a fatal error, as the chain reaction set off the dark artifacts and magic in the tower.

(Xiaomei luck roll 1d100+20 (LUK/5) => 64)

The other Magi didn't react in time either. Only about half had shown up already, the other half were in the market, the guild, or on the way. They amplified the backlash, with their magical items, including the dark artifacts needed for the ritual.

[Roll 25d12+15 => 169+12=171*1.15 (Xiaomei bonus vs. slavers) => 196]

The tower explodes, obliterating everything around it. No bodies would be found, and everyone assumed she died in the explosion.

Meanwhile, they meet up with her mother, and an older kitsune standing near her. The two looked at Al-Kaliah with joy as they retreated into the caves in the mountains.

"Mother, Aunt." Al-Kahliah smiles at them. "Cilia has returned." Her third tail had returned as they joyfully removed her collar.

That said, the adventurers in the guilds were gathering up to "punish" any monster they could, and the Order people shook their head.

"They're likely to take it out on any monster they catch." They say grimly. "Even though such an explosion indicates your Master was extraordinarily uncareful with their wards and artifacts. We'll have to mount a defense."

[Next turn is an Urgent Times Phase].

  • Main, Defining: Attain the Dream: Be a Defender: You saw once how the dearth of compassion, and the unwillingness in those in power resulted in the death of an entire world. You swore to strive to never let that happen again. Objectives: Gain Level 10, VIT 20, Resolve Quests ???,???,??? Successfully, Defend the Weak. Reward: Epithet, Power, Special Item.
  • Main, Defining: Become Who You Were Meant To Be.": You saw a beautiful ten-tailed kitsune in that pool of stars, pretty and strong. You saw your future. Objectives: Gain Level 100, CHA 100. Have Eight Moments of Exceeding Yourself, ???? , ????. Reward: Epithet, Power.

Quests unique to this world will be removed on world transmigration.
  • Main: Mysterious Sacrificial Ritual: Your "employer" is being cagey about this ritual. Objectives: Get more information about this "Blessing", Avoid being Sacrificed, Flee when you see the Violet Bloom, Escape from Teriah. Bonus Objective: Your Owner Dies Reward: 100 XP, Third-Tail, Random Tome, Title, Bonus Objective: +20 XP, +5 MP, +5 Qi, Title.
  • Subquest: To Grow Yourself - The path of the Meditant: Know yourself, know your enemy, and you need not fear the result of many battles. But you'd settle for not being a pet. Objectives: Gain training or knowledge of active meditation, Gain training or knowledge of accessing your spiritual ocean; Reward: Title, Meditant Class access, a Katana Relic.
  • Welcome to Keria - The goddess awaits in your dreams. Results: +1 Boon, +2 Powers, Amulet of the Seven Moons Update
  • Understand the Scroll: Your "employer" has given you a scroll and a challenge. Reward: Cast Spells, MP +5, INT +1, WIS +1, 21 XP)

AP: 4 (Bonus AP persists until end of this world.) (1 AP taken by sequence action)
Investigate the Celestial Bureaucracy: 2/4 turns. (2 turns remaining, +5 total bonus)
RP: 120/turn
Urgent Bank: 30 RP
RP Storage: 0 RP (720 RP cap)
FP: 7 (3 completed quests.)

Enemy: ???
[Stats on Enemy Blocked]
+40 to resist enemy action or overcome enemy block attempt.
Sight: +1 (Enhanced) (Gain more information and a +5 to resist enemy.)

Ci Xiaomei (Al-Khalia) Awareness: 12/300
Ci Xiaomei Defiance: 0 (None)
Ci Xiaomei Level:2 XP: 199/250

Effects:
  • Unable to use spell scrolls for 1 week.

-[] Quest
-- [] Title 1: Effects
-- [] Title 2: Effects
-- [] Tome: What's in it?
-[] AP Pool
--[] Get Xiaomei a fortunate encounter (2 AP. Spend +2 AP to make it more fortunate.)
--[] Burn AP to reveal a hint about an ongoing quest. (1 AP for subquests, 2 AP for Main quests.)
--[] Improve RP Pool (1 AP for +10 RP. Cost triples every 3 AP spent. RP cost increase is for this world, see transmigration mechanics.)
--[] Gain an ally in the Pantheon, on the sly. (1 AP, ??? Results. Better Results: 3 AP.)
--[] Arrange for an Inciting Incident (2 AP)

--[] Investigate the Celestial Bureaucracy. Surely, something must be going on. [Sequence] (4 AP. Gain more information, unlock the Celestial Intrigue tree. Unlocks the ability to choose the next world. Note your only bonus here is your sight bonus.) [IN PROGRESS]
--[] Help cloud your enemies sight. [BLOCKED] [Must identify enemy first]
--[] Counter your enemies blocking your sight. [BLOCKED] [????]
--[] Improve Your Sight.(3 AP), +5 to your rolls on Enemy Action, more Information on action results. Cost increases +1 AP each time.)
--[] Send a Omen to the World. (5 AP. ??? Effects, mostly beneficial to Xiaomei.)
--[] Gain the favor of the Dao of Luck. (4 Turn Action; spend 5 AP per turn. Gain Advantage on rolls against the Enemy, ??? results. This action will become unavailable if the enemy takes this action first.)
-[] RP Pool
--[] Bank RP for later-use. (Banked RP caps at the same cap as unspent.) (Cost: ??? RP)
--[] Spend resources to spawn a friendly organization (Cost 50 RP)
--[] Spend resources to enhance your AP (Improve your magical options) (Gain +1 AP per 55 RP spent.) (Cost increases every +2 AP by +20 RP per AP) (AP is for this world, see transmigration mechanics.)
--[] 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: 45 RP other turns.)
--[] Spend resources to create very bad luck for someone.. (Write-In, explain. Better explanations decrease cost, may have other benefits.)(Cost: 70 RP)
--[] 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)(This is a visible warping of fate, obvious to Xiaomei and the enemy, as well as anyone of sufficient magical power. Specify type. Certain things cost more FP.) (1 FP, ??? Effects.)(Spend more FP to increase the effects. Awareness increases by 3 per FP spent.)
--[] Set One Good Roll to .. (30/1 FP, 50/2 FP, 70/3 FP) (Specify if it's one of Xiaomei's rolls, or yours. Default: yours)
--[] Ensure a fateful meeting is positive for character. [Follow-Up Cost] (+3 FP, ??? effects, +?? Awareness)(If no person met is specified, this is QM's choice. The more FP spent here, the more positive effects, basically.) (Has a chance for follow up RP or FP costs depending on encounter.)
--[] Change the Fate of a Character. (2 FP)
--[] Cause a sidequest to appear for Xiaomei. (2FP, spend additional FP to make it easier or increase effects.) (Write in quest in *detail.* Note better rewards might make the quest very annoying if you do not also spend more FP, and Xiaomei cannot see the quest details yet.)
--[] Place an OPA in her path. (6 FP)(OPA - Out of Place Artifact. Detail this. Note the effects will be negative/positive.)






Updated: Mechanics now clearer on how many random encounters Xiaomei gets, so you can better evaluate risk.

Character Sheet updated.

Classes in this case are basically ways to denote focus of the character. They gain XP different ways.

For example, Natasha Romanov's class is "Black Widow X". It's a summation of intent. (She could switc h it to say "Shield Agent VII", but I mean..)

They are directly related to the setting, but the bonuses persist.

I've cleaned up the costs a bit so it's not so mysterious. I've also increased some costs. Some actions have been struck out because they're no longer available.

Also: the dice continue to be nice to Xiaomei. I should probably not buy lotto tickets or do anything risky - I've probably burnt my luck!

(Well, relatively, one of the encounters had to be rerolled three times to ensure I didn't get an random encounter that was either this turn or last turn. I still got one I've already done, but at this point I trust the dice have something in mind. I hope.)

Voting this period is until December 30th 2023, 7PM PST. I'm returning back to school, a part time job, and an internship, and while I promise I will find a way to always meet my deadlines, I'm not staying up til midnight when I have to be up at 6am to work . Apologies for the shortened period this time around, it'll bump up to 48 after this.
 
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Scheduled vote count started by KNakamura on Dec 27, 2023 at 4:30 PM, finished with 16 posts and 2 votes.

  • [x]plan: uh...escape?v2
    -[x] Level Up
    -- [x] Pick a feat. Name and desc. Effects should be line with existing feats.
    ---[x] Memorized Aura Ping - Once you have met someone, you will always have their presence or the feel of their aura memorized, and you will instinctually know when they draw near
    -- [x] Pick Skill Increases
    --- [x] 8 points total; one skill no more than +4. This will resolve during Xiaomei's phase next turn
    ---- [x] + 4 Perception
    ---- [x] + 4 Sense Motive
    -- [x] Stat Increase
    --- [x] One +2 or Two +1 skills.
    ----[x] +1 VIT
    ----[x] +1 CHA
    -[x] AP Pool
    --[x] Gain an ally in the Pantheon, on the sly. (1 AP, ??? Results. Better Results: 3 AP.)
    ---[x] spend 3
    --[x] Investigate the Celestial Bureaucracy. Surely, something must be going on. [Sequence] (4 1 AP. Gain more information, unlock the Celestial Intrigue tree. Unlocks the ability to choose the next world. Note your only bonus here is your sight bonus.)
    -[x] RP Pool
    --[x] Spend resources to spawn a friendly organization (Cost 50 RP)
    --[x] Spend resources to create very bad luck for someone.. (Write-In, explain. Better explanations decrease cost, may have other benefits.)(Cost: 60 RP)
    ---[x]Give bad luck to her owner during the ritual, or when its time to escape
    -[x] FP Pool
    --[x] Set One Good Roll to .. (30/1 FP, 50/2 FP, 70/3 FP)
    ---[x] 70
    --[x] Ensure a fateful meeting is positive for character. (+2+? FP, ??? effects, +? Awareness)(If no person met is specified, this is QM's choice. The more FP spent here, the more positive effects, basically.)
I apologize for not modifying the vote when it seemed it might be better to, but it seems to have worked out

Id wanted to say me voting for giving the owner bad luck...while our fox maid might not have yet gotten any proof she needed to escape or that the ritual was bad...i, as a voice behind this God we're playing, did not like what we found to that point, and decided some pre-emptive magic was in order, just in case

Also, might i ask what the quest title effects portion is?
 
Don't worry about not changing it. It was just a note but it worked out fine anyway.

As for the titles: I'm letting the voters come up with them. There are two awarded by this quest, and the one you get for killing your owner on the way out should be a mixed bag
 
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Rechecked RP; 180 out of 140 spent last turn, so none remaining. (Or: Bank error in your favor.)
The 30 banked RP still is there, and you can, of course, choose to bank RP from this turn.
 
The titles will be the most difficult part ofr me to figure out, so it may take some time for me to put something up, if someone wants to give it a go first
 
I've bumped the vote period up to end early Tuesday morning, although if we get votes by midnight tonight, I will close it then. Happy New Years!
 
[x] Plan god stuff
-[x] Quest
-- [x] Title 1: "Lotus Bud" +1 WIS +1 VIT +2 CHA when interacting with other Meditants or God beings.
-- [x] Title 2: "Keeper of Legends" +2 WIS +1 CHA +30% chance of experiencing glimpses of the past
-- [x] Tome: What's in it?
---[x] Long ago, in a distant land, there was a very peculiar Slime. This Slime had developed past being fodder for adventurers, gaining the ability to communicate with telepathy, and take on a humanoid form. It even had developed its own unique skill, the ability to steal a Feat from those it killed in combat. It grew powerful, until it led its own country, and found favor with the god of justice. This is that story. Also there are some beautiful ink drawings. On the inside cover you can see that it is one of a series of 'Historic Tomes of The Slime Country'
-[x] AP Pool
--[x] Improve RP Pool (1 AP for +10 RP. Cost triples every 3 AP spent. RP cost increase is for this world, see transmigration mechanics.)
---[x] Spend 3
-[x] RP Pool
--[x] 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.)
--[x] 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.)
--[x] Bank RP for later-use. (Banked RP caps at the same cap as unspent.) (Cost: ??? RP)
---[x] Bank 5
-[x] FP Pool
--[x] Ensure a fateful meeting is positive for character. [Follow-Up Cost] (+3 FP, ??? effects, +?? Awareness)(If no person met is specified, this is QM's choice. The more FP spent here, the more positive effects, basically.) (Has a chance for follow up RP or FP costs depending on encounter.)
--[x] Set One Good Roll to .. (30/1 FP, 50/2 FP, 70/3 FP) (Specify if it's one of Xiaomei's rolls, or yours. Default: yours)
---[x] 30
--[x] Cause a sidequest to appear for Xiaomei. (2FP, spend additional FP to make it easier or increase effects.) (Write in quest in *detail.* Note better rewards might make the quest very annoying if you do not also spend more FP, and Xiaomei cannot see the quest details yet.)
---[x] Quest: Expand Your Horizons: Travel to a different country. Reward: +1 WIS, Volume 2 of the 'Historic Tomes of The Slime Country'


So why is our RP Storage 0 now? We had some roll over from previous votes. Is this because of a banking mistake mentioned? I dont see how this is 'in our favor' then. Or is it a typo? I believe it should be 30, and that was what I used in my calculations for this vote.

Additional Notes: Tried to do what I can, but its pretty noticable theres not much maniplulating around our main character, I figured she has allies now, they can help her while we do some much needed digging and preparing for the urgent vote.

In order to spend the full 4 AP, i was going to get a hint for a subquest, but it seems that we completed all of them! XD
 
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There's a lot manipulation coming up in the next two phases , including the ideal outcome.

I didn't want to combo it because i felt it'd have been too much to determine without any input, properly, to be fair to the questors.

Banked 30 is still there it's for the Urgent Phases.

This is the end of the missions that are very easy, in a sense, because they establish her initial conditions.

Anyway: Plan has 120 RP, you spent 180. This means the banked RP will drop to +5. The titles: are all three contingent on meeting a mendicant?

The AP Pool has 1 AP remaining. You spent no FP.

ETA: AP stuff is fine to go under. You might want to spend the FP.
 
Anyway: Plan has 120 RP, you spent 180. This means the banked RP will drop to +5. The titles: are all three contingent on meeting a mendicant?
so what does this mean for this plan? does it mean that we'll only end up with 35 for the urgency vote?

ETA: AP stuff is fine to go under. You might want to spend the FP.
Ill make the edit after I understand things better, and midnight is coming soon on my end
 
The Urgency vote starts at full RP. It only replenishes 75. The extra 35 gives you extra on the second turn.

There are 3h20m left til midnight local.
 
The Urgency vote starts at full RP. It only replenishes 75. The extra 35 gives you extra on the second turn.

There are 3h20m left til midnight local.
see i dont understand any of what you said there.


it seems that the answer to my first question is yes.

after that...nothing makes sense. We banked specifically for the urgent vote

why does it suddenly start at full? does that mean 120? and where did 75 come from? what do you mean second vote? the vote after this one that is the urgent vote? or the second urgent vote like it sounds like., which is...some unknown time?
 
Okay. The mechanics may need clarifying but here is how it works:

Urgent Times has several turns that are in universe several hours apart. The first starts at 180 RP. That's with the bonus from buying +RP and the stored 30. You spend RP and unspent rolls forward. Next turn, you only Regen 75 RP to represent you don't have the time to refill fully your entire pool.

Turn 1 is deciding on preparations, starting at 180 RP.
Turn 2 is making last minute changes. Regens half of the normal 150 RP, 75 RP + unspent
Turn 3 is the combat. As above.
Turn 4 is the results. As above

Then it returns to normal.
 
As a full note, here are the revised mechanics for Urgent Times, including an explanation:

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.
 
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Vote closed.
Scheduled vote count started by KNakamura on Dec 30, 2023 at 3:13 AM, finished with 19 posts and 2 votes.

  • [x] Plan god stuff
    -[x] Quest
    -- [x] Title 1: "Lotus Bud" +1 WIS +1 VIT +2 CHA when interacting with other Meditants or God beings.
    -- [x] Title 2: "Keeper of Legends" +2 WIS +1 CHA +30% chance of experiencing glimpses of the past
    -- [x] Tome: What's in it?
    ---[x] Long ago, in a distant land, there was a very peculiar Slime. This Slime had developed past being fodder for adventurers, gaining the ability to communicate with telepathy, and take on a humanoid form. It even had developed its own unique skill, the ability to steal a Feat from those it killed in combat. It grew powerful, until it led its own country, and found favor with the god of justice. This is that story. Also there are some beautiful ink drawings. On the inside cover you can see that it is one of a series of 'Historic Tomes of The Slime Country'
    -[x] AP Pool
    --[x] Improve RP Pool (1 AP for +10 RP. Cost triples every 3 AP spent. RP cost increase is for this world, see transmigration mechanics.)
    ---[x] Spend 3
    -[x] RP Pool
    --[x] 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.)
    --[x] 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.)
    --[x] Bank RP for later-use. (Banked RP caps at the same cap as unspent.) (Cost: ??? RP)
    ---[x] Bank 5
    -[x] FP Pool
    --[x] Ensure a fateful meeting is positive for character. [Follow-Up Cost] (+3 FP, ??? effects, +?? Awareness)(If no person met is specified, this is QM's choice. The more FP spent here, the more positive effects, basically.) (Has a chance for follow up RP or FP costs depending on encounter.)
    --[x] Set One Good Roll to .. (30/1 FP, 50/2 FP, 70/3 FP) (Specify if it's one of Xiaomei's rolls, or yours. Default: yours)
    ---[x] 30
    --[x] Cause a sidequest to appear for Xiaomei. (2FP, spend additional FP to make it easier or increase effects.) (Write in quest in *detail.* Note better rewards might make the quest very annoying if you do not also spend more FP, and Xiaomei cannot see the quest details yet.)
    ---[x] Quest: Expand Your Horizons: Travel to a different country. Reward: +1 WIS, Volume 2 of the 'Historic Tomes of The Slime Country'
 
World 1: The Land of Keria; Part 1.4.1; [26/Daisois/217 Tair] ; Three Days Before the Battle of the Glacier.
Enemy Action
They attempt to make it more expensive for you to directly interfere:
1d100-5 vs 1d100+50 => 29 vs 93; Major Failure

Your costs will be cut by 20% during the following Urgent Times phase.

(The Enemy will take no indirect action. They, presumably, will incarnate somewhere..)


Your Actions
QM Note: I've changed the title and awards to match the quest they were issued for.

(Xiaomei gains the title [Keria] "Lotus Bud": +1 WIS, +1 VIT; +2 Diplomacy bonus when interacting with Deities or other Meditants)
(Xiaomei gains the title [Keria] "Freed Pet": +2 WIS, +1 CHA; +15% chance of seeing fragments of the past; -15% Diplomacy with authority figures.)
(Xiaomei gains the Collectible 'Historic Tomes of The Slime Country' Vol. 1)

Ongoing Actions
-Investigate the Celestial Bureaucracy. Surely, something must be going on. [Sequence] (Turn 2)
Roll 1d100+10 vs DC 40/55 => 63; Major Success

You catch a peculiar transaction in place, and spot that there's a huge flow of mana to certain palaces. Enough that the Celestial Princess promises to investigate from the Heavenly Palace itself, but you know from experience that'll take an eon. Literally.

However, you also spot why they're interfering now. Xiaomei is a incarnate. It looks to be simple revenge.. or is it?

Investigate the Celestial Bureaucracy chain complete. Gain access to the Intrigue tree next full turn. You now have the ability to pick the world on transmigration, and gain a +5 bonus to Intrigue rolls (+10 to Celestial Intrigue, +7 to Sight)

You suspect that this will make it easier to identify whose acting against you, and maybe cut their ability to access directly. (??? effects.)

You also spot a lot of your current tools will be identified and shut down. (You will lose the +35 starting bonus at the end of this world.)

New Actions
You gain +30 RP/turn during Keria, bringing your RP per turn to 150

- 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)

You have successfully managed to obscure your interference via mystical means, although you get the feeling it can be unmade. Still, something's better than nothing. Hopefully they haven't noticed it's not just Xiaomei's "patron".

(Enemy rolls a -10 vs you on Enemy Rolls, you roll +10 to defend.)

-Spend resources to better identify other Celestial Bureaucracy operatives, maybe even the enemies.. (Cost: 60; Turns: 1/5)

Okay, so this wasn't what was intended at all. You know that incarnates are brought to the Princess of the Moon, who is usually best at giving them a challenge that they can do. But had you not intervened.. well, it's clear she'd be struggling far more, maybe even dead, which can wreck the magical power of anyone, with the penalties of death.

So, of course, you start by investigating Aphrael. She shouldn't have that power, right?

[Roll 1d100+10=> 52 vs DC ???]

Well, you found out she didn't, directly. But who was behind the shift? It'd take power, but many gods organize into a Sect so is it one powerful Division Manger or a Sect?

[Progress +1 Turn. Action will resume when Urgent Times ends.]
- 35 RP now banked for Urgent Times.. which is now.

- Ensure a fateful meeting is positive for character. [Follow-Up Cost] (+3 FP, ??? effects, +?? Awareness)
This action will take place at some point during the Urgent Times.

- Set One Good Roll to 30 (yours).

Unused (all of your rolls > 30); GM rolls 1d100 for an effect instead: [35]; Regain spent 1 FP this turn.

- Xiaomei gains the sidequest ("Expand Your Horizons: Travel to a different country. Reward: +1 WIS, Volume 2 of the 'Historic Tomes of The Slime Country'")

Urgent Times Begins

[Day -3; 26 Daisois 217 Tair; Phase One: Get A Hold of the Situation]

You find that you have incarnated as the leader of a Monster tribe, the Bjornati. Your village was hurriedly evacuated as the Order of the White Hawk had warned everyone in this area that retribution was coming. This wasn't a surprise to your host, and you find that the tribes here had found a portal to another land, somewhere deep in the primeval forests of the edge of the Moncolisian Empire in the disputed regions between them and the Grand Duchy of Molia. It had taken some tuning, but that was why the well known Kitsune Sorceress Eariliahi was here. The villages and lone tribes were already on their way, and when you arrive, you see that those who are choosing to stay and defend while everyone evacuated were setting up traps, ambushes, moving the land, and making it as painful and as annoying as possible to get near the cave and portal.

[Roll 1d100+12=>66+12=>78; Major Success]

With your divine eye, you can spot multiple areas this could be improved. The magical fog that cloaks the snipers - bows and crossbows - is good, but you know full well they'll have powerful mages for this world. The traps are well covered, but a clever rogue will spot them. The snowmen around the barricades are nice touches, though, as you spot the magical trap embedded in them and around the barricades. And finally, you spotted a way a detachment could sneak around and spring their own ambush.

At this moment, you can channel your own energies:

Pick One of the Following:
-[] Increase the power of the magical fog to the limit it's safe to do so (free; increases bonus to the stealth archers roll to +36; Requires Major Dispel)
--[] Increase the power of the magical fog to the limit your host can handle. (-16 RP, Awareness +1, increases bonus to the stealth archers roll to +56; Requires Team Major Dispel; Enemy More Likely To Escalate)
-[] Increase the concealment of the traps to the limit it's safe to do so (free; increases bonus to the trap concealment roll to +36)
--[] Increase the concealment of the traps to the limit your host can handle. (-16 RP, Awareness +1, increases bonus to the trap concealment roll to +56; Enemy More Likely To Escalate)
-[] Collapse more of the mountain path on itself, make it more difficult to traverse and require more effort. (Delays any attempts to cross coming towards the caves by more time.)
--[] Collapse the cliff of the mountain path. (-40 RP, Makes the path impassible. To both sides.)

You think you can do one more thing right now since you spotted it so early, without being spotted.
-[] Pick one of the options you didn't pick that were free, and for 27 RP, apply half the bonus. Specify which one.

As you near the cave, you realize that while there's a lot of Monster folk here, the great majority would be unable to fight. A lot of the tribes are already passing through the portal, mainly fighters and druids to make sure the city they've built is ready for them. It seems the Order of the White Hawk have been preparing for this, although..

[Roll 1d100+12 => 52 + 12 => 64; Minor Success]

You know that it's largely a matter of bad timing - the city was being built to accommodate tribes across the land as intolerance rose. Also, a few of the Order's A-ranked party are warning tribes, and spreading the word. Everyone is very sure that the adventurers will just slaughter everything they see.

Again.

Thankfully, they don't know where you are yet, but no one is under any illusion they won't eventually find the tracks or scry the concentration. You know as a matter of fact they've got at least 60 adventurers and a mob of 50 commoners, and you can directly spot the sense of divine intervention. Clearly, the enemy is trying straight numbers.

Before you can meet at the impromptu war table, one among you brings up her skill with the arts of divination, and suggests they could block magical reconnaissance, and if you spend a bit of extra power, without arousing too much suspicion.

- [] Spend 78 RP to block Magical Divination. Note this won't stop mundane scouting, but hopefully the existing scouts and druids will stop them like they're going out in force to do.
- [] Do Not.

It's clear that despite the numbers here, the active forces defending the Portal will number only about 46, and while that will have at least 4 very high level monsters - your host, a kitsune, a fennebeast, a Naga - the rest are a mix of low rank adventurers. You can do something about this, you think, as your forces are still arriving. What forces do you have to add?
Pick One:
- [ ] (20 RP): 10 Rank B Fighters and Archers; 3 Rank C Mages; 2 Rank C Scouts; the other 15 will go into the portal to help secure the city.
- [ ] (40 RP): 10 Rank B Mages, 5 Rank B Fighters, 5 Rank B Archers; 3 Rank C Samurai; 3 Rank C scouts; the other 26 will go into the portal to help secure the city.
- [ ] (56 RP): The Above + 1 Rank A Mage and 1 Rank A Archer here, and there.

Also, you realize you could set up a unit to return. The city's defenses were rushed, and the people setting them up didn't have time to do more than hope the last minute changes set up the protection spells on the walls, roads, and rotating crossbows on the walls and on the guardhouses in the city. You could spend some divine magic to make that a thing.

- [ ] (40 RP): Spend this now to set up a wave of reinforcements during combat.
- [ ] Do Not.

Just then, a palefaced Carniform (OOC: A tiger person) escorted two adventurers in. They bring dire news: the adventurers were scrambling the Magi who had come in for the dark ritual, and somehow had managed to get another A rank party in. They're numbers were now nearly two hundred, and the obvious tactic was to swarm the defenses with commoners to act as targets while the other threats were coming in.

The council looked at each other, but Xiaomei, who had been quietly observing, asked a simple question.

"What is the risk of fighting a delaying action against them when they camp, make them unable to sleep, degrade their effectiveness?"

Her aunt, the kitsune looked at her. "The magi would effectively prevent that, but we do have powerful enough druids. The cost is they'll start burning the forests down and likely any monsters remaining would be targeted down. If we threaten Tariah itself, they'd likely escalate to a region wide wave of hate."

Xiaomei nodded gravely, and said no more, thinking as she stared at the map.

That's an idea, though, you could push.

Pick one:
- [ ] Harass, ambush, and degrade them. Threaten Tariah to force them to split. This will have a lot of negative effects on the Monsters in this area.
- [ ] The above, but instead of attacking, just make them jump at shadows. Do not threaten directly, but cause them to suffer combat penalties. This will have some negative effects on Monsters in this area.
- [ ] Fortify more strongly. The current weather smells of a blizzard, so you might be safe in enough time to get all but a few out, then retreat and turn off the portal on the other end.
-[] Write in

That said, you have a few days to prepare. You could drill some of the fighters in anti-army tactics, "help" make specialty arrows, and maybe even hidden lean tos. There's a lot of things you could do to assist the army, all of which would make sense for your host.

Do you..
- [ ] Spend time training the fighters and archers in generic tactics. (-2 AP; Fighters and Archers gain +10 buff to accuracy and +5 to-hit)
- [ ] Make exploding arrows to deal more AoE damage. (-1 AP; Archers will receive priority targeting during combat.)
- [ ] Rig the traps to have sharper spikes. (-1 AP; Traps deal more damage.)
- [ ] Make the path more treacherous. (-2 AP; More troops will arrive damaged or dead; rolls to inflict more damage on the march there.)
- [ ] Incite disunion in the enemy camp. (-1 FP; This is surprisingly easy because they really don't like each other. But they do all want you dead, which covers a multitude of sins.) (They are more prone to acting less tactically and may make a deployment error.)
- [ ] Rig up Rays of Fire and Ice scrolls for the magi to cast off of. (-2 FP; Scroll casting is quicker than spell casting for most magi
-[ ] Grant all fighters more protection against status aliments (-2 FP, -1 AP)
- [ ] The troops are missing resources to fight at their full effectiveness. (-1 FP, -1 AP, -8 RP) (Everyone gets a bonus to armor and weapons.)
- [ ] The terrain they are traversing is very.. risky. Some of those cliffs could collapse. (-2 FP) (Random troops die in transit.) (Enemy detection chance)

You spot Xiaomei copying spells into her book, and then into scrolls. It's clear she's preparing, as she seems to be soaking mana into her katana, as well.

You have 185 RP, 5 AP and 8 FP to spend.

Current Map:
  • Main, Defining: Attain the Dream: Be a Defender: You saw once how the dearth of compassion, and the unwillingness in those in power resulted in the death of an entire world. You swore to strive to never let that happen again. Objectives: Gain Level 10, VIT 20, Resolve Quests ???,???,??? Successfully, Defend the Weak. Reward: Epithet, Power, Special Item.
  • Main, Defining: Become Who You Were Meant To Be.": You saw a beautiful ten-tailed kitsune in that pool of stars, pretty and strong. You saw your future. Objectives: Gain Level 100, CHA 100. Have Eight Moments of Exceeding Yourself, ???? , ????. Reward: Epithet, Power.
  • Main: Survive the Onslaught: Your actions may not have been the entire reason, but they were part of it. Prepare to weather the results of the boiling hatred. Objectives: Stay Alive. Rewards: ????
  • Sidequest [Keria]: Expand Your Horizons: You should expand your horizons, and leave this city. Objectives: Travel to another country. Reward: +1 WIS, Volume 2 of the 'Historic Tomes of The Slime Country'

Quests unique to this world will be removed on world transmigration.
  • Main: Mysterious Sacrificial Ritual: Your "employer" is being cagey about this ritual. Objectives: Get more information about this "Blessing", Avoid being Sacrificed, Flee when you see the Violet Bloom, Escape from Teriah. Bonus Objective: Your Owner Dies Reward: 100 XP, Third-Tail, Random Tome, Title, Bonus Objective: +20 XP, +5 MP, +5 Qi, Title.
  • Subquest: To Grow Yourself - The path of the Meditant: Know yourself, know your enemy, and you need not fear the result of many battles. But you'd settle for not being a pet. Objectives: Gain training or knowledge of active meditation, Gain training or knowledge of accessing your spiritual ocean; Reward: Title, Meditant Class access, a Katana Relic.
  • Welcome to Keria - The goddess awaits in your dreams. Results: +1 Boon, +2 Powers, Amulet of the Seven Moons Update
  • Understand the Scroll: Your "employer" has given you a scroll and a challenge. Reward: Cast Spells, MP +5, INT +1, WIS +1, 21 XP)

AP: 5 (Bonus AP persists until end of this world.)
RP: 185; Urgent Times: 75/turn; (regen cut in half) 60 RP spent on ongoing action
RP Storage (Urgent): 0 RP
RP Storage (non-Urgent): 0 RP (720 RP cap)
Enemy Rolls vs You: -10
FP: 7 (3 completed quests.)
- Banked: "Ensure One Encounter is Positive for Xiaomei"

Enemy: ???
[Stats on Enemy Blocked]
+52 to resist enemy action or overcome enemy block attempt. (+45 this world only.)
Sight: +1 (Enhanced) (Gain more information and a +5 to resist enemy.)

Ci Xiaomei (Al-Khalia) Awareness: 12/300
Ci Xiaomei Defiance: 0 (None)
Ci Xiaomei Level:2 XP: 199/250

Effects:


-[] AP Pool
--[] Get Xiaomei a fortunate encounter (2 AP. Spend +2 AP to make it more fortunate.)
--[] Burn AP to reveal a hint about an ongoing quest. (1 AP for subquests, 2 AP for Main quests.)
--[] Improve RP Pool (3 AP for +10 RP. Cost triples every 3 AP spent. RP cost increase is for this world, see transmigration mechanics.) (Taken three times)
(Unavailable in Urgent Times)
--[] Gain an ally in the Pantheon, on the sly. (1 AP, ??? Results. Better Results: 3 AP.)
--[] Arrange for an Inciting Incident (2 AP) (Xiaomei took this action first.)
--[] Help cloud your enemies sight. [BLOCKED] [Must identify enemy first]
--[] Counter your enemies blocking your sight. [BLOCKED] [????]
--[] Improve Your Sight.(3 AP), +5 to your rolls on Enemy Action, more Information on action results. Cost increases +1 AP each time.) (Current Roll: +7)
(Unavailable in Urgent Times)
--[] Send a Omen to the World. (4 AP. ??? Effects, mostly beneficial to Xiaomei.)
--[] Gain the favor of the Dao of Luck. (4 Turn Action; spend 5 AP per turn. Gain Advantage on rolls against the Enemy (roll twice, take best roll), ??? results. This action will become unavailable if the enemy takes this action first) (Unavailable in Urgent Times)
--[] Convert Remaining AP to RP (24 RP per AP.) (Urgent Times only.)

-[] Celestial Intrigue (+10 to rolls) (unlocking...)

-[] RP Pool
--[] Bank RP for later-use. (Banked RP caps at the same cap as unspent.) (Cost: ??? RP) (Unavailable; RP auto-rolls over)
--[] Spend resources to spawn a friendly organization (Cost 50 RP) (Unavailable; one per this world)
--[] Spend resources to enhance your AP (Improve your magical options) (Gain +1 AP per 55 RP spent.) (Cost increases every +2 AP by +20 RP per AP) (AP is for this world, see transmigration mechanics.) (Taken three times)
--[] 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: 80 RP.) (Action taken 1 time.)
(Unavailable in Urgent Times)
--[] Spend resources in aiding someone. (Cost: Variable)
---[] [Keria] A Deity. This will usually be some form of a power up. This could be bad or good. (Insufficient Sight to Have More Information)
---[] [Celestial Bureaucracy] You may be sealed up, but you know the ways of things. Grease palms to get things done. This will primarly have ??? benefits, as you're paying for information or slowing down event chains. (Unlocked by the Intrique action completing) (Explain the cost and what you're looking for for that cost. Assume you'll need at least 35RP to get anything useful.)
--[] Create Power/Origin Item [Multi-term] [Expensive] [Awareness Increase] [Defiance Decrease] (Cost: 45 RP other turns.)
(Unavailable in Urgent Times. This will become unavailable if Xiaomei has a Transcendend Boundaries moment.)
--[] Spend resources to create very bad luck for someone.. (Write-In, explain. Better explanations decrease cost, may have other benefits.)(Cost: 70 RP)
--[] 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.)(Progress: 1/5; 60 RP per turn)
(Unavailable in Urgent Times)
--[] Urgent Times Only: Write in. (48 RP)

-[] FP Pool
--[] Bend Fate. (Awareness +5)(This is a visible warping of fate, obvious to Xiaomei and the enemy, as well as anyone of sufficient magical power. Certain things cost more FP.) (1 FP, ??? Effects.)(Spend more FP to increase the effects. Awareness increases by 3 per FP spent.)
---[] Urgent Times Only - Spend 4 FP to change a fixed point. (No known fixed point)
---[] Change the history of an organization (Base Cost: 2 FP. Please explain the change, and why.
---[] Set an encounter for Xiaomei to change the fate of someone. (Explain why, and who. Base Cost:2 FP. Note if this is something impossible it'll convert to a quest. Note that she cannot see Quests.)
---[] Ask a local deity for assistance in giving Xiaomei a quest. (Cost: 2 FP, locked. They may not be something you want, but unless you pick badly, it should always be something good for Xiaomei, or a lesson, etc.)
(Unavailable in Urgent Times)
--[] Set One Good Roll to .. (30/1 FP, 50/2 FP, 70/3 FP) (Specify if it's one of Xiaomei's rolls, or yours. Default: yours)
--[] Ensure a fateful meeting is positive for character. [Follow-Up Cost] (+5 FP, ??? effects, +?? Awareness)(If no person met is specified, this is QM's choice. The more FP spent here, the more positive effects, basically.) (Has a chance for follow up RP or FP costs depending on encounter.) (Action taken 3 times) (Unavailable in Urgent Times)
--[] Change the Fate of a Character. Note that more blatant displays of divine power will increase Awareness and possibly Defiance. (2 FP)
--[] Cause a sidequest to appear for Xiaomei. (2 FP, spend additional FP to make it easier or increase effects.) (Write in quest in *detail.* Note better rewards might make the quest very annoying if you do not also spend more FP, and Xiaomei cannot see the quest details yet.)(During Urgent Times, this should be something straight in line with the plan.)
--[] Place an OPA in her path. (6 FP)(OPA - Out of Place Artifact. Detail this. Note the effects will be negative/positive.)
--[] Convert Remaining FP to RP (24 RP per FP.) (Urgent Times only.)



Clarified what some actions do. Placed bonuses in the list. Added notes (now that you have more insight into what's going on) on temporary bonuses. Also for things with scaling costs, I've listed how many times it's been taken. I'm toying with simplifying this list and eliminating options, so let me know if you think anything's out of balance or could be removed.

And our first combat! Rolling well for Xiaomei actually unlocked the hardest combat option, funnily enough.

note that I am more likely to reject quests and fate changes if they don't feel like they flow.
 
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