Welcome to the forefront of interactive fiction! Welcome to Sufficient Velocity, where a large pack of nerds will argue and vote about the actions of fictional characters in the most bizarre settings you've ever seen with deadly seriousness.
This is a CKII-based quest in the vein of
GuzmaQuest,
DoofQuest, and
Rocket Quest. If you are familiar with all of those, then these rules will be mostly familiar to you, but I've added a Fire Emblem-themed spin on things, so skim over them regardless.
In this story, you will take on the role of a
Lord, a single character who rules over a significant territory and thereby plays a role in the politics of Archanea. Through voting on personal and national actions, you will attempt to achieve your goals, shape the future of Archanea for the better, and keep your loved ones alive. This will not always be easy, as the other factions of this land and the will of the dice may oppose you. But take heart – no war is won without sacrifice, and mistakes can be recovered from.
Turns
Each turn, readers will compose and vote on a plan for that turn. A plan includes national actions – one per category, at first, although it will be possible to unlock more – and personal actions for the Lord and the Heroes.
National actions represent all the resources you command being bent towards a single vision. They are divided into six categories, as follows:
- Diplomacy: The forging of bonds, between people or nations. The ability to convince people. Negotiating a treaty or hiring a new talent would count as diplomacy actions.
- Martial: The skillful use of violence. The training and maintenance of an army. Training your soldiers in new weapons or leading a raid would count as martial actions.
- Stewardship: The mastery of logistics and organization. The accumulation of wealth. Reforming a legal code or adding a new district onto a city would count as stewardship actions.
- Intrigue: The art of doing things secretly, and of protecting yourself from the same. Setting up a spy network or developing a code for your letters would count as stewardship actions.
- Learning: The sciences pioneered on Old Earth and brought to ever further heights in the far-off City. The scientific method. Fixing a robot or formulating an effective fertilizer would count as learning actions.
- Occult: The strange and esoteric ways, discovered on Princeps Dominare or inherited from secretive sects of Old Earth. Figuring out how to slay a dragon or scrying the future would count as learning actions.
National actions all have a
difficulty, represented as a number from 1 to 999. Sometimes the difficulty will be hidden. Some actions will also cost some of your resources (described below).
After a plan is selected, the
Quest Master (me) will roll for each action chosen to see if it succeeded or failed. I also roll for the actions of the other factions in the quest. The results of your actions will be presented in the next update.
Each turn represents one
season, with four making up a year. The four seasons of Archanea are Flostym, Avistym, Pegastym, and Wyrmstym, equivalent to spring, summer, autumn, and winter respectively. The season may affect what actions are available, or how much they cost – labor is a lot more expensive during Flostym, for example, because all available hands are needed for planting fields.
Other Factions
The Lord isn't the only character with influence on this world. The
other powers of Archanea (and beyond) also get to take turns. Their actions will be chosen by me, secretly, while you guys are making your plans. Turns are simultaneous, which means that I will not change your rivals' actions in response to your plans. The results of their actions, and other relevant news, will be presented in the final update of the turn.
Success and Failure
As mentioned previously, the basic roll of this system is a d100, a hundred-sided die (not literally, I use two d10s – have you ever even seen a hundred-sided die in real life?). To check whether or not you succeed in your actions, I use the following formula and compare the result against the difficulty of the action:
D100 + Lord's relevant stat + Assigned hero's relevant stat + Any applicable traits + Support bonus + Experience bonus = Final result.
If the die rolls a 1, or the final result is less than half the difficulty, the result is a
Critical Failure. The action went about as poorly as possible, and you will have to deal with some kind of consequence.
If the final result is below the difficulty, the result is a
Failure. You lose whatever resources you invested, to no result.
If the final result is below the difficulty by 10 or less, the result is a
Bare Failure. The cost of the action is refunded, and you may try it again next turn at half the difficulty.
If the final result meets or exceeds the difficulty, the result is a
Success. You get the rewards you were promised.
If the die rolls a 100, or the final result exceeds the difficulty by more than double, the result is a
Critical Success. Congratulations! You get the rewards you were promised, and something else special!
There are many traits that have the effect of increasing or decreasing the level of success by one step. These effects cannot improve a critical success or worsen a critical failure; these already represent an action going as well or as poorly as possible.
Heroes
There aren't too many true heroes in the world of 8-bit Dystopia, but, hey, everyone's a hero in their own eyes, right?
Heroes are the major characters, the ones who stand out from the crowd to stride across the stage of history at your Lord's side. They all come with their own stats and traits, their own histories and hangups. They can lend their expertise to National Actions, open up new plot threads, and make the story so much more interesting! In many ways, your Lord functions as a hero with extra bits, so much of the following information applies to him, too.
They can be recruited to your cause in a variety of ways – as rewards for rolling well, hired with cash, or hidden behind more elaborate requirements. You will start with two heroes, but can gather many more. You can also lose heroes, if a mission goes badly, or their relationship with the Lord gets strained enough. That's just how life is when you play on Classic Mode. No use crying about it.
Well, if you insist…Legends speak of a magical staff that can restore the dead to life, somewhere in Archanea…but how would you ever find that?
Stats and Traits
Each hero (and Lord) comes with six
stats, in the familiar categories of Diplomacy, Martial, Stewardship, Intrigue, Learning, and Occult.
There's more, though – to represent their unique specialties and foibles, each hero has one or more
traits. Each trait is a significant facet of their character with an accordingly significant impact on gameplay and story – that is to say, they all have effects more impactful than '+1 Diplomacy, +1 Martial.' Traits may be hidden, in the case of some heroes with secrets to keep.
Each hero also has a list of
Likes and Dislikes. These don't usually have a mechanical impact, but they may provide hints to a character's hidden depths and who they can build support with. And, of course, a hero who is consistently ordered to work on tasks they dislike might consider seeking employment somewhere else.
Personal Actions
Each hero has the option to take a
personal action each turn. These are much lower-stakes and lower-scale than national actions – things like making a present for a sweetheart, going shopping, or researching a personal interest. They don't have a difficulty, but I may roll to determine the outcome, if necessary. These seemingly-mundane actions can have significant outcomes, from increasing stats, to providing early warning of upcoming events, to affecting the difficulty of national actions. Then again, sometimes it's just an excuse for me to write cute slice-of-life scenes in between the gritty violence.
Alternatively, a hero may lend a
helping hand with one of the national actions, adding their stat, trait, and support bonuses to the roll. It's your choice which option seems most useful at the time, although I will advise that most heroes appreciate getting some downtime now and again.
The Lord, uniquely, has four personal actions, to represent the readers' greater involvement in his life. You may wish to make use of all four, or you may wish to spend three actions' worth of time on giving a project your
special attention this turn. This allows you to roll twice for a single national action, taking the results of the higher roll. A useful option, when there's an action you really don't want to fail!
Trainees
Some people have more enthusiasm than experience, and a lot of room to grow. A Trainee is a special type of hero. They have generally low stats, but an easy time increasing them – almost any action they take can earn them a stat increase or a new trait. Choose their actions based on what you want them to get better at, and marvel as they grow their legend!
After gaining 20 stat points, the hero will settle down and lose Trainee status.
Supports
Did you know that spending time with someone improves your relationship with them? Working with someone you like and understand has further benefits, too! Think of a Support as a representation of the relationship between a Lord and his heroes, or between heroes themselves. Supports come in three ranks:
C: Someone you're beginning to understand.
- This level is easy to unlock – if it's not there by default, a single personal action spent hanging out together should do the trick.
- Heroes who support the Lord add
one-tenth of their relevant stat (rounded down) to national project rolls to which they are assigned.
- During a Paralogue, heroes add
one-tenth of the relevant stat of each support partner of this rank present to their rolls.
B: Someone you can count on if you're in a tough spot.
- To reach this level, a pair needs to cooperate against some problem or other. Some personal actions might count, or they could participate in a Paralogue together.
- Heroes who support the Lord add
two-tenths of their relevant stat (rounded down) to national project rolls to which they are assigned.
- During a Paralogue, heroes add
two-tenths of the relevant stat (rounded down) of each support partner of this rank present to their rolls.
A: A deep and enduring bond between partners.
- A-rank Supports are rare, with idiosyncratic unlock conditions that the QM will determine for each pair.
- While it is not possible to grind your way to an A-rank Support simply through standing next to each other, spending a personal action to meet with a support partner can lead to hints on what is required to take the Support to the next level.
- Heroes who support the Lord add
three-tenths of their relevant stat (rounded down) to national project rolls to which they are assigned.
- During a Paralogue, heroes add
three-tenths of the relevant stat of each support partner of this rank present to their rolls.
- During a Paralogue, heroes may step in to save their partner from the consequences of a failed roll. A hero can perform this save once per Paralogue.
It should be noted that some people simply have nothing in common, or a deep-running enmity, or nothing for the author to write about. These pairs cannot build support.
Resources
Outlanders reckon value in their own way. Corporate-backed scrip, for example, is completely worthless out here. Gold and silver coins are accepted most anywhere, but other items can also work as a medium of exchange – fine metalwork, healthy cows, bottles of dye. To simplify things, your stockpile of liquid wealth in the form of various valuable goods (and livestock) will be represented as
Goods. Many actions will involve spending Goods to buy something or other, and all Lords have access to some sort of income. Macedonian kings do not levy taxes from their subjects. Instead, there is a tradition of gift-giving during the winter months. The clans of Macedon will usually send a representative to the Aerie with an offering for the king, to signal their support of him. At the end of the season you will be notified of how much you received in gifts; please note that the result is
highly dependent on how satisfied your people are with your rule. Traditionally, raiding is your kingdom's main source of wealth; you will get to keep all the resources captured from any raids you lead.
Even more precious than material wealth,
Tech represents the parts, batteries, and fuel needed to build and maintain the wonders of science – from guns to solar panels. Such inventions can be incredibly powerful, but invoking them usually costs some Tech. If you ever find yourself in urgent need of liquid wealth, one Tech can be converted into four Goods.
As Macedon, you've just lost your breadbasket, so you will have to worry about producing enough
Food to feed your citizens. Food can be obtained in a variety of ways – growing it, trading other factions for it, raiding other factions for it, running a racket whereby you
threaten to raid other factions for it…However you choose to go about this, the goal is to accumulate a reserve of Food that's above a certain threshold by the time next Wyrmstym rolls around. If you don't have enough Food, people will starve and die in proportion to how great the gap is between what you need and what you actually have. This will also spread dissatisfaction with Michalis's reign, and his people will lose confidence in him, potentially resulting in emigration or rebellion. Obviously, the Macedonians eat food year-round, not just during the winter. This system is a simplification meant to be easy for me to administer and you to grasp.
Random Events
Princeps Dominare is a strange and chaotic place. Each turn, I will role a d100 to select from my table of random events; there is nothing you can do to affect this roll. These events may affect lands near or far; they may bring about new problems, new opportunities, or just a little bit of weirdness. Generally, higher numbers are more desirable for you.
Paralogues
Not everything can be appropriately covered from the bird's eye view. Sometimes you need to be there. Sometimes the right person, in the right place, at the right time, can make a world of difference.
A
Paralogue tells the story of one or more heroes, trying to accomplish some sort of objective in a new setting. It's more intimate than a national action and more high-stakes than a personal action. Oftentimes, you will be presented with a choice of paths to take to achieve your goals. Each Paralogue will test the heroes' personal stats with a variety of challenges, although some will predominate according to the context – for example, a masked ball will primarily ask heroes to use Diplomacy and Intrigue. A single failure will never cause the Paralogue to end prematurely – it will simply push your goals a little further out of reach.
Sending a hero to a Paralogue uses their personal action for that turn.
Rolls made during a Paralogue use the following formula:
D100 + Hero's relevant stat + Any applicable traits + Support bonus + Relevant situational modifiers + EXP bonus = final result
The rolls will often be affected by situational modifiers. On these adventures, sometimes stats and traits aren't the only factors at hand. For example, the Stewardship roll to navigate a crumbling ruin will be much easier if the heroes managed to obtain a map beforehand, and the Intrigue roll to escape a sinking ship will be much more difficult if the ship is also on fire because your fire mage went ham in the preceeding battle. Thus, you should consider carefully which team of heroes will be best suited to each Paralogue.
Resolving Conflict
During a Paralogue, your heroes will often come into conflict with opposing forces. When someone tries to do something, and someone else tries to stop them, that's represented by
opposed rolls. These will most often be used for combat, but opposed rolls can determine the outcome of other contests too, like who shows up to a party with the coolest outfit.
When two characters fight, the attacker makes a roll, followed by the defender. Success and failure are determined by comparing their results:
If the attacker rolls a 1, or the defender rolls a 100, or the attacker's result is lower than the defender's by 90 or more, the attack is a
Critical Failure. The attacker completely fails whatever they were trying, and the defender gets closer to their goal or injures them with a counterattack.
If the attacker's result is lower than the defender's by 40 or more, the attack is a
Solid Failure. The attacker fails to so much as inconvenience their opponent.
If the attacker's result is lower than the defender's by 10 or more, the attack is a
Failure. The defender manages to dodge or deflect the attack.
If the attacker's result is lower than the defender's by 9 or less, the attack is a
Bare Failure. The attack almost succeeds, but is deflected at the last moment.
If the attacker and defender end up with the same result, they
Tie. Time advances, and they remain at a stalemate. Sometimes, if one party is trying to stall, this is all they need.
If the attacker's result is higher than the defender's by 9 or less, the attack is a
Bare Success. The attack connects, but is partially deflected.
If the attacker's result is higher than the defender's by 10 or more, the attack is a
Success. The attack connects, and puts the defender on the back foot.
If the attacker's result is higher than the defender's by 40 or more, the attack is a
Solid Success. The attacker lands a telling blow, and the defender is pushed away from their goal or injured.
If the attacker rolls a 100, or the defender rolls a 1, or the attacker's result exceeds the defender's by 90 or more, the attack is a
Critical Success. The attacker completely succeeds, and the defender will likely be defeated outright.
As with national actions, many traits have the effect of increasing or decreasing the level of success. These effects cannot improve a critical success or worsen a critical failure.
After a round of combat, the defender, if able, will make a counterattack. Thus the roles will switch, with the defender becoming the attacker and the attacker becoming the defender.
Defeat
Heroes are not invincible. After taking enough punishment, they will come to their limits. A
defeated character can no longer contribute to their side. Defeat may mean outright death, but it can also represent capture, crippling wounds, or collapsing from magical exhaustion. A character's exact fate will depend on the narrative. Sometimes enemies are fighting to kill; sometimes there's a healer nearby who can give immediate medical attention.
Magic
Princeps Dominare is a magical place. Outlanders know and accept this, even if many Cityfolk don't. In Archanea, war mages are uncommon and highly respected; healers are more common, and more beloved. Most mages in Archanea obtain their magic by entering a deep mediation in a place of power. In the twilit land that most people cannot see, they meet with a spirit and form a pact; then they inscribe the words and sigils of the pact into a specially prepared
tome, or, for healing spells, a
staff. Subsequently, by chanting an incantation, the mage can channel the spirit's power through the tome or staff into the waking world. It's said that very experienced mages can dispense with the chants, or modify the effects of their spells somewhat. The disadvantage of Archanean-style spellcasting is that it's inflexible. The more spells you have in your repertoire, the more equipment you need to carry around, and this quickly grows both cumbersome and expensive. Thus, most mages will focus on mastering only one type of magic, cultivating a relationship with their patron spirit and learning how to channel ever-greater amounts of power.
These 'spirits' take many forms, from wandering ghosts to genius loci to figures from Earth's mythology. In particular, the Divine Dragon King Naga seems willing to grant healing magic to anyone who asks, and so most of the land's healers have Him to thank for their powers. This is definitely a contributing factor in the popularity of Naga's worship.
In the land of Valentia, to the west, mages tend to cast without tomes or staves. This takes a much greater toll on their stamina; a general rule of thumb is that they can only cast their most powerful spells two or three times in a single day. The advantage of this style is flexibility. Valentian mages tend to know a variety of spells, including more situational ones that Archanean mages would dismiss as not worth the effort. They improve themselves by collecting new spells and improving their casting stamina. Many of them also carry mundane weapons, so they do not have to rely entirely on magic for self-defense.
When a character attacks another with magic, the attack and defense both depend on the Occult stat; when an attack is physical, the attack and defense both depend on Martial. Thus, even a character who doesn't cast magic can still benefit from high Occult when it comes to fighting mages (Or, in FE terms, your Magic stat is also your Resistance, and Strength is also Defense).
Omakes and EXP
Quests thrive on reader engagement. Authors thrive on reader engagement. In order to encourage participation, I promise to reward posts that
contribute to the thread in a significant way, whether they take the form of fanfiction, fanart, detailed analysis of the story, helpful criticism, or a joke that makes me laugh out loud. The poster will get
EXP, which they may then spend on future rolls to increase the final result.
Between the time a plan is voted in and turn results are posted, anyone with EXP may choose to spend it. Just make a post in the thread announcing how much, and what action you want to apply it to. 100 EXP boosts a result by 1. A maximum of 1000 EXP (so, +10) may be applied to any single roll.
If a reader-written story meets my standards of quality, complies with the setting limitations of 8-bit Dystopia, and doesn't conflict with my plans for the quest, I may canonize it! If there's a character you want to see, for example, try crafting a compelling vision of how they fit into this world. If that piece becomes
canon, they really will be out there, and might cross paths with the main story.
Other Policies
- We're all here to have fun. While individual definitions of 'fun' differ, of course, please don't try to ruin somebody else's fun. Likewise, please assume that others are posting with good intentions.
- I roll the dice myself, for all actions. I promise to honestly report the results.
- In the event of a tied vote, I will serve as tiebreaker. I will generally break ties in favor of what I find more interesting or dramatic.
- This story is going to be gritty, not grimdark. Life is tough, but the people of the Outlands think it's worth fighting for. Wonder, beauty, and heroism do exist, somewhere. Maybe that somewhere is inside you.
- You can expect this story to touch on various dark and mature topics. There will be vulgar language. Sex will be alluded to, but not described graphically. Violence will be described a lot more. Sexual violence will not leave the realm of subtext.
- The narrative takes precedence over stats and dice rolls. You cannot slay Medeus with a spork, no matter how high you roll, and sending a guy with high Martial to guard someone he hates is unlikely to be effective.