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

How Dice Rolls Work
Character sheet is here.

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

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

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

Your stat bonuses have names:
  • Vigor grants a Strength bonus.
  • Agility grants a Dexterity bonus.
  • Spirit grants an Aura bonus.
  • Mind grants an Intuition bonus.
  • Resolve grants a Guts bonus.
Dice are rolled on a first come, first serve bonus. You only roll for Deedee.
 
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Update this weekend.

Can I have a d10 for Stealth, please.
Talia B threw 1 10-faced dice. Reason: Perception check let’s go baby Total: 3
3 3
 
I fully intend to update tomorrow; but you should know that I'm experiencing a heatwave of unprecedented intensity for my area, so it may be delayed as I prioritize avoiding dehydration and heatstroke.
 
I fully intend to update tomorrow; but you should know that I'm experiencing a heatwave of unprecedented intensity for my area, so it may be delayed as I prioritize avoiding dehydration and heatstroke.


Yep, it's 93 degrees outside. I am focusing on not melting. Update next week; I'm sorry I can't be more precise.
 
After a terrifying incident of being unable to speak or move for 15-20 minutes, I've been hospitalized. It's not a stroke or the onset of diabetes.

I will attempt to do a small update today anyway out of sheer spite.
 
The Chirurgeon’s Vow
may this pass without my aid;
if my aid is needed, may it only be my comfort;
if it needs more than my comfort, may it not need pills and draughts;
if it need pills and draughts, may it not need me to cut;
if I need to cut, may it need be shallow;
if it need be deep, may I need take but little;
if I need take much, may they swiftly recover;
if they recover but slowly, may they be whole after;
if they are not whole after, let them live without pain;
if they must die, let them die without pain.
White cat, you of the jar, I vow to you if you grant me this, this shall not be the day we fail to save a life and soul.
 
Hey can I have another Empathy (d10+Aura+2) roll please.

Short, actual threadmarked update to immediately follow.
Talia B threw 1 10-faced dice. Reason: Opposed Composure + Resolve 9 Total: 9
9 9
 
I'll give it a go.

EDIT: not great but at least it's not bad
F0lkL0re threw 1 10-faced dice. Reason: Empathy (d10+Aura+2) Total: 7
7 7
 
Chapter 3.4.2.1 - A Pint Of Bitter
I finish my flagon - what the locals call a "small beer," less an alcoholic drink and more a method of disinfecting the water - and sigh before I look to Sekhmet.

"I'm tired of my stalker getting the drop on me. Sekhmet, I'm going to ask you for a favor - please hear me out."

Sekhmet frowns, ears twitching, but nods.

"I want you to stalk her right back," I say. "Find out where she's staying, who she's working for, if she's a threat or - or not," and my throat is suddenly dry. "This needs to stop."

"Is that wise?" Alesha asks. "The situation is already tense, and if Sekhmet is caught snooping..."

"She's not being asked to kick her ass," Ace points out. "She's being asked to keep tabs on someone who, uh, has already thrown around a name that could ID Deedee IR- that is, on the other side of the screen to any user who cares. If I were hiring a PI to figure out who doxed me you'd call it self defense; how is this different?"

"You sound like you're speaking from experience," Alesha says, grimacing into her bread.

"Bitch maybe," Ace replies, without malice.

Sekhmet exhales a deep breath. "As a purely practical matter, if I'm caught, how deep in shit am I?" she asks.

"You're an inquisitorial agent of the Crown," Sio says. "Investigating someone interfering with our investigation, even. Unless you threaten her, injure her, or steal from her, you'll come out smelling of roses, not a tannery."

Sekhmet grimaces. "Man, when you say 'you'll be fine because you're a cop' THAT'S what gives me second thoughts."

"I could put a scrying spell on you. Summon Lesser Bodycam," Hikaru says, utterly deadpan.

Sekh snorts. "I think I trust myself between Deedee asking and my hot rogue class features. Hell, she might even talk to me without it becoming a thing. She could be having a really bad month. Real talk, I hope she's just having a really bad month."

"And that's why I need you to do this," I say. "I hope so too. But until we learn otherwise we have to assume the worst - so I'm not defenseless with the worst ganks me."

"Which we can't fuckin afford with the village at stake," Sekhmet says. She taps her sendjewel. "I'll give you an earring when I've got news."

Alesha slices herself a piece of cheese. "I'll meet you later as well," she says. "I have business I need to get done at the manor today, I can loop back in with you when you interview the baker's daughter."

Hikaru blanches. "Gnomon help me, I'm not used to having to turn teenagers down."

"Not used to being a mentor or having apprentices, then?" Sio murmurs.

"None so brazen, and I... usually look much older," he replies. "Make no mistake, I will break her heart if needed. I'd just like help making it painless for her."

Sio takes his hand and squeezes, then withdraws it just as quickly when Hikaru grunts his thanks. I look away and take a deep breath.

Ah, I find myself thinking - finding myself smiling at. I wonder if Sio realizes why she did that.



As usual, thanks to @FoxHana for Ace-wrangling and @NekoIncardine for prereading.

To be continued, probably with more rolls as needed.
 
TOOLS OF THE TRADE UPDATE VOTE
I'm updating the character sheet for Our Heroes to reflect the optional rules in Tools of the Trade. Most significantly, this includes the optional rule where characters gain Proficiency Points per level as well as Skill Points, for what I'm calling "Perks" on her character sheet.

Using this optional system, with the skills she has and with the "prior life" bonuses for Wonders of Mundus campaigns specifically, this means that Deedee has... uh... 10 Skill Points unallocated.

I am opening up what she'll do with those extra points to a plan vote.

Please pick from the following skills, spending a maximum of 10 points.

[] Combination Attack, 6 - Once per round, Deedee may delay her turn in order to attack in concert with an ally, granting +2 to the Accuracy of both attacks.

[] Discreet Aura, 3 - Deedee may cloak her presence by muting her Aura, allowing her to use Aura (instead of Dexterity) for Stealth rolls.
[] Discretion, 3 - Deedee may shape her area of effect spells to exclude allies, subtracting -3 from her chance to hit allies with friendly fire.

[] Iron Defense, 4 - Deedee becomes harder to injure with physical attacks, subtracting an additional 4 damage from all physical attacks.
[] Iron Defense, Lv 2, 6 - As above, but she gains 6 defense instead of 4.

[] Polearm User, 6 - Deedee learns how to fight with staves, spears and glaives, giving her melee attacks four meters of reach.
[] Provoke, 4 - As a support action, Deedee may taunt an opponent; if she succeeds on an opposed Aura roll, her target must attack her at the next available opportunity or else lose 2 Valor.

[] Proficiency, 2 - Gain any Proficiency you do not have, granting a +2 bonus when it's relevant.
[] Proficiency, improve to Lv 2, 1 - Improve a Proficiency you already have, gaining a total +3 bonus.
[] Proficiency, new and improved to Lv 2, 3 - Gain any Proficiency you do not have, granting a total +3 bonus when it's relevant.

[] Quick To Act, Lv 2, 2 - Deedee's initiative improves by another point, for a total +3 bonus.

[] Recharge, 5 - Deedee may spend a Support action and half the Stamina cost of a persistent or ongoing effect she cast in order to refresh it's duration.
[] Resistant, 4 - Deedee becomes resistant to magical attack, reducing damage from such attacks by an additional -4.
[] Resistant, Lv 2, 6 - As above, but her Resistance is increased by 6 instead of 4.
[] Resolute Aura, 5 - Deedee gains an OVERDRIVE that grants her +1 to Aura rolls for the rest of the scene.

[] Spirit Sight, 5 - Deedee can see the unseen, granting her the ability to sense the Aura of places, people and things and a chance to defeat invisibility effects with an Aura roll.
[] Strength of Will, 5 - Deedee gains an OVERDRIVE that grants her +1 to Muscle rolls for the rest of the scene.
 
[X] Combination Attack, 6 - Once per round, Deedee may delay her turn in order to attack in concert with an ally, granting +2 to the Accuracy of both attacks.

In addition to strengthening her quite a bit (+2 accuracy is a 20% increased chance to hit - a big deal in Valor's "fundamental math"), this has the potential to make for cooler fight scenes narration-wise. Great bird-to-stone ratio IMO.

I'm undecided on the other 4 points. I could definitely see Discreet Aura being useful since sneaking around is becoming more important, but either of the damage reduction options would work too. And there's always skill proficiencies to consider.

Spirit Sight seems like a good one to have.
It's useful, but IIRC Hikaru already has it.
 
[] Combination Attack, 6 - Once per round, Deedee may delay her turn in order to attack in concert with an ally, granting +2 to the Accuracy of both attacks.
One of the best combat skills out there, because nothing gives you +2 by itself. It does take effort to set up though, and it's on the highest cost tier of anything you can get before about halfway through the level curve.

[] Discreet Aura, 3 - Deedee may cloak her presence by muting her Aura, allowing her to use Aura (instead of Dexterity) for Stealth rolls.
Basically required if we want to do stealth ourself, which may or may not be necessary.

[] Discretion, 3 - Deedee may shape her area of effect spells to exclude allies, subtracting -3 from her chance to hit allies with friendly fire.
Better for a blaster like Hikaru. We do have our Wind Hadoken, but it's only one tool in our toolbox.

[] Iron Defense, 4 - Deedee becomes harder to injure with physical attacks, subtracting an additional 4 damage from all physical attacks.
[] Iron Defense, Lv 2, 6 - As above, but she gains 6 defense instead of 4.
Always useful for a frontliner. We can conveniently fit one level of this in with one of the 6-point skills

[] Polearm User, 6 - Deedee learns how to fight with staves, spears and glaives, giving her melee attacks four meters of reach.
This is one of a couple of ways to increase your reach in Valor, most of the others of which are technique mods or gated behind much higher levels because it affects your entire "zone of control". Mainly useful for our Basic and Whirlwind Claw; I don't think that it RAW affects Gryphon Talon Kick, although Talia is free to correct me.

[] Provoke, 4 - As a support action, Deedee may taunt an opponent; if she succeeds on an opposed Aura roll, her target must attack her at the next available opportunity or else lose 2 Valor.
The Taunt skill, one of Valor's two basic building blocks for Tanking. We could make good use of it with our high Aura and okay HP pool, but I think we're going for a Heal/DPS spec here, and taking bits from the Tank tree seems like a noob trap in an MMO. If we do pick this we should combo it with both levels of Iron Defense.

[] Proficiency, 2 - Gain any Proficiency you do not have, granting a +2 bonus when it's relevant.
[] Proficiency, improve to Lv 2, 1 - Improve a Proficiency you already have, gaining a total +3 bonus.
[] Proficiency, new and improved to Lv 2, 3 - Gain any Proficiency you do not have, granting a total +3 bonus when it's relevant.
Skill training is seldom not useful, and we are investigating rather than punching right at this moment. Empathy is the main one I'd put a point in right now.

[] Quick To Act, Lv 2, 2 - Deedee's initiative improves by another point, for a total +3 bonus.
Initiative is good. Is it worth more points right now for a +1? Maybe not.

[] Recharge, 5 - Deedee may spend a Support action and half the Stamina cost of a persistent or ongoing effect she cast in order to refresh it's duration.
Lets us keep Zephyr's Haste up indefinitely for half the cost again every 3 turns. Not a bad deal but like a lot of other tech-interacting choices here, only affects the one tech right now.

[] Resistant, 4 - Deedee becomes resistant to magical attack, reducing damage from such attacks by an additional -4.
[] Resistant, Lv 2, 6 - As above, but her Resistance is increased by 6 instead of 4.
Iron defense for magic damage. Equally useful, and our Defense and Resistance are nearly equal as-is. Investing heavily in this might be a mistake of trying to fill too many roles though.

[] Spirit Sight, 5 - Deedee can see the unseen, granting her the ability to sense the Aura of places, people and things and a chance to defeat invisibility effects with an Aura roll.
Very handy utility skill, but as mentioned it might not be necessary if Hikaru already has it. It does make fighting invisible or hidden foes much easier though.

[] Resolute Aura, 5 - Deedee gains an OVERDRIVE that grants her +1 to Aura rolls for the rest of the scene.
[] Strength of Will, 5 - Deedee gains an OVERDRIVE that grants her +1 to Muscle rolls for the rest of the scene.
These each do the same thing for one of our high stats. It's basically an additional use of an Overdrive to, rather than having an instantaneous effect, have a smaller impact that lasts the entire scene. It's not a bad choice at all, though it's better at later levels when you have more ways to get Valor/Tension.

Honestly feeling Combination Attack and either Iron Defense or Resistant L1. Or if we're turbonerds, ID 1 and Res 2 to equalize our defense stats.
 
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This is one of a couple of ways to increase your reach in Valor, most of the others of which are technique mods or gated behind much higher levels because it affects your entire "zone of control". Mainly useful for our Basic and Whirlwind Claw; I don't think that it RAW affects Gryphon Talon Kick, although Talia is free to correct me.

It would essentially add one (two-meter) hex to the range of her Kick, but it would really shine with Whirlwind Claw, which would when executed with a polearm catch all targets in range 1 and 2.


Skill training is seldom not useful, and we are investigating rather than punching right at this moment. Empathy is the main one I'd put a point in right now.

I quietly maxed our Empathy with the extra 2 Proficiency Points we had, since she was already specced for it and has the Flammite boon.
 
[X] Iron Defense, 4 - Deedee becomes harder to injure with physical attacks, subtracting an additional 4 damage from all physical attacks.

[X] Resistant, Lv 2, 6 - As above, but her Resistance is increased by 6 instead of 4.

Deedee becoming harder to hurt both physically and magically seems like a very good idea.
 
It would essentially add one (two-meter) hex to the range of her Kick, but it would really shine with Whirlwind Claw, which would when executed with a polearm catch all targets in range 1 and 2.
Hm yeah, I actually got mixed up with some stuff earlier and I do want to say, what you're describing is Extended Reach, the Season 4 skill. Long Reach, the Season 1 skill, is Boost-only and only applies to techs with no Target Modifiers - which would preclude both Whirlwind Claw (Whirlwind Attack) and Gryphon Talon Kick (Ramming Attack), as well as Gale Blast (Line Attack). It'd therefore only apply to our Basics unless we made a new technique...rules as written. You're free to houserule however, of course, but I'm bringing this up because I think you might have gotten the two skills mixed up...or I missed some Errata on Long Reach that I really would have liked to know about for my spear girl in my Saturday game.
 
Hm yeah, I actually got mixed up with some stuff earlier and I do want to say, what you're describing is Extended Reach, the Season 4 skill. Long Reach, the Season 1 skill, is Boost-only and only applies to techs with no Target Modifiers - which would preclude both Whirlwind Claw (Whirlwind Attack) and Gryphon Talon Kick (Ramming Attack), as well as Gale Blast (Line Attack). It'd therefore only apply to our Basics unless we made a new technique...rules as written. You're free to houserule however, of course, but I'm bringing this up because I think you might have gotten the two skills mixed up...or I missed some Errata on Long Reach that I really would have liked to know about for my spear girl in my Saturday game.

Polearm User is not Long Reach or Extended Reach. It's an optional equipment-based skill from Tools of the Trade that has the very important rider of "as long as you are armed with a staff or polearm..." as a conditional for the rest of the rules.
 
Polearm User is not Long Reach or Extended Reach. It's an optional equipment-based skill from Tools of the Trade that has the very important rider of "as long as you are armed with a staff or polearm..." as a conditional for the rest of the rules.
Oh! Okay. I.......have a very outdated copy of Tools, apparently. Mine's got Long Arm, though, which is pretty close to the text here, so it's probably what we're talking about.
 
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