D100= 18 +29= 47
DC: 80
Failure
The Ancient Cetra were supposedly capable of communicating directly with the planet, interpreting its will, and drawing knowledge from the Lifestream itself. This is the sacred talent and ability that separates Cetra from humans, and the one that Shinra hunted you for.
You've never been very good at it.
That's not to say that you can't do it, or that you haven't done it before, but you've never been able to communicate with the planet consistently. Maybe it would have been easier if you were 100% Cetra instead of half and half, or if you had someone to teach you.
No use thinking about what-ifs.
There was no specific area you had in mind to try to commune. Normally you would head for an area surrounded by vegetation, but you were in the desert. So you went for the next best thing, a place where you felt comfortable.
That's how you found yourself sitting in the middle of your living room, on the floor, with a cup of tea by your side (supposedly good for 'mental focus') trying to block out everything else so you could try to feel the flow of the lifestream. It wasn't quite a meditation, but it was something close to it.
With all that preamble out of the way, you sit down, drink your tea, and try to focus your mind not on yourself, but on the planet beneath your feet. Trying to sense the warm flow you associate with the lifestream.
…
You completely lose track of the time, but at the very edge of your senses, you can feel it.
…
…
'Why is it that when the planet has something to tell me, it can shove its way into my head, but when I want to talk to it, there's nothing but silence.'
…
'Don't ignore me.'
…
It feels a bit like you're trying to plunge your hand into warm water, reaching down into the depths. But the best you can do is reach out as far as you can.
…
'I want to help, but I don't know what to do. Please, give me a sign or a hint. Something.'
Fingertips manage to scrape the very top of the flow before it recedes out of your reach once more.
You felt… something. It is not quite a vision and not quite a word; it is a sensation. The flow of the lifestream here is weak and shallow, but somewhere nearby is a place where it is closer to the surface. Where your connection would be stronger.
When you open your eyes, hours have passed and you have terrible cramps from kneeling down for that long. After standing up and stretching out your stiff and sore limbs, you come to 2 realizations.
- You need to get pillows the next time that you try this
- You're still not very good at talking to the planet.
[There is a place you could communicate with the planet nearby, but you would have to reach Rabanstre to reach it]
D100= 68+ 16= 84
DC: 70
Success!
"So I'm allowed to just take one of these?" You ask the bartender, showing him one of the bounties posted on the notice board. Each bar and tavern in Rabanstre had a notice board, containing everything from news to business dealings, and of course, hunting requests.
The bartender nodded, flashing a few copies of the bounty. You thank him and quietly take a few bounties off the board.
Public bounties are available to everyone, these are the ones that can be found in any bar, inn, tavern, and meeting spot in Rabanstre. Some hunts are taken directly to Hunter Clans instead, usually the dangerous ones with extra large rewards.
After gathering a few bounties you head to the nearest library, find a bestiary, and start trying to find a monster that you can see yourself defeating easily. It's… much harder than you expected.
One Hunt is aimed at a Wraith in the waterway, a haunting specter that leaves a chill in the air wherever it goes. The chill sounds like ice magic, and you're not sure if your own ice could hurt it. Plus if it's actually a ghost you wouldn't be able to poison it. If most of your magic is called into question… not a good idea.
Ghosts in the Waterway was apparently a common problem. According to rumor, there was also a fearsome flame spirit known as the Firemane which would run across the water, turning it to steam as it rampaged through the waterway—considering your newfound intolerance to flame trying to take it out would be a huge risk.
Another target was a creature called Greeden, a mutated Wooly Gator (Yes, it was an alligator with a shaggy wool coat, though it's mouth appeared to open sideways instead of up and down which was. Ick) that had left the Giza Plains to occupy the Nebra river east of Rabanstre. Compared to normal Wooly Gators it was stronger and more territorial, dangerous too.
That one seemed worth some consideration. It might have been dangerous on land and had no particular weakness to ice, but if you managed to attack with blizzard while it was in the water…
Speaking of Giza Plains, another one of your potential targets was a Sleiphner called Nazaran. Nazaran was larger and stronger than the rest of the Sleiphner herd, and more aggressive too. The reason that one caught your eye, is that according to the bestiary Sleiphner are weak to ice. Even if Nazaran is a stronger breed, that weakness should hold true.
The last target you seriously considered was a fish called a Razorfin. Despite its small size, it was known for ravenously attacking anyone who entered the water in the Garamsythe Waterways. You considered this one for the same reason you picked out Greeden. Water and ice.
'I wonder if Cloud ever put this much thought into his monster hunts?' The errant thought made you stop and consider. You've never seen Cloud stop and study monsters before, but he usually seemed to know what he was doing anyway. Maybe it was just a SOLDIER thing?
Shaking your head and getting back on track, you slide the hunts into a "yes" pile and a "no" pile. At the end, you have a stack of three good targets,
[Potential Hunting Targets: Nazaran, Greeden, Razorfin.]
Autopass
Getting Alfyn to show up at your house was as easy as inviting him to look at your garden. Alfyn, as an apothecary and former resident of a small farming town, loved greenery of all kinds and eagerly accepted your invitation.
The hard part was deciding what you wanted to say. With Cloud it was easy, he introduced himself as a mercenary so you hired him on the spot. After hanging around him for a bit it seemed like fate itself conspired to bring you together with him and AVALANCHE. But Alfyn is a pretty direct guy, so you decide your best option is to be direct with him.
"Hey Alfyn, would you be opposed to the idea of working together long term?."
"Not at all. To be honest I don't have much of a plan, other than plying my trade and helping everyone I can." Alfyn admitted sheepishly.
"Why do you ask? Got something in mind?"
"I was just thinking… we're both a long way from home, we worked well together on that trip into the Waterway and you seem like a trustworthy guy so let's work together."
"Sure."
"... I didn't expect you to agree so easily. I was trying to prepare this big speech in my head to convince you." You complain, even though it's a huge relief really.
"Well, like I said I don't have much of a plan. Honestly, I was going to wander aimlessly like a Hedge Knight looking for good deeds to do. That plan didn't really change, even after the world got all… twisted. So I'd be happy to work with you more often."
"That's not the smartest plan I've ever heard of, but it does sound like something you'd do. Seriously though, thank you Alfyn. You're a treasure."
Alfyn chuckled and scratched the back of his head, seeming equal parts flattered and embarrassed by your complement.
"So, do you have anything particular in mind?"
"Ashe shared a little info with me on what the cartographers found. There's a big sandstorm to the east, which might be what Freya was looking for. And there's a seaside town to the north that Ashe wants us to visit. Could I ask you to come with us?"
"Of course! New places and new people are half the reason I wanted to start traveling. When are we going?"
"Soon, but not quite yet. I've still got to tell everyone else and start making plans. Sometime between then and now I was hoping you could help me make some medicine for the trip?"
Alfyn agreed on the spot.
[Alfyn has officially joined your party!]
D100= 60+ 16= 76
"I've been enjoying learning about Dalmascan medicine." Alfyn rambles as he grinds another leaf with his mortar and pestle.
"Medicine to heal wounds and restore vitality are all called Potions, medicine to restore mental focus and magic are all called Ethers."
"And higher grade medicine gets 'high' or 'mega' put in front of it." You add, fairly familiar with the concept from your travels.
"It's about the same thing where I come from. Which is odd, since they're so different otherwise."
"I think it was done to make it easier for normal buying stuff off the shelf. It's easier to say something is a potion or a pain killer than try to explain exactly what it is and what went into making it." Alfyn guessed
"It's weird to think that two completely different mixtures can have the same name isn't it?"
"A little. Back home we named most of ours after fruit." He said as he carefully started adding ingredients to the hot water on your stove
"Fruit?" You ask, gently stirring the mixture.
"Yup! Essence of Grape, and essence of Plum," Alfyn explained with a laugh.
"It helps that the fruits themselves were good for people's health. Not as good as a proper tincture, but plenty for normal scrapes."
"I want to try one of your grapes now."
"Maybe we'll get lucky and find some." Alfyn took the mixture from the stove and examined it closely before nodding in satisfaction.
"Back home we would call this essence of Plum, or Plum extract. But here in Dalmasca..."
He poured the mixture through a strainer, removing all the solid pieces and leaving behind only a bright blue liquid. He dropped in a small chunk of ice to cool it, and capped the bottle.
"We would call this an Ether. I've heard these are good for mages, so it's yours to keep. "
[Gained 1 Potion and 1 Ether]
You expect your upcoming journey to be different from the one you undertook before. The Garmasythe Waterway is a tight, cramped location with a lot of monsters. Traveling the countryside is a bit different—less of a sprint and more of an endurance match. Your party probably won't be at risk of getting taken out by any individual attacker, but getting tired and sloppy is the real killer.
So… what's your plan?
[ ] Explore the Seaside Town
Journey Length: Medium
Expected Difficulty: Easy-Difficult
[ ] Explore the Sandstorm to the East
Journey Length: Short-Medium
Expected Difficulty: Easy-Difficult
[ ] Do Both
Journey Length: Long (4-6 Days)
Difficulty: Difficult
[ ] Alfyn will accompany you no matter what.
[ ] Freya will accompany you if you decide to explore the Sandstorm, or both locations
[ ] Basch will accompany you if you decide to explore the Seaside town or both locations
[ ] Shadow can be hired for 1 Funds
[ ] Wakka may accompany you if you decide to explore the Seaside Town, or both locations
Current Supplies: 2 Potions, 2 Antidotes, 2 Smelling Salts, 1 Ether, 1 Phoenix Down, 7 Shuriken
Current Funds: 3
Note: Your plan may include as many, or as few items as you wish, as long as the cost stays within your budget. It's up to you to decide how much you're willing to/need to spend.
Potion: Restores 5 HP.
Antidote: Cures Poison.
Eye Drops: Cures Blind
Smelling Salts: Cures Confusion
Gyshal Green: The preferred foodstuffs of Chocobo. Each Gyshal Green allows you to keep a rented chocobo for a day longer.
Shuriken x5: Throwing weapon used by Ninja
Onion Bomb: A hand-held bomb that can be used by Mechanists and Ninja.
Hi-Potion: Restores 10 HP
Phoenix Down: A magical feather that can revive a KOed party member, albeit in critical condition.
Tent: A tent imbued with magic that prevents the user from being attacked by monsters while inside. Although the tent can be reused, the magic is only good for a single use.
Rent A Chocobo: Trained Chocobo can carry riders long distances without complaint. Adventuring on Chocobo back will let the party cover ground about 50% faster and easily pass some obstructions. For each day after the first, the Chocobo must be provided with Gyshal Greens, or they will quickly run home.
Ether: Specially made magical medicine that restores 5 MP
Remedy: A miracle cure that can heal all status effects
Same as before, what is your party's plan for when it comes to a fight?
You are a Mage through and through, now packing a mix of poison and ice that can let you end a fight quickly, as well as some healing in a pinch.
Alfyn is an Apothecary. He fights with a hatchet, which he mostly uses as a tool, not a weapon. That said his medicine pouch is full of potential potions and poison.
Shadow is a Ninja. You've yet to see him use any magical talents like Yuffie, but the blade on his belt and his quiet movements mark him as quick and deadly.
Freya is a Dragoon. She's tough, nimble, and can jump ludicrous distances, only to crash back down with a savage spear thrust.
Basch is a Knight. When you saw him underground he looked pretty ragged, but even then the men down there continued to call him captain. Worn down or not, the man is a veteran of combat.
Wakka is a... Blitzer? He bragged about bagging 'fiends' with a killer blitzball throw, but that seems a little suspect right?
(Note: Strategy can be set separately for different members of the party.)
[ ] Go All Out: Attack relentlessly without care for the MP and HP cost. Focus on defeating your enemy as quickly as possible.
[ ] Fight Wisely: Think before you act. Heal when necessary, use special attacks when beneficial, and try to keep your MP high.
[ ] Conserve Supplies: Tighten your belt and try to keep your supplies high. That means not using attack items, and trying to conserve MP unless deemed necessary.
[ ] Focus On Support: Rather than fighting yourself, focus on the others. Protect them, keep their health high, cure their status effects, and so on.
I don't know why but writing has been like pulling teeth for the last few days. I'm a bit embarrassed it took me this long to scrape together a few thousand words. But I finally got there, and we're ready to begin. I do have some notes and questions though.
Those monsters in the 'Looking for a Hunt' segment you might remember as Hunts and Rare Game from FF12, though I've smoothed out the power balance a little bit. I can understand the Rare Game being stronger than their regular counterparts but some of them are like 50x times stronger which is. Hilarious, and makes no sense.
In more serious news, do you think I should keep the strategy tab? I know it's another thing for everyone to vote on, and it's a classic in certain games to have the ability to turn on your RPG companions as AI. But... I'm not 100% sure it adds anything. Like... will the voters get annoyed or angry if a character set to "Go All Out" refrains from healing the others even though that decision costs the party? What about if they break the script because I decide a move that goes against their strategy was better tactically? Part of me wants to remove the strategy tab and just assume everyone's on "Fight Wisely"
I also considered, for the first long-term adventure, allowing you to pick a "pace" for the traveling. Which would just be like. If you rush, you reach your destination sooner but are more at risk of ambushes. If you take a relaxed pace the HP drain from traveling is reduced, but you go through extra events because you have time to get into trouble. I axed it because it seemed like it didn't add very much.
Anywho, I'll get to the bookworm and cleaning up character sheets when I get a chance. I'm gonna pass out for the night.