Due to both the small number of votes, and the current tie between manors, I will be extending the poll until tomorrow. If no more votes are forthcoming, I'll roll for the manor. While a bit worried that this story is a bit too niche, even for SV standards, I fully plan on continuing this until the end, even if only one other person joins me. I hope more people will come and enjoy my work, but I have no intentions of dropping my first ever quest, despite how my massive ego is saddened by the seemingly dwindling participation. Nonetheless, we shall soldier on, wot wot! We shall storm the beaches of SV, even if we are outnumbered and outgunned! No hesitation, no mercy! WAAAAAAGH!
[X] First come, first served! She would take the…
[X] Southern Manor. Provides 1.3 modifier to Cold and Water Arts and Methods, as well as a 1.1 modifier to Spear Arts.
We picked the stuffy Eldar, and given that stuff about how SMILING was scandalous, I imagine they don't go in for something like Rock and Roll. Besides, I'd expect Eldar to be more...Hrrm. More highly skilled play something melodic, rather than Heavy Metal.
We picked the stuffy Eldar, and given that stuff about how SMILING was scandalous, I imagine they don't go in for something like Rock and Roll. Besides, I'd expect Eldar to be more...Hrrm. More highly skilled play something melodic, rather than Heavy Metal.
Maybe take a look at the Dark Eldar. Those crazies be almost as metal as the Orkz! Yah yah, semantics, and I'm being pedantic, but I stand by my point on the pointy ears.
Last call for votes. Heading home from work now, and will wrap up the post soon. Can someone insert a tally? Page still doesn't show the option for me.
Close one. In order to let the vote for Manor still matter, Alira will express interest in the Ice/Water Manor, but will still work together with the others. Wrapping up post, and the promised costs for most resources, with the latter to be added shortly.
You will gain 2 yellow stones per 4 turns (1 month) until the tournament in 8 turns. Hunting, along with Crafting for profit, usually provides 1 yellow stone per success, with Labor providing 2. This will increase depending on Explored locations and your own Cultivation Level.
Resource Cost:
Most resources can be purchased with Spirit Stones(YS for Yellow Stage). At the Yellow Stage of cultivation, also known as the Foundation Stage, there are many different types of resources, but a generic resource exists for nearly everything, from Skills to Stats, Arts to Cultivation Methods. Generics are not very effective, and are somewhat easy to find, and as such, their prices have mostly been stagnant. Rarer resources that are discovered will be named, and will have a wider range of effects and risks, such as temporary skill boosts, healing, increased armor or durability, or even multiplicative XP modifiers. Due to the rarity of these resources, they are almost always hoarded, and are almost never found in the general market.
Generics:
2 YS for 1d6 XP in any base skill, or any common sub-skill whose Level is below 12, whose user is in the Yellow Stage of Cultivation. Level 1 risk.
3 YS for 1d6 XP in any basic elemental Art, Technique, or Method, or any uncommon sub-skill whose Level is below 12, whose user is in the Yellow Stage of Cultivation. Level 1 risk.
4 YS for 1d6 XP in any uncommon elemental Art, Technique, or Method, or any rare sub-skill whose Level is below 12, whose user is in the Yellow Stage of Cultivation. Level 2 risk.
Risk Levels (RL):
You can safely consume a total of RL equal to your Major Level (ML). For each Level above this, you have a X^3 DC Resilience check, where X = (RL - ML). A failure reduces the MAX of one stat by one, chosen randomly from stats related to the medicine. IE, a bonus to Melee will either harm Strength or Stamina. This penalty cannot be removed, even by the most skilled doctors. Using too much medicine is a serious risk, and should not be taken lightly.
Elements:
Basic elements: Wind, Lightning, Water, Ice, Earth, Metal, Wood, Fire
Common subskills are any subskill whose related Stats are the same as its parent skill.
( Two-Handed Sword - Strength, is a common subskill )
An uncommon subskill is any subskill whose Stats include at least one of its parents Stats.
( Enduring Dance [Avoidance] - Agility and Stamina, is an uncommon subskill )
Rare subskills are any subskill whose Stats share no commonality with its parent Stats. These are extremely rare, and require both high cultivation, and a high level in the parent skill.
( Overbearing Blow [Physical Melee] - Will, is a rare subskill )
In the end, Alira did not want to risk causing serious offence right out of the gate. At least, not while the leanings of her (hopefully) allies were a mystery. Though the southern manor did look enticing, with its strange, flowing architecture that turned gentle curves into suddenly sharp points. Eager to decide on her new dwelling, as well as excited to learn more about her future companions, Alira practically skipped into the courtyard, barely even embarrassed by how easily the smile came to her lips. Despite her enthusiasm and open nature, both the large boy-man and the priest woman stepped back from her, the latter raising her weapon, though not quite pointing it in her general direction. Skidding to a halt, the excitable Eldar raised both her hands in the air, palms out. "I mean no harm, just a bit energetic is all. It's been an amazing day, hasn't it? My name's Alira, what's yours?"
The two mon'keigh looked at each other, the woman growling, the man shrugging with a sardonic smile. The hulk of a man turned to her, while his hand gently guided the priest's weapon down and away from the all-too flammable Eldar. "Greetings, Alira. Forgive the Sister's zeal, as years of training is hard to combat, even when faced with undisputable orders." This last was directed at the priest, who muttered under her breath. "Friends, I'll show these Xenos friendship. I'm sure Judgement would love to greet them more… intimately." Stroking her weapon, the woman's eyes flickered between the male and Alira, making it clear she knew both could hear her.
Smile faltering a little, Alira steeled herself for stormy seas. After all, this wasn't the first time new acquaintances took a dislike to her. If anything, it was rarer for people to not be perturbed by her presence. But such was the life of a curious young Eldar, a price Alira was more than willing to pay.
After giving the priest a thorough glowering, the manly boy-creature turned back to the Eldar woman, his smile a bit tight. "My name is Griffith. This here, is Sevala Tormasov, Dominion of the Adepta Sororitas, under the Order of Our Martyred Lady. Again, I ask your forgiveness. Even with the assistance your kind has provided in the return of our Glorious Lord Commander, there still remains plenty of ill-will between us and you Xenos." The mon'keigh winced as the last words left his mouth. Before he continue, the beautiful woman, who had been listening from the sidelines during the conversation between the three transmigrants, stepped forward, bowing low. "While I understand that there may have been bad blood between your people in the past, as you are no doubt aware, you have arrived in a new land. Why not take the opportunity to move beyond the past, and form new bonds? Ah, forgive my intrusion, my name is Keral Du'Long, of the Du Clan." Unsure of the proper etiquette, and pleased by the timely interruption, Alira mimicked the woman's bow, along with both Imperial's. A few awkward seconds passed as the four waited for someone else to make the first move. Eventually, Keral, breaking with propriety, raised her head first.
"It is good to meet you, Alira, Griffith, and Sevala Tormasov. If it is not too much to ask, may I introduce you to the manors? I am well-familiarized with the style, as well as the many functions within." Seeing no reason to refuse, Alira nodded, followed by Sevala's grunt of acceptance. Smiling, the demure woman led the party into the western manor. The somewhat small residence was filled with beautiful red and gold upholstery, with a soft blue carpet covering most of the floor. The furniture and lighting was designed to mimic tongues of flame and rolling sand dunes, every piece tailored to match the entire decor. The residence had several large sitting rooms, along with two guest bedrooms, and a single master bedroom. Behind the master bedroom was a locked door. Gesturing to the door, Keral explained what lay beyond. "Behind this door are the Cultivation Chambers. The energy within has been carefully tailored to match a specific set of elements and energies. In particular, as one might guess from the decoration, this chamber mimics the heat of the desert, and is designed to match the style of the Western Steppes. It also has a few training sabres, along with some basic introductions into their various forms. In order to access this secluded location, one must either be the Owner of the manor, or have the Owner guide you in personally. Such an action is heavily frowned upon, as it indicates a… 'close' relationship between the two parties, as the eyes of the Elder's cannot enter this room without approval from the Sect Head Elder. Some fools have even been forced into marriage from the vicious rumors that spread, neither being able to find a respectable partner."
The rest of the manor was rather basic, despite its ornate nature. Several washrooms sat next to the bedrooms, along with a dining area, and an underground pantry that was as cold as winter, despite the warm weather. All in all, it was actually lacking in many ways, compared to the many amenities available on her Craftworld, but its design and beauty more than made up for the minor inconvenience. It was so beautiful, filled with riotous colors, that Alira was tempted to claim it as her own then and there, but her eagerness to see the others was greater than her greed.
The next three manors were of similar design, if diverging in aesthetic. The southern manor was full of sweeping curves that suddenly twisted into sharp edges and spiraling points. A cyan and blue motif filled the house, along with traces of silver and turquoise, The eastern manor, on the other hand, was almost the complete opposite. Harsh, jagged lines ending in thin spikes predominated the aesthetic, along with deep blues and golds, along with more silver trim. And finally, the northern manor, which turned out to be rather bland. Lots of dull greys and browns, with solid but basic designs. Uninterested in the manor, Alira's attention wandered to her companions. Both Griffith and Sevala seemed pleased with the manor, which she was grateful for. Less chance she had to settle for the boring house.
Finally, the tour was completed after a quick walk through the outer buildings, which contained mundane workshops and storage areas. The outer gardens were filled with ripe fruits and vegetables, each of which Alira tasted, practically purring in ecstasy as each new flavor reached her tongue. While far from exquisite cuisine, the Eldar was used to eating nothing but bland flavors, and new little of spice and sweetness. She also noted Sevala taking a few samples, before slipping a few sweet fruits into her robes. Alira gave the woman a wink, which was met with a huff and turned face.
The four members of the newly formed Household returned to the courtyard. Eager to claim her new home, Alira jumped into conversation. "So, what did everything think? I liked all of them, but the south was my favorite. Can I have it?" Quick to the point, Alira's bluntness pulled a small giggle from Keral, who hid her smile behind her robes. Looking around, it seemed like nobody was interested in contesting her. Sevala was busy eyeing the western and eastern houses, stroking her weapon as she mused over her options. Nobody was surprised when Griffith spoke up to request the northern mansion, as not only did it fit his demeanor, as little as Alira had seen of it so far, while it was also the antithesis of both Alira and Keral. Sevala was clearly busy deciding between the western and eastern residences, but ended up deciding on the western option. During the short discussion, Keral made no mention of her preferences, and when questioned, merely stated. "None of these options will largely benefit me. I will accept whatever remains." Despite being unsure as to how truthful Keral was being, Alira was more than willing to accept her reasoning, as it didn't interfere with her own choice.
With a skip in her step, the Eldar woman hurried to her manor, and quickly signed the scroll that appeared before her. A small surge of energy flowed into her body from her fingertips, before settling near her right wrist, leaving a tiny blue glyph on her skin, and a small nugget of information in her mind. The symbol matched with the one that sat above the door of her manor, which her newfound knowledge told her was a symbol of a dead clan, who had made many new Arts combining both spears and ice, along with the occasional addition of water.
Though eager to begin making some personal touches to her new home, Keval called her and the others over. When she returned to the courtyard, the Eldar noticed a large wooden box resting at the center of the stone pathway. She was sure it had not been there before, and could only wonder where it had come from. She saw no unfamiliar faces, and the box was too big to just carry through the doors of the manors. Seeing as she had literally flown here on a simple chair, Alira chalked it up to the weird psychic power that seemed to exist in this new world.
As the three transmigrants approached the strange human woman, they began to all sense a strange energy coming from the box. Extremely curious, Alira was practically bouncing on her feet as she sidled up next to Keral. Peering over her shoulder, she waited anxiously as the woman worked some sort of lock free of the box. A wave of powerful energy seemed to flow out of the box as it was opened, revealing its contents. Within, was a series of yellow stones, which seemed to be the source of the energy. Alira felt a small tinge of hunger at the sight, though she was already full, having stuffed herself with the manor's garden produce.
As well as the stones, there was a series of small green stone tablets, with strange glyphs carved on their faces. Keral retrieved these first, holding them out for all to see. "Though you may already be aware, it is my duty to explain, in as much as I am able, the nature of Cultivation, and its many facets."
And so began a long lecture that stretched late into the night. There was far too much information for Alira to handle, despite how hard she tried. In the end, what she came out with was the mere basics, while Sevala seemed to have mostly understood. Griffith, on the other hand, seemed to be having even greater trouble than Alira, particularly around the concepts of 'going beyond one's limits'. "How can this 'Heavenly Energy' increase my 'potential'? I get that we have limits to our strength and intellect, but these are natural things, that can be explained with numbers and science." Despite her best efforts, Keral seemed unable to explain the nuances to Griffith's satisfaction, which left him somewhat frustrated.
Tiring, the four soon departed for their new homes, each having memorized the contents of each of the so called 'jade tablets'. Pondering over all she had learned, Alira prepared for sleep, but couldn't manage to fall asleep, thoughts of the coming days filling her with possibility. Eventually, after having exhausted herself mentally, she slipped into fitful unconsciousness.
-end
New Turn:
And so marks the end of the first arc. Now begins the true trodding of Alira's Path. Below are the contents of the jade tablets. Assume Alira understands the most basic principles of Cultivation, including how gathering energy works, how Stages function, and the idea of elemental and conceptual affinities for Arts and Cultivation Methods.
While the starting options will be somewhat obvious choices, given the manor selection, there is plenty to discuss as to what path to take. If the provided Methods and Arts aren't interesting, you can find more by doing the Research option, with the Foundation Library being your best bet. ( +4 rolls on Research )
For voting purposes, please start all votes with the name of your plan. Next, provide which resources you want to use/buy. Then, what Actions you will be taking, tagged with any people you wish to join in.
Example: [X] Plan Ice Queen
-[] Buy 1 Common Generic[Melee] (-2 YS)
--[] Use during Action
-[]Buy 2 Uncomon Generic[Ranged] (-6 YS)
-[] Actions
--[] Train Melee
---[] XP to Strength
---[] See if Griffith can provide some tips
--[] Cultivation
---[] Desert Wind Method
---[] Ask Sevala for advice
--[] Hunt
---[] XP to Melee and Stamina
---[] Ask Keral to tag along
( Yes, this is heavily based on Forge of Destiny. If it ain't broke, copy that shit - xD )
Arts and Cultivation Methods learned:
Six Fold Foundation Method:
[Balanced] ( Any affinity modifier applies, using highest of multiplier and base gain )
+1 max to one stat each Minor Level. Cannot choose one stat multiple times in a single Major Level.
+1 to one stat per Minor Level gained using SFF on gaining Major Level. Cannot choose one stat multiple times.
Silver Cloud Foundation Method
[Air] [Lightning] [Metal]
+1 max to Wisdom, Agility, or Wits per Minor Level. Required for more advanced Silver Cloud Methods.
Firm Flesh Foundation Method
[Earth][Wood]
+1 max to Strength, Agility, or Stamina per Minor Level
Desert Wind Foundation Method
[Fire][Wind]
+1 max to Agility, Stamina, Will, or Wits per Minor Level. Required for more advanced Desert Wind Methods.
Wind of the Snowy Peaks
[Ice][Wind]
+1 max Agility, Wits, or Will per Minor Level. Required for more advanced Wind of the Snowy Peaks Methods.
Arts -
Frozen Armaments ( 1 Art Slot )
[Ice][Bone]
+1 to all Melee rolls ( Passive ). This bonus increases by 1 every 4 levels.
Techniques:
Skeletal Armor ( 1 Technique Slot )
[Bone]
Conjures armor of bone to protect the user. Grants Physical and Spiritual armor bonus of 1, with a durability equal to the Technique's skill level. Lasts until destroyed, or the end of the encounter. +1 Armor bonus per 4 Technique Slots used. 1 use per encounter, +1 per 10 Technique Slots used.
Summon Chilly Blade (1 Technique Slot )
[Ice]
Conjures Melee weapon made of Ice. Can deal Physical or Spiritual damage ( chosen on use ). +1 to all attack roles used with this weapon. +1 bonus per 2 Technique Slots used. 1 user per encounter.
Vitality of the Mountain ( 1 Art Slot )
[Earth]
+1 to natural durability per skill level. ( Passive ).
Techniques:
Mud Skin ( 1 Technique Slot )
[Earth][Water]
Grants armor made of mud. Grants Physical armor bonus of 2, with a durability equal to the Technique's skill level. Lasts until destroyed, or the end of the encounter. +1 Armor bonus per 4 Technique Slots used. 2 use per encounter, +1 per 10 Technique Slots used.
Earth Spike ( 1 Technique Slot )
[Earth]
Launches a physical attack at an enemy. Procs Physical Ranged attack, with a +2 roll. 2 uses per encounter, +1 per 3 Slots Technique Slots used.
Dance of the Sand Dunes ( 1 Art Slot )
[Fire][Earth][Wind]
+1 avoidance ( Passive ). This bonus increases by 1 every 4 levels.
Techniques:
Blistering Wind ( 1 Technique Slot )
[Fire][Wind]
Launches Spiritual or Physical attack at an enemy. Procs Physical or Spiritual Ranged attack, with a +1 roll. +1 bonus every 6 levels. 2 users per encounter, +1 per 5 Technique Slots used.
Dust Cloud ( 1 Technique Slot )
[Earth][Wind]
Creates a screen of sand and dust around the user. Provides +1 avoidance, +1 per 3 Technique Slots used. Lasts for 1 turn per Level. 2 users per encounter, +1 per 10 Technique Slots used.
-Sidenote: Phew! Finally got it all done. Minus a full review, but I think I got the spelling mistakes taken care of. Will check tomorrow for errors or bad wording, and edit accordingly. With that said, feel free to discuss what you'd like to do, or ask questions on mechanics/story. I'm usually able to post a few sentence responses throughout the day, so I should be relatively prompt. IE, 1-4 hours. Anyway, hope you all enjoyed, and look forward to seeing your plans. Will probably do a 48 hour poll, so there is time to form a plan, discuss, and edit as desired.
Weapons: all mundane weapons are free from the sect, and are easy to retrieve.
By reading the Jade Tablet, you gain level 1 in all those arts and techniques, but not the Cultivation Method.
You have 2 Yellow Spirit Stones to spend.
Subskills are unlocked by learning from a Jade Tablet, tutoring with a senior ( more on this in the coming updates ), or reaching a high enough level in a Base skill, which shows what subskills are possible to train.
I'd probably recommend the character sheet be marked on the threadmarks, since its not immediately obvious that its in the first update...and that cultivation modifiers should be listed.
Digging through each update to find them is a bit too slow even at this early juncture, it'd be completely infeasible in 10 turns.
The Craft system is randomly buried in the second update and can't be found without using search function, while you need to find both the rules listing AND your character sheet(and possibly a calculator) to figure out your cultivation slots.
Now, since I've already put the work in, may as well make a vote of it
Current bonuses:
Eldar: -4 base and max Social, +2 base and max Wits, +2 base and max Talent. 1.2 XP modifier on all Arts and Techniques.
Southern Manor. Provides 1.3 modifier to Cold and Water Arts and Methods, as well as a 1.1 modifier to Spear Arts.
[X] Plan Need Mats Go Seek
-[X][Action 1] Cultivation
--[X] Six Fold Foundation Method
--[X] Use one stone
-[X][Action 2] Training
--[X] Frozen Armaments
-[X][Action 3] Exploring
--[X] Rope Sevala, Griffith and Keral in, starting with Griffith.
--[X] Grab a set of free combat equipment each before you go
Going Six Fold first because the +1 stat(note ALL the other cultivation methods only raise the max), which is pretty useful while we're green as grass(and can throw our 1.2x and 1.3x bonuses at it for immediately usable stats)
[X] Plan Need Mats Go Seek
-[X][Action 1] Cultivation
--[X] Six Fold Foundation Method
--[X] Use one stone
-[X][Action 2] Training
--[X] Frozen Armaments
-[X][Action 3] Exploring
--[X] Rope Sevala, Griffith and Keral in, starting with Griffith.
--[X] Grab a set of free combat equipment each before you go
Is it a bad time to admit I do not understand the system?
I mean, what is our budget? Is it written anywhere how many stones we have? There is an unmarked Character Sheet in the 1st post, and its Items list is empty.
Uh, what regions are even on offer? I assume since it's the 1st turn we default to our immediate surroundings, or is the action supposed to be untargeted?
Character building and number juggling was easily the most boring part of FoD for me, so I'll probably be sitting this one out.
Hey guys. Thanks for the feedback. This is my first quest and I need it bad. Though initially I tried to keep the mechanics simple, I've somewhat fallen into the 'oooh, shiny' trap, and gone overboard without proper explanations, and added unnecessary features.
If it's alright with you lot, I'd love to go through each of the rules sections later tonight, and do some proper trimming, along with explanations and clarifications. I still need to update the main page with all the info I added yesterday, and I'll be doing a revamp of the main post to ( hopefully) make the information easier to find.
I'll be working on my ideas sporadically throughout the day, but I'll be digging in in about 10 hrs, if you're interested in providing specific feedback, or want to comment on my proposed changes. I want to make something that people enjoy, without being a slog to get through, and I'm realizing that the current system isn't living up to that hope. So please, come help me make this Quest fun for all of us.
Hey guys. Thanks for the feedback. This is my first quest and I need it bad. Though initially I tried to keep the mechanics simple, I've somewhat fallen into the 'oooh, shiny' trap, and gone overboard without proper explanations, and added unnecessary features.
If it's alright with you lot, I'd love to go through each of the rules sections later tonight, and do some proper trimming, along with explanations and clarifications. I still need to update the main page with all the info I added yesterday, and I'll be doing a revamp of the main post to ( hopefully) make the information easier to find.
I'll be working on my ideas sporadically throughout the day, but I'll be digging in in about 10 hrs, if you're interested in providing specific feedback, or want to comment on my proposed changes. I want to make something that people enjoy, without being a slog to get through, and I'm realizing that the current system isn't living up to that hope. So please, come help me make this Quest fun for all of us.