Welcome all to my new quest, this will be my third quest (if we count that game for discord I posted here), so please lower your expectations, this quest is inspired mostly by the
Sect Quest run by
@dbRevned in which I still play a character, and the web novel "building the ultimate fantasy" the idea for this quest is for the lovely people in this forum to take on the role of Qi Refiners (and for the peps in the other thread I will make later to play as cultivators in said world).
At the moment I have the 3 Qi refiner spots taken, but the 6 spots for cultivators in the next thread are still open
Now I hear you asking what's a Qi Refiner, is it the same as a Cultivator? And to that I say no. your job as a Qi Refiner is to spread Qi into a low-level martial world, creating manuals, secret sites, schools, and the like. If it's in a wuxia novel you can add it to the world. You will play as a co-creator for the world, and if you want to as sect master later on. (If you just want to help modify this world into your dreamed wuxia world and not play as an important character that can be arranged).
You as well as the players in the other thread have 3 stats: Body, Soul, and Mind
Body for fighting and doing physical stuff.
Soul for cultivating.
And mind to talk to people, notice things and helps the other two stats
Here is what I have planned for stats:
Now if you guys just want to be a creator and not meddle with the world these stats are mostly meaningless, but if you guys want to create a sect in which your char is the leader, then they matter.
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Stats:
The Stats all range from 0 worst to 18 best (for a non-cultivator), it's possible to increase any stat with hard work, the higher the stat is the harder it is to increase, and Soul it's Impossible to increase without special resources or miracles(rolling a natural 95 or higher)
Stats are used for almost every roll adding or subtracting according to their value
Think D&D 5e but with the modifier multiplied by 5 so:
0-1 = -25. 2-3= -20. 4-5= -15. 6-7 = -10. 8-9= -5. 10-11= +0. 12-13= +5. 14-15= +10. 16-17= +15. 18-19= +20…
And like D&D for each of you guys, I will rolls 4d6, ignore the lowest one
and give them to you to assign
Body: Is used for fighting, physical work, running, surviving poisons, diseases, slowing aging, and anything that mainly uses the body (feel free to ask if you want to know if some action would use Body) Body decreases with age for non-cultivators
0-1=Baby. 2-3=Kid. 4-5=weak teen. 6-7=teen. 8-9 Strong Teen 10-13=Normal Mortal Man. 14-15=Strong Mortal Man. 16-17=Olympian Man 18-19=Peak Human.
Soul: Is used for cultivating and that's mostly it, but cultivating is REALLY IMPORTANT. But since you guys cant cultivate normally (more on that later), soul helps you when you want to alter the world
0-1=Will Never Cultivate without a miracle. 2-7=Really Bad At Cultivating. 8-11= bad at cultivating but can do so. 12-15=Medium Talent For Cultivating. 16-17= High Talent Cultivator. 18-21=Legendary Talent Cultivator
Mind: Is used for conversing with people, to know if somebody is lying, noticing things, adds a bit in fights (about half of Mind compared to what Body adds), and deciphering complex subjects such as cultivating techniques (It gives a small bonus to cultivating if you got a technique)
0-1=Baby Level Of Intelligence (LI). 2-5=Child LI. 6-9=teenager LI. 10-13 Adult LI. 14-15=Smart Adult LI. 16-17=Really Smart Adult 18-21=Genius LI
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The core mechanic for this thread is for you guys to make this world an epic wuxia world and to do so you must expend Wisps of Qi, you all start the game with 100 Wisps of Qi or WQ and you use them to create changes in the world, these WQ fully regenerate after one turn so you would be expending them all in each turn, and to increase your maximum amount of WQ you will need to affect the world, be it by creating new cultivators, creating secret sites, manuals to cultivate etc, the more creative and generally cool the more max WQ you will gain, and the more you expend the better the possible result, creating a feedback loop where after each turn you gain more WQ and can modify the world further
At the moment I have a pretty basic idea as to how you guys will modify the world, you guys tell me all you plan to do, max of 3 modifications per turn (for now), and how many WQ you want to use for each modification, each WQ beyond the required adds .5 points to a d100 roll so if you use all 100 on a single modification with a requirement of 2 WQ you get a plus 49 making it an almost guaranteed success, adding descriptions and general creativity also adds points
Some example of modifications and their base cost:
Awaken a mortal:
Cost: 2 WQ. Difficulty 10
Description: give a mortal his first taste of Qi allowing them to recognize it and start on the path to cultivation.
III
III
Create a non-elemental cultivation manual:
Cost: 10 WQ. Difficulty 30
Create a non-elemental cultivation manual, to make it easier for people to cultivate, can give it to one person as a free action if they are not with you, or to any number of people if they are with you
III
III
Create an elemental cultivation manual:
Cost: 20 WQ. Difficulty 50
Create an elemental cultivation manual, this will allow the users of it to bind themselves with an element and cultivate much faster if that element is strong in the place they choose o cultivate. Has negative side effects relating to elements that depend on the roll
III
III
Create an elemental site:
Cost: depends on the size of the place. Difficulty Depends on the compatibility of the site and the chosen element
Create an elemental site and allow mutations of plants and animals to be closer to said element, synergy with elemental cultivation manual
I can go on but the idea is for you guys to think of these so I will stop, but please feel free to write-in actions, I prefer that.
Now a brief description of the world:
We will be playing in the world of Grenar, a low-level martial-world, what does this mean? it means that the technology is, in the most advanced places as good as medieval tech, and that the best warriors with the best armor can defeat around 20-30 normal soldiers on their own. So think very low-level magic that is used to enhance the body, no shotting magic volts or anything like that, at least not for now, after we are done with the world then almost certainly yes.
Kingdom Building or choosing:
Now, there are 3 kingdoms, names pending, that are all neighbors of each other, think of a triangle, when you make your character you can make up the kingdom you are part of or you can ask me to make one for you, I'm letting people make them before me doing them because I'm almost certain that people will prefer to make their own kingdoms, even tho they will
not be ruling them. Now as you may have guessed I will only allow one player per kingdom, so as to keep them all in the same balance of power. I may allow more players later on in the game to also be Qi Refiners.
Now as for character generation. I will need the following:
Name: (and last name)
Gender:
Age: (minimum 18, or be ready to have some actions restricted,)
Background:
Family: (you can say none if you want, this is mostly for world-building)
How you look: (photos/drawings are encouraged)
Personality:
And whatever you feel I should know about your character:
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Generic backgrounds:
Noble: your daddy or mommy are/were rich you won't have to trouble yourself with money and can buy most things without me needing to do some math: P. Won't have to spend an action each turn on working to survive, connections with either merchants, or nobles in a kingdom of your choosing.
Soldier: you have trained your body your whole life, you know how to fight and get either a +2 to body or bump it up to 12 whichever puts you higher, you have ties with the army of a nation of your choosing
General: You have a really cushy job in the army, only have to work 1 every two turns, have a decent amount of money, and some control over the army of a nation of your choosing.
Scholar: You are a learned man/woman, and as such you have an easy time gaining money as a tutor/teacher, can find work anywhere, only has to work once every two turns but if so doesn't have much money, +2 to mind or bump it up to 12 whichever puts you higher.
Royal Tutor: A lot of money and some pull over the royal family of the kingdom of your choosing, have to work every turn, except for special occasions where your pupils aren't available (you still get paid). +2 to mind or bump it up to 12 whichever puts you higher.
Feel free to create any backgrounds you want but remember two things, backgrounds cant increase Soul and they need to be approved by me
Also, you can wait until you know your stats before choosing a background.
Now onto kingdom building:
Kingdom Name:
Ruler Name: (name and last name)
Ruler traits: (max 3 and keep them one line or shorter pls, these are mean to be personality traits, they won't give stats)
Kingdom Traits: (Max 2 or 3 with one negative, they don't give stats but help build the world and might help in some rolls if they are relevant, example: "by the sea", won't give bonus stats but will let the empire use said sea for trade and whatnot)
They are the best at: (weapon crafting, soldier training, Beast taming, alchemizing, etc. the more niche the bigger the effect so being master swordsmiths makes them better at crafting swords than master smiths)
They are very good at: (same as above but just very good not the best)
The royal family maintains its power by: (military might, religious power, a bunch of loyal nobles, etc. Maximum 5 lines)
The biggest danger to the Royal family is: (corruption, assassins, dissent, etc. maximum 6 lines)
The Biggest power after the royal family is: (write-in maximum of 10 lines)
Anything of note: (write-in maximum of 10 lines)
and lastly but by no means least, the mechanics for this quest are totally untested so if I find something to be overpowered when it shouldn't I can and probably will nerf it, same if something is underpowered it can get a buff