It has been two months since the last letter came.
The pall over the village is unimaginable. The wives worry, the children fear, the husbands ready to march even if they are not Warriors-
Yet the Young ones remain.
Warriors not even 20 winters old.
You are one such child.
With strength beyond most and magic at your fingertips, able to consume trinket and materia alike for power, temporary and permanent.
You are a Warrior of the Crystal.
And your family is counting on you.
—
How many of you are there:
[ ] The One: You are alone. There is no backup, no second chances, no phoenix downs or revives, no time to stop if you are injured-
You are Alone.
[ ] Four: One full team, able to dive into the Mist and watch each other's backs. If one of you goes down the others can retreat with them or revive them on the spot, but if you all go down at once there will be no rescue and your village will fall.
[ ] Sixteen: A full caravan. Your generation was prosperous, to take you all down would take a concentrated effort, but you will need a similar effort for everyone to keep up in strength. There is a safety in numbers however, no one will be left behind.
No one will go alone.
Choose your race:
[ ] Clavat: Children of the Earth, able to take hits that would leave other races with bones broken and flung off their feet, your race is the frontline. Can use Taunt to protect allies and uses and shield and sword, tank and counter focused.
[ ] Lility: Blooms of Fire, your race lives for the fight, to take down the foe with a brutal strike that they may never threaten you and yours again. Can use Berserk to strike foes with overwhelming power.
[ ] Yuke: Spirits of Water, your race is the calm lake and the raging river, magic flows through the world and you harness it beyond any other. Magic is 1.5x more powerful and charges faster, magic is also reliant on teammates to truly function.
[ ] Selkie: Scions of Wind, your race is both fleet footed and able to Breathe with the World, you find your place is flanking enemies and killing them before they even know they are dead. Charge Attacks are available every other turn instead of every three turns and your movement speed is increased.
Starting Traits (Choose up to three plus how many negative traits you take):
[ ] Equipment: The previous Warriors had a glut of equipment, you start with Tier 2 weapons or armor instead of Tier 0 ones. Can be taken twice.
[ ] Training: You were taught extensively by the previous Warriors. You start with an extra two dots in a stat, up to 4 dots. May be taken up to two times.
[ ] Family: Your family has a particularly important job in the village and is appropriately blessed with money, prestige, and is able to help equip you in some fashion. You have a Tier 1 piece of equipment.
-[ ] Blacksmith
-[ ] Tailor
-[ ] Crafter
[ ] Lucky: You have always done well in games of chance and fortune. Roll twice on loot tables and take your pick.
[ ] Quickening: You have a knack for using the energies of the world in one way or the other. Lowers charge times on one of
-[ ] Magic
-[ ] Charge Attacks
[ ] Team Player: You have a knack for supporting your teammates, whether it be the timing on magic, covering them with a shield, or talking to them at the camp. You roll with an extra two die on team checks and drop the two lowest rolls.
[ ] Social Butterfly: You've found a knack for talking to other people and seeing through them, being able to help your caravan members through their issues and smooth ruffled feathers or securing deals and bartering in town. Two extra die on social rolls.
[ ] More than a Warrior: Even amongst Warriors you stand head and shoulders above. Stronger, faster, and more powerful. Roll two extra die in battle checks and you do more damage.
[ ] Write-in (Subject to QM approval)
Negative Traits (Choose up to two):
[ ] Family: Your family has fallen on hard times and needs support, the village gives them what they need to survive, but it is on your shoulders to work that much harder. Lose Resources and gain stress at a faster rate.
[ ] Neophyte: You didn't even know you were a Warrior before the Elders double checked everyone in the village. Now you're setting out with even less training than everyone else. Lose one dot on base stats, down to 0 dots.
[ ] Unlucky: You are a truly cursed gambler. Take the worst of two rolls on the loot table.
[ ] Still Breath: You have trouble channeling the Breath of the World. Add one turn to recovery time for using magic or charge attacks.
-[ ] Magic
-[ ] Charge Attack
[ ] Loner: You have a hard time working with others. Perhaps its something in your past or just your nature, but you find yourself missing cues and chances with teammates. Drop your two top die on any team roll you make.
[ ] Foot meet Mouth: You have a horrible time talking to others, somehow you just keep stuttering or saying the wrong thing. Drop your top two die on any social roll you make.
[ ] Runt of the litter: You aren't bullied for it, but everyone knows you barely clear the line for being a Warrior somehow. Most hadn't thought such a line existed until they meet you. Drop top two die in battle checks and you do less damage*.
*Warning: You will do 0 damage with Tier 0 weapons.
[ ] Write-in (Subject to QM approval)
—
You have 3, 5, and 7 points for each of the two sections below. In each of Stats and Skills assign dots equal to the number chosen for that sub-section.
For example, if you've chosen the Physical Stat block to have 5 dots then assign those 5 dots between the three stats of Strength, Dex, and Stamina.
If you have 0 dots in a skill or stat it will become a Minor Negative Trait and will require XP to buy off. If minmaxing a build this may even be preferable.
Wisdom is a bit of an oddball, I wasn't sure where to put it, because its a Social and Magical Defense stat. Its what your magic defense scales off of stat wise, but its also what lets you see through other people trying to pull the wool over your eyes, so its something of a social perception stat too.
Ranged exists, but only passingly outside of Towns due to the Mist. Its perfectly fine to drop it in nine out of ten combat situations. Unless you need to throw rocks a lot. Unless you're a Selkie, most Selkie Charged Attacks will scale off of ranged and the ones that don't will still use it in other ways.
Tactics is your Team skill, this is what you'll be rolling to work with others.
Resistance is both of magical damage and status effects.
I'll try to answer if anyone has any other questions.
Alright, last up:
Are you a [ ] Boy or a [ ] Girl?
Appearance face-claim optional:
-[ ]
—
Hi, so first time actually running a quest despite the, wow, more than a decade I've spent on these forums, bit nervous.
Anyway, recommendations. I would honestly not recommend playing The One. It is entirely possible to fail saving the Village just because you got injured too badly and don't make it back in time.
My favorite race is Clavat, just being a good tank able to cast magic with your teammates is really solid, pun intended. Even a non-combat spec'd Clavat will be able to pull their weight in combat.
I'm not going to really go hard on mechanics rolls or micromanaging a caravan. You can trust others to be competent, if not necessarily optimal. You can push them to optimize somewhat if you want to spend time on it.
I'll likely just do one set of rolls for each update unless something big comes up.
Finally, Crystal Chronicles is an old game and many here likely know the story. I'll try to flesh out the world, but the Big Bad will likely be the same guy unless I'm really hit by inspiration.
Although he might not be the only Big Bad.
I don't want to put my finger on the scale for your votes too much, but I will say that unless you're playing The One then you are not alone. Build with this in mind.
Also excited to see if anyone has any trait ideas tbh. And yes, not all traits are built equal, but I'll try to make them fair at least.
Positive Traits:
More than a Warrior: Even amongst Warriors you stand head and shoulders above. Stronger, faster, and more powerful. Roll two extra die in battle checks and you do more damage.
Lucky: You have always done well in games of chance and fortune. Roll twice on loot tables and take your pick.
Quickening: You have a knack for using the energies of the world in one way or the other. Lowers charge times of Charge Attacks
Negative Traits:
Loner: You have a hard time working with others. Perhaps its something in your past or just your nature, but you find yourself missing cues and chances with teammates. Drop your two top die on any team roll you make.
Foot meet Mouth: You have a horrible time talking to others, somehow you just keep stuttering or saying the wrong thing. Drop your top two die on any social roll you make.
Dice Rolls will be made using the White Wolf system at Threshold 7. For those who don't know, that means you roll X d10s, where X is the combined dots of relevant Stat plus relevant Skill and any roll over a 7 is a Success that counts towards a variable threshold.
1 Success is usually enough to get by for Mortal situations.
Weapons and Armor are sorted into Tiers and just left at that. Generally you'll be getting Damage and Soak (armor) bonuses equal to the Tier of the weapon or armor.
Accessories also come into play, but those are for bonus effects and will probably stick close to the game's effects.
To be transparent, this is my first quest and I'm still figuring out how to balance everything.
---
Stat Explanation/Expansion:
Strength contributes to physical damage, regular attacks you will make and charged attacks.
Dexterity is used primarily for hitting enemies, but also for things like stealing from someone. Sleight of hands and the like.
Stamina is primarily how well you can take a hit, this is both your health track as well as your defense stat. And how long you can fight before needing to rest.
Intelligence in combat is your magic stat, how much damage you will do, but is also used for... how to put it. Like, mental checks, where you have to just think things through or plan something out.
Perception is magical accuracy, but also will be used in navigating the Mist and dungeons as well as spotting potential ambushes.
Wisdom is you magical defense stat as stated before as well as status resistance and lie detection.
Appearance works as a modifier, essentially adding itself to social interactions. It works similarly to how Weapons and Armor work for combat, it is rolled for however when it comes up, its not a flat modifier like weapons and armor are.
Manipulation is your lying stat. Its how well you can lie, intimidate, or otherwise make people perceive you.
Charisma is its counterpart, Charisma is your social stat for when you are being open and not trying to force a certain image through in a social situation.
---
Skills are similar, in the situation they best apply to they are paired with an above stat and used to roll for successes.
The only skills I can think of that aren't obvious in function are perhaps Awareness and Resistance.
Awareness is the skill counterpart to Perception, ambushes, Mist navigation in dungeons, and checking for lies fall under its purview.
Resistance is your magical defense skill. It is about how well you can fend off hostile magic as well as The Mist when outside the range of your Chalice.
---
Experience and leveling your stats:
XP is earned by Failing and Succeeding rolls, note that you aren't even able to make social rolls right now.
It is also earned from Dungeons, in game you get trinkets from enemies and chests, these trinkets directly increase one of Attack, Defense, and Magic by some varying amount.
Here those count as XP rather than boosting a stat.
If you find a +1 Stat booster, it counts as 10 XP here, +3 = 30 XP, etc.
That being said buying a stat or skill level for yourself is The Target Level x 10, so your forth dot in any skill or stat costs 40 XP. This may increase past 5 in a stat, which is nominally the "Mortal Limit" in the system I'm pulling from.
For your teammates its their total level that counts here.
So if they have 2 in Offense and you want to buy them a level in Defense it'll cost 30 XP.
[X] Plan: Full Party with a Warrior
-[X] Sixteen: A full caravan. Your generation was prosperous, to take you all down would take a concentrated effort, but you will need a similar effort for everyone to keep up in strength. There is a safety in numbers however, no one will be left behind.
-[X] Lility: Blooms of Fire, your race lives for the fight, to take down the foe with a brutal strike that they may never threaten you and yours again. Can use Berserk to strike foes with overwhelming power.
-[X] Team Player: You have a knack for supporting your teammates, whether it be the timing on magic, covering them with a shield, or talking to them at the camp. You roll with an extra two die on team checks and drop the two lowest rolls.
-[X] Training: You were taught extensively by the previous Warriors. You start with an extra two dots in a stat, up to 4 dots. May be taken up to two times.
-[X] Family: Your family has fallen on hard times and needs support, the village gives them what they need to survive, but it is on your shoulders to work that much harder. Lose Resources and gain stress at a faster rate.
-[X] Still Breath: You have trouble channeling the Breath of the World. Add one turn to recovery time for using magic or charge attacks.
--[X] Charge Attack
-[X] Sixteen: A full caravan. Your generation was prosperous, to take you all down would take a concentrated effort, but you will need a similar effort for everyone to keep up in strength. There is a safety in numbers however, no one will be left behind.
-[X] Selkie: Scions of Wind, your race is both fleet footed and able to Breathe with the World, you find your place is flanking enemies and killing them before they even know they are dead. Charge Attacks are available every other turn instead of every three turns and your movement speed is increased.
-[X] Training: You were taught extensively by the previous Warriors. You start with an extra two dots in a stat, up to 4 dots. May be taken up to two times. X2
-[X] More than a Warrior: Even amongst Warriors you stand head and shoulders above. Stronger, faster, and more powerful. Roll two extra die in battle checks and you do more damage.
[X] Lucky: You have always done well in games of chance and fortune. Roll twice on loot tables and take your pick.
[X] Quickening: You have a knack for using the energies of the world in one way or the other. Lowers charge times on one of
-[X] Charge Attacks
-[X] Loner: You have a hard time working with others. Perhaps its something in your past or just your nature, but you find yourself missing cues and chances with teammates. Drop your two top die on any team roll you make.
-[X] Foot meet Mouth: You have a horrible time talking to others, somehow you just keep stuttering or saying the wrong thing. Drop your top two die on any social roll you make.
-[X] Girl
Appearance face-claim optional:
-[X] Very tall muscular girl.
*holds up finger* I will accept this plan. However, you did miss a couple things.
A. You didn't mark how many times you want to Train
B. You have two (or three) more trait choices since you took two negative traits
C. You didn't fill out a stat sheet
C is fine in fact though, it just means I'll be making the stat sheet based on what I think the character would have done and been doing. This will not be minmaxed or optimal however, but will be competent.
Strength contributes to physical damage, regular attacks you will make and charged attacks. It is also used for strength checks, like if your caravan tipped over and you needed to right it back up.
Dexterity is used primarily for hitting enemies, but also for things like stealing from someone. Sleight of hands and the like.
Stamina is primarily how well you can take a hit, this is both your health track as well as your defense stat. And how long you can fight before needing to rest.
Intelligence in combat is your magic stat, how much damage you will do, but is also used for... how to put it. Like, mental checks, where you have to just think things through or plan something out.
Perception is magical accuracy, but also will be used in navigating the Mist and dungeons as well as spotting potential ambushes.
Wisdom is you magical defense stat as stated before as well as status resistance and lie detection.
Appearance works as a modifier, essentially adding itself to social interactions. It works similarly to how Weapons and Armor work for combat, it is rolled for however when it comes up, its not a flat modifier like weapons and armor are.
Manipulation is your lying stat. Its how well you can lie, intimidate, or otherwise make people perceive you.
Charisma is its counterpart, Charisma is your social stat for when you are being open and not trying to force a certain image through in a social situation.
---
Skills are similar, in the situation they best apply to they are paired with an above stat and used to roll for successes.
The only skills I can think of that aren't obvious in function are perhaps Awareness and Resistance.
Awareness is the skill counterpart to Perception, ambushes, Mist navigation in dungeons, and checking for lies fall under its purview.
Resistance is your magical defense skill. It is about how well you can fend off hostile magic as well as The Mist when outside the range of your Chalice.
---
I will warn you that right now your stat blocks mean you are actually just a mute protagonist. Literally unable to talk to people for one reason or another that I or we can come up with. You are a pretty mute however and can use that to some degree still.
-[X] Training: You were taught extensively by the previous Warriors. You start with an extra two dots in a stat, up to 4 dots. May be taken up to two times. X2
-[X] More than a Warrior: Even amongst Warriors you stand head and shoulders above. Stronger, faster, and more powerful. Roll two extra die in battle checks and you do more damage.
-[ ] Write-in (Subject to QM approval)
-[X] Family: Your family has fallen on hard times and needs support, the village gives them what they need to survive, but it is on your shoulders to work that much harder. Lose Resources and gain stress at a faster rate.
-[X] Loner: You have a hard time working with others. Perhaps its something in your past or just your nature, but you find yourself missing cues and chances with teammates. Drop your two top die on any team roll you make.
-[X] Foot meet Mouth: You have a horrible time talking to others, somehow you just keep stuttering or saying the wrong thing. Drop your top two die on any social roll you make.
-[ ] Write-in (Subject to QM approval)
Alright, guess I'll call it early, probably won't see anyone else show up.
---
You've made no apologies or fuss about who you are and since seeing your sheer growth no one's expected you to either.
You stand a head taller than most of the old Warriors, which puts most of your teammates at about chest level with you.
You are strong and fast, you killed a goblin with nothing but your bare hands when you were a child after spotting it sneaking through the wheat fields. At that young age you were basically all but adopted by the Warriors of the Town.
This has however left you somewhat ill-suited for life in the village.
You don't really grasp how to talk in anything more than the basic necessities, though in the Town at least everyone accommodates you and doesn't expect you to talk at length.
You were almost taken on the last caravan, but they had mussed your hair and told you next year.
Next year might never come now for the village and certainly won't for your adopted family.
Now you are to travel with other young Warriors you've barely interacted with and who know you even less.
Crystal help you, because you have no clue what you're doing at the head of this mess.
—
Alright, character creation part 2.
Don't worry, this is the last part before the story proper starts.
Now the way teammates work is that they essentially act like extra equipment. Depending on the Team rolls made they can usually do things that will help.
Your teammates have four stats:
Offense, Defense, Magic and Social.
Lilties and Selkies have a racial bonus to Offense, Clavats to Defense, and Yukes to Magic.
Depending on the level of the stat you will get extra die to roll as well as other bonuses, like doing more damage, having extra soak/armor, and getting access to stronger spells.
(Spells in Crystal Chronicles work by overlapping your targeting cursor with another player and casting at the same time. So two fires would make a fira, I'm trying to keep to the spirit of this in some way).
All of these stats start at 0 and only have the benefit of the racial bonuses until you spend XP on them from the general XP pool to level them up.
You share this XP pool with everyone in the caravan, including yourself.
There is safety in numbers, but as I also said there is a difficulty inherent in having so many people.
Other teams are your backup. They will have the same stats as above and can act independently of you. They can go in the dungeon on their own, into town to barter and socialize, be assigned to maintain morale and look after the caravan, etc.
These stats, unlike yours, max out at 5, excluding racial bonuses.
If you have a team of four Clavats and max out their defense they very well could complete a dungeon just by sheer virtue of having 9 defensive die and just not being able to die.
So, make your teams:
[ ] Your team
-[ ] Your own name
-[ ] Race, Gender, and Name
-[ ]
-[ ]
You may also enter an alternate name for all of the teams if you have ideas.
Finally, while I can come up with it, I figure you might want to name your Town and Family, so this is optional.
[ ] Town Name:
[ ] Family Names
-[ ] Father:
-[ ] Mother:
-[ ] Little Sister:
-[ ] Little Brother:
You will absolutely clap the dungeon runs. You have no recovery time on charge attacks, which means you can just keep using them back-to-back and your raw stats would have carried you through the first couple of years at least.
Like the game, dungeons scale based on how often you've collected Myrrh from them, the liquid you fill your Chalice with and use to keep the Town Crystals strong.
You're effectively mute, even if you technically aren't, with how hard social got dumped by the stat spread and the Foot In Mouth trait.
You also have no clue how to even lead a team, its not something you were ever expected to need to do or trained for. The only reason you wouldn't just leave your teammates behind by accident is that one of them is carrying the Chalice through the dungeon at any given time.
Also, if you can't come up with names for all the characters and don't want to bother with a random name-generator you can skip them. It would be entirely in character to not remember their names.
There will be consequences for this.
These are fixable and you aren't alone. You might never really be able to cast a spell with a teammate, but they can cast magic themselves and cover each other still.
One: I have maybe three players, and only one of them is engaged.
Two: Laurent can't read English and has to use Google Translate.
So we're going to simplify things.
One team of four people as Laurent has voted for.
We're going to drop having 16 people in the caravan in favor of just those four and to keep it fair I will be dropping a couple of the attrition mechanics I was planning on.
[X] Your team
-[X] Nouchka
-[X] Clavats, F, Guénaëlle.
-[X] Yukes, M, Owen.
-[X] Lilties, M, Kylian.
[X] Town Name: Baud.
[X] Family Names: Le-Dortz.
-[X] Father: Tad.
-[X] Mother: Mammig.
-[X] Little Sister: Bihan.
-[X] Little Brother: Nebeut.
[X] Family Job
-[X] Ranchers
Bihan and Nebeut chatter at each other as they hang off your arms, your mind barely on them as you go about your morning duties on the Ranch-
"Nouchka, what are you doing?"
You open your mouth and then your mother glares at you and your jaw clicks shut, your feet shuffling a bit.
""Oooh, someone's in trou-""
"And don't think I don't know you two weren't encouraging your sister."
Both of them pout at her, but she just taps her foot on the ground and points at the barn.
Dad comes in from the field and gives a short laugh, sweeping your mother up into his arms with a kiss to the cheek. "Are my little breezes causing trouble?"
Mom gives him a Look. "Yes, just like you taught them to."
Dad just chuckles as you stand there awkwardly, not sure what to say-
Mom and Dad share a conversation with just a look before mom sighs and walks up to you, putting her hands on her hips and looking up to meet your eyes. "I worry for you." You end up looking down-
Her hand raises your chin back up and she makes you meet her eyes. "All of you. You're so strong, I know, but its a mother's prerogative to worry about her children. Come home safe Nouchka, we can evacuate if we must."
Dad ambles over, letting your mother have her piece. "She won't be alone and its their first run, the dungeons will be at their weakest with the new chalice."
Mom just shakes her head. "And none of the others had a chance to train, none of you should be going out like this…"
Mom hugs you and you hug her back. "I'll be back mom." Your voice is rough from disuse, but you'd been working over what words to use the entire time she was talking, hopefully you got it right.
Dad is grinning proudly. "That's my girl."
He pulls off the racket he'd been wearing from his back and passed it to you, which you grasped gently, not wanting to crack it.
He let go and you swung it on to your back and then it was time to be off.
Your lips twitched in a smile as your siblings came running out of the barn to wave you off with mom and dad.
—
You hadn't really kept track of who the other Warrior children were.
Baud was a small Town, but that still meant dozens of people and you were horrible at keeping track of names and faces, just keeping your adopted family-
You cut that thought off and pivoted.
So, new teammates you hadn't paid attention to before and certainly don't remember meeting.
"Hello?"
You hadn't missed her approaching, but she was small-
Wait, no, she was normal sized actually wasn't she. You shook your head to yourself and then met her eyes.
She didn't say anything for a moment, her head tilting as she looked up at you before finally speaking. "I'm Guénaëlle, I can't imagine you are anyone other than Nouchka, right?"
You gave her a simple nod.
She stood there for a moment before blowing out a frustrated sigh. "You're lucky we were warned about you."
You winced and looked away, before spotting your other two teammates coming.
A Lility, Yuke, Clavat, and yourself, a Selkie.
Auspicious or a foul omen?
You blinked and looked over, all three facing you.
You'd completely missed their introductions.
The Lility was giving you a dry look. "She was off in her own world, recognize that look when some merchant gets to talking too much."
You cringed and bowed your head, saying familiar words. "Sorry."
It was impossible to tell what the Yuke was thinking as he did some kind of gesture with his fingers and magic. "I am Owen, son of a family of Bakers, and this is Kylian, son of the Merchant Master of Baud."
Guénaëlle raised her head up slightly. "And I am the daughter of the Tailor, you know, the one who will be making all of our armor? Yes, that one."
You just stare blankly and shrug. "Okay, I'm Nouchka, daughter of ranchers."
The three- well, the Lility and Clavat at least share a look before looking back at you with something on their face. "You're a bit more than that-"
"Well well, isn't this lively."
You salute on reflex, fist over your heart and bowing. "Head Elder." You could at least that much right with how often you'd met him.
"Nouchka, I see you've already gotten introduced."
You raise up and give him a short nod.
He huffs and smiles, his beard shifting upwards. Then he turns his head. "Now I know our Nouchka here might not be the best at talking, but I have no doubt you will return to us before year's end with her leading the caravan."
Guénaëlle gets a look on her face before swallows and bows. "As you say Head Elder." The other two follow her lead and bow, murmuring the same.
Finally he turns to you as the caravan and the beast of burden drawing it approach. "Bring them home safely Nouchka."
You hesitate, but give him a nod.
You had a job now.
—
It was three days to River Belle Path, the first dungeon on your journey for the year. Being so far out of the way and at the tip of the Peninsula you could only hope one of its Leaves was still filled with Myrrh.
There was already a small chasm between you and the others.
You'd been conditioned over time to not open your mouth unnecessarily. You had an unfortunate habit of saying the worst things at even worse times.
The other Warriors had been planning to help you out there, but-
You shook the thoughts away again.
"Are you okay?"
Owen, the Yuke you could read even less than the others thanks to him having a helmet for a face.
You just hesitated before shaking your head, then ignoring him you marched ahead of the caravan.
And then-
And then the Mist thickened to the point of not being able to see your hand in front of your face and you leapt back to the Caravan, entering the bubble of the Chalice.
The others had drown up short, staring with wide eyes into the Mist or at you.
Your hands shook minutely before you nodded on top of the caravan. "Break for camp, we plan and then we clear to the Tree."
—
Tactics Vote:
In this quest you will have two phases to a dungeon: Exploring plus clearing the dungeon and The Boss.
So, I said it earlier I believe at some point, but you make Perception + Awareness rolls to navigate the Mist through dungeons. You have a number of rolls equal to your Stamina + Toughness before you have to give up and retreat from the dungeon, considering your stats this won't be an issue for quite a while.
Also your Warrior trait applies to both of those.
Furthermore you make an Intelligence + Tactics roll to determine how much information you can get from your copy of the Town's Journal, which has records of all sorts of monsters and dungeons in it.
Finally you have a couple of votes to make, whether to try and work with your teammates or not and how do you want to approach the dungeon.
[ ] Work with your team (Make a Team tactics roll)
Roll Charisma + Tactics, 1 to 5 counts a a Failure, 6 to 10 counts as a Success, total these up and apply to all rolls for the dungeon. IE if you roll a total of 2 failures and 0 success, then subtract two die from all rolls before they are made.
[ ] Work primarily on your own (Use only your own rolls)
Stance:
The primary mechanic of the dungeon, what stance you vote for offers (hopefully well explained) pros and cons to rolls.
[ ] Reckless Stance: Double exploration die, double damage taken during this phase
[ ] Balanced Stance: No effect
[ ] Looting Stance: Get an extra loot table roll and choice, double stamina + toughness drain
[ ] Cautious Stance: Double your soak/armor, halve exploration successes.
More than mechanical effects also think about in character consequences of the way you might act.
And how badly you are at explaining yourself (you can't even make rolls for anything other than Bartering right now).
You'll figure out more stances as the game goes on (read: I or the thread comes up with them) or be able to improve them over time and with some XP.
Speaking of, Experience.
XP is earned by Failing and Succeeding rolls, note that you aren't even able to make social rolls right now.
It is also earned from Dungeons, in game you get trinkets from enemies and chests, these trinkets directly increase one of Attack, Defense, and Magic by some varying amount.
Here those count as XP rather than boosting a stat.
If you find a +1 Stat booster, it counts as 10 XP here, +3 = 30 XP, etc.
That being said buying a stat or skill level for yourself is The Target Level x 10, so your forth dot in any skill or stat costs 40 XP. This may increase past 5 in a stat, which is nominally the "Mortal Limit" in the system I'm pulling from.
For your teammates its their total level that counts here.
So if they have 2 in Offense and you want to buy them a level in Defense it'll cost 30 XP.