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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Does the "work with the captain" part of the write-in mean we'll be framing stuff as suggestions and not assuming we're in charge for no reason like a fucking stereotype?

As per earlier discussion on exactly this point, yes.

Honestly, this setting and story is kind of my critical response to the isekai genre so I'm pretty pleased someone brought up that nuance.

I do try to avoid including trap options in my votes, unless they're preceded by failed rolls and caused by faulty intelligence. But y'all succeeded at your "guys there are baddies out there" checks and you kept calm.

Can alchemists mass-produce potions? If they can, how fast can they do it, what resources do they need, and how likely is there to be sizable amounts of those resources in the fort/surrounding farms? Since we don't know the consequences of death yet, we'll need to make sure that people have emergency healing items on hand during the battle, and any buffs we can get will be invaluable. The guards will probably appreciate it too, since there is a chance that even if the players have a respawn mechanic, the "NPCs" don't.

The civilians can be organized to help the alchemists by bringing them the supplies they need, that way the alchemists can focus on making the potions. If it's possible, they could even form a rough assembly line to prepare the ingredients for the potions, further cutting down the time the alchemists are doing non-potion things.

These are all important considerations when you have hours, rather than minutes. It's not a bad thought - and nothing is stopping you from starting a potionorium with more time and better equipment - but with the time you have and quality of equipment available on the island, this isn't practical right now. There's some good your alchemists can do, mind, just not on the proposed scale.

Leaving aside the question of whether people die when they are killed, which should have its in-game answer soon.
 
Alright then. Well, killing the pirates will end the threat to the farmers and townsfolk, so,

[X] With the thought towards protecting as many of the farmers as we can, work with the captain to set up a counter-attack.
 
[X] With the thought towards protecting as many of the farmers as we can, work with the captain to set up a counter-attack.
 
I think this write-in is the best we can manage given the circumstances, let's hope this is all just a big misunderstanding and once we get out there and have a chat the pirates will be perfectly reasonable :V
In all seriousness though I'm nervous to see how death is going to work. I wonder if AWO (the game) had an in-universe explanation/lore behind the respawn mechanic and if so how in-depth it was? It seems so far a lot of the lore the writers added made the switch to reality (unless it's the other way around and this reality was just reflected in the dev's work :0 ) so the more context behind respawning perhaps the more likely it is to still work? I dunno that's making a lot of assumptions about this whole Isekai situation 😅 but now that people are maybe about to die I find myself suddenly curious about how this would be "supposed" to work if things were still a game.

[x] With the thought towards protecting as many of the farmers as we can, work with the captain to set up a counter-attack.
 
unless it's the other way around and this reality was just reflected in the dev's work :0
Oh man, are you asking if the devs were somehow tapping into a world that was already there?
Now that would be an interesting explanation for how we all apparently ended up bodily inside the gameworld. Although it'd also raise some new questions... like "if we're in a world that preexisted the AWO, why are we also running on AWO's game mechanics?"
 
Without spoiling anything, all I can say right now is that I appreciate the questions people are asking.
 
I will definitely say that every interlude so far that I have plans to write for this quest take place in what Deedee and co. would call 'IRL,' though, so we won't be ignoring that side of things, even if the focus is on what's happening in the game.
 
I will definitely say that every interlude so far that I have plans to write for this quest take place in what Deedee and co. would call 'IRL,' though, so we won't be ignoring that side of things, even if the focus is on what's happening in the game.
So... are we trapped SAO style? Were we uploaded? Did we just fucking vanish?

And how would we be able to tell from the inside?
 
So... are we trapped SAO style? Were we uploaded? Did we just fucking vanish?

And how would we be able to tell from the inside?
I had assumed "trapped SAO style" up until the moment I read this post.

But the fact that our Intuition and Guts rolls in particular are pegged to ingame stats... seems like disconcerting evidence in favor of the "uploaded" possibility.

I guess we'll see! :confused:
 
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I had assumed "trapped SAO style" up until the moment I read this post.

But the fact that our Intuition and Guts rolls in particular seem to use ingame stats... seems like disconcerting evidence in favor of the "uploaded" possibility.

I guess we'll see! :confused:

At least some of that is for thematic/symbolic reasons over realistic ones.

The potential of there being a part of it that is strictly representative rightfully keeps up some of the party members at night.

What, from a realistic standpoint, are the stats?
 
Unrelated to the current discussion, but...
...I do wonder whether this is iconography that someone more familiar with Mundus lore would recognize.

I (and the designers) didn't pick the term 'aegis' out of a hat; it has some connotations outside of the game lore I was going for that Deedee's subconscious was riffing on.

Also, this is what her dreams look like without Mutan's help sorting out her memories and traumas.

ETA: That said, the in-game significance can be gleaned with either a Mysticism or a Wikiwalk roll, both adding Intuition. There's a third skill that could do it that I didn't offer last time, but that I'll put on the next level-up ballot now that Deedee is in a state of mind where she's receptive to learning it.
 
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Well, since you're offering... guess I might as well give it a roll.
Qoheleth threw 1 10-faced dice. Reason: Intuition 3 + Wiki-Walk 0 Total: 4
4 4
 
Well, since you're offering... guess I might as well give it a roll.

Aegis Talismans are enchanted, jeweled textiles used to ward against hostile magic; wearable "pneuma sinks" of a sort. They're more common with the sacred orders than with arcanists, and generally have more abilities that synergize with buff-heavy builds, but can be equipped by either.
 
I had assumed "trapped SAO style" up until the moment I read this post.

But the fact that our Intuition and Guts rolls in particular are pegged to ingame stats... seems like disconcerting evidence in favor of the "uploaded" possibility.

I guess we'll see! :confused:
Maybe we're not trapped at all.

Maybe the system just has seamless gameplay, suppressing the memories of your time outside the game while playing it to make it seem as if you're playing one continuous session, instead of multiple ones.
 
Maybe we're not trapped at all.

Maybe the system just has seamless gameplay, suppressing the memories of your time outside the game while playing it to make it seem as if you're playing one continuous session, instead of multiple ones.

If so, then that's a change the devs just implemented, given that everyone in the party discussed lives outside the game and previous sessions of it.

...yeah, okay, no, I'm using my QM perogative to Gold Truth this. The players are actually trapped, and this is novel. The system is not gaslighting them into believing they can't log out or rewriting memories into a continuous session. They actually, factually, cannot log out right now.

ETA: I don't normally shut down speculation, but this theory would be impossible to disprove IC to a true believer with any amount of evidence and so I need to step back from an OOC perspective and say "nah." It's a neat basis for a very different kind of story and I'm not upset you put it forward, but it's also sufficiently unfalsifiable that I need to address it.
 
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It's a neat basis for a very different kind of story and I'm not upset you put it forward, but it's also sufficiently unfalsifiable that I need to address it.

That said, it definitely deserves its day in the sun as someone's in-story theory about what happened, even if we know it actually didn't.
 
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