Disciples of Red Dew Sect (Cultivation Riot Quest)

Name: Pan Tingfeng
Description: Wiry build with red hair and green eyes.
Personality: Boisterous but blunt. Slow to trust but generous to his friends.
Element: Fire
Path: Cuisine -> Path of the Pan (Can cook Anywhere)
Gift: Tough Body
Background: The son of a clerk who found preparing meals to be far more rewarding than preparing reports.

Stats:
Status: Regretting his life choices. Wary of pangolins.
Realm: Forged Soldier
Body: Iron
Spirit: Clay
Fortune: Clay
Cultivation: Forged Spine: 10/40
Enlightenments:
Cooking
Physical Strength
Slaughter
Insights:

Inventory:
113 Merit
756 Spirit Stones
2 Soldier Spirit Stones
Peasant Copper Sword
Peasant Copper Armor
18 Spiritual Herbs
15 Clay Natural Treasures

Techniques:
Red Dew School (Copper) 3/3
Passionate Heart
Red Dew Specialties (Clay) - (Copper) 1/3
Red in Tooth and Claw (Soldier Clay) - (Copper) 1/3

Recipes:
Spiritual Meal (2 Stones, 1 Herb)

Reputation:
Mistress Ping approves of his stir fry.
Disciples (3/10)
 
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By the way, I had some Mechanics questions:

Should we be keeping track of the Grade of our Stats on our sheets?

It was also mentioned that dice would be rolled using our stats, may I ask what kind of dice and how success/failure is determined and or weighted by stats?
 
By the way, I had some Mechanics questions:

Should we be keeping track of the Grade of our Stats on our sheets?

It was also mentioned that dice would be rolled using our stats, may I ask what kind of dice and how success/failure is determined and or weighted by stats?

That would be helpful to me, and probably to you. Everyone starts with 1 point of Body, and well that's it. You're initiates not very powerful.

For dice rolling the grade of the attribute and technique you use will determine your dice pool. For instance if you have a Clay (1) Body and a Clay (1) technique you would roll 2 dice. These are d10s. So it would be 2d10. A dice rolls a success if it is greater than 5. The number of successes you roll determine how the action resolves.

Having other things, like friends, will add a modifier to the dice results. For instance an auxiliary action would be -2. A friend would be +2.
 
Ah apologies, but the full set has already been completed. Now, that doesn't stop you from taking the mission anyway, but the mission does specify that only 7 disciples are needed, so I worry it might be a wasted action for you at this point.
Alright. I'll change back then. Thanks for pointing this out.👍
 
That would be helpful to me, and probably to you. Everyone starts with 1 point of Body, and well that's it. You're initiates not very powerful.

For dice rolling the grade of the attribute and technique you use will determine your dice pool. For instance if you have a Clay (1) Body and a Clay (1) technique you would roll 2 dice. These are d10s. So it would be 2d10. A dice rolls a success if it is greater than 5. The number of successes you roll determine how the action resolves.

Having other things, like friends, will add a modifier to the dice results. For instance an auxiliary action would be -2. A friend would be +2.

When you say 1 point of body, do you mean everyone starts with Copper Body, and Clay Spirit and Fortune unless otherwise improved by their Gift?
 
Roger that. Is it safe to assume that using an Auxiliary action to enhance a Main Action also grants a +2 bonus? And are there any bonuses derived from multiple PC's working together/explicitly assisting each other?

Oh, and does the Friend Bonus stack with the Auxiliary bonus?
 
Roger that. Is it safe to assume that using an Auxiliary action to enhance a Main Action also grants a +2 bonus? And are there any bonuses derived from multiple PC's working together/explicitly assisting each other?

Oh, and does the Friend Bonus stack with the Auxiliary bonus?

I have been taking auxiliary actions as separate rolls with a penalty. And if they are helping the main action any successes add on there.

Similarly PCs working together will add their successes together.

Friend Bonus stacks with Auxiliary.
 
Huh. Well I'll definitely need to break that math down later, but as it stands, I do want to ask if you're alright with PCs starting with Nulls in everything but Body, because it means that picking the Body Gift is a lot more powerful, and any PC who doesn't take a gift which boosts Spirit or Fortune is effectively locked out of those actions from the starts, since nobody starts with a Grade in a Tech, and if they have a Null in stat they're rolling on, they effectively have 0 dice.

EDIT:
So gonna do some quick napkin math:
The chance of getting a single success for a Disciple which did not pick a Friend and is rolling using a Clay Grade stat is 50%.
If they choose to spend an Auxiliary to enhance their main, this chance of getting at least 1 success rises to 65%, with a 15% chance of gaining 2 successes.

A Disciple which took the Body gift has a 75% chance of getting at least 1 success with just a main action, with a 25% chance of getting 2 successes. If they double up with an Auxiliary, this gives them an 87.75% chance of getting at least 1 success.

A Disciple who has a friend helping them has a 70% chance of getting 1 success on Body task, being boosted up to a 85% chance with an Auxiliary, but these chances can only exist for a Body Task, since picking a Friend Gift means you only actually have Clay Grade Body.

Conclusion: Having a Friend or taking a Body Gift gives you a large advantage when it comes to succeeding on a Body Task. The only advantage that taking a Spirit/Fortune gift offers is the ability to actually roll for those tasks. Taking a Tech manual gift leaves you with the least chances of succeeding, and limits you to only being able to complete Body tasks.

Should note that Jolly Cooperation changes the math significantly, though only if the people cooperating actually have at least a Clay in the stat they're rolling for. Doesn't matter how many disciples cooperate if they all have Nulls in the relevant stat with no Techs.
 
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Huh. Well I'll definitely need to break that math down later, but as it stands, I do want to ask if you're alright with PCs starting with Nulls in everything but Body, because it means that picking the Body Gift is a lot more powerful, and any PC who doesn't take a gift which boosts Spirit or Fortune is effectively locked out of those actions from the starts, since nobody starts with a Grade in a Tech, and if they have a Null in stat they're rolling on, they effectively have 0 dice.

EDIT:
So gonna do some quick napkin math:
The chance of getting a single success for a Disciple which did not pick a Friend and is rolling using a Clay Grade stat is 50%.
If they choose to spend an Auxiliary to enhance their main, this chance of getting at least 1 success rises to 65%, with a 15% chance of gaining 2 successes.

A Disciple which took the Body gift has a 75% chance of getting at least 1 success with just a main action, with a 25% chance of getting 2 successes. If they double up with an Auxiliary, this gives them an 87.75% chance of getting at least 1 success.

A Disciple who has a friend helping them has a 70% chance of getting 1 success on Body task, being boosted up to a 85% chance with an Auxiliary, but these chances can only exist for a Body Task, since picking a Friend Gift means you only actually have Clay Grade Body.

Conclusion: Having a Friend or taking a Body Gift gives you a large advantage when it comes to succeeding on a Body Task. The only advantage that taking a Spirit/Fortune gift offers is the ability to actually roll for those tasks. Taking a Tech manual gift leaves you with the least chances of succeeding, and limits you to only being able to complete Body tasks.

Should note that Jolly Cooperation changes the math significantly, though only if the people cooperating actually have at least a Clay in the stat they're rolling for. Doesn't matter how many disciples cooperate if they all have Nulls in the relevant stat with no Techs.

I may reconsider the starting attributes, but the techniques at least should assist with the tasks that I expect the people who took them to actually do.
 
I may reconsider the starting attributes, but the techniques at least should assist with the tasks that I expect the people who took them to actually do.

But doesn't starting with a Tech only give you a Manual you can study? It doesn't actually give you any grades, so you still need to study them. And if you need to roll Spirit or Fortune to study them, then you're kinda out of luck, since you're literally unable to roll any dice for it.
 
But doesn't starting with a Tech only give you a Manual you can study? It doesn't actually give you any grades, so you still need to study them. And if you need to roll Spirit or Fortune to study them, then you're kinda out of luck, since you're literally unable to roll any dice for it.

Oh that might not have been clear. Starting with a technique manual lets you use it at the clay grade.
 
Oh that might not have been clear. Starting with a technique manual lets you use it at the clay grade.

Oh. Well that changes a lot then, since starting with a Tech unlocks any Spirit or Fortune tasks that the Tech can apply to... which would make it a lot better than +Spirit or +Fortune, especially since it can give you a dice pool of 2 for Relevant Body tasks, so it effectively combines the benefits of +Body and +Spirit/Fortune.
 
Oh. Well that changes a lot then, since starting with a Tech unlocks any Spirit or Fortune tasks that the Tech can apply to... which would make it a lot better than +Spirit or +Fortune, especially since it can give you a dice pool of 2 for Relevant Body tasks, so it effectively combines the benefits of +Body and +Spirit/Fortune.
It's not supposed to work like that??
Obviously, my usefulness of my technique depends on the number of subordinate spirits. 0 spirits - 0 usefulness.
 
It does kinda depend on how relevant the Technique is, but I'm assuming most people are gonna find a way to apply their techniques to their actions, or otherwise pick actions that their techniques can apply to.
 
Name: Zise Ren
Description: A short, plump man with a penchant for jewelry
Personality: Curious, analytical, jovial
Element: Wood
Path: Monster Emulation (think blue mages from Final Fantasy)
Boon: Technique Manual: The Way of Tooth and Claw

Body: Iron Peasant
Spirit: Clay Peasant
Fortune: Clay Peasant

Technique:
Red Dew School 1/3
Red In Tooth and Claw: Copper
Way of Tooth and Claw: Clay

Cultivation:
Tempered Eyes: 5/5
Tempered Lungs: 7/7
Tempered Heart: 9/9
Tempered Stomach: 10/10

Inventory: 98 Peasant Spirit Stones, Two Peasant Spirit Beast Corpses, Copper Peasant Sword, Copper Peasant Armor, +1 Midwinter Coals (Clay Spiritual Meal)

[x] Zise Ren
-[x] Major Action: Complete Section Mission - Help investigate the ruins
-[x] Auxilliary Action: Hunt monsters
 
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Btw @Froggo Fantastic

Your actions aren't being picked up by the tally, probably because you still have them on your original character post, which was before Voting officially opened, so you might wanna make another post with your actions on it.
 
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