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The taboo, and it's breaking."
Someone with the great desire for death and destruction is prepared to shift the paradigm

I'm really getting the feeling that one of the Masquerades is going to come under threat. It being specifically referred to as taboo makes me kinda lean towards Magic, although it could be Aliens instead, given the danger is supposed to be super closely tied to the moon.

"The Full Moon." Celena intoned. "Modified by… the Hydra. Typically, the Moon is a sign of perception. Something dangerous in truth being beautiful, an unexpected potential from an idle action, or a need to reconsider what you think you know. However, the Hydra is a sign of both incredible effort and duplicity, which, paired with the Moon, means it is actually the Moon Card we must reconsider, for its normal reading is disingenuous. It is the underlying truth of the card we must consider- The Moon, or something within its sphere, is the Problem you face."

This might just be a shot in the dark, but maybe the Problem could actually be connected to Artemis Fowl? We know he's been getting up to stuff in the background, and he could fit as a literal Moon. While he himself is unlikely to fit the whole 'great desire for death and destruction' thing, I could see some villains from the Artemis Fowl series (within the Moon's sphere) fitting the bill. Namely, either Opal Koboi and her immense disdain for humans or that one island of demons cast outside time who act exactly as you'd expect literal demons to act (with 1 exception). Either one could attempt to attack and thus breach the Magic Masquerade. I dunno, just throwing it out there.
 
Inator: This is actually the wrong name, it wasn't a baking soda volcano maker, the Inator was a giant laser. That aside, a baking soda volcano flavoured inator that encourages causing problems? Ideas ideas...
My intent was less that the Inator itself causes baking soda volcanoes, and more that the Inator's actual effects are unimportant and it coincidentally gets upstaged by a baking soda volcano thanks to narrative causality.

EDIT: Regarding taking the Moon card more literally, I suspect it's referring to Queen Moon. Since she's a nemesis of Toffee, that implies that Toffee might be planning something big, probably related to us.

We've been operating for a while with the mindset that as long as we don't start a fight with Toffee, he's unlikely to do so. But we've already assembled a number of his enemies together, enough that just knowing our hero list would be enough to conclude we're planning against him. Honestly, even if it turns out the prophecy is about something else we should probably be expecting Toffee to take overt action against us in the near future.
 
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Nice update!
Malf needs more friends.....
...what are the odds the other queens are just as awkward as celena?

As for the reading, I support the obake or lunar aliens.
If it's the lunars, Xanathos can handle it, if it's Obake, Vanessa is in danger.

I would like to throw in a new option though.
 
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Save-a-Rainy-Day-Inator: Generally inators don't have effects that last longer than a turn if we can help it. Obviously this isn't a hard and fast rule, but this is something that doesn't do anything interesting but slow the quest down.

Procrastinator-Inator: Can't use this, too strong. Even if was nerfed, the nature of how it works really just slows down the pace of progression.

Innator: Besides being pretty incoherently written, the degree of trade-off this necessitates would need to be pretty big. A DC increase against infiltration for four fifth's of your hero units' opinion? Calibrating that would be a pain, as indicated by the fact that you didn't do it. That aside, the theming and narrative of it doesn't really line up with the mechanics? An inn is not normally associated with defense against infiltration or more overt hostile actions.



The Toothpaste-Inator: something similar is already on the inator table.

Declog-Inator: it's not...bad, but it's very minor, at least at the moment. If/when you reach the point you get the New Man project running, it'd be a real inconvenience. Part of the push with the new version of the inator table is to make bad inators more interesting than a simple penalty. For instance, the inator you rolled this turn, the investor-inator, gives you multiple options of how to solve it. One of them is better than the other by a long shot, but at the very least there are direct options to deal with it as opposed to it being a simple 'sucks to suck' type of thing. Bad inators create problems, may as well make them interesting problems.



This one...is good enough to use as is. 50 xp.



The Someone-Else's-Problem-Inator: This isn't necessarily bad in concept, but it falls apart in execution due to how wide reaching it is by nature. It skips way past the scale at which inators are fun and goes right into the 'wrenches the entire quest on its head' scale. We're not doing that again.

The Wanderlustinator: Something similar already exists on the inator table.



The Go-Away-Inator: This is so open-ended we may as well have a blank inator slot. Try to come up with something more specific?



The-Doctor-is-[IN/OUT]nator: There are a lot of reasons why the answers for these are no.

The Amnesia-Inator (Reverse mode)!: No. The Second Dimension never make an appearance in Doofquest.

The Anti-Plagiarism-Inator!: Inators are not a blank check for you to shove what you want into the story. Pass.



Face-to-Face inator: Something similar already exists on the inator table.

Summer-inator/Blizzard-inator: Something similar already exists on the inator table.

Gone-Fishing-inator: Maybe.



Blood-Is Thicker-Inator: It's not terrible but I'm not feeling it. It's sort of arbitrary and contrived? And yes, that is Inators, but it would cheapen things narratively, I think.



Pick-a-Fight-inator!: Something similar already exists on the inator table.



The corporate shakeup inator: This is interesting. It's really bad (for you guys), but if we tweak it a bit to make it just a little less game destroying it could be fun! 50 xp.



The Drill-inator: Fluff wise we could get some mileage out of this, but don't expect the mechanics to be the same if it shows up.



The Work-Through-The-Pain-Inator!: Not a bad concept, way too strong.



Inator: This is actually the wrong name, it wasn't a baking soda volcano maker, the Inator was a giant laser. That aside, a baking soda volcano flavoured inator that encourages causing problems? Ideas ideas...



Shuffle-inator: This is another one of those 'fun in theory' ones. It's a lot of fiddly busywork for us and is basically impossible for you guys to plan for. Gonna pass for now.



If only.



Identity Theft-Inator: Free Money vs Lose All Your Money. It's very straightforward, which is not necessarily a bad thing, but there isn't really a strong vision behind this one, the mechanics don't really line up fully with the concept.



The How-Hard-Can-It-Be Inator!: This is a genuinely interesting idea. It's definitely pretty good, but not necessarily too good? It'd need some specific fluff revision but it could make for an interesting turn, especially if for that turn Doof is sidelined narratively...50 xp.



No.



No.

Thank you all for your time and suggestions.
Noticed you didn't talk about my Holy-Grail-Inator. Was that because you didn't have anything to say or did you just miss it?

(Not trying to be pushy or anything. I'm genuinely curious about what you might have to say.)
 
The Amnesia-Inator (Reverse mode)!: No. The Second Dimension never make an appearance in Doofquest.
The Cinematic-Inator!

You feel as if a great opportunity to be in a movie has somehow passed you by. Oh well, this Inator should at least let you recapture some of that hollywood magic feeling, you've always wanted to be in a movie!

When this inator is rolled, QMs roll a dice. The "genre" of Doofquest is briefly altered for a turn, based on the results of the die. Hero Units who fit into the narrative conventions of the genre (QM discretion) receive a temporary +5 to all rolls as everything goes their way, while Hero Units who struggle under the narrative receive a -5 to all rolls, as they suddenly feel out of place. The National Actions for the corresponding category may also have a slight change in flavor to better fit their genre:

Dice Rolls:
1 - Action Blockbuster (Martial)
2 - 80's Cartoons (Diplomacy)
3 - Adventure Scifi (Learning)
4 - Office Sitcom (Stewardship)
5 - Noir Detective (Intrigue)
6 - Epic Fantasy (Occult)

Any and all of the above genres may also be substituted for whatever genre the QMs would most like to write.
 
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Given that Malf already took a temporary -5 loyalty just from summoning Celena, I don't know that trying to figure out a way to summon her without offending him too much is worth the risk.

Unless it involves spending considerable time and effort beforehand to get Malf in a better place mentally so that he no longer feels threatened at all by the presence of other ghostly spellcasters, which is a very long term goal.
 
Noticed you didn't talk about my Holy-Grail-Inator. Was that because you didn't have anything to say or did you just miss it?

(Not trying to be pushy or anything. I'm genuinely curious about what you might have to say.)

Oh, so I did.

Holy-Grail-Inator: No.


The Cinematic-Inator!

You feel as if a great opportunity to be in a movie has somehow passed you by. Oh well, this Inator should at least let you recapture some of that hollywood magic feeling, you've always wanted to be in a movie!

When this inator is rolled, QMs roll a dice. The "genre" of Doofquest is briefly altered for a turn, based on the results of the die. Hero Units who fit into the narrative conventions of the genre (QM discretion) receive a temporary +5 to all rolls as everything goes their way, while Hero Units who struggle under the narrative receive a -5 to all rolls, as they suddenly feel out of place. The National Actions for the corresponding category may also have a slight change in flavor to better fit their genre:

Dice Rolls:
1 - Action Blockbuster (Martial)
2 - 80's Cartoons (Diplomacy)
3 - Adventure Scifi (Learning)
4 - Office Sitcom (Stewardship)
5 - Noir Detective (Intrigue)
6 - Epic Fantasy (Occult)

Any and all of the above genres may also be substituted for whatever genre the QMs would most like to write.

The Cinematic-Inator!: This seems like this would...
A) be a massive pain in the ass to write
B) would uproot the quest's established tone to a ridiculous degree

It's another one of those "Good in Theory" inator ideas.
 
Given that Malf already took a temporary -5 loyalty just from summoning Celena, I don't know that trying to figure out a way to summon her without offending him too much is worth the risk.

Unless it involves spending considerable time and effort beforehand to get Malf in a better place mentally so that he no longer feels threatened at all by the presence of other ghostly spellcasters, which is a very long term goal.
Malf was always intended to be a reminder of what you used to be.
 
So. This might be a long shot, but if the tide Celena mentioned was also literal, then perhaps it's a King's Tide reference? We don't actually know the specifics of the Owl House in this setting, but I think both the Episode 1 and current latest episodes qualify as 'Villains Victorious' settings. The former because of Belos' being absolutely monstrous and ruler of the Isles, while the latter has the Collector and that whole mess. Huh. The Collector also has a bit of a moon symbol thing going on. Maybe the DOI Quest deadline isn't just because of the government planning on getting it back...
 
Malifishmertz is too prideful to listen to anyone besides family and too stubborn/impatient to have an apprentice from what I understand of him. Maybe instead, he would consider her his nemesis and push to improve or atleast be very petty towards her?
Celena would make a terrible nemesis. She's too observant to go the "annoy them with ignorance" route and she's too shy to engage is mutual antagonism.
I think you just explained why this would be a bad idea.
I'm not certain I did. Rodrigo was ambitious and derisive, and Doof still liked working with him up until the betrayal. Celena has specific things she could learn from Malf, even if her overall skill level is higher, and doesn't seem the type to derisively take control when he's outlived his usefulness.
 
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