Guardian Of The Monster Girls (Experimental)

Vote Change
[X] Search For Other Hunting Grounds
[X] Build A Makeshift Cart
[X] Socialize With The Tribe
 
Right, well, votes locked!


[X] Search For Other Hunting Grounds
It wouldn't hurt to look for other hunting grounds. Unfortunately, you suspected that the Beast Girls would not venture far from their current selections. If you found any new spots, you would most likely have to hunt on your own.
<Cost: 2 AP> <Beast Bounty: ???%>

[X] Build A Makeshift Cart
Without a cart to carry the meat, it'd be a waste to go hunting even if you found a new hunting-ground. Working day and night, you could easily get enough lumber to construct a cart; it would be crude but fairly serviceable.
<Cost: 1 AP> <Durability Rating: ???%>

[X] Socialize With The Tribe
Some of the tribe has opened up to you and have become a bit more friendly. Most are still uncertain about you.
<Cost: 1 AP> <Respect: +1>

==========

Dices below here...
Shintouyu threw 1 7-faced dice. Reason: HG Locations Total: 7
7 7
Shintouyu threw 7 100-faced dice. Reason: Beast Bounty Total: 161
38 38 23 23 24 24 13 13 7 7 17 17 39 39
Shintouyu threw 1 100-faced dice. Reason: Makeshift Cart Total: 1
1 1
Shintouyu threw 2 42-faced dice. Reason: Weak & Caution Monsters Killed Total: 42
11 11 31 31
 
==========
0.4 Results
==========​

[SEARCH FOR OTHER HUNTING GROUNDS]

There wasn't any point in traveling vast distances for new hunting-grounds. If they weren't close then the chances of the food going rotten or being attacked by monsters during the return-trip would increase with every passing moment.

The maximum should be around two-days worth.

During your two-week trip, slaughtering a majority of the monsters that forced your fist, you found seven locations that weren't completely scarce or dominated by the monsters.

However...
...three of them were close to scarce.
...two were sparse.
...and at least two were salvageable.​

Whether they worth the two days travel was something you would have to consider.


(Hunting Ground A and G Salvageable Found)
(Hunting Ground B and C Sparse Found)
(Hunting Ground D, E, and F Scarce Found)

(Weak Monsters Killed +110 EXP)
(Caution Monsters Killed +930 EXP)


==========

[BUILD A MAKESHIFT CART]

There was a large abundance of trees at the village which you could use as lumber. Your empowered fists made it easy to topple the trees and shape them. However, you were no wood craftsman of wood let alone an engineer of vehicles.

Your attempt to build a makeshift-cart was not good to say the least.

The rickety thing was a complete failure, the hold unable to even carry its own weight-worth and the wheels looking too brittle for even an hour's time, it was just unsafe to use.

You dismantled the cart and recycled it as firewood.

==========

[SOCIALIZE WITH THE TRIBE]

The people of the tribe were slowly warming up to you.

You also learned that some newborns had recently been birthed.

A stranger might question how a population consisting solely of females might have given birth to new life. But you didn't, as you already understood the way these Beast Girls functioned. If male-partners were not available — as it usually was the case — some members of the tribe would temporarily develop certain masculine-attributes to breed with.

It was alright for keeping the small population afloat but the lack of genetic diversity meant the growth of the tribe remained almost unchanging.


(Beast Tribe's Respect +1)

(Population +40)

==========

TOTAL SUMMARY

(Hunting Grounds A to G Found)
(Search For Hunting Grounds +1040 EXP)
(Beast Tribe's Respect+1)
(Population +40)

(Month Over Baize +10 EXP)
(Month Over Pack Leader +5 EXP)

Baize leveled-up to 11!
 
==========
0.5
==========​

Last month...

...you had searched for new hunting grounds; though some were usable, they were otherwise lacking in beasts.
...attempted to create a makeshift-cart and failed.
...socialized a bit more with the tribe.


What shall you do this month?

((You have 4 Action Points))
((Unless specified, you can choose the same option multiple times))


TURN 3


[ ] Search For Other Hunting Grounds
Your last round was tolerable. However, there were still more places you could check.
<Cost: 2 AP> <Beast Bounty: ???%>


[ ] Build A Makeshift Cart
Practice makes perfect, as the saying goes.
<Cost: 1 AP> <Durability Rating: ???% + 10%>


[ ] Exterminate Monsters
-[ ] North/West/South
Clearing out the nearby monsters would make everything safer for the Beast Girls. Monsters, however, are fast-producing creatures and it won't be simple to exterminate them. Your sweep would be either to the west, south, or north. The east, you heard, was inhabited by stronger monsters and should be avoided.
<Cost: 1 AP> <Thorough Monster Extermination: 10%>


[ ] Socialize With The Pack Leader
Though your last attempt had not gone so well, you weren't going to just give-up on this. As a leader, she still trusted you to do good; but, as a person, she was a tad annoyed with you.
<Cost: 1 AP> <Trust & Relationship: ???%>


[ ] Train The Tribe To Fight
If there was one thing you knew, it was how to fight. Granted, it involved the use of your fists and legs, which wasn't entirely the same way with the Beast Girls using their clawed-hands or feet. Still, you could teach them something.
<Cost: 2 AP> <Raise Beast Girl Stats: 25%>


[ ] Socialize With The Tribe
Some of the tribe has opened up to you and have become a bit more friendly. Most are still uncertain about you.
<Cost: 1 AP> <Respect: +1>


[ ] Teach The Tribe To Build Traps
-[ ] Hunting/Intruder
As a Guardian Hero, your main purpose and skill is to beat things to death, that is something you know how to do. As an entity who has watched the inhabitants of this world, you also have a basic understanding of some its technology. You could try to teach the Beast Girls how to build traps; though you'll need to keep a watchful eyes for accidents.
<Cost: 3 AP> <Build Trap Skill: 30%> <Accidental Injury: 60%>


[ ] Spend Stat Points
-[ ] Upgrade HP/MP/STR/AGI
-[ ] Upgrade A Trait

Your current Stats are HP 22, MP 11, STR 22, and AGI 22.
<Stat Points Available: 18> <Trait Points Available: 1>


[ ] Write-In
You've got a few ideas...
<Cost: ? AP> <Chance Of Success: ???%>
 
[] Build A Makeshift Cart (1AP)
[] Socialize With The Pack Leader (1AP)
[] Socialize With The Tribe (1AP)
[] Socialize With The Tribe x2 (1AP)


Socializing with your neighbors is important, particularly when you're new.

[] Spend Stat Points
-[] Upgrade HP/MP/STR/AGI
--[] +11 STR +7 AGI


We should save our trait point at least until level 15, when we can get a 2-point trait like Studious or Lucky. (we can also spend stat points for them, but I feel that's inefficient at this level)
 
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[X] Build A Makeshift Cart
Practice makes perfect, as the saying goes.
<Cost: 1 AP> <Durability Rating: ???% + 10%>

[X] Train The Tribe To Fight
If there was one thing you knew, it was how to fight. Granted, it involved the use of your fists and legs, which wasn't entirely the same way with the Beast Girls using their clawed-hands or feet. Still, you could teach them something.
<Cost: 2 AP> <Raise Beast Girl Stats: 25%>

[X] Socialize With The Pack Leader
Though your last attempt had not gone so well, you weren't going to just give-up on this. As a leader, she still trusted you to do good; but, as a person, she was a tad annoyed with you.
<Cost: 1 AP> <Trust & Relationship: ???%>

[X] +9 STR, +9 AGI,

[X] Increase Endure trait.
 
The pack leader likes it when we do stuff. She's not so into having us just waste our time (and hers) talking. Let's actually *do* stuff.

We should save our trait point at least until level 15, when we can get a 2-point trait like Studious or Lucky. (we can also spend stat points for them, but I feel that's inefficient at this level)
It's absolutely not. We want to grab the last "+1 stat per level" trait as soon as we can. Those things pay off pretty quickly as such things go - and the sooner you get them, the better they are.

Also, we've already done a lot of socializing. Let's lay off it for a season - come back and socialize when we have some sort of achievement under our belts to socialize *with*.

edit: added exp expenditure to vote.

edit 2: Made sufficiently major changes that I tore out the vote section and reposted it later.
 
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It's absolutely not. We want to grab the last "+1 stat per level" trait as soon as we can. Those things pay off pretty quickly as such things go - and the sooner you get them, the better they are.
Yes. I see your point on this.

Also, we've already done a lot of socializing. Let's lay off it for a season - come back and socialize when we have some sort of achievement under our belts to socialize *with*.

You make a good point here as well, I admit. That said, I still think we should at least try to get in the pack leader's good graces.

new vote

[X] Build A Makeshift Cart (1 AP)
[X] Train The Tribe To Fight (2 AP)
[X] Socialize With The Pack Leader (1 AP)
Order of operations matters.
[X] Spend Stat Points
-[X] Upgrade HP/MP/STR/AGI
--[X] +11 STR
-[X] Upgrade A Trait
--[x] Upgrade to Power (Average) (5 SP)
--[x] Upgrade to Swift (Average) (1 TP)
2 SP Remaining.
 
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[X] Build A Makeshift Cart (1 AP)
[X] Train The Tribe To Fight (2 AP)
[X] Exterminate Monsters
-[X] North (1 AP)
Order of operations matters.
[X] Spend Stat Points
-[X] Upgrade HP/MP/STR/AGI
--[X] +8 STR +5 AGI (18 ST)
-[X] Upgrade A Trait
--[X] Power (Average) (5 ST)
-[X] Weaken a Negative
--[X] Drained to (Minor) (1 TP)
 
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[X] Build A Makeshift Cart (1 AP)
[X] Train The Tribe To Fight (2 AP)
[X] Exterminate Monsters
-[X] North (1 AP)

[X] Spend Stat Points
-[X] Upgrade HP/MP/STR/AGI
--[X] +11 STR +7 AGI (18 ST)
-[X] Upgrade A Trait
--[X] Obtain Magical (Minor) (1 TP)
 
Further thoughts - each 5 stat poitns is one trait point. Spending 10 stat poinfs to up a stat-on-level trait to average pays off after 10 levels. (and carries a nice little on-roll bonus with it). Honestly, I think we should push for getting our combat traits to average. If we leave Magical (minor) aside for right now (we're not building ourselves as a mage) we can use 15 of the stat points and the trait point to grab Power (average) and swift (average). That's bound to be helpful.

Modifying vote to match.
 
How to Traits.


Traits have 3 ranks:
Minor >> Average >> Major


Using purely Trait Points, it will take 3 Trait Points to upgrade a Trait to max (Buy Minor >> Average >> Major).
Note: you can only buy new Traits with Trait Points.


Stat Points can be used to substitute Trait Points as pseudo-points.
Note: only for upgrading existing Traits.

So, Buy Minor at 1 Trait Point. Then upgrade into Average with 5 Stat Points. Then Upgrade into Major with 10 Stat Points.



On that note, let's use your Negative Trait as an example.

-[!] Negative
--[!] Drained (Average) - Penalty to MP related rolls. Currently deducts -10 to MP Rolls.

You can make a Negative Trait worst to gain more Stat Points or Trait Points.
Drained Average >> Drained Major = Gain +10 Stat Points or +1 Trait Point.

Likewise, you can upgrade Negative Traits to lessen them.
Drained Average >> Drained Minor = -5 Stat Points or -1 Trait Point.

Sealing a Negative Trait is possible but only with a Trait Point.
Drained Minor >> Drained Sealed = -1 Trait Point.
 
On that note, this is an experimental quest, so I come up with ideas and stuff.

What is the opinion on being able to turn Negative Traits into Positive Traits?
 
Well it doesn't make much sense to have Drained and Magical. Sort of mutually exclusive, yeah?
Basically, what happens is...

For example, you have Drained. Changing Drained into a Positive makes it into Magical, except with slightly improved bonuses for overcoming a weakness.
If you have Drained and Magical. Changing Drained into a Positive would further boosts Magical's effects.

Or something. :confused:
 
Basically, what happens is...

For example, you have Drained. Changing Drained into a Positive makes it into Magical, except with slightly improved bonuses for overcoming a weakness.
If you have Drained and Magical. Changing Drained into a Positive would further boosts Magical's effects.

Or something. :confused:
That's a bit on the weird side - and abusable.
Honestly, I think I'd say just lock it in. We took Drained. We simply shouldn't be able to even *get* magical. At best we should be able to buy off Drained, but Magical should be forever locked to us. Alternately, let us buy magical as normal after buying off drained - but have flaws cost double to buy off. Otherwise, they're not flaws - they're loans. That's no good.

Still, useful info. Changing vote - and hey: next level, we should have enough stat points to bump up Endure to Average as well.
 
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