Which of the other starter choices do you want to see interludes from most?

  • Dishonored

    Votes: 3 7.0%
  • Legend Of Zelda

    Votes: 9 20.9%
  • Shadow Of Mordor

    Votes: 2 4.7%
  • Tengen Toppa Gurren Lagann

    Votes: 4 9.3%
  • Preacher

    Votes: 0 0.0%
  • JoJo's Bizarre Adventure

    Votes: 8 18.6%
  • Fist Of The North Star

    Votes: 0 0.0%
  • Kill Six Billion Demons

    Votes: 12 27.9%
  • The Zombie Knight

    Votes: 0 0.0%
  • Mob Psycho 100

    Votes: 2 4.7%
  • Author's Choice

    Votes: 3 7.0%

  • Total voters
    43
  • Poll closed .
I enjoyed the interludes, it may give us insights on what Jane's enemies are thinking, the Sdc interlude is enjoyable enough, reading about David's struggles and the people around him. The only common connection between David and Jaune is that Geiar is just another villain Jaune will crush along the way, with his threat level being how many people he will actually get hurt or killed before Geiar gets taken down.

You could make a mini quest about the mining Gaiden where some actions in the mini quest will have consequences in Jane's quest, and Jaune can affect the narrative in the mini quest about David, for good and bad.
 
Tutorial_Fight
I'm just popping up from lurking here to say I cannot wait to see how you've got this combat system set up. Also, your style of writing continues to be strangely familiar to me, and overall quite pleasant. Thank you for your efforts, both so far and continuing onwards.
Well, here it is. Look upon my works, ye mighty, and despair.

Okay, so, I haven't actually fully caught up but... Will the events of Grimm Eclipse happen? I think that's canon, and I do kind of feel like Merlot might make an interesting foe for Jaune specifically. Granted, that's like inbetween Volumes 2 & 3, and we're still at Volume 1 timewise right?

Also, entirely different question, is this gonna be a "One Waifu Only" kind of quest? Fundamentally I don't mind, but my goodness so many Best Girls... that and I do think polyamory could do with more positive representation, but like... I just wanna know if a "shipping war" is gonna be a thing, or if "why not [X]?", cause I don't wanna get caught up in a shipping war.
I can't comment, because I know literally nothing about Grimm Eclipse beyond something something Merlot, something something Mountain Glenn, something something toying with forces beyond human ken in an utterly stunning display of hubris unlikely to be matched by anything short of just igniting the atmosphere with nuclear weapons. I also know that it takes place between volumes 2 and 3, so it's not going to be my problem until I'm 34.

:V

I thought he was definitely open to the idea of Jaune getting into a relationship, he was just going to sidetrack the questers by throwing so many Best Girls at us that we tear each other apart instead of actually committing to any one of them.
Honestly, that was mostly just a chaff statement in and of itself to hide the fact that I honestly had zero interest in writing romance. Now, I'll admit that my stance has softened over time, and as such, my demands are simple:

If people can play nice about it and not sabotage actually important parts of the quest in the process of trying to pick someone to hold hands with and smooch, I genuinely couldn't give less of a damn about who Jaune ends up holding hands with and smooching, or how many people Jaune ends up holding hands with and smooching, whether it's zero, or one, or two, or three. I don't have any personal preference for whoever he ends up with, because I'm reasonably certain I could make most serious suggestions work, with my confidence ranging from "piece of piss" to "ehhhhhhhhh that's a very hard maybe."

I try to approach shipping as a puzzle; what would it take to make this pairing work, and how many flavours can I get out of it? What if I change this, does that change that? How would excluding these people from the mix by pairing them off affect everyone left, who would they end up with? It's why I've never enjoyed that ride-or-die mentality so many authors and commenters seem to have; variety is the spice of life.

I've gotten off-track; romance will be, at best, a backseat aspect of this quest from beginning to end. The second it stops being that, and starts being detrimental, is when I start ignoring votes and comments about the subject again. Play nice, be gracious if your ship doesn't sail, and maybe the boy eventually gets better than a peck on the cheek.



About half the class raises their hands at first, and you choose not to join them-

{Dove has his hand up if you're hoping for some guilt-free violence.}

Ah. Yes, you… completely forgot about what you promised Sky yesterday. With a minimum of beleaguered sighing, you raise your hand and only blanch a little when Professor Goodwitch snaps to look at you.

"Arc, Bronzewing- you shall be the inaugural fight of this class."

If you didn't know better, you'd think she knew about what you'd said to Sky yesterday, or even what Dove did to deserve your collective ire.

{I have no doubts that she's aware.}

You doubt that she particularly cares. Is it a test?

Well, it doesn't matter. You shake 01 out of your hair, prompting it to gently hup over to Lumen's shoulder and hide in his hair with Alabaster. The other boy stifles a giggle at the sensation of two Cells shuffling about on the back of his neck, vying for space and chirping away at each other.

{Why do Cells enjoy hiding in people's hair so much?}

Nobody looks for us there, and it feels nice!

You get up and walk to the stairs on one side of the stage, Dove waiting for you on the other side. You know, objectively, that he's not giving you some smug look of superiority; literally, you can see his face broken down into possible emotions, and not one is looking down at you.

But you still wanna squash his smug little face with your bare hands-

{Jaune. Calm down. I know what you're looking to do, and we'll need to be smart if you want to get away with it, and the first step of being smart about this is to calm down.}

You take a measured breath and push your feelings to the side. By the time you're at your set of stairs, Professor Goodwitch watching impassively, you certainly feel… much better.

"Combatants, take to the stage," Goodwitch announces.

You ascend as Dove does the same, walking onto the stage. Your footsteps go from the hard clack of concrete to the low, warm creaking of old hardwood floors. Further in from the edge, there are two white squares, painted onto the boards with pinpoint precision.

"If you turn your attention to the floor, you shall see two white squares. All battles shall start from there unless I say otherwise. Please enter your squares, gentlemen."

{Hear that, Jaune? You're a gentleman.}

Resisting the urge to roll your eyes at Blue's teasing, you step into your square as Dove does the same, taking position about 10 metres away from each other.

"Ready yourselves."

The Transistor's handle presses into your hand, the bulk of the sword resting on your shoulder. In retrospect, you kinda wish you'd kept that divot from the Initiation, it sat wonderfully on your shoulder back then.

Dove draws his sword; an old pattern of longsword, made back before humans worked steel. You know it isn't, but you almost hope it was work-hardened, rather than oil-quenched. Bending his sword out of shape would be incredibly satisfying.

{Okay, you're not normally this vindictive, even against open racists. What's up?}

… He hurt your friend. Isn't that reason enough?

Your sword goes silent for a moment. Muffled chatter goes on in the background between your AI friends. You don't like being kept out like this, and for once you feel like forcing the issue-

Attitude: 4

You feel an eyelid twitch. It's just enough to force some introspection- yes, this isn't normal, is it? Getting this angry at Dove is one thing, but turning it on your friends?

{Look, we're... we're gonna keep you under surveillance for the moment. Just, call it a hunch?}

Not that you wanted to, but you're too mortified to object anyway.

While that little conversation went on, Dove flicked out the cylinder in the base of the sword- counting out five bullets from a pocket and loading them into the gun, before flicking it closed.

Right, this is- this is prep time. Gods, your head is fuzzy.

Functions loaded?

16 out of 16 MEM units used; current list is… everything but Spin().

Everything but Spin()?

Everything but Spin(). In ascending order of cost: Crash(), Ping(), Freeze(), Spark(), Bounce(), Load(), Jaunt(), and Breach(). We're full up.

{Spin() would probably be a little much for a first fight. Especially if it misses.}

8 seconds of out-of-control Spin() would probably cause an incredible amount of damage. To everything.

{Everything.}

Oh god I'm looking at the simulation now, we are never firing that inside Beacon. Ozpin would harvest your organs to pay for the damages.

"On my mark."

You shake the cotton out of your head and focus on Dove. Dove and his smug little

Perfectly focused face. No smugness, no goading. A mask of perfect neutrality. Glad to know he can take some things seriously.

A klaxon goes off, once, twice, three times-

"Begin!"



Initiative Rolls:

Dove: 1d10 +2 = 5
Jaune: 1d10 +2 = 12

Status:
Aura: 6/6
Injuries: None
Attitude: 4


Action Plan:

Actions available (and the order they will be taken in):
-1 Special Action
-2 Light Attacks OR 1 Heavy Attack OR 1 Assist/Malus, AND 1 Movement Action (Press Forward/Jaunt()/Disengage)

Current Equipment: The Transistor, Zero Hour.

Special Action:

[] Turn()- Take an extra turn, doubling all actions. All Functions besides Jaunt() are locked for 3 turns. Turn() is locked for 6.
[] Yield- Yield the fight, immediately ending hostilities. Walk back with no damage other than your pride.

Light Attacks: Hack-Slash +1, Success Threshold: 2. ½ Weapon Base Damage.

[]Crash(): Destructive analysis. Weak, short-range. 50% chance of causing the Crash status effect (double all damage, raises all Success Thresholds by 1. Lasts 1d3 turns.)
[] Ping(): a rapid-fire stream of energy bullets. (Spray-And-Pray: Dice Threshold lowered by 1 (7->6))
[] Spark(): Launch fast unstable shells that split into explosive particles. (AoE: -1 to Kinetics dodge roll. Can hit multiple targets.)
[] Zero Hour: The bladed edge of your shield isn't just for show. Go for a quick slash or two, test his defences. (Requires Movement Action: Press Forward)

Heavy Attacks: Hack-Slash. Success Threshold: 3. x1.5 Weapon Base Damage.

[] Bounce(): Discharge a ricocheting bolt that jumps from Target to Target. (Homing: can hit multiple targets.)
[] Load(): Form a volatile Packet. Strike Packet to produce a large blast. (Batter Up: Forms a Target that must be attacked to cause damage.)
[] Breach(): Pierce Targets with great force across long distances. (Long-Range: Is capable of hitting most Targets without moving into close-range combat.)
[] Zero Hour: The bladed edge of your shield isn't just for show. Gut him like a Kuchinashi game hen. (Requires Movement Action: Press Forward)

Movement: Kinetics. Success Threshold: 1.

[] Press Forward: Bring yourself into Close-Range with a Target. Negates Disengage actions on successful Kinetics roll.

[] Disengage: Move out of combat with a Target. Regain 1 point of Aura every round out of combat.

[] Jaunt(): Transport User to a nearby location directly ahead. Any enemies in the path travelled have a 50% chance of gaining the Green-Gilled status effect. (Movement Success Thresholds are doubled. Attack Success Thresholds are not. 10% chance of vomiting. This has no strategic advantage, it's just gross, psychologically disheartening, and feeds that vindictive little gremlin in your brain that likes seeing gross things happen to people you don't like.)

Assistance and Hindrances: Stat-Specific. Success Threshold: 2.

Assistance:
[] Analyse Yourself: Reveals hidden status effects or Hindrances. Deal with them, perhaps. (Attitude)
[] Write-In

Hindrances:
[] Analyse The Enemy: you've never seen Dove fight before, so it's time for some on-the-job training. See how he moves- learn how he's going to move. (Learning)
[] Write-In
 
You feel an eyelid twitch. It's just enough to force some introspection- yes, this isn't normal, is it? Getting this angry at Dove is one thing, but turning it on your friends?

{Look, we're... we're gonna keep you under surveillance for the moment. Just, call it a hunch?}
Hmm. I think that Dove (or someone in the audience) has a Semblance that causes tempers to flare. If it's Dove, then it'll be easy to tell, as using his Semblance should cause his Aura to drop, and his Aura is being monitored. If it's someone in the audience... I don't know. Maybe there's still some kind of detection system? There HAVE to have been incidents in the past where someone in the audience used their Semblance to interfere with a spar.
 
...what does that do?
Short version?

Prok gave us a treat from the runner up to the Big First Vote. That runner up was Tengen Toppa Gurren Lagann.

Jaune learned how to code Spiral Power. It is appropriately destructive. As in, non zero chance that if it wasn't entirely self contained in a spinny JoJo ball of death, it'd blow Remnant off axis.

It is a very big gun and no way on Earth do we want to fire it inside any building we like.
 
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Alright. The plan.

Someone is using a Semblance on us. I vote we start off by either figuring it out or outright shutting it down, while also attacking our opponent because he doesn't get to keep momentum.

[X] Plan: Get You a Sword That Can Do Both
- [X] Turn()
- [X] Jaunt()
-- [X] Press Forward
- [X] Crash()
- [X] Spark()
- [X] Jaunt
-- [X] Disengage
- [X] Analyse Yourself

In plain English: Get in, Crash him, Spark him, get out, and figure out who's fucking with our emotions, how, and why. All at Maximum Velocity, and with two 10% chances of making our opponent barf.
 
Right, turn one. Figure out whats going on and stall? Maybe Jaune is just angry, but it seems foolish to fight angry right after being warned of such.
I do not think he can do much in one turn that we can't make up for next turn. I would also not like to Turn() before we need too. Better to have our other functions available for a few turns first at least.

[X] Plan stall:
-[X] Analyse Yourself: Reveals hidden status effects or Hindrances. Deal with them, perhaps. (Attitude)
-[X] Disengage: Move out of combat with a Target. Regain 1 point of Aura every round out of combat.
 
The MMO player in me wants all my cooldowns ticking all the time, and I'll admit it's not always the right move, but I want to start the fight off with style, and Turn() is hella stylish.
 
I can't comment, because I know literally nothing about Grimm Eclipse beyond something something Merlot, something something Mountain Glenn, something something toying with forces beyond human ken in an utterly stunning display of hubris unlikely to be matched by anything short of just igniting the atmosphere with nuclear weapons. I also know that it takes place between volumes 2 and 3, so it's not going to be my problem until I'm 34.
Having recently played Grimm Eclipse because I was curious about the plot, that's really pretty much it. I suppose the only other thing to know is that Ozpin and Merlot are familiar with / know one another and Merlot's voice/attitude is more "classy evil person" than "raving mad scientist". If you want to write it into this quest, you already know enough.
 
[X] Plan stall:
-[X] Analyse Yourself: Reveals hidden status effects or Hindrances. Deal with them, perhaps. (Attitude)
-[X] Disengage: Move out of combat with a Target. Regain 1 point of Aura every round out of combat.


[X] Plan: Know The Field

Getting fancy with Turn() can come later.

This is a tutorial fight, pulling out all the stops on the first round is a bit much. Jaune can probe a bit before the Transistor equivalent of an All-Out Attack.
 
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It is, but it can be stylish next turn.
When is the best time for all our abilities to be locked? After we win the fight.
Better to save it for a finisher (or good as).
 
[X] Plan: Get You a Sword That Can Do Both

I'm a bit lost with so many choices, so I'll just follow an established plan
 
[X] Plan: Runtime eRRor
- [X] Turn()
- [X] Jaunt()
-- [X] Behind Him
- [X] Crash()
- [X] Load()
- [X] Spark()
- [X] Disengage

Apply all the debuffs, then blow a bomb in his face. That means he has hopefully three turns sick on his feet that we can nip at him before we have our functions available to do more damage.
 
Right, then what are we going to do for the next three turns? Try and hit him with our Sword()?
Being bated into burning your super move early sounds exactly the sort of thing getting your opponent angry is supposed to do.
 
Alright, so. There's some math that can be done here, and I'll throw it in some spoiler boxes. What's important is that we kinda want some successes, and failures are to be avoided. In addition, we have to score a 7+ on a die to get a success.
Light Attack(Not Ping): Success Threshold 2, Dice Threshold 7, Dice 4 (3+1)
- Critical Failure = 6.71%
- Failure=6.25%
- Partial Success=34.56%
- Success=26.73%
- Critical Success=25.71%
Light Attack(Ping): Success Threshold 2, Dice Threshold 6, Dice 4 (3+1)
- Critical Failure = 3.69%
- Failure=2.56%
- Partial Success=25.00%
- Success=39.36%
- Critical Success=29.39%

Heavy Attack: Success Threshold 2, Dice Threshold 7, Dice 3
- Critical Failure = 9.01%
- Failure=12.5%
- Partial Success=43.20%
- Success=18.90%
- Critical Success=16.3%

Attitude: Dice Threshold 7, Success Threshold 2, Dice 4
- Critical Failure = 6.71%
- Failure=6.25%
- Partial Success=34.56%
- Success=26.73%
- Critical Success=25.71%

Learning: Dice Threshold 7, Success Threshold 2, Dice 4
- Critical Failure = 6.71%
- Failure=6.25%
- Partial Success=34.56%
- Success=26.73%
- Critical Success=25.71%
Full disclosure first: I never said my plans were good. But I don't feel like pulling out Turn() right now is neccesary, or a good idea.
In the interests of Jaune being a happy debuff gremlin, here's the idea. Learning is probably going to hurt a bit; It's sparring. If we get the chance to do that next turn, it will help illuminate any mysteries uncovered this turn. Next, we have a promise to fulfill. Pinging now could also reveal debuffs on our rolls, but we could also find them out and possibly solve them. To do so, Analyzing ourself is a good idea. Also worth noting any attacks we make have to deal with Dove's Kinetics roll, which could be pretty high. Canon had him fairly acrobatic, but who knows here. We can use Turn() next turn if neccesary. For now, happier debuff gremlin looks for weaknesses.

[X] Plan: Know The Field (Old)
- [X] Analyze Yourself
- [X] Analyze The Enemy

TLDR: 27.49% chance of fully successfully revealing hindrances and learning about Dove, 49.88% chance of having one of them happen fully successfully, 22.6% chance of neither happening fully successfully.
 
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... as much as I *really* want to pull out Turn() and whap him with everything, that definitely is a bit of a Finishing Move sort of dealio and stands a nonzero chance of being turned into an object lesson.

Also, while Jaune acting like this very well could just be us being particularly bloodthirsty thanks to preexisting biases and opinions about the character, the way it was worded in the chapter makes me wonder...

In any case, I suppose that makes my vote:

[] Plan: Know The Field

Edit: vote changed
 
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Whatever we plan, let's not, like, brutalise him in front of the class and Goodwitch while we're suspicious of our mental state. Cleanly thrash him, sure, but nothing unnecessary or having Jaune go nuts or anything.
 
Alright, so. There's some math that can be done here, and I'll throw it in some spoiler boxes. What's important is that we kinda want some successes, and failures are to be avoided. In addition, we have to score a 7+ on a die to get a success.
Light Attack(Not Ping): Success Threshold 2, Dice Threshold 7, Dice 4 (3+1)
- Critical Failure = 6.71%
- Failure=6.25%
- Partial Success=34.56%
- Success=26.73%
- Critical Success=25.71%
Light Attack(Ping): Success Threshold 2, Dice Threshold 6, Dice 4 (3+1)
- Critical Failure = 3.69%
- Failure=2.56%
- Partial Success=25.00%
- Success=39.36%
- Critical Success=29.39%

Heavy Attack: Success Threshold 2, Dice Threshold 7, Dice 3
- Critical Failure = 9.01%
- Failure=12.5%
- Partial Success=43.20%
- Success=18.90%
- Critical Success=16.3%

Attitude: Dice Threshold 7, Success Threshold 2, Dice 4
- Critical Failure = 6.71%
- Failure=6.25%
- Partial Success=34.56%
- Success=26.73%
- Critical Success=25.71%

Learning: Dice Threshold 7, Success Threshold 2, Dice 4
- Critical Failure = 6.71%
- Failure=6.25%
- Partial Success=34.56%
- Success=26.73%
- Critical Success=25.71%
Full disclosure first: I never said my plans were good. But I don't feel like pulling out Turn() right now is neccesary, or a good idea.
In the interests of Jaune being a happy debuff gremlin, here's the idea. Learning is probably going to hurt a bit; It's sparring. If we get the chance to do that next turn, it will help illuminate any mysteries uncovered this turn. Next, we have a promise to fulfill. Pinging now could also reveal debuffs on our rolls, but we could also find them out and possibly solve them. To do so, Analyzing ourself is a good idea. Also worth noting any attacks we make have to deal with Dove's Kinetics roll, which could be pretty high. Canon had him fairly acrobatic, but who knows here. We can use Turn() next turn if neccesary. For now, happier debuff gremlin looks for weaknesses.

[X] Plan: Know The Field
- [X] Analyze Yourself
- [X] Analyze The Enemy

TLDR: 27.49% chance of fully successfully revealing hindrances and learning about Dove, 49.88% chance of having one of them happen fully successfully, 22.6% chance of neither happening fully successfully.
As much as I agree with your analysis, I don't think that plan is possible?
Actions available (and the order they will be taken in):
-1 Special Action
-2 Light Attacks OR 1 Heavy Attack OR 1 Assist/Malus, AND 1 Movement Action (Press Forward/Jaunt()/Disengage)
We can only take one Assist/Malus per turn, and it takes the whole (non movement) turn. I do agree we should [] Analyze The Enemy, maybe next turn?
Two turns of backpedaling and defense, followed by us declaring that we have finished our analysis and demolishing him in one Turn() would be pretty awesome.
 
As much as I agree with your analysis, I don't think that plan is possible?

We can only take one Assist/Malus per turn, and it takes the whole (non movement) turn. I do agree we should [] Analyze The Enemy, maybe next turn?
Two turns of backpedaling and defense, followed by us declaring that we have finished our analysis and demolishing him in one Turn() would be pretty awesome.
Fair point; I had misread and thought that Assist/Malus was a Light action. How does this look?

[X] Plan: Know The Field
- [X] Analyze Yourself
- [X] Jaunt()

Analyze Jaune this turn, Jaunt() to possibly debuff Dove's movement and keep Jaune moving (it's not like Jaunt() is some kind of secret for him)?
As for finishing the fight on turn 3... I mean, it's quite possible. We'll have to seen how well Dove can do various things.
 
[X] Yield- Yield the fight, immediately ending hostilities. Walk back with no damage other than your pride.

Hm. I don't expect this will be a very popular vote, but I think it's the best one. When you're reasonably suspicious you're getting mind whammied, do not enter combat in the first place.
 
[X] Plan: Get You a Sword That Can Do Both

Dove is probably the source of the anger, because otherwise I am pretty sure he lacks a visible semblance in canon. To the point I am not sure he has one in source beyond being friends with Cardin. Who I suspect his semblance is either a booster for the dust in his mace, or a simple straight damage reflection for fire to justify the effective fire bomb he has stuck on a club.
 
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