Ostentum (Magic Knight Errant Quest)

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You stifle a sneeze, holding it back with a shudder. The frigid air is getting to you; it's been...
Journey

GonnaSneeze

Ah...Aaaahh...AAAHHHH...
Location
Earth
You stifle a sneeze, holding it back with a shudder. The frigid air is getting to you; it's been some time since you've seen your warm home. You shiver and adjust yourself atop your horse as it plods along. Ah, the old fireplace...

But! You can't be feeling homesick already. You're hardly three weeks into your journey. You've got much longer to go!

...Your journey, huh?

You've always worked toward this. You may be a noble, but your family has a proud history of outstanding military service. You could say you belong to a family of high born warriors. Your father is a respected member of the king's Iron Guard; just like both of his parents were. As an only child, it's natural you'd be keeping up the tradition.

Mostly, anyways. You never aspired to join the Iron Guard. Since your youth you've been preparing to become a fearsome Rune Fencer.

Your homeland of Kr'jora is well known for its history in magic. It was the birthplace of many of the world's most powerful users of magic! Apparently they were the first ones to start the country's colleges of magic, which have become pretty famous as well. The heavy prevalence of magic users in your country eventually lead it to boast the most magically powerful military in the world!

But a country can't have a military comprised solely of magic casters, so lots of focus goes into maintaining a stable fighting force beyond simple magic casters. One such result was the famous Rune Fencers. Supposedly founded by the country's General of Magic of the time, the Rune Fencers only became an official 'class' of soldiers a few generations ago, and they've grown rapidly. They're armored fighters who practice both melee and magic. Awesome combatants, training both mind and body relentlessly!

Ahem. You, too, have been training for this role. You were enamored by magic from a young age - it's magic, after all!

So, your father has been training you in combat; the sword, the spear, maces and flails - you didn't like the flails - as well as horse riding, as your current steed attests. Your extra time was spent learning magic with a few instructors, friends of your father. So, on top of thorough skill with a blade, you're also proficient with magic, specializing in…

[] Offensive ranged magic. (Magic abilities effective at range, both for single targets or groups, but is rather dangerous or ineffectual in close or even mid range. Magic is mostly moderate to high costs.)

[] Supportive and defensive magic. (Magic that can improve yours and others' abilities, protective magic, and limited healing abilities. Magic costs are mostly moderate.)

[] Close range offensive magic. (Magic that doesn't reach very far, if it reaches at all. Mostly channeled through your body or into your weapon. Magic costs are low to moderate.)

And, uh, by the way, you're a...

[] Man

[] Woman

(No effect on abilities)


Up to this point, you've dutifully trained, proving your strength. Now with your ascendence to adulthood, you've only got one thing left to do: this journey.

There isn't really a straightforward objective to it, per se. The idea is to journey in search of adventure to prove your merit! Something to show your virtue! Your father's tale, which he shared before you left, was inspiring! His exploits saved an entire town, hundreds of people, singlehanded! You have a lot to live up to.

So, you're likely to be at it for a while. After all, one or two deeds probably won't be enough. And anyways, it's not like adventures will just fall into your lap, right?

Still heading steadily down the road, you notice something just ahead. Some kind of commotion, it seems.



Yo, who's ready for a really good quest? Yeah me neither!


Now with the self deprecation out of the way, I'll introduce the quest. It's based on a fantasy/mystery project a pal and I were writing a couple of years ago that never got finished. I wanted to do something with the setting, characters, events and etc., and here we are: A quest on SV that I've just gone and made because the idea was driving me nuts. We'll just have to see how long it lasts to see if it should've been done or not.

The primary differences between the old project and this quest is the inclusion of RPG elements, and the fact that obviously the story won't be straightforward anymore with the protagonist now being a PC and making choices based on votes. But there will be a story, regardless of the path you take to it, and your choices will affect it. This OP is just introductory so I can establish the main character and the two customization votes.

So now, a (hopefully) grand adventure waits! After I make the reserve posts.
 
THE MECHANICS POST

Combat mechanics are going to be very simple; I've pretty much stolen some aspects from a couple of game systems to get something that was light on crunch. It's so simple in fact that I probably won't show rolls, just the results.

HP: Hit points. Should be self explanatory. Everyone has a base that's increased based on equipment. Restored by healing magic, regular treatment, or rest. Both treatment and rest take time, obviously, so you cannot do either during a fight. Rest also doesn't help much if you're still wounded. 0 isn't death, just incapacitation.

MP: Mind points, my random pick-a-name title for what is effectively your 'mana'. It's used to cast magic. The refill over time is fairly slow, can be restored with certain elixirs or ground herbs. Magic can still be used with insufficient MP, but this has negative effects on the user; combat-wise this can mean self-damage, debuffs, and you could even knock yourself out if you do it way too much. Maximum MP can increase through magical study and practice.

Evasion/Accuracy: Also very simple. Chance that an attack hits or misses. (Attack accuracy) - (target's evasion) = % chance to hit.

Protections: Reduces damage taken, slightly. Base is determined by armor.

Critical: Triples damage done.

Currency is silver coins because creativity.
It's kinda simple. Currently Lethis has four options in combat (those options might increase, though...)

1) Attack. Just attack with the weapon you have equipped. Pretty simple. Can be used in tandem with 3.

2) Guard. Guarding your allies, pretty much. If you guard, you'll gain 20% extra protection and take damage in place of all allies. If you guard, it's your only action that turn.

3) Magical ability. You pick magic you want to use, and use it on a target of choice. You can combo an attack and a magic attack together on the same round. Certain magic can be activated without using a turn at all.

4) Flee. The ultimate secret technique, running away.

Unfortunately, combat is hectic and discussing a detailed battle plan isn't viable if you're already in a fight, so characters other than Lethis act at their own discretion. Even so, with the power of the write-in, Lethis can probably bark simple instructions to her allies. What actions they can take vary between individuals, as some actions are unique (Lethis' guard is unique to her, for example).
 
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THE CHARACTER(s) POST

The Player Character

The protagonist. In training to become a knight and serve as a rune fencer. She's strong willed, loyal and responsible, and has utmost respect for authority. However, she's highly stubborn to the point of being obstinate, and she's perhaps a bit judgmental.

Name: Lethis Writham
Sex: Female
Age: 19

Statistic overview
Base HP: 25
Base MP: 51
Base evasion: 20

Your currently equipped armor and weapons, and any others you have packed away.

Clothing/Armor

Worn
  • Gambeson (+1HP, 2% protection)
  • Mail hauberk (+3HP, 5% protection)
  • Breeches
  • Metal gauntlets (+1HP, 3% protection)
  • Boots
  • Steel pauldrons (+2HP, 3% protection)
  • Steel cuirass (+5HP, 12% protection)
(Current protections: 25%)


Weapons

Carried
  • Longsword
    • Damage: 12 +/- 4
    • Accuracy: 90
    • Critical chance: 2%
  • Dagger
    • Damage: 6 +/- 2
    • Accuracy: 110
    • Critical chance: 8%
Packed
  • Shortsword
    • Damage: 9 +/- 2
    • Accuracy: 95
    • Critical chance: 5%
These are effectively passive abilities that will activate either with a proc chance or under certain circumstances. Lethis will acquire more as she overcomes more trials, and existing ones may improve over time.

Magic Knight in training: You can attack and use an attack magic together on the same turn.

Firm Will: Sheer will emboldens you in the face of pain and adversity. When health is under half, gain 25% extra protection.

Knight's Skill: Your ability in a duel is admirable. In a 1:1 confrontation, accuracy increases by 10, and you gain 5% extra crit chance.
A list of your magic skills.

Flare Edge: Imbue your weapon with the energy of fire. Adds 2-3 to all attack damage. 5MP to activate, lasts 3 attacks, can be activated without using turn.

Spark Edge: Imbue your weapon with the energy of lightning. Doubles damage variance (e.g. +/- 4 becomes +/- 8), doubles crit chance, reduces accuracy by 20. 7MP to activate, lasts 3 attacks, can be activated without using turn.

Phantom Edge: Summon an ethereal copy of your weapon to follow your strikes. Causes double attack. 14MP to activate, lasts 2 attacks, can be activated without using turn.

Energy Wave: Fling forward a short wave of magical energy with a swing of your weapon. Ranged. Deals 10 damage, for 10MP. Unaffected by Edge buffs. 80 Accuracy.

Exploding Fist: Gather unstable magical energy into your palm and strike your target with it. Deals 2-15 damage, for 10MP. Can crit, with a 17% chance.

Null Body: Take the emptiness of the void into your body. Extra magical effects, including buffs, debuffs, abnormal statuses caused by magic, and healing cannot be applied to you; previously applied effects will remain for their original duration. Certain magical attacks will have reduced effectiveness when used either against you or by you. Uses 2MP every round it remains active, can be activated without using turn.

Other items:
  • 1 basic mind elixir
  • Box of bandages, salves and herbs
  • A book of magical study
  • 481 silver



Other Characters

A young son to Kr'jora's king, a prince by birth and a member of the royal family that Lethis' own family serves. Despite his noble birth, he seems to have trouble talking to people. His ability in magic is exemplary, to the point that calling it a natural talent is an understatement. Often confused for a young maiden.

Name: Prince Ancillas of Kr'jora
Sex: Male
Age: 13

Statistic overview
Base HP: 16
Base MP: 583
Base evasion: 35

A mercenary swordswoman. Poor and unassuming, but polite and reliable. Born in a poor village with a large family, she left home to make money and became a mercenary on a whim.

Name: Cortaine
Sex: Female
Age: 17

Statistic overview
Base HP: 22
Base MP: 0
Base evasion: 15

An eccentric found alone in the forest. Her breadth of knowledge and refined manner of speech indicate her being a well educated academic, yet she somehow seems a bit empty headed. She uses a cloth bearing the symbol of a rune fencer for a ribbon, an apparent memento of someone close to her who died long ago. Secretive about her age. Her eyes seem blank, even when smiling.

Name: Nima
Sex: Female
Age: ???

An enigmatic woman of whom almost nothing is known. Exhibits complete heterochromia and suspicious behavior. Her temperament seems a bit erratic.

Name: Idunna
Sex: Female
Age: ???

Statistic overview
Base HP: 20
Base MP: 157
Base evasion: 10

The name of your steed. A powerful war horse of medium weight. Trusted companion.
 
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And a third because why not, have fun voting
(I dunno this is just in case)
 
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[x] Close range offensive magic. (Magic that doesn't reach very far, if it reaches at all. Mostly channeled through your body or into your weapon. Magic costs are low to moderate.)
[x] Woman
 
[X] Close range offensive magic.
[X] Woman

ATTACK ATTACK ATTACK

Close-Range Berzerker, because why not? Melee Experts are always fun to watch.
 
Close range magic is also cheap, so its more spammable than its counterparts.
 
[X] Close range offensive magic.
[X] Woman
 
[X] Close range offensive magic.
[X] Woman

...Can we make this character the mythical straight SV protagonist? Just for variety along with Red Soul Kyoko? :V
 
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[X] Close range offensive magic. (Magic that doesn't reach very far, if it reaches at all. Mostly channeled through your body or into your weapon. Magic costs are low to moderate.)
[X] Man
 
[X] Offensive ranged magic. (Magic abilities effective at range, both for single targets or groups, but is rather dangerous or ineffectual in close or even mid range. Magic is mostly moderate to high costs.)
[X] Woman

Bah, for melee we have stabby things.
Artillery ho~
 
[X] Offensive ranged magic. (Magic abilities effective at range, both for single targets or groups, but is rather dangerous or ineffectual in close or even mid range. Magic is mostly moderate to high costs.)
[X] Woman
 
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