Quest Idea Thread

Kung Fu Cult Dynasty Quest

This is the Land of Jade and Silk. Here, the Emperor of the Han rules over the great kingdom, as they have for generations past. Here, the land is peaceful. Calm. Here is a time of stasis, as peasants and nobles do much the same as their ancestors did…

Or is it?

The Emperor has grown weak. Court bureaucrats and noble courtiers conspire in the imperial palace for their own advantage, and the burden upon the population grows greater each year as ruinous taxes are demanded in order to finance the grand projects the Emperor's advisors have convinced him to begin. Bandits once again roam the countryside, and the imperial army has grown weak and indolent, conducting minimal patrols and being far too lazy to chase the the brigands back to their lairs.

This is a time of opportunities. This is a time when nobles eye their neighbors for weakness, when cities relearn the virtues of high walls, when peasant unrest drags their lords from their beds and sets their manors aflame.

For the first time in a hundred generations, things are changing. Life is no longer a certainty of the same things, day in and day out. The Mandate of Heaven is wearing thin, and who knows how fair a smart, skilled, competent, and ambitious man could rise?

But you are no noble, greedily grasping the land. You are no imperial magistrate, stealing scraps of power from the imperial court, or sly advisor, whispering poison into the ears of the powerful.

Because you know Kung Fu!

And you even have your own cult…

Yes, few good things get said about Kung Fu Cults, but you're still the leader of one.

In these troubled times, who knows what opportunities chance may direct into your grasp? Or what troubles may beset you? Either way, you're going to have to deal with them.

And probably do more than your fair share of Kung Fu Fighting too.

But first, before we can get on with kicking people so hard they fly into the sky and leave a little twinkling dot behind, we'll have to answer a few useful questions.

For example… Just who are you, anyway?
[ ] Fate-Chosen Heir
You are the heir chosen by the gods and fate itself. Your Kung Fu Cult followed the signs across the lands until they found you, whereupon they swore their eternal servitude. You are yet young, and have little time to learn the secrets of Kung Fu, but your cult is loyal and you have shown astounding potential, silencing naysayers.

(6 Style Points, 12 Cult Points, and choose 5 allies. You must take at least one disadvantage.)

[ ] Young Prodigy
You are a young prodigy, found and chosen by the former master of the cult only a few years ago. While your youth and relative inexperience has some in the cult doubtful about your leadership, your ability to Kung Fu people in the face is undoubted by all.

(9 Style Points, 9 Cult Points, and choose 5 allies. You must take at least one disadvantage.)

[ ] The Chosen Successor
You are the chosen heir of the cult, trained from a young age in all the many secrets of Kung Fu. Your fists are furious, your rivals are cowed into submission, and your cult stands behind you. Now that your master has gone on to the next great adventure, you have entered into the springtime of your reign. Unfortunately, your cult has hit upon hard times.

(12 Style Points, 6 Cult Points, and choose 5 allies. You must take at least one disadvantage.)

And of course, perhaps most importantly, what kinds of Kung Fu do you know?
Here is where you spend style points to earn mastery of Kung Fu. You may spend up to four points in a single style. You must have at least one style at rating three or higher, unless you are the Fate-Chosen Heir, in which case you must have at least one style at rating two or higher. Four points is the maximum you can spend on a style during character generation.

One dot is equivalent to 'I've dabbled in the style and know the basics. Two dots is 'I possess a solid grounding in the style, and am competent in its practice'. Three dots equals 'I am a senior practitioner of this style, and only masters are more skilled than me in its practice'. Four dots is what is widely considered to be mastery of the style.

[ ] Weapon Expertise (Blank)
To be a weapon expert is not, precisely, to know Kung Fu, but it tends to be useful anyway. Weapon Expertise is the fundamental knowledge of how to use a weapon outside the mandate of Styles, used most commonly by soldiers, bandits, and other such folk with the need to fight and the lack of years to learn Kung Fu. It maxes out at Two Dots, for beyond that you have left normal skill with a weapon and started designing a new style. While less directly powerful than a Kung Fu style do to its lack of specialization, Weapon Expertise is also far more flexible from that same lack of specialization, and can be safely utilized in public without revealing to any interested watchers your skill in Kung Fu. It's also the only way to learn how to use weapons Kung Fu doesn't have anything to do with. Like bows.

[ ] Tyrant's Sword Style
The sword is the king of all weapons, and you are the king of all swords. This style doesn't know the word subtle, but tends to utterly dominate any blade using foe, or ill trained rabble, you might run into. Against other weapons it is less useful.

[ ] Raging Tiger Style
The raging power of the tiger has entered your spirit, and allows you to rend flesh and crush bone with your hands alone. This highly aggressive relies on powerful pounces and rapid flurries to rip foes apart, but is less well suited for husbanding your stamina in a long fight. Still, with the sheer power it commands, ideally you will never face a long fight.

[ ] Cauldron of Envy Style
The power of the Cauldron of Envy is the power of negative emotion. It allows a practitioner to channel the hatred, pain, and anger of both themselves and other combatants into their sedate looking open palm style. The more grievances and dark passions combatants have, the greater its power waxes, but a fighter with no unresolved issues is this style's bane.

[ ] Raging Furnace Style
Using one's body to cultivate a furnace of Yang energy, practitioners become highly resistant to the powers of cold, as well as being able to add the force of heat and passion to their attacks, leaving enemies with strange burns and horrible fevers.

[ ] Glacial Messiah Style
Using one's body to cultivate a pressure cooker of Yin energy, practitioners become uncannily resistant to the powers of cold, as well as being able to add the power of utter cold to their strikes, inflicting unnatural lethargy and hypothermia on their foes.

[ ] Vengeful Cobra Style
Meditating on the motions of snakes, users of this style gain an unworldly agility and flexibility of motion. They focus on avoiding harm through dodging enemy assaults, and lethal counterattacks. While deadly, this reactive focus does not lend itself to short fights.

[ ] Unbreakable Monolith Style
Rooting a practitioner to the stone beneath their feat, users of this style are famous for their unpierceable defenses. Utilizing long polearms, practitioners ward away all attacks with the whirling length of their weapon, and those who would penetrate that defense are often punished with crushing blows. But without firm footing, this style is less than useful, and to move is to forsake one's footing.

[ ] Shadow Typhoon Style
The result of interaction with a type of covert warrior native to an island across the sea, this style focuses on stealth, misdirection, and ambush. People claim that masters of this style can stand in the middle of a crowd and be noticed by none. However, for all its lethalness, the style is less than impressive in open combat.

[ ] Oncoming Monsoon Style
Emulating the power of a raging storm, a user's Ki transforms into waves of physical force. Practitioners can create gales with the wave of a fortified fan or other suitable, and others can feel the pressure steaming off them with their moods. Not for use by those with less than large reserves of energy.

[ ] Myriad Directions Style
This specialised style occupies itself with meditation on the nature of momentum, and on how one can manipulate it. Users can do things such as transferring their velocity into other objects to stop on a dime, or redirecting enemy attacks into their own allies, but the main weakness of this school is its inability to alter flows of Ki.

[ ] Kaleidoscope of Eternity Style
Disciples of this style progress into the strange depths of mastery of time. Users can do such strange feats as 'putting off' taking a wound until later (preferably when they have a medical kit out), causing their blows to have the power of past and future strikes, accelerating their own time stream to move at outrageous speeds, and more. But beware the fate of those who venture too deeply into the horrible labyrinth of paradox...

[ ] Pearl Heaven Dreamer Style
An ancient style, said to have been taught to mankind by the gods themselves, this art is actually not very useful against other Kung Fu Fighters. This is not a flaw in the art, but a side effect of its focus. For the chosen enemy of masters of this style are not humans, but evil spirits and foul ghosts. Users find themselves protected from such evil creature's power, and well equipped to send them on to their final end.

[ ] Fairy Sleeve Style
With every demure and proper gesture, a dozen deadly projectiles leave your sleeve. This style was not born in the battlefield, but within the imperial courts themselves. There, it is a remarkably deadly style that combines grace and stealth with lethalness, all without the practitioner making a single crude gesture. Of course, on the field of war the art finds itself holding somewhat less of a dominating position.

[ ] Howling Devil Dog Style
This style was designed for use in the close press of boarding combat by imperial marines. Users focus and store their energies, awaiting the time to release their bound power in a single frenzy of furious destruction. Within this state, they can shatter walls and flesh with the shockwaves their fists leave behind, and even throw lightning resulting from the temporary imbalance of their energy. But when the tide of power wanes, users find themselves greatly weakened.

[ ] Crane and Spider Style
Any user of Kung Fu can run across the rooftops or up a wall. Users of this style can cling gracefully to ceilings, stride up stairs made of falling petals, and run across a placid lake without leaving a single ripple. However, when confined within close quarters, the legendary maneuverability of this style is less than useful.

[ ] Faceless Cosmos Style
Raising a shroud over their Ki, users of this style hide the fact they are the source of their blows and separate themselves from the universe itself. While exceedingly stealthy, allowing masters to stride through the world akin to a ghost, this style's main drawback is that the separation of self and universe also prevents most known defensive techniques from being usable.

[ ] Sublime Force Style
Infusing objects with your Ki, users of this style impart their actions with incredible force. Put a leaf through a tree, counter a sword with a slender branch, or flick a throwing dart through solid plate armor. Sadly, this style only works on inanimate objects.

[ ] Jade Sentinel Style
An ancient demon hunting style, adepts of this school practice arts designed to let them fight enemies bigger, stronger, tougher, and altogether greater than themselves. While a user is a deadly foe versus dark dragons and foul oni, they are less practiced against enemies with equal capabilities to themselves.

[ ] Thousand Slayer Style
It is said that a man who kills a thousand demons will become a demon themselves. Whether or not this is true, it is commonly agreed that those who practice the Thousand Slayer Style become akin to demons themselves. Forsaking subtle arts, a Thousand Slayer's every motion is dedicated towards only one end. Death. While this makes them a supremely lethal foe to face, their defenses are known to be… lackluster.

[ ] Imperial Dragon Style
Until recently associated only with the Imperial Family, this style was said to have been taught to its original students by a dragon. While the truth of this has long been lost, it does teach its practitioners how to harden their skin as if it was made from dragon scale, strike with the power of a dragon's limb, and even allow masters to breath fire! While powerful, this style does not include the use of weapons and other tools within its secrets. After all, a dragon needs no swords.

[ ] Ever Thirsting Void Style
A school focused on the all consuming hunger born in the darkness between the stars, users of this style are infamous for their ability to sap away the energy of others, devouring their enemies' precious Ki and rendering their Kung Fu impotent. Almost as impressive is a master's ability to warp space and gravity with the eternal hunger they bear, physically pulling people or objects to them.

[ ] Cauldron of Creation Style
This meditative school teaches practitioners to be one with the world around them, walking in harmony with nature. While poetic, this has very real results in allowing a student of this style to rapidly absorb natural energy to refill their own reserves and granting practitioners an unmatched sense for danger. It is said that masters can even call upon the power of creation to back their strikes, and become as hard as the mountains themselves. However, for any true use of this style, one must keep to the right mindset and maintain their internal balance.

Surely you are not the only interesting individual within your Kung Fu Cult. What sort of allies and fellow travelers must you deal with?
This is where you spend your Ally Points. Each Ally Point allows for the selection of a single ally to join your cult.

[ ] Loyal Rival
The Loyal Rival possesses Kung Fu almost as good as yours, and is utterly devoted to the cult. He or she is not convinced you are the best leader the cult could have, but you can trust that the rival will never betray the cult. And his Kung Fu is almost as good as yours...

[ ] Childhood Friend
An acquaintance that followed you into the cult, the Childhood Friend has unquestionable loyalty and will believe in your good nature until you descend to the state of public saturday morning cartoon level villainy. Possesses an outside perspective that might prove useful, but has little training and experience with Kung Fu.

[ ] Ritual Attendant
An indentured maidservant who came with the position, the Ritual Attendant is sheltered and eccentric, as well as having no talent for Kung Fu, but possesses an encyclopedic knowledge of the cult you are supposed to lead. As long as you act as the destined leader she imagined, her loyalty will be unshakable.

[ ] Lone Survivor
Once part of another Kung Fu cult, this individual is the last survivor of that organization after their enemies tore them apart. He possesses noticeable Kung Fu skills foreign to your cult, and is skilled with wilderness survival. As long as you keep him safe from his enemies, he can be counted on to be loyal to the cult.

[ ] Bandit Chief
This wandering bandit has been taught the basics of Kung Fu in exchange for doing some 'favors' for your cult. While mercenary, his connections can be quite useful and some of the goods he offers to sell are interesting and hard to get.

[ ] Wandering Master
A wandering master who believes he has been guided by the spirits to aid your Kung Fu Cult, his skills are unquestionable and he possess vast stores of trivia from his decades wandering, but he is more loyal to the spirits then you.

[ ] Rogue Assassin
A shy willowy handmaiden who found employment in your cult because she seemed harmless enough. What no one else needs to know is her amazing fleet-footedness, her genius with razor wire, and on how a few of the more interesting imperial agencies would like her dead. If her true identity gets out, be prepared for trouble, but you can be assured of her loyalty unless you betray her to her enemies.

[ ] Exiled Advisor
Once this man advised nobles and eunuchs in the imperial court itself. And then his rivals fouled his good name, stole his good ideas, and drove him in disgrace from the center of high society. He may still be holding a grudge, but his knowledge of formalities, the imperial court, court intrigue, and stewardship are immense, and as long as you can host him in even a shadow of his former luxury he will serve the cult well.

[ ] Sage of the Forbidden
This wandering sage has progressed far into matters and lore generally forbidden for mortals to inquire into. His skills and knowledge have risen more than his sanity has suffered, and he knows many secrets long lost to civilized land. Just keep him away from imperial scholars.

[ ] Itinerant Miko
A priestess of foreign lands, a long tale of woe resulted in her wandering penniless through your cult's lands, where, once her talents were identified, she soon found a new home. While foreign, and therefore looked on with suspicion by some, her knowledge and skills for spiritual matters are both broad and practical. As well as including things that the Monks of this land really prefer not to let out of their own hands.

[ ] Dispossessed Noble
This noble has survived his families fall into disgrace, and the taking of his family lands by their rivals, but not by much. Nursing a great grudge, his skills with sword, horse, spear, lance, and bow are respectable, and he is a far better commander of men than anyone else in your cult. As long as you are willing to offer him revenge against those that destroyed his family, he will serve the cult with loyalty.

[ ] Bloodthirst Swordsman
This warrior lives only for blood on his blade. His skills are as vast as his temper is short, and his reputation speaks true about the blood that follows in his wake. As long as you can promise him strong foes, he will stick with your cult, and for all the trouble he can cause, his skills are truly deadly.

Speaking of your cult, what kind of cult do you lead, and what sort of resources and followers does it command?
(Spend Cult points here to make your cult better. The more points you spend on things the better they are.)

[ ] Fortified Lair
How well defended is your Kung Fu Cult Lair? Does it have wooden walls some wandering avenger can drop kick right on through in his desire to Kung Fu Kick you in the head? Or is it a maze of stone corridors and hidden doors that could swallow an army? The more points spent on this, the better prepared you are for someone breaking into your house and trying to punch you in the face.

[ ] Hidden Lair
Your Cult Lair may be well defended (or not), but is it well hidden? Or is it a dramatic mountaintop fortress that overlooks the land for miles around and attracts the interested eye of the local magistrate? The more points put into this, the better disguised your cult headquarters is.

[ ] Hideouts
Vast and elaborate lairs are all well and good, but what about hideouts? When things go wrong, it's nice to have some hidden hideouts scattered across the land to regroup in, and they're often useful for other projects you don't want your enemies getting a good look at as well.

[ ] Farmland
Food. Food is good. You know what else is good? Not having to buy food. With this perk, your Cult not only has its own batch of farmland, but it has the tenant farmers to, well, farm them. The more points put into this, the more farmland, and the more surplus food, you control. Protects you from famine and even gives some income, what's not to like?

[ ] Secret Garden
Farms are all well and good, but sometimes you want some secret Kung Fu herbal remedies, dire poisons, and strange alchemical creations. And frankly, it can be really expensive buying the ingredients to those things. Far better to farm them for yourself. The more points put into this the more, and more elaborate and advanced, secret kung fu herb gardens your cult cultivates and controls. Besides earning you money, the products can be useful for all sorts of things...

[ ] Taxpayers
Money. Money is good. Now, one can go down and be a merchant to get money, but the imperial ministries have come up with a clever invention they call taxes. Maybe if you got a few villages or even a town or two, you could collect some yourself? For each point spent in this, the more communities de facto accept your right to collect taxes from them.

[ ] Profitable Resource
Perhaps this is a small iron mine, hidden up in the mountains. Or maybe it is the only inn for ten miles in each direction on the nearest crossing. Or even a garden full of silkworms. Whatever it is, it draws a nice profit every year. While Profitable Resources grant less income then controlling a taxbase, they give more money then farmlands or secret gardens, and they're also harder to disrupt or remove from your control then taxpayers or farmland. Each point spent in this is either a new resource or an expansion of a previously bought resource.

[ ] Illegal Income
Do you back gangs of bandits that prowl the countryside? Perhaps you run a blackmail ring, or rent your secret mountain passages to a smugglers society. Whatever it is, it gives you a large bit of money every season… and will get you into a large bit of trouble if anyone ever finds proof you are behind it.

[ ] Style Utilization (Style)
Generally speaking, Kung Fu Cult minions are only so-so at actually using Kung Fu. After all, if they were any better, they'd be a someone, not a flunky. Not so in your cult! Your minions actually have some glimmers of greater knowledge.For each point spent on this, a Style must be selected from the style listing, and the general minions of the cult will gain some advanced knowledge of that style.

[ ] Hidden Lore (Style)
While normally Kung Fu knowledge is passed down only from teacher to eager student, your cult maintains a secret stash of scrolls, books, and specialized training tools for the purposes of allowing someone to learn about a style without needing to find a teacher in it first. Each point spent on this perk must have a selected style from the style listing, and provides resources to learn said style up to the ranking of however many points were spent on it without needing lots of experimentation or finding a teacher.

[ ] Experts
Usually, Kung Fu Cults are focused on Kung Fu, but your cult maintains some specialists in other forms of knowledge as well. Each point spent on this provides a limited amount of experts in some field of study, from engineering to gardening to weapon forging to trading, that will loyally serve the cult.

[ ] Informers
In order to keep an eye out for wandering Shaolin monks and other threats to your cult, a network of loyal informers has been created throughout the surrounding area. Each point in this perk provides either more or better spies in the service of your cult.

[ ] Backers
Your cult is lucky enough to have some rich and influential backers supporting it. They will supply funding and support you in other ways, but in return they expect that the cult will repay them with Kung Fu services. Each point in this perk is either an additional backer or an upgrade in power of a preexisting backer.

[ ] Tame Nobles
Nobles can be very troublesome, with all those questions about why the local towns are paying taxes to some temple up in the mountains instead of them, the ability to call up armies to lay siege to isolated temples, and generally being richer and more respected then you are. It's a good thing your cult has made an effort to seduce some of the local nobles to its services, either through bribes, blackmail, or other ways. Sometimes nobles even show enough promise to be given a few interesting lessons. Points spent on this perk can be used to gain more nobles loyal to the cult, increase said nobles ranking and power, or to reinforce their loyalty (or at least how much blackmail you have on them).

[ ] Good Reputation
Normally Kung Fu Cults are viewed with a fair amount of doubt and trepidation by the local peasants. Not your cult though! For some reason the serfs tend to actually like your cult. Points spent on this perk increase your good relationship with the local peasantry.

[ ] More Minions
Most Kung Fu Cults have minions. Your Kung Fu Cult has lots and lots of minions. And I mean lots. Where in the worlds are you getting that many? Each point spent on this perk increases the size of your cult.

[ ] Veteran Mooks
Generally speaking, Kung Fu Mooks tend to be… well, kinda mockable. Not your cult's minions though! They've been around the block a few times. Besides having additional skill in actual Kung Fu, they've had a few concepts such as 'Team Work' rammed into their heads.

[ ] Enforcers
Generally every cult has a few individuals who stand out from the crowd of general flunkies but can't quite make it to full fledge Kung Fu Warrior status. Most people refer to these people as the 'Quirky Miniboss Squad'. Each point spent on this perk gives your cult one additional enforcer class minion.

[ ] Militia
Kung Fu is all grand and great and all, but sometimes being able to hit someone with an actual army also has its appeal. Luckily for you, your cult maintains a Kung Fu-less Militia among its tax paying and general peasantry population! While these people are usually even more inefficient then a normal Kung Fu Minion, they come in gobs and gobs, and can be safely used without revealing the presence of Kung Fu skills. Each point spent on this perk gives around five hundred militia in your service. You can not spent more points in this then your combined total of points spent in Taxpayers, Backers, and Tame Nobles.

Granted, this wouldn't be much of a Kung Fu Cult if you and it didn't have any enemies, rivals, or other such disadvantages. What kind do you have? (You must take at least one of these, as noted in character selection. You can take more then one, but three is the max. And really, with three of these chosen, you'll have more then enough trouble waiting for you anyway.)
[ ] Exiled Rival
Unfortunately for you, your cult had a fellow warrior almost as skilled as you in Kung Fu who objected to your leadership. While he has been driven out of your cult by your superior ability at Kung Fu Fighting, he has not given up on his ambition. (Gain +2 Style Points and a nasty rival looking to take you down.)

[ ] Rival Cult
For as long as your Cult has recorded its history, they have had an enemy. An opposite across the field, a foe that stands as their mirror image. Basically, you have a rival cult with a grudge, looking to take advantage of your inexperience at leading a Kung Fu Cult. (Gain +2 Cult Points and an enemy cult.)

[ ] The Avenger
If this was a normal quest you'd probably be this guy. Your master killed his master and he's out for righteous vengeance upon your head. (Gain +1 Ally and a protagonist out for your head.)

[ ] Roving Monks
Several meddling Shaolin Initiates have decided that your cult is unrighteous and have set out to bring the boot of justice down upon your head. Better keep an eye out. (Gain +2 Cult Points, +2 Style Points, and a few martial arts action movie heroes out to boot you in the head.)

[ ] Life Debt
Long ago, someone saved your life. Or your master's life. Or maybe your master's master's life. Whatever the story, you owe someone a life debt, either your own or passed down to you. Someday, someone is going to come calling to collect, and then things are going to get interesting. (Gain +2 Cult Points, +2 Style Points, +1 Ally, and a dangling plot hook.)

[ ] By the Gunsmoke
From across the seas, the strangers have come, seeking riches and fortune as much as any other man. While they lack the wisdom of Kung Fu, they have strange and exotic arts of their own, and wouldn't mind setting down some permanent stakes in these troubled times. (Gain +2 Cult Points, +2 Style Points, +1 Ally, and some rivals who like playing around with this strange black colored powder.)

[ ] Meddling Magistrate
A new Magistrate has been assigned to your province for whatever reason, and he is actively looking into everything now under his authority. This could be trouble, considering you haven't payed a single years of taxes since the cult was founded. (Gain +4 Cult Points and the interested eyes of the tax collectors/police.)

[ ] Forsaken Reputation
For whatever reason, people don't like your cult. They really really don't like your cult. And a lot of the other cults consider you a special kind of scum as well. (Gain +4 Style points and a long term penalty on anything that involved people getting along with your cult.)

[ ] Divine Disfavor
The eyes of heaven are upon your cult, and they are displeased. Trouble and calamity will beset you until you have earned the forgiveness of the gods for your sins. In other words, you're kinda screwed. (Gain +4 Style Points, +4 Cult Points, and some really bad luck.)

[ ] The Cartel
In these troubled times, wickedness and banditry have spread like the plague. And in the shadows, whispers of a greater organization have come. Under the power of the King of Crime, the Cartel has formed. And for reasons of its own, the biggest criminal organization in the land has decided that your cult needs to go. (Gain +4 Style Points, +4 Cult Points, and a whole lot of trouble about to land on your head.)

[ ] The Double Agent
Your cult has waxed mightily, but that brings troubles of its own. One of those you most trust has betrayed you, serving a different master and in truth seeking only your destruction. (Gain +8 Cult Points, +1 Ally and a traitor waiting to backstab you when it'll hurt the most.)

[ ] Shaolin Showdown
In these troubled times, even the masters of the Shaolin Temple must sometimes walk forth into the land and fight against wickedness. Sadly for you, one such master has chosen your cult as the wickedness he seeks to fight. Better get ready for a Shaolin Showdown. (Gain +6 Style Points, +6 Cult Points, +1 Ally, and a Shaolin Master along with his students that are out for your head. Be very very careful if you choose this complication…)

Last, but not least, I must know one more thing. What is your name?
[ ] Name?

Edit : Thread Up.
 
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Going with TtSA. Pokemon in Kanto will have more variety than in the games, anything really objectionable on the list? Leaders and the like will have better teams.


Here's Brock's beginner team.
  • Zubat
  • Dwebble
  • Onix


PICK: A Starter. Can be in base form.
[X] Charmeleon
[X] Wartortle
[X] Ivysaur
[X] Pikachu (Special)
[X] Poliwhirl

CHOOSE: Your Pokemon. You have 21 points to spend. You have 8,000 currently.
[X] (1) Rattata
[X] (3) Meowth
[X] (3) Skitty
[X] (3) Teddiursa
[X] (7) Jigglypuff
[X] (7) Clefairy
[X] (3) Mankey
[X] (3) Pidgey
[X] (3) Spearow
[X] (3) Hoothoot
[X] (3) Pidove
[X] (7) Murkrow
[X] (1) Woobat
[X] (1) Zubat
[X] (7) Dwebble
[X] (3) Caterpie
[X] (3) Weedle
[X] (3) Paras
[X] (3) Spinarak
[X] (3) Surskit
[X] (3) Nidoran
[X] (3) Nidoran♀
[X] (5) Growlithe
[X] (7) Houndour
[X] (3) Budew
[X] (1) Sunkern
[X] (3) Wooper
[X] (1) Goldeen
[X] (1) Tirtouga
[X] (500 ) Magikarp
[X] (3) Krabby
[X] (3) Lotad
[X] (3) Ekans
[X] (5) Pikachu
[X] (3) Geodude
[X] (14) Onix
[X] (14) Lunatone
[X] (3) Sandshrew



@Happerry I like it, it's a pretty big already! I'd play a Chosen Successor game. Have a build planned out.
 
[X] Young Prodigy
Not 100% sure what the points do, so I'll go for balance.
[X] Unbreakable Monolith Style
Sounds coolest.
[X] Childhood Friend
Because feels.
[X] Hideouts
I have a strong suspicion I'm doing this part incorrectly.
[X] The Avenger
The gun-smoke thing is really, really tempting, but has the potential to go horribly wrong

...I have only the vaguest possible idea what I'm doing. Also, trim down your options, I was getting a bad case of TL; DR.
 
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[X] Poliwhirl
Something new, something nifty.
[X] (3) Meowth
If we are rockets, this is a must!
[X] (7) Houndour
Because houndour.
[X] (7) Murkrow
I like the rocket-themed mon. Sue me. :p
[X] (1) Sunkern
Ver' Cheap, Ver' Good.
[X] (3) Geodude
Golem: Accept no substitutes.
 
@Happerry I like it, it's a pretty big already! I'd play a Chosen Successor game. Have a build planned out.
Feel like sharing the build? It's always nice to be able to compare other people's choices with what I'd have probably chosen if I'd run into this as a player instead of a game runner. :)

[X] Young Prodigy
Not 100% sure what the points do, so I'll go for balance.
Yes, you did do things wrong. You spend points on the options in the later choices, not just choose one out of them all.
 
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@Happerry
[ ] The Chosen Successor
Style all day.


[4] Tyrant's Sword Style
Sword gud.

[3] Shadow Typhoon Style
Stealth Gud.

[3] Myriad Directions Style
Carry rocks/coin all the times for instant turns/stops

[2] Sublime Force Style
This plus...

[2] Fairy Sleeve Style
Means we're not bad at range either.

[2] Pearl Heaven Dreamer Style
Ghosts bad. Ghostbusting gud.

[ ] Wandering Master
I like helping/interacting with good spirits.

[ ] Exiled Advisor
Court advice is always good.

[ ] Itinerant Miko
Secret Ghostbusting knowledge. Also, hot?

[ ] Bandit Chief
Rare goods and connections always gud. Can influence him to be good.

[ ] Childhood Friend
Friends are good, can be trained. Romance?

[3] Fortified Lair
We are the rock, the bastion.

[2] Farmland
Food is very good.

[2] Profitable Resource
Less vulnerable than taxing. Silk would be good for armor.

[1] More Minions
All the mooks.

[1] Veteran Mooks
Mooks that aren't trash? I'll take it.

[1] Informers
Info is always good.

[ ] The Cartel
Fuck bandits. +4 Style Points, +4 Cult Points


[ ] Lan ??? Female.


@wdango You don't like adding pokemon or the pokemon themselves?
 
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Going with TtSA. Pokemon in Kanto will have more variety than in the games, anything really objectionable on the list? Leaders and the like will have better teams.


Here's Brock's beginner team.
  • Zubat
  • Dwebble
  • Onix


PICK: A Starter. Can be in base form.
[X] Charmeleon
[X] Wartortle
[X] Ivysaur
[X] Pikachu (Special)
[X] Poliwhirl

CHOOSE: Your Pokemon. You have 21 points to spend. You have 8,000 currently.
[X] (1) Rattata
[X] (3) Meowth
[X] (3) Skitty
[X] (3) Teddiursa
[X] (7) Jigglypuff
[X] (7) Clefairy
[X] (3) Mankey
[X] (3) Pidgey
[X] (3) Spearow
[X] (3) Hoothoot
[X] (3) Pidove
[X] (7) Murkrow
[X] (1) Woobat
[X] (1) Zubat
[X] (7) Dwebble
[X] (3) Caterpie
[X] (3) Weedle
[X] (3) Paras
[X] (3) Spinarak
[X] (3) Surskit
[X] (3) Nidoran
[X] (3) Nidoran♀
[X] (5) Growlithe
[X] (7) Houndour
[X] (3) Budew
[X] (1) Sunkern
[X] (3) Wooper
[X] (1) Goldeen
[X] (1) Tirtouga
[X] (500 ) Magikarp
[X] (3) Krabby
[X] (3) Lotad
[X] (3) Ekans
[X] (5) Pikachu
[X] (3) Geodude
[X] (14) Onix
[X] (14) Lunatone
[X] (3) Sandshrew



@Happerry I like it, it's a pretty big already! I'd play a Chosen Successor game. Have a build planned out.

[x] Starter: Ivysaur
[x] Zubat
[x] Zubat
[x] Zubat
[x] Zubat
[x] Zubat
[x] Zubat
[x] Zubat
[x] Zubat
[x] Zubat
[x] Zubat
[x] Zubat
[x] Zubat
[x] Zubat
[x] Zubat
[x] Zubat
[x] Zubat
[x] Zubat
[x] Zubat
[x] Zubat
[x] Zubat
[x] Zubat
[x] Magikarp
[x] Magikarp
[x] Magikarp
[x] Magikarp
[x] Magikarp
[x] Magikarp
[x] Magikarp
[x] Magikarp
[x] Magikarp
[x] Magikarp
[x] Magikarp
[x] Magikarp
[x] Magikarp
[x] Magikarp
[x] Magikarp
[x] Magikarp

We're Team Rocket now; why play by the 6-pokemon rule?

Edit: Now with even more cannon fodder.
 
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@Sk8torchic
It'd still be Geodude and Magikarp, but otherwise it's fine. You can spend the rest of your points to have Pokemon in your PC.
 
[X] Charmeleon
[X] (7) Clefairy
[X] (3) Pidgey
[X] (1) Zubat
[X] (5) Growlithe
[X] (1) Sunkern
[X] (3) Krabby
[X] (7) Murkrow
 
Well here's a prototype post for that idea I posted not to long ago.
-----------
Hark, for some goddamn reason there's some type of evil thing wreking things not far from the keep. And to make it worse the town guard is busy with a bandit army. Now it's up to you four adventurers to step up and kick ass for glory, honor, and most important of all loot.

Your party consists of:
1:
-race:
-class:
-archetype:
2:
-race:
-class:
-archetype:
3:
-race:
-class:
-archetype:
4:
-race:
-class:
-archetype:
(remember, only vote for one characters stats/abilities)
Races:
Human- +1 to any one stat/ability/skill, can learn cap stone for any class/archetype.
Elf- +1 to dex, can only learn capstone for wizard/caster classes/archetypes, can never grow facial hair.
Dwarf- +1 to con or beard, can learn capstone for beard/dwarf/axeman/hammer man/brewer, starts out with a free beard.
Hald- +1 perception, die rolled after character creation to see what capstones are available, can fly, has claws, enhanced senses, plummage replaces beard.
Mech- +1 to str, dex and con, -1 to social interactions, limited to only the mech class, your a friggin mech, weapons replace beard.
Elemental kin- +1 to str, elemental bias(fire/air/earth/water/ice/metal/lighting/beard/balloon,) only gain capstone if class/archetype fits with elemental bias.


Classes(Only one instance per party each):
Fighter: No penalties to melee weapons
Wizard: Can use spells, must prepare them ahead of time, can learn them from other wizards and books, easier to make them.
Beard: You have an amazing beard
Dwarf: You're a Dwarf, that's enough(only dwarves can be dwarves)
Mech: Same as Dwarf, only you're a mech(only mechs can be mechs)
Sorcerer: Like wizard, only fewer potentially learned spells, no need to prepare them.
Brawler: Fists replace weapons
Elemental edge: Specialize in one weapon and applying one element to it
Bard: Can entertain to effect morale, has a couple spells
Dragon fighter: You're good at fighting dragons or dragon like things, you can also use a dragon breath weapon to a limited degree.

Archetypes:
Axeman-You focus on axes, follower of Paul Bunyan.
Hammerman-Hammer weapon focus, and a follower of Thor.
Swordman-Sword weapon focus, and a follower of Beowulf.
Spearman-Spear focus, and a follower of Cuchulain.
Beard-Your beard is truly amazing.
Scholar-You know lots of things about lots of things
Brewer-You can make alcoholic drinks, borderline priest to some dwarves
Singer-You're singing is notable
Factotum- no real specialties, but no real limits either
Want to be a dragon- you want to be a dragon, good luck with that chief
Necromancer- you do things to the dead, better hope a paladin doesn't find you
Knight- have a code, but that only makes you stronger.
Cook- as long as your not an ass every party is instantly better for having at least you.
Crafter- you make things, yeah
Cute as shit- your cute as shit, can make some people bow to your will by just being that cute, and no beard (alternate version is manly as fuck and is automatically the dwarf replacement, mechanically the same ability.)

Stat focus(choose one)
[] p1 -
- str
- dex
- con
- int
- wis
- soc
- beard
[] p2 -
- str
- dex
- con
- int
- wis
- soc
- beard
[] p3 -
- str
- dex
- con
- int
- wis
- soc
- beard
[] p4 -
- str
- dex
- con
- int
- wis
- soc
- beard
 
How do other people come up with quest systems?

I ask because I sat down to throw some ideas on to paper and realised when I looked up an hour later that what I was writing down wasn't a forum quest system, it was a fucking tabletop RPG.

...so yeah. How much is too much, do you think, If one wants meaningful character stats/attributes/abilities in a system that can actually function as a quest. Any people who've run one before who care to comment?
 
How do other people come up with quest systems?

I ask because I sat down to throw some ideas on to paper and realised when I looked up an hour later that what I was writing down wasn't a forum quest system, it was a fucking tabletop RPG.

...so yeah. How much is too much, do you think, If one wants meaningful character stats/attributes/abilities in a system that can actually function as a quest. Any people who've run one before who care to comment?
Did somebody say mechanics? :p
 
I have a vague idea for a Changeling: The Lost Quest, set in Kansas City starting with an escape from the Durance and building the character from there, but there are some concerns, and also minor questions. Well, first, I'm always worried I won't have enough time or I'll screw it up somehow, since I did mostly start this from a 'hey, why isn't there at C:TL Quest, Changeling is great' perspective. Second, whether I'd be able to juggle all of the mechanics, and just as importantly, whether I'd actually have enough voters for it to not be me and one or two people who like C:TL going back and forth.

But I think it'd be interesting, and I even have some ideas for custom Courts and situations, depending on player choice.

Now the question is what tense and perspective (first, second, third) actually work best for Quests?
 
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Hmm, here's the vague idea for the opening post and votes.

Durance Escaped (Changeling: The Lost Quest)​


You stumble forward, scared and tired and alone. And free, free at last. Thorns rip at you as you move along, through the hedge if need be, from path to path. You don't know where this is, not really, but what matters is that you're out of there. Your captivity is at an end, and right now all you can think about is your past, what once was before it all changed, before you were taken to a nightmare, to a place with rules and a new life unlike any you could have ever dreamed of.

And now you have escaped, and while you don't know the terms for this place, don't know what they've done to you--just how they've changed you and how much of it will stay--you do know one thing. You're free and you're never going back.

[]Name: Please no obvious expies, this might also not be related to what you call yourself since, you know, Fetch.

[]Gender: Male, Female, Genderqueer, Female born in a male sexed body, Male born in a female sexed body, whatever you like.

[]Age: Certain jobs are gated. You can be forty and a college student, finally going back to school, but you're not going to be an 18 year old certified high-school teacher. Pick to try to create a character, this Quest probably won't last decades so don't be afraid to go older.

[]Appearance: Feel free to describe an appearance to go with the rest. Pictures not required.


Job:

[] College Student

-[] Major

-[] Year

[] Electrician

[] Secretary

[] Political Activist

[] Teacher

[] Scientist

-[] Be specific please.

[] Business Career

-[] Specify

[] Artist/Musician/Writer

-[] Specify field

[] Write-in: As with everything, player participation and customization is adored.




Hobbies:

[]Internet Debate

[] Gardening: You have a bit of a green thumb.

[] Reading

[] Writing

[] Sports (Name one)

[] Scrapbooking

[] Music (Playing or listening)

[] Geocaching

[] Shopping

[] Online Games

[] Write In: These are literally just examples off the top of my head, the first being mostly humorous, please feel free to (in fact you are encouraged to) come up with more, and I'll probably greenlight it.


Some Rulings:

Customization and write-ins are accepted and encouraged, and in fact I'll be giving some sort of bonus to votes that have reasoning with them and explain why they're voting the way they are, especially in terms of flavor and building a real character.

I will not punish you for playing in a certain style. As in, if the character you guys create as a cunning political operative destined to play the game of Courts in Autumn, I won't throw giant monsters at you every five votes just to teach you a lesson for not throwing everything into killing stuff. And I won't constantly dick you over no matter how you choose to make your character grow, from being a Courtless political activist of some sort, to being maven of a Winter-run support-group website for Changelings, to being a front-line Summer soldier. I want there to be choices, and I'm willing to make a plot that doesn't punish you.

That said, if you're not a very fit and dangerous character, don't go poking monsters in the snouts, and if you literally don't know who the president is let alone how to talk without burping in someone's face, don't' be that surprised if your sudden attempts to play the political game fall flat without further work in boning up on weak skills.

There will be a vote on what, if any, of the other books (Mage, Vamipire, Werewolf, etc) and beings exist in this universe. You can even vote that they exist and start driving us straight towards them, though this will force the QM to read through said books and might give them *ideas*.

Be polite, if you think I have some canon question wrong based on the tabletop books, feel free to direct me to the source and I might make corrections, I'm not infallible.

Have fun, it's the whole point of Quests.
 
Ah, The Laurent, you wonderful man/woman/genderless blob you. We always need more WoD quests!
 
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