Quest Idea Thread

So here I am proposing my Quest idea.
Part of me thinks that putting Avatar, Patronage, and Divine Symbol behind a Grand Act considering the lower than average amount of support votes people has feels a bit rough. At the very least for Patronage and Divine Symbol that have a additional costs associated. But players generally have a pretty large incentive to work together so it's likely at least one or two will be passed turn one.

Personally, I like the idea of Faith. I had a similair system but I made the mistake of adding a few too many features in mine (not a lot, but they add up when there like a dozen players). You are right though that having your faith population determine the strength of the Act of Faith is a bad idea. If only because someone will eventually do an act to force faith in them. If you want to keep faith then honestly you're probably better off making it a bonus. Just remove the part about follower count, and make it that if you are known for something, you get a bonus when doing it but you get a minus when when you aren't known for it. Or have the Faith Act's power be determined by the highest Act the player has authored -1. You're probably fine without faith though.

Overall, it looks pretty good. I'd definitely play it.
 
So I've been playing a ton of League again (I even started streaming), and I thought it would be pretty cool to set a quest in the esports scene. I've put together a rough outline for it, and I'm looking for ideas to make it better. I'll post the outline here, and if anyone's interested, feel free to message me—we can bounce ideas around together! By the way, I could use someone with higher-ranked experience to help out since I'm only around Emerald in terms of game knowledge.


From Bronze to Greatness: The Journey of a League Rookie

Character Setup and Generation

The player controls a rookie character with minimal experience. This young player is talented but raw, and the quest will follow them as they improve and face increasingly challenging situations.

  1. Backstory:
    • Name: Choose a name for your character.
    • Age: 13–21 years old, still fresh out of school.
    • Background: This player came from humble origins, possibly balancing school, work, and gaming as a casual hobby before realizing their talent.
    • Initial Rank: The rookie starts in Iron/Bronze, with room to progress as their skills improve.
  2. Role Choice:
    • The character begins by focusing on one role (Top, Jungle, Mid, ADC, or Support). This choice will shape their path and challenges.
    • Champion Main: Choose one favorite champion, such as Yasuo, Jinx, or Thresh. The character starts with basic knowledge of this champion and builds expertise in this champion's mechanics.
  3. Personality Traits:
    • Focused: Able to zero in on objectives, unaffected by distraction.
    • Perfectionist: Always pushing to improve, which helps growth but can lead to tilt.
    • Team Player: Great at supporting teammates but may hesitate in solo plays.
    • Flashy: Enjoys big plays and showing off, but it can backfire without skill.
  4. Starting Stats Example:
    • Mechanics: 4 – Needs to improve basic reflexes, combos, and timing.
    • Game Knowledge: 3 – Low-level awareness of items, map rotations, and objectives.
    • Macro Strategy: 2 – Limited understanding of higher-level strategy.
    • Team Dynamics: 3 – Average communication skills but struggles with confidence.
    • Mental Stamina: 4 – Can focus but is susceptible to tilting.
The player gains experience by improving these stats over time, balancing gameplay sessions, training, and mental conditioning.


Core Mechanics

The player manages their rookie character's growth through different game phases and downtime actions. Each match requires skill rolls in the main categories, while outside of games, downtime actions help improve the character's abilities and deal with real-world issues like social media and team conflicts.

Gameplay Phases

  1. Early Game(Laning Phase):
    • Focus on Mechanics and Game Knowledge checks. Actions like last-hitting, dodging skill shots, and trading effectively require Mechanics rolls. Basic knowledge checks help in deciding when to engage or back off.
  2. Mid Game(Objectives and Rotations):
    • Focus shifts to Macro Strategy and Team Dynamics. The player needs to understand when to rotate for objectives, manage split-pushing, and work with teammates. These phases teach coordination and communication.
  3. Late Game(Teamfighting):
    • High-stakes Mechanics rolls and Macro checks determine if the player can make crucial plays, land skill shots, and navigate intense situations. Strong Team Dynamics rolls help with quick decision-making and following team calls.

Tilt and Focus System

  • Tilt: If the character fails too many rolls in a row, they lose Focus, impacting their performance.
  • Focus: Earned through positive events like winning games, good communication, or positive interactions with fans. Keeping high Focus increases the chance of success.

Downtime Actions

During breaks between games, the player can choose how to train and manage their rookie's life. These actions include:

  1. Practice (Mechanics): Improve reflexes, combos, and dodging. Regular practice builds Mechanics over time.
  2. Watch Replays (Game Knowledge): Analyzing past games improves Game Knowledge, helping the character learn itemization and matchups.
  3. Team Scrims (Macro Strategy and Team Dynamics): Scrimmages with teammates build macro understanding and develop teamwork.
  4. Mental Conditioning (Mental Stamina): Relaxation techniques, exercise, or spending time on hobbies can help the player stay focused and resist tilt.
  5. Social Media Engagement: Interacting with fans and posting online builds fame, and successful engagements give bonuses, but negative interactions could lead to stress.

Example Playthrough

Setting: The rookie has joined a low-tier team and is working to reach higher ranks in solo queue to attract attention from pro scouts.

Scene 1: First Ranked Game in Bronze

GM: "You're playing Yasuo in your first Bronze game. As the match starts, you see the enemy mid-laner, an Annie, positioning aggressively. How do you want to play the lane?"

Player: "I'll try to farm safely while keeping my distance to avoid her stun."

GM: "Roll a Mechanics check to manage last-hitting and dodging her abilities."

The player rolls for Mechanics and gets a good result.

GM: "You farm well and dodge her stuns, gaining a CS advantage. After a few minutes, your jungler pings for a gank. How do you want to play this?"

Player: "I'll dash in aggressively and try to set up a kill with my jungler's help."

The player rolls another Mechanics check and succeeds, allowing them to secure first blood.

Scene 2: Downtime - Watching Replays

GM: "After the game, you spend some time watching replays, looking for ways to improve. What specifically are you focusing on?"

Player: "I want to study how I positioned in lane and look for better ways to manage my spacing against Annie's stun."

The player rolls a Game Knowledge check to learn from the replays. With a good roll, they gain a small Game Knowledge boost.

Scene 3: First Scrim with a Team

GM: "Your team has set up a practice scrim against another low-tier team. The coach wants to see how you perform under pressure. As the game starts, you notice your teammates arguing about lane assignments. What do you do?"

Player: "I'll try to calm them down and suggest a strategy to stay focused."

The player rolls for Team Dynamics and manages to settle the argument, allowing the game to proceed smoothly.


Quest Goals

  1. Short-term Goals:
    • Reach Silver, then Gold in solo queue by improving skills.
    • Gain recognition from higher-tier players or teams.
    • Develop a wider champion pool.
  2. Long-term Goals:
    • Join a reputable team or qualify for regional tournaments.
    • Build a fanbase and secure sponsorships.
    • Eventually, aim to compete at national or international levels.
  3. Endgame Goals:
    • Become a well-known pro player, lead a team to a championship, or even retire as a coach or analyst.

Progression

The GM provides challenges appropriate to each rank, from basic matchups in Bronze to advanced strategies in high Gold or Platinum etc. As the player improves, they'll encounter tougher opponents, higher expectations, and real-world challenges like team drama, media pressure, and personal growth, mirroring the journey of a real esports pro.
 
Part of me thinks that putting Avatar, Patronage, and Divine Symbol behind a Grand Act considering the lower than average amount of support votes people has feels a bit rough. At the very least for Patronage and Divine Symbol that have a additional costs associated. But players generally have a pretty large incentive to work together so it's likely at least one or two will be passed turn one.

Personally, I like the idea of Faith. I had a similair system but I made the mistake of adding a few too many features in mine (not a lot, but they add up when there like a dozen players). You are right though that having your faith population determine the strength of the Act of Faith is a bad idea. If only because someone will eventually do an act to force faith in them. If you want to keep faith then honestly you're probably better off making it a bonus. Just remove the part about follower count, and make it that if you are known for something, you get a bonus when doing it but you get a minus when when you aren't known for it. Or have the Faith Act's power be determined by the highest Act the player has authored -1. You're probably fine without faith though.

Overall, it looks pretty good. I'd definitely play it.

Hmm, that probably fair on the idea of Godly Boosts.

I had initially planned for Avatar to also have a bigger cost aside from needing to resummon an Avatar if destroyed but I couldn't think of anything that wasn't too harsh. But yeah considering Patronage and Divine Symbol are more passives and "weaknesses" for gods it does makes sense that having them be cheaper is the logical conclusion.

I think I'll excuse Faith as having it be something that changes means I have to make a metric for when it does and when it doesn't while trying to keep track of it, which sounds like accounting and that would suck me dry.

I'll probably tinker with it for a bit before trying.
 
So I've been playing a ton of League again (I even started streaming), and I thought it would be pretty cool to set a quest in the esports scene. I've put together a rough outline for it, and I'm looking for ideas to make it better. I'll post the outline here, and if anyone's interested, feel free to message me—we can bounce ideas around together! By the way, I could use someone with higher-ranked experience to help out since I'm only around Emerald in terms of game knowledge.


From Bronze to Greatness: The Journey of a League Rookie

Character Setup and Generation

The player controls a rookie character with minimal experience. This young player is talented but raw, and the quest will follow them as they improve and face increasingly challenging situations.

  1. Backstory:
    • Name: Choose a name for your character.
    • Age: 13–21 years old, still fresh out of school.
    • Background: This player came from humble origins, possibly balancing school, work, and gaming as a casual hobby before realizing their talent.
    • Initial Rank: The rookie starts in Iron/Bronze, with room to progress as their skills improve.
  2. Role Choice:
    • The character begins by focusing on one role (Top, Jungle, Mid, ADC, or Support). This choice will shape their path and challenges.
    • Champion Main: Choose one favorite champion, such as Yasuo, Jinx, or Thresh. The character starts with basic knowledge of this champion and builds expertise in this champion's mechanics.
  3. Personality Traits:
    • Focused: Able to zero in on objectives, unaffected by distraction.
    • Perfectionist: Always pushing to improve, which helps growth but can lead to tilt.
    • Team Player: Great at supporting teammates but may hesitate in solo plays.
    • Flashy: Enjoys big plays and showing off, but it can backfire without skill.
  4. Starting Stats Example:
    • Mechanics: 4 – Needs to improve basic reflexes, combos, and timing.
    • Game Knowledge: 3 – Low-level awareness of items, map rotations, and objectives.
    • Macro Strategy: 2 – Limited understanding of higher-level strategy.
    • Team Dynamics: 3 – Average communication skills but struggles with confidence.
    • Mental Stamina: 4 – Can focus but is susceptible to tilting.
The player gains experience by improving these stats over time, balancing gameplay sessions, training, and mental conditioning.


Core Mechanics

The player manages their rookie character's growth through different game phases and downtime actions. Each match requires skill rolls in the main categories, while outside of games, downtime actions help improve the character's abilities and deal with real-world issues like social media and team conflicts.

Gameplay Phases

  1. Early Game(Laning Phase):
    • Focus on Mechanics and Game Knowledge checks. Actions like last-hitting, dodging skill shots, and trading effectively require Mechanics rolls. Basic knowledge checks help in deciding when to engage or back off.
  2. Mid Game(Objectives and Rotations):
    • Focus shifts to Macro Strategy and Team Dynamics. The player needs to understand when to rotate for objectives, manage split-pushing, and work with teammates. These phases teach coordination and communication.
  3. Late Game(Teamfighting):
    • High-stakes Mechanics rolls and Macro checks determine if the player can make crucial plays, land skill shots, and navigate intense situations. Strong Team Dynamics rolls help with quick decision-making and following team calls.

Tilt and Focus System

  • Tilt: If the character fails too many rolls in a row, they lose Focus, impacting their performance.
  • Focus: Earned through positive events like winning games, good communication, or positive interactions with fans. Keeping high Focus increases the chance of success.

Downtime Actions

During breaks between games, the player can choose how to train and manage their rookie's life. These actions include:

  1. Practice (Mechanics): Improve reflexes, combos, and dodging. Regular practice builds Mechanics over time.
  2. Watch Replays (Game Knowledge): Analyzing past games improves Game Knowledge, helping the character learn itemization and matchups.
  3. Team Scrims (Macro Strategy and Team Dynamics): Scrimmages with teammates build macro understanding and develop teamwork.
  4. Mental Conditioning (Mental Stamina): Relaxation techniques, exercise, or spending time on hobbies can help the player stay focused and resist tilt.
  5. Social Media Engagement: Interacting with fans and posting online builds fame, and successful engagements give bonuses, but negative interactions could lead to stress.

Example Playthrough

Setting: The rookie has joined a low-tier team and is working to reach higher ranks in solo queue to attract attention from pro scouts.

Scene 1: First Ranked Game in Bronze

GM: "You're playing Yasuo in your first Bronze game. As the match starts, you see the enemy mid-laner, an Annie, positioning aggressively. How do you want to play the lane?"

Player: "I'll try to farm safely while keeping my distance to avoid her stun."

GM: "Roll a Mechanics check to manage last-hitting and dodging her abilities."

The player rolls for Mechanics and gets a good result.

GM: "You farm well and dodge her stuns, gaining a CS advantage. After a few minutes, your jungler pings for a gank. How do you want to play this?"

Player: "I'll dash in aggressively and try to set up a kill with my jungler's help."

The player rolls another Mechanics check and succeeds, allowing them to secure first blood.

Scene 2: Downtime - Watching Replays

GM: "After the game, you spend some time watching replays, looking for ways to improve. What specifically are you focusing on?"

Player: "I want to study how I positioned in lane and look for better ways to manage my spacing against Annie's stun."

The player rolls a Game Knowledge check to learn from the replays. With a good roll, they gain a small Game Knowledge boost.

Scene 3: First Scrim with a Team

GM: "Your team has set up a practice scrim against another low-tier team. The coach wants to see how you perform under pressure. As the game starts, you notice your teammates arguing about lane assignments. What do you do?"

Player: "I'll try to calm them down and suggest a strategy to stay focused."

The player rolls for Team Dynamics and manages to settle the argument, allowing the game to proceed smoothly.


Quest Goals

  1. Short-term Goals:
    • Reach Silver, then Gold in solo queue by improving skills.
    • Gain recognition from higher-tier players or teams.
    • Develop a wider champion pool.
  2. Long-term Goals:
    • Join a reputable team or qualify for regional tournaments.
    • Build a fanbase and secure sponsorships.
    • Eventually, aim to compete at national or international levels.
  3. Endgame Goals:
    • Become a well-known pro player, lead a team to a championship, or even retire as a coach or analyst.

Progression

The GM provides challenges appropriate to each rank, from basic matchups in Bronze to advanced strategies in high Gold or Platinum etc. As the player improves, they'll encounter tougher opponents, higher expectations, and real-world challenges like team drama, media pressure, and personal growth, mirroring the journey of a real esports pro.
Pros:A fun look into the life of a niche professional
Cons:League of Legends
 
Pros:A fun look into the life of a niche professional
Cons:League of Legends
I'd really like to turn this into a quest because it's always been my dream to go pro. Back when I had the chance, school and my parents pushed me away from it, and by the time I was able to, I felt I was too old. So, let's just say this project is something that's really close to my heart. I totally understand if it's not your cup of tea—I know League can be pretty toxic.
 
I've been thinking about doing an Earth in Star Wars quest where you guide earth during the Old republic, new Sith wars, high republic, clone wars or galactic empire era and try to stay independent. Players can choose whether or not they're within the unknown regions or outer rim.
 
I was talking with some folks on a discord and we came to a conclusion: Wizard Ireland is under the control of Wizard Britain in Harry Potter. As such, quest idea is simple: Wizard IRA.
 
I've been thinking for a while about doing a quest following a Krogan clan leader in the Mass Effect universe. I'm torn, though, whether it should be set during the Krogan Rebellions and be focused on warfare against the Citadel, or if it should be set post-Genophage with a focus on survival and recovery.
 
Been daydreaming for a while of running a quest of fail-safe AI of a damaged military space craft on a dubious mission. The setting would be a hardish scifi and set within a fictional verisimilitude of the solar system, during a cold war about to heat up between three major factions. The aim would be to keep the ship in one piece while navigating the interpersonal conflicts of the crew and passengers and surviving the simmering interplanetary conflict. Oh and people aboard would probably be quite spooked to know their AI is currently operating entirely unshackled.

I also want to make this a visual quest, and my skills I feel are finally at the level where I could theoretically pull it off.
 
So I have an idea for a quest and I want to see if anyone else is interested in the premise and the quest itself. If there's interest I'll create the quest and start posting some of the stuff I have on the setting. Here's the Intro/Character creation below

Islands of Adventure- A Magipunk journey of discovery and heroism!
Intro
Long ago in the ten Elemental Realms there existed the legendary Adventurers Guild who from their Isles of Hope defeated the Empire of Shadows and led the Ten realms into an era of peace and prosperity with every inhabitant seeing the distinctive shining star symbol of the Guild and knowing that this was a true hero ready to help them. From artists in the Realms of Thunder to Samurai from the Realms of Earth the best and brightest worked together in the Guild for the betterment of all..

But all good things must come to an end and centuries ago when according to legend the Guild was destroyed by the followers of Wyrm led by Tyros the Nightmare Mage and a barrier split the ten Realms in half between the Night-Realms who worship the Many-Faced Wyrm and the Sun- Realms who are the home of many Pantheons and the great mother of nature, Gaia.

These realms were separated until fifty years ago in the Fracture where for a moment the barrier wavered and the Sun-Realms faced an onslaught of automated terrors that was quickly destroyed. The gods and their mortal servants readied for war and marched forth to destroy the followers of Wyrm. That is until they died. They died screaming. They died leaving nothing but whispers and a single name- Syran the Godslayer who with unnatural fire and with inhuman skill then defeated the greatest warriors of the Sun-Realms before declaring one thing- the age of the gods was over and any attempt to invade his home would make this calamity look like a pleasant dream.

Now with many gods and spirits dead and with new technology the Sun-Realms are a very different place. Where ornate wonders of architecture stood for millennia now have massive industrial sprawls all around them. Magic, once carefully shepherded and taught by a few, is now being mixed with recovered technology from the Night-Realms and experimented on in the back alleys and workshops all over the Sun-Realms. Most no longer join the knightly orders, instead becoming mercenaries and wandering fighters. Where artisans lived is now filled with the sounds of steam and the grumbles of workers.

The idea of heroism should be long dead yet you find yourself on the long lost Isle of Hope with the mark of the Guild on your hand. You have no memories of why or even how you got here but one thing remained, a message:

The World has need of Hero's once more.


your actions have made you worthy to be given this order-


Go forth, reclaim our legacy, forge new bonds


And may you never lose Hope...


But before you could gather your thoughts you heard a voice,"HOLY SHIT ANOTHER PERSON-Sorry let me start over, I'm Nakti! I got a mark on my hand like you though I don't even remember how?! I'm getting kinda lonely and I was wondering if you could be my friend-I mean help me figure out why we are on the freaking Isle of Hope!"

To your surprise it was a red haired, blue-eyed girl in clothes reminiscent of a craftsman with a variety of tools at her side. And she had the same distinctive mark of the Adventurers Guild on her hand Nakti then looked a bit embarrassed and said,"My apologies but I forgot to ask your name? Since my name is Nakti Rikanti and I'm from the Realm of Earth! "

you then said,
(Main Character selection and demo's!)

[] "Sarah Galstrom, I'm from the Realm of Air, Skyclaw City specifically". You then did a quick check to find your hoverboard next to where you woke up. And the picture of your parents in your locket.

Your MC is Sarah Galeston, a street smart tinkerer from the Realm of Air!

Personality- An innovative and cunning girl who knows how to navigate both the streets and high society! Sarah will know how to forge a team together just as easily as she can mix magic and technology to rule the skies with her hoverboard!

Skills- In combat use her hoverboard to move around quickly while she uses wind magic and bombs to control the battlefield! Create various types of gear to buff your allies and use your toxic byproducts to wound your enemies!

Questline- As she remembers more about her past, explore the rapidly shifting society and landscape of Skyclaw! A city where honor and duty is supposed to be what separates the good from the bad. But what use is honor to Sarah when her parents work long hours to pay off a betrayal that happened centuries ago. Where is duty when the streets are filled with people who's only problem was not being able to find a job?

[] "Paladin-squire Calus Mors, City of Auroris, Realm of Magic". you checked yourself for the mental symptoms usually associated with mind control and couldn't find any sign of mental tampering. Damn that meant whoever did this was really good or using something your instructors didn't know about...

Your MC is Calus Mors, one of the few people of his generation who decided to become a Paladin in the Realm of Magic!

Personality- A stalwart person and all around good guy Calus feels like he was born in the wrong generation. But now on the Isle of Hope he may be able to be a Paladin who fights on the side of good like in the legends!

Skills- In Combat use Calus's sword and shield to go into close combat! Use Paladin magics to buff and support your allies!

Questline-As Calus you face a shifting future. Some things may be replaced but some things are better left undisturbed. In a world that suddenly needs hero's it seems like Caus's order is needed now more than ever…


Nakti nodded and then said,"Alright new buddy you will be the third person I have met here though your mark is different from mine since you have a small crescent moon symbol on your left hand. The others don't have that…"

You checked your left hand and found that there was a small crescent moon symbol like Nakti said though you processed what she just said and asked, "Wait there's others?! Which realm are they from?"

At this Nakti started nervously laughing and said, "Well they are a brother and sister who are surprisingly friendly!... And a true sign that you can never judge a book by its cover like-"

You were about to ask what she meant by that when a young woman with black hair, purple eyes and red crescents on her hands and then -
(Ally selection!)

[ ] Amara
Who right as Nakti said her name slammed a magical staff into your gut and you got a better idea of who was facing you.. She had amulets, beads and animal parts adorning her hair and wrists with minor spirits floating around her before disappearing. She then said, "In the name of the almighty Wyrm, the spirits and my homeland, the Moon-realm of Death. I, Amaros, daughter of Akara and Valduk, condemn you to death."

  • Meet Amara!
  • Use her shaman powers to make the spirits of the island help you in your quest!
  • Plus her cool head and actually serious demeanor will make her the most reliable on your team!
  • Slight issue…She worships a god you really don't like and seems to treat you as something of a personal insult.

[ ] Myra
Who punched you in the face with a gauntlet that sent sparks of electricity into your body. She had grease stains and scuff marks all over her clothes and wore a beret with a medal that had gears on it. She then said, "The girl I can tolerate but I draw the line at seeing another one of you idiots besmirch a craft I spent so many years perfecting in the Moon-Realm of Thunder."

  • Meet Myra!
  • Use her engineering skills and technomancy in all sorts of unique ways! Whether by creating an army of possessed automatons or using the power of electricity to shock her foes!
  • Not to mention she is incredibly intelligent and gifted in many different skills!
  • Though this comes at the cost of her trying to assert leadership due to believing she is more competent than you… And to be honest as of right now that's true.

However before the girl could continue her pummeling of you another person appeared, this time a young man who had black hair and purple eyes who had a more upbeat expression and said in a jovial tone, "Sister can you please stop hitting the new arrival."

However you whatever goodwill was dashed as he gave you his name and
(Second companion selection!)

[ ] Syran Blackhallow, Iconoclast of the Moon-Realm of Steel

… Summoned a set of crimson mechanical armor in baroque style, gilded with hints of gold and at the chestplate was the unmistakable symbol used by the followers of Wyrm- A bloody handprint inside a circular and toothed maw. At his side was a gun that crackled with purple lightning and an obsidian sword with glowing hieroglyphics all over the blade. He took what felt like menacing steps toward his sister….

Before grabbing his sister and lifting her up as if she was a puppy. Syran sighed and said, "Please calm down sister. Perhaps you could use some of the hymnals we learned as children…Though I also find that reading the latest research papers can be quite comforting! Like that new report on the life of Viraguili!

His sister sighed and said, "And I should care about this, why?"

Syran then sputtered a bit in shock and practically exclaimed,"You ask if you should care?! Viraguili was instrumental in creating the modern educational system! From the great engineering schools, the Adept-Tithes, my Order's traveling Iterators and the Symposium courses I teach in Wyrmroost! A woman who spent the first thirty years of her life as a simple housewife to a minor functionary..Said functionary my Order later burned at the stake for heresy, became a successful member of the city administration and created the foundations, methodology and structure for our educational system as a whole!"

  • Meet Syran! Blackhallow
  • Despite the fact he's a religious zealot who's part of a religious order that likes fire a bit too much he is a team player plus someone who loves to talk and learn!
  • Don't think his easy going personality means that applies to combat where he's a hatchetman designed to hunt down enemy elites and kill them via blade or bolt of magical rifle shots! Not to mention Wyrmite magic designed around burning out and breaking the enemy's magic and will!
  • Slight issue though… He has exactly two modes. Jovial nice Syran and Syran the friggin murderblender of fire, dark magic and various applications of Wyrmite combat rites.

[ ] Tyros of Arakan

… Muttered a magical chant in an incomprehensible language before a vortex of dark energy engulfed him…


To teleport him right in front of you so that he could grab his sister's hands and start begging, "Please big sister can you do me a solid and let this slight pass! It's always been my dream to be an Adventurer like in the stories! I don't want that ruined with a bad impression."

His clothes were now purple and black with dark hieroglyphics all over and a staff made of obsidian with an orb of pitch black flame on top. He also seemed to practically radiate dark magic like crazy so you asked, "If you are a dark mage shouldn't you hate the Adventurers Guild?"

Tyros cocked his head to the side and said," In your language it would translate to dark mage though I'm technically a shadowmancer and the Guild saved my ancestors so I always wanted to be one of them. Even centuries past in the Realm of Shadows we still tell stories about them."

Meet Tyros!
  • The number one Adventurers Guild fanboy who has the slight issue of having enough natural shadow/dark magic running inside of him that most cities would classify him as a walking biohazard!
  • In combat he can use the power of shadows and magic to destroy his opponents with energy blasts, hexes and curses…OR he might just punch them with enough dark energy to make everyone in a five mile radius get 30% edgier. Because what's more heroic than using your powers to punch the bad guys in the face?!
  • The only issue is that his zeal for wanting to be one of his idols doesn't mesh well with most people from your world having all their senses blaring 'EVIL VILLAIN' and reacting accordingly. Not to mention the fact that Tyros is still a godman dark mage and one who has quite the imagination when it comes to tormenting his enemies(albeit no intrinsic desire to do it) so it is not a good idea to insult his goal or his sister for that matter.
(After character selections)

After he introduced yourself you had barely enough time to process things as a large beast arrived, a dragon filled with azure crystals jutting out all over its body and creating blue flames of unnatural fire while on it's head a rune that looked like it was branded onto the dragon pulsated with unearthly magics. Nakti then gulped and said, "Erm I know that one is new… I don't think he will be as friendly as our new arrivals…"

To be continued in Introduction Part II- Tests and Talks?!
 
So something that has been on my mind for the last week is a idea for the battle tech universe that so far hasn't been done (as far as I can tell) the most important factor about this universe is the machines in which the setting is named after so after seeing this my thoughts is what if someone in it went in a different direction

Battle-Hybrids/Genewarriors

(Name still in the works)

Concept: the planet this is set on will be based somewhere around the periphery it will not be connected to any of the houses where the planet will be located (TBA). Setting will start during the early years of the first succession war and will lead on from there. During the conflict your ability to host/produce mechs of any sort, along with most advanced technologies become severely reduced or even completely removed (this will also include any drop ship that the planet owned effectively quarantining your world), why did this happen did you assist one of houses and their enemies attack you as a result?, was your planet strategically important, and so was subject to scorched earth to stop others from using it? or was your world occupied and you tried to rebel, and in response your occupiers punished you for your resistance?.
(still work shopping wether or not this should be voted on or predetermined but I'll get back to that)

Now with a severely reduced/depleted mech capability/tech base and with little to no way to repair or rebuild these resources, your planet will begin to suffer the consequences of such deficiencies, infrastructure will begin to collapse, social services will begin to slowly buckle under increasing demand and the citizens will have to rely on what few machines and equipment that are left to grow food and maintain their homes so that don't starve or freeze but even those will wear out eventually

However during a mining operation to find more minerals an old star league genetics-lab is unearthed and with it the ability to manipulate and modify life itself.
And they will need to use this to not only sustain themselves but also to protect what they have left and eventually take back what was once theirs
(I know, how convenient right, but I needed a macguffian, so bare with me please )

Research: most of the early research will be very agrarian in nature stronger livestock more abundant crops etc, however given enough time and investment this will eventually lead into other areas such as exploration, medical science and construction but they will have some kind of root in bio manipulation. Given enough motivation or if the correct event occurs the Military research tree will be opened to investment of course there will be some non biological related research trees as there will inevitably be areas that metal and circuits will triumph over flesh and neurons.(like flying in space) but a majority of the focus will be on the bio-manipulation branches but sometimes there will be time they will intersect allowing for some truly unique technologies to be created such as body mods and mechanical implants to improve the prowess and capabilities of not only your people, but also your greatest weapon. The hybrids

Hybrids:these will be at the core of this quest, these will be the bread and butter of your civilisation, from fertilising crop fields to recycling bio waste, to even munching on raiders or enemy combatants these genetically engineered creatures will be your greatest asset and your greatest weakness
Pros: the capabilities of the hybrids will be almost unlimited with the right research and resources, they can

Achieve extraordinary levels of movement and dexterity, being capable of running at ludicrous speeds or scaling/ jumping height that even mech with jumpjets would struggle with

camouflage, from being able to blend into their surroundings to hiding from heat tracking technology it can become very difficult to track them
Be immune to Electronic countermeasures units, due to being mostly made of flesh and organs hard to counter them with this unless they have guided or smart targeting munitions on them.

spit acid,poison or toxins or even lethal amounts of electricity, (gotta make it fun somehow)

have the bite force to mulch reinforced steels, shoot barbed spikes that can pierce ferrocrete (or any unfortunate sod that gets caught in the crossfire and more.

they can self repair, taking them away from the battlefield or their assigned task will allow them to restore some basic functions without need for repairs like mechs do

Grow in transit to both interplanetary and interstellar locations so you can have fresh ready to go units for whatever task you have for them and can make more while on the planet you're on if given the enough time and resources and research needed, you can also attach man made munitions on them for a little extra firepower if needed.

Cons: hybrids are not machines, you can't put them away in storage and bring them out when needed, they will

eat, you can produce special foods stocks but sometimes special breeds of hybrids will require specialised diets to operate at peak efficiency

sleep, they will get tired, certain steps can be taken to either mitigate its effect or reduce the hybrids need for it but they will require it regardless

Get injured or sick, most hybrids will have a very sturdy hide/exterior, so they will be fairly resistant to most infantry munitions, but they are far from bulletproof heavy ordnance and most mech weapons will cause major harm to early and even late stages hybrid's they can also suffer from a plethora of diseases and ailments that if they are not immunised against will then begin to suffer anywhere between mild to drastic symptoms, to fix them they will require either cloned replacements organs/limbs or be interned into a bio-tank so they can regrow damaged organs and tissue, along with the correct medical application to stop any sickness all of which will require resources and trained personal.

Become restless/agitated depending on the breed of hybrid they can begin to become under stimulated if not provided a mentally engaging environments like animal they can become bored if just left to linger, this can lead to the hybrids becoming bored or aggressive from lack of mental or physical stimulation. To counter this they will require you to find means of dealing with these wants wether it's through social engineering or developing equipment and areas to provide the stimulation they require ( I make them sound almost like giant dogs)

Get old, the cruel march of time waits for no one, eventually the hybrids you create will begin to wither and become incapable of doing their purpose there will be options to either slow their aging or mitigate their effects but there will be no panacea for the hybrids.

weight classes/breathing the hybrids are, again living creatures and so will be unable to achieve a tonnage range beyond 60 this is a result of hybrids needing a high oxygen atmosphere to sustain their lung capacity if they were to go over 60 tones, this can be overcome with research into technologies like bone density or improved lung capacity but they will time and money intensive
Charting your course: as you begin to fix your broken world, and centralise the governance of the planet certain actions and investments or even lack thereof will result in new trends and schools of thought to become more prevalent and will need to have their needs met or else they will begin to cause issues down the line.

And once you have successfully achieved stability and regain the ability to leave the planet what will be your next move what will you do now that you are able to once again spread out beyond your borders will you began to expand your territory seeding new planets to expand your reach and feed your growing population, or will you begin searching for new and exotic organisms to add their adaptations to your hybrids, even establishing trade with other planets to share the bounty that your technology has created.

Or will you go a different route, with so many mouths to feed they will need more land to grow and sustain themselves, will you raid populated planets for both their resources and technology, will you wipe out planet of their ecosystems so that you can put one that suits your need better, or will you hunt down those who left you to starve and wither and die, and make them wish they had finished the job.

This quest is going to need industrial levels of polish before I can start making it, but I feel like it's a good start, any suggestions or ideas to improve this quest would be greatly appreciated, thank you
 
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Alright,people I need some opinions on a pitch.I'm thinking about a Black Ops Quest
You'd be in charge of either a whole intelligence agency or the paramilitary division within an intelligence agency.Either way,you'd be responsible for an ever-growing herd of Operators,where to send,when to send them and for what purpose,etc.,etc.
Operators would have their own stats that make them suited towards certain jobs while the Agency/Division itself would also have its own logistical stats that you have to keep track of and juggle around,make sure you get funded,upgrade the offices,
etc..
Setting would most likely be fictional since I think it'd be too controversial to do ops in a real life setting ?Would this whole quest even be allowed by the forum rules,anyways ?
What do you guys think ?
 
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