I love Sonny, I am glad to see a quest based off of it. Hitting that watch button right now. Thanks for writing this and keep it going!
 
Swamp Scrap
[X] Head into the forest (55% Chance of Attack, find a new location).

You decide to head towards the smoke. After all, where there's smoke, there's fire, and where there's fire... you don't really know, but it's better than the smoldering remains of your old village. Hefting your rifle, you head out, making sure that the damn thing is loaded and ready to fire. You're all healed up, your energy is at maximum, you're ready for anything!

Three Hours Laytuh-

You were not ready for anything, you find, as you come across the denizens of the forest. A tall, shambling thing, black and purple in coloration with multiple tumors sprouting from its skin. Acid drips from its jaws as it howls at you. Accompanying it are two enormous mushroom-things, their eyes two different sizes, claws looking like those of a mantis. Fourth and finally, an insectoid bug thing, with a large purple and red sac on it that seems to roil with bubbling acid. Shiiiiit.

The beasts howl and attack. It's a fight!

Battle
Fighter Status
Allies
Leon: 80/80 HP, 160/160 Focus
Enemies
Venomancer: 40/40 HP, 60/60 Focus
Shroom Walker 1: 30/30 HP, 40/40 Focus
Shroom Walker 2: 30/30 HP, 40/40 Focus
Acid Bomber: 50/50 HP, 90/90 Focus
[X] Have at 'em lads! (Attack)
[1/5] Savage Beatdown - Nature
  • Deal 100% Strength as Damage [8 Damage]
  • Recover 50% damage dealt as Focus
  • 25% Chance to inflict Breach [-50% Defense for 2 Turns]
  • Focus Cost: 0
  • Cooldown: 0
Scoped Shot - Physical
  • Deal 200% of Instinct as Damage [32 Damage]
  • 30% chance to Stun [Victim cannot act for 1 turn].
  • Ranged Attack
  • Consumes 1 Rifle Bullet
  • Focus Cost: 20
  • Cooldown: 2 Turns
[1/5] Toxic Spit - Nature
  • Deal 120% of Instinct as Damage [19 Damage]
  • Inflict Venom [Deals 50% of Instinct as Damage every turn for 4 turns].
  • Ignores Defense.
  • Ranged Attack.
  • Focus Cost: 20
  • Cooldown: 3 Turns
[1/5] Haze - Nature
  • Deal 80% of Instinct as Damage [13 Damage]
  • Inflicts Blindness [Enemy Accuracy is reduced by 50% for 3 Turns].
  • Ranged Attack
  • Targets all enemies.
  • Focus Cost: 50
  • Cooldown: 5 Turns
[X] Stand fast (+20% Defense and +20% Agility on next Defense. Recover 25% Focus.).
[X] Run like Hell! (Agility Check to escape).
[X] Focus and observe (Reveal stats of the Zombie Grunts)
[X] Inventory
[X] Write-In

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I knew I was forgetting something!
Haze has been updated. Focus Cost increased to 50. Haze will target all enemies.
 
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Swamp Scrap (Round 1)
[X] Have at 'em lads! (Attack)
-[X][1/5] Haze

Attacking Roll: 1d100+10=79
Defending Dodge(s): 4d100+??? = (28, 24, 61, 108)
HIT! HIT! HIT! MISS!
Damage
  • Venomancer takes 9 Damage
  • Shroom Walker 1 takes 7 Damage
  • Shroom Walker 2 takes 7 Damage
Venomancer, Shroom Walker 1, and Shroom Walker 2 are Blinded!

Gas erupts from your body as a dense fog covers the battlefield. Fortunately, you are able to see quite well despite the haze; perhaps a natural defense against your own weapon? The tall purple zombie and the mushroom monsters are blinded by your attack, traces of acid causing their flesh to steam, however the insectoid bug seems unaffected.

The Venomancer goes to strike you with its claw, root-like tendrils erupting from its arm as it makes a wild strike.

Attacking Roll: 1d100+???-50=54
Defending Dodge: 1d100+10=44
HIT!
Damage
  • Leon takes 0 Damage!

You grunt as the claw impacts, however surprisingly, you've come away unscathed. Perhaps you're tougher than you thought. You don't have time to think, however, as a stream of green spit flies from the first Shroom Walker and...

Attacking Roll: 1d100+???-50=0
TOTAL MISS!

Spatters harmlessly on the ground, doing nothing. The second Walker, however, has a different plan, spores erupting from its cap and flying towards the Venomancer and allied Walker. The monsters seem rejuvenated, if their straightened backs are anything to go by, undoing your hard work as their skin knits itself back together.
Venomancer, Shroom Walker 1, and Shroom Walker 2 recover 12 HP.

The Acid Bomber stares at you, unmoving, unblinking. The sac on its back starts to slosh and roil, looking like something out of a science fiction film as the very skin begins to bubble. It doesn't look like it'll do anything soon, but definitely something to keep an eye on.

Battle
Fighter Status
Allies
Leon: 80/80 HP, 110/160 Focus
Enemies
Venomancer: 40/40 HP, 60/60 Focus
  • Blinded! -50 Accuracy for 3 turns.
Shroom Walker 1: 30/30 HP, 30/40 Focus
  • Blinded! -50 Accuracy for 3 turns.
Shroom Walker 2: 30/30 HP, 20/40 Focus
  • Blinded! -50 Accuracy for 3 turns.
Acid Bomber: 50/50 HP, 60/90 Focus
[X] Have at 'em lads! (Attack)
[1/5] Savage Beatdown - Nature
  • Deal 100% Strength as Damage [8 Damage]
  • Recover 50% damage dealt as Focus
  • 25% Chance to inflict Breach [-50% Defense for 2 Turns]
  • Focus Cost: 0
  • Cooldown: 0
Scoped Shot - Physical
  • Deal 200% of Instinct as Damage [32 Damage]
  • 30% chance to Stun [Victim cannot act for 1 turn].
  • Ranged Attack
  • Consumes 1 Rifle Bullet
  • Focus Cost: 20
  • Cooldown: 2 Turns
[1/5] Toxic Spit - Nature
  • Deal 120% of Instinct as Damage [19 Damage]
  • Inflict Venom [Deals 50% of Instinct as Damage every turn for 4 turns].
  • Ignores Defense.
  • Ranged Attack.
  • Focus Cost: 20
  • Cooldown: 3 Turns
[1/5] Haze - Nature
  • Deal 80% of Instinct as Damage [13 Damage]
  • Inflicts Blindness [Enemy Accuracy is reduced by 50% for 3 Turns].
  • Ranged Attack
  • Targets all enemies.
  • Focus Cost: 50
  • Cooldown: 5 Turns
[X] Stand fast (+20% Defense and +20% Agility on next Defense. Recover 25% Focus.).
[X] Run like Hell! (Agility Check to escape).
[X] Focus and observe (Reveal stats)
[X] Inventory
[X] Write-In

XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX

Should I edit the mechanics so that you will always deal your Level as damage, ignoring defense? Discussion is welcome.
 
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Acid Bomber: 50/50 HP, 60/90 Focus
So, who wants to bet that it will explode when it reaches 0 focus? Which basically means... uhh, well, we have to go all-in on it right now. Why does the suicide bomber gotta have so much hp :cry: (not feedback)

[X] Have at 'em lads! (Attack)
-[x] Scoped Shot on Acid Bomber

Unfortunately, we may have to use toxic spit on the bomber as well right after, because if we don't, it will still be alive and it will explode.

Should I edit the mechanics so that you will always deal your Level as damage, ignoring defense? Discussion is welcome.
You're going to have to expand on that a bit. Just for us, for all attacks?
 
[X] Run like Hell! (Agility Check to escape).

Let's gtfo. 4v1 is beyond us this early.
 
[X] Have at 'em lads! (Attack)
-[x] Scoped Shot on Acid Bomber
Acids? Spores? This is Nature element and we're resistant to that, I don't think we have too much to worry about...At least not yet.
 
Swamp Scrap (Round 2)
[X] Have at 'em lads! (Attack)
-[x] Scoped Shot on Acid Bomber

Readying your rifle, you take aim at the sac on the Acid Bomber. With a solid shot on the damn thing, you could probably pop it for an instant kill. Aiming through the scope, you fire, the bullet streaking through the air.
Attacker Accuracy: 1d100+10=47
Defending Dodge: 1d100+??=109
MISS!
That thing is, quite literally apparently, faster than a speeding bullet. The insect dodges out of the way, chittering as it does so, seeming to stare at you with a look of contempt. Asshole.

The Venomancer horks and hawks, before its jaw seems to literally dislocate with a crack. Acid streams from its maw as it spits a glob of venom at you, trailing spittle as it flies through the air.
Attacker Accuracy: 1d100+??-50=39
Defending Dodge: 1d100+10=36
HIT!
Damage
  • Leon takes 0 Damage
  • Leon is Stung (Survivalist = 43)
Ugh. That didn't do much, it feels like, but you can almost sense this... poison working through your veins. Better act fast, otherwise you're screwed.

The first Shroom Walker goes to jab you, cranelike claws extending as it rushes. Bold. You don't like it.
N/A.
It does absolutely nothing, the attack literally bouncing off of your skin as you punch it in the face. Ouch, right in the... well, what passes for a nose, anyway. Shroom Walker 1 takes 3 damage.

The second Shroom Walker decides to copy his fellow from earlier. Not with the claw, but rather the spit. The toxic green fluid flies through the air, and-
Attacker Accuracy: 1d100+??-50=27
Defending Dodge: 1d100+10=24
Damage
  • Leon takes 0 Damage
  • Leon is Anesthetized (Survivalist = 52)
-lands right on your arm, causing you to hiss as the toxin works it way into your wounds and attacks your bloodstream. Your muscles begin to fail and your brain turns to mush, unable to concentrate on too much anymore.

The Acid Bomber continues to stare at you, the sac on its back pulsating with every passing second. Doesn't seem like it'll do much yet, but... it's worrying.

Battle
Fighter Status
Allies
Leon: 80/80 HP, 90/160 Focus
  • Stung! This Unit will take 56 damage on next turn.
  • Anesthetic! This Unit has -50% Strength and Instinct for 2 turns.
Enemies
Venomancer: 40/40 HP, 30/60 Focus
  • Blinded! -50 Accuracy for 2 turns.
Shroom Walker 1: 27/30 HP, 30/40 Focus
  • Blinded! -50 Accuracy for 2 turns.
Shroom Walker 2: 30/30 HP, 10/40 Focus
  • Blinded! -50 Accuracy for 2 turns.
Acid Bomber: 50/50 HP, 30/90 Focus
[X] Have at 'em lads! (Attack)
[1/5] Savage Beatdown - Nature
  • Deal 100% Strength as Damage [8 Damage]
  • Recover 50% damage dealt as Focus
  • 25% Chance to inflict Breach [-50% Defense for 2 Turns]
  • Focus Cost: 0
  • Cooldown: 0
Scoped Shot - Physical 2 Turns Remaining
  • Deal 200% of Instinct as Damage [32 Damage]
  • 30% chance to Stun [Victim cannot act for 1 turn].
  • Ranged Attack
  • Consumes 1 Rifle Bullet
  • Focus Cost: 20
  • Cooldown: 2 Turns
[1/5] Toxic Spit - Nature
  • Deal 120% of Instinct as Damage [19 Damage]
  • Inflict Venom [Deals 50% of Instinct as Damage every turn for 4 turns].
  • Ignores Defense.
  • Ranged Attack.
  • Focus Cost: 20
  • Cooldown: 3 Turns
[1/5] Haze - Nature 4 Turns Remaining
  • Deal 80% of Instinct as Damage [13 Damage]
  • Inflicts Blindness [Enemy Accuracy is reduced by 50% for 3 Turns].
  • Ranged Attack
  • Targets all enemies.
  • Focus Cost: 50
  • Cooldown: 5 Turns
[X] Stand fast (+20% Defense and +20% Agility on next Defense. Recover 25% Focus.).
[X] Run like Hell! (Agility Check to escape).
[X] Focus and observe (Reveal stats)
[X] Inventory
[X] Write-In
 
Well, clearly this just wasn't meant to be.

[X] Run like Hell! (Agility Check to escape).
 
Now we run? Hopefully those anesthetics don't mess us up.

[X] Run like Hell! (Agility Check to escape).
 
[X] Run like Hell! (Agility Check to escape).
Freaking acid bomber's going to turn out to just be a lucky little punk isn't he.
 
Run Forest! Run!
[X] Run like Hell! (Agility Check to escape).
Run, bitch! Run! 1d100+10+5=104
Enemy Pursuit: 4d100+??=100, 100, 104, 72
Tiebreaker: 1d2=2
Success!

You immediately turn tail and run, the groaning of the monsters behind you filling your ears as they try to pursuit. Unfortunately, they keep getting in each others way, constantly trying to be the first to tag you with a finishing blow. You run until your legs refuse to work, panting as the poison works through your veins, before choking a scream as your body melts. Your veins burn as the sting works its magic, your heart beginning to pump erratically, with every limb screaming in some manner of pain. Crimson and emerald leaks from various parts of your undead frame, and it takes several minutes curled up in a fetal position before you feel you can stand again, and further still before the numbness of the anesthetic works its way out of your body.

You... you really don't wanna go through that again, you think.
{Take 56 Damage}

The Forest

[X] Explore the Forest (60% Chance of Attack, find loot and new areas)
[X] Head towards the smoke (80% Chance of Attack, find a new location)
[X] Go looking for a fight (100% Chance of Attack, Bonus XP gain)
[X] Rest and recover (20% Chance of Attack, take a nap and recuperate)
[X] Write-In
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Sorry for the long wait, everyone. Been lazy, procrastinating, and preparing for other projects, but I'm back! Ayy! And your sheet is updated to current.

For the mechanics: I've been thinking about this for a while now, and want to put it you guys. Would it make more sense if people with higher Agility auto-hit their targets, while those with lower or equal Agility had to roll? For example, if you the player had 10 Agility, and your enemy had 20 Agility, you would roll for it as normal, whereas if you had 20 Agility and the enemy had 10, your attacks would automatically connect, and they would have to roll to damage you.
 
For the mechanics: I've been thinking about this for a while now, and want to put it you guys. Would it make more sense if people with higher Agility auto-hit their targets, while those with lower or equal Agility had to roll? For example, if you the player had 10 Agility, and your enemy had 20 Agility, you would roll for it as normal, whereas if you had 20 Agility and the enemy had 10, your attacks would automatically connect, and they would have to roll to damage you.
One, this already presents a problem with Haze, because what's the point of halving their chance to hit if they're going to hit us guaranteed regardless? Two, this is kinda unfair to put on us part-way through the quest when we are a class that doesn't put any emphasis on agility. Three, the element of chance gives a measure of uncertainty, and thus, risk-reward factor that we have to consider, adding some strategic depth. So no, I don't think you should do this.

[X] Rest and recover (20% Chance of Attack, take a nap and recuperate)
 
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