I already talked about this before when I was answering questions last month. It's not going to just ditch you, but it likes interesting things. as in the Chinese definition of "interesting".
EDIT: Also, I just remembered the thing I was going to talk about. Does anyone know how to put in accented letters in the posts? Because technically Coinspinner's Greek name has accented e's instead of just regular e's.
Yeah, you guys basically have the Mystery Boon from Scion, just a bit downgraded. Basically, whenever there is a question and the like that you simply don't have the necessary information for, you roll at a DC equal to 100-Your Intelligence Stat*1.5, then add your magic stat as a bonus. If your successful, than you somehow know the answer to the question even if you didn't have the information necessary for the question itself. A Modern College professor could ask Mozu about Molecular Physics, and there is a chance that she will know the answer despite not knowing what Molecules are in the first place. tl;dr: It's BS.
EDIT: Also, I just remembered the thing I was going to talk about. Does anyone know how to put in accented letters in the posts? Because technically Coinspinner's Greek name has accented e's instead of just regular e's.
Mozume
Level: 5
Class: Villager Lv. 5
95/140 XP Until Next Level Stats:
Hit Points: 24/24 (Endurance x 4)
Strength: 5 (Class)+1 (Base)+2 (Levels)+0 (Training)=8
Agility: 5 (Class)+4 (+2 from Base, +2 from Blessing)+2 (Levels)+0 (Training)=11
Precision: 4 (Class)+1 (Base)+1 (Levels)+0 (Training)=6
Intelligence: 2 (Class)+1 (Base)+2 (Levels)+1 (Training)=6
Magic: 0 (Class)+1 (Base)+1 (Levels)+1 (Training)=3
Persuasion: 2 (Class)+1 (Base)+0 (Levels)+0 (Training)=3
Endurance: 2 (Class)+2 (+1 from Base, +1 from Choosing Hoshido)+2 (Levels)+0 (Training)=6
Luck: 3 (Class)-2 (0 from Base, -2 from Flaw)+2 (Levels)+0 (Training)+4 (The sword)=7 Stat Growths:
Strength: 10 (Class)+30 (Base)+10 (Aptitude)=50
Agility: 10 (Class)+50 (Base)+10 (Aptitude)=70
Precision: 10 (Class)+40 (Base)+10 (Aptitude)=60
Intelligence: 5 (Class)+35 (Base)+10 (Aptitude)=50
Magic: 0 (Class)+30 (Base)+10 (Aptitude)=40
Persuasion: 5 (Class)+40 (Base)+10 (Aptitude)=55
Endurance: 5 (Class)+35 (Base)+10 (Aptitude)=50
Luck: 20 (Class)+20 (Base)+10 (Aptitude)=50 Traits:
Forager (Intelligence): Restore 10% of HP every update while in a Forest, Mountain or near a body of water (Character Trait)
Country Girl (Persuasion): +5 to Persuasion rolls while interacting with anyone from the Country. (Background Trait)
Aptitude (Luck): +10 to Stat Growths (Villager Lv. 1)
I've Been Milkin' and Plowin' So Long... 1 (Precision): +10 to all rolls related to farming. (Villager Lv. 4)
Little Mouse in the Prairie 2 (Agility): +15 to Stealth rolls against Much Larger targets. (Acquired Trait)
One-Two A (Precision: +5 to rolls to confirm attacking again (Acquired Trait)
We've got a Mystery, Gang 1 (Intelligence): +5 to rolls for finding hidden stationery objects. (Acquired Trait)
I DON'T WANT TO USE MY HEAD! 1 (Precision): +5 to discovery and investigation rolls caused by pain. (Acquired Trait)
Silent in the Hills 3 (Endurance): +25 to rolls to resist fear or control expression in the face of gore. (Acquired Trait)
Player of the Game 3 (Persuasion): +25 to rolls for controlling yourself when dealing with nobility and/or royalty. (Acquired Trait) Wrath of the Beast (Strength): The anger of losing all that you have loved has coalesced into a terrifying boost to strength! Mozu can now enter into a berserker state which multiplies her strength by 1.5, adds half of her strength to her attack, dodge, damage and agility (for the purposes of extra attacks) and removes all weight penalties due to weapons and exhausted penalties! However, at the end of the encounter, she takes damage equal to her strength, and enters an exhausted state which penalizes all rolls she takes until she falls asleep. She can enter the berserk state again to get rid of the exhausted penalties due to using said state, but if she does the penalties increase to the current penalties+(the previous penalties*1.5), or, to demonstrate, using the state once reduces all rolls by 10 at the end of it, using it a second time reduces them by 25, a third use would end at penalizing by 48, and so on. (Acquired Trait)
Paul Bunyan Among the Trees (Strength): Whenever a foe is slain by a Melee Critical Hit, You may immediately make an attack (with a -10 cumulative penalty) against another adjacent foe.
Hammer of Herakles (Strength): Strength% of Instantly-Killing an enemy whenever a Melee Critical Hit is rolled.
Connecting the Invisible Dots (Magic): Intelligence*1.5% to automatically succeed at any roll which you have no information or training to normally accomplish. Possessions: [Brass Naginata]: 4 Might, -5 Accuracy, +1 to Endurance for purposes of Damage Mitigation, +5 Critical Evade, Cannot Trigger Critical Hits [Mother's Bow]: 4 Might, -5 Accuracy, +2 to Resistance, +5 Critical Evade
4 Arrows [The Sword]: 11 Might, -10 Accuracy, +10 Crit Confirmation, +4 to Luck while being wielded, Other benefits
Traits: From the Ashes (Endurance): Her father's village burned around her, but she rose anew from it. -50% Damage taken from Fire-type attacks. (Character Trait)
Country Girl (Persuasion): +5 to all rolls interacting with someone from the country. (Background Trait)
Aptitude (Luck): +10 to Stat Growths (Villager Lv. 1)
"Kill someone above the bloodied threshold with a melee attack dealing at least 3 times as much damage as HP!" Reward: Paul Bunyan Among the Trees
"With a Melee weapon, deal damage to an enemy equal to at least 3 times their maximum health." Reward: Hammer of Herakles
Paralogue 1: Veteran of the Psychic Wars pt. 4
Kin'yobi (Friday), the 18th of Hachigatsu (August), according to the Wheel of Time
??/??, according to the Wheel of Fate
??/??, according to the Wheel in the Sky
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If it could be possible, the grin on the spirit's Mask seemingly widened. "Excellent! You're pretty sharp, practically no one gets my explanations on the first try... Maybe you won't be so bad after all... Anyway, there's still a few things I need to talk to you about, but before we get to that, how about some introductions?" It reached it's hand out to Mozu in a familiar gesture. "The name's Rodéla Kérmatos, but you can call me Coinspinner."
Mozu grabbed Coinspinner's hand to shake, and as soon as she did the room around them wavered like steam before evaporating, leaving behind an entirely new space. They stood on the slope of a Mountain, the cold breeze buffeting Mozu as it blew.
Mozu: Roll to Percieve, DC 45: 16+6 (Precision)+5 (Downwind)=27, Failure!
Mozu: Connecting the Invisible Dots, DC 91: 91 (Because of course, why not?)+3 (Magic)=Success!
Though she could not hear anything, Mozu suspected that she knew what was going on. It was a story, a tale as old as time. Though she knew not the names, her mind recited at the same as Coinspinner as he began his story.
"It's best if I just tell you right away where I come from, and no, it's not Nohr. This is an old story, told by I and my siblings for millenia. It begins..."
"...With Vulcan climbing up the mountainside."
The world moved around them until they saw a giant of a man with a beard of fire and a lame leg hiking up the mountainside and entering a nearby cave.
"He was the God of the Forge in this particular land, and he had been tasked by the other gods to create tools that they could use to have some fun with their favorite subject: Mortals. So, for that end, he came up with the designs for twelves swords of great power, recruited twelve mortal helpers and began to work."
Inside of the cave was a massive forge with a tunnel of lava used as a furnace. There, the giant along with twelve regular people gathered together around an anvil the size of a cow.
"To help give the swords their power and permanence, Vulkan used the blood of the twelve assistants he had gathered for the quench. Eleven of the assistants died from blood loss, one survived but I'm not Townsaver so I don't give a damn."
As he continued to tell the story, the giant pounded away at twelve ingots of steel, before grabbing each follower and cutting off an arm of their's, collecting the flowing blood thereof in large buckets.
Mozu, Roll to control yourself, DC 60: 19+6 (Persuasion)+3 (1/2 of Inteligence)+25 (Silent in the Hills)=53, Bare Failure
Her stomach quivering at the sight before her, Mozu nearly missed what Coinspinner said next.
"Pay attention. This is the most important part, I'll show it to you again. Watch what's going on with Vulkan's hands."
Time reversed, before Mozu saw the same sight.
Mozu, Roll to focus, DC 45: 64+6 (Precision)-3 (Distance)=67, Success!
This time, however, she noticed that as he worked, the giant's hands began to bleed from overwork. The blood dripped down his arm, and onto the still-beaten blade.
"Not noticing what was occuring, Vulkan accidentally spilt his own blood in combinations with the followers' onto the then incomplete swords. This had drastic effects, because by spilling his own blood in making the swords, the swords were then considered to be, in a metaphorical and a metaphysical sense, his progeny. His children. And one of the problems with demigods and others of divine heritage? They can affect the gods themselves."
The scene melted away into darkness, and all that was before her was the sword, Coinspinner's sword, which she had grabbed just... yesterday? Was it only yesterday?
"But we don't get into that part for much later. For right now, it's better to go over what swords were made. To start off with, there's myself of course, Rodéla Kérmatos, or Coinspinner. My whole schtick back in the day, and one I still do occasionally, is that I give people crazy good luck, and then whenever I please I leave them and give them really bad luck in exchange."
At that, Mozu turned towards him quickly. "Is that what you're going to do to me?" She questioned with her eyes narrowed.
"Oh no," said Coinspinner, "I'm not doing that to you. I've been getting bored of the routine, really, so I decided to pick a more permanent wielder and get my kicks in when I can. I figured that if I simmer more for a bit, that it's more fun in the long run. In any case, we've gotten sidetracked."
Another sword appeared next to Coinspinner's, virtually identical except for the marking on the hilt, which had a hollow circle instead of the pair of dice.
"The Next sword to be made was Moíra Apostoléas, or Doomgiver. His power was the ability to redirect harm to the one harming the wielder. Essentially, it made one invincible against anything except self-harm, though another exception would arise later."
A third sword, this time with a dragon marking.
"Third on the list is Syskeví Kopís Drákon, a.k.a. Dragonslicer, the only sword who's famous poem got illustrated by Eric Carle. All joking aside, their schtick was the ability to instantly kill dragons, and only dragons. Unlike the rest of the swords, they didn't have an actual downside, so they were considered one of the safer swords to wield."
Fourth, A Bull's Eye.
"At number four is Makriá Dolofónos, Farslayer. Power: Spin a few times with them, say a person's name and throw Farslayer, and they will teleport into the person's chest, instantly killing them. Downside: Farslayer stayed in the corspe of the person you just killed, and now your enemies could throw the sword at you. Lots of back and forth use, as you can probably imagine."
Fifth, A Flag.
"Oh joy, Mindsword. Spathí Myaló is a mean one, able to enthrall anyone in visible or audible range once unsheathed. Thankfully, the effect wears off after three days.
Sixth, A Hammer.
"Katastroféa Aspídas... What a bastard. Supposed to be Vulkan's own personal Sword, Shieldbreaker was the one sword which negated our powers and could destroy us... to a point, I'll explain how later. He also turned his wielder into a fighting machine, however he could not attack someone without a weapon. Needless to say, Muhammad Ali would have had a field day with him."
Seventh, An Eye.
"Optkó Pedío is an interesting, if nearly useless, case. Sightblinder puts a perfect illusion around the wielder when it's unsheathed, one that always looks to those who see it as either the person they trust the most, or the person they fear the most. ...That has it's issues, however, if you're trying to actually be stealthy. Thankfully, they also granted the ability to see through illusions, which provides a pretty decent amount of resistance to Mindsword along with the next sword on the list, Psalídi Psychís."
Eighth, A Blank Space.
"Soulcutter when unsheathed essentially radiated a "kill yourself aura" to put it in more informative terms. You stepped inside, you wanted, really wanted, to kill yourself, hence the joke. The problem was, is that the owner isn't immune to this effect, and indeed they rapidly age to the point of death should they pull Soulcutter out of his sheath. Very bothersome, glad he's finally found a wielder who can actually wield him, poor guy needed a break like that."
Ninth, A Wedge
"Lithotómos, Stonecutter. Could cut through stone and gems like paper, nothing interesting besides that. Next."
Tenth, A Sword over a Castle Wall
"Exoikonómisi Pólis... *Sigh*... They have some issues. Wielding Townsaver allows the owner to defend unarmed people like no other... But that gives no protection whatsoever to the wielder, who barring some rare cases will most likely die of exhaustion once the battle's done. For personal reasons, I like to call them 'the Protagonist Sword' for reasons I will not divulge."
Eleventh, An Arrow
"Trópos Évresis, also known as Wayfinder. A bit of a jerk, and yes I know how hypocritical that sounds. Would always lead the wielder to their intended destination... In the most cruel way possible. There could be a good road leading to a city, and they would still lead you through a volcano just to get there."
And Finally, the Twelth, A Hand
"Therapeftís Pligón, the pacifist of our little family. Woundhealer cannot harm a living creature, instead whenever their swings would 'deal damage' they instead heal. So, if you stabbed yourself in the heart with Woundhealer, you'd be nearly immortal, barring attacks of the squish-squish nature."
Finally, with all twelve swords shown, they scattered across an emerging landscape.
"When all twelve swords were finished being forged, the Gods scattered them across the land so that they could enjoy what would soon occur with amusement.
...This would be the last time they would ever enjoy themselves ever again."
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I was going to make this longer, but having skipped a day I'd rather just get the update out there than worrying about how long it is.
This chapter is meant to help explain the background here, for those who don't know about the Book of Swords or for those who have and don't know what's different here. Yes, there are a few differences between this and the original work, if you pay attention you can tell to a degree what happened. I'll be finishing the explanation in the next two or three updates, so bear with me as we go through this, it's necessary world-building for the quest.
Also, I've been working on statting up Orochi and Saizou since they're the next on the list to join our party. However, something... interesting happened. Since everyone seems to agree with Supports being a thing, I decided to pull a @dingbat779 and roll for people's orientation. Basically, I roll 1d100, if it's 1-65 they're straight, if it's 66-90 they're gay, and if it's 91-100 they're Bi. When I did so for Orochi (and no, I will not be tellling you anyone else's, I want you guys to find out by spending your time in game talking to these characters), I...
...I rolled a 69.
...*Sigh*, You know, I think this is a sign from the RNGoddess. I wonder what it means...
Anna: "Market the HELL out of this."
I listen, and obey Oh Great One!
In any case, I wasn't expecting to roll essentially a crit for an orientation roll, and so Orochi's got a new trait for her... liking of the fairer sex. If she starts sounding a whole lot like Heather, you know what to blame.
The Eric Carle joke? Just take a look at Dragonslicer's poem on the TV Tropes page, and you'll see what I'm talking about.
Finally, some good news! My job has finally gotten concrete hours, so I don't have to worry about whether or not I can update for a particular day, hurray!
Honestly speaking, that roll to keep Mozo's stomach in check is rather annoying me. DC should be lowered at least after everything she went through, since I mean she's seen many gruesome scenes already. Especially when she actually passes the damn DC. It's just getting annoying that every "gory" scene she has basically involves her throwing up. I get it's your way to show she's new to battle and war... but having it done over and over again is kinda meh to me.
Sorry, this has just really been sticking out to me.
You... have a point. Very well then, I'll reduce the DC to 45, I don't want it to just jump down to something like 30 already, because again in in-game time Mozu has been exposed to gore for only two days, and true warfare for one. She's slightly inured to it, but not completely comfortable with it. Also, she'll be vomiting a lot less, I'll just have her flinch and stuff if she fails.
Mozume
Level: 5
Class: Villager Lv. 5
95/140 XP Until Next Level Stats:
Hit Points: 24/24 (Endurance x 4)
Strength: 5 (Class)+1 (Base)+2 (Levels)+0 (Training)=8
Agility: 5 (Class)+4 (+2 from Base, +2 from Blessing)+2 (Levels)+0 (Training)=11
Precision: 4 (Class)+1 (Base)+1 (Levels)+0 (Training)=6
Intelligence: 2 (Class)+1 (Base)+2 (Levels)+1 (Training)=6
Magic: 0 (Class)+1 (Base)+1 (Levels)+1 (Training)=3
Persuasion: 2 (Class)+1 (Base)+0 (Levels)+0 (Training)=3
Endurance: 2 (Class)+2 (+1 from Base, +1 from Choosing Hoshido)+2 (Levels)+0 (Training)=6
Luck: 3 (Class)-2 (0 from Base, -2 from Flaw)+2 (Levels)+0 (Training)+4 (The sword)=7 Stat Growths:
Strength: 10 (Class)+30 (Base)+10 (Aptitude)=50
Agility: 10 (Class)+50 (Base)+10 (Aptitude)=70
Precision: 10 (Class)+40 (Base)+10 (Aptitude)=60
Intelligence: 5 (Class)+35 (Base)+10 (Aptitude)=50
Magic: 0 (Class)+30 (Base)+10 (Aptitude)=40
Persuasion: 5 (Class)+40 (Base)+10 (Aptitude)=55
Endurance: 5 (Class)+35 (Base)+10 (Aptitude)=50
Luck: 20 (Class)+20 (Base)+10 (Aptitude)=50 Traits:
Forager (Intelligence): Restore 10% of HP every update while in a Forest, Mountain or near a body of water (Character Trait)
Country Girl (Persuasion): +5 to Persuasion rolls while interacting with anyone from the Country. (Background Trait)
Aptitude (Luck): +10 to Stat Growths (Villager Lv. 1)
I've Been Milkin' and Plowin' So Long... 1 (Precision): +10 to all rolls related to farming. (Villager Lv. 4)
Little Mouse in the Prairie 2 (Agility): +15 to Stealth rolls against Much Larger targets. (Acquired Trait)
One-Two A (Precision: +5 to rolls to confirm attacking again (Acquired Trait)
We've got a Mystery, Gang 1 (Intelligence): +5 to rolls for finding hidden stationery objects. (Acquired Trait)
I DON'T WANT TO USE MY HEAD! 1 (Precision): +5 to discovery and investigation rolls caused by pain. (Acquired Trait)
Silent in the Hills 3 (Endurance): +25 to rolls to resist fear or control expression in the face of gore. (Acquired Trait)
Player of the Game 3 (Persuasion): +25 to rolls for controlling yourself when dealing with nobility and/or royalty. (Acquired Trait) Wrath of the Beast (Strength): The anger of losing all that you have loved has coalesced into a terrifying boost to strength! Mozu can now enter into a berserker state which multiplies her strength by 1.5, adds half of her strength to her attack, dodge, damage and agility (for the purposes of extra attacks) and removes all weight penalties due to weapons and exhausted penalties! However, at the end of the encounter, she takes damage equal to her strength, and enters an exhausted state which penalizes all rolls she takes until she falls asleep. She can enter the berserk state again to get rid of the exhausted penalties due to using said state, but if she does the penalties increase to the current penalties+(the previous penalties*1.5), or, to demonstrate, using the state once reduces all rolls by 10 at the end of it, using it a second time reduces them by 25, a third use would end at penalizing by 48, and so on. (Acquired Trait)
Paul Bunyan Among the Trees (Strength): Whenever a foe is slain by a Melee Critical Hit, You may immediately make an attack (with a -10 cumulative penalty) against another adjacent foe.
Hammer of Herakles (Strength): Strength% of Instantly-Killing an enemy whenever a Melee Critical Hit is rolled.
Connecting the Invisible Dots (Magic): Intelligence*1.5% to automatically succeed at any roll which you have no information or training to normally accomplish. Possessions: [Brass Naginata]: 4 Might, -5 Accuracy, +1 to Endurance for purposes of Damage Mitigation, +5 Critical Evade, Cannot Trigger Critical Hits [Mother's Bow]: 4 Might, -5 Accuracy, +2 to Resistance, +5 Critical Evade
4 Arrows [The Sword]: 11 Might, -10 Accuracy, +10 Crit Confirmation, +4 to Luck while being wielded, Other benefits
Traits: From the Ashes (Endurance): Her father's village burned around her, but she rose anew from it. -50% Damage taken from Fire-type attacks. (Character Trait)
Country Girl (Persuasion): +5 to all rolls interacting with someone from the country. (Background Trait)
Aptitude (Luck): +10 to Stat Growths (Villager Lv. 1)
"Kill someone above the bloodied threshold with a melee attack dealing at least 3 times as much damage as HP!" Reward: Paul Bunyan Among the Trees
"With a Melee weapon, deal damage to an enemy equal to at least 3 times their maximum health." Reward: Hammer of Herakles
Paralogue 1: Veteran of the Psychic Wars pt. 5
Kin'yobi (Friday), the 18th of Hachigatsu (August), according to the Wheel of Time
??/??, according to the Wheel of Fate
??/??, according to the Wheel in the Sky
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"When all twelve swords were finished being forged, the Gods scattered them across the land so that they could enjoy what would soon occur with amusement.
...This would be the last time they would ever enjoy themselves ever again."
"Being of divine parentage, the swords could affect the gods... All of the Gods. This was discovered when Poseidon, the god of the Ocean and Seas and a general douche just like the rest of the gods, did yet another petty thing and killed the family of a man who wielded Farslayer, due to their lack of sacrifices to him."
A giant rose out of the waters of the land, sending a hurricane to destroy a home within a small town. Only one man emerged from the destroyed house, lifting one of the shown swords in his hand.
"In his anger, he used Farslayer's talent and directed it to hit Poseidon, which it did, killing him instantly just like anyone else."
By spinning three times and muttering a poem in a language she did not know...
Mozu: Connecting the Invisible Dots, DC 91: 27+3 (Magic)=30, Failure!
Mozu: Roll to Decipher Language, DC 60: 87+6 (Intelligence)+30 (Some Assistance from Coinspinner)=123, Critical Success!
Mozu: Critical Success Rolled, roll to acquire trait: 92, trait acquired!
Trait: Just Pull a Dresden! (Lv. 1) (Persuasion): +5 to all spellcasting rolls where you use a dead language to help channel the magic!
Mozu now understands the Greek Language! (Woop de doo...)
...But nonetheless one she understood...
"Farslayer howls across the world,
For thy heart, For thy heart who hast wronged me!
Oh you bastard of a God Poseidon,
for taking my family I shall take your life!"
The man threw the sword and it disappeared, before reappearing with a shriek inside of the giant's chest, making his body go limp.
"Naturally, this was a ice cold shower for the God's fun. Now seeing how much power these blades had, they became desperate to claim as many of the Swords for themselves as possible. To no avail, of course, because the Mortals weren't stupid. They now knew that in their hands were weapons capable of even defeating the Gods themselves, and so, instead of worshipping these worthless spirits, they turned their devotion to the Sword's themselves."
A new scene, one showing a group of people in hooded robes chanting what seemed to Mozu like Nonsense all while bowing to a sword attached to the wall. Incense burned beneath the sword, giving the room an odd smell.
"There was a cult of these guys, the Mystery of the Opened Eye, claimed that their leader who was Sightblinder's wielder at the time could draw forth the blade's power to pierce illusions and grant it to his followers. He was completely lying, of course, but only on who was providing what. You see, this one particular man was one of the few in this world who could claim membership to a rather exclusive club at the time: Being an Awakened Magus, which is something I'll get to later."
"Getting back to the story, the Magus, while unable to replicate Sightblinder's illusion piercing power, was able to make one of his own with his magic and give it to others. Because of this 'miracle' that the 'Sword' had wrought, it only further increase the fame and worship of the swords themselves, and with that worship... comes power. Power which the Gods would soon realize they were losing."
Mozu: Roll to Deduce, DC 45: 42+6 (Intelligence)=48, Bare Success
"Because if they weren't being worshipped, they weren't recieving their power." said Mozu.
"That's right, but it's only part of the bigger picture. Without the Power that worship provided, the Gods themselves could not exist. That's another reason why they clammered to gain the swords, if they couldn't gain worship as a God of the Pantheon, they could at least gain worship as a Wielder of a Sword of Power as they were known at the time. Vulcan, however, decided to pull a different approach."
The scene changed, to show the first giant in front of a crowd of people.
"His ploy was to convince people that as the person who made the Swords, that he himself was greater than they, for that which is great can only be made by that which is greater. This actually gained some traction, before Doomgiver's current wielder at the time challenged him to a duel."
The crowd seperated to show a man carrying a Sword and pointing it at the giant. The Giant simply laughed before pulling out one of his own.
"Vulcan had come prepared, however, for this eventuality. He had managed to steal Shieldbreaker, the Swords which Ends All Swords, from a mortal and now believed himself impervious to the powers of the other Swords, which, by technicality, he was. However, he was also going up against Doomgiver at the time, the Sword Which Reflects all Harm. Can you guess what happened next?"
Mozu: Roll to Deduce, DC 45: 97+6 (Intelligence)=103, Critical Success!
Mozu: Critical Success Rolled, roll to acquire trait: 95, Critical rolled, upgraded trait acquired!
Trait: I am the Law (Lv. 2) (Intelligence): +15 to all rolls which deal with rules, regulations and systems of government!
Doing some quick thinking, Mozu came up with the answer. "They destroyed each other."
In the vision, the man and the giant clashed with their swords once, before both blades exploded in an awe-inspiring manner.
"Correct. Shieldbreaker, as part of it's ability to destroy the other swords does so in an explosive matter, one which is harmful to the bearer of the destroyed Sword. Doomgiver, meanwhile, reflects all forms of harm, which means while it could not prevent it's own destruction, it could at least reflect said destruction back onto Shieldbreaker. Thus both swords were destroyed, the only swords to have been, the Sword bearer died due to his torso being blown apart, and Vulcan who was so weak due to a lack of worship was forever crippled until he eventually disappeared from the world."
"This event would have lasting implications. While before the Swords still had a weakness in the form of Shieldbreaker, now they were truly invulnerable, and without their original creator, there was no way for a new counterplay to be developed, as only the works of Vulcan could destroy the things he made indestructible. And so, the remaining swords, now called the Dódeka Ékanan Déka, or the Twelve-Made-Ten, would be free to gather up the worship of the people while the rest of the gods disappeared from the world. Which of course leads back to one of the future key players of this whole story, who we mentioned before..."
"...The Mystery of the Opened Eye."
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*Sigh* Those rolls man... Well, you guys wanted more traits, and now you have more traits! ...Hurray...
Next update we'll be finally getting into the Mage the Awakening side of this crossover, which I've been waiting to explain for a while. I'll probably also be explaining the chapter title in the author's notes then as well.
Also, yes, I know that in Book of Swords canon Shieldbreaker negated Doomgiver's power entirely, but honestly, to me, it seems that it'd be more of a logic puzzle than just "Woo, I negate you, sucker!" Perhaps I'm just overcomplicating these things, but at least I had an excuse to do so for this quest.
Just remember not to go too far into the crossover to neglect the other side. I'm not entirely sure the mythos your crafting works well with what Fireemblem Fates already establishes honestly. Probably because I don't know mage the awakening. Anyway, as it is this is starting to be less of a quest and more of a story so be sure to get to the point where people have agency and can vote again soon otherwise people might just give up on it. Which would be terrible since I actually like this quest. >.>
Just remember not to go too far into the crossover to neglect the other side. I'm not entirely sure the mythos your crafting works well with what Fireemblem Fates already establishes honestly. Probably because I don't know mage the awakening. Anyway, as it is this is starting to be less of a quest and more of a story so be sure to get to the point where people have agency and can vote again soon otherwise people might just give up on it. Which would be terrible since I actually like this quest. >.>
I know, and I'm sorry, but this is just a necessary explanation for the Swords and the power they provide. I won't be getting into things like the Three Wheels or
The Accord of Blades
until later in the story. I'm aware of how annoying this lack of agency can be to people, but I'm aiming for the next update to be the last infodump for quite a while, after all, now that Mozu's got access to the basics for
Yeah, first of all both Shieldbreaker and Doomgiver are stupid, so I'd rather not have to deal with them in this quest, and second having twelve swords messes with the Mage the Awakening theme of the Arcanas, so I cut the number down to ten.
Yeah, first of all both Shieldbreaker and Doomgiver are stupid, so I'd rather not have to deal with them in this quest, and second having twelve swords messes with the Mage the Awakening theme of the Arcanas, so I cut the number down to ten.
Thanks to a wonderful, wonderful man @Zeroth Jupi , we now have a channel on a Discord server!
*And the Crowd... claps without enthusiasm*
Jokes aside, if there's any questions you want to ask me when I'm online, feel free to do so on there, that way I can give answers at a much faster pace, and not miss your question for like hours. Again, thank you to this dude for setting this up for us!
Server Link Here: Discord - Free voice and text chat for gamers
I had time and was willing to make a server so no problem
Also if you see someone with the name Bloody Kriem on the server that's me I'll stop and say hello if I'm on and have time to do so
Mozume
Level: 5
Class: Villager Lv. 5
95/140 XP Until Next Level Stats:
Hit Points: 24/24 (Endurance x 4)
Strength: 5 (Class)+1 (Base)+2 (Levels)+0 (Training)=8
Agility: 5 (Class)+4 (+2 from Base, +2 from Blessing)+2 (Levels)+0 (Training)=11
Precision: 4 (Class)+1 (Base)+1 (Levels)+0 (Training)=6
Intelligence: 2 (Class)+1 (Base)+2 (Levels)+1 (Training)=6
Magic: 0 (Class)+1 (Base)+1 (Levels)+1 (Training)=3
Persuasion: 2 (Class)+1 (Base)+0 (Levels)+0 (Training)=3
Endurance: 2 (Class)+2 (+1 from Base, +1 from Choosing Hoshido)+2 (Levels)+0 (Training)=6
Luck: 3 (Class)-2 (0 from Base, -2 from Flaw)+2 (Levels)+0 (Training)+4 (The sword)=7 Stat Growths:
Strength: 10 (Class)+30 (Base)+10 (Aptitude)=50
Agility: 10 (Class)+50 (Base)+10 (Aptitude)=70
Precision: 10 (Class)+40 (Base)+10 (Aptitude)=60
Intelligence: 5 (Class)+35 (Base)+10 (Aptitude)=50
Magic: 0 (Class)+30 (Base)+10 (Aptitude)=40
Persuasion: 5 (Class)+40 (Base)+10 (Aptitude)=55
Endurance: 5 (Class)+35 (Base)+10 (Aptitude)=50
Luck: 20 (Class)+20 (Base)+10 (Aptitude)=50 Traits:
Forager (Intelligence): Restore 10% of HP every update while in a Forest, Mountain or near a body of water (Character Trait)
Country Girl (Persuasion): +5 to Persuasion rolls while interacting with anyone from the Country. (Background Trait)
Aptitude (Luck): +10 to Stat Growths (Villager Lv. 1)
I've Been Milkin' and Plowin' So Long... 1 (Precision): +10 to all rolls related to farming. (Villager Lv. 4)
One-Two A (Precision: +5 to rolls to confirm attacking again (Acquired Trait)
We've got a Mystery, Gang 1 (Intelligence): +5 to rolls for finding hidden stationery objects. (Acquired Trait)
I DON'T WANT TO USE MY HEAD! 1 (Precision): +5 to discovery and investigation rolls caused by pain. (Acquired Trait)
Just Pull a Dresden! 1 (Persuasion): +5 to all spellcasting rolls when you use a dead language to help channel the magic. (Acquired Trait)
Little Mouse in the Prairie 2 (Agility): +15 to Stealth rolls against Much Larger targets. (Acquired Trait)
I am the Law 2 (Intelligence): +15 to all roles dealing with rules, regulations and systems of government. (Acquired Trait)
Silent in the Hills 3 (Endurance): +25 to rolls to resist fear or control expression in the face of gore. (Acquired Trait)
Player of the Game 3 (Persuasion): +25 to rolls for controlling yourself when dealing with nobility and/or royalty. (Acquired Trait) Wrath of the Beast (Strength): The anger of losing all that you have loved has coalesced into a terrifying boost to strength! Mozu can now enter into a berserker state which multiplies her strength by 1.5, adds half of her strength to her attack, dodge, damage and agility (for the purposes of extra attacks) and removes all weight penalties due to weapons and exhausted penalties! However, at the end of the encounter, she takes damage equal to her strength, and enters an exhausted state which penalizes all rolls she takes until she falls asleep. She can enter the berserk state again to get rid of the exhausted penalties due to using said state, but if she does the penalties increase to the current penalties+(the previous penalties*1.5), or, to demonstrate, using the state once reduces all rolls by 10 at the end of it, using it a second time reduces them by 25, a third use would end at penalizing by 48, and so on. (Acquired Trait)
Paul Bunyan Among the Trees (Strength): Whenever a foe is slain by a Melee Critical Hit, You may immediately make an attack (with a -10 cumulative penalty) against another adjacent foe.
Hammer of Herakles (Strength): Strength% of Instantly-Killing an enemy whenever a Melee Critical Hit is rolled.
Connecting the Invisible Dots (Magic): Intelligence*1.5% to automatically succeed at any roll which you have no information or training to normally accomplish. Possessions: [Brass Naginata]: 4 Might, -5 Accuracy, +1 to Endurance for purposes of Damage Mitigation, +5 Critical Evade, Cannot Trigger Critical Hits [Mother's Bow]: 4 Might, -5 Accuracy, +2 to Resistance, +5 Critical Evade
4 Arrows [The Sword]: 11 Might, -10 Accuracy, +10 Crit Confirmation, +4 to Luck while being wielded, Other benefits
Traits: From the Ashes (Endurance): Her father's village burned around her, but she rose anew from it. -50% Damage taken from Fire-type attacks. (Character Trait)
Country Girl (Persuasion): +5 to all rolls interacting with someone from the country. (Background Trait)
Aptitude (Luck): +10 to Stat Growths (Villager Lv. 1)
"Kill someone above the bloodied threshold with a melee attack dealing at least 3 times as much damage as HP!" Reward: Paul Bunyan Among the Trees
"With a Melee weapon, deal damage to an enemy equal to at least 3 times their maximum health." Reward: Hammer of Herakles
Paralogue 1: Veteran of the Psychic Wars pt. 6
Kin'yobi (Friday), the 18th of Hachigatsu (August), according to the Wheel of Time
??/??, according to the Wheel of Fate
??/??, according to the Wheel in the Sky
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Don't let these shakes go on, it's time we had a break from it!
"You see, back when the cult was worshiping Sightblinder, their worship of the blade for 'granting' them a Spell created a symbolic connection between Sightblinder and the Supernal. As the cult grew into a full time religion, the other swords were dragged into the mess as well until all of us became Manifest Symbols of Awakened Magic. Due to this connection-"
Mozu: Connecting the Invisible Dots, DC 91: 32+3 (Magic)=35, Failure!
Mozu: Roll to Comprehend, DC 75: 2+6 (Intelligence)+2 (1/2 of Magic)+5 (It's instinct at this point)-15 (Using Terms she does not know)=0, Automatic Criti-
Coinspinner: Reroll: 2 65+6 (Intelligence+2 (1/2 of Magic)+5 (It's instinct at this point)-15 (Using Terms she does not know)=63, Failure!
Mozu just listened to the spirit drone on and on and didn't realize that Coinspinner had stopped. He poked her on the forehead.
"You didn't understand any of that, did you?"
Mozu shook her head. Coinspinner took in a deep breath (despite not having lungs) and said, "Aright then. You know what? Let me show you. Cast a spell."
Mozu blinked at what he just said. "What? Cast a spell? But I'm not eve-"
"'Do or do not, there is no try' and all that crap. Cast a spell, do it now, NOW!"
Panicking at the now screaming entity, Mozu tried what she thought was how one cast a spell...
Mozu: Roll to Cast ???, DC 25: 77+3 (Magic)+3 (1/2 of Intelligence)+5 (Fate 1)+25 (Coinspinner, Dedicated Tool)-10 (First Time Spellcaster)=103, Critical Success!
Mozu: Critical Success Rolled, Roll to acquire trait: 20, no trait acquired.
Critical Success Rolled on Spell casting roll, ??? time reduced by 5%!
...she didn't know what she did, but whatever it was, it worked. Drawing upon symbols Coinspinner provided, she forged a phrase she wanted but did not she did.
"Show me what comes next."
And so, the Universe/the Multiverse/the Supernal/the World/the Wyrd/the Magic, did.
STEP ONE: HEAD TO SENRITSU.
The Wheel of Fate has been revealed to your eyes! 20/100 until Fate fights back.
The Wheel in the Sky reveals but a pittance: 11/???
Blinking as the truth she was just shown imprinted itself into her mind, she turned awestruck at Coinspinner. He shrugged. "I told you you could do it. Literally anyone with me can do something simple like that. Though, I recommend not trying to do the spell instantaneously next time, you only have so much Reach in the Arcana."
Nodding dumbly, Mozu looked back into the endless space. The spirit place a glove on her shoulder. "This is all just a dream world. In the real world, a spell like that would be much harder, and if the spell's effect was obvious, it would induce risk if you tried to perform it in front of others. So you'll have to be discreet when you try this sort of thing. Now, before you wake up," he turned her around to face him, his mask grinning madly, "want to try something else?"
What Spell would you like to attempt?
[] Interconnections (Reveals the marks of fate on any subject, showing sympathetic connections, the presence of spells with conditional durations and the effects of a violated oath or geas.)
[] Oaths Fulfilled (Lets Mozu know whether a specified person or object has done or has had done a specific thing to them, for example: "Let me know the next time when Princess Sakura goes to sleep.")
[] Quantum Flux (Reduces penalties for a number of actions equal to the success rating of the spellcasting roll (1 for Bare, 2 for Success, 3 for Major, 5 for Crit) by an amount equal to the success rating of the spellcasting roll (5 for Bare, 10 for Success, 15 for Major, 25 for Crit) while the duration is still ongoing. For example: If a success is achieved on the spell casting roll, then for the next two actions the penalties for those actions are reduced by 10.)
[] Reading the Outmost Eddies (Bestows a small blessing or curse on a subject. Blessing: Reduces the amount needed to achieve a Major Success by 5 and a Critical Success by 10 for a number of actions equal to the success rating of the spellcasting roll (1 for Bare, 2 for Success, 3 for Major, 5 for Crit). So, it would be 0+ for a Bare, 11+ for a Success, 21+ for a Major and 36+ for a Crit. Curse: Prevents a Critical Success from being achieved except naturally for the same number of actions as above. So, you could not achieve a Crit by having a total higher than the DC by 51+, but you could have one by rolling a 99 or 100.)
Voting Begins Now, and ends at 7:00 PM PST, 10:00 PM EST Tonight. I want to get started with the actual plot for the next chapter as soon as possible, so that's why I'm having the vote end so early.
Also: Mozu has acquired Initiatory Ranking in the Fate Arcana! (Fate 1, Gnosis 0, no other arcana yet, 1 Free Reach when casting Lv. 1 Fate Spells, cannot utilize mana yet).
Current Projections for Reaching Apprentice Ranking in the Fate Arcana: 2 Weeks-3% (Magic Stat)-5% (Critical Success on Spellcasting Roll)=12.88 Days! (Note: this can be sped up by training and putting points in the Magic Stat)
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So, I decided to cut the backstory short for now so that we can finally get into some of the meat of the game: Spellcasting! I'm converting the Gnosis+Arcanum spellcasting roll into a d100 format by having +5 bonus per rank of the Highest Arcanum used and +10 per rank in Gnosis (You guys are at Gnosis 0 because you're only "Psuedo-Mages" for right now). We'll be getting into a lot of the more technical stuff once we start doing magic in the real world. Also, the reason the DC was so low was because you were doing magic in the dream world. Once you start doing magic in the real world, the DC becomes 50+25*Rank of the Spell you want to cast, due to Magic Shenanigans.
Also, I finally revealed, at least partially, what those Three Wheels do. The Wheel of Time tracks the days and months, the Wheel of Fate tries to help regulate Fate and so will try to stop any further interference in the workings of Fate (Done by using Fate-Manipulating magic in the real world or by using Desperate Rerolls) and if you do so too much (a.k.a filling the gauge to full) Fate will fight back by altering reality in some significant way. There is a chance of something good coming out of this, but for the most part it'll be something terrible. Finally, the Wheel in the Sky... well, you still don't know what it does, and I intend to keep it that way for a while.
There's something else I'm forgetting right now, but I'll be sure to talk about it when I remember. Thank you for reading, guys, and make sure to vote!
Wait a second? We're dealing with effing paradox in a world of magic?
How could we use oatha fulfilled to pick out spies?
[X] Interconnections (Reveals the marks of fate on any subject, showing sympathetic connections, the presence of spells with conditional durations and the effects of a violated oath or geas.)
Think of how disbelieving the party (Minus Corrin, because Corrin) were at the curse of Valla. "Wait, so you can't say the name of this place, or you die?" And that's just for one of those traditional curses. Now, for subtle magic, which most Fate Arcana spells are, you can do them in broad daylight (as long as you don't use High Speech and cast instantly) in front of people, and it's not a problem. In addition, Forces Arcana spells don't really have a problem because you can play them off as just casting spells from a tome. However, for blatant magic that can't just be played off, yes, Paradox is still a thing. No Insta-kills with the Death Arcana, No "Gotta Go Fast" with Time, No Unlimited Blade Works with Matter, et cetera. However, in specific places of weirdness (i.e. Valla, Deeprealms, etc.) paradox is greatly reduced or even eliminated altogether, because the strangeness of the place counters any disbelief (what's weirder, summoning a bunch of swords out of nowhere or invisible people?).
It... could, but it more than likely requires a more personal connection. For example, if Mozu lost her mother's bow she could use the spell to help track it down (though it wouldn't show her where it is instantaneously), but she can't use it to find where the next enemy is, because that's not a personal, sympathetic connection.
I didn't see that but this symptom of disbelief is a world of magic alwayshow struck me aso dumb and a lame way to dodge semiphenomenal nearly cosmic might and gets super silky in world with shikigami and stuff.
[X] Oaths Fulfilled (Lets Mozu know whether a specified person or object has done or has had done a specific thing to them, for example: "Let me know the next time when Princess Sakura goes to sleep.")
Let us be the ultimate stalker.
Wait, using your example, do we know when the Princess will go to sleep when we use the spell or do we get a 'notification', for lack of better word, when she goes to sleep?
[X] Oaths Fulfilled (Lets Mozu know whether a specified person or object has done or has had done a specific thing to them, for example: "Let me know the next time when Princess Sakura goes to sleep.")
[X] Oaths Fulfilled (Lets Mozu know whether a specified person or object has done or has had done a specific thing to them, for example: "Let me know the next time when Princess Sakura goes to sleep.")