Might as well explain my preference, I doubt Birdsie is actually going to forego the meta-currency (though that would be kinda funny).

I feel like Litanist and Ex-Kratocrat are the most well aligned with the nature of the quest. Litanists start with high Street affinity and multiple ways of improving their learning ability, and System users get way more info about unfamiliar things than anyone else. Both are well situated to try to make the most of where the Street takes them before they have to leave.
 
Angel starts off with two highly relevant initial capabilities: concealment and healing. The former lets us observe otherwise-dangerous areas, opening up more interesting avenues of early exploration; latter allows us to undo otherwise-irreparable harms at a relatively low power level. Whole do-gooding will be viable out of the box, giving us great flexibility in what adventures to pursue!

Masked, on the other hand, is basically forced to focus on healing himself, which will consume our initial arc, and we may have to spend further arcs on crafting in order to fully utilize its mechanical advantages.
 
In the interests of reconciling my desire to maintain momentum to write, as well as the desire to satisfy the maximum amount of voters with the initial choice, we'll do the final tally in about fourteen hours; almost exactly two full days since the quest started. I feel that's more than enough for everyone to get in their rounds of discussion.

However, to encourage interest in all the options, later today when I get back, I'll write up some short sample blurbs / powers for each option to semi-accurately represent the sort of stuff you can expect to be able to do with them early on.
 
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Adhoc vote count started by Mr.Norm on Apr 10, 2024 at 3:21 AM, finished with 205 posts and 80 votes.


[X] Masked

One off from a tie now. Mask is more interesting, more unique, more versatile, and more fun, than the other options. Don't you want to be a dashing rogue?
 
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Believe me, I love the aesthetic of Mask. But going Masked would also mean committing a certain time in quest spent on crafting. This however is only one part of the formula..

quoted from discord, to make the pros and cons more clear..

Half of mask-making is wearing the mask in question.
They grow stronger with facetime.

The Joyous Inquisition wears masks that cause them to always be happy. There are nobles who wear masks that enhance revelry and the taste of victuals, alongside providing sensory enhancements. There is a mask which became 'sentient' (or its wearer simply reached Final Fixation) and is now copying itself and trying to spread. Guardsmen might wear iron faceplates that augment their physicality, and so on.

Some people simply wear all-purpose lifemasks.
If you wore Batman's cowl, you'd gain powers of competence that develop with facetime and significant deeds.
You develop the 'identity' of the mask over time.



We'd need the tools, materials and time devoted to a Workshop to make the masks. And then we'd have devote time being the mask. Which might be fun in its own right. But pacing wise semi-crafting builds might run into issues, seeing we aren't going to be in the worlds for longer periods of time. Maybe we'll be able to acquire other magics to expedite mask making?

Angel incentivizes us more strongly to not lighthouse and engage with the settings for power. It might be more suited for a wanderer. Devotion path has its own challenges though. Also that Old Testament energy 🔥
 
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We already had actual Tinker quest in past and Birdsie had no issues executing it without crafting taking away from the narrative.
 
Not a terribly strong point but there's also this to consider that, if we do really want to bake our cake and eat it, the Angel would technically be able learn all of the magics present in character creation. From the blurbs they don't seem genetic, whereas being an Angel probably isn't something a player character that starts off as a human can do.
 
Sorry let me rephrase that we can only take so many mask related actions, So many social actions, and so many do something worth doing actions. Masks divides the amount of actions we can of stuff with mask related actions and then we have to actually argue about managing masks and fight about how to do our build.
I disagree with this argument. The most important feature with a Mask is Facetime, so a 'Mask-related action' is any action you wear the mask during. If we have a social mask, or a 'superpowers for doing something worth doing' mask, that kind of action is a mask action.
I don't get the impression the Fixation thing is a cap either; couldn't you just alternate two masks, so neither could ever near fixation, while still giving them increasing amounts of facetime? So in the worst case, a non-fixated can still spend half their time on their choice of primary mask (though fixation might in itself have benefits, but that's not an issue.).
Angel starts off with two highly relevant initial capabilities: concealment and healing. The former lets us observe otherwise-dangerous areas, opening up more interesting avenues of early exploration; latter allows us to undo otherwise-irreparable harms at a relatively low power level. Whole do-gooding will be viable out of the box, giving us great flexibility in what adventures to pursue!

Masked, on the other hand, is basically forced to focus on healing himself, which will consume our initial arc, and we may have to spend further arcs on crafting in order to fully utilize its mechanical advantages.
...Actually, if we're so worried about that- is there any reason Mask couldn't just... have a Mask with a healing power?
That seems like it rather nullifies this argument!
(I'm not specifically for Mask or Angel over the other, but you see, some of these arguments seem to be... incorrect.)
Not a terribly strong point but there's also this to consider that, if we do really want to bake our cake and eat it, the Angel would technically be able learn all of the magics present in character creation. From the blurbs they don't seem genetic, whereas being an Angel probably isn't something a player character that starts off as a human can do.
A Litanist could do it with reaping!
 
In the last quest, it seemed to me that there were very few social interactions between us and the characters, we were constantly chasing new forces, discarding social interaction.
Masks, in essence, are new forces that we will constantly run after without being able to satisfy our hunger completely.
The angelic version already has all the abilities. And if we want to develop New powers, we will need faith, which means we will have to communicate.
In addition, our social awkwardness will also be a reason for additional communication.
 
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The blurb refers to magic systems! Not specie! Or meta physiology? Who knows.
From the discord:
Birdsie — 04/08/2024 9:47 PM
Reaping can yield pretty reliable power.
Birdsie — 04/08/2024 9:47 PM
Even outside of specific magics you might be able to take from people
there'll always be beings
with muscle tissue
to be taken for yourself.
Birdsie — 04/08/2024 9:48 PM
But Transcendental Reaping - the art of taking supernatural capabilities from other beings - is the real cream of the crop.
Muscle Tissue suggests it can work on things as base as species, and the broad description of Transcendental Reaping suggests it's pretty broad there too. It seems like a reasonable position to guess that (given access to a subject and sufficient proficiency) you could Reap an Angel's Angelness.
 
From the discord:

Muscle Tissue suggests it can work on things as base as species, and the broad description of Transcendental Reaping suggests it's pretty broad there too. It seems like a reasonable position to guess that (given access to a subject and sufficient proficiency) you could Reap an Angel's Angelness.
I don't think it has been made clear enough that, uh...

The Litanies can do anything and everything any other system can with sufficient creativity.
 
In the last quest, it seemed to me that there were very few social interactions between us and the characters, we were constantly chasing new forces, discarding social interaction.
Masks, in essence, are new forces that we will constantly run after without being able to satisfy our hunger completely.
The angelic version already has all the abilities. And if we want to develop New powers, we will need faith, which means we will have to communicate.
In addition, our social awkwardness will also be a reason for additional communication.
Mask heavily incevitize getting a party or a posse, since we can craft multiple powers, but only wear one at any given time.
 
From the discord:

Muscle Tissue suggests it can work on things as base as species, and the broad description of Transcendental Reaping suggests it's pretty broad there too. It seems like a reasonable position to guess that (given access to a subject and sufficient proficiency) you could Reap an Angel's Angelness.
Almost everything can be accomplished with sufficient Litanies - including the harvest of an Angel's Angelness, yes.
 
From that it follows that we can either consume or attune Street to ourselves, as the ultimate endgoal. The reason to pick Litanies, powers and everything aside, is that it is one option that interacts with overall mystery of the Street itself the best.
 
Power Samples
Here are short samples of attainable starting abilities for character options that don't have as much votes behind them as Masked and Angel:

Litanist

Self-Perfecting Sage - The Litanies can be used standalone but work best as a symphony. Through focused and incisive Reaping, Coin of a wide variety of traits can be easily stockpiled, and then Reinforced before integration, to maximize syncretism with the Litanist's metaphysiology.

This results in an ever-evolving suite of abilities, a being that grows mightier with every world visited: even monsters with incompatible powers, if Reaped, can have the resultant Coin adjusted to strengthen pre-existing abilities, or even have their Coin inputted into making artifacts. Visit a world of medieval fantasy and emerge with only the best amalgamated traits of an elven-orcish hybrid, and none of the shortcomings, while still retaining a human appearance. Sheer away the durasteel of an orbital space station and include its durability in your armor. Gain the positive traits of a werewolf and vampire without the associated curses.

Lineage: Makarios - Prevalent among Litanists, especially the noble Houses, is a practice of Reciprocally-enforced genetic optimizations. Virtually all scions of the higher strata of the Dominion benefit from varied levels of enhanced condition, beauty, wit, and longevity. However, some Houses cultivate traits more magically ambitious than that.

The Makarios Lineage are spirit sculptors by trade, cultivating familiar servants and controlling them with magical eyes, capable of easily sharing senses, offloading wounds, and performing all manner of other trickery. Individual scions can develop their own related visual acumen, and possess unusual if mundane insight.

Griever

Griefmantle: Fate's Fault - It was not your fault they died, but rather, the world is to blame. And if the world doesn't align with your vision, shouldn't you endeavor to change it? With your mantle on, the world is no longer allowed its drink of cruelty.

As a broad capability, the Griefmantle safeguards its bearer and environment defensively from all inauspicious outcomes, providing comprehensive protection from misfortune and enemy curses. Its protection is frankly absurd, and interpreted in an overall generous fashion; the mantled's presence could passively prevent a burgeoning volcanic eruption from occurring in a nation they are briefly visiting and casually decreases the odds of earthquakes or other minor disasters, to a degree where their presence would be an invaluably useful commodity to a society where such incidents occur even semi-frequently.

Although working best under circumstances outside the mantlebearer's control, this protection can prevent otherwise accidental missteps in combat and social encounters as well; no accidental blasphemy or tripping on an oil puddle will occur, allowing the mantled to assume greater risks without fear of reprisal. However, the mantle is downright stingy with proactive and positive fortune; it prevents calamities, to an almost mind-boggling degree, but seldom causes even minor serendipitous occurrences on its own.

Mortal Orders - The weight of ancient legacy, unmoved by the winds of a broken world. The Graven, the children of the Snowgrave, can harness that legacy through the so-called Mortal Orders. In simple words, the Orders are the ability to inherit and pass on power, and in doing so, expand its remit. An inherently civilizational magic; it rewards cooperation and attachment. A shield wall of five men of a Barrow can triumph against twenty mundane mortals; a legion of a hundred could perhaps even overcome a modern infantry battalion with armored support, through sheer grit and by lifting the weight together.

Each Barrow practices its own culture and cultivates its Order, and a consequence, its own form of inheritance. There are countless Barrows and Orders, and therefore, countless forms of inheritance. They can be mixed, although this sometimes diffuses the power as a result of cultural mismatch. Here are a couple of short examples:

Adamant: Tattoos that grant powers; in your brain if you're not a coward. Witchcraft, with multiple themes to choose from.
Mercury: Inherited organs, blood transfusions, magic eyes or cursed bandage-bound arms. A Sharingan passed down from father to son, etc.
Bronze: Mythic epics memorized and chanted, altering reality and probability as they are sung. Not as diverse as the Litanies.
Iron: Storied artifacts, magic items with a variety of supernatural uses; "Noble Phantasms."
Gold: Reincarnation, the soul returning to live a new life, retaining and enhancing traits with each turning of the wheel.
Stone: Word-walls containing recorded words of power; can be made into sentences, a lexicon of magic. Thu'um. Not as powerful as the Litanies.
Silver: Recorded memories and mind-states of ancestors; often involve living through them firsthand and slowly becoming similar to them.

Making new Orders is always possible: simply find a new form of inheritance. For instance, tutoring under a wizard, even if your spirit were incompatible with the magic, you could earn a fraction of his own spellcraft, and due to how the Mortal Orders work, you'd eventually almost assuredly surpass your master.

Ex-Kratocrat

Class: Mage - A simple mode of casting, exactly as one may expect from a System so closely reminiscent of a video game. Drain mana - create effect. Training can allow a mage to design more sophisticated or advanced effects; a mana bolt evolves into a penetrating higher-velocity mana spear, to eventually applying the classical elements to each attack. Naturally, non-combat utility's achievable; projecting furniture out of thin air, charming or befuddling interlocutors, or seeing through walls via divination spells. The full line-up of wizard spells should be attainable for the sufficiently leveled; rare spells or rituals may eventually be learned with bought spell tomes or quest rewards.

Artifact: Crystal Hourglass - A rare quest reward, and your one saving grace, the Crystal Hourglass successfully pulled you out of trouble on countless occasions. This soulbound treasure, worn as a necklace on an azure string with translucent beads, can undo an undesirable occurrence seven times a day. Its remit is somewhat granular; undoing a topic or particular exchange during a conversation, or a single faulty evasion that resulted in injury, rather than completely undoing the conversation or fight involved. However, its effect is close to absolute, capable of affecting even beings transcendentally more powerful than you.

If it wouldn't work for whatever reason on a particular opponent or context, the System's Analysis Ability can always reliably warn you ahead of time.

---
 
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Well, consider me interested in both the Quest and the Setting! I'm a sucker for multiversal shenanigans.
Going to throw my vote behind:
[X] Litanist
[X] Masked
 
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