Ship Victory: The Quest is won when you have successfully built and launched a flying ship - be it magical, technological, or mix of both - that allows everyone in this Quest to depart these lands and travel to other worlds - or perhaps other quests.
Current Quest Policies:
-- Rioters may not take weather into account when making actions
-- By Agreement with Naysayers, Rioters may not travel to Northeast and may not steal from Naysayers.
-- Negotiations with other parties officially falls under purview of The Council.
Banked Dice: 5 +1dX to a single player's action maintaining existing farm development 2 +1dX to a single player's action for gathering Resources used for Crafting 1 +1dX to a single player's STR-based Quest Lab Construction action 1 +1dX to a single player's action toward Flying Ship progress 1 +1dX to a single player with any level of "Equipment Craftsman" for a single Equipment Crafting action
Current Quest Layout:
- Grassy barely-there lump that only just qualifies as a "hill" (if you tilt your head and squint)
-- Currently being converted into a Longhouse
- Very Fertile Ground
- Quest Lab Build Site consisting of 30'x30'x5' square hole in ground + 1'x4' centered stretch of cleared land, and 8'x4' Stairs going 8' down
- 100'x15' land plot marked for Longhouse. ~100' Long 3' Deep~ (Approx) Trench down middle, Even 'L' cleared at each corner.
- 25'x20' patch of cleared land for farming, partially filled with basic crops.
- A pair of Large Bowl Holes next to the farm land.
- Foundation Dug for Chicken Coop.
- Small Fire Pit w/Simple Flame
Available Resources
(Laying out in the open)
- Sod: 1315 1'x1' Segments
- Dirt: 2894 1' Cube; 1875 Lumps
- 1 Small Fire Pit, Simple Flame (Current Fuel Requirement: Equivalent of 1 Medium Stick per Round)
- Wood
-- Short Stick (Thin, Average Quality): 13
-- Short Stick (Small, Average Quality): 10
-- Short Stick (Good Quality): 11
-- Short Stick (Thick): Average Quality 12; Good Quality 12
-- Medium Stick: Average Quality 19; Good Quality 6
-- Long Stick (Average Quality): 0; (Good Quality): 1
-- Long Stick (Thick, Average Quality): 2
-- Medium Log (Raw, Average Quality): 0
-- Large Log (Sturdy, Raw, Excellent Quality): 1
-- Pieces of Bark: 25
-- Medium Tree (Stripped): 1
-- Large Tree (Raw): 3
-- Sets of Medium Wood Boards (Rough, Average Quality): 2
--- Chicken Coop Sticks
Equipment:
1 Bone Scalpel (Average Quality) (+Advantage to Cutting Soft Materials; +1 to Relevant Uses)
2 Wooden Trowel (Average Quality) (+2 to Digging; +1 to Other Relevant Uses)
3 Stone Shovel (1 Good Quality; 2 Excellent Quality, Fine) (+1d4 to Digging; +2 to Other Relevant Uses) (Fine +1)
1 Stone Hoe (Excellent Quality, Fine) (+1d4 to Farming; +1 to Other Relevant Uses) (Fine +1)
2 Stone Hatchet (1 Average Quality; 1 Excellent Quality, Fine) (+1d4 to Chopping; +2 to Other Relevant Uses) (+1 Fine)
1 Wooden Spear (Average Quality) (+1d4 to Relevant Uses)
2 Stone Spear (Average Quality) (+1d6 to Relevant Uses)
2 Stone Chisel (Good Quality) (+1d4 to Crafting; +1 Advantage Roll when crafting with Material less than Stone)
1 Drill Saw (Average Quality) (+1 Advantage Roll to Making Large Fire)
2 Stone Wedge (1Small, Average Quality; 1 Medium, Average Quality) (+1 to Cutting; Can be used as Crafting Resource)
1 Primitive Stone Knife (Average Quality) (+2 to Relevant Uses)
1 Wooden Mallet (Poor Quality) (+1d4 to Hitting)
1 Shoddy Stone Mallet (Shabby Quality) (+1d3 to Hitting)
1 Stone Hammer (Good Quality) (+1d4 to Hitting; +2 to Other Relevant Uses)
1 Stone Sledgehammer (Good Quality) (+1d4 to Hitting; +1d8, +1 Advantage Roll, +1 Base Advantage, +1 Advantages to Smashing)
0Shoddy Primitive Serrated Knife (Poor Quality) (+2 to Cutting; +1 to Other Relevant Uses)
- Aloe Vera Gel: 1 (Relieves Most Physical Status Conditions, Provides Healing +1)
1) Quest Lab - "An area for expanding our quest knowledge; by researching mechanics, and testing discovered items"
Progress: 30'x30'x5' square hole in ground + 1'x3' centered stretch of cleared land, 8'x4' Stairs going 8' down; Needs lots of resources and vision
2) "Manifest Edge" - Initiated
Progress: Feels right to anyone who's an Edge lord. Feels wrong to anyone who isn't.
3) Longhouse - Conceptualized
Progress: 100'x15' plot marked for construction around the quest 'sort of a hill'; 100' Long 3' Deep Trench down middle w/1'x1' length on either side, Even 'L' cleared at each corner
Expected Needs: Sod, Dirt, Wood; 'Sturdy Logs'x4+, Sturdy Wood
Optional Needs: Stone, Mortar
4) Farm - Initiated; Undefined
Progress: 5'x15' Ponata tree plot (3 Ponata Trees); 1'x5' row Tomato Fields (10 Sticks w/10 Medium tomato seed batches); 5'x5' Apple Tree Plot (1 Apple Tree)
9'x10' plot of cleared land
Current State: VERY HEALTHY; Tomatoes Large Sprouts, 1 Ponata Tree Sproutling
5) Chicken Coop - Initiated; Undefined - Design Proposed: 'A wooden rectangle. Has a "door", a hatch that is held in place by slats and can be moved away. The inside will be padded with straw, or similar.'
Progress: Foundation Dug, Tentative Design Proposed
Surrounding Area
(Map by Description)
North:
- Mountains
Northeast:
- Open Plains
- Possibly Forests somewhere out there
- This is Naysayer Territory
East:
- Open Plains
- Forests somewhere out there
Southeast:
- Fades to a rocky, arid desert in the near distance
- Rocky, lots of Stone
- Has a creek if you go south far enough
- Clay deposit along creek bank
- This where the Frontier Bug Town Rival Quest is located.
South:
- Swampland
- Full of life, strangely peaceful
- Have found Tomatoes, Ponata, and Ropevine here
Southwest:
- Forest
- Movement, probably quest-related
- Be careful what trees you harvest
-- Forest may laugh at your humiliating failures
- A flock of Wild Chicken lives here; at last count there is one Alpha Rooster, three underling rooster, 11 hens, and many chicks.
-- Naysayers are actively working towards acquiring these chickens
-- Chickens are dangerous
West:
- Mountains
- Forest fading to Mountains
-- Forest has something unusual about it
- Movement, probably quest-related
- Be careful what trees you harvest
Northwest:
- Mountains
- Large gorge cuts a border along the Northwest mountains
-- Rocky arching stone bridge spans across the gorge, leading to a hole
-- Probably more holes in the gorge
-- Natural pathways allow reasonable traversal up and down either side
- Lots of Stone, could serve as a quarry if you have the right equipment
- Place gives off a bad vibe for reasons currently unknown
Known Adversaries
Naysayers:
- CURRENT POLICY: Rioters can take hostile action on Naysayers, but only when they're close to our base. Don't go to their own base to attack them, unless evidence of their active hostility is found.
- Located to the Northeast, Pretty much control access to the Northeast
- Probably building a fort, have four logs sticking in the ground at corners
- Have a negative attitude toward your quest
-- Clearly plotting something and up to no good
- Unknown how many there specifically might be, but at least a dozen
- Have a growing assortment of resources, including tree logs, stone, and sod
- Using basic tools
- Definitely up to something; one was caught sneaking around your quest
-- Some of their number were recently scouting out your Quest
- You previously stole an axe from them, but returned it as part of a peace deal.
- Unofficially agreed not to travel to the Northeast and not to steal from them again. You also provided them with a single wild chicken. Agreement has since been codified.
-- They are taking this agreement very seriously; have warned you to stay away
-- They know where the wild forest chicken are and didn't take kindly to only getting one.
-- Actively working towards acquiring wild forest chickens
Notable Naysayers:
-- Buff man; has some kind of leadership role
-- Woman with muscles and curves
-- Short slim woman; good with knives
Reality:
- Yes, Reality itself. That reality.
- You tried to change the rules of reality. Reality thinks that's funny.
- There is no possible way that having Reality as an adversary could go wrong.
- Has a daughter: 'Truth'.
Dirtworms:
- These nasty buggers are eating your sod!
Rival Quests
Frontier Bug Town:
Current Relations: On very friendly terms with you
- Founded and led by a Cowboy Spider; 3-foot tall spider dressed as cowboy with hat, belt, and mustache
- Currently mostly an assortment of tents around a campfire
- Mostly just offers trading right now, but possible to help it grow
-- Current known inventory: misc pots, assorted useful rocks, misc kink-nacks and trinkets
- Accept precious metals, misc barter, resources, or tools
-- Could really use wood
- Operate on a Barter system; trade value is primarily dependent on what kind of deal you can haggle with them.
Current Values:
- Ropevine: Reliable decent trade value
- Produce: Currently reliable, but subject to change
- Sod: Minimal value
Current members:
-- Saloon Moth - 3-foot moth wearing vest and apron; can rent out little sleeping tents
-- Mercantile Bee - 3-foot bee wearing white shirt and apron; sells stuff
-- Prospector Cockroach - Cockroach prospecting for gold (or other useful materials of value
-- Rancher Dragonfly - lives just outside the quest running an Ant Farm
Known Status
Recovering: This Status should go away on its own if you don't tempt fate
Disoriented: Roll at Disadvantage (Roll twice, take lower result) Shaken: More Vulnerable to Negative Status Effects
Confused: The Action you take may not be what you intend it to be Uncomfortable -X: Suffer X Malus until source of discomfort addressed
Health: Measure of how much physical damage can be taken before you are dead
Marked: Certain actions will be more difficult due to complicating circumstances Haunted: Expect to be troubled by a supernatural force... Encumbered: As long as your action is not directly related to the reason you're encumbered, roll with disadvantage and the results of your action will hindered
Unintelligible: Neither benefit from nor contribute to Teamwork Bonus Clumsy: Can't normally use Equipment Delicious: More likely to be eaten first
Comatose: Not dead, not exactly alive; the only two things you can really do in this state are either wait for someone to save you or let go of your mortal coil and start over.
Known Resources
Dirt: (Material Resource) - A simple yet highly valuable resource of basic earth Sod: (Material Resource) - Basically just a thick layer of grass held together by still-attached dirt Stone: (Material Resource) - Kind of like dirt, but harder and stronger Wood: (Material Resource) - There a few things in nature more versatile
Vines: (Material Resource) - Nature's Rope
Seeds: (Growth/Consumable Resource) - Basically an unborn plant Fruit: (Growth/Consumable Resource) - Fun Food
Meat (Consumable/Bonus Resource) - Tasty Murder is the Best Murder
Medicine (Consumable Resource) - An Invaluable resource for healing ills
This is a Quest in two parts. It's a Riot Quest, but also not a Riot Quest. The first time a player votes in this quest, that player must vote for a role - 'Council' or 'Riot' (Names subject to change). A player who signs up for Council will be a Council player and will only vote for Council votes, which will be decided by basic majority decision. A player who votes Riot will be a Riot player and only vote for Riot votes, which operate on standard Riot rules.
Given the nature of this quest - especially signup and its dual nature - There is a password system for new players to verify that they've read the rules.
When a player signs up, that player must include the correct passphrase as a sub-vote. The passphrase is the title of the post with the current voting options. (Subject to change)
For example, the passphrase for the 'Third Update' voting would be "Whatever Have I Gotten Myself Into?", the passphrase for joining during Round 4 would be "Four Score and Ten Marks Ago...", the passphrase for joining during the Round 11 bonus vote to determine the Quest Win Condition would be "What is this Quest A'Boat?", and so on and so forth.
For sake of simplicity and to give me fewer things to keep track of, I request that signup votes be made only during official voting rounds. If you are not present on THE POST OF PARTICIPANTS, please include a signup vote while voting, otherwise you may not be added and your vote will not be counted.
Two - Voting Roles
Two (Part A) - The Council
Council Players will operate in more traditional standard quest style. They won't have 'characters', per say, at least not identified as such. They can pretend to have 'characters' as individuals who are part of the council, but by and large they'll be part of the larger whole.
Council Players primarily determine 'grand scale' decisions that help shape the overall theme and direction of the quest. Among other things, the help determine quest rules, make large-scale decisions, and determine bonuses to encourage Rioters to take certain actions. (All subject to change)
Council Players vote for three things each turn - [Council], [Riot Boost], and [Direct Action]; they will receive one vote for each.
[Council] votes are large-scale, potentially 'quest changing' votes that determine things such as rule changes and quest policy on certain matters.
[Riot Boost] votes determine which Riot action each turn will be rewarded with a bonus.
[Direct Action] votes allow the Council a limited ability to 'get their hands dirty' by performing a Riot Action. However, this power comes with several restrictions on how it can be used. Among the key restrictions is that the Council may only perform a Riot Action that can be completed within the confines of the Quest boundaries. Furthermore, the Council will be considered a single 'entity' for purposes of these actions.
Two (Part B) - Rioters
Riot Players will operate in Riot Quest style. They will be identified as comparatively unique individuals, each able to do their own thing, maybe have a unique identity, and can grow as the quest goes on.
Riot Players will be 'real scale' 'boots on the ground' voters who actually make things happen. Most actual events, those will come at the hands of Rioters. Combat, Resources, Research, etc; those will by and large fall upon the Rioters to take care of.
It is important to note that both the Council and Rioters should be careful in how they approach the other half, because strictly speaking, there's nothing directly separating the two or stopping them from targeting each other (Just Saying).
The Rioters will get 2 votes each Round. The first will be 1 standard [Riot!] Vote, which will be carried out in standard Riot fashion.
The second will be a [Cooperation] vote that all Rioters will vote on collectively, and will be decided by simple majority. The Cooperation Vote CAN NOT be used to negatively target any individual or group who is part of the Quest. If the winning Cooperation vote is determined to break this rule or can not be carried out in the spirit of the Cooperation Rule, the next highest Cooperation Vote will be done instead. If there is no Cooperation vote that can be carried out, then the Cooperation Vote will be ignored for the round.
For simplicities sake, the [Cooperation Vote] roll will be a simple roll of Xd4+X, where X is the number of Rioters that cast a [Cooperation] vote that round (not just the Rioters who voted for the winning Cooperation Vote). How equipment will be applied to the action will be determined on a case by case basis.
Two (Part C) - Changing Roles
For players who decide that their chosen role is not suitable and would like to change from one role to the other, the option is available to swap from one role to another - however, doing so is not a decision to be taken lightly or as a easy fix to undo the consequences of your actions.
In order to swap from one role to the other, the entirety of your action for a round must be dedicated to the act of swapping roles. This will, in effect, mean that you otherwise sit out the game for the rest of the round.
When swapping from 'Council' to 'Rioter', your vote will consist of swapping to the Rioters alongside the standard signup information. Aside from whatever narrative history you have in the game, you will in effect 're-join' the game as if you were a new player.
When swapping from 'Rioter' to 'Council', your vote will consist of merely swapping to the Council. Be warned - as result of abandoning your role of Rioter, you will lose all accumulated experience and benefits from your time as a Rioter. All your XP, whatever Skills you may have earned, all of it will be gone and unrecoverable. This ensures: One) That players do not change roles unless they are certain they want to commit to their newly chosen role; Two) So I don't have to keep track of accumulated stats as players jump between roles.
Thus, if you ever change your mind and decide to rejoin the Rioters again, you will have to start over from scratch and rebuild your character from the ground up all over again.
Furthermore, while swapping from 'Riot' to 'Council' will usually remove most negative effects from your character, some effects transcend the Riot/Council divide and will follow you no matter which role you occupy. While some statuses will have the same effect no matter what, others will have a different effect depending on whether you are a Rioter or part of the Council. What the difference is will be learned as it becomes relevant. Effects that will remain regardless of which role you are in will be marked as such so that you know ahead of time that swapping roles will not save you.
At present, the labels indicating that a status will remain with a player no matter which role you are in include 'Supernatural' and 'Reality'.
Three - Stats & Rolling
This game uses a variant of the Savage Worlds system, mixed with a '6S' Stat System.
The six stats in this game are Strong, Smarts, Spunk, Showoff, Shenanigans, and Spotlight. They are divided into roughly six categories of two counterpart stats each.
Strong (STR)– "Muscle wizard casts fist"
Strength is your basic physical die, roughly covering all things raw strength, blunt physical aptitude, and how much punishment can be taken before dying. Counterpart stat to Showoff.
Smarts (SMT) – "This is big brain time"
Smarts is the standard brain stat for general smart person stuff. Counterpart stat to Spunk.
Spunk (SPK) – "The true power was inside you all along"
Spunk is general inner strength. It's sort of a mix of all things willpower, fortitude, and spiritish-like. Counterpart stat to Smarts.
Showoff (SHW) – "Cool stunt, bro"
Showoff is the more active side of the physical coin, coming into play with all things requiring quickness or an impressive display of acrobatics. Counterpart stat to Strong.
Shenanigans (SHN) – "Who you going to believe, me or your lying eyes?"
Shenanigans is the stat for tomfoolery, mischief, and all around sneaky nonsense, enabling one to get into trouble and get away with it. Counterpart stat to Spotlight.
Spotlight (SPT) – "We like Ike!"
Spotlight is the stat of general likeability, being in charge, and generally being the center of attention. Counterpart stat to Shenanigans.
When a rioter takes an action, the die the rioter has in the associated action will be rolled to represent that rioter's contribution to the action. Rolling a Critical Hit - the top number on a given die - will result in a bonus die of the same type being rolled. (Dice System subject to change)
Additionally, players can increase results through Teamwork. When more than one Rioter performs the same action, or perform complimentary actions that are either designed to go together or are aligned close enough that they actively benefit one another, a Teamwork bonus will apply. Teamwork will add a +1 to each relevant action for each player contributing to the Teamwork action beyond the first.
Three (Part B) - Experience
Each rioter begins with a basic 4d in each stat. As the game progresses and characters grow stronger, however, they will gain upgraded dice - 5d, 6d, 7d, etc. This will primarily be accomplished through earning experience.
Unless something goes terribly wrong (or you insist on acting like an idiot) you can expect you will always earn at least 1 XP toward whatever stat is most associated with your action. Even if you fail, you'll probably earn XP for it. Provided your character doesn't die, of course. After all, we often learn as much if not more from our failures as we do from our successes!
Typically, a die will upgrade from earning an amount of XP in a stat equal to the current 'd' number. For example, a d4 in Strong would require 4 Strong XP to upgrade to a d5 in Strong, then 5 Strong XP to upgrade to a d6 in Strong, and so on.
While earning XP is the primary way of upgrading a die, it's not the only way. You may earn an automatic die upgrade if you have a spectacular roll or achieve some kind of amazing success; other ways of upgrading your dice exist as well, just waiting to be discovered!
Three (Part C) - Advantages and Disadvantages
Sometimes, a roll may be done with an Advantage or Disadvantage, which will increase your chances of success or failure. When rolling with Advantage, you roll twice and take the higher result. By default, this will only apply to the first roll for an action each turn, and you will not receive advantages on Critical Success bonus rolls unless otherwise stated.
When you have +X Advantage Rolls, the Advantage Rolls will be applied as most beneficial - if you pull off a Critical Success with your first roll, congrats, you save your Advantage Roll until you don't pull off a Critical Success on your own.
When you have +X Base Advantage, you will roll that many additional dice as part of your Advantage Rolls beyond the first.
When you have +X Advantages, your ability to roll with advantage will last for that many additional Critical Success bonus rolls beyond the first.
When rolling with Disadvantage, you roll twice and take the lower result. Unless otherwise stated, Disadvantages will not apply to Critical Success rolls - so if you roll with disadvantage and pull off a Critical Success anyway, congratulations!
Three (Part D) - Banked Dice
Banked Dice are a special kind of dice that can be added to a future action to increase the potential for success. How and when these dice can be used will be determined by the kind of Banked Dice that they are.
In order to use a Banked Die, the use of the Banked Die must be stated as a sub-vote as part of a given action that the Banked Die qualifies for.
Three (Part E) - The Council
The council will typically roll a single 1d4 for all actions, will not gain experience, and will count only once toward any given action for sake of Teamwork.
Four - Conditions & Health
Conditions are static effects that influence the roll of an individual rioter. These (currently) come in two forms - Skills and Status. (Subject to Change)
Skills are special positive modifiers that are typically permanent, usually as niche bonuses targeting specific action types. Skills represent something a rioter has demonstrated exceptional excellence at, probably through really good dice rolls. While there is nothing that strictly caps the number of skills a player could earn with a single character, each skill already possessed will make it increasingly difficult to acquire additional skills.
Status is a condition that can affect a character for good or ill, usually on a temporary basis. Some may go away on their own, others may require treatment or be lost if the right (or wrong) conditions are met. A Status can be expected to be a 'known quantity' which is to say that a discovered Status can be expected to function the same each time it happens. (Subject to Change)
Closely related to and distinct from while still interacting with Conditions is Health. Health measures how much physical damage can be taken before you are dead. How much Health a character has is usually linked to that character's STRONG Skill. Unless otherwise noted or influenced by another effect, a Rioter's HP is equal to that Rioter's STRONG Skill.
Four (Part B) - The Council
The Council will, under all normal circumstances, not have the ability to gain Skills. They will likewise typically be immune to Status, so long as they don't taunt this rule by exploiting and abusing it or otherwise all but ask to be punished with a Status Condition.
Four (Part C) - Food and Eating
Each turn, the quest will require an amount of food equal to the number of players listed in "The Currently Recognized List of Participating Players" (AKA the player list). Failure by the quest to have that amount of food by the end of the turn will result in Bad Things(TM) happening.
Each Round Start post will include information on how much food the quest needs, and how much food it currently has. Then, at the end of the final results post for each Round, the quest will be informed if everyone was fed. If so, the quest will also be informed about how much food remains. If not, there will be a bonus post where players in the quest will have to decide how to navigate the food shortage, including the possibility of eating things that might not normally be considered food or players choosing to go hungry for a round.
Priority of food consumption will typically be determined as follows:
1 - Players who actively add a vote about eating this Round (this will be available as its own voting category).
2 - Players who participated this Round.
3 - Inactive players.
Priority will further be determined by who has the highest Stat and XP levels.
Items normally considered edible will be marked as such with an indicator as to how much food that item provides (that is, how many players it can feed in a given round).
A player who fails to eat during a round will initially gain the 'Hungry' status. This is primarily a warning status, though under certain circumstances it may also cause other effects. A 'Hungry' player that fails to eat during a round will instead become 'Starving', which will come with certain negative effects and may aggravate other status effects the player has. A player who is 'Starving' and fails to eat during a round will then lose HP every round until that player eats, both preventing hunger-based HP loss and downgrading that players Hunger status by one.
Five - Projects
The nature of Riot actions means that oftentimes, they are short-term goals or flights of fancy that can see a conclusion the same turn they are carried out.
Larger goals and major accomplishments, however, require dedication and major investment of time and resources. These are Projects.
Projects are dedicated action goals that are unlikely to be completed in a turn or two, requiring one or more people to focus on wha they want and how to make it happen. Technically speaking, there nothing stopping a project from being achieved by a single individual from beginning to end, but multiple people working together will speed up completion time, bring a more focused end result, and overall improve the quality of the finished Project - Teamwork makes the dream work!
Depending on the project, how the Rioters go about completing it, and how much thought and attention is put into deciding what exactly the project is supposed to be, the Council may get opportunity to have a say in the Project's final result.
Six - Resources
Doing random and silly nonsense is all well and good (and it sure is fun!), but achieving actual, meaningful accomplishments will usually require Resources.
Resources are assorted materials and items that serve a multitude of purposes, including but not limited to building things and making it significantly easier to successfully achieve certain action results. How they are acquired and how they are used will vary wildly depending on the resource.
Seven - Equipment
Equipment - including tools, weapons, armor, and other miscellaneous items - are a special kind of reusable resource all its own. They enable players - probably and primarily the Rioters - to accomplish tasks and complete feats that might not be possible otherwise.
Usually, a rioter can only use a single piece of equipment per action/per turn. However, special properties or effects may allow this limit to be overridden. While a single piece of equipment may be used by multiple rioters each round as circumstances allow, more often than not you will see a piece of equipment used for only a single action.
When there is conflict about where a piece of equipment may actually be used, the following criteria will determine priority:
1 - A players action specifies use of a given Equipment
2 - Which action does the Council support with Riot Boost
3 - Teamwork Bonus
4 - Who has the highest relevant Skill Score
5 - Council [Direct Action] Vote
6 - What action makes the best use of the equipment, whether by relevance or entertainment value (QM's discretion)
Equipment comes with a quality rating, which runs on the following scale:
Under normal circumstances, Equipment will not decay in quality, provided that it is used responsibly. However, if Equipment suffers abuse - be it from poor decisions or extreme circumstances - there will be genuine risk of Equipment decay and breaking. Whether broken Equipment provides you with anything will depend on the circumstances that caused the Equipment to fall apart.
A notable exception to this is when equipment is 'Shoddy'. When 'Shoddy', equipment will naturally decay in quality when the action they are used for has a low enough roll.
Seven (Part B) - The Council
One of the greatest strengths The Council has with their [Direct Action] vote is that they are not limited by the same Equipment limitation rules as the Rioters. Typically, the Council will have the benefit of using a number of equipment equal to the number of Council Members who cast a [Direct Action] vote that turn. This includes any [Direct Action] vote, not just the winning vote - this should encourage Council Members to cast a [Direct Action] vote even if you don't have an action you feel strongly about or expect to win, as the winning vote will benefit from your vote regardless.
X - Everything Else
There are yet elements to be implemented, to say nothing of other possible rules changes. As such, these rules will very much be subject to change, including the existence of stats. Most of them will be put in place as they're discovered and become relevant.
Otherwise, we'll all be figuring all this stuff out together because frankly, I don't really know what I'm doing and making most of it up as I go along anyhow.
@Crawkid (Chicken-Loving, Nature Conquering Chef)
Joined 10th Round; 1d4 STR | 1d6 SMT | 1d4 SPK | 1d4 SHW | 1d4 SHN | 2d6 SPT (4/9xp) Status: Shaken (Roughed Up in Forest) Skill: Charismatic (You're a naturally likable person who knows how to say just the right thing! Your Spotlight rolls are made with advantage, and your Spotlight rating is 2dX instead of 1dX - however, your SPT also require 50% more XP to level up [rounded down].)
Frontier Bug Town Diplomat (The Inhabitants of the Frontier Bug Town view your favorably, and as an unofficial representative of the quest. As long as you don't wear out your welcome, you have a lot of sway to help get yourself and others avoid the negative consequences of poorly executed actions.)
@Hentaibasedmage (Totally Not a Drug Lord)
Joined 4th Round; 1d4 STR (2/4xp) | 1d4 SMT | 1d4 SPK | 1d4 SHW | 1d4 SHN | 1d4 SPT Status: N/A
@harnackam (The First Rioter)
Joined 3rd Round; 1d4 STR | 1d4 SMT (1/4xp) | 1d4 SPK (2/4xp) | 1d4 SHW | 1d4 SHN | 1d4 SPT Status: N/A
@Jack727 (Willson)
Joined 3rd Round; 1d5 STR (4/5xp) | 1d6 SMT (2/6xp) | 1d4 SPK (1/4xp) | 1d4 SHW | 1d4 SHN (1/4xp) | 1d4 SPT Status: N/A Skill: Prospector +1 (+1 to actions for finding and gathering resources)
Experienced Apprentice Equipment Craftsman (Gain +1 to actions dedicated to working on Equipment, or +1d4 when doing so in Teamwork with Rioter who has 'Equipment Craftsman' skill)
@Mindris (That Guy Stuck to a Briefcase)
Joined 4th Round; 1d6 STR | 1d8 SMT (1/8xp) | 1d4 SPK (2/4xp) | 1d4 SHW | 1d4 SHN | 1d4 SPT (1/4xp) Status: N/A Skill: Team Player +1 (Teamwork Bonus grants additional +X to each participant for each individual with Team Player contributing)
Equipment Craftsman (Roll with Advantage when action is dedicated to working on Equipment)
@N39TUN3 (Orb of Floof)
Joined 14th Round; 1d4 STR (1/4xp) | 1d6 SMT (1/6xp) | 1d4 SPK | 1d4 SHW | 1d4 SHN | 1d4 SPT Status: N/A Skill: Medicine Man (Whenever you roll a '1' on a base-level SMT or SPK Medical Action roll, roll again at 1d(x-1) [Rerolled Dice do not provide crit bonus roll])
@_Plague Doctor_ (____)
Joined 3rd Round; 1d5 STR (3/5xp) | 1d6 SMT | 1d4 SPK (2/4xp) | 1d4 SHW | 1d4 SHN | 1d4 SPT Status: N/A Skill: Team Player +1 (Teamwork Bonus grants additional +X to each participant for each individual with Team Player contributing)
@Random Reader (Stranded Tourist)
Joined 8th Round; 1d6 STR | 1d5 SMT | 1d5 SPK | 1d4 SHW | 1d4 SHN | 1d4 SPT (1/4xp) Status: Wounded [Roughed Up, All Over] [5/6 Health], Shaken Skills: Bodyguard (When Action used to protect another player, roll with Advantage)
Apprentice Forest Ranger (The first time you roll a '1' on an action that involves forest knowledge, gain a reroll; OR roll with Advantage when taking an action involving forest knowledge when in Teamwork with a Rioter who has a higher level of 'Forest Ranger' skill)
@Sir Plusse (Featureless Blob of Remarkable Nondescriptiveness)
Joined 5th Round; 1d5 STR (3/5xp) | 1d6 SMT (1/6xp) | 1d5 SPK | 1d5 SHW | 1d4 SHN (1/4xp) | 1d4 SPT (1/4xp) Status: N/A Skill: AX-Man (When you specifically state the use of an ax-type equipment for your action, gain top priority for equipment selection and gain double the equipment bonus (For example, the bonus for using the Fine Stone Hatchet would go from "(+1d4 to Chopping; +2 to Other Relevant Uses) (+1 Fine)" to "(+2d4 to Chopping, +4 to Other Relevant Uses) (+2 Fine)".))
@thatguy99998 (Mammoth Gunner)
Joined 8th Round; 1d5 STR (1/5xp)| 1d6 SMT (2/6xp) | 1d5 SPK | 1d4 SHW | 1d4 SHN (2/4xp) | 1d5 SPT Status: Hungry Skill: Simple Farmer (Once per action, when roll relates to farming and you roll less than dX/2 rounded down, roll again and take higher result) Titles: N/A
Yes, it would be applied to the general "Respond to the imminent Naysayer Threat" as best possible in accordance with how the dice rolls come out.
By and large, there are very few actions that I will not attempt to accept in some form or another - My general attitude as a Quest Master for this game is running on one of the major rules of improvisational theater: "Yes, and".
If you want to vote for something, I will if able at least allow you to attempt it.
Whether the attempt is successful or not, that's another story entirely.
While there are rules, there are minimum guardrails. If people try voting for things that shouldn't work, expect the result to be in-game consequences rather than me saying 'no, you can't do that'. For example, trying to make rules that change the laws of physics. While I could have said 'no, that's not going to work', frankly I find it a lot more entertaining to let you try anyway and then show you why that was obviously a bad idea by way of in-game consequences.
I'm also of the opinion that allowing people to recognize the consequences of their actions is a lot more useful a teaching tool than just saying 'no'.
And, by and large, while I'm certainly trying to abide by the voted-for difficulty level of "I'll be disappointed if they don't make us sweat!" and not go out of my way to make this quest fail, if the people in this quest insist on voting in such a way as to drive this quest off the rails and over a cliff, I am more than happy to let you do so.
It may result in the quest ending as a spectacular dumpster fire of a failure, but it'll be a lot more entertaining and enjoyable to write for and observe than a safe, boring success.
As a kind of rule of thumb, if I interpret your action as being one of good intentions that I would allow regardless, I will attempt to implement the action in the best possible way so far as the dice rolls allow. Good dice rolls will result in better successes, bad dice rolls will result in less devastating failures, and where I am able I will attempt to find ways that those actions can better synergize with the rest of the quest (such as finding opportunities to implement teamwork bonuses).
Obviously, if you want very specific things to happen, you should put more effort into your action, as I'm not a mind reader and can only really act on what's actually in a given action. But I'm not going to try to penalize people for note writing basic actions, even if sometimes I may have trouble figuring out what to do with a given action.
By contrast, if I interpret your action as being face-palm worthy behavior, something that may warrant a dopeslap upside the head, or otherwise would have me saying "No, that doesn't work" if I had genuine guardrails in place or made a normal habit of vetoing votes, then you can probably expect your action to result in unintended consequences that may well make you wish I had said 'no'.
Following the overwhelming vote result, the system for dealing with Dead Rioter Bodies will change to a simpler, more straightforward system that just sidesteps the matter of what's left behind entirely.
In short, in the hopefully rare circumstance where a Rioter dies, for all intents and purposes nothing will be left behind to do anything with. The exact specifics of the situation will vary depending on the nature of death, so for sake of narrative a body may be temporarily left behind, but not long enough to actually do anything with. If nothing else, circumstances will dictate that the body will somehow be dealt with automatically and all that will be left behind is an ambiguous, undefined 'marker' that will mostly just serve to confirm 'here's where this person died'.
Realistically speaking, I'm not going to be able to do much in the way of guaranteeing players have a say in how their bodies may cease to exist, since it's not going to be practical to either inform someone ahead of time that 'looks like you died this Round' and wait for that player to give me something to work with or otherwise always try to write around details.
That said, there's nothing stopping anyone from writing up side bits any time you want to. If you want to try doing your own writeup going more into detail about 'here's how my character died, here's what happened to the body', you're absolutely free to do so. thatguy99998 already did something similar with the "Meet the Farmer" bit (which as of this post is the first and only post to warrant an 'Apocrypha' tag thus far) even if it doesn't technically involve anyone dying.
No promises that what you write up might be accepted as 'here's what actually happened' or might earn an Apocrypha tag, but if you want to have fun writing something up to give an old character a sendoff, feel free to go wild and have some fun.