Friendly/Sympathetic Vampires?


  • Total voters
    94
  • Poll closed .
-[] Lucky/Unlucky: You have the most strange luck in the world. Messes way over your head occur like summer storms around you, but by faith in as many imperial gods as you can pray to, you manage to overcome them by sheer luck. Or perhaps Providence? Random Events occur Weekly instead of Every Fortnight, and you receive a 5% bonus to Success chance when rolling to avoid whatever bad things happen during them.
-[]Lucky/Unlucky:
You have the most strange luck in the world. Messes way over your head occur like summer storms around you, but by faith in as many imperial gods as you can pray to, you manage to overcome them by sheer luck. Or perhaps Providence? Random Events occur Weekly instead of Every Fortnight, and you receive a 5% bonus to Success chance when rolling to avoid whatever bad things happen during them.
Why did you add Lucky/Unlucky twice?
 
I love this but why are we half-french?! Can't we be Tealean (Italian) or Estalia(Iberian)?

If you want to go more Zorro I'd approval vote it, but specifically the reason why I had Flynn be half Knight-lander is not for the French part, but for the English, to explain his name. The other option is Albion and that is all naked people painted blue swamps and Old One ruins at the moment, they would not have married into the Empire.

Why did you add Lucky/Unlucky twice?

Copy/paste error, not fixed. Thanks
 
Forgive me I am new, I do not actually know how to schedule a vote.

No problem, your idea for the Quest is great! I can't wait to see more!

A question regarding the Paranoid Trait i created. I forgot to add a building, my fault. But i wanted to ask, why the Thievescacther building is going with it?

I would think something like a secret passage to escape or a bunker to hide in would be more fitting for the Paranoid trait.
 
If we want the colony to succeed, we need to first secure our food and water supply and determine if disease will be a problem. I was looking at the history of the early American settler colony attempts, and a whole bunch failed right off the bat because half of the settlers died in the first winter.

If we can get over the initial hump, we'll have staying power to get to the second goal, which is to make money somehow. Going gold hunting will be tempting just like it was to the American colonists but it was a bad idea in America and an awful idea in Lustria for obvious reasons. It would be much better to clear some land to grow something like tobacco, or even just organize hunting groups for valuable animal pelts.
 
People have to remember Flynn Ryder name is too English for the Empire and Bretonnia, Albion is analogous to a more savage Britain but it would make sense if his family were from there following the naming convention. Also the Empire has a port city in there so it's not out there some people take Albiose naming convention instead of the typical Imperial.

-[] History: Skilled at arms almost as clever as he thought he was and charming enough to make up the different Flynn made friends easily, both among the knights of Bretonia and after a memorable series of drunken duels with a scion of minor elven nobility from the Marienburg enclave. It is advice oft repeated that men should not meddle in the affairs of the elder races, one Flynn did not heed as was his wont with all warnings. He eventually came to fall in love with an elven maiden of surpassing wit and beauty, though unworldly for her years. Here too his luck held more than it had any right to as in the process of attempting to woo the maiden he defeated some manner of wicked elf (the Asur do not speak of such things lightly) so instead of being mocked for his affections or worse he gained a somewhat tragic reputation among the elves of Marienburg. Now off to far off lands and new advantures richer in wisdom, if not trully in caution.

If I may think it would be cool that Flynn and this Elf!Rapunzel adventures take them all across the Empire and some places outside of it, as a example Flynn end up having the "stemmed" honor of being granted a entry in the Great Book of Grudges, there's even a picture of him there albeit with the wrong nose and for the first time he will not complain about that, the Imperial scribe that was accompanying them at the time noted that Flynn may be the person to earn a entry in the book on history and was excited to see such tremendous occasion, Flynn not so much considering he was almost executed.

He avoided witch hunters and manage to insult one in the face while living to tell tale, not that anyone will believe that part even he has trouble to believe that part, meet the emperor(more like he stayed in the same room as him and was not noticed but ithis is the closest of a personal meeting he will get) and foil one of the foul schemes of chaos. Not bad for the third son that was meant that was fated to be a mere footnote in the history books.

Also @DragonParadox the QM update some of the trait descriptions to be more... Flynn, as a example duelist mentions he create his own style of sword fighting.

If we want the colony to succeed, we need to first secure our food and water supply and determine if disease will be a problem. I was looking at the history of the early American settler colony attempts, and a whole bunch failed right off the bat because half of the settlers died in the first winter.

If we can get over the initial hump, we'll have staying power to get to the second goal, which is to make money somehow. Going gold hunting will be tempting just like it was to the American colonists but it was a bad idea in America and an awful idea in Lustria for obvious reasons. It would be much better to clear some land to grow something like tobacco, or even just organize hunting groups for valuable animal pelts.

The problem is that Flynn is not exactly material for colonial governorship his earlier actions probably will be filled with suggestion he thinks a governor will do not ones he should do and is far more likely Flynn will want to find enough gold to get far away from Lustria as possible while leaving another poor schmuck on his place. You can't exactly blame him considering the many, many, many, dangers of the jungle.
 
A note on timing and the seasons
Just as a note on timing and the seasons, you have reminded me.

The date of your planned departure for the new world is right at the birth of the Old World's summer, in the belly of Sigmarzeit. The crossing will be assuredly calm weather -according to the Asur and the presage of the celestial college-, and you will arrive in the beginning of Central Lustria's Dry Season, which lasts until well into the Old World's winter, in the midst of Ulriczeit. Guaranteeing a few months of lee before the wet season and potential floods arise.

Do not fear freezing in Lustria, instead fear the rushing monsoon.

Also keep in mind that Flynn skills will only be one facet of survival here, you'll also have his pre-hired Advisor to help, along with anyone you pick up in the prologue.

Food and water is an absolute must, yes.
 
Last edited:
[X] Plan A Nose for Trouble V2
-[X] The Legacy
-[X][Ancestry][Half Foreign] One of your parents hailed originally from foreign lands beyond the Empire's borders, be that so close as Kislev or so distant as exotic Cathay.
--[X] Bretonian
-[X] Elf- or Dwarf-Friend (Choose either). While not quite the same as an official title from their respective highest nobility, you have earned through good dealings and staunch dedication to knowing their ways, respect from either the Asur of Ulthuan or the Dawi of the Karaz Ankor. You take no Outsider malus when treating with their kind, and trade with them nets 5% additional profit. Unlocks access to the Ambassador's home blueprint.
--[X] Elf
-[X] Lucky/Unlucky: You have the most strange luck in the world. Messes way over your head occur like summer storms around you, but by faith in as many imperial gods as you can pray to, you manage to overcome them by sheer luck. Or perhaps Providence? Random Events occur Weekly instead of Every Fortnight, and you receive a 5% bonus to Success chance when rolling to avoid whatever bad things happen during them.
-[X] Just can't seem to get the nose right: For some reason, no one seems to be able to draw your face to an exacting degree, making it hard to attribute dubious acts back to your person. Reduces Prestige loss from illegal acts being discovered by 10%. Unlocks access to the Colonial Pamphleteer upgrade for the Docks.
-[X] This Way, To Adventure!: You wanted to be an adventurer yourself, you know? Then you took a governorship to the face. Expeditions you personally -ill advisedly- lead, or at least personally plan, have a 10% higher success chance and a 5% lower duration. Unlocks access to the Adventurer's Booths upgrade for the Tavern.
-[X] Explorer: Your thirst for knowledge drives you to explore the uncharted lands surrounding your colony. You lead expeditions with unparalleled enthusiasm. Increases the chance of discovering rare artifacts or resources during expeditions by 10%. Unlocks access to the Explorer's Map-Room upgrade for the Colony Library.
-[X] Sixth Sense: You possess an uncanny intuition, sensing imminent dangers and penetrating masks and illusions with your gaze. Increases the ability to notice lies, see through disguises or magical illusions, and dodge attacks in combat by 10%. Unlocks the Witchseeker Office blueprint.
-[X] History: Skilled at arms almost as clever as he thought he was and charming enough to make up the different Flynn made friends easily, both among the knights of Bretonia and after a memorable series of drunken duels with a scion of minor elven nobility from the Marienburg enclave. It is advice oft repeated that men should not meddle in the affairs of the elder races, one Flynn did not heed as was his wont with all warnings. He eventually came to fall in love with an elven maiden of surpassing wit and beauty, though unworldly for her years. Here too his luck held more than it had any right to as in the process of attempting to woo the maiden he defeated some manner of wicked elf (the Asur do not speak of such things lightly) so instead of being mocked for his affections or worse he gained a somewhat tragic reputation among the elves of Marienburg. Now off to far off lands and new advantures richer in wisdom, if not trully in caution.

I put all the X's in them. Your welcome.
 
[X] Plan: Adventure Awaits! Huzzah!
-[X] [Ship Name] Legacy
-[X] [Ancestry] Half Foreign One of your parents hailed originally from foreign lands beyond the Empire's borders, be that so close as Kislev or so distant as exotic Cathay.
--[X] Bretonnia
-[X] [Trait] Etiquette You know how not to make an ass out of himself when dealing with his social equals and superiors... At least most of the time. Perhaps younger you could have done more studying? You treat your Dip as one point higher when interacting with Nobility or the equivalent thereof. Unlocks access to the Diplomat's suite upgrade for the Governor's Manse.
-[X] [Trait] Elf-Friend. You have made a friend of a truly non-human ally of the empire and learned from them the secrets of not immediately shoving your boot into your tonsils when dealing with them. You take only a 5% outsider malus when performing Diplomatic actions with with their kind, and trade with them nets 5% additional profit. Unlocks access to the Ambassador's home blueprint.
-[X] [Trait] The Smolder: You are a good looking man and everyone knows it. The Smolder is a pose of yours that takes full advantage of your looks. Count Diplomacy and Intrigue as one point higher when taking Personal actions opposed by those attracted to men. Unlocks the Barber-Groomer blueprint
-[X] [Trait] Duellist An officionado of combat, you have studied treatise from the martial halls of many masters, and then made up your own fantastic style of stab-cut-thrust-parry-SPIN! You treat your Martial as one point higher for the purposes of Personal Challenges. Unlocks access to the Duelling Arena blueprint.
-[X] [Trait] This Way, To Adventure!: You wanted to be an adventurer yourself, you know? Then you took a governorship to the face. Expeditions you personally -ill advisedly- lead, or at least personally plan, have a 10% higher success chance and a 5% lower duration. Unlocks access to the Adventurer's Booths upgrade for the Tavern.
-[X] [Trait] Explorer: Your thirst for knowledge drives you to explore the uncharted lands surrounding your colony. You lead expeditions with unparalleled enthusiasm. Increases the chance of discovering rare artifacts or resources during expeditions by 10%. Unlocks access to the Explorer's Map-Room upgrade for the Colony Library.
[X] [Description] Flynn Ryder was raised on tales of chivalry, romance, and adventure by his Bretonnian mother, and she was only too proud to see him follow in her footsteps as he grew up. Flynn's wanderlust ever led him to new locales where he could make a name for himself and experience all life had to offer, from the spires of Altdorf to the depths of the Drakwald and even the plains of his mother's homeland. During that time, he rescued a noble Asur maiden from the clutches of a wicked elf, and though their following tryst was brief, enduring friendship followed, and thereafter she accompanied Flynn on his journeys. Now Flynn sets food on the shores of the New World, and though hot and humid beyond reason, his governorship there will prove to be his greatest adventure yet.

This plan goes all-in on the lovable scoundrel build, where Flynn's colony building efforts will rely on his Diplomacy and Martial most of all, with his trusty advisors making up for where he's weak.

All his traits are made to holistically represent this sort of character, but they're also mechanically very good.
The combination of Etiquette and Half-Bretonnian means we're very well suited to allying with Bretonnians, and The Smolder is very strong, since about half of the mammalian population is attracted to men.
Duellist, This Way, To Adventure!, and Explorer have enormous synergy, as it makes adventures in the jungles of Lustria both more likely to succeed and more profitable. That should make for a pretty fun quest.

The description was heavily inspired by @DragonParadox, but instead of a forlorn romance with an Asur woman, she and Flynn are still friends and still working together. Together with Elf-Friend, it should make it fairly easy to get alliances with elves.
 
Last edited:
[X] Plan A Nose for Trouble V2
-[X] The Legacy
-[X][Ancestry][Half Foreign] One of your parents hailed originally from foreign lands beyond the Empire's borders, be that so close as Kislev or so distant as exotic Cathay.
--[X] Bretonia
- Elf- or Dwarf-Friend (Choose either). You have made a friend of a truly non-human ally of the empire and learned from them the secrets of not immediately shoving your boot into your tonsils when dealing with them. You take only a 5% outsider malus when performing Diplomatic actions with with their kind, and trade with them nets 5% additional profit. Unlocks access to the Ambassador's home blueprint.
--[X] Elf
-[X] Lucky/Unlucky:
You have the most strange luck in the world. Messes way over your head occur like summer storms around you, but by faith in as many imperial gods as you can pray to, you manage to overcome them by sheer luck. Or perhaps Providence? Random Events occur Weekly instead of Every Fortnight, and you receive a 5% bonus to Success chance when rolling to avoid whatever bad things happen during them.
-[X] Just can't seem to get the nose right: For some reason, no one seems to be able to draw your face to an exacting degree, making it hard to attribute dubious acts back to your person. Reduces Prestige loss from illegal acts being discovered by 10%. This however does come with the mild mallus of a 5% penalty to Prestige rewards from legal acts when your involvement is not in writing. Unlocks access to the Colonial Pamphleteer upgrade for the Docks.
-[X] This Way, To Adventure!: You wanted to be an adventurer yourself, you know? Then you took a governorship to the face. Expeditions you personally -ill advisedly- lead, or at least personally plan, have a 10% higher success chance and a 5% lower duration. Unlocks access to the Adventurer's Booths upgrade for the Tavern.
-[X] Explorer: Your thirst for knowledge drives you to explore the uncharted lands surrounding your colony. You lead expeditions with unparalleled enthusiasm. Increases the chance of discovering rare artifacts or resources during expeditions by 10%. Unlocks access to the Explorer's Map-Room upgrade for the Colony Library.
-[X] Sixth Sense: You possess an uncanny intuition, sensing imminent dangers and penetrating masks and illusions with your gaze. Increases the ability to notice lies, see through disguises or magical illusions, and dodge attacks in combat by 10%. Unlocks the Witchseeker Office blueprint.
-[X] History: Skilled at arms almost as clever as he thought he was and charming enough to make up the different Flynn made friends easily, both among the knights of Bretonia and after a memorable series of drunken duels with a scion of minor elven nobility from the Marienburg enclave. It is advice oft repeated that men should not meddle in the affairs of the elder races, one Flynn did not heed as was his wont with all warnings. He eventually came to fall in love with an elven maiden of surpassing wit and beauty, though unworldly for her years. Here too his luck held more than it had any right to as in the process of attempting to woo the maiden he defeated some manner of wicked elf (the Asur do not speak of such things lightly) so instead of being mocked for his affections or worse he gained a somewhat tragic reputation among the elves of Marienburg. Now off to far off lands and new advantures richer in wisdom, if not trully in caution.

I update the descriptions the QM offered just to be more in line but the votes are all the same.
 
People have to remember Flynn Ryder name is too English for the Empire and Bretonnia, Albion is analogous to a more savage Britain but it would make sense if his family were from there following the naming convention. Also the Empire has a port city in there so it's not out there some people take Albiose naming convention instead of the typical Imperial.
The name Flynn Ryder could just be a fake name like his inspiration. His real name could be Eugene Fitzherbert like his canon counterpart, but goes with the Albionese name Flynn Rider to both sound more exotic and have an alias when needed. Maybe ElfRapunzel can be the only Flynn allows to call him Eugene? She could also be the Elf ambassador to the colony.

[X] Plan A Nose for Trouble V2
 
@Soberan 123 You made it different enough to count as an entirely different plan, can you point out what you changed? It looks almost the exact same and if it's the same why change it?
 
@Soberan 123 You made it different enough to count as an entirely different plan, can you point out what you changed? It looks almost the exact same and if it's the same why change it?

No the plan is the same, I simple put there the descriptions the QM revised to look like... Flynn instead of being generic as was in the original. For example the revised version of the trait 'Just can't seem to get the nose right' includes a small mallus in the prestige award for all legal actions for the exact same reason is a small boon for illegal actions.
 
I feel like a religious related trait would be fitting, given how religious the Empire is. Maybe something that adds a church to the colony or priest to starting crew. I'm gonna hammer out my own proposal for fun. Flynn's Intrigue stat is really bad, like atrocious. This man is almost physically incapable of lying with the most honest face possible and no knowledge on how to hide secrets. That rest of the stats are solid.
 
I feel like a religious related trait would be fitting, given how religious the Empire is. Maybe something that adds a church to the colony or priest to starting crew. I'm gonna hammer out my own proposal for fun. Flynn's Intrigue stat is really bad, like atrocious. This man is almost physically incapable of lying with the most honest face possible and no knowledge on how to hide secrets. That rest of the stats are solid.
I feel like that's automatically done? It'd feel really wrong for a bunch of religious men that are partially being funded/protected by the empire, to not build a place of worship? Don't think we need a trait for that, or if we do than it should improve the church building in someway.
 
Back
Top