Never really said there's a moral dilemma. Call it a difference in Culture, but as the child in this relationship, our duty is to serve whether the parent likes it or not.
Yeah, right. Don't think I haven't caught on to your insidious plan, Hannz.
By the way Impetus, is it possible that as the Quest goes on, we'll lose/gain/upgrade/degrade traits?
I'd rather keep his body around.
Not for any practical reasons, but because I like the drama it brings, and the loss of sanity it causes.
Anyways, the vote is closed. Here are the winning votes. See the post above this one for a tally.
[X] [Book] Take a copy of The Wilderness Volume XIII: The Unbekannt, a book about the forest you're in. Knowing more about the forest could help you protect yourself, should you run into trouble.
[X] [Hidden] Get the hell out of this place. Whatever is going on here is probably dangerous.
Unfortunately, there is a tie. I was hoping it would be broken by the time the vote closed. Oh well, I'll roll a tie breaker. One will be 'No. That thought was wrong,' and two will be, 'Have Father carry it.'
[X] [Pack] No. That thought was wrong. You're bringing him with you to resurrect him, not as a pack mule. You'll carry it yourself.
[X] [Pack] Have Father carry it. His body is basically just an extension of you. Technically, you're still the one carrying it, it just won't tire you.
I need people roll some die now. I need someone to roll a 3d100 for 'Hostile Encounter.' I need a second person to roll a 1d7 for 'Who's Territory?' and a 1d4 for, 'Anybody Home?' Finally, I need a third person to roll a 1d3 for 'Remember Your Dream?'
The way the hostile encounters work in this quest is pretty simple. You roll a 3d100 for your own combat. I will roll 2d100 for an enemy without magic/miracles or 3d100 for those with magic/miracles. The three die represent the physical, cunning and magical victories/losses of combat. A lower physical roll than your opponent means you are injured, and a higher one means your enemy is injured. A higher cunning roll means you outsmart your opponent, and a lower one means you are outsmarted. If your opponent has magic/miracles, a higher magical roll for you means you triumphed in your magic use, and a lower one means your magic was at least partially negated, and the opponent successfully attacked you either their own magic or miracles. If your opponent cannot use magic/miracles, then your third roll determines how much your magic helps you beat your opponent. In this case, a low roll means your magic does nothing, but gives no negative effects. A high roll means you used magic to devastating effect.
Whether you or your opponent win is determined by who has the higher total score. Traits can apply negative or positive modifiers to one or more of your three rolls. Opponents will have their own modifiers. I will state these when I roll. The absolute max a roll can be modified for you or your opponent is
+25. Currently, your Weak trait applies a -10 to physical combat. Your Pacifist trait means you cannot kill an enemy, only incapacitate or scare them off. You are a Necromancer, so you gain a +20 modifier to magic when facing undead. Your Good Memory trait means if you fight someone or something a second time you get a +5 modifier for cunning.
EDIT: Not all combat will be done this way, just random encounters. Pre-planned fights that are essential to the plot will be done using plan voting, I think.
EDIT:
Trait gained! You have gained the
Exhausted trait. This
temporary trait is gained through intense physical exertion and/or lack of sleep. You can lose this trait by getting a good night's rest. This trait applies a -8 modifier to physical combat.