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Iberian Feudal Quest

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Brajar's year has been a tumultuous one, with equal measures of honor and horror displayed in...
Index

fitzgerald

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Brajar's year has been a tumultuous one, with equal measures of honor and horror displayed in the recent tragedy of the summer. With it has been a great wave of change within Brajar's noble ranks, one that has effected you personally.

At fair Ulyssippo the Royal Court had gathered under the direction of Roya Avrol dy Brajar, both to celebrate Royse Darius dy Brajar's 25th birthday and his appointment as General of the Order of the Son. Royse Darius having returned from a great tour of nations to strengthen bonds and it must be said to find challenges to hone himself had returned with treasure, boon comrades and great skill. A great gathering of nobles from across Brajar and indeed noted visitors from both neighboring Chalion and Darthaca came to pay their respects to the returned Royse.

Alas tragedy in the form of a young ambitious Dragon struck. In a vile ambush the fearsome beast struck at the gathered jewels of Brajar with the ferocity of a hurricane. Blood and gore flowed freely, dragon fire melted steel, and dragon fear gripped the hearts of many. Words cannot begin to describe the scene of carnage and horror that visited Ulyssippo that day.

Yet not all men were struck craven by the Dragon. Foremost among them was Royse Darius himself whose powerful presence and allies in the form of Darthacian sorcerer of the Bastard and a Seeker of Thoth formed a hard knot of resistance. A knot of resistance your own father the March Fera dy Targus joined alongside your mother the Marchess Louise dy Targus, second wife of your father.

While fantastic stories of the Royse Darius's valor in slaying the dragon have been told non stop, ranging from Darius literally shouting the Dragon down from the sky, becoming a living Avatar of the Son, to the more mundane of a lucky arrow strike one truth remains. Royse Darius slew the Dragon gaining the title of Dragonslayer, and with it the admiration of nations.

Sadly however your beloved parents did not survive, and the March fell to your elder half brother March Jose dy Targus, who has never been enamored of your mother, along with his brood of children to the traditional seat of March in Valencia. Declaring you eighteen and competent of running ruining your own affairs Jose has with great personal relief seen you off properly from the March with a suitable force, your inheritance and those retainers that sought service with you.

Today you ride north for Province of Augustia from the Province of Tomar with a stop at Vizela to take oaths with the Provincar Julius dy Augustia to take up your role as Castillar of Tamega. Roya Darius has awarded the fief to you as a reward for the valor of your deceased parents.



Index


    • Most of the time the thread will be in strategic mode, in which time progresses in a series of one-month turns. Every turn you can assign each military unit and NPC under your control a project to work on, and Luc can personally work on Two projects at once.

      Normal projects don't involve any die rolls - you automatically make one month worth of progress each time you work on it, and if it takes multiple months of work to complete I'll show a progress indicator (i.e. [1/3] for 1 month out of 3 completed) next to it in the update. The exceptions are projects that involve a contest of skill (like busting a smuggling operation), or attempts to train your skills up to levels far in excess of anyone around you. In those cases I'll give you a general idea of how difficult a proposed project would be, but as in RL you don't get to see the exact numbers.

      In addition to major projects, your character and retainers can take any number (within reason) of minor actions. These are things that take anywhere from a few hours to a couple of days, like having a conversation with an NPC or riding into town to shop for an important item. But try not to get carried away with them, because if I decide you've got more than 40 hours or so worth of actions in a turn I'll rule that there isn't time for a second project that month because you are too busy with little stuff.

      The turn-based approach should work for most situations, but every now and then you'll want to go hunt down a monster or find yourself fending off an invasion. When something complex and fast-paced starts to happen we'll switch to Adventure mode, as described below.

    • When off on an adventure play will be a lot more free-form than when we're doing strategic turns. I'll normally post an update about once per day describing what's going on, and players can post suggestions about what the PC should do.

      Some 'adventures' are just brief dramatic events that need to be played out, like a bandit raid on your keep or a diplomatic meeting with a hostile Lord. These sorts of events count as Actions, and don't affect your ability to get Projects done.

      Other adventures take a more substantial amount of time to play out, but take place in or near your territory and can be resolved in a week or two. These will be things like hunting bandits, investigating a crime, or killing one of the local monsters. Short adventures generally count as a Project for yourself and any NPCs who are involved, and will often show up on your available projects list as 'Adventure Leads'.

      Then there are epic adventures. These are extended expeditions to distant lands, often lasting for months or even years. Epic adventures can yield major rewards - rare and valuable loot, alliances with foreign rulers and wandering heroes, magical discoveries and potentially vital information about what the forces of evil are up to. However, they also represent a much higher risk than shorter adventures and require a major commitment of effort. Epic adventures interrupt the normal progression of time until they're completed, although often you'll find time to squeeze in projects as you travel long distances or wait for an audience with that foreign potentate.

      Adventures of any size can be a very effective way to level up your character, since he'll tend to quickly improve his abilities in the face of deadly danger. However, you don't get to directly spend his XP. Instead I'll apply it to whatever abilities he most relied on in the course of the adventure. So if you consistently use the same skills to solve your problems your character will get very good at them, while if you constantly change approaches he'll tend to develop into a jack-of-all-trades.

      One final note: do keep in mind that this is not a computer game, and encounters are not automatically scaled to be level-appropriate for your character. It's up to you to investigate adventure leads and determine which ones you can handle, because at least some of the ones you pick up early on will be far too tough for you. If you're too timid about picking adventures you'll miss some major opportunities, but if you get too aggressive you can easily get yourself or your henchmen killed.

    • Unlike some Quest threads your protagonist here is not a mindless robot willing to go along with whatever crazy stunts a player proposes, and I'm not interested in spending half my time trying to tally votes. So instead I'm going to assume that the conversations in the thread reflect the ideas your protagonist has. If on any particular turn one plan obviously has overwhelming support that's the one he'll go with. If there are several plans with similar support he'll pick the one he thinks will work out the best - which isn't quite the same thing as having the GM pick the best plan, but since the PC is a smart guy who knows more details about his world than I could possibly write up in the thread it's pretty close.

      So if you want to see your ideas implemented the best way to do that is to compromise with whoever else is posting good plans and put together a proposal you can both endorse.

    • This thread uses a fairly simple game system in which characters can have three sets of important numbers: stats, skills and abilities.

      The four stats are Body (physical ability), Mind (wit and wisdom), Soul (passion, willpower and magic) and Charm (charisma and social skills). Stats are very hard to change, requiring years of dedicated training or steady use over the course of many adventures. Even then they'll never change more than a point or two, so starting scores are very important here. Normal humans have stats in the 0-5 range, with 2 being average. Stats of 4 or more are very rare, indicating a genius or potential epic hero.

      Skills are much more malleable, starting at 0 and increasing steadily as a character invests training time. The higher a skill currently is the harder it becomes to raise it, but famous specialists often have numbers in the 4-6 range.

      Abilities are things like magical talents, or innate racial advantages. Some abilities are just an unchangeable note on a character sheet, like a dwarf's dark vision. Others, like sorcerous talents, have a level and a list of common applications. The second type of ability can be improved with training just like a skill, except there are two different ways to improve. You can raise your level with an ability, which increases your raw power and lets you create bigger effects. Or you can practice new ways to apply the ability, which lets you add new 'common application' notes to it.

      For example, say you recruit an NPC mage with Water 2 (find, purify and create water). You could have him spend several months training up to Water 3, which may allow him to affect several cubic meters at once instead of just a few gallons. Or you could have him research new applications like 'conjure mist' or 'create current', and eventually chain several related applications together to get a cool trick like 'summon and command water elemental' or 'banish the water in an enemy's body'.

    • One type of project you'll want to do a lot of is training. Your PC, NPCs and military units can all do training projects on any skill they currently have, and any character with a skill of at least 2 can teach it to other characters or units. Some exotic skills may have prerequisites, like a certain type of magic or a minimum stat score, but these will be rare. Most skills can be learned by anyone, given enough time and effort.

      Typically it takes one training project to reach skill level 1, another four training projects to reach 2, another nine to reach three, and so on. Training doesn't have to be continuous, but if you get partway through training up a skill and then get interrupted for several months you're likely to start losing progress.

      Training is also affected by attributes - an attribute that's much higher than the skill you're training may speed up training time significantly. But a skill that's higher than the related attribute will take longer to train, and will actually decline if you don't use it on a regular basis. So if you want a really high level of a skill you either need a high attribute to go with it, or you need to be a specialist who can afford to use and train that skill on a regular basis.

      Skill checks are based on the character's skill level plus the stat most relevant to what they're trying to accomplish. So a swordsman with Body 3 and Swordsmanship 2 will generally defeat one with Body 1 and Swordsmanship 3, which is another reason to concentrate on skills you're good at.

  • Luc dy Tamega
    Age: 18 (October 6th)

    • Body 2
      Mind 2
      Soul 5
      Charm 4

    • Force 2
      Water 2

    • Athletics 1
      Cyphers 1
      Diplomacy 3
      Horsemanship 2
      Intrigue 2
      Law 1
      Leadership 2
      Merchant 1
      Seduction 2
      Stealth 1
      Swordsmanship 2
      Tactics 2
      Woodscraft 1

    • Tamega
      1 warhorse
      2 Coursers
      2 Jennets
      4 Packhorses
      1 suit of knight's gear (chain mail, lance, arming sword, javelin)
      1 suit of ranger gear (leather armor, hunting bow & arrows)
      Noble's baggage (tent, clothes and finery for every occasion, misc small possessions)
      Ancestor's Journal's and Books (aid to training Water Magic)
      2000 SP

    • Brajar
      Darthacan
      Roknari

    • Castillar dy Tamega
      Lay Dedicat of the Order of the Daughter (1 action or 100 SP a year)


  • Voting on Mystical Traits

  • Travel to Augustia - The sooner you begin traveling, the faster you will arrive (repeatable)
    Recruit a Retainer - Recruit a skilled Retainer
    Recruit Military - Recruit additional military forces
    Pilgrimage - Stop at shrines and holy sites along the way




      • Luc's eleven year old sister.
        Apart from being something of annoyance whose uncanny ability deliberately interfere with planned trysts, Caroline is your only full sibling and partially in your charge until her 20th year.

        Even at eleven you've felt distinctly outclassed by her sharp if somewhat untrained wit, something you found yourself the butt of when training her in the use of your identical sorcerers abilities. Making matters worse the brat has powers over the Earth as well, much to your recalled dismay from one barrage of mudballs.

        Fortunately for Luc you are delivering Caroline to Divine Fernando dy Orozco in Ulyssippo for her education, a matter arranged by your parents early in the spring. Learned dy Orozco is not only a a jolly plumb middle aged man whose eyes held a very keen wit and impressive willpower but is also current running the Temple Sorcerers.

        Luc believes Caroline is 0-1 Body, 4 Mind, 3-4 Soul, 2 Charm. He knows she has Earth 1, Force 1, Water 1, along with Horsemanship 1, and sundry female skills.

        Luc deeply suspects Caroline will be trained up not only in the classic feminine arts, but in Wizardry as well. In several years your greatest headache with Caroline will be beating off up to no good louts taking advantage of your sister in order to advance their station in life.
      • Possible Ally 1



      • Body 2, Mind 3, Soul 0, Charm 2
        Horsemanship 2, Leadership 2, Swordsmanship 2, Tactics 3, Strategy 2

        Age: 36

        Ser Diaz is a veteran knight who served your family for well over nearly two decades. While age is starting to take its toll having a veteran captain of your guard is a boon. Ser Diaz has recently taken a wife, Sera Violante Diaz, a young woman of country nobility whose pleasant features are matched with a practical education in running a manor house.

      • Body 3, Mind 2, Soul 1, Charm 1
        Archery 3, Leadership 1, Staves 2, Tactics 2, Woodscraft 3

        Age: 25

        Martio is a cunning scout from a long line of skirmishers in your families service whose volunteering to join you may have had something to do with a feud between hamlets. Luc declined to inquire since feuds between the small hamlets are endemic and only put on hold to confront the Roknari.

        In any case the cunning fellow knows his business and has in fact lead a few small raids into Roknari territory.


      • 30 Men at Arms
        Skill 3
        Discipline 3
        Equipment 2
    • N/A

    • A somewhat neglected fief located along the shores of Cavado Lake with a solid castle (Tamega Castle), a somewhat prosperous lake town (Tamega town) with nearly 2500 individuals, two villages (Vila Real, Miranda), four farming hamlets and an old Roman mine. See Maps for individual ones.

      Fortunately however the various temples in the hamlets and mine site are well staffed, cared for and run.

      • An old but still impressive fortification built on a cliff looming over Cavado lake. Its current status is still unknown. See Lore Page for maps.
      • A somewhat prosperous lake town of roughly 2500 souls, its located on the lake shore of Cavado at the bottom of the cliff holding Tamega Castle.

        Vila Tamega boasts a large recently built temple (only 50 years old!) that has enough Divines (and funding) to accomplish additional tasks such as education, running and orphanage and small hospital.
      • Ancient Roman Silver Mine
        Every quarter it will produce (2d3 * 50) SPs


  • October 6th; Luc's 18th birthday



      • Dragons. Magical creatures who are magical beings capable of flight, breathing fire, terrifying the hearts of men and beast, and they are engines of destruction equipped with a powerful and cunning intellect. Dragons grow more powerful with age and wealth, leading to their interaction with humanity, a history filled with violence, fire, rapine, deceit, honest dealings, sworn oaths, friendship, marriage, and often times worship.
        Young dragons often meet their ends at the hands of heroes in large numbers, often being considered nothing more than pests in their first years. Ancient and powerful dragons, well those require the favor of the gods themselves or a Hero capable of fighting a dragon bigger than the largest keep that knows many powerful magics, and fire capable of obliterating steel.
        A dragon killed your parents before the new Roya Darius finally slew it

      • Elemental beings are well known to inhabit places, with river's, lakes, springs, wells, forests and other natural places. Often appearing in partially human guises those with the right knowledge and spirit can bargain, coerce, seduce or trade with these inhuman beings.

        Nymphs are one of the more commonly known about Elemental being.

      • Luc's family; his eldest brother holds the March. However Luc has been gifted with his own estate by the Roya in thanks for his dead parents valor in facing the terrible dragon.
    • A Quintet of Gods and Goddess's rule over what is most of the Western Roman Empire these days, including much of Mediterranean Africa west of Egypt. Father, Daughter, Mother, Son and the Bastard are the acknowledged figures of the Quintet. Their power has been proven with much of the corruption of the earth gone where the faith has conquered.

      Sadly however this has not stopped humanity from warring over the details of the Quintet, most particularly the Bastard. The Roknari surged forth from Africa proscribing to the Quadrene Heresy which holds that the Bastard is a demon much like his father and thus his followers are consorting with demons. Several centuries have followed as the native Iberians have slowly pushed back the Roknari Princedoms south once more.

      What is known is that there are active Saints of the Quintet, who receive the support and aid of the organized religion on either side of the heresy (barring of course the Bastard in Roknari). Most are minor, but some are capable of powerful feats indeed.

      Seekers of Thoth are somewhat respected but still receive a chilly reception among Iberian nobles due to their association within the Roknari Empire.

      Chosen of Inovia are rarely seen, but when they are the Order of the Bastard opens their doors to them without question. While most Divines are somewhat befuddled by them, any active or former saints know exactly what its like to be opened up and filled with the Divine.

    • Chosen - The goddess Inovia sometimes calls young girls of exceptional will to become her Chosen, imbuing them with a fraction of her own divine power so that they may fight evil in her name.

      Demon-ridden - While the Bastard has a firm grasp on many ancient and powerful demons, brand new demons appear constantly. Some of these very minor demonic spirits slip into our world and promptly seek to possess an ever growing number of hosts starting from the tiniest insects. By the time they possess humans these demons will have a large depth of animal cunning and will to fall back on, however people ridden by a demon can resist it. However many people don't, falling to the temptation of using the demons power for their own as it eats them from within. The Bastard's Order however has many temple Sorcerers, gifted with the control over a demon and trained in its use. Powers usually associated with the Ridden are marked by entropy, decay and consumption.

      Sorcery - The ability to work magic by calling upon your own internal power. Humans with sorcery are rare, and are usually the product of interbreeding with more magical races or of exposure to magical energies before birth. Most sorcerers can work with only a single element or theme, but with diligent practice can grow to be quite powerful. Sorcery also has the advantage of being nearly instant to use, with no need for complex tools or materials and often no visible hint that magic is at work.

      Witchcraft - A foul practice whereby women have congress with demons and offer blood sacrifices in order to gain magical powers. A weak witch must conduct elaborate rituals and offer sacrifices to work a spell, but stronger ones gain innate powers similar in some ways to sorcery. But while a sorcerer may command an element like air or ice, a witch will command dark powers such as pestilence, enfeeblement, delusion or obsession. Powerful witches often have imps or other minor evil spirits as servants, but the corruption of their own magic slowly twists them into a ghastly parody of their original forms. This would be a sure way to recognize them, except that often they find ways to disguise their true appearance by stealing the beauty of another or cloaking themselves in illusion.

      However Witchcraft is extremely rare in Iberia. The Bastards unknown father utterly crushed the local demonic powers and enslaved almost all the rest. His son retains a very tight grasp on those captured, however wily or ambitious demons seeking new territory often try to tempt women into witchcraft.

      Wizardry - A scholarly, academic approach to magic. A wizard must spend years diligently studying and meditating upon the nature of magic, spirits and the supernatural before attempting even the simplest spell. Experienced wizards often command an impressive breadth of magical abilities, but require long rituals and complex physical preparations to work their magic. Wizards are widely known for their ability to create enchanted objects, and over the course of years can combine ritual, enchantments and bargains to become beings of terrifying power. But very few men have the intellect, wisdom and willpower to walk that path, and the vast majority will eventually overreach and be destroyed by the forces they sought to command.

  • Brajar
    Augustia
    Cavado Valley

    Tamego Castle

    Cellar Ground Floor 1st Floor 2nd Floor 3rd Floor 4th Floor Roof Lake Cave

    • Luc's elder half brother (42) who has been silently feuding with your father over his re-marriage to your mother after he became a widower. Jose while not vengeful has pushed you out of the March and onto your destiny respectfully.

      In truth Jose is a somber hard bodied leader who while lacking your father's charm and wit made up for it with a deep and cunning intelligence alongside a great deal of skill of arms. That Jose has been running the March while your Father attended to a great many projects of the Crown for the past twenty years might have had something to do with the Feud (Luc believes Jose is Body 3, Mind 4, Soul 1, Charm 2 with Swordsmanship 3, Horsemanship 3 and Leadership 4)
    • Roya Darius (25), Dragon Slayer is the new ruler of Brajar crowned after a foul dragon attacked the royal court. He slew in it combat with the aid of several allies, including your parents who sadly perished in the battle

  • Cavado Lake, deep mountain lake that feeds the River Ava
    Tamega - your fief

    Vinhais - fief downriver to the southwest

    Macedo de Augular - fief to the east on the south shore of Cavado Lake

    Boticas - fief to the east on the north shore of Cavado Lake

    Vizela - seat of the Provincar dy Augustia. Powerful Castle and city (25,000), downriver of Tamega to the southwest

    Targus - March where you were born and raised in the Province of Tomar

    Ulyssippo - Capital of Brajar

 
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Character Creation

First Round of Voting

Male or Female

Distribute the following scores to your attributes: 2, 2, 2, 3 (Setting the base attributes, not the final score)

Mind
Body
Soul
Charm




Please note that yes I did ask and receive permission from ShaperV to run a clone of his quest. Just elsewhere in fictional Europe
 
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Re: Iberian Fedual Quest

[X] Male
[X] Mind 2, Body 2, Soul 3, Charm 2

I'm a total sucker for magic. Though reading through the original people did make compelling arguments for Charm. Not sure what you mean by setting base attributes rather than scores? I'm guessing we'll be getting some sort of background perk that further modifies them.

It's really cool that you're going to do a clone of this quest since I found it right as it died and it was really interesting. I can only hope this thread goes far and fast ;D
 
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Re: Iberian Fedual Quest

More that the next round will feature you spending points on Stats and Abilities.

Aka do you want to play someone whose rocking some serious stats but no magic, a squishy but powerful mage, or an all rounder.


Female characters will need to be impressive (magically or stat wise) to get away with becoming a Castillara in her own right. As in Elza could hold the fief, but sadly Anna would be viewed as prime marriage material.
 
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Re: Iberian Fedual Quest

fitzgerald said:
More that the next round will feature you spending points on Stats and Abilities.

Aka do you want to play someone whose rocking some serious stats but no magic, a squishy but powerful mage, or an all rounder.


Female characters will need to be impressive (magically or stat wise) to get away with becoming a Castillara in her own right. As in Elza could hold the fief, but sadly Anna would be viewed as prime marriage material.
Hmm does that mean you're giving females a bonus to their stats? I expect if you were it would be mentioned here where we select that though. Seems like even in that case any Female build would be impressive enough though.

Also Fedual -> Feudal
 
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Re: Iberian Fedual Quest

inverted_helix said:
Hmm does that mean you're giving females a bonus to their stats? I expect if you were it would be mentioned here where we select that though. Seems like even in that case any Female build would be impressive enough though.

Also Fedual -> Feudal

More that Jack of All Trades isn't the ideal build for Female. It simply means that female all rounder will simply have more of the pushy types (Prince Hans) coming around due to perceived weakness
 
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[X] Male
[X] Mind 2, Body 2, Soul 3, Charm 2

I like magic, though charisma is nice as well.
 
[X] Male
[X] Mind 2, Body 3, Soul 2, Charm 2
 
[X] Male
[X] Mind 2, Body 2, Soul 3, Charm 2
 
So with one hour left Soul is leading by a vote of 3 to 1

No one wants to run a magical Disney Princess
 
[X] Female
[X] Body 2, Mind 2, Soul 2, Charm 3
 
We've done plenty of magical girl quests. Plus in a Feudal setting being female is a pretty significant liability.

Besides the last quest made expanding power via marriage a very interesting issue with players balancing political power advantage, land gain, magical gain, etc from marriages. With playing a female that would be sharply reduced as we'd be expected to play second fiddle to the husband.
 
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inverted_helix said:
We've done plenty of magical girl quests. Plus in a Feudal setting being female is a pretty significant liability.

Besides the last quest made expanding power via marriage a very interesting issue with players balancing political power advantage, land gain, magical gain, etc from marriages. With playing a female that would be sharply reduced as we'd be expected to play second fiddle to the husband.
Different country. Gender inequality may not be as strong in this one.
 
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BFldyq said:
Different country. Gender inequality may not be as strong in this one.
Eh the premise of the previous one was a truly feudal society with all the social issues that entailed including the lack of basic rights and nebulous networks of loyalty. Gender equality really wouldn't fit. I mean he could be just copying the game mechanics I guess, but it seems unlikely since he copied the name.
 
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inverted_helix said:
Eh the premise of the previous one was a truly feudal society with all the social issues that entailed including the lack of basic rights and nebulous networks of loyalty. Gender equality really wouldn't fit. I mean he could be just copying the game mechanics I guess, but it seems unlikely since he copied the name.
I didn't say it would be absent, I said it would be less strong. In the Middle Ages, attitudes about pretty much everything varied from place to place. As we're in a different country, to assume the culture is the same is rather foolish.
 
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inverted_helix said:
Eh the premise of the previous one was a truly feudal society with all the social issues that entailed including the lack of basic rights and nebulous networks of loyalty. Gender equality really wouldn't fit. I mean he could be just copying the game mechanics I guess, but it seems unlikely since he copied the name.

I would like to point out how most fantasy and such setting in said time range don't really reflect social/etc. properly- barring the few that actually have solid justifications due to more complicated reasons/etc.

Anyhow, I'd like to ask, can you toss me a link or something to the previous one?
 
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BFldyq said:
Different country. Gender inequality may not be as strong in this one.

Its a still a patriarchal militaristic society, however the idea that females can actually own property and hold positions of power isn't a shocking or foreign one.

Call it a side effect of 2 of the 5 major deities being female.

Not to mention a strong hold over of ancient Roman laws.
 
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The winning vote is

Male

Mind 2
Body 2
Soul 3
Charm 2


Congratulations, your Patron Goddess is the Lady of Spring

ourladyofthecowparsley_zps9c9629ad.jpg



Spring, poetry, passion, and above all the boundless joy of life will be a defining character trait. Expect to be moved greatly by your emotions as the situation warrants.




Character Creation Step 2

1) Vote for a name

2) Assign 6 Points on Stats and Magic.

Each purchase of magic will be rolled on the random number generator.

Wizardry cannot be purchased at this time, nor can Alchemy.

Example 1: Soul +5 and 1 Magic
Example 2: Soul +2, and 4 Magic


Mind
Body
Soul
Charm

Magic
 
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[X] Peter
[X] Mind 1, Soul 1, Charm 1, Magic 3

Plotting to get 6 Soul is silly.
 
I don't quite understand here. Magic is a separate stat from Soul? I thought Soul represented magic and willpower in this system? What are you rolling it for?

Also I thought 5 was the max in any stat?

[X] Soul 2, Charm 1, Magic 3
Maxing out soul immediately while getting another point of Charm to put it up to a reasonable level. Mind would be nice too, but I want a lot of magic, depending on what that happens to be and it seems like Charm is more useful than Mind in general since we can get people to delegate mind based tasks to with the charm.
 
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In reference to the previous feudal quest

Magic is the sorcerer you have. Soul is your raw magic and will power.

Domonic Petran had Fire, Flesh and Force Magics.

I'll be randomly rolling what magics you end up getting
 
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Bah was hoping to get Flesh magic again. It was so incredibly powerful with the ability to permanently buff Body and Charm at high level. How many possibilities are on the table?

Now I'm tempted to knock soul down to 4 starting (and hopefully come up with a stat up somewhere later) and pick up another roll on the magic table.

Are stats still capped at 5?
 
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inverted_helix said:
[X] Soul 2, Charm 1, Magic 3
Maxing out soul immediately while getting another point of Charm to put it up to a reasonable level. Mind would be nice too, but I want a lot of magic, depending on what that happens to be and it seems like Charm is more useful than Mind in general since we can get people to delegate mind based tasks to with the charm.

The problem with having a lower mind is that unlike the other Quest, we don't have any backup if we need trusted help, so having an average Mind will mean we're going to have to randomly trust someone to fulfill the position for us...

So basically our Early part of the Quest will be much harder until we can find someone we trust and is really smart.
 
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inverted_helix said:
Bah was hoping to get Flesh magic again. It was so incredibly powerful with the ability to permanently buff Body and Charm at high level. How many possibilities are on the table?

Now I'm tempted to knock soul down to 4 starting (and hopefully come up with a stat up somewhere later) and pick up another roll on the magic table.

Are stats still capped at 5?

Going beyond 5 is possible, just not the ideal since it means you've focused on being hyper focused on one ability.

As for Flesh magic, well your target number is 3, and a good argument on 7 (players choice)
 
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fitzgerald said:
Going beyond 5 is possible, just not the ideal since it means you've focused on being hyper focused on one ability.

As for Flesh magic, well your target number is 3, and a good argument on 7 (players choice)
Hmm tempting to go for 6 then just because of the bonus it gives to training speed to have a stat far above the ability you're training. Surprised you're allowing it since the system was originally premised on 5 cap wasn't it? With that being like legendary ability. Hyper focus is tempting to my game system abusing tendencies...

Well based on 2 (optimistic) out of 7 possibilities that gives a 28.6% chance per roll. So with 2 rolls it's 49% chance, 3 rolls it becomes a 63.4% chance, and with 4 it would be 74% chance. 3 rolls is probably a reasonable investment then, and the other magics are probably fine at their max levels as well.

Adyen said:
The problem with having a lower mind is that unlike the other Quest, we don't have any backup if we need trusted help, so having an average Mind will mean we're going to have to randomly trust someone to fulfill the position for us...

So basically our Early part of the Quest will be much harder until we can find someone we trust and is really smart.
We still have the opportunity to recruit a skilled retainer before we set out like they did then. I mean the accountant was a starting recruitment, not already in the group.
 
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Its more that hyper focus will leave the PC fairly average in all the other skills needed to actually be a successful feudal lord.

Not to mention shutting down alternate routes to power.

Dice will be rolled as 2d6. Thus seven will be 1 out 6 rolls
 
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[X] Riccardo
[X] Body 1 Soul 1 Charm 1 Magic 3
 
fitzgerald said:
Its more that hyper focus will leave the PC fairly average in all the other skills needed to actually be a successful feudal lord.

Not to mention shutting down alternate routes to power.

Dice will be rolled as 2d6. Thus seven will be 1 out 6 rolls
Hmm I suppose so. Though shutting down alternate routes to power doesn't bother me so much, as I'm always the magic for everything type when possible.

Rolling 2d6 makes for a much more bell curve like scenario. Makes me wonder how you've balanced the chart. 3 is an extreme edge case as well with only a 1 in 18 chance. It makes everything so much more complicated :-\. Gives a 2 out of 9 cumulative chance of getting the one I want per roll. For 22.22% for one roll, 39.5% for two, 53% for three, 63.4% for four.

I'm guessing you made Flesh magic such an unlikely scenario as 3 because of how powerful it ended up being. Though it does make me wonder what 2 and 12 are like on that chart.

I guess I'll stand pat with my current vote. I could see bumping point from soul to charm to get both of those at 4 to make the feudal lord aspects a bit easier though. I suppose Ayden has a point about Mind being worthwhile as well, but I don't see it as particularly valuable when we can get retainers to handle it unless it's low enough to provide major negative penalties? It's hard to give up on at least 3 points in magic to match the old one in number of sorceries though.

Though I suppose it's relevant to ask: can we acquire magic types during play? I know in the old one wizardry got picked up midway, but sorcery was more inherent.
 
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Wizardry and Alchemy are learned skills. Requiring a master or significant resources to learn.

So yes you can learn them.

As for Flesh magic, its counter part is Mind.
 
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