This Quest is a CK2 Quest and uses some more commonplace rules as well as a few flavors of homebrew. I’ve referenced a little of DoofQuest, a little of other 8BD Quests like To Be the Very Best, Bound to Earth, and Shadow of the Dragon, and then I’ve peeked at how o…
This Quest is a CK2 Quest and uses some more commonplace rules as well as a few flavors of homebrew. I’ve referenced a little of DoofQuest, a little of other 8BD Quests like To Be the Very Best, Bound to Earth, and Shadow of the Dragon, and then I’ve peeked at how other CK2 quests like Fractured Fantasy and MiyukiQuest.
I’m going a bit experimental as per usual with questing, so please don’t be surprised if the rules have to change so that I can stay sane, or so that this remains entertaining to both run and play. I will do my best to communicate every update that I make to the ruleset in advance of it affecting events.
Mira theoretically has a faction of her own, working title Mira’s Revenge, but she doesn’t have hero units let alone anyone else under her employ at the start of this quest. This will impose certain limits and lock off certain actions for the time being.
Voting
This quest utilizes Plan, Top X, and Approval voting systems. What type of vote is done will correspond to the nature of the update. I will try to provide examples on how to vote each time the voting system changes from one type to another.
- Plan Votes will be used for Turn Voting, and sometimes other forms of updates whether they’re in the shape of an adventure or paralogue.
- Top X Voting will be utilized periodically. You can see it used in the very first update via picking Mira’s backgrounds.
- For some updates I may exclusively call for Write-in Votes, and it’ll most likely be an Fog Time, Adventure, or similar update.
- Approval Voting will be allowed periodically, and will likely be associated with Top X or Write-In votes.
Turn Mechanics
The standard Turn takes place over the course of (1) month’s time - throughout that duration National Actions are undertaken by Mira’s organization, and that of both parallel and rival factions undertake their own.
There will be multiple types of turn throughout the adventure. National Turns will be a bit of the standard faire and are what I refer to when I say ‘standard Turn’ - and the three other turn types will take place during the scope of them. Paralogues, Fog Time, and Dungeoneering Turns alike all take the shape of an Adventure Turn that you may be familiar with via other quests. Depending on how running this quest goes I’ll be folding Dungeoneering into Fog Time to keep my relative appearance of sanity.
Adventures are likely to be carried out in a more rapid pace and freeform fashion, whereas a true Paralogue will have a little more rigid a structure and may take a bit of time to put out similar to an Interlude or National Turn Results. A Fog Turn or Dungeoneering Turn will ideally take less time than a Paralogue.
National Actions
Each National Turn consists of National Actions. Factions will be able to take a quantity of action(s) based on the manpower available, or the state of their organization - enabling rival factions to take more than (1) action a turn for instance, or for Mira’s faction to take more than (1) action per category.
An example of this would be the matter of AlchemillaQuest having Michael Kaufmann limited to pursuing only (3) national actions due to his focus being limited by the need to find a new nurse for Alessa Gillespie, and provide attentive care for her in the meantime.
I’ve found some stress as a player in Adventure Mode due to the nature of how established factions can undertake more substantial works and possibly gain a more stable foundation than the player is able to by the time they found their faction. To counteract this MiraQuest will initially have shorter-span National Turns - (2) mini-turns that span (2) weeks each. On Turn 1 I’ll likely be moving forwards with (1) month turn - regardless of whether MiraQuest is operating via a Faction or continues in Adventurer Mode. The trade-off is that much of the National Actions available will be closer to that of Personal Actions that will be unlocked as her organization grows. These will still have impact but are intended to represent the diminished scope of action available to our protagonist during the Early Game, and are intended to build a foundation of power and resources for utilization throughout the rest of the game. That’s probably risking purple prose and too many big words but I don’t wanna screw the narrative over >83c
The passage of Time will be relevant to the quest, whether taking the nature of time-limited events, how some factions behave during certain parts of the year, and the availability of some recruitment options.
National Actions will be taken according to 1 of 6 categories. Martial
One’s combat prowess or ability to arm themselves in advance of violence. Actions range from seizing an area by force, eliminating targets in single or group combat, a sporting event, hunting wild game or monsters in the fog, and attempting a raid all count as martial actions. Progress Dice are relevant such as a multi-turn Siege Event.
0: physically paralyzed 1-5: a weakling, sickly, infirm or particularly incompetent 6-9: an average human being 10-14: Some combat training, karate classes, has been in a few scraps 15-19: Trained soldier 20-25: Expert veteran of combat 25-35: respected military leader 36-40: Competent superhuman 41-50: World class fighter, capable of throwing down with most supers and mutants 51-60: Incomparable fighter, legendary, once in an era general 61-70: High-level superhuman powers paired with natural skill and years of experience 70+: Unstoppable juggernaut of destruction
Diplomacy
Diplomacy: This represents one’s ability to conduct a presentation (with slides), persuade another to act in accordance with your goals, or that of forging bonds with people and nations. Diplomacy actions range from talking to the public, making contact with another faction, recruiting Hero Units, or sullying the reputation of another faction. Progress Dice advance multi-turn actions.
0: deeply, personally repulsive 1-5: Annoying, obnoxious, grating 6-9: An average human being 10-15: Moderate charisma and basic social skills 16-20: trained negotiator or corporate dealmaker 21-25: Highly skilled professional diplomat 26-35: Magnetic personality, liked by all they meet 36-45: Cream of the crop, natural born politician, brilliant dealmaker 46-55: Literally superhuman persuasive power, preternatural understanding of human psychology 55-70: Could trade a castle for a piece of string 70+: Social Deity
Stewardship
The ability to recognize market forces, to maintain an organization’s logistics, to effectively carry out expansion of a business or to renovate property - THIS is the means of Stewardship. Actions range from overseeing legal reforms, acquiring commodities or properties through the usage of FUNDS count as Stewardship actions. Progress Dice are often going to be substituted by FUNDS Allocated or stages of an ongoing investment campaign.
0: Does not understand the concept of trade 1-5: Bad with money, scatterbrained, unable to lead others 6-9: Standard human 10-15: basic organizational skills and time management 16-20: Professional Project Manager 21-25: High ranking corporate worker skilled at their job 26-35: Experienced CEO or governor, capable of managing massive interlocking projects at the same time 36-45: Financial Wizard, can predict the stock market with some accuracy, can sketch out plans for an entire business venture in a week 46-55: Supernatural management skills, capable of leading entire countries without apparent effort 56-69: Multiple simultaneous thoughtstreams, could amass a fortune bigger than Wily’s if they put their mind to it. 70+: owns you already, you just don’t know it yet
Intrigue
Remaining incognito can be vital to anyone from The Big 3 to the bit part players to those down to your level.. and finding out what those other parties are doing in secret or not. Knowing that an Officer is ‘dirty’ and would be influenced by bribery, being able to compile blackmail on a corporate rival, spread misinformation, using encryption with your electronics, or developing a network of informants all count as Intrigue actions. Progress Dice are unlikely to be used here but may represent breaking a Cipher.
0: Incapable of lying 1-5: Credible, easy to fool, has trouble remembering to keep secrets 6-9: average human mind 10-15: petty criminal, amateur sleuth 16-20: junior spy; professional thief 21-25: secret agent 26-35: criminal mastermind 36-45: Master of disguise, intricate webweaver, conceals true intentions unconsciously 46-55: World’s Greatest Detective, Infamous phantom thief, can hide in plain sight 56-69: superpower assisted stealth, could convince a person their entire life was a lie in an afternoon 70+: They’ve already won, you just haven’t noticed yet.
Learning
This stat represents one’s ability to engage with the sciences and their relevant applications. Being able to recognize how technology works, or ability to use the technology effectively are representations of Learning in action. You’re likely to see a D100 for investigating a field or subject, and Progress Dice for a dedicated R&D Project.
0: non-sapient 1-5: simpleminded, dim, uneducated 6-9: High School Diploma, average intelligence 10-13: Slightly smarter than average; some college 14-20: college graduate in sciences, trivia champion 21-30: Doctorate in technical field, Cash Wheel National Champion 30-35: Factotum 36-40: Leading expert in their field, photographic memory 41-50: World’s greatest expert on their subject 51-60: Smartest human alive, perfect recall of every fact they have ever learned 61-69: Inhuman intellect 70+: Appears omniscient
Occult
The Occult stat measures an individual’s capacity for engaging with the occult whether through skilled application of esoteric powers or the cultivation of their psionic side. This stat will be used both as a measure of psychic abilities and magic which, while mutually exclusive, will use the same stat in this system. Occult actions are a form of Faction Action, but through cultivating magic and psionic powers there may be applications within each category allowing for unique benefits or bonuses going forwards. Do not expect the average character to have more than a 0 in Occult, and expect it to take both intentional effort and time to cultivate this stat. This may require both National and Personal actions to be undertaken.
0: most humans who are unaware or insufficiently experienced in matters of the occult, whether magic or psionics 1-5: those with latent PSI powers, those who have freshly learned to dabble in the occult. 6-9: a conjurer of cheap tricks, average elf, conspiracy blogger who is actually right. those who have spent a minimal time training their powers. 10-15: hedge wizard, can sling a few fireballs before getting tired, normal person with decades of paranormal experience 16-20: Respectable sorcerer , someone who has deliberately trained their occult capabilities. 21-25: Coven matriarch, more than a mere novice they border an expert of occult matters 26-35: A potent master of the occult, likely the strongest mage in their local area. 36-50: Archmage, deep font of arcane knowledge, someone of superhuman psionic capabilities. 51-60: Centuries old arcane master, a legendary psionic, a freak of nature and once in a generation talent 61-69: Skilled master of the occult empowered by enormous magical force or artifact, verging on 1988’s Akira level of PSI powers. 70+ Physical God...
The player faction’s capacity to act will be limited initially, and will expand based on the result of hero unit recruitments and choices made by the readership. This is the consequence of Adventurer Mode of play, ultimately.
Similarly Influence is a mechanic that will represent your ability to make sure your National Actions have lasting effects on the zone, or a specific district. You can find more information about how Influence works within this threadmark.
Some actions will be available as a Free Action that does not count towards your total during a National Turn. These may end up mutually exclusive with others - the best example is Base Building actions may be a Free Action, but you can only choose (1) of those options per National Turn as a result of limited resources required for that action.
Some actions require a COST to be paid in order to engage in them. Please refer to the Resources section for more information.
During the time passed the other types of turns will take place as well.
Synergy
In a turn where 3 or more actions have synergy conducive to an overall more favorable result - and one that could result in an Interlude shared by each action -> Synergy Bonus will apply = +5 to each relevant action.
In the event of an Adventure or Paralogue, your synergy turn bonus doesn’t apply.
I will try to notify questers during discussion phase that their plan would receive the Synergy bonus. I have notifications turned on for the forums, so I’ll see any replies.. but feel free to ping me on the discord server that you have a plan post you want me to review
An example turn would be: Pleasant River University has decided to retrain their campus security to better patrol the newly expanded campus efficiently (martial), which allowed them support to seek a wider student body (diplomacy), and fill their dorms (stewardship). Each roll receives a +5 to the roll.
Personal Actions
Every Hero Unit gets to take a personal action each turn. These don’t carry the same reaching consequences that a national action does, as they’re based at the intrapersonal scale that the Hero Unit experiences life at. These actions are representative of choices made in their free time such as going to a bathhouse and cruise the sauna room, trying to track down a relative that disappeared, or getting high on white claudia and going to Lake Side Amusement Park with their friends, or developing a homemade piece of Equipment.. they have options.
Some of them are likely to auto-succeed, and some I’ll be rolling a 1d100 for the outcome. It is rare that their stats will directly influence the roll by way of category, but I may be so kind as to offer a bonus. They may be able to invite other characters to participate in their personal action. The action may have a Progress Dice counter instead of a DC, or may mention that of a relevant trait.
Results range from stat upgrade, traits evolving, hints towards ongoing plotlines, changes of DC for national and personal actions, hero unit recruitments, and there’s still more I could list off. I might cue you in to the rewards the way I do with National Actions, but it’s also likely I’ll try to let flavor text speak for it and imply via mechanical statements beside it like the Progress Dice.
Deploying to a Paralogue or working a Dungeon Turn will require a Hero to not make use of their personal action. They may still be deployed to a national action or Fog Turns as well, but be advised that Hero Units should have downtime.
Roll System
I will be rolling the dice unless I specifically call for otherwise. I use dice on my desktop typically, but I may try to roll dice in thread at some point as well. We’ll be using the 1d100 the majority of the time. The goal for most actions will be to Roll Equal or Over a DC, and in the cases of if a negative Event affects your faction or to see if you suffer from a failure you’ll be seeing if the dice Rolls Under a threshhold.
**Summary: **As Above (positive rolls), So Below (negative rolls).
1d100 + Faction Leader’s Stat + Assigned Hero Unit Stat + Traits + Situational Bonuses + EXP = Result
Some DCs will be tiered. Your success will have varying results. This may take the form of +1 recruitment pool options per success tier, or it may take the form of a flat upgrade in quality or bonuses to making a recruitment, as an example.
Some traits are capable of modifying the tier of result, whether salvaging a negative roll or boosting a positive one.
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Complete Failure: a failed roll below the Bare Failure threshhold.
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Bare Failure: Within 10 points of the DC.
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If it was a DC 30, a 20 to 29 will be Bare Failure territory. on a 75 it will be a 65 to 74.
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Bare Success: Tiered DCs will not have bare successes possible. In the event that there are more than 2 tiers and a trait would upgrade a bare success to a higher tier.. you’ll get a +5 if I’m feeling generous
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Complete Success: you managed to clear the DC entirely.
Some actions will "auto-succeed" based on sometimes visible, sometimes implied and speculatable, and sometimes hidden conditions. This may be the result of a specific event that transpired, traits associated with your leader or faction, an assumed and required resource allocation cost, or assignment of specific hero units to the task.
In the event that an action with a COST fails, so long as the failure is not a Critical Failure or one of Contested Dice, I’m likely to refund part of that COST. In some cases it will be a total refund, and in some cases it will only be complete / more substantial on a Bare Failure.
In some situations you may have to roll against a Contested Roll DC. That’ll be that I’ll be rolling a 1d100 + bonuses on the side of either a faction or individual hero unit against your own. attacker and defender roll is what that ultimately is, but for things such as Diplomacy or Intrigue. These representing contests of narrative agency between two parties.
Crit System
Since we’re using As Above So Below we’ll be having criticals as well.
Natural crits of 1 and 100 aren’t easy to subvert. Things went as poorly as they maximally could have. Meaningful consequences negatively... or positively.
A critical success is anywhere
2x the highest tier of DC
. Examples
- DC of 20 and you rolled with bonuses a 41+ score, Crit.
- Multi-Tier DC with a final tier of 90 requires a 181+ to Crit.
In both cases a Nat 100 will still count as a Crit.
Critical Successes use Exploding Dice, wherein I’ll roll an additional 1d100, with the original DC - if it clears the DC on a pure roll, roll again with the same settings. Repeat the rolls until the straight check is failed. Exploding dice are not for combat rolls - and perhaps not for Contested Rolls either.
A 1 rolled during an Explosive Success will trigger an ’
explosive accident
’. This may take the form of a special event or interlude, or may take the form of an additional reward only tangentially related to the action. I won’t have it erase your original project due to things going as well as possible, but I will try to keep these an interesting oddity.
**Special case scenario: **DC > 100, and a Nat 100 was rolled, but the final total with bonuses fails to pass the DC. I’ll be counting this as a Critical Success in some capacity and will activate an Exploding Dice roll to be generous. You will meaningfully achieve a sizable portion of the goal at the bare minimum (should the DC not be passed with Exploding Results it may be counted like a Bare Success). In this scenario you should expect some mixture of benefits whether partially refunded COST and / or the requirement to pursue some form of significantly lower DC the following turn - it may be a Free Action even.
Some actions may require in addition to passing a DC... a COST to be paid. This is paid via a Resource: Funds, Supplies, and Base Nodes are the primary forms of resource that we’ll be using. The production and expenditure of your resources will be communicated via National Turn Updates and the Faction Status informational threadmark.
Transmutation from one type of Resource to another will be unlockable over time. This will generally be done during the National Action phase, or more rarely during an Interlude or ‘special update’ for the purpose of accomplishing it in advance of a National Action turn beginning.
TECH may become a resource in short order, but I’m concerned we’re at a point of max complexity that the Quest can sustain. Please let me know if you think Resources are an acceptable part of this Quest format.
Funds
Funds are accrued as a result of incidental or routine actions, and can be spent as such. This is an abstracted form of monetary resources whether Zenny or Bells are being used in-narrative. This represents your financial capacity to achieve goals.
I’ll do my best to communicate the usage of FUNDs during National Turn updates and the action Status page. Income and COST will take the following forms:
- **One Time Income: **likely the result of an Action taken.
- **Recurring Income: **This may be Per Turn, Per Period (2 turns, 3 turns, etc), or Per Year.
- **One Time COST: **This is the COST of an action or choice made.
- **Recurring COST: **This will be an upkeep COST for maintaining something, more than likely. It could be an ongoing trade partnership that secures you SUPPLIES in exchange for FUNDs, or otherwise.
Supplies
SUPPLIES are another means through which you pay COST. These represent the material means you have to accomplish your goals.
Once agan I’ll do my best to communicate what SUPPLIES are available for you to use during National Turn updates and via the Faction Status page.
The Base page will communicate the forms of SUPPLIES and resources your organization has access to. This is part flavor-text, part me tracking the possible interactions between what is possible for Mira and her faction to pursue from turn to turn. It’s contextual flavor-text after all... so maybe it’s not flavor-text lol.
The prototype SIM starts off generating Water, Electricity, Breathable Atmosphere, and Gas. It generates for you (1) Supplies per National Turn at the outset of this quest, and (1) (Module Base(?)) per National Turn.
Hero Units
Throughout Mira’s journey she’ll encounter a variety of characters called Hero Units. These individuals have their own stats, traits, goals, and associations. A Hero Unit may be the leader of another faction at some point of their personal story, or may be a member of one and acting on that faction’s behalf. Each Hero Unit theoretically has their own story going on in the background of each Turn, even if you don’t see it. You can influence the trajectory of the Hero Units under your command, and their subsequent stories, by way of assigning them to specific National Actions or setting them to pursue specific Personal Actions.
As a QM my goal in designing and writing this Quest is to put in front of you a widdle tapestry with these characters woven in as the colors. Hero Units you recruit are intended to get a closer look than the ones you don’t recruit. They’re also intended to have a sort of interiority, to where a Hero Unit recruited by say A Nightmarish Cult (cough cough) might think they’re just helping out their local community and learning about a local religious movement. Your Rival Factions are able to recruit Hero Units to their cause, and slowly but surely change their mind about how to view and interact with the world - much the same as you can.
I try to represent this through how I write Traits in the long-term, the actions I design, like... the gameplay is itself character development ideally. I’m also a fan of fluff so expect me to be willing to throw fluff scenes at yall. For this end I’m using a SUPPORT conversation system and bonus, and also a TRUST system that gates some behaviors. the fiddly numbers don’t exist in a vacuum mwuahahahahaa.
Anyway. so yeah, there are Characters within this story (mwuahahahaha), that’s why I gravitate HARD to CK2 quests is that the mechanics can let you do some interesting social drama with interactive fics even without dynastic succession mechanics. I kinda wish Fire Emblem had a hybrid with this game style, because I REALLY adore Support Conversations as a way to give a character relationship additional material.
Hero Units can be recruited in a variety of manners. Sometimes an R&D project rewards you with a new Hero Unit. Sometimes you perform a recruitment drive national action and get to choose from a lineup. Sometimes an adventure had a mid-adventure recruitment play out. Sometimes you managed to build a business partnership with a bounty hunter hired on as a contract mercenary. The recruited stage of association is tantamount to membership. They’ll sometimes become a member of your inner circle / minister of your nation, but it depends on the organization being written and their place within it. If you want to make Eddie Dombrowski the Minister of Suffering that’ll go better than Minister of Diplomacy, y’never know.
Hero Units are vital to your function as a faction, and as such will reduce the penalties incurred by not being a founded Faction
When the first hero unit is obtained: +1 national and personal action during each turn When the second: +1 personal action per turn, can found faction reliably When the third: +1 national, personal action per turn when the fourth: Unit cap without Faction Founding
A faction with sufficient hero units may begin to have multiple actions per category. This is because of how much more effectively your organization can work.
Trainee
Some hero units start differently. They have a lot of potential, but also a need for guidance. They’ll start with low stats typical to the Villager archetype of Fire Emblem, and carry a much higher chance of increasing them than usual - any action they undertake is nearly guaranteed to earn a new stat... or a new trait. This’ll generally be a 1d4. Any training roll they take will have doubled gains. Their stats can continue to be increased in this fashion until any stat has received 15 total points additional from where it started. ex hero unit who started 3 martial gets to 18 martial. Once they’ve capped a 15 points to any stat they lose Trainee status.
Equipment / Traits
Traits define a Hero Unit and are by nature semi-permanent effects. This may raise or lower their stats overall or situationally. These can be obtained or lost through narrative events and some actions may cause these changes. Many traits can be upgraded. Some items will be treated as a trait or confer a trait when assigned to a unit.
EQUIPment will be available periodically, or may come with a Hero Unit. These are like a transferrable trait. They may confer a specific bonus, have a mechanical purpose in Adventures, they’ll vary. Equipment can range from a career-based piece of equipment, power armor, a vehicle, so-on. If it comes with the Hero Unit by default it’ll be worth thinking over if it’s worth separating them from that piece of equipment.
Support
Hero Units are capable of developing relationships with each other, and this is reflected by Support Ranks. There are mechanical rewards for two characters deepening their shared bonds, and this is more notable in relation to your Party Leader / Adventurer / Lord / Faction Leader / epithets et al. This applies for events where both units are present whether they are a national action, shared personal action where applicable, or Adventure / Paralogue or Interlude event.
When two units hold a Support Rank, I’m likely to either publish an interlude featuring them. This may initially take the form of an elevated presence in an update, or an announcement at the end of one as a mission end debrief note thingy, but I think I’d like to make at least one Interlude Scene that’s Rank C or upwards. I may also open it to the omake bounty board >83c
Support Rank is generally progressed through time spent together, working on a shared goal, potentially aligning values, and a bond being more deeply developed between two characters - and them coming to understand each other better. Progress can be achieved through a hero unit being assigned to a national action where they work closely with another Unit, the Lord choosing to spend time with them, being deployed to a Paralogue or Adventure with others, the Lord doubling down on an action that they’re deployed to, and other ways as well. More shared effort and time is required to jump from one rank to the next.
Pursuing supports or character interactions tells me that you as the audience want to see more of this character, and want to see the potential of their relationship with another character. It can happen passively, because hooo I’m def gonna wanna dunk a ship premise on the horizon on yall now and again >83c
has the original version of this.
Someone you’re beginning to understand.
- This level is easy to unlock – if it’s not there by default, a single personal action spent hanging out together should do the trick.
- Heroes who support the Leader add one-tenth of their relevant stat (rounded down) to national project rolls to which they are assigned.
- During a Paralogue, heroes add one-tenth of the relevant stat of each support partner of this rank present to their rolls - rounded down per bonus contribution.
Someone you can count on if you’re in a tough spot.
- To reach this level, a pair needs to cooperate against some problem or other. Unlock may be more idiosyncratic in nature - pay attention to their interactions when deployed to a National Action or a paralogue for hints as to what can spark this progression. Personal Actions* and *Paralogues spent on this are the more likely way to secure this.
- Heroes who support the Leader add 25% of their relevant stat (rounded up) to national project rolls to which they are assigned.
- During a Paralogue, heroes add two-tenths of the relevant stat of each support partner of this rank present to their rolls - rounded down per bonus contribution.
A deep and enduring bond between partners.
- A-rank Supports are rare just because they’re going to require me as QM to see the chemistry for what’s likely a Ship being made Canon. Expect idiosyncratic unlock conditions that are respective of the pairing. If we get far enough for an A Rank to be on the horizon I’ll tell you what those are.
- Grinding all the way up to this isn’t going to happen as easily as CWhile it is not possible to grind your way to an A-rank Support simply through standing next to each other, spending a personal action to meet with a support partner can lead to hints on what is required to take the Support to the next level.
- Heroes who support the Leader add 33% of their relevant stat (rounded up) to national project rolls to which they are assigned.
- During a Paralogue, heroes add 33% of the relevant stat of each support partner of this rank present to their rolls - rounded up per bonus contribution.
- During a Paralogue, heroes may step in to save their partner from the consequences of a failed roll. A hero can perform this save once per Paralogue.
Opinion
oh buddy this one’s mostly flavor text indicative of TRUST
TRUST System
this represents how much your Hero Unit trusts or distrusts Mira & her Faction. TRUST is built through assigning a unit to actions they have aptitude or interest in, and is lost through assigning them to actions they actively have a distaste for - or other things like needlessly endangering them (sending a non-combatant to assault a rival faction’s base). Trust increasing events would range from them getting to pursue personal actions with the Lord associated, or through developing deeper bonds with those who already have a Support Rank with the Lord.
TRUST does not decay over time. Range is -100% to 100%
Anything at or below -50% will trigger either removal from your service, or worse.
- Cannot achieve C Rank at -10% or lower.
- Cannot achieve B Rank until TRUST 30%
- Cannot achieve A Rank until TRUST 69%
- Cannot achieve S Rank until TRUST 90%
**Paralogues **
Paralogues are a type of interlude-based turn, adventure, or however else would be useful for you to grokking the concept. This is by and largely inspired by Shadow Dragon. Paralogues are likely to be a scenario where your deployed Hero Units cannot immediately access reinforcements or resources they were not deployed with. Paralogue options hopefully will list the most relevant stat unless it is plot-crucial to not provide that info - be mindful of how your Hero Units may be relevant to the situation, as a Hero Unit holding a PHD in robotics may not be able to provide the best insights to a situation involving livestock husbandry.
Within a paralogue events unfold from the perspective of deployed Hero Units, and they’ll face skill checks pertinent to the events they’re engaging with. Delving into an abandoned research facility could involve Martial and Intrigue, but through a hero unit’s traits they may be able to utilize their Diplomacy or Stewardship situationally. I’ll provide you different choices for how to proceed - such as whether to try and break down a door (martial) or hack the control console (intrigue), and you might be allowed to come up with a clever write-in to resolve the situation by way of more mystical means (occult) as an example.
Hero Units deployed to a Paralogue during a Turn cannot be deployed to assist in a National Action, and depending on the paralogue they may not be able to pursue their Personal Action for that Turn.
Not all Adventures will count as a Paralogue, and in those cases if not deployed via National Action I will likely allow the usage of a Personal Action to deploy a Hero Unit to the adventure.
D100 + Hero’s relevant stat + applicable traits + support bonus(es) + Situational Modifiers + EXP Bonus = Result.
Situational modifiers can be positive or negative similar to traits. As described before the rolls will be based on the relevant stat. Your Roboticist might receive a -5 to their Learning Roll regarding the husbandry of livestock due to it being outside their field specialization, and as such their +5 for Robotics-based actions trait won’t apply. I’ll be applying these as either a matter of balancing or idiosyncracy, but I’ll do my best to make sure I don’t apply anything that is irrelevant to the situation at hand.
In the event of a Conflict you can expect to see Opposed Rolls. Attacker rolls first, and defender rolls second, whether this is a Diplomacy Check contest or a Martial Check of a duel.
If the attacker rolls a 1, defender a 100, or attacker’s result is lower than the defender’s by 90 or more, the attack is a Crit Fail. Attack fails completely, and defender will either be closer to their goals in this encounter or score a counter-attack. The results may be situational due to the character(s) involved.
If the attacker’s result is lower than the defender’s by.. 10 or more, Failure. Defender dodges or deflects. 9 or less, Bare Failure. Almost a successful attack, but deflected by a narrow margin.
If there is a Tie, a stalemate plays out.
If the attacker’s result is higher than the defender’s by.. 10 or more, the attack is a success. The attack connects and advances the conflict in the attacker’s favor. 20 or more, the attack is a solid success, landing a blow with lasting effects - whether preventing the defender’s meaningful progress towards their goal, or injuring them and causing situational debuffs.
If the attacker rolls a 100, the defender a 1, or the attacker’s result exceeds the defender’s by 90 or more, the attack is a Critical Success. The attack completely succeeds, and the defender will likely be defeated outright.
Some traits will impact the level of success possible, but cannot affect the magnitude of critical rolls.
For the sake of my sanity I won’t be doing exploding dice for contested dice rolls.
Hero Units may reach a breaking point in body or spirit. A defeated hero unit is considered out of play for either a temporary period of turns or permanently. This may take the form of capture, disability, or death. The fate depends on the circumstances of their defeat - a hero unit that you’ve succeeded at trapping within your Dungeon for a turn will be unavailable to their faction for that turn, and a hero unit you killed while they were trapped will become permanently unavailable to their faction. Often it will be down to the nature of the faction that the Hero Unit is at the mercy of - a death cult is unlikely to take prisoners or treat them kindly, and a humanitarian organization is unlikely to unnecessarily engage in torturing their temporary guests.
Fog Time
Periodically you will be the cause of Silent Hill and outerlying communities being swaddled in fog - and the reason why the inhabitants of the Toluca Zone will confront their interiorities. This fog provides cover for clandestine actions and suffering abound.
Each National Turn there will be the option to call the fog, and for the time being it will only be possible to do so while Mira is at base.
Calling the fog will be a free action unless specifically stated otherwise. If Mira does not call the fog once per 3 National Turns.. a debuffing trait will manifest - and it will either progress or subside based on the decisions Mira makes from the outset of that moment.
Those who find themselves within the fog may be made known to Mira, and from that point she may choose how to proceed. This may take the form of inspecting the mindscape of a chosen target, observing how they interact with their circumstances, sending hero units or available (monsters, find term to use for this) to make contact or engage the target, and potentially more - if you can come up with a ‘write-in’ for how one would proceed when Fog Time happens don’t be afraid to post in the thread or DM me.
There are both rewards and risks for any course of action decided on, and the fog should be considered a precursor for dungeoneering and other actions you can take in this quest.
Simply being present in the fog will not enable an uninformed entity to make an incursion on your dungeon or against your faction, and simply having suspicion that could lead an individual or faction to make these actions - will not inherently lead them to attempt an incursion or know it is possible.
Further information will be made available when the time comes. I’ve got a loose roadmap for Fog Time, but if you’d like to consult on this please feel free!
Dungeoneering
There is a place accessible to your faction and potentially others. You may make usage of it in a variety of ways, and it will serve as both a line of defense and a place to store monsters and captured hero units within. Stock it with monsters, devise traps, make connections to various locations to lure in intrepid Hero Units or subjects for study.
A more in-depth look at the dungeon will be presented when relevant. (this is to say at time of writing I’m still drafting the dungeoneering system. If you’re a Dungeon Keeper fan, or someone who likes ttrpg dungeon design, I’m happily open to having you consult on the development of this Quest)
**Base Building **
Base Building actions will require a paid COST typically, using the NODE resource. You must have an available NODE to install into your base layout, thereby creating a new module for your base. What this effectively means for the early game is that you may make a maximum of (1) base upgrade per national turn. The early game has these base upgrades as a Free Action for the most part as well.
I’ll try to provide a shortened set of Base Details within the Faction Tracker, but a dedicated Base Building ruleset threadmark, and a dedicated Base Tracker, will exist at a later date.
The base should be understood as a home base for your initiated members. It is Mira’s inner sanctum, and a number of events will transpire there as your hero units build comfort with their new allies and so-on.
As the base is upgraded new national and personal actions will be possible. Upgrading your base will often be conducive to the development of your Dungeon.
The design of your base will have some implications should your faction become detected and raided, or should a random event cause accidental discovery of your base by an individual or faction. Some upgrades will further secure your base.
The choice of how you access the surface world from your base will have lasting effects. Multiple access points are allowed on a base, but they may not be the best choice to make. You can find more info about Access Points within this threadmark.
EXP, Omakes & Bounty Board
In the event that you contribute meaningfully to the discussion of the quest through analysis, live-reactions to the updates, speculation and theorycrafting (analysis 2 electric boogaloo), shitposting via memes, sharing fun setting-relevant stuff, headcanons, making fanworks. Really. the list goes on in theory.
I’ll award EXP to those who meaningfully participate in the thread. These awards will happen typically in batches for my sanity, and there will be an Infromational threadmark for the EXP Tracker. These rules will be reiterated there.
EXP when used allows you to more directly influence how events play out. This is done by shifting rolls via bonuses or maluses. You could even call them bonussies and malussies. So long as you have the necessary EXP, before a voting period is over you can declare an investment of your EXP dedicated to a roll.
100 EXP = +1 to a roll. 300 EXP = -1 to a roll.
There is a limit to what can be done however.
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On national actions there is a max +5 per person, up to a max of +20 per roll. Respectively 500 and 2000 EXP.
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Personal actions are limited to a max of +10 per roll, BUT you may expend a total of 1000 EXP for this.
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On Paralogues I can provide some insight to events that may happen, but I will seek to avoid spoilers. If you dedicate 2000 EXP for Diplomacy checks, and none happen, I will refund your EXP. Adventures overall are going to be the shakiest territory for EXP usage.
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Interludes cannot be affected by EXP due to the nature of how they are spawned into this quest by way of circumstance (or QM Fey Mood teehee)
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I’m a mercurial QM. You can expend EXP to provide a malus to a targeted Faction or Hero Unit’s roll during the course of a National Turn or a Paralogue. The max malus you can achieve individually or collectively is a -5 on any roll. This can be applied to personal actions by an unaffiliated Hero Unit. This is applicable to Contested Rolls.
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Each user may expend a maximum of 3000 EXP once per applicable turn. That’s a -10 to spread across your rivals.
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You can liberally make use of your malussy, but you may affect at maximum 5 rolls per turn. I will notify you if your intended usage of EXP has no applicability (no contested rolls for instance).
EXP will be awarded for Fanworks, generally referred to as ‘omake’ on this forum. Prose is the most likely format to be seen, but I’ll gladly reward usage of other mediums. Specific prompts for an Omake will be available via the Bounty Board threadmarked post(s), which will go live in due time.
Omakes have the potential for canon ascension. I’m likely to be liberal with this, especially when I’m minimally informed on a source material or how it’s used in this crossover setting, or how it could be used.
I will absolutely reward you for infodumping about your favorite applicable franchise, I will absolutely reward you for worldbuilding a minimally observed aspect of the setting (and moreso if I can grokk how to utilize it in this quest). Further I’ll gladly reward EXP to those who can meaningfully contribute to how I run this quest as a consultant.
As stated please expect rewarded EXP to be done in batches. I’ll try to do these in the timespan between votes having closed and an update coming out. If a sufficient volume of omakes are published I’m likely to batch my review of the omakes as a group. Canon ascended omakes are capable of having rewards that won’t become available until a later turn of the quest (ex a bounty hunt is canonical to Turn 4, rewards not available until Turn 5. The quest is currently wrapping up Turn 3. )
Final Notes
- Follow the forum rule by trying to engage in good faith, and assume that others are doing the same.
- I may serve as tie breaker, but I may open up a Tie Bracket between the two options for a second round of voting. 48 hour max duration.
- I’m likely to lean into gallows humor here or there, but surviving another day is intended to be a worthwhile pursuit in how I write this setting. People have hobbies even while there’s a genocide going on. People set aside time to spend with their loved ones even when they’re working towards ensuring a coup takes place. The list goes on. People are people.
- If I haven’t already implied this is a Mature Quest, and by that I mean I’m someone who enjoys the fact that people’s sexualities, personal identities, and more can be explored in fiction. Characters may consume Substances, and may be specifically directed to do a substance as part of an action. It isn’t terribly likely I’ll write anything raunchy, but I’m open to being suggestive and if two characters pursue a sexual-romantic Support Rank I may write what chemistry I see possible 8V I’m open to describing violence and death, annnd I would prefer to not focus on sexual violence / have that be injected into narratives more than necessary or relevant.
- I’m open to whatever you can argue may work out, and I am liable to say "hey as QM, she wouldn’t say that in my quest 8V"