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Hello guys. I'm going to be making a Quest Thread, a staple of 4chan and some other sites. First time doing this, so if I do anything wrong, just correct me!
What is a Quest Thread? To those that do not know, Quests are an interactive adventure that the GM describes a situation, preferably with an image (as bad as it may be) illustrating it, and people may comment the desired course of action. By choosing the first one, the funniest, the sanest or whatever other criteria is preferred by the GM, the adventure continues. So, you are the one who controls the character's course of action.
In this Quest, we will observe a world of magicians and heroes, of epic battles against the forces of evils, against mighty dragons and fell orcs, of legendary weapons and gold, and of... Pumpkins?
But do not worry: The valiant heroes are here to save the world, and you...
... aren't gonna be part of it! You are stuck on a dead-end of a generic village. The heroes might have come here to sleep on the inn and complain about the lacking standards, or maybe they arrived here on the beginning of their journey to level grind their way to victory. In any case, you, my dear peasant, are tired of staying there and just accepting the orders of whatever evil overlord has decided to set their baleful eyes upon your little town, and so too you are tired from hearing praises to ye old heroes after they came into the village, made a mess out of everything and left as if they were great people. Nope! No more doing useless jobs under the sun, no more hearing about how Susie managed to talk to one of the heroes! You are going to change things, at least for you. You are weak, you don't know magic and fate won't protect you. But maybe, just maybe, you are small enough to slip through the cracks of whatever evil lies ahead. You are going to face the good, the evil and the squid. You are the ugly one, and no one likes the ugly one. Do you have the guts to brave Tertiary Character - The Trope: The Game?
So, this thread will be the meta and for deciding the character. I'll let the character be chosen by vote, or lacking enough votes, (Since I myself am a tertiary character in life, it is entirely possible, nay, likely that no one replies!) the funniest option. You guys can choose a name, gender and age, and one of these options for archetype, heirloom and a disadvantage. Don't worry about the story of your character. They are utterly generic and forgettable in that sense.
Also, the game follows a very simple scheme: You have attribute points, and the number of the attribute determines how many d6 are rolled. A 3 in strength means you roll 3d6 in strength rolls. A 1 means 1d6. 4, 5 and 6 are victories, 1, 2 and 3 are failures. If the difficulty of an act is 1, you need only one success to succeed. But be warned! There are some things that your peasant simply does not know enough to even know how difficult they actually are, and sometimes, such consequences are dire. But no worries! This roleplay is meant to be very lighthearted. Lastly, just know that there are lethal wounds and stunning wounds. Fists and non-lethal weaponry are stunning, lethal weaponry are lethal wounds. They are only important in the finishing blow: Lethal wounds kill the person, stunning wounds knock the person out. Of course, in a narrative sense, a guard might let peasants brawl with stunning weapons, but lethal weapons are usually no-go.
Finally, be wary of fighting heroes. They have something called a Luck stat, that allows them to pull some really stupid, really unexplained things outta nowhere, being something that they actually had the entire time but only conveniently revealed right now. Any trope that exists, they can spend Luck to execute it. And even passive Luck is good: Whenever they do something, they roll 1d20, with 20 guaranteeing a critical, which means automatic success. The greater the Luck, the less they need to critical: Someone with 2 Luck can critically hit stuff with 19 and 20. So, if you end up fighting a hero or epic beings... Be very, very ready.
Stats:
Wounds: 3.
Magic Points: 1.
Strength: 1.
Dexterity: 1.
Cunning: 1.
Charisma: 1.
Archetype:
What is a Quest Thread? To those that do not know, Quests are an interactive adventure that the GM describes a situation, preferably with an image (as bad as it may be) illustrating it, and people may comment the desired course of action. By choosing the first one, the funniest, the sanest or whatever other criteria is preferred by the GM, the adventure continues. So, you are the one who controls the character's course of action.
In this Quest, we will observe a world of magicians and heroes, of epic battles against the forces of evils, against mighty dragons and fell orcs, of legendary weapons and gold, and of... Pumpkins?
But do not worry: The valiant heroes are here to save the world, and you...
... aren't gonna be part of it! You are stuck on a dead-end of a generic village. The heroes might have come here to sleep on the inn and complain about the lacking standards, or maybe they arrived here on the beginning of their journey to level grind their way to victory. In any case, you, my dear peasant, are tired of staying there and just accepting the orders of whatever evil overlord has decided to set their baleful eyes upon your little town, and so too you are tired from hearing praises to ye old heroes after they came into the village, made a mess out of everything and left as if they were great people. Nope! No more doing useless jobs under the sun, no more hearing about how Susie managed to talk to one of the heroes! You are going to change things, at least for you. You are weak, you don't know magic and fate won't protect you. But maybe, just maybe, you are small enough to slip through the cracks of whatever evil lies ahead. You are going to face the good, the evil and the squid. You are the ugly one, and no one likes the ugly one. Do you have the guts to brave Tertiary Character - The Trope: The Game?
So, this thread will be the meta and for deciding the character. I'll let the character be chosen by vote, or lacking enough votes, (Since I myself am a tertiary character in life, it is entirely possible, nay, likely that no one replies!) the funniest option. You guys can choose a name, gender and age, and one of these options for archetype, heirloom and a disadvantage. Don't worry about the story of your character. They are utterly generic and forgettable in that sense.
Also, the game follows a very simple scheme: You have attribute points, and the number of the attribute determines how many d6 are rolled. A 3 in strength means you roll 3d6 in strength rolls. A 1 means 1d6. 4, 5 and 6 are victories, 1, 2 and 3 are failures. If the difficulty of an act is 1, you need only one success to succeed. But be warned! There are some things that your peasant simply does not know enough to even know how difficult they actually are, and sometimes, such consequences are dire. But no worries! This roleplay is meant to be very lighthearted. Lastly, just know that there are lethal wounds and stunning wounds. Fists and non-lethal weaponry are stunning, lethal weaponry are lethal wounds. They are only important in the finishing blow: Lethal wounds kill the person, stunning wounds knock the person out. Of course, in a narrative sense, a guard might let peasants brawl with stunning weapons, but lethal weapons are usually no-go.
Finally, be wary of fighting heroes. They have something called a Luck stat, that allows them to pull some really stupid, really unexplained things outta nowhere, being something that they actually had the entire time but only conveniently revealed right now. Any trope that exists, they can spend Luck to execute it. And even passive Luck is good: Whenever they do something, they roll 1d20, with 20 guaranteeing a critical, which means automatic success. The greater the Luck, the less they need to critical: Someone with 2 Luck can critically hit stuff with 19 and 20. So, if you end up fighting a hero or epic beings... Be very, very ready.
Stats:
Wounds: 3.
Magic Points: 1.
Strength: 1.
Dexterity: 1.
Cunning: 1.
Charisma: 1.
Archetype:
- Hardworker: You are used to hard work. Tilling the fields, cutting up trees. The hard life gives you +1 wound, and lets you start with the tool of your work, which may be used as a weapon that wounds lethally. You also have knowledge of your specific work.
- Vagabond: You hate or simply can't work, and you live the life by foraging or doing whatever you can to survive. You get +1 dexterity, a walking cane (useless as a weapon, only better than the fists by having more reach, but can be used quite creatively...) and you get the Iron Stomach talent: You can eat nonedible and rotten food with no problem.
- Devout: A very pious person, you dedicate yourself completely to the cult of a god. You get +1 magic point, a holy book and you know all the basic theological stuff to a terrifying degree. Also, you actually know how to read more than a few basic sentences.
- Slanderer: You are a despicable sort of person, that likes living the life better at the cost of the others. You get +1 charisma, you start with 20 additional gold and you get the Lying Through the Teeth talent: You get +1 success when trying to deceive people. However, your past haunts you: People that are good at reading others are naturally not trusting of you.
- Grandma's Prison Shiv: A legendary shiv in your family, handcrafted by your gramma and used to stab the bucko who got her in prison in first place. That also made her die there. It acts a lethal weapon that has +1 to wound if you catch the opponent by surprise.
- Fish Scales: A long time ago, some fish-people went to your village and brought a lot of gold in exchange for some mates. Sadly, their descendants found the sea way too exciting and went back to being a tertiary character. Your blood may be diluted but the fishy heritage shows in fish scales through your body; easy to hide with long clothing. You can stay underwater for 30 minutes and understand abyssal languages, but some religious people might dislike seeing that violation of the human nature..
- Ye Olde Saddle: A saddle used by your ancestors in years back. It is very old and cracking, but you never know when you might find a horse. Besides, the sitting part of the equation is so much easier as it has been molded by butts similar to yours from years back, which makes you have 2 automatic successes against anything or anyone that tries to pull you down from whatever you are mounting with the saddle.
- Animal Infatuation: You like animals. So do I, but you... You like them a bit too much. Whenever you are in the vicinity of an animal, you must resist the urge to pet it or to stay close to it. Of course, you can still react to and will try to avoid agressive animals, but it's not easy.
- Bad Leg: No matter what you do, what rituals you practice, what medical advice you take, whatever healing spell you get, your damn leg simply isn't the same, since the war, when you received an arrow on the knee. Your character cannot sprint and you take 1 extra stunning wound if you end up falling standing out of sheer pain. This cannot be healed.
- Village Idiot: You know that every town has an eejit, right? Well, actually, you don't. You are him, and the only person who doesn't know that is the idiot itself. Frankly, you might not be dumb, maybe you are actually very smart and smarter than they are. But everyone thinks that you are stupid, and anyone that meets you gets the same feeling. So, expect to be treated like an idiot and utterly incompetent to do the simples tasks. This is sometimes good, but believe me, usually, this will be a headache for you.
- Pigeons Hate You: Something about you makes pigeons think you are their personal bedpan and target practice. And also their pecking post, something you didn't even knew pigeons needed until you saw how they treated you. One pigeon is a mere nuisance, and quick to deal with. But a horde of them... Be ready for some bs. Or ps, to be more precise. Pigeons are everywhere in this world, usually in small groups and somewhat easy to avoid if you know what you are doing, but sadly, this is the time of pigeon migration period, and those aren't trained nor particularly smart, so they keep forgetting where they are migrating to or what time it is, so they do it constantly. Be wary of the skies.