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Aspiring Emperor Quest General Pastebin #11

Apr 23rd, 2014
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  2. Aspiring Emperor Quest General Pastebin
  3. - - - - - - - - - - - - - - - - - - - -
  4.  
  5. This pastebin will contain general gameplay information. Descriptions that have been posted, explanations of any gameplay mechanics the players can be expected to know and many other things will be here.
  6.  
  7. As of the Thread XXIII edition, the NPC List and all sections that relate to the holdings of Talon's/the player's empire have been moved to the NPC List and Empire Pastebin respectively. As of the Thread XXVI edition (this one) the Province Information has also been split out. Use the masterlist linked below to find those.
  8.  
  9. Pastebin Masterlist: http://pastebin.com/6Su7M3fh
  10. Past Threads: http://suptg.thisisnotatrueending.com/archive.html?tags=Aspiring%20Emperor%20Quest
  11.  
  12. --------------
  13. OTHER EDITIONS
  14. --------------
  15.  
  16. This is the Thread XXVI edition of the general pastebin of AEQ.
  17.  
  18. A master pastebin with links to all editions for all bins is below.
  19.  
  20. http://pastebin.com/6Su7M3fh
  21.  
  22. NB: All content added since the most recent edition has a #NEW# tag above it. Use Ctrl+F to find new content this way.
  23.  
  24. IMPORTANT: Several sections of information formerly contained in this pastebin have been moved to the Empire Pastebin or NPC List. Province Info has also been moved to its own pastebin. Check the master bin linked above to find them.
  25.  
  26. -----------------
  27. TABLE OF CONTENTS
  28. -----------------
  29.  
  30. 1. Basic Quest Rules/Mechanics
  31. 2. Dice Rules
  32. 3. FR Point Rules
  33. 4. Date Tracking
  34. 5. Enemy Faction Summary
  35. 6. PC Stats and Skills Explanation
  36. 7. D20 Probabilities
  37.  
  38. ------------------------------
  39. 1. BASIC QUEST RULES/MECHANICS
  40. ------------------------------
  41.  
  42. #NEW# All dice rolling rules have been moved to their own section further below.
  43.  
  44. 1. Please quote the post you are voting against or rolling against.
  45. 2. If a chance is posted next to an option, it is giving you a guide to what the DC of the roll that option will immediately lead to. If that option wins the vote, a new post will be made with the corresponding DC. See Section 7 below for a correlation of probabilities of success and DC.
  46. 3. Voting is on a plurality basis and will end after 10-15 minutes depending on activity. If a tie-breaker is needed, the QM will roll a die to resolve it and that will be final. Votes may cut off at any time and may not be public.
  47. 4. There are contentious voting rules, for where a vote attracts an oddly high amount of votes and the vote itself appears to be contentious. The QM will either discard some very suspicious votes (the rare option, unless there's blatant trolling) or declare a new vote with harsh rules. This new vote requires voters to quote the QM's new post on one line and post with a number (e.g. 1) with no other text at all (no greentexting etc) on another line - do not add anything else to the post. All votes not adhering to these rules will be discarded. Voting will last 5 minutes from the first vote.
  48. 5. Combat and other major challenges can sometimes appear to have much too high a DC, but this is because you can sometimes get additional chances. E.g. if you fail the first roll, you can still win the fight on a second. Also, some challenges might require multiple successes in a row to be won.
  49. 6. There is HP, MP and Fate Point tracking behind the scenes. NPCs also have an invisible respect meter. Screwing up combat or conversation will lower HP and respect. Using sorcery/powers uses MP. HP regenerates over time and also with magic, MP regenerates over time but respect must be built up again if lost. Fate Points are burnt if something occurs that would end the quest. I may also present an option to the players to burn a Fate Point if they screw up something big (like, say, pissing off an Archmage by accident). Generally, burning a Fate Point will have dire consequences - a major NPC might take a mortal blow intended for the PC, or you may lose a lot of respect from other NPCs. The number of Fate Points changes over time.
  50. 7. All bonuses from actions/sorcery etc are incorporated into a DC. There are some calculations taking place behind the scenes.
  51.  
  52. #NEW# Added the dice rules. They look imposing but they're quite straightforward, I think.
  53.  
  54. -------------
  55. 2. DICE RULES
  56. -------------
  57.  
  58. As of Thread XXVI the dice rules have changed.
  59.  
  60. Most rolls are called by the QM ending a post with the target DC and reason for the roll in square brackets like so: [DC12 Example]. Players then respond by rolling a d20 using the built-in roll function. The first three rolls of the correct format that link to the post calling for the roll are used to determine the result.
  61.  
  62. THE RESULT
  63.  
  64. A roll is successful if one of the 3d20 is equal to or greater than the target DC.
  65. If there are more 1s rolled in the set of 3d20 than 20s, the result is a failure. If an equal number, a success occurs.
  66. If more 20s than 1s are rolled, the result is an exceptional success.
  67. If an automatic failure occurs (more 1s than 20s) and no other d20s in the pool roll equal to or greater than the DC, the result is a dramatic failure.
  68. There may be special circumstances where rolling more 1s than 20s results in dramatic failure no matter the results of the other dice and this will be stated by the QM when the roll is called.
  69.  
  70. DOUBLE DCS
  71.  
  72. The QM may call for a roll with two DCs separated by a slash like so: [DC11/15 Example]. This acts like a normal roll but the highest DC met or beaten determines the result. In ties between 1s and 20s, the highest DC is considered to be met. Similarly, if an FR point is burnt to offset a dramatic failure, the highest DC is considered to be met.
  73.  
  74. CHAINED ROLLS
  75.  
  76. The QM may call for several rolls at once that are connected to each other by separating each DC within the square brackets with a semi-colon like so: [DC11 Example; DC12 Example Two]. At the same time the QM will state below that line the number of rolls (e.g. "I need six rolls for two sets."
  77.  
  78. Rolls called like this are chained events where success in earlier actions may impact on later actions. They are a way of speeding up the action in cases where the players cannot intervene. Note that dramatic failure in earlier actions may prevent later actions from taking place and invalidate later rolls.
  79.  
  80. MULTIPLE ROLLS
  81.  
  82. The QM may call for several rolls at once that are not connected to each other by stating each DC within square brackets but on separate lines like so:
  83.  
  84. [DC12 Example]
  85.  
  86. [DC14 Example Two]
  87.  
  88. This is a fast way of resolving simultaneous actions. The QM will state below the call the number of dice to be rolled by each player (e.g. "Roll 2d20."). Rolls not in the required format are not counted (e.g. if the QM asks for 2d20 and a player rolls 1d20 their roll will be ignored).
  89.  
  90. Note that chained and multiple rolls may be done in the same post. The QM will state the maximum number of dice required and ignore any dice excess to requirements.
  91.  
  92. -----------------
  93. 3. FR POINT RULES
  94. -----------------
  95.  
  96. #NEW# Updated the statistics.
  97.  
  98. Current FR Points: 2
  99. Maximum FR Points: 3
  100. Used FR Points: 2
  101. Gained FR Points: 1
  102.  
  103. After any roll takes place, any player can request for an FR point to be used if the result was anything other than an exceptional success (Nat 20). Currently, only one player needs to make the request but that may change to require confirmation before calling a vote. Once a request has been made to use an FR point, a vote will be called to confirm whether to use the point or not under contentious voting rules. If an FR point is used, its usage will be reflected in the narrative of the post about the results of the roll.
  104.  
  105. The effect of using an FR point is to make the result of a roll into an exceptional success (Nat 20) or just a regular success if the original roll result was a dramatic failure (originally Nat 1). The narrative around using such a point will involve tapping deeply into Talon's astral power in order to bend reality. Although there are no outrageously negative effects in using an FR point (unlike with Fate Points) there may still be lesser and more long-term consequences to the narrative (which may not be negative).
  106.  
  107. Currently, you do not know how to regain FR points. Rest assured regaining them is not trivial and they should not be burnt lightly. Your FR point pool will not restore to maximum at the start of a new thread or arc but only through the narrative mechanism that will be introduced later.
  108.  
  109. ----------------
  110. 4. DATE TRACKING
  111. ----------------
  112.  
  113. Events are listed chronologically.
  114.  
  115. #NEW# Added new dates to catch up to current thread.
  116.  
  117. Quest Start Date: March 27th, 1952 (midnight)
  118. Harrowmont Captured: March 27th, 1952
  119. Vitrian Siege Repelled: March 29th, 1952
  120. Mier (Province) Conquered: April 10th, 1952
  121. Undine's PoP Claimed: April 17th, 1952
  122. Fort Locke (in Olmm) Conquered: April 29th, 1952
  123. Olmm (Province) Conquered: May 2nd, 1952
  124. Darlesian Siege of Niorte (in Olmm): May 21st-22nd, 1952
  125. Vitrian Siege of Castle Gimbon (in Vale): June 4th, 1952
  126. Infiltration of Vitria (city): June 16th, 1952
  127. Conquest of Vitria (city and nation): June 16th, 1952
  128. Conquest of Raupe: July 16th, 1952
  129. Current Date (Thread XXIII Start): July 26th, 1952
  130.  
  131. ESTIMATED CONSTRUCTION DATES
  132.  
  133. Underground area finish date: July 15th, 1952 (Bartom only)
  134.  
  135. OTHER DATES
  136.  
  137. Talon's Birthday: February 9th
  138. Caitlyn's Birthday: December 11th
  139. Annual Harvest Taxation: Final two weeks of March
  140. Quarterly Accounts Reconciliation: First week of January, April, July and October
  141.  
  142. #NEW# Added the below section which summarises factions present on the province map (rather than all factions in the world).
  143.  
  144. ------------------------
  145. 5. ENEMY FACTION SUMMARY
  146. ------------------------
  147.  
  148. ///5.1. Notes
  149.  
  150. This section provides a small amount of detail about factions active on the province map as a quick reference for those who don't want to dive into the lorebin (especially as it is out of date). Details are intentionally sparse.
  151.  
  152. ///5.2. Faction Listing
  153.  
  154. HARROWMONT (PC FACTION)
  155.  
  156. An empire formed by Talon York (the PC of the quest) based in the stronghold of Harrowmont. Has taken control of the nation of Vitria and most former Darlesian territory.
  157.  
  158. TAOUR
  159.  
  160. A nation ruled by vampires. Taour split off from Darlesia after it was razed to the ground and rebuilt during the first Magi Rebellion twenty years prior to the start of the quest. It conquered Darlesia but has recently been forced back by Harrowmont. Has somehow convinced the major powers of the world not to attack it. Ruled by a council of five now, led by Perin Blackwater.
  161.  
  162. FARUN
  163.  
  164. A small royalist nation north of Vitria, Farun is calm and boring. At Darlesia's peak more than 30 years ago it was a bloody battleground between Termina and Darlesia but since Termina relinquished its control over it Farun has embraced peace. It maintains a small military and has close ties to the Mage Guard to the north. Ruled by King Henry II, an obese but gentle ruler.
  165.  
  166. TERMINA
  167.  
  168. Currently a small royalist nation to the north of Farun, Termina was once a kingdom that rivalled Darlesia 30 years ago. After a series of bloody battles, culminating in the bloody disaster at Gravecral, Termina retreated and relinquished its control over the provinces to the south and east. It has been in a state of decline since. It is ruled by King Lyyph, a young upstart who thinks he can restore his kingdom's glory. They have been destabilising Compagnon to the east but lack the military to do much more.
  169.  
  170. COMPAGNON
  171.  
  172. A country run by a merchant council. When Termina relinquished control over its provinces a group of wealthy merchants took over. They run the country reasonably well and certainly benefit from the natural wealth near them. Currently being destabilised by Termina but the lack of available mercenaries due to the war between the League and RSK prevents them from fighting back.
  173.  
  174. MAGI LEAGUE
  175.  
  176. Reformed by Archmage Alyce of Lyss eight years ago and is based in Ahm to the west of Darlesia. A very large nation (or collective of nations, really) ruled by mages. Has defined itself with magocracy and a constant war against royal lineages. Currently engaged in large-scale war with the RSK. Rumours of factional difficulties within the League have arisen lately, largely based in regions further from Ahm.
  177.  
  178. ROYAL SERAPHI KINGDOM (RSK)
  179.  
  180. An enormous royal kingdom to the south of Darlesia, the RSK annexed a large number of other kingdoms during the war with the Magi League. It excels in industrial production and magitech production as well as having large numbers of nobles capable at both magic and combat. Its current ruler is Fenix Dorack, a cunning and ruthless old man with no small amount of ambition. Currently trying to put down sedition by its most powerful mage, Grand Magister Darvui.
  181.  
  182. ----------------------------------
  183. 6. PC STATS AND SKILLS EXPLANATION
  184. ----------------------------------
  185.  
  186. ///Their Role: Stats and skills are used in calculating DCs behind the scenes. Modifiers are incorporated into DCs (as there is no functional difference between applying a modifier and changing a DC).
  187.  
  188. ///Stat Range: A commoner might have STR 0, a soldier STR 1, a strong soldier STR 2. STR 3 is around normal human peak, but exceptional humans can get to STR 5 in this world without becoming magical. The same applies to all stats, with the exception of MAG and RES. They are magical in origin so don't have normal limits.
  189.  
  190. ///The Stats:
  191.  
  192. The physical stats are relatively clear-cut. STR is raw physical power, SPD is a combination of speed, dexterity and agility, END is hardiness (and affects HP), INT is more about wits, perception and planning ability than magical ability.
  193.  
  194. MAG is a combination of raw magical power and magical talent but isn't always used for magic use. The Knight PC doesn't use his MAG to fight in melee, even if he's using sorcery a lot. He might use it if he's doing something trickier, like using barrier-break in a fight. It's possible to do powerful things with magic with a low MAG stat, but you might be countered by dedicated mages.
  195.  
  196. RES is a mixture of magical countering ability and sheer willpower. You don't necessarily need to use magic to shrug off some magics. Again, END might be used in some cases rather than RES - not getting incinerated by a fireball might be END or SPD rather than RES.
  197.  
  198. ///Skill Levels:
  199.  
  200. Skills go up exponentially as you improve them. Sorcery II lets you do much better things than Sorcery I. Level IV is the highest a skill or ability will typically go.
  201.  
  202. ///Levelling Up Stats and Skills:
  203.  
  204. In order to level up stats and skills, you must actively use them. The actions you choose to take will earn you between 0.5 and 3 points for the stat or skill (with stats earning more than skills generally) - some actions may earn points for more than one stat or skill. The amount of points required to increase a stat or skill doubles each level, with skills requiring more than stats (as they top out earlier). There may also be ways to increase your stats and skills without using time later in the quest, but they will have consequences.
  205.  
  206. ///Learning New Skills and Abilities
  207.  
  208. This can happen either from plot events or from interacting with NPCs about what they can teach you. Not all new abilities and skills may be that useful, but they will be added to the character sheet regardless.
  209.  
  210. --------------------
  211. 7. D20 PROBABILITIES
  212. --------------------
  213.  
  214. #NEW# Added dram fail probabilities with the new dice system.
  215.  
  216. Old Dramatic Failure Chance = 12.9% (Chance of rolling more 1s than 20s)
  217. Exceptional Success = 12.9% (Chance of rolling more 20s than 1s)
  218.  
  219. [NB: Success chance include possibility of dramatic failure and exceptional success.]
  220.  
  221. ///Chance of Success
  222.  
  223. First number is the chance of success (inc. autofails and dramfails) and the second number is the chance of a dramatic failure.
  224.  
  225. DC1 = 87.1%; 0.0%
  226. DC2 = 87.1%; 0.0%
  227. DC3 = 87.1%; 0.0%
  228. DC4 = 87.0%; 0.2%
  229. DC5 = 86.8%; 0.5%
  230. DC6 = 86.3%; 0.8%
  231. DC7 = 85.6%; 1.1%
  232. DC8 = 84.4%; 1.6%
  233. DC9 = 82.8%; 2.1%
  234. DC10 = 80.7%; 2.7%
  235. DC11 = 78.0%; 3.4%
  236. DC12 = 74.6%; 4.1%
  237. DC13 = 70.4%; 5.0%
  238. DC14 = 65.5%; 5.9%
  239. DC15 = 59.7%; 6.8%
  240. DC16 = 52.8%; 7.9%
  241. DC17 = 44.9%; 9.0%
  242. DC18 = 35.9%; 10.2%
  243. DC19 = 25.7%; 11.5%
  244. DC20 = 14.2%; 12.9%
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