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Myth: A New Age CYOA

Discussion in 'Choose Your Own Adventure Land' started by Fangshi, Jan 15, 2014.

  1. Nevill Arcane

    Nevill
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    Why not have Lyssa ask them if they are afraid or not to know for sure?

    Hmmm... rat commissars to drive our forces to victory?
    [​IMG]

    Something to think about...
     
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  2. Karwelas Dwarf Taffer

    Karwelas
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    6. Elephant Hair Collection: You might want to make an item that will allow you to talk to the Hound's elephants. Lyssa can manage this but she will need something taken from the elephants to work with. Hair would be easiest. You decide to:

    C) Have Lyssa collect the hair. When the Hounds ask why you will tell them that you wish to work a magic spell that will let you talk to the elephants. You will offer to buy the hair from the Hounds for 1WP. The Hounds will likely not inform their masters of this arrangement should they accept as they will want to keep all the money for themselves.

    Simple and easy. Our style.
     
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  3. archaen Arbiter Patron

    archaen
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  4. Jester Arbiter

    Jester
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    Someone likes Disney Dumbo?

    6)C

    Either way those guys will end up badly.
     
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  5. Nevill Arcane

    Nevill
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    Fangshi, how many Energon Cubes we could take from the Academy for our Spinner? It is the biggest concentration of mages in the Kingdom, surely most of them are clients to the Brothers Dietfrieds.

    It is going to be either cubes (freeform), or the Anvil (2Ciii) for me. Can't think of anything else we'd need.

    Or, and let's redistribute the cubes to have an equal amount on hand between our three mages.
     
    Last edited: Dec 20, 2014
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  6. Fangshi Arcane

    Fangshi
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    Alright you ask them how many energon cubes they have to hand. You have to pressure them quite a bit to actually get an answer but after they all turn out their pockets and a few run to their labs and back you are confronted by a pile of thirty cubes. It is clear they want to keep them but they will not stop you from taking them.

    I will add it to the options.

    I can do that if there are no objections, same as switching around equipment in general. If anyone disagrees though it will require a vote.

    I will leave the vote open for a bit longer so you can consider you new options, let's say eight hours or so.
     
    Last edited: Dec 20, 2014
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  7. Nevill Arcane

    Nevill
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    Cubes.

    Definitely cubes.

    We will need to live to use that anvil or what-have-you, and there is only so much we can do with our current supplies until Albrecht's package arrives.

    2F - 30 Energon cubes, and I urge everyone to consider that option.
     
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  8. Karwelas Dwarf Taffer

    Karwelas
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    What these cubes do?
     
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  9. Nevill Arcane

    Nevill
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    Batteries for our spells.

    The more we have, the more we can cast without being exhausted.

    A life or death battle like the one we had in the caves or in the spider temple uses from 8 to 12. Currently we have 18 between the 3 of us, that's hardly enough for 2-3 encounters.

    We are running a con that costs us 50 WPs to presumably get 25 of them (since they can't normally be bought anymore), and here are 30 items just being offered 'for free'.
     
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  10. Baltika9 Arcane

    Baltika9
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    1F- sounds like the best thing we have.
    2E- a good long-term investment.
    3E
    4C
    5C
    6D- but have Lyssa calm the bests down first. I don't want squished mice.
     
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  11. Kz3r0 Arcane

    Kz3r0
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    1F
    2F
    3E
    4
    Derryth, Thais, Lyssa, Biliku, Uttu, Berty, Ceannard(keep 1 for backup)
    5B
    6C.
     
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  12. Fangshi Arcane

    Fangshi
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    The cubes are like magical batteries for your spells. To explain further I need to go into how spellcasting works in the CYOA. I gave a fairly indepth explanation of this back when the CYOA started but you would have to go digging around the front of the CYOA to find it so I will just repost the most important aspects:

    When a mage casts a spell it puts strain on their body and mind. This manifests as fatigue essentially. The more spells you cast and they more powerful they are the more exhausted you become. Eventually you reach a point where you have completely exhausted your body and mind and this is different for each mage.

    When you reach this point you can still cast spells but it is a very bad idea to do so as you will begin to do serious (and perhaps permanent) physical and mental damage to yourself.

    Now there are a few ways to get around draining yourself to cast a spell:

    1. You can use energon, green crystals that seem to mimic the energies mages draw on to cast. Energon comes in a variety of forms, uncut crystals, cut crystals, cut cubes, and dust and it can do a great deal of interesting things.

    2. You can 'precast' your spells into storage devices. This lets you expend some of your energy, then rest to recover it and use the stored spells for 'free' later. Your spell rings and the plates you took from 'not-Rand' are examples of this.

    3. You can channel energy from other mages to fuel your spells. This still puts strain on you as you have to act as a conduit but it allows you to share that strain with any other mages working on the spell and if you do not supply any of your own power then your partner(s) will bear most of the strain for you.

    Other things to keep in mind about spellcasting:

    INT:

    - Your INT determines how powerful your spells are. A character will an INT of 10 will be able to throw much more powerful versions of the same spells than an INT 6 character can.

    - Your INT also determines how quickly you can improve your spells when you try. If you know a 'frostbolt' spell then a high INT will help you create a 'Greater frostbolt' spell quicker, provided you have all of the needed materials/knowledge.

    - Your INT will also make you a quicker learner in general. If someone is teaching you a spell you will learn it faster with a high INT.

    WIS:

    - Your WIS determines how efficient your spells are. A character will a WIS of 10 will be able to cast many more spells before they tire than a WIS 6 character can.

    - Your WIS also determines how likely you are to create new spells from what you know. If INT is the stat for spell progression then WIS is the stat for spell innovation, a high WIS will let you come up with new effects more easily by combining existing ones in novel combinations.

    - Your WIS will also make you a better teacher in general. If you are teaching someone and you have a high WIS then you will be more successful in conveying information/knowledge.

    STR/CON:

    - They come into play should you decide to cast beyond your stress threshold. The stronger you are the less likely you are to pass out, this will let you cast for longer but it will also increase your chance of injuring yourself. The more hardy you are the less likely you are to suffer permanent physical harm from over-straining yourself though you are still likely to suffer a number of wounds.

    DEX:

    - This is used for most spells that require you to aim or act with precision. Some schools of magic also involve complex movements to cast spells and if you do not have sufficient DEX you will not be able to perform them properly.

    CHA:

    - Some schools/specialties have spells that benefit a great deal from a high CHA while a few require a low CHA to successfully perfom. Generally speaking though CHA is less useful for the actual practice of magic. What it is useful for is life in general. A high CHA makes it easier to find and convince teachers to educate you, it makes rivals less likely to try and murder you, it makes shopkeepers more likely to give you a discount on those spell reagents you really want and so on.

    Skills:

    - All of the skills in the magical section of the character sheet impact spellcasting to some degree.

    - A variety of other skills can also impact spellcasting in specific ways so they are also worth keeping an eye on.

    Teamwork:

    - This is not something that most mages go in for but as D&T have demonstrated you can accomplish a lot through working closely with others. It may expose you to new risks to match the rewards however.

    Current Tally:

    Show Spoiler
    asxetos:
    1F
    2Ci
    3D
    4 Core Group (CG)
    5B
    6x

    Kz3r0:
    1F
    2F
    3E
    4 Everyone
    5B
    6C

    Karwelas:
    1F
    2D
    3E
    4 Everyone
    5C
    6C

    Grimgravy:
    1B
    2Civ
    3C
    4 CG + Ceannard
    5A
    6D

    archaen:
    1F
    2Cii
    3E>F
    4 CG
    5C
    6C

    Nevill:
    1F
    2F
    3E
    4 Everyone
    5C
    6C

    Azira:
    1F
    2Ciii
    3E
    4 CG + Berty
    5C
    6x

    Jester:
    1F
    2E
    3E
    4 CG + Berty
    5C
    6C

    Baltika9:
    1F
    2E
    3E
    4 CG + Ceannard
    5C
    6D

    1. The Plan: F - Operation Bait & Switch
    8 votes F
    1 vote B

    2. The Price: Tied between E and F
    2 votes E
    2 votes F
    1 vote Ci
    1 vote Cii
    1 vote Ciii
    1 vote Civ
    1 vote D

    3. The Weasels: E - You will alert Timo about your intentions to wipe the Weasels out...
    7 votes E
    1 vote C
    1 vote D

    4. The Steel Capes: EVERYONE! Derry, Taide, Lys, the girls, Berty and Ceannard (1 kept in reserve)
    The Core Group 9/9
    Berty 7/9
    Ceannard 5/9

    5. The Gliding Scarf: C - Give half of material to the mice and keep the rest for creating more in the future.
    6 votes C
    2 votes B
    1 vote A

    6. Elephant Charms: C - Bribe the Hounds to let Lyssa collect hair in peace (1WP)
    5 votes C
    2 votes D
    2 votes undeclared
     
    Last edited: Dec 21, 2014
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  13. Nevill Arcane

    Nevill
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    There is a lot of overlap between 4th options. I wonder if we should not count them like we normally do with these choises involving multiple characters - if a person has more than a half ot the votes, they get chosen.

    So far we have:
    asxetos, archaen: Derryth, Thais, Lyssa, Girls - the core group.

    Nevill, Azira, Jester, Karwelas: the core group + Berty

    Baltika9, Grimgravy: the core group + Ceannard

    Kz3r0: the core group + Berty + Ceannard

    In other words:
    The core group: 9/9
    Berty: 5/9
    Ceannard: 3/9

    Unless there is a reason we don't want to give Ceannard a cloak, I think 'everyone' would cover it. Why keep a reserve of protective items, especially with a battle ahead of us? The armor exists to be worn.

    I'll add my vote to Kz3r0's to include Ceannard and take him to 4/9.
     
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  14. Fangshi Arcane

    Fangshi
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    Sure, works for me if you would prefer.

    Anyone object?
     
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  15. Baltika9 Arcane

    Baltika9
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    I'll go for that.
     
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  16. Karwelas Dwarf Taffer

    Karwelas
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    Add my vote to Cean too. He should get the coat.
     
    Last edited: Dec 21, 2014
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  17. Absinthe Prophet

    Absinthe
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    1F
    2F Distributed evenly. We need energon cubes and it would be a good punishment for the dwarves.
    3E
    4Everyone (1 backup)
    6C

    I have a new request. Before we leave, given our vast information networks between Timo, Mayer, and Pathfinders, I want them to start a whispering campaign that there were dark arts involved in Eberhardt's return. We want to point out that Eberhardt was publicly executed and the only force that can bring back the dead is necromancy, so either Eberhardt is an undead (some master necromancer or perhaps even The Watcher's Dream of Undeath? It's not possible to return otherwise) or it is some kind of powerful doppleganger/simulacrum/homunculus/etc (dark god involvement? they are highly proficient in deceits and doling out powers). We don't need to nudge the rumors in any specific direction. I just want to propagate plausible theories about how Eberhardt could appear to return from the grave when everyone knows he was publicly executed which would most likely make him an agent of some dark power and have some speculation also on what nefarious purposes it might serve for such forces to become involved. The goal here is to get people rightly wary of this "Eberhardt returned" and ruin his reputation. At the risk of being obvious, try not to have these rumors appear to just originate in Myrgard. I want them to do the whispering campaign properly.
     
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  18. Karwelas Dwarf Taffer

    Karwelas
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    I wanted to change my vote about Price - F . Energon Cubes will be good way to get more power on battlefield. (And we can get professor title just other time. Maybe after we deal with shit in Dwarf Kingdom. Albrecht will sure do that for us without even using his hand. Just words. :smug: )
     
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  19. Nevill Arcane

    Nevill
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    As for the Eberhardts and the rumors, if the Arrows live, we may be able to send instructions back with them should we find it a good idea.

    Wouldn't want to decide on it now.
     
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  20. Jester Arbiter

    Jester
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    [​IMG]
    We got whip and The Hat. We just need a professor title to become his successor and our master already was Sean Connery. Spell singing Indy ftw.
     
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  21. Fangshi Arcane

    Fangshi
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    Certainly doable. I could even have them do it without a vote if no one objects (not sure if Nevill is objecting or not), otherwise I will add it as a question if/when the Arrows return to the city or you have a moment to send back an eagle.


    Alright, the vote is closed.

    The winning options are:

    1. The Plan: F - Operation Bait & Switch
    2. The Price: F - Thirty Energon Cubes distributed evenly.
    3. The Weasels: E - You will alert Timo about your intentions to wipe the Weasels out...
    4. The Steel Capes: EVERYONE! Derry, Taide, Lys, the girls, Berty and Ceannard (1 kept in reserve)
    5. The Gliding Scarf: C - Give half of material to the mice and keep the rest for creating more in the future.
    6. Elephant Charms: C - Bribe the Hounds to let Lyssa collect hair in peace (1WP)

    The update should be out within twenty four hours or so.
     
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  22. Nevill Arcane

    Nevill
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    I'd like to talk it out.

    Sure, the idea is fine and it would preempt his second miraculous resurrection if people take our word for it, but we can just as easily corner ourselves here if we aren't careful.

    Do it with a vote for when the Arrows return, they are the ones tasked with finding the cloning facilities. If those are exposed, we will have direct proof.
     
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  23. Absinthe Prophet

    Absinthe
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    Do you not know what whispering campaign means? We're not putting our own names on this, so I'm not sure what you mean by "taking our word for it" or "cornering ourselves."
     
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  24. archaen Arbiter Patron

    archaen
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    I would think that rumor would already be going without our input. We would need to fabricate some sordid details about blood sacrifices of dwarven children and him promising the entire Dwarven kingdom to the Watcher for his ascension so that it becomes the predominant rumor. This is just an example of details we could make up to help the rumors spread. We can also have albrechts official sources trying to down play the rumors and insisting that he is dead to give them more credence as nothing is as official as a public denial.
     
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