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Archived threads in /qst/ - Quests - 90. page

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Eating, the act of appropriating energy through a plethora of different means.
Eating, a way of supplying a heterotrophic organism with the means to both grow and propagate.

You may have an eating disorder now, you muse, standing between the ash-like flutterings of the light particles floating away from the gigantic carcass.
It truly does not help your cause, having to consume all life in a dying world, that is.
At least the magatsushi is perceived by you and other demons as a unique delicacy, an ambrosia of sorts.

If the journey supposedly tastes as good as this energy born from the primal workings of the world, then any ending might just be bearable enough.
Death or not.
I wonder if this is how a parasite feels, feeding on its host, bloated and happy.
Without a care in the world.

Well, you sigh, not being able to live worry free as a simple parasite is quite bothersome.
No matter, you've mostly chosen your way forward, deciding to live no matter what.
Even if it means joining an army of darkness.

The lady in black spoke of both a large amount of magatsushi and a means of contacting her master again.
The blue giant's magatsushi was indeed dense, as expected of a demon of his caliber.

You wonder while examining your surroundings if the giant was both a test and a reward at the same time.
Only one way to find out.

Cont.
90 posts and 2 images submitted.
>>
>>1569943
Now in a position to calmly observe your surroundings, you take notice of how big this part of the museum is.
Shifting from the previous theme in an almost abrupt manner, it feels like someone glued two different museums together.
The room is a huge circle, various paintings place in equidistant spots on the wall as if telling a story.

Fresco, oil on canvas, pastel, and an abundance of different others ways of producing an image.
A collection of different styles from different eras and locales in the world.
All of them detailing the creation of both man and world in every possible representation and religion possible.

There are also carvings in the walls and columns, Angels, Devils, Asuras, Devas and many other gilded representations of some the most recognizable entities in these beliefs.
In the ceiling, there is something you would consider to be a reproduction of the Sistine Chapel ceiling, in a round form, all of the paintings flow graciously towards the center.

The ground is made of a polished gray marble, beautiful striations in the stone only interrupted by the holes made in your little struggle.
There seems to be another door than the one you came from, it seems opulently crafted.
It seems the way forward is obvious.

Cont.
>>
>>1569945
Pushing the door open you manage to catch a glimpse of the pure white room.
It seems there is no there's no other decoration in this one, however, there is an object here.

It's a brass candle holder, with only one spot, already occupied by a common candle. The candle holder itself is engraved in a variety of sinuous patterns, rich in details.
This piece is detailed to pointlessness, you can lose yourself staring at its numerous waves and outlines.

You examine the candle holder, its usage seems obvious.

>Light the candle.
>Leave it alone, leave.
>Write-in

I've set up a twitter so I can announce the quest, rejoice! https://twitter.com/Matador_Fiend
>>
>>1569948
>>Write-in
Look for anything else to eat.
Or a Pixie.

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Quest Theme: https://www.youtube.com/watch?v=ST86JM1RPl0
>Grimm Book Guide: https://pastebin.com/4fFbMFYg
>Grimm Book: https://pastebin.com/f402Y1Lt
>Twitter: https://twitter.com/Judge_Presiding
>ask.fm: https://ask.fm/Judge_Presiding
>Previous Thread: >>1538854

When last you let off, you were being celebrated for your oddity and enthusiasm by Ruth and Mr. Clain, the theater teacher. Donna doesn't seem so interested, and remains sitting on a far-off chair as Ruth puts a hat on your head. Flores smiles at you and giggles before leaving you be to talk to Mr. Clain. You are now wearing a feathered cap from the prop box. As you spend some time here, Mr. Clain asks you about Theater. He sits down on one of the chairs near the stage, interested in your interpretation of Hamlet's character.

"You seem to know your stuff well enough. Did you want to pick Theater as an elective? You only get three, so I won't feel too awful if you decide to focus on something else. Feel free to come back if you want to make your decision later."
He lets you think it over.

Theater may help me improve my Charm, and my understanding of Myths...

>>Do you want to join Theater?
>Yeah, I think I could really benefit from it.
>No, I think I need to wait until I know more about the other electives first.
>No, I don't think I need to know more about theater.
>What plays will we be doing besides the Scottish Play?
><Write-In>
108 posts and 11 images submitted.
>>
And the social stats, a bit overdue.
>https://pastebin.com/PnS76QJ7
>>
>>1564962
>What plays will we be doing besides the Scottish Play?
YAY THEATER. I spent too much time in this realm to say no.
>>
>>1565175
>What plays will we be doing besides the Scottish Play?
"Well, I've been lobbying for Death of a Salesman and Julius Caesar myself. Principal Brown wants us to do a performance based on the semi-sequel to Peter Pan, Peter Pan in Scarlet, and so far the most popular suggestion is A Midsummer Night's Dream. Not too awful, but I'd like to do something... Unique."

For once, Donna stands up and walks over, unsatisfied with what she hears. "Peter Pan is for kids. Why would Mr. Brown ever suggest something like that?"

Mr. Clain shrugs. "No clue, he just suggested it. Said you all might learn something from it."

Price turns up her nose slightly. "Really? From Peter Pan? Yeah, right."

"Peter Pan in Scarlet," Mr. Clain corrects her. "If you have a better idea, I'm perfectly willing to bring it before the Principal."

She thinks for a second, then suggests, "Antigone. Or any of the plays involving Oedipus. Or all of them, for that matter."

"Not a bad idea." Mr. Clain thinks.

Donna passes you a look that asks you to back her up.

>>What do you have to say about Antigone?
>I think she's got the right idea.
>How about Goethe's Faust?
>What's so bad about Peter Pan?
>Do you have any ideas, Ruth?
><Write-In>

After quite the problematic event of having to blow up a world to prevent demonic invasion and then vometing all over the floor in self disgust we have gotten over it and continued with our day.

fist off we have managed to tell a demon to fuck off three times in one day, gotten those purity seals that may or may not help up, and now we are training some skills.

Did I forget to mention that the clown just revealed we kinda have a piece of the emperor's soul stuck inside us.... ya that happened.

without further ado Welcome to Guardsman quest.
93 posts and 1 images submitted.
>>
alright quick and dirty, this quest is not for die hard lovers of cannon since fun and shenanigans beat cannon for the most part. Though I will accept info about the warhammer 40k universe general rule of thumb is fun is king here

Here is the link to the Doc archive https://docs.google.com/document/d/1N6DV3ou3h5MO0TZi61pc9jGoMBA4p3S4fJ0rCI6qooM/edit?usp=sharing

here is a link to the character's stats https://docs.google.com/spreadsheets/d/1VEdRRmqRN2wb661ea1Bz2iXQwqQl2JVgl1OdrmHk3Tk/edit?usp=sharing
>>
you decide it's time to sharpen your skills, you need to make sure you are in top shape before you face another demon. you turn from Drauge's room and head down the halls, you note the increase of purity seals which is a good thing in your mind.

as you enter the training room you find Akkaz and Clink's sparring, Clinks was obviously winning but Akkaz seemed to not give a shit.

you decide to ignore them and focus on yourself, now then what to train.

>[1] train a single skill, sharpen it to a razor edge (name one skill)
>[2] train two skills, sure we wont refine them both as much but better to have some flexibility (name two skills)
>[3] train three skills, we need to be as flexible in our strategies as we can therefore jack of all trades is what we want (name 3 skills)
>[4] actually lets not train today, we can do it later (leave for now)
>[5] write-in

(warning, for each additional skill trained the potential max is lowered)

(all votes from before archive hammer will be counted)
>>
>>1561294
>2
Agi&str

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This is a direct continuation of >>1532103:

(You are now playing as Jerry: https://pastebin.com/G48KCHjz )

You stumble out into the basement, back still partially throbbing from your encounter with the Hodag. You managed to grab some sleep in the ancient goblin motorcar that had conveyed you back to your Hollow on the Stripling Prince's bequest, but you still feel beat-up; your knee twinges a bit as you climb the stairs. What Mary's told you hasn't make you feel any better. Terry's missing, and there was a murder at her school. Great.

You flick the lights on as you come upstairs: the shoddy bulbs flicker to life and illuminate the living room and kitchen nook. Looks a bit cleaner than usual: Mary must have done some tidying up before Terry left.

>Look around for hints

>Call Terry's station

>Call the Forest Service

>Write-In
89 posts and 2 images submitted.
>>
>>1560484
>>Look around for hints
>>
>>1560575
Roll Intelligence + Investigation (5 dice).
>>
Rolled 8, 8, 3, 10, 7 = 36 (5d10)

>>1561167
Rollin!

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The Mayhem came and went. What was it? Who knows. What caused it? Who cares! The city still stands, and while the working smog is replaced by brown dust and the stench of decay, humanity persists.

After the Mayhem, half the population got killed in the rioting, while the other half got up and left when they realized the more prominent taxpaying citizens couldn't cough up the funds to help support their lifestyles in the big bad boroughs. Decades later, lowlife scum crawl back to the rotting corpse of glass and metal. Druggies, squatters, drifters, goons. Thugs.

You are the leader of one of four gangs in the City. While many goons are scattered here and there, you are one of the few who have the long lost knowledge of piloting vehicles. Your goal: To become the Underboss of the City.

Previous Thread: >>1549076

THE GANGS:
> The Moist Boys: Operate in the NW quarter, holds a fleet of boats, based in a boat off shore.
> The Revolution: Operate in the NE quarter, has a fleet of helicopters, formerly based in a tower but now moved to evicted squatter apartments. Owns a brothel and a toll bridge.
> Dirty Dan's Bike Gang: Operate in the SE quarter, has a fleet of bikes, based in a dirty park, has a good drug operation and made a sport!
> Tom's Logistics and Arson Company: Operate in the SW quarter, holds down quarters for 'protection', merged with a trucking gang, holds a lot of property, based from a fire station.

FAQ:
> What is this?
You know those civilization evolution threads where you pick a civ and have to evolve it? This quest is kinda like that but you have gangs and an actual goal.
> Can I join?
Yes! There are no limits to players. Our discord is here: https://discord.gg/dNR6gSN
> How many actions can I do?
As many as there are people, vehicles, and weapons.
> Do I have to roll for an action?
I will usually let you know in turn, but for the most part during combat, certain recruiting, bargaining, and intimidation actions you will need to roll.

Posting the next turns from the previous thread now.
77 posts and 5 images submitted.
>>
Moist Boys take over Seaside Park. Squatters start paying rent, ie, food. Some of them are also recruited; eight to be exact.

Bridge group recruits some of their tenants as well; five squatters.

More trades are made for batteries, blenders, mops and brooms. They have some weird mad max/mcgyver shit goin on now with these blender spears.

Generator is worked by rushing water from the docks. They hook it up to the minifridges and the police siren. Mini fridges keeps the fish good to eat, increasing fish input. Pretty nifty shit.

Home team makes a 'boat' by tying the tires to wooden boards and using another board as a paddle. Water seeps the deck easily. The damp wood is weak when its out for too long.

Teens are dressed in pots and pans armor.

Scuba team dives north. The find:

> Briefcase with 15 slags
> 2 mannequins
> An empty semi-automatic weapon

>>Base: Luxury Catamaran (3 bedrooms shared with seven members each)
>>Crew:
Captain Porpo with the Captain's Hat,
7 hockey geared gangsters,
3 hockey geared F14 guards,
8 potted-and-panned teens,
4 teens,
13 squatters,
3 defeated South Bridgers
>>Fleet:
3 speedboats (full),
1 speedboat (75%),
1 speedboat (60%)
3 sailboats
1 catamaran (no fuel)
>>Arsenal:
2 hunting rifle (15/15),
7 assault rifles (0/20),
4 pistols (15/15),
4 pistols (5/15)
5 Scuba Gear (70%),
4 nailed baseball bats,
4 machetes,
3 sledgehammers,
5 hockey sticks,
1 walking cane,
10 Face-Shredder Lances
The Porpoise Club
>>Territory Outside Base: D6, F14, C8
>>Food: 174
(+10 every turn)
(+15 from rent)
>>Water: 334
(+25 every turn)
(+15 from rent)
>>Loot:
10 fishing poles,
6 walkie talkies (batteries),
3 box fans,
11 microwave,
3 white tees,
2 mini fridges,
1 toaster,
1 Police Siren,
8 Stereo Speaker,
3 microphones,
1 amplifier,
1 portable light tower,
3 tires,
20 wood boards,
20 Glass Pitchers,
2 sets of riot armor,
3 cell phones (no batteries),
Generator,
>>Drugs: 34 Slags (+10 every turn)
>>
Should fix to have 5 hockey geared gangsters. 2 are dead.
>>
Scouts finish scouting northeast and west. They find:

> 5 restaurants
> 3 clothing stores
> 2 squatter apartments.

Through the collective efforts of the gang, a large number of squatters are recruited. I guess the leisureliness of Dirtball and relative peace of your territories paid off.

Scouts look at where the construction crew is located now. They find they hold the territories AA22, AA23, AB22, and AB23. Their main hideout is AB23, with the other territories sparsely guarded similar to where you have acquired. They have a fleet of at least 4 CAT tractors, 2 cranes, 3 backhoe loaders, and 6 trucks. They are all armed, again, with sledgehammers and rifles.

>>Base: Dirty Park (Scrap Metal and Car Walls, 6 trailers, Farm, Sports Arena, Outer Walls)
>>Crew: Dirty Dan (football helmet and pads),
21 football helmeted and padded gangsters,
2 injured football decked out gangsters,
30 squatter recruits,
8 crystal makers,
>>Fleet: 5 dirtbikes (95%),
2 dirtbikes (90%),
1 dirtbikes (80%),
3 dirtbikes (55%),
4 dirtbikes (50%),
1 reinforced pickup (25%),
1 reinforced pickup (no fuel),
3 compact cars (20%),
1 construction claw (50%),
1 backhoe loader (50%)
>>Arsenal:
4 shotguns (4/4),
1 shotgun (2/4),
10 pistols (15/15),
3 pistols (4/15),
15 aluminum bats,
1 wooden bat,
4 sledgehammers,

>>Territory Outside Base:
Y: 20, 22,
Z: 20, 21,
AA: 21,
Reinforced Subway Entrances
>>Food: 119
(+120 in 3 days)
(+10 from toll)
(+5 from games)
>>Water: 99
(+10 from toll)
(+5 from games)
(+100 in 6 days)
>>Loot:
Clothing (Leather Jackets, Plaid Shirts, Jeans, Baseball Caps, Sports Jerseys, White Tees),
Hockey Mask,
15 tires,
3 Paint Thinner,
3 Nail Polish,
11 hardhats,
3 Lamp Posts,
12 large planks of wood,
4 radios (full)
>>Drugs: 27 Crystal (+9 every turn)

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OH SHIT NIGGER(s) it's an adventure about killing vampires n shit.

3 vampire hunters, and 1 little girl, is going to infiltrate a vampire castle to kill the head vampire there for casting a spell than kept the world at perpetual night time.

While on the Vampires' side there's Bob the Vampbeast given the mission to stop these hunters.

The hunters are currently trying to get inside the dining room, without a reservation.

Each character needs at least 1 player to be the voices in their head to tell them what to do n' shit.

Just name yourself something with the highlighted title under the character to identify which team you're going with. Example: Regular Hunter Faggot -> Controls Oswell the regular Hunter

Need at least 1 player for each dude, DOESN'T mean each character is limited to 1 player.

The more players each character has, the more rerolls that team gets.

Previous threads:
http://pastebin.com/sR3G3F2A
https://www.mediafire.com/folder/ici3zlnn9ytyy/ADVENTURES
https://twitter.com/notapaladin
979 posts and 193 images submitted.
>>
>>1568699
punch self in face
>>
SO IS REVIVING INTO MURDEROUS PENGUIN WHICH JUST WANT TO KILL BOB IS AN OPTION, DOOD?
>>
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Rolled 2 (1d2)

>>1568702


>>1568705
Let's ask the dice
1: No
2: Yes

"I can imagine no more rewarding a career. And any man who may be asked in this century what he did to make his life worthwhile, I think can respond with a good deal of pride and satisfaction: 'I served in the United States Navy.'"

-President John F. Kennedy



Welcome to the United States Navy, the finest seagoing fighting force the world over! While we have had unprecedented control of the world's oceans since the end of the Cold War, developments of the 21st Century have led to a much smaller worldview. Chinese expansion into the South China Sea, Russian posturing in the eastern Mediterranean, and the ever increasing rise of terrorism... Allies are needed, but a prepared naval fighting force even more.

You have come from a long line of sailors, supposedly stemming all the way back to the time of John Paul Jones himself; a career in the US Navy was a foregone conclusion for you. Action! Excitement! Foreign and exotic locales! Skills and training for your future! But what kind of Naval Adventure have you embarked upon?

>Right out of high school, you walked into the local recruitment office and started the enlistment process.
>You received a prestigious scholarship to one of the finest institutions in the world; the US Naval Academy at Annapolis. You have recently graduated and received you shiny new commission as an Ensign.
>This is all old hat for you; you have just completed Command School, and have received orders to take charge of your first command.


Welcome to Navy Quest! While this quest will be more exposition heavy, the odd dice roll will most likely come up. For that, a d100 will be used, with success and degrees of success being anything above 50. As this is a new quest, vote times will be dependent on popularity.

If this thing kicks off, I plan on running at around 1800 PST on Saturdays. Status updates on status and all that will be posted on my twitter: https://twitter.com/navyfag
53 posts and 8 images submitted.
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>>1561178
>You received a prestigious scholarship to one of the finest institutions in the world; the US Naval Academy at Annapolis. You have recently graduated and received you shiny new commission as an Ensign.
>>
>>1561178
Right from high school.
Enlistment
>>
>>1561178
>>You received a prestigious scholarship to one of the finest institutions in the world; the US Naval Academy at Annapolis. You have recently graduated and received you shiny new commission as an Ensign.

I WANT TO DRIVE A JEEP

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I love stories but I'm no good at making them, so y'know what, we'll have a generic quest that can go in any direction.

You awake in an empty white room without any idea how you got there or why you're there in the first place. As your eyes refocus, you see two doors in front of you. One of the doors is a stone door, as if it were cut from rock at that very moment. The other door is a wooden door like it were ripped straight from a house in the suburbs. You can't tell them apart except for how they look right now and it's worth mentioning you're a generic human male with no special powers except regular bodily functions. What do you do?

This is an open /qst/. There are no set responses so everything is like a write-in choice. I will accept any consensus (within reason, you mongs).
There will be no rolling!
7 posts and 2 images submitted.
>>
>>1567244
Get naked first
>>
>>1567282
Oh yeah, and I guess go on the door to the right
>>
>>1567282
>>1567363
Keep your socks on though. Go through the suburban door.

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You are, for the first time in a while, Ninth Division Captain Kusajishi Riku. The situation, at least in your mind, can be fairly simply explained: when people with exceptionally devastating abilities end up clashing, one such ability always carries a chance of swinging the conflict in its user's favor. Being taken out by an attack that exploited a narrow weakness that you share with most other Captains is unsurprising, something that given the number of fights you get into and the average strength of your opponents was statistically inevitable.

So while it hasn't done much to shake your self-confidence, it did take a while to recover from just the physical effects of having had all of your old wounds ripped open at once. During that time Yoruichi, Gin, and the entire Ninth Division managed to repulse the extraplanar attack that started with crippling your ability to fight, though all seem to have forgotten how their own counterattack ended. Yoruichi returned with a prisoner she couldn't remember taking, while Madarame and Ayasegawa from Eleventh Division found themselves in a field outside the Seireitei with no idea how they got there. The Kūkaku cannonball they were carrying with them when they reported the incident does serve to support your memories of what happened.

Tenkotsuki of course has an actual working theory: that the Valley of Screams being destroyed erased peoples' memories of it having existed in the first place, probably due to how it formed in the first place. Your own memories were retained because they effectively have triple redundancy. Useless to you most of the time, no doubt similar in that regard to many other things you haven't realized you can do because they're really not all that useful either, but in this specific situation it worked to your benefit.

The afternoon sky is grey, dark clouds offering the odd shower which you ward off with an old parasol until you find the right place. It's a restaurant, just large enough to be referred to as such rather than as a stall or a shop, with about a dozen tables. Rather plain, but the owner appears to take your haori and usher you to a corner table from which you can smell nothing but good things from the kitchen. He even brings you a separate chair for you to place Tenkotsuki and Kobara no Tachi on rather than balking at the sight of a zanpakuto.

“What would you like, ma'am?” he asks with a kindly smile.

You offer a polite nod in response. “Dumplings and tea, please.”

“What kinds?”

“Char siu and a nice pu'er,” you request. “I'm not exactly picky.”

“Right away, ma'am.”
>1/2
227 posts and 15 images submitted.
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>>1559129
The tea is carefully prepared in an old copper kettle from an old-fashioned cake of baked and compressed leaves, with a cup prepared and cleaned with boiling water from the kettle itself. The liqueur pours steaming hot and a deep, reddish brown, filling your cup before the owner tops off the pot itself. The dumplings are also steaming hot and fresh, a welcome relief from the gloom outside.

You're just in the process of digging into your meal when the gloom outside finds its way into the restaurant: two large shinigami in plain uniforms strut out into the room, pulling off their straw cloaks and their hats while tracking muddy water into the entryway. The owner sighs before screwing a 'polite' smile back onto his face and offering to take the mens' sodden cloaks and hats.

Although you were inclined to ignore them at first, you have trouble doing so after they open their mouths.

“Yeah, they say she went down in one hit!” one of them chuckles. “Can you believe that, a Captain getting one-shot by a guy her Lieutenant went on to beat?”

“I agree with you, man,” his partner sighs as they take a seat at a table a few paces away from yours, “but come on, not in public.”

“I'm just sayin',” the first man continues. “It's an embarrassment. I don't get why we should somehow be afraid of her if she's slipped that badly.”

You smack the edge of your plate, sending the dumplings sailing, and carefully spear all three of them on your hashi like a shrike pinning bugs to a thorn. Each seems to tumble almost in slow motion compared to the short bursts of movement your arm can execute, and the wooden tool penetrates cleanly and precisely each time. Then you release it, roll your hand, and grasp it like an oversized skewer.

That felt good, but the annoyances notice you.

“Hey, can you keep it down lady?” the first man asks loudly. “My friend and I are tryin' to have a conversation here.”

>Just wait for Shunsui. Ignore these two morons.
>Provoke one of them by skewering his dumplings to the wall behind him.
>Suggest that it's rude to talk behind someone's back.
>Explain to them, in precise detail, what it feels like to have every wound you've ever had torn open simultaneously.
>Other?
>>
>>1559164
>>Suggest that it's rude to talk behind someone's back.
>>Explain to them, in precise detail, what it feels like to have every wound you've ever had torn open simultaneously.
>>
>>1559164
>Suggest that it's rude to talk behind someone's back.
>Explain to them, in precise detail, what it feels like to have every wound you've ever had torn open simultaneously.

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Welcome to Another Dragon Ball Quest ™ , a quest all about a young kid in the world of Dragon Ball and their involvement in many of the series iconic events. From Radditz to Beerus, there's no telling how far you'll go, or at least how long you can last till you get sent to another dimension!
>How do we play?
This quest functions like any other, options on what to do are brought up, using A,B,C,D, etc, and everyone of YOU votes on what you'd like the character to do. Write-In's are encouraged!
Also, we will be using a system I've seen SOM(Another great DBZ Quest Maker) use recently. For easy tasks, such as fighting normal humans or doing mundane chores, you'll roll a d20, for normal tasks such as fighting opponents who are of equal or slightly higher strength, or trying to pull off more difficult moves, you'll roll a d50, and for hard tasks, like fighting people who are much stronger than you, or fighting multiple opponents at once that have an equal strength to you, you'll roll a d100.
>Do you use Bo3 or Bo5?
Neither, I find that Best of 3 is too cruel sometimes, and that Best of 5 is too lenient. So we'll be doing a Best of 4. That means the first 4 rolls are the only ones that count, and that the highest number rolled will be the one used.
>So what kind of character will we be able to make?
You'll be playing as a young, non-human child around the same age as Gohan was at the beginning of DBZ.
>Wait, we don't get to decide if we want to play a regular human or a dog president?
Not exactly, while you'll be deciding some backstory traits and how you'll be starting this adventure off, I've realized that my limitations as a QM mean I have a hard time working with a completely group created character, so think of this as me throwing you a template that you can mess around with.
>How do we get stronger? We have to fight Raditz one on one with our eyes closed!
Increasing your Power Level is simple. Every once and a while I'll have you roll a d50, and the higher you roll the higher your power increases. For instance, rolling a 1-9 means you only increased your power by ten, while rolling a 40-49 means you increased your power by 80, and a solid 50 woul've increased it by 160. So basically it doubles each tier.
>Are we a boy or a girl?
Your decision. Though that decision won't come up right away. Figured this would be a fun little thing that people could discuss as the story goes along.
>Are you sticking completely to cannon or can we change things?
Your actions affect the world, who's the say whether or not Vegeta leaves Earth alive like in the manga, or if Chaouzu ends up the strongest Earthling. Anything can happen.
280 posts and 27 images submitted.
>>
>>1560339
Yeah!! we back?
>>
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>Last time: http://suptg.thisisnotatrueending.com/qstarchive/1548544/
---

You aren't sure what's worse about today, that some long lost alien brother of mister Goku decided to show up, beat up a bunch of your friends and try and steal Gohan, or that mister Piccolo showed up just when you need his help, but wants to use Gohan as bait. Either or at this point really. "Wh-what?!"

Piccolo frowns, moving closer to you. "I said hand over Goku's kid brat, if that long haired trash is looking for him then I can just use him as bait, lure him out and take him out by surprise."

"Saff!" Gohan cries, wrapping his arms around you as he holds on tighter. "Don't let him take me please! I wanna' go back to daddy!"

"I know Gohan, but I don't think it's safe there either." You gulp, looking mister Piccolo with worry. If you gave up Gohan to him you'd feel awful, but at the same time you don't think you can fight him off either. Looking down at Gohan and his crying face, you find new determination in yourself. Whatever you do, you've got to do it now before Raditz shows up.

>A. Try to convince Piccolo to let the two of you leave.
>B. "I'm not giving up Gohan mister Pickle!"
>C. Hand over Gohan.
>D. "FLYING NIMBUS!" Toss Gohan and hope for the best.
>E. Write-in

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PURPS

It’s hard leading Mono downstairs, the very few fragments of consciousness you have are all suggesting different things. Kill her, hug her, warn her, grill her.

Your saw is fluctuating with every reconsideration, hell that alone is probably enough to set Mono’s bullshit meter off. “So, any reason I’m being hauled off?” She says defiantly as you cross the hallway.

“We need to talk to you.” You say simply, clenching your hands. It would be a lot easier interrogating someone you didn’t feel… vaguely motherly? Towards. Honestly, meeting Zelam probably fucked you up even more inside.

You can practically feel her eyes rolling behind your back as you both descend the stairs, descending from an atmosphere that weighed a tonne of awkwardness - to an atmosphere that is as chilly and suffocating as the Cadalonian Sea. Mono feels it too, “The fuck is this, Switch-”

“We need to ask you questions.” Verde interrupts. “Serious questions.”

“It would be best if you spoke to them, Mono.” Switchwick adds, avoiding the eyes of her pupil and everyone else in the room. Probably had words while you fetched her.

“Mono. I’ll make sure everyone is fair to you. But you have to level with us.” You counsel, putting a hand on her shoulder and guiding her towards the seat opposite Switchwick and Verde. The cups of tea have been refilled, a fourth cup poured for the young girl, the tension begins to rise and you let emotion wash away from you.

This is the time for emptiness and focus.

> Tell us your magical capabilities

> Inform her of the reasoning behind her being brought down

> Stay silent, observer her reactions

> Write-in

Star Details:
Tw: @StarbornQ
Cs:https://docs.google.com/document/d/1csg7vC-Yz10aAqk9ZwdCNv24obLGTtM5p6bKkPq1Pgc/edit#heading=h.74gk3dg6mvjp
Starborn Archive: http://suptg.thisisnotatrueending.com/qstarchive.html?tags=Starborn
Pastebin: http://pastebin.com/u/StarbornOP

Handler Details:
MGFH Archive: http://suptg.thisisnotatrueending.com/qstarchive.html?tags=Magical%20Girl%20For%20Hire%20Quest
Pastebin: http://pastebin.com/u/MGFHQHandler
Twitter: https://twitter.com/MGFHandler

Discord Invite: https://discord.gg/xM2aCYq
106 posts and 21 images submitted.
>>
>>1559755
>> Tell us your magical capabilities
>>
>>1559755
>Tell us your magical capabilities

Specifically the ones Switchwick is unaware of. Keep the bullshit meter on high alert.
>>
Allo. Will be writing shortly.

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Previous Thread: >>1518446

New players are always welcome!

In this quest you assume the role of an aspiring student who is about to enter the Mageknight Academy. You must hone your skills, make some friends (and perhaps also some enemies) and fight battles in order to prove yourself worthy of graduating as a fully fledged Mageknight! Each year (every 100th turn) your character will be tested by the academy to see if your character is progressing well and meeting the Academy's high standards. After the 3rd year your character will head off into a their first mission for a final test.

How to Join:
New players must fill out their character sheets. The sheet must include the following information:
>Anyone can join at any time. Latecomers and laggers are given bonus action points to catch up with the other players.
1) Your character's full name
2) Your character's backstory, appearance and any other useful information.
3) You are given 3 Skill Points. Choose 1 starting spell and 2 other skills or spells.

How to Play:
1) Each turn you will be given 2 [Action Points]. Post your character sheet and your chosen actions along with a 2d100 roll.
>Normally your roll must pass the [Difficulty Challenge] of 25 in order to succeed.
>Getting a 10 and below is a [Critical Failure] while 91 and above is a [Critical Success]
2) All players must wait for the "TURN GO" post before submitting any actions posts. After which you must post your actions only to that post.
3) After all actions are processed and a new turn begins, update your character sheet.
93 posts and 38 images submitted.
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>>1563053
Acquiring and Improving Spells & Skills:
1) Study, research, explore, train or take classes to discover and learn new spells.
2) Training an already learned spell or skill will raise it further to the next tier once enough [Progress Points] are accumulated.
4) The progress threshold is based on the Fibonacci sequence (1,2,3,5,8,...)
>Usually Spell and Skill tiers are named as Basic => Intermediate => Advanced => Expert => Master
>Alternatively you can label the tiers as T1, T2, T3 and so on.
>Passing the 1st year exams unlock Tier 6 to 10; 2nd year exams unlock Tier 11 to 15
>Progress threshold needed to get to 6th tier and above becomes a stable 10


Spellcrafting:
Spellcrafting involves fusing spells with various skills, knowledge and even other spells that your character has learned together creating a new spell or skill.
>The name of the resulting new spell will be determined by the QM. By default it will be "Cast A B C..."
>Your dice roll will affect the result of the spellcrafting. Lower rolls will result in weaker or negative version of the intended spell and vice versa.

Social Interactions:
1) Role playing with other players is a free action. Role playing with NPCs, however, will cost an action point to do so.
2) Collaborative Player-to-Player actions like trading, tutoring and PvP, will cost an action point to do so.

Combat:
1) The battle starts with an initiative roll by each player. This tells the order of the actions of each player in the round. The initiative roll also resets every round and a new initiative roll will be needed every turn
2)The next phase is the attack, where the player with the highest initiative roll gets the chance to take an attack action. The player he attacks can also take a reaction and attempt to block, dodge or even counter attack with a spell or skill.
3)To land an attack, the attack roll must be higher than the defense roll. After landing a hit, The damage is calculated with relevant skills and traits.
4)This continues as everyone gets a chance to attack, resetting the round and this will be done until a player gets downed.
>>
>>1563054
Links of Importance:
Website: https://sites.google.com/view/mkam/home
List of Previous Threads: http://suptg.thisisnotatrueending.com/qstarchive.html?searchall=Mageknight
In-depth Rules Explanation: https://docs.google.com/document/d/13unrqxqUiX3G0rau6CpEu7Pd5FxEsXz54pfVS9PfGEs/edit?usp=sharing
NPC Database for Madrid: https://docs.google.com/document/d/14Rf_RGpYIs0cdy1eUYYs-hr8_hqVaLrkSSvbzACtoFI/edit?usp=sharing
Discord Server: https://discord.gg/pEEkNkr
>>
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>>1544122
[Lawrence Birch]
>72 + 1 +2 + 1 + 1 +2 +? +?
It’s about noon when you begin searching for L. Parker. You check the library, and find that he isn’t there. You then surmise that he must’ve went out to have lunch. After asking around and looking at various hotspots, you finally find him alone, eating a sandwich in one of the school gardens. Perfect.

You sit down next to him and ask for his name. He then tells you his name is Lewis. That matches the L. This is definitely him, then. When you show him the tag, he flinches, but he does his best to stay calm. You ask him who he’s giving these tags to, and he clams up. He tries to get up and leave, but it’s obvious that the difference of power level between you two would only end in one way. Lewis gives up, and begins to talk, on the promise that you wouldn’t rat him out.

You figure that’s a fair enough deal, and ask him for the details. “I’ve been making these tags for a lot of people, but recently, I’ve been getting a lot of requests from a mysterious guy.” Lewis says. “He’s been saying that he needs it for golemancy and simulacra, but you never need that many tags.” You nod, gesturing him to continue. “A-anyway, I don’t know his full name, but I basically deliver these tags to a back room in the Witch’s Cauldron.”

Interesting. You ask him when his next shipment is, and he tells you that he’ll deliver them in a couple days. Lewis then asks you what you’re going to do. It looks like you can either follow Lewis to this backroom during his shipment, deliver the shipment yourself, or do some investigating in that area.

>Met Lewis Parker
>Lewis delivers shipments of animation tags to the Witch’s Cauldron every few days.

>4 + 1 + 2 +1 + 1 = 9
With very critical information to give, you rush into the busy lanes of the city. Time is of the essence. You hop onto the local bus line, and make a beeline to Eliza with critical information about Martha. “Wait what?” It seems that in your haste you’ve confused which person is stalking which one of your friends. A mistake that could hold dire consequences as you apologise and leave the building. The bus line has moved on and the next one will be in an hour. Within that hour you see a shadowy shape down the street. Feeling the ties of the two separate organization closing in on you, you decide not to wait for the bus feeling the paranoia closing in. In the gloomy dark across the city nightlife. You don’t dare stop for fear of a little girl or some odd letter assaulting you. You spend the rest of the evening just getting back to your dorm. Trying to ring Devin leaves nothing but the answering machine.

>Gain [Martha: Closer] - Yes, it's stackable.
>Gain [Botched Job] After last night Investigating, this case has caught you in a weird place. DC for investigating is increased to 35. Turn 132 turn 133.

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Welcome back to Dark Empire Quest, where you the players aid the reborn Emperor Palpatine, Imperial Commander Alana Tyrna, the Emperor's new apprentice Darth Cythera, and possibly others as they fight to rebuild the Galactic Empire after the crushing defeat at Endor and the subsequent collapse. We will guide their choices, deal with the consequences of their actions, and work to ensure the Empire rises once again.

Important links:

Story so far (To get up to speed for new people)
>https://pastebin.com/54Vfvsff

Archive
>http://suptg.thisisnotatrueending.com/qstarchive.html?searchall=Dark+Empire

Pastebin for info dumps
>https://pastebin.com/u/Timekiller21

Twitter feed I use to announce planned game times.
>https://twitter.com/DarkEmpireQuest

This is the map system I use for planning
>http://www.swgalaxymap.com/

And this is a gold mine resource for Star wars info, take with a grain of salt since this universe follows its own continuity.
>http://starwars.wikia.com/


I allow between ten and twenty minutes for voting depending on the importance of the issue and how divided the vote is. If the vote is tied up, I usually allow an extra five minutes for a tie breaker, and if no one votes, I roll for the tie breaker (The will of the dark side).

I always try to incorporate (and encourage) write ins if they don't violate the spirit of voted decisions, though I may edit or tweak them to fit better.

I also am always open for questions. I'll just ask that they stay relevant to current events in the quest, or at least the near future.
309 posts and 37 images submitted.
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>>1560366
If we get forced to a ground battle due to planetary shields, who do we switch to? Remain as Palpatine or have Veers show his stuff?
>>
A note about saber Combat:
The system works through rolling a number of D20s roughly equal to the skill/power of a combatant. Rolling over your opponent's number is a "hit". Rolling 20+ over their number is a critical and counts as 2 hits. As a general rule of thumb, any important or "named" combatant can suffer three hits before they are incapacitated, nameless Jedi/dark siders can take 2 hits or one critical at which point their opponent typically decides their fate. Usually to kill them or spare them. For the record, sparing them may be horribly maiming them, it doesn't necessarily equate to "You are beaten!"

Because I was still tweaking the rules, we'll begin this session saying that Cythera, Kyle, and Rayf have each suffered one hit, leaving them two more. Luke, Sedriss, and both Blackguards are fit to fight.


One last point: I'm trying to collect a little bit of information from my players because I am a huge nerd. If you could take a few minutes to fill out this five question thing, I'd really appreciate it.

4chan hates the link but its the survey monkey main website /r/RMDYHGZ

No spaces obviously.


Previously:

>>1525008

Darth Cythera arrived on Rhen Var, as part of her assignment to kill Luke Skywalker, and was met with a small, armed delegation of Jedi. Strife revealed itself in the Imperial forces as Cythera and Sedriss argued over the best course of action. Luke initially seemed willing to surrender himself to protect the other Jedi, but Cythera sensed his deception through the force, that Luke was buying time for the others to escape. A short and fierce lightsaber fight commenced with neither side gaining a clear advantage, though several received minor injuries including Cythera herself who had the back of her hand scorched by a close glance from Luke's blade.
>>
With a wave of his palm, Luke shoved Sedriss away from Rayf with the force, allowing the Jedi to regain his footing, lifting the azure blade of his saber into guard position. The Jedi were quite obviously on the defensive, falling back into the narrow mouth of the tunnel they'd emerged from. A tunnel like that meant you would more or less only be able to fight one on one, and if your quick scuffle with Luke was any indicator, it wouldn't be easy.

You flex your burned hand again, grinding your teeth against the pain. Along with you, Sedriss and his two Blackguard warriors gave you disapproving glances. In the Dark Side Hierarchy, you were the predator, or you were the prey, and if the emotions coming off Sedriss were trusted, his measure of you had dropped considerably given your poor performance against the Jedi master.

You spare a glance behind you at your makeshift landing site. Two solid black Sienar Infiltrators are parked, their only marking a white Imperial emblem. Standing beside the Infiltrators was a platoon of black-clad Shadow Troopers. They served as Stormtroopers in all functions save that they were totally divested from the Imperial Navy and instead owed their loyalty directly to Dark Side Hierarchy and Palpatine himself. You had heard it rumored that its ranks were filled out partly by force sensitives picked up by the Inquisition but deemed too weak to make worthwhile dark siders themselves.

In a fight like this, they wouldn't be much use, though perhaps they could be used to find another way into this facility.

Another concern of yours was the significant Rebel task force in orbit, presumably in the process of evacuating the Jedi students and training personnel. Should Luke or anyone else in the Academy send a distress call up to them, it would only be a short while before Rebel soldiers were landing to reinforce the Jedi, or fighters were to begin strafing runs on you and your Infiltrators, you have to assume it's only a matter of time before help comes for the Jedi.

>Send most of the Shadow Troopers to look for another way into the Academy
>Keep the troopers here to guard the landing site in case you need to make a quick escape

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WELCOME TO NEW WORLD EVO
In this game you will take control of a race and ,along with the other players of your race, you will develop culturally, technologically, and historically in order to progress and prosper, hoping to eventually reach the stars.

This evo begins on KLAX PRIME in the Aquarii system, a tidally locked alien world where one side is always facing the star and is in perpetual scorching day, while the other side is always facing away and in perpetual freezing night with a thin sweet spot around the vertical equator where the conditions are just right for lush life to appear. Where 3 sentient races, The Ooze, The Skitter & The Spore have appeared

Last time on New world Evo
> the Ooze began farming, discovered and attacked a human settlement, and discovered how an ancient Ooze society sacrificed themselves to defend the Aquarii system from an intergalactic threat.
>The Spore began spreading throughout the jungle enslaving everything it came across, upgrading it's minions heavily, and discovered a metal box down stream that's collecting and analyzing its spores & minions
>The skitter expanded it's colony, developed the ability to create different kinds of drones using pheromones of other creatures, and discovered an oasis with a dozen species

General rules:
>Every turn is a new day
>Every turn each race can do ONE action and ONE research per continent (The different planet sections, other planets, moons, space stations etc etc)
>Research - Laws, Technologies, Arts, Customs
>Action - Trading, Hunting, Scouting, Organizing
>Any anon can post for a race, but a majority of named players of the race must vote for it to pass it through.
> To avoid salt from other races, urns must be feasible and believable considering the situation and knowledge of the race at the time ("Done IC")
>No team Changes

Additional Rules:
>WAR actions are hard to do IC by it's very nature, but please try. I will do rolls & take into account tactics BEHIND THE SCENES, you will only see the final product. One WAR action per race per conflict
>If a turn is viewed as particularly creative or well thought out, it will be given the INNOVATIVE or PLANNED bonus. Giving +10 to it's roll or a bonus effect. Both simultaneously may be given the INGENIOUS bonus of +25 on rolls & a bonus effect. While realistic is heavily preferred, i'm prepared to sometimes slightly suspend my disbelief if the turn is good enough.

>Links:
Previous thread - >>1540233
Discord: https://discord.gg/6zD2QSn
107 posts and 25 images submitted.
>>
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The Ooze's Gloop troop discover a group of bitter frost monkeys defending a large pile of strange black rocks at the base of the mountain.

The Ooze attempt to tame the cotton wolves with pleasing vibrations and jiggling, but the wolves feel cornered, confused and that their children are threatened, chasing away the small squad of gloop troop

Out of curiosity, the Cave Oozes begin mining through the ice to see what kind of things the humans were hoping to find
>>
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The Hive Tree is paranoid about the analysis of it's spores and decides to diversify them to make them harder for intelligent creatures to develop counters to. It can't change the structure of it's current spores and starts attempting to extract the key components from within the spore that make it work. It also keeps an eye open for slightly different spores developing to harvest & cultivate separately , keeping them close to it's chest so to stop the creatures downstream from collecting and analyzing these variants.

As interesting as the metal box and it's inhabitants are, this development shows how worryingly weak the Hive Trees forces currently are. It instructs the fertile slaves to begin reproducing to bolster zombie numbers
>>
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The queen extracts pheromones from the sandworms and infuses an egg with it creating a Cavernous spitter bug! It has the sandworm's ability to spit out extremely strong webbing that fuses digs into it's victims flesh, anchoring it to the spitter and allowing the spitter to drain it of blood and drag it in

Inspired by the cactus farm, the queen takes note of specifically what foods and chemicals help a species grow big and strong, including herself, improving diet of all her drones and allowing them to grow faster & stronger

>ANCHOR

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Subject: Jacob Marshal
Designation: Deimos
Infected: Evolved
Bio: Jacob Marshal, an ex-mercenary in his mid-twenties. Having picked his visiting cousin Nina up from the airport, now finds himself trapped in the Florida redzone. While trying to get his cousin to safety, Jacob was ambushed and infected with the blacklight virus. Now one of the evolved, Jacob must find a way to safely get Nina out of the exceedingly deadly hellscape the eastern Floridian coast has become.

After what was a food and gas run about to become an arms scavenging run, Jacob and Clemence are in the entryway to a small home along the west palm beach canal. Just having avoided being turned into a goliath sized infected alligators lunch. As you catch your breath, Clemence is still hyperventilating. Your going to have to calm him down.

____________________________________________________________

"Come on, we don't have the time to sit here in a full panic."

"I-I can't handle th-this. F-F-Fucking gators d-don't g-get that fucking big."

1d20+2
+1 for positive encouragement.
+2 If you can come up with a reason sitting here shaking is probably more dangerous.
554 posts and 14 images submitted.
>>
>>1558955
well apparently they do. we also outsmarted him so come the fuck on.also, the longer we stay here the more likely it is for special infected to show up
>>
Rolled 1 + 2 (1d20 + 2)

>>1558955
"Don't Worry we escaped it, and if we run against it we'll escape it again, now take some time, breath in a minute but we must keep moving, we can't be cornered if the infected show up "
>>
>>1558995
Well shit.

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