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Archived threads in /qst/ - Quests - 96. page

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> Character Sheet: https://pastebin.com/p1cWKXMd
> Previous Threads: http://suptg.thisisnotatrueending.com/qstarchive.html?tags=Arcanum%20Extranimus

Of the Council of Sages, it is said: he who has grown tired of the fear of death has grown tired of life.

The adages – the stories and humor – are no longer entertainment to you now that you’ve watched a friend die. They are painfully true and achingly real.

You don’t know how you let something like this happen to you. In mere hours, a single day spent practicing together, she went from someone you barely knew to the first person who’d ever made you really feel like maybe you could be anything more than a failure, or an empty-headed noble who couldn’t cut it on her own away from home. She showed you what you could be, and made you, at least for a few moments, believe in that as something that could be true; you promised one another that together, the two of you would accomplish the impossible.

When you close both of your eyes, you can still see her. She’s half-buried in rubble and detritus, broken and dismembered body caked in ashes; a jagged bloodstain reaches up to the ceiling where her head meets the wall in your memory. It sickens you. It makes part of you want to drop to your knees and give up and cry. It makes part of you want to carry on – and somehow graduate with only a single proper year under your belt, because she truly believed you would be able to. It makes part of you want revenge.

Kye told you once that when his mother died, things were never the same for him and his brother, even after they stopped shedding tears. They couldn’t go back to normal – so they had to find a new normal. Now, you have to as well, not just because you’ve lost someone important to you, but because in the process, you’ve seen things you shouldn’t have seen and learned things you shouldn’t know and can’t forget. You are at a point that is out of your control, and that frightens you; you’re afraid that you’re going to change, to break, and you can only wonder how much of you will be left and what it’s going to look like at the end.

When you wonder how you’re going to get to sleep tonight, you occupy yourself with hysterical laughter that lasts two or three seconds. Recovering, you pull the window shades shut and tuck Ophelia’s emergency notes back into the oaken chest at the foot of the bed, taking one last look at the other contents – gold bars, pemmican wafers, and an elegant sword – before closing and locking it for the time being.
171 posts and 36 images submitted.
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>>1541044

The Codex Excelsis sits atop a desk of myriad drawers; beside it, a clay pot houses a single white lily that has yet to wilt for lack of water. On the bed, the Pale Tome remains untouched. You sit beside it just to get off your feet for a moment. It’s the early afternoon, but you feel already as though time has been slipping by. You will have to depart soon if you wish to meet with Dr. Solana today.

> Recall or research particular information. (Write-in.)
> Other. (Write-in.)
>>
>>1541047
>meet dr.solana
alternatively read up on shamblers or however they are called
>>
>>1541047
>Let's meet with the doctor. And after that, we're going to seriously throw ourselves into studying. We can't let her down.

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You wake up.
The room is pitch black.
You feel you are laying in bed.
You can hear the water dripping outside your window.

>What do you do?
126 posts and 9 images submitted.
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I get up to see if the window is open and if I can close it.
>>
Look around the room
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>>1551459
You sit up and lean towards the window.
You can feel a soft breeze, indicating it is open.
You tug the window pane to one side, closing it.
>>1551460
You get out of bed.
You stand up and survey the room.
It's pitch black.

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You awaken from your cryogenic sleep to see the rocky outcroppings of Mars and the UAC main facility. Out at a distance is the beacon of the UAC's progress, the Argent Tower. All of Earth's energy is produced here and distributed across the entire solar system and you have signed on to become one of the new Elite Guards to protect the production of Argent Energy. With this energy being mined directly from hell, they need all the help they can get.

Your ship lands and you hear the other recruits running out. A voice calls out. You feel a bit woozy just coming out of stasis.
>Catch up to the rest of the recruits
>Stay still until hybernation sickness wears off.
165 posts and 5 images submitted.
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>stay still until the sickness wears off
we are not endangering our faculties like that
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>>1543544
You decided to stay for a bit, at least until the sickness wears off. You wipe your eyes for a sec, mostly excited that you are here at the UAC. You turn to a window and see the various employees shuffling about, and some of the soldiers and elite guards walking near to them. You hear various doors opening and shutting, getting louder and louder before silence. The sickness has worn off.

You get up to meet up with the rest of the recruits, but they have seemed to moved on without you. The hangar bay seems to only have one entry/exit for people on the ground. You hear someone screaming in the opposite side of the hangar from the door.

>Go through the door to try and find your fellow recruits
>Investigate the screaming
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>>1543558
>go through the door and look for the recruits
no one likes a nosy guardian, but keep an eye out for potential risks

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PURPS

Alright so you’ve checked in on Trisha, who’s bed was clearly doubly occupied. In the first time you’ve hear her speak negatively or curse she told you to fuck off. You made out the hair of Jaqeline snuggled up against her while looking in there, so that’s two scratched off the list.

The twins are in the common room, having woke up with a craving for tea. A pot having appeared courtesy of Luc just before your watch, for a while you were angry thinking he’d used his enigma far too soon - but he is a sneaky little gunman; so him stealthing his way to give you a present wouldn’t be too out of the question.

You hear singing at the next door, soft and gentle. Yet lilting at the same time. Peeking in, you see Alice soundly asleep, ever the graceful diva in her little bedcap and frilly nightgown. But Mono is knelt over her bed, window open to let in a breeze while she sings out a prayer to Gine.

> [CONTENTMENT] This is fine.

> [FRUSTRATION] This is not fine. Close window lecture her.

> [WORRY] Stop her singing. Pretend she's keeping you up.

> [CURIOSITY] enquire why she’s singing her prayer.

> 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
49 posts and 5 images submitted.
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>>1541660
>> [CONTENTMENT] This is fine.
>>
>>1541660
>> [CURIOSITY] enquire why she’s singing her prayer.
>>
>>1541660
> [WORRY] Stop her singing. Pretend she's keeping you up.

Funny how Verde is the nofun since we got no emotions.

Start Log...
User: (QM)Horizon
Initializing Pre Info...

Twitter: https://twitter.com/HorizonQM

(Welcome to Endless Horizon. Skill checks are 1d100, best of 3. Quest uses a fate point system. Fate points are earned on triple success rolls [All three rolls were successful]. There is no penalty for triple failures.)

Quest Start://initializing....

It's been a long time since you've been up to Kennedy Station. The last time, you were somewhere near the back end of ten, taking every chance you could to stare out the view ports, trying your hardest to catch a glimpse of any sort of space ship. ISDF Cruisers, Research Ships, Luxury Yachts, anything and everything about the void-faring vessels fascinated you. You always envisioned that one day you would captain a ship of your own, make a sleek pirate-hunting corvette.

Of course, twelve years of aging has taken its toll on your wonderlust. You've worked on surface level drydocks for the last four years, welding and tinkering and bolting everything in to place, trying your damndest to scrape by and provide for yourself. Maybe that feeling of existential deadlock is what inspired you to save up for a trip to the station in search of more lucrative work. You browse through some job postings as you sit in the transit car that rides the cables up to the station, occasionally looking through the windows to the rapidly shrinking cityscape below you. What kind of jobs were you even interested in?


>Shuttle Work. You'll be given a small shuttle craft for transporting clients throughout the Sol system, mostly workers heading to and from Mars and the Jovian stations.

>Hauling. You could sign on with the Titan Corporation as a crew member in a cargo vessel, or even petition to be given a ship of your own. It's lucrative work, if a bit monotonous. Be warned that all sorts of people might be interested in your cargo.

>Maintainence. A research ship heading out to the Frontier systems to study Orrian society needs someone to run maintainence. Your background in construction makes you a vaguely viable candidate.

>Military. You've always wanted to try your hand at joining the ISDF, but their application process is kind of long and arduous. Maybe you could look for a PMC outfit to work with instead?
17 posts and 3 images submitted.
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>>1541082
>>Military. You've always wanted to try your hand at joining the ISDF, but their application process is kind of long and arduous. Maybe you could look for a PMC outfit to work with instead?
>>
>Hauling. You could sign on with the Titan Corporation as a crew member in a cargo vessel, or even petition to be given a ship of your own. It's lucrative work, if a bit monotonous. Be warned that all sorts of people might be interested in your cargo.
>>
>>1541082
Should we vote on this single characters actions?

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You wake up in a white void. This is where you sleep. You see the door about 20-25 feet away from you. You are a robot. Yes, a robot. A soulless automaton worker.

/qst/, What is this guy's name?
8 posts and 1 images submitted.
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>>1542424
>>1542424
>Yes, a robot. A soulless automaton worker.
>/qst/, What is this guy's name?
Mark?
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>>1542424
Savant.
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>>1543243
This

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It was when the assassination of an Archduke that the world began to change. The tension of countries began to crack and soon war follows. Proud and forced men began to march to the meat-grinder, hoping to make their countries proud. They never know how simple it is to make a hell on earth.

You are such young man, unknown to the horror lies before you. Whether you are proud or not, your country called for your sweat and blood.


Select Faction:
>Clankers: (WW1:central Power)
Clankers made machines mostly large in order to have great effect
Uses steam engines as their source of war. Steampunk Tech


>Drawinist: (WW1:Allies)
Developed creatures by modifying DNA's called Modified creatures.
Dawrwinists created animal-weapons in order to do greater damage, have better agility. Bio-punk Tech


Background:
>Farmer (+ constitution&strength)
>Hunter (+ Aim& agility)
>Lesser Noble ( Charisma & Morale)
>Teacher (+ Int& wis)
> Write in

>Your Name soldier?
461 posts and 26 images submitted.
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>>1539908
>Clankers: (WW1:central Power)
>Teacher (+ Int& wis)
Name:
Ferdinand Brandt
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>>1539908
>Drawinist: (WW1:Allies)
>Officer's son: (Aim & Leadership)
>Frank Westford
Biopunk is cooler
>>
>>1539908
>Clankers: (WW1:central Power)
>Lesser Noble ( Charisma & Morale)
>Ferdinand Brandt

I ain't too good at names so I'll go with the other anons idea

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You are Smith 'Bones' Porter, a private investigator.
And you're sick with dealing with the things that life throws at you.

This day was a whirlwind of strange, mystic events. From you receiving a coin from an envelope, to said coin melting into your hand.
You don't know how that happened nor can you explain what happened next.

You were sent to a dark void, of which the only inhabitant was a copy of yourself, a copy that lacked all of your imperfections, that lacked any semblance of humanity.
But that felt like it was ages ago. In comparison, what you're facing now is another bag of horseshit that you opened.

You stand in front of an old friend, Fredrik Von Weiss. A friend that disappeared years ago, shortly after his wife, who too disappeared under mysterious circumstances.
It would had been a joyful reunion, except for the fact that your friend was now a skeleton, devoid of anything that he was in life. Except of course, for his constant smoking.
Also, he shot you with a glowing orbs of light. Which seemed harmless at first, but managed to punch through the cobble walls of the crypt.

You managed to dodge the shot, and with luck, managed to convince Fredrik, that you were in fact, Smith. You also convinced him to tell you what happened to him, which could be summed with the words "He was cursed."

After Fredrik had explained that he was cursed, he showed you a coin, a coin similar to the one you had received. It was similar not in appearance, but in the nagging feeling in your gut that says everything about the coin was bad news.

"Fredrik" You begin to say, as you walk toward your skeletal friend. "Those coins. They're bad news. The last time I fiddled with one, it exploded into a bright light. Before it sent me to an empty place. There I saw something... Something I can't explain."
You remember the thing you saw. This sends a shiver down your spine. You make a note to avoid that place as best as you can.

"Then, it sent me here. I don't know why, but god knows that I didn't want to be sent here." You take a deep breath. "Vhat?" Fredrik utters, completely confused.

"Also, I'm about to do something stupid." You take the coin from the Skeleton's hand. The mark on your left hand glowing brightly as you do so.
Then, you see them.
3 posts and 1 images submitted.
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6 Shadowy figures stand a few meters away from Fredrik. At first, they seem to be in a neutral disposition towards you, but that soon changes when they see that you were in fact, alerted to their presence.
They shimmer and weave through the light that your mark emits. Something tells you that they're not there to engage in peaceful discussion with you and your friend.

What do you do?

>Move to a better position, with Fredrik in tow, before shooting back. This will let you adjust your aim.
>Shoot where you stand, your aim will be bad, but at this range and with their numbers, that wont matter.
>Write-in
(Fredrik will help you with both of the options present.)

>Who are we?
Smith 'Bones' Port, a private investigator, with a soft heart for children, a softer heart for women, and an even softer heart for Hard Candy.

>Who are you?
I'm your QM. Call me Inazuma.

>What should we expect from this quest?
The Occult, Magic, Eldritch, and Detective Stuff.

>When will you run?
Sometime between 5:00 to 17:00 UTC, mostly on weekends. It really depends on my health and schedule.

>Where will you post if you're running?
I'll post on both on my Twitter @InazumaQM and the /qst/ general thread.
>>
>>1548295
>>Move to a better position, with Fredrik in tow, before shooting back. This will let you adjust your aim.
Try to move to a position where their numbers won't matter as much.

You are Daelag Breedlove III, and you grandfather was one of the greatest necromancer who ever lived. His only aspiration in life was to become a Lich, but sadly, he failed in this task. When the time came, the opportunity presented itself, he chose not to ascend to Lichdom. He had built himself a dynasty with his wife, Charlotte, and his Mistress, Madeleine, and couldn't bring himself to leave it so soon.

Your father, Daelag Breedlove II, was the oldest of seven children, and inherited your grandfather's title as lord of the mountain range. He took a ten-cent whore as his wife, tarnishing your family's reputation, and had only one child, you, before mysterious circumstances took his wife's life. He had three children with his second wife, Martha, before far less mysterious circumstances led him to suicide.
Now, your dynasty is crumbling. Martha is a back-stabbing harlot.
Your siblings are not fit to rule, despite having only the best intentions. If your step-mother has her way, one of them will replace you, soon.
Your have decided to assert your dominance over the entire continent by ascending to Lichdom, and bringing glory back to your family name.
Your quest begins on a great golden throne, with several of your advisors kneeling before you. You feel your step-mother's presence, behind you and to your left.

After several moments of silence, you tighten your grip on the wooden armrests of the throne, leaving slight imprints in the wood.
"Well? What do you require of me? I don't appreciate having my time wasted."
The advisors glance at each other, before Martin, the oldest and most trustworthy of your advisors stands up, keeping his head bowed.
"Ah, sire... There have been reports of a revolt, in the Northern Mountains... They complaim that their taxes are too high, and that we don't offer enough protection to make up for it."
You scoff, the solution immediatly obvious to you.

>"Offer more protection."
>"Lower the taxes."
>"Round up a few of the perpetrators and execute them, to send a message."
29 posts and 1 images submitted.
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>>1548052
>Institute a rape based tax policy. That aught to teach them a lesson
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>>1548081
Supporting, but wouldn't we first have to establish a rape based coinage? Figure out exactly how much one rape can be converted to in local currency? Also, since rape is technically unwanted sexual advances, and usually taken by force, how do we punish our citizens if they decide to mint extra currency? Are we going to establish a centralized bank, and maybe a stock market where we can speculate on rape futures?
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>>1548143
Rape, thank goodness, can be used to our benefit in this case of its own nature. The fact that it can be artificially produced isnt necessarily a minting, or a devaluation of the medium, being of course that rape is transient. If anything its a benefit that rape is transient because that means that it cannot be hoarded or stolen, simply taken in one off exchanges. First and foremost, our tax collectors need to either be undead, or fellows absolutely no one would wish to shag, so that we can be certain any and all tithes they collect will be genuine. The rape tax should of its nature be something that we are trading in, we don't need to make a speculative market over such a thing, as its not possible to use rape as liquidity in anything short of an immediate sense. In that way, rape has a limited scope of investment, which means no one will really want to interfere with out tax scheme, which to them would probably be worthless. If we wanted to be sly with things, maybe meddle with some dark powers, it might be possible to actually turn a profit on rape tax by turning and bouncing it to orgone energy reserves and trading through that, but I don't think our character knows any of that variety of profane arts.

As a side note we should delineate what kind of rape tax we are setting up, wether its a household, property, or township tax because that will answer alot of the small hiccups we might have later. The tax wont be suitably horrible or unpleasant for instance if at a household level, the head of the manor presents third sons or unwanted daughters for the tax, or worse yet near valueless cattle, which they had already set to slaughter. The same way across a small community they might try to consolidate rape tax with dedicated rape accountants from the local brothels. That also wont do as it again defeats the purpose of the rape tax if the suffering isn't felt directly and physically by the upstarts themselves as the currency is decidedly instated for their punishment.

Perhaps in addition to rape Collectors we might need rape inspectors and a proper rape tax code to make sure that we are getting proper payments from the proper households. For instance, the home of a local businessman who supports this annoying revolt with cash and material should be rape taxed harder and more thoroughly than a baker who is press-ganged for his product, who should be rape taxed more for the value of his product to the revolt than his intentional involvement. Honesly Im starting to reconsider this whole thing. We would be bogged down in the chamber commerce for weeks writing out the whole new code.

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You are a Traveler, wandering the land in search of adventure. In your journey, you arrive at a crossroads. There are four paths leading in four possible directions, North, East, West, and South. You do not know what lies at the end of each path, to discover, you will have to travel the path.

> Which path do you take?
> ______?

> Traveler
> HP: 100/100
> Lv: 0
> XP: 0/10

> Equipment:
> Iron Sword
> Traveling Clothes
> 3 Rations
37 posts and 3 images submitted.
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>>1547351
North we goooooo
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>>1547351
North
>>
>>1547351
South
Fuck the nords

>/qst/ Thread Archive: http://suptg.thisisnotatrueending.com/qstarchive.html?tags=Beyond%20the%20Gate
>QM Twitter: twitter.com/SmileytheQM
>General Info (Updated as I go): http://pastebin.com/ffH25ciB

You awaken to the feeling of something tugging at your arm. When you open your eyes and look over, you see Coral trying to drag you out of bed.

"G'mornin' you" You say, as you sit up and rest the sprite on your hand. "I take it Caiah's up and about?"

Coral nods.

"Cool" You say. Then you hop out of your bed and put Coral down on the table so you can get dressed.

"Up already?" Derrick asks.
"Seeing Caiah off" You say. "Wanna come?"

Derrick breathes in and rolls onto his back. "Ah, why not" He says, as he sits up. "Go on, I'll be out in a minute"

Once you're dressed, you set Coral on your shoulder and head for the door.

>Go see Caiah

>Wake the girls

>Other
212 posts and 2 images submitted.
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>>1541639
>Go see Caiah
Good to see you Smiley!
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>>1541639
>Go see Caiah

Hey Smiley.
>>
>>1541639
>Go see Caiah

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Inhuman screams echoed in the dark hallways of the Palace of Mourning. Mighty marble pillars and tortured stone faces of numerous saints ignored them, just like they always did. However these screams were different from those that usually visited these halls.

Lonesome cleaner servitor stopped its monotone task for a moment and looked towards the direction of the screams, but its demented, lobotomised brain couldn't find a satisfactory response to the situation. Alarm has already been raised, so there was nothing it could do. It heard footsteps running from behind and a moment later Sister Har-Duran and her squad ran past the servitor. Once long ago, in the past life, servitor knew Har-Duran. She is the best the Cult of Mourning has to offer, an elite killer with 117 trophies on the walls of her cell. Servitor knows this, because once they were sisters in arms, comrades, lovers. But as it often happens in death cults, competition and intrigue proved to be undoing of their relationship. Har-Duran did something unspeakable, but it was her sister that was forced to take the blame and pay the price.

As if guided by some ghost of past self, servitor moved towards the source of screams, which were now accompanied by the clashing of swords and barking of bolt pistols. Seven minutes ago sensors detected breach in one of the outer walls. Mere three minutes later Har-Duran's squad engaged the attacker, 16 death cultists with a combined recorded kill-count of over a thousand victims. In two minutes they were all dead. Servitor wasn't pleased, cleaning the corridor will take at least a day and it will require ladders to remove the body from the chandelier. It moved around the carnage for a bit and then stumbled upon something. Servitor diligently picked up Har-Durans torn-off head and looked into her single remaining eye. For a moment a flicker of past life seemed to find a way to its mind, but then it faded back to nothingness. Screams continued further down the corridor. Cleaning will take longer than expected.
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+Intro+
In the grim darkness of the 41st millennium there is only war. Imperium of Man, once strong and proud, now is slowly crumbling, whole regions of space are lost to the horrors that lurk in the darkness of the void. Sector Deus is just one of the thousands of Imperial provinces that form the front line in the war to defend Humanity itself. Corruption from within and aggression from without threaten it. But the Emperor sends us hope. High Lords of Terra commissioned a Chapter of Adeptus Astartes, finest warriors Humanity has ever seen, to defend this region of space. They are the last line of defence that hold Age of Ruin at bay. They are the Ghosts of Retribution and this is their tale.

+Briefing+

Chapter Chronicles and starting point for the novice initiates:
http://chapterquest.wikia.com/wiki/Chapter_Quest_Wiki

Datalogs from the previous thread:
>>1486684

Battle voxcaster frequency, all allies are welcome to join:
https://client02.chat.mibbit.com/?channel=%23RisingSons&server=irc.Rizon.net

+Thought for the day: Never stand between an Imperial Assassin and its prey.+
>>
benis
>>
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First for guro

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>Archive: http://suptg.thisisnotatrueending.com/archive.html?tags=Bladebound%20Retainer%20Quest
>Previous Thread: http://suptg.thisisnotatrueending.com/qstarchive/1270021/
>Twitter: https://twitter.com/TaskForceKaz
>Pastebin: http://pastebin.com/u/TaskForceKaz

[STATS]
>Combat: +++
>Social: +
>Knowledge: ++

[Abilities/Traits/Perks]
>Indomitable, Rank 1: Ignore the penalties imposed by Blood Loss. Does not negate health loss.
>Atelier of Death, Rank 1: Craft your own Bombs and Poisons.
>Blutmörder: +10 to Combat Rolls made against Blutlings and Blood Mages.
>Fleetfooted: If a Natural One would be among any roll related to acrobatic feats both in and out of combat, immediately disregard it and either take the highest roll or reroll again.
>Nimble Fingers 2: +40 to non-attack actions involving your hands (lockpicking, pickpocketing, etc.).
>Specter’s Dream: A technique to allow one to rest while remaining aware of one’s surroundings. (4/8/12 hour intervals each with their own bonuses)
>Knowledge: Nobility (Aderaveth): Take a flat 50 to Knowledge rolls concerning this subject.
>Knowledge: Underworld (Aderaveth): Take a flat 50 to Knowledge rolls concerning this subject.

You are Marcus Painel, the troubled son of the late assassin Lucien Painel, dead by your own hands at the age of nine. At the age of eighteen, you have already loved and lost, and the blood of dozens stains your hands a crimson red of retribution. But a chance meeting at the brink of death has found you as the bodyguard to Princess Ellana Crowmond, youngest of the royal family of the Aderaveth Empire. Inducted to her service as her Crownguard, you have sworn to keep her safe from harm by whatever means necessary.

Recently, your travels have led you to the river fortress of Alnewrich, governed by Lord Adamus Mazur. While he and Lord Kieran Pullman have taken an expeditionary force to quell a rebel garrison, you have seen fit to trace the steps of the assassin who came after Ellana. The trail you tease has lead you to the Alchemists’ Guild, and the daughter of the Grand Alchemist. And by…unorthodox means, you have secured yourself a reliable means of infiltration.

Having uncovered the root of a chilling conspiracy, your thoughts and attentions turn to a more domestic (and quite possible) affair among the noble echelons of the Empire.
300 posts and 21 images submitted.
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>Winter 58, 238 ACR
>Fortress of Alnerwich
>Marcus Painel

In the end, the symptoms that could very well have led up to a debilitating cold eventually disappeared. All it had taken was some herbal concoction and a brief lapse into the Specter’s Dream for the side-effect of your swim to vanish. Every now and then, your nose may still run, but that is not too much of a pressing concern.

Now…is the Lady Sofia Rudnick of the Hinterlends indeed that which Klara claims for her to be?

Once you were certain that Ellana had fallen completely asleep, you quietly made your way out from her room, bereft of your armor save for your cloak. Urath stands by the door leading to Adrianna and Allanus’ rooms, acknowledging your presence with a nod. You return it, miming a sign for silence before you leave. He understands, returning to his quiet vigil.

How he managed to stay upright against that wall for more than an hour at a time is anyone’s guess.

The pace you take in navigating Mazurs’ fortress is not nearly as frantic as it had been a few days ago, as well as your earlier jaunt into the Alchemists’ Guild. Now that you know all of the little hiding places in the corners and dark parts of the overhead ceiling, masking your presence is an exercise in simplicity.

It does not take too long for you to dodge passing servants and yawing guards, leaping from one pillar of support to the next. Only once did the need for a distraction come about, but that had been dealt with relative ease. A single pebble falling from the ceiling bought enough time for you to pass through a particularly narrow doorway.

The floor that Patryk and Klara had given to Lady Sofia is not nearly as grand as the one housing the Crowmonds. Does she even know that the royal family is being housed within the walls of her husband-to-be? Perhaps, perhaps not. But if Klara would be proven right, then this noble would find herself bereft of a possible match.

The entrance to this wing of the fortress is only lightly guarded, four guards manning the post. They are similarly as easy to move past as much as their compatriots. You cling to a support beam, hugging tight against the varnished wood as you pull yourself from one hallway and into another, coming close to nearly skin your back along the stone partition.

Down the corridor and in the hallway corner, there is no one present. With that said, you are still able to press yourself against the wooden door frame. A moment of concentration reveals that there is no other sound save for the drafts of wind. No one is asleep in the room. It is truly empty, and her ladyship and her protector are nowhere to be found.

Now isn’t that odd…

>Perform a thorough, slow search.
>>
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The lock is simple enough, nowhere near the complex design that was the lock guarding the archives. It takes less than a minute for you to release the lock, muffling the soft click with a pad of cloth. After a quick inspection of the hinges and a quick application of oil, you carefully open the door, and shut it quickly behind you.

Lady Rudnick’s chambers are far from immaculate. The four-cornered bed is a collection of tossed sheets and wrinkled fabrics, and more than one dress lies in a state of disassembly. A cursory inspection finds similar messes across the room. A half-eaten plate of bread and cheese lies abandoned on a nearby table, only scant inches away from a wine-soaked kerchief and a half-melted candle.

The floor is mercifully absent of any obtrusive debris, but the same cannot be said for almost every bare inch of the room: jewelry, wind-tossed sheets of parchment, and enough lace to wed a princess and her attending handmaidens. Scattered furniture, drawers left open and askew. That is only what is immediately noticeable.

Your nose twitches as it picks up the scent of a heavy, cloying perfume. Sandalwood…lemon…extract of lily. A cursory sniff confirms that even only after a few seconds, the smell begins to take hold. You’ll have to be careful lest someone catch you with Rudnick’s perfume on your person.

Accusations aside, it seems that the lady cannot keep a clean room. All the better for you. So long as you remain careful, any minor or scant disturbance of the room could be accounted for a part of the mess.
But you’ll have to be careful. The door can only be locked from the outside. So long as no one looks too closely, your presence should remain unnoticed. And the lady herself and her retainer could come back at any moment. There are only a handful of immediate hiding places: a small space underneath the bed and the support beams holding the ceiling in place. Both offer their respective share of advantages and disadvantages, but you’ll burn that bridge when you get there.

And as small as it is, you think you can squeeze through the window, but that is a last resort. It’s been less than six hours since your little swim in the Anosar. One more dip in the icy waters might just leave you in bed for weeks, resilience to illness or not.

You set yourself to task at once, starting with the objects that require the least manipulations to observe. Through the slips of clouds, the light of the waning moon offers just enough light for you to read the parchments scattered across a poplar vanity. Though less sloppy than the room it occupies, it takes some time before you can read the scrawl.

A majority of them are correspondence between Lord Rudnick and his daughter, instructions for her to get into Lord Mazur’s good graces. Other than heavy-handed insistence on securing a good marriage, a reminder about coffers low on gold, nothing seems to stand out that could possibly indicate promiscuity.

(cont.)
>>
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The rest of the sheets are of little interest: a request for some southland wine, the address of a local confectioner, amorous (and borderline inappropriate) poetry written by Lord Mazur…again, nothing indicative in the papers.

Still, those are only the most obvious of places to search. You pull open drawers, feel around in their depths. A box of chocolates is the only thing of note that comes up – half-eaten, you note upon a curious shake. But it’s only when you turn away to inspect another location that you notice it.

It’s small at first, one that you can barely detect above the rest of Lady Rudnick’s perfume. But in close proximity to the vanity, it not only becomes noticeable, but overpowers all other scents in the room. And it wouldn’t be too much of a cause for concern, but it’s what the scent does that freezes you in your steps.

Only mere seconds after inhalation, the sound of your heartbeat becomes more pronounced, slowly increasing in tempo with every passing second. Heat blossoms across your body, slowly worming its way from your heart…from your groin…

One of these perfumes is not like the other.

It lies innocuously among the other bottles, an unmarked glass container of indeterminate origin. A cork, not a metal decanter, stoppers the opening. From the way the stopper’s been treated, a great attempt has been made to mask the scent, but the oak cannot nearly hope to completely erase its presence.

You carefully pull it open, careful not to let a single drop hit the floor. Were it not for the leather musk of your cowl, lifted completely for your protection, you might have been overwhelmed by the heady, dizzying odor the liquid gives off. You’ll have to approach this carefully.

There is enough moisture left on the cork for you to obtain a sample, a drop no larger than the eye of a needle. With careful deliberation, you decide to take the sample and…

>Replace the cork with one of your own. [Bring the cork with you.]
>Try to identify the scent through taste. [Leave the cork in the room.]
>Custom option.

>Hey guys. Trying for a change of pace for a quest to run alongside my XenoMorph Quest. This will not be a civ so they shouldn't interfere with each other in the old noodle.

>Rules. Good to have them because without them we are just raging /B/tards. Rolls are D100, best of first 3, crits win and cancel crits. You roll with your vote when prompted. highest roll wins.

>Setting. This will be a post-apocalyptic low-Fantasy Quest set in a Desert/wasteland populated only by those desperate or stubborn enough to live there.

Quest begin

Your boots settle upon upon the sand blasted surface of the Asphalt road. A rusted octagonal sign nearby tells all who approach "S-OP". You lift your goggles from your eyes as the wind dies down, the sand whistling through the air settling like gritty snow. You wet a rag from your canteen (you passed a spring a while back so you don't feel wasteful) and wipe your face carefully, sighing at the cool relief. You sweep your coat back and marvel that you have made it this far. Although the wastes are mostly empty the inhabitants are generally unfriendly.

>Who are you?

>Name

>Gender

>Backstory
580 posts and 16 images submitted.
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>>1538564
Ill keep this up but if there's no interest in the next hour or 2 ill abandon thread so this doesn't clog the page
>>
>Shameless self bump
>>
>>1538654
All the interest on my part. Man with no name character a go.

Joseph Slate

Male

Deserter from a small but bloody war turned bounty hunter. Labeled a deserter since the bloody cowards tried to hang him twice and failed, still has the scars. Scared em enough to let him go though.

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Welcome back my favorite bunch of homicidal rape-murder aliens! Last time on XenoMorph quest we asserted our control over Main and Beta deck, wiped out a colonial Marines assault team with moderate losses and wound up with a veritable fortune in Hosts and corpses. OP sank into the deepest reaches of the oceans of faggotry but returned to his chosen people.

You glorious chucklefucks.

Google doc-
https://docs.google.com/document/d/183VLgKW-e1pft0lL_S6moVp4gqhfJAb7CA--3YRNw1M/edit?usp=drivesdk

Archive- http://suptg.thisisnotatrueending.com/qstarchive.html?tags=CursedQm

Twitter-https://twitter.com/CursedQm?s=09

Last thread
>>1508182
335 posts and 14 images submitted.
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>>1538063
Hive count.
1 Queen
1 Alpha Shadow (Newt)
1 Predalien (Dutch)
1 Quillmorph (Quiet)
5 Warriors
6 Shredder Guardians
7 Bulky Heavy warriors
18 Drones
5 Builders
5 AcidCasters
3 incinerators
46 eggs
>52 human hosts available
>Massive food bonus.
>>
>You are Quiet.

You sit among the ruins of the colonial marines assault force, tearing the flesh from a fallen marines thigh, savoring the tender meat. Nearby Dutch is finally allowing himself a chance to rest, a anxious Drone tending to his wounds with specially mixed resin to seal the gaps in his chitin. Heavy warriors drag piles of the resin coated humans back to safety in Hive Territory, sealing them to walls as the Queens pleasure radiates through the hive mind.

A drone sniffs at the massive sealed bulkhead door to Alpha deck, scratching experimentally with a claw at the metal. With a dissapointed growl it wanders away, kicking a fallen pistol as it walks.

One of the shadows reports deep growls and a series of thudding footsteps coming from the depths of a darkened storage area on Main deck. Something large is residing in there and it sounds unhappy.

Your Builders express their desire to create and study based on the captured human weapons or to improve the hive itself. They just want to do something honestly.

>Attempt to force open Alpha Deck (Flat D100)

Study captured battle rifle (D100+5)

>Improve hive (D100, How)

>Equip warriors (Current Upgrades unlocked:Flechette limb)

>Mutate a hivemate (how)

>Hunt that Beast on Main deck (D100+3 Dutch only)

>other

Also implantation of the MASSIVE amount of hosts you have is recommended. If you don't want to... Don't say I didnt warn you.
>>
Perk dump commences.

-Combat Perks-

>Fused Nanofilament Carapace
Applies to: All Hive Members
Xenomorphs undergo a rapid molt, replacing their metalic silicon carapace with a shell made up of fused graphene and carbon nanofilaments.
While remaining flexible and light this carapace is exceptionally reistant to temperature extremes, kinetic trauma, corrosives, and sudden changes in pressure.
+Pure upgrade to damage absorption

>Extreme Bioregenesis
Applies to: Warriors, Heavy Warriors, Hero Characters, Queen
Xenomorphs develop a full secondary circulatory system which carries regenerative chemicals, spare nutrients, and extra blood through their bodies.
Injured Xenomorphs with this perk will enter a regenerative coma instead of being killed unless they are incinerated, decapitated, or completely blown apart.
+Xenomorphs are harder to kill outright
+Xenormophs will rapidly regenerate health when retrieved and brought to the hive or once combat has ended.

>Compulsion to violence
Applies to: All Hive Members
The queen prompts all Xenomorphs into a killing fury while retaining strict control over them, allowing your hive to fight with focused fercity, nothing is held back!
+5 to all rolls taken in open combat
-5 to all stealth or ambush rolls taken in combat

>Cystic Expulsions
Applies to: All Hive Members
Xenormophs blood infects anyone burned by it with systemic cancers, symptoms include vomiting, tiredness, weakness in the limbs, compromised immune system, and minor internal bleeding.
+All enemies injured by xenomorph acid or injured in close combat with Xenomorphs suffer from permanantly reduced health

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