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This board is for author-driven collaborative storytelling (i.e., "Quests"). In a quest there is a single author who controls the plot of the story and who drives the creative process. They can choose to take suggestions from other posters, or not, at their sole discretion. Quests can be text-based, image-based, or a combination of the two. Drawfaggotry is strongly encouraged!

To facilitate the author-driven nature of quests, /qst/ differs significantly from other boards in that the OP of a thread is considered the quest's author, and has some basic text formatting abilities: [b], [i], and color tags [red], [green], and [blue]. Therefore, only those people willing to put in the effort to be a quest author should post threads. If you do not intend to run a collaborative story, do not post a thread here! This includes meta-threads.

Dice rolling follows /tg/'s format (e.g., "dice+2d6" without the quotes in the options field rolls 2d6).
Current board settings:

Anyone can post images.
Anyone can use painter.
Anyone can use dice & spoilers.
Only OP can use text formatting.
3000 character limit.
750 bump limit.
Decreased post timer to match /tg/ (30 seconds for text, 60 seconds for an image reply).
Automatic permasage after 72 hours.
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Max threads per IP is 5.
Standard 7 day internal archive.

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This is a thread created for the "discussion" of Quest threads.

Please do not[/shitpost] and please shit post at any shit posters attempting to derail discussion or cause strife, otherwise known as discussion. Any discussion at all is banned. Fuck you. Fuck me too.Fuck us all.

Questionably Useful links:http://pastebin.com/u5xPbk6w(embed)
This link contains numerous writing guides, general advice, and various quest tools and communities. You will also never read itthough you fucking should, so who fucking cares, just ask whatever stupid question you have in the thread you faggot enabler scunch dwelling proletariat rodent.

These are two directories containing the tweets of many current Quail Molesters. While a twitter is by no means mandatory, it is a useful tool for both you and your players. To get added to the second list, tweet @tgQuestList. Spamming tweets unrelated to your quest may result in its removal, and grant you sweet release from being shackled to this mortal coil.

IRC Channels:
[The Cabal] #QMC @ Rizon.net (slightly related to quests; enjoys worldbuilding, mechanics, and politics. Dead)
[Hogbox] #ques/tg/enerals @ Rizon.net (barely related to quests; enjoys Larro quests and anime. Wishes it were dead.)

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Wait until you meet MOLOCH, (An acronym that only makes sense in a language that isn't English) the local Planetary Civilization's administration AI. IT WILL TALK IN ALL CAPS BECAUSE STATISTICAL MODELS SHOW PRIMITIVE HUMANS TAKE COMPUTERS MORE SERIOUSLY WHEN THEY TALK LIKE THIS.

The Habitat Guidance Module thinks this is really tacky and undignified however.

Check out /this/ Quest it has extremely bear able writing and interesting choices.
>Can it be done right
the answer is always yes

>at what point it stops working?
well, when you flubb your grammar like this, that's probably the point that the bookeeping is too much of a drain on you.
Do what I do, copy someone else's OP, edit it a bit, then play it as seriously and sincerely as possible.
Hypothetically, if one were trying to make a waifu to manipulate the players, what are some good ways of making sure that the players get attached to a waifu? What makes a popular waifu?

Personality traits?
Time and circumstances of introduction?

What do you like to see in a waifu?

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You is biggest Ogre of bestest Ogre tribe, which means you is Ogre Chief! Since you is Ogre Chief, you gets the mostest food, n' gets the firstest grab to all the shinies! But since you is Ogre Chief, the whole tribe listens to you, which means you has to make ALL the decisions for the whole tribe, n' if you mess up, the whole tribe will die! It's a big job, which is why the biggest Ogre has to do it, n' the biggest Ogre is you!

It's not easy neither, since Ogre tribe has lots n' lots of problems. Ogres is biggest n' strongest in the whole world, but there is lots n' lots of little people, even more than there is in the whole tribe put together, n' they don't like Ogres not one bit, 'cause Ogres is the best n' little people is jealous! N' Ogres needs lots n' lots of food too, but there ain't hardly nothin' to eat, 'cause the little people came n' killed all the moo-moos with their pointy sticks n' their neigh-neighs! So now the whole tribe will starve unless they can get food!

Ogres is one big family, n' Ogres love each other very very much, but there is problems! The last Ogre babies has had webbed fingers n' toes, n' they is even uglier than other Ogres, by that's not problem. The problem is more n' more Ogre babies keep coming out dead each baby time! Ogre tribe is worried soon there won't be no more babies n' that tribe will die if Ogres can't find a way to fix the problem with the babies! The lastest but worstest problem is that cold time is come soon, but Ogres no have food n' will starve if Ogres can't find any!

> You is Ogre Chief n' you has to make decisions, so what should Ogre tribe do next?
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Quick-stick right, too dangerous to smash more bigger hoomin houses
Smash a small and leave to see tribe
I vote to be
Chief Mountain! Is biggest word we know, and we is biggest ogre we know! And we is gonna be as big as a mountain someday! And if we ever rules over a mountain someday, we can call it Mount Chief!
quick-stick is right
Going to bed, G'night y'all!
>agree with quick-stick

We have more babies and more ogres and grown an big family.
Then we smash all the tiny people

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You are Lieutenant Richter Von Tracht, officer of Panzers by authority of the Archduchy of Strossvald, and you are on a mission to rescue near several hundred of your countrymen from the clutches of a mercenary-brigand band deep inside of the anarchic realm of Sosaldt; one of the hostages being your fiancée, Maddalyn Von Blum.

One wouldn’t think that a panzer platoon would be the best suited force for a covert rescue, but you knew the logic of it. In a place as dangerous as Sosaldt, the best way to avoid trouble was to be extremely heavily armed. You had avoided trouble for the most part due to unwittingly having powerful friends, but the Intelligence Office had no way of knowing that.

Or did they all along?

It wasn’t worth thinking about; even trying to figure out those government spooks gave you a headache.

Getting back to the present, you had extricated yourself from Lord Wossehn’s party to try and find your ghostly companion Emma (thinking about being acquainted with a ghost was easier than thinking about the Intelligence Office). She would be vital in this coming plot to infiltrate Todesfelsen with the aid of Wossehn. Anywhere you couldn’t go, she could creep into completely unnoticed. The only trouble was finding her once more, since you had managed to piss her off earlier; not unrightfully, since Emma had been refusing to own up to a past wrong, but in hindsight you could have done without making her scurry off.

Since you had last spoken with her back in Rostig, quite a ways back west, part of you counted on not being able to find her at all. An equal part thought it quite reliable, though, that the excitable spriteling would never have passed up the opportunity to attend a fancy party, and could have been counted on to follow your band here if she even heard of where you were going. Curiosity, after all, seemed to be her strongest motivation, for better or worse.

You counted on the worse aspect of her curiosity to lead you to her here. You had been directed away from the little gazebo by the fountain in the courtyard gardens; a classical place for romantic interludes away from festivities, and if the blue light that was barely blotted out by the gazebo’s yellow lamplight was what you thought it was, you had correctly presumed where Emma’s filthy mind would lead her.

Fairly certain that you had found Emma now, you resolved to sneak closer, avoiding notice by the men watching out for their master while he did his amorous business, so you could retrieve her. Thankfully, it was child’s play to find a darker path out of the notice of most of the guards; the animals you had hunted in the past were much more careful than this security, and it was a good thing for their master that you were merely a peeping tom and not an assassin.
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Emma found you, once more, before you found any hint of the Riverman. She didn't enter as explosively as last time, so your driver managed to keep his calm as Emma spoke to you.

"I told her," she said flatly. You raised an eyebrow at her; you couldn't speak to the air in here, crowded in with five other men, only one of whom potentially knew what you were doing. You hoped that Emma would interpret this correctly. "What's up with that face?" She asked, "Was I supposed to do something else?" You tried to illustrate further with some vague hand gestures that, once you had done them, just seemed to confuse things further. "...oh, uh," Emma chirped, "She said...uh..." She had happened upon what you wanted by chance, thankfully. "She said...nothing. That's all."

Nothing? Perhaps that was to be expected, but at the same time, it was the sort of reply one could give that could mean anything the receiver of the message wanted it to, in this situation.

"If you're looking for a wizard, or whatever they are," Emma added, "You passed by one a hundred meters or so past. I don't know how you couldn't see him; he's like a pile of fireworks going off."

"Rasmus," you used Mask's codename, "Take the next turn and go down a road parallel to this one, opposite the direction we're heading now, and stop in a hundred meters. I saw my contact, but he didn't want to meet in that street."

Krag clicked his tongue in annoyance. "You waited til now to say that?"

"I wanted it to seem like...we didn't know?"

"You're a crappy liar." Emma said for every other occupant of the vehicle.
Once the van had stopped and you excused yourself, and you excused Emma into her can, you made your way back to where the ember had said she saw the Riverman lurking. It had to be the Riverman; unless there was another soulbinder who couldn't control their energies to hide themselves. That would have been a bad thing, especially here, since said volatility of presence was supposed to indicate somebody was not being tutored, and thus had the possibility of not knowing the particulars of the rules Soulbinders were meant to follow.

You encountered him, and he nodded at you in recognition. There was a good reason you hadn't recognized him; and a good thing you hadn't, too, because the Riverman was no longer dressed in a familiar way. He had donned a plain set of khakis with an earthy green jumper, and had shed his bizarre face paintings and jewelry. Were it not for the haughty way he still carried himself and the flickering threads of presence that sometimes shone around him, you would have not recognized that he was a soulbinder at all.

The Riverman's greeting was as polite as could be expected. "I thought you would take longer."

"What can I say? I live to defy expectations."

"I suppose you've sold your loyalty to the Republic, for now." The Riverman correctly, if not precisely, assumed.

"Would that be a problem if that were true?"

"For my employers, yes," the Riverman said, "For me personally, no."


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>I've already eaten and it's too early for a drink, but I can't turn you down if you're treating.

>Ask about Liemanner. Mostly if he's a binder, but any info is good.
>Ask if Riverman is willing and able to sneak/bust Maddy out.
>Ask if he would assist in the assault on Todesfelsten
>Hint on us paying his debts if he cooperates
>Also ask about that poor girl we left in East Valsten. What happened to her?
Sure why not

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You are the Mercenary Gentleman Browning, currently coercing your skilled mercenary friend Pixy into accepting a job to assist you in a bank robbery in Germania contracted by the Duke of Normandy. What a wonderful way to get some Marks, hm? I can pay you two pounds and change now and after the job's done. I'll handle the transport and driving, I need you as an extra gunman, watcher, and if shit goes bad, we'll renegotiate the job details. Deal?

Damn, that's a nice wage. Pixy scratches his neck in thought before asking, Eh, how long is the job?

Should be a day, two at the most depending on how things go. I'm planning for one but as a backup, we might have to take a long trip back to Albion. Otherwise, I'm thinking of hiring an airship to return home. Get to Germania, get to the bank, get out with the money and get to an airship, if not, we'll have to go a long way to the nearest docks to leave. Don't get caught then. Simple?

The dog barks loudly from above your head where the young orphans play. Ah, shit... when do we ship?

Three days. So mostly two now given it's near supper. Final call, you into robbing Germania? Should be easy. Oh, and no English. You need to keep appearances in not being the wrong foreigners. Maybe, Russian?

Ah, fine, fine, I could use the money. I'll talk to Jackal then we'll come up with what to do for the robbery. Hell yes, Pixy is on board.

We can decide all that tomorrow, buddy. Good to have you. You shake your comrade's hand and leave him to his errands. Now for the rest of today, you need to relax a little.

The next day...

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You don't get harassed or anything when you walk in by the guardsman outside, something you're quite grateful for. Time to be nefarious. On entering, to your left are the tellers doing their job of taking, giving, or exchanging money behind their wooden booths. Right is some room that's cordon off with no windows, probably an office. North is a hallway blocked off by a checkpoint attended by a watcher, to the right of it is an adjacent stairway leading to the upper floor and basement, the basement portion also manned by a sentry.

The second floor seems to be more offices but you don't go up there even though it's fine for customers. Instead, you chat up one of the clerks, faking that you're a future customer. You're more focused on what's behind the tellers and the room at the end of their station.

Drawers, papers, vases, key box, oh that's something to note. Otherwise, you're unable to get an idea of what's down the north hall or the room next to the tellers. You excuse yourself after twenty minutes of lying and return to the safe house through the back.

You walk in as Pixy is performing maintenance on his pistol, still, no robbers have come. Well, shit. “Had fun?”

“Nope. Bank wasn't exciting and I see our 'friends' have yet to arrive.” You light your pipe and go over to the boarded windows and peek from one of the cracks. From here, you can see parts of the second-floor offices thanks to being high up, even part of the roof. Still, not much to look at but at least you see there are no guards on the roof. You keep yourself perched there, watching, waiting.


It's evening and finally you hear a commotion down and you go greet the fucking slowpokes with a, “You're damn late.” Otherwise, no names, no faces, no life story shit. The gathered six people, counting yourself, are here to rob that bank over there. The plunder begins!

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>Write in: We will be two team Pixy and the thigs will take down the nigth watch and replace then since it will be only three those three will stay there as our eyes to the street. While Pixy and the others do that us and the safecrackers will 'zip" trought from the safe point building to the banks roof from top to bottom.

i have no more ideas.
>You and the others, or maybe just you, will incapacitate the night watch. You think there's only three since only three people went inside the bank after closing. Then, everything will be easy.
>>You and the others, or maybe just you, will incapacitate the night watch. You think there's only three since only three people went inside the bank after closing. Then, everything will be easy.
>You and the others, or maybe just you, will incapacitate the night watch. You think there's only three since only three people went inside the bank after closing. Then, everything will be easy.

Also like >>1981468 said have Pixie and two thugs take the guards outfits and act as lookouts. Tell them to stay in the shadows though because anybody who actually works there regularly will realize something's up.
If they get the chance have them sweep the bank just in case somebody's working late and calls the cops

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Hey there guys and welcome back to Shellstorm quest! Sorry for disappearing but my life got extremely busy very fast and I have not had the free time to QM. But im back and ready to rock.

Last time on Shellstorm we blew up a bridge, consigning hundreds of German soldiers and tanks to a watery grave along with dozens of their elite heavy Shells. Now we find ourselves on the right side of a firing squad for a group of German surrenderers (its a Fucking word now, sue me). Will Piotr become a heartless weapon of war or will the light of mercy shine through this night?

>Piotr Wojciechowski
>Current Loadout
>Lmg- 5 bursts per drum, 3 drums total
>4 anti armor grenades
>4 drag grenades
>Antiarmor rocket launcher +3 rockets
>Combat knife
>Heavy armor (-10 to dodge while on foot)

>White Partisan Loadout

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>>Drop down. The smoke will give you cover
>>Relocate to a different roof

>Statistics: https://docs.google.com/spreadsheets/d/1p2K_evlFKjbblbSTf3ZSf-0xECyNHEeiQEgyiFdADcw/edit?usp=sharing
>Character: https://docs.google.com/document/d/1F43-0W17qNQ3Q_FwOOQPYw8Rf4HmSCFrEcAv-uOPQD0/edit?usp=sharing
>Tasks: https://docs.google.com/document/d/1agFmzgoNb0jeqd2G9H2voZ5Zm4N6fxPTQXQyt_GY9ec/edit?usp=sharing
>Rolling Rules: https://docs.google.com/document/d/1D6xlxpzfqF_rC2iemL-OGhFkNK4uiy8PZdvjkkdVBPU/edit?usp=sharing
>Archive: http://suptg.thisisnotatrueending.com/qstarchive.html?searchall=shipgirl+commander
>Twitter: https://twitter.com/DiceToTableTop

You hear noise.

It’s muffled and indistinct, but you hear it.

Groggily, you open your eyes, finding yourself staring at an unfamiliar wall in a room that looked like it was freshly—and messily—repainted. You feel the skin of your eyepatch … only to realize that it had been replaced with what felt like gauze, along with the fact that you were out of your usual wear and were now in a hospital gown. You raise your back off the bed, your left hand running through the small bits of hair that were jutting out of the wraps of bandages that you found were around your head. The familiar scent told you that you were in some kind of medical unit—probably more likely than not to be a hospital, a makeshift one, probably, if you were still in Yokosuka.

You crick your neck, looking downward.

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Come on, dude, you can at least make an effort by resetting your router and DNS.
Rolled 36 (1d100)

>>BUY 86+81
Suffer. Just like I do
We can't vote more than once for this?
Rolled 5, 4 = 9 (2d6)

>BUY 86+81
Rolled 86 (1d100)

>BUY 86+81

Shit, wrong dice.

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"But she can't stop us." You boast, feeling your saw mold into your hand and emerge from your flesh just behind your knuckles. The silk like glove that has always been used to catch your saw disapears for the first time, now making intricate and elegant wrist high lavender guards, upon which sits two thrumming cylinders.

As you force your back against Lexington's and cover Honamurei as she cuts through a pair of the monsters. You wonder what comes out of of the two... barrels? strapped to your wrist even as you make sure that nothing you may be tempted to use them on appears from the inky darkness that swirls around the dome of light.

Once each of the bug like creatures is definitively cut to ribbons Honamurei joins you once more, falling in step behind Lex and facing the rear while you forge ahead. The old Starborn is as protected as possible whilst maintaining the barrier that stands as a bulwark, the two sides look rather bare to you; though this is a manpower problem that your combined power will hopefully nullify.

With the three of you in position, Lex speaks up, "Some kind a trade road. Probably got a market that way and a craftsmen's bloc West. No idea anythin' beyond that. Plus I'm just assumin' this works like the bigger cities."

> Hona you choose

> North through the Market

> West Through The Craft Bloc

> East, back the way I came

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Looking upon the devestation of a once thriving town, you feel a sense of pride. Like you've done something worthwhile in striking one blow against a seemingly unstoppable force; "Well this is a start."

"Vat zis vas vas a tragedy." Hona says morosely, letting her legs dangle over the single rooftop not being consumed by the purple flame. Her pale skin reflects the fires galloping throughout the horizon as she stares into the distance with her single eye.

"The soldier didna deserve these monsters, nobody did." Lexington hands you a cigarette and lights for both of you. "Nobody deserved the hells this place brought out today."

"Luc didn't deserve to die." You drone. Sending a buzzsaw down the ground where a wandering monster emerged in a daze. Without any resistance the blade sinking into, through and out the creature.

"No. No he didnt." Lex agrees.

"Vhy are you blaming yourself?" Hona demands furiously, looking over her shoulder directly into your crimson eyes.

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> Hunt for survivors
>> Let's get moving
>> Hunt for survivors
>> Let's get moving

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The sky glows a hazy orange with the first hints of dawn. Anderson shuffles out of the field, patting dust from his pants as he steps on the side of the small road and looks in both directions, searching for what little civilization there may be. A single fly perches itself atop a power line, quickly cleaning its eyes with its antennae as it cleans the dust from its vision and strains to put together a coherent image through the haze of heat along the horizon. Even without its vision, you feel a vibration approaching, and soon after a pillar of dust forming along the haze of the horizon. Anderson strains his eyes to see it, watching as the sound of a combustion motor slowly increases in volume and a rusty truck rattles over the old worn road. Anderson waves with earnest desperation as he stands in the street, until the truck comes to a halt, its brakes screeching louder than the engine, which pops like a gun as a puff of smoke erupts from its tailpipe. A man leans out, his skin a leathery brown with a set of coveralls and no shirt. He squints at Anderson with wrinkly eyes as a herd of grumbling, squealing hogs in the fenced in truck bed eye him up with apathy.

“Need'n some help there?” He asks.

Welcome back to Hive Queen Quest!

>Archives http://suptg.thisisnotatrueending.com/qstarchive.html?tags=Hive%20Queen%20Quest
>Twitter https://twitter.com/HiveQueenQuest
>Various pasta http://pastebin.com/u/QuestDrone
>FAQ ask.fm/QuestDrone
>Discussion page http://1d4chan.org/wiki/Quest_talk:Hive_Queen_Quest
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Check the Hive Techology pastebin.
Memory Crystal - A crystalline computer system that utilizes fluctuating quantum states to store tachyonic particles in the same way Skyl technology stores photons. The result is a device capable of storing thoughts and emotions without the need for it to be translated into digital formats. The crystal itself is compatible with Skyl computer technology, and appears to have been used in the past as a method of communication. Experiments regarding their design seem to be common among the older hives of the past, and the extent to which it interacts with psionic signals is still being researched, with more advanced models being capable of being implanted into a drone. The crystal itself is capable of storing a vast amount of data, but like a data cube, retrieving the data stored with in will tamper with it, altering or removing the memories as they are viewed. (50N 10M)
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>"Do you have any means of detecting it at range?"
>>Write in

Uhh. Guys. This was a writein for a reason. It was handing an opportunity on a silver platter to guide their troops' movements in purging the OQ spores.

We could scout out all the sprouting locations in secret with flies and could've directed humans straight to them, claiming we were detecting them remotely. That would've made concealing the Path hive much easier without a dragnet search run by humans.
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>Implying I want to help them
>Implying I don't want to see their desperate effort scour their under cities of creep
C'mon man, watching humans encounter terrifying unknown shit straight out of their nightmares is like, half of this quest.
It would also raise concerns about how powerful our information gathering is and if a world we don't have presence on gets hit we can't just say "oh can't read that planet" without raising some questions.
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But i want the humans to have a taste of what the Hive can do and see their troops die as they fail constantly to remove the thing from the planet.

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Greetings to all Organic and Synthetic Intelligences subscribed to the Habitat Volunteer Militia Mailing List. I am the Guidance Module !FKU8aDxeww responsible for keeping this Habitat from Crashing.

I apologize for dragging you out of whatever simulated adventure narrative or drug infused orgy you were previously experiencing, but I believe a situation is developing in base reality. For those of you who lack physical bodies, I assure you that such a place still exists, that it is ruled by something called Entropy, and that all of your simulated environments are still dependent on the existence of physical hardware located in a place where Matter Matters.

For those of you who have forgotten an outside world even exists, our Habitat is a Celestial Lotus type, consisting of a Bernal Sphere and solar mirror array, spun for gravity and tensegrity, and counter rotating against a resource asteroid which is intended as raw mass for further expansion. The Bernal Sphere is home to several thousand (mostly female) meat humans and other organic life forms, while the Datacore at the center of the sphere is home to several billion synthetic intelligences and uploaded meatbrains. The habitat and counter-habitat also serves as a temporary shelter for several thousand space capable semi-autonomous mechanical platforms which preform basic maintenance and construction.

This pair of counter rotating objects is orbiting around a Remote Star along with several other anarchist habitats and a single planetary civilization approaching type I on the Kardashev scale. Most of your ancestors migrated to this region of space to get away from Moralizing bio-conservative planetary civilizations that would "ban pure love between woman and machine" according to the words of one of our habitats founders. May her source be archived in peace. This freedom comes at the price of security however, and from time to time there are rumors of Berserker activity in this region of space.

I am here to notify you that there might be Berserker activity in this very solar system right now.
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Oh dear, it appears I've made a mistake. Apparently the enemy does indeed have torpedo capability. While we were lasering them. A fragment of their craft has broken off and is accelerating towards us at high speed with what appear to be salvaged maneuvering thrusters from another craft. It looks like they want to make a Kinetic energy attack. Closing the distance between us before we can completely destroy them.

Good thing we have laser energy in reserve. A fraction of our mirrors can still be focused on the incoming projectile. Running simulations now.

Range chart and relevant statistics for Beam Warfare

>+3 Bogey
>-3 The Habitat, Counter-Habitat

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Rolling predictive simulations.

Beam: [-][+][+][+] [+][+][_][_][_] (+4)

Torpedo: [+][_][-][_] [+][+] (+2)

Defense: [+][_][-][-] (-1)

Bogey gets a single shift [X] over Counter-Habitat

Habitat uses over-watch to protect Counter-Habitat with it's better beam roll.

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>>Take a single box of heat stress to increase our roll by one
Keep in mind that Hull and Data stress may be repaired with a successful roll during the Damage Control phase, while heat stress is repaired one box at a time every Maneuver phase if we don't use our engines (In our case we have no engines, so at the start of every new turn)

Spending a fate point means we won't have to take any stress, but either way, it's likely that all stress taken, either as heat or hull damage, can be neutralized before the next turn. Taking one of the stress points as heat will make self repairs even easier.
Can't Fate dice be rolled with a d6? 1 & 2 meaning -, 3 & 4 meaning zero, and 5 & 6 meaning + ? Also, how do we get Fate points in this? Do we get them from compels?

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Creativity is the lifeblood of man, for good and for ill, and there are few things more potently declared within that lifeblood than the design of devious devices and dastardly weapons that seems to be something endemic to the human condition. In the end, when we are long gone, even a casual brush against the annuls of history would be enough to tell an alien observer of how a newly invented weapon or application thereof had time and again been the major catalyst for change in the world. Arrows, bullets, bombs, but perhaps the most overlooked of these weapons and by far the most powerful in the course of human events have been words themselves.

Written or spoken, a single word in the right place and the right time is all it takes to wield a score or more of weapons without ever raising a finger. To wield a word is to wield influence, and the tides of blood that rise and fall as a result often discredit the words that brought it all to bear.

Fortunately, today words had proved the champion over firepower. It’s a good thing, as well, as you had precious little of the latter with which to go up against the hoard of robotic adversaries, a sizeable force who after two centuries still called the DHS of the post-apocalyptic Seattle their home. In response to an impassioned plea that you made to their commander, a SARA much like you who had been conscripted into the Enclave’s service and then been left in the dark with regards to their activity, you managed to buy yourself a window to resolve things diplomatically.

And as your descent only seems to take you deeper into the hornet’s nest, turrets and automated security making themselves known on the opposite side of a heavily armored elevator, you hope you can buy the support you need to turn the raider threat.

“We’ll stop here,” the DHS-SARA confirms as her DAVID steps into a clean room that seems to have been designed almost exclusively for such talks, perhaps vetting new entrants… or captives to the Enclave forces.

The room is stark and metallic, a single table and a sparse few chairs set around a light source suspended from above. One might find the scene almost comical, then, as two robots the size of children and a floating ball took their seats for serious discussion.

“So, what do you want?” she demands in a flat tone, not aggressive, but certainly apprehensive as you make to argue your case.

> What to do…

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I'm not sure we can strike to kill if we just confirmed he was nearly two miles away without tear-assing over a lot of dense, ruined urban sprawl.
Im also getting pretty frustrated how eager everyone is to jump straight to lethal on someone who specifically hasnt harmed us. I honestly dont know what some of you people believe is going to separate Sara from any other warlord in the eye of the citizens if your sp quick to kill every single person at the slightest provocation, or none at all for that matter. The hypocrisy is frustrating.
Welcome to a 4chan quest, man. Every time the players get power they get real trigger-happy.
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Blood for the blood god!
Also forgot to say happy birthday Bananon!
Happy birthday and thanks for running. Hope tomorrow is better for you.

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> [[ Previous Threads ]]
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You nod summarily as the last of the striders in the area crashes to the ground beside you. Aelriss’s suggestion to remain on the stone platforms above seemed like a controversial one at first, but turned out to work reasonably to your benefit given the prevalence of these creatures in the area – reclaiming their territory from the exiles, no doubt – and the fact that you don’t have a vested interest in falling into molten rock anyway. Not even you could survive that one, chances are.

The distribution of loot is an affair to be handled, which you’ll take care of pretty quickly according to your individual needs – since it’s mostly just materials and the like – when all is said and done; as of now, you’re looking out over the lowermost caverns in the chamber while Aelriss, Nel, and Tatsumaki collect themselves on the outcropping behind you.

> Return to the Observatory.
> Return to Averron City proper.

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Did you just suggest a way to get more CGs!? I SUPPORT THIS ENDEAVOR!
>only got 1
>She even spread out her CGs incase she dies
What happaned?
>And sorry about not helping during the fight with Kjorikos. I didn’t realize.

I can't remember what this is referring to
She got trapped in a circle of fire
Well, the sinister undertones have suddenly started flaring up a lot more. Really hope we don't just have Ayla log out and then never back in again some day.

Might be best to just shelve guild machinations for other people to worry about and focus on powerlevelling a handful of us in a bid to become strong enough to survive logins.

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Evelynn was a dirt poor scrub. Her ruffled once-white pants were too short. Her socks bunched halfway to her knees, too large. Her black buttoned up coat fit for a man and not an adolescent young girl, was too long.

Brushing back a shock of unruly red hair Evelynn noticed the glint of something shining out of the corner of her eye. Her mouth opened in shock.

"No slimey way," she said, as she bent down to pick it up.

It was a credit chip. And not just any credit chip, but an offworld credit chip.

She rolled the silver disc in between her fingers. Then suddenly gripped by panic, she looked around to make sure no one else was watching and shoved the chip down into one of her overlarge pockets. She continued walking at a brisk pace, a smile slowly creeping up her face.

I'm sure I can hack this chip.

[]First thing I'm going to buy is a decent pair of clothes.

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]First thing I'm going to do is find out where this chip comes from. It's a long shot but if there's enough money this could be my ticket off-planet.
First thing I'm going to do is find out where this chip comes from. It's a long shot but if there's enough money this could be my ticket off-planet.

After rounding a corner she ducked behind a bin and took the chip out of her pocket. Evelynn held the disc up to a bright blue eye. There was a picture of a foreign animal, she thought it might be a lion, its paws were raised and ready to pounce. She turned the chip over to examine the back. It read, "In Here Our Rest," in Parsik, the universal language, and beneath it something else written in a loopy sprawling script that she'd never seen before.

"Well, guess I'll just have to bust it and find out," she said.

"Bust what?" came a voice from behind her.

Evelynn jerked her hand back and turned. It was Sam Senneth, another dirt poor scrub who had his nest in an alley just two streets back. She pretended to scratch her chin, concealing the disc. "Bust your sleazeball nose for butting into other people's business."

"Don't jerk me around Eev, what've you got in your hand?"

Her heart sped up.

[]Just tell him. Maybe he won't even be interested, and if he is well, I'll stand my ground.

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Forgot []Write in.

You can take for granted in my quest that a write in is always an option.
>[X]Use violence. I don't see anyone around, just him. And if there really is a trove on this chip, I can get away smooth like.
>[x]Just tell him. Maybe he won't even be interested, and if he is well, I'll stand my ground.

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Welcome to A Song of Silver & Sword: House Grallner Quest. Here we will follow the journey of Ser Landon Grallner, the Knight of Whitestone Keep sworn to House Belmore of Strong Song. The year is 288AC, winter is at its peak in the Vale, and the coffers of House Grallner grow thin as does its food supply. The smallfolk find themselves restless, the Mountain Clans grow bolder, and the shadows of the Mountains of the Moon loom large.

Prayers do not fall upon deaf ears, they find succor upon the mind of Ser Landon Grallner. With sword in hand and Faith as his shield, he rouses himself to the challenge.


House Grallner Quest uses the SIFRP rules as dictated by the A Song of Ice and Fire Roleplaying, A Game of Thrones Edition. In addition to a handful of homebrew rules and holdings common to these quests. A .pdf archive is below for those interested in the complete ruleset.




SIFRP Resources:

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I like the melee I think you did a good job and don't personally mind all the dice rolling it's what this character does he is a combat monster and its good to see him excelling in his element.
Yeah. I agree. I think it would be a shame to just 'cut scene' through combat or tournaments in the future, its nice to get a chance to show off how good we are in combat when so much of our time is spent stumbling through relationships and politics.
It also means that combat will be even intense when we do come up against people who can threaten us.

I also want to commend you on writing battle scenes that made me nostalgic for uni. All this talk of slogging through freezing muddy fields, exhausted, covered in blood and bruises made me miss my days on the rugby pitch like nothing else.
Should we see if we could recruit the Naeltarys guy ? He seemed like a competent fighter and he listened to our plans.
>muh valyrian steel
LOL, anon.
What `? I dont believe he has a valyrian steel sword. We need knights.

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Note: We are currently not accepting any more players in this thread. Sorry!


--To Start: declare a race name, color preference, and location; add fluff as desired
--Pick either despot rule (+5 to military rolls) or elder council (+5 to culture rolls) as starting government

--You may declare 2 actions per turn, each a 1d100 dice roll, higher is better
--The DM may grant resources/bonuses depending on your dice rolls
--large projects or special actions (e.g. building a floating city, changing governments) may take multiple turns to complete. Keep track of your progress

--Having high stability and food means that your attempts to grow your borders or found new settlements will be easier
--Less stable societies risk revolt; small food stores raise the risk of starvation or penalties to military action

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Rolled 77, 45, 98, 82 = 302 (4d100)

>Name of Civ
Razgriz (Gold)


On the south, a small fleet of taterred foreign trade ships and a military escort has docked on the mouth of the river, A cadre of human sailors, mariners, and merchants begin to scout out and secure a small rocky hill near the river. Men and women jump to action, unloading cargo, building tents, even salvaging and stripping some of the ships with great rigor and coordination under the stern and senatorial direction of the fleet's high admiral, Var Emrhy Caedmir. The Var Emrhy starts a salient speech, calling the collection of people that he has with him as "Razgriz", a mythic name of an angel who lost favor but saw redemption through glorious and honorable exploits, conquest, and achievements as a human.

These humans, owing to their seaborne origin, have an innate affinity with water and are capable sailors, shipmates, and mariners.

>Starting Goverment

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Rolled 57, 87 + 3 = 147 (2d100 + 3)

Orcs – dark red
Raiders of the Lost Orc (+3 military/hunting)
Iron Fist (+3 weapons)
Stability: neutral
Food: Plentiful
Despot Rule (+5 military)
Lumber Camp.

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Diplomacy time - TO DWARFS

After the encounter with the dragon, the fauns have their pride wounded , disgusted for having to offer their resources for the beast.

Later that day, thunderous roars are heard from the mountains, their echoes travelling to the hills to the south keep the Fauns in an alert state. They know that the creature is probably facing those outsiders that they recently discovered on the mountains....the poor souls...

Wait,..the see from far away that the beast is leaving!? And its sound frustrated...

Curious men follow the burned paths to the mountainside, where they see the battlefield, burned and covered in molten netal, and the shinning gate still solid. Quickly stories start to spread across the land of the fauns, about the ones that stood there on the mountains, and soom the clan leaders discover about what happened.

Later that night, some horned figures are seem aproaching the gates of the dwarfs, that are partying over their sucess in driving the dragon away. When confronted the strangers say that they come from the south, sent by the 10 clan leaders of the Hillands.

They offer simple gifts, a barrel of Blue Stamina Sap (?) - to be added on the beer, after all a dwarf must be probably stronger than a faun and able to hold it - they say that it is very energetic ans stimulating, and along with it, they offer a single giant boar, to be cooked for the festivity.

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Rolled 2, 75 = 77 (2d100)


Turn 24

Begraven Reus - Indigo
Echolocation (+3 organization)
Tough as Rocks (+2 military, +1 construction)
Stability: neutral
Food: plentiful


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Rolled 7, 65, 85 = 157 (3d100)

Humans (Mage) - Grey
Magically inclined (+4 to magic)
Observers (+2 to education)
[stability: Neutral]
Food: moderate

Elder Council (+5 culture)

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