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File: on the run.jpg (36 KB, 612x398)
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Knock.

Knock.

Knock.

Three knocks on your front door, exactly three-and-a-half seconds apart each. Your heart skips a beat. Your body tenses up from head-to-toe. Your breathing forgoes tempo and rhythm. A brief moment of the truest panic you have ever experienced.

Because you know, with absolute certainty, that they have found you.

>Foundational Choice: Origins

(A Foundational Choice is a choice that determines an aspect of the world. Foundational Choices will be used to shape locations and lore, determine who exactly the protagonist is and was, and decide the people they knew in the past, among other important things.)

>You are... an Escapee. Abducted and held in captivity by a shadow organization, you managed a miraculous escape. There's something abnormal about you that got their attention in the first place, and it seems they won't be forgetting you anytime soon. You're the anomaly, after all.

>You are... a Mage. Among the vast majority of humanity, only a small fraction of the population is aware that magic is very much real. Managed by underground groups, cults, and councils across the globe, you were once an upstanding member of one of them until you were blacklisted thanks to a messy disagreement. Maybe they've finally decided to put you down for good.

>You are... a Monster. Humanity fears darkness, and the unknowns that lurk within it. Amidst the shadows are creatures most believe only exist within fiction, and you are one of them. Though you hide behind the guise of a human, no disguise is perfect, and your pursuers are supernaturally persistent.

>You are... a Traveler. Not everyone in the world originates from the same dimension or timeline. You crossed the barrier between realities, following a motive dear to your heart. But your crossing created echoes, and someone or something heard them. You're not supposed to be here.

>You are... an Agent. Invisible to the public eye, various organizations fight to subdue the odd, abnormal, and supernatural. You were recruited after witnessing something you weren't intended to see and taught all you know. Everything was going swell until your final day of employment. You only realized someone had framed you when your partner tried shooting you in the back. You ran and ran and ran more, but it seems like your time and luck have finally run dry.

(Each of these choices branch out into further Foundational Choices.)
...

Welcome to They Found You, an urban fantasy quest about a protagonist who did not want to be found.
>>
>>6317807
>AGENT
THEME SONG https://youtu.be/ieThrn5Ujmg
>>
>>6317807
>You are... a Monster. Humanity fears darkness, and the unknowns that lurk within it. Amidst the shadows are creatures most believe only exist within fiction, and you are one of them. Though you hide behind the guise of a human, no disguise is perfect, and your pursuers are supernaturally persistent.

OP is a brave anon. Each of these choices will lead to a completely different Quest being written.
>>
>>6317807
>You are... an Agent. Invisible to the public eye, various organizations fight to subdue the odd, abnormal, and supernatural. You were recruited after witnessing something you weren't intended to see and taught all you know. Everything was going swell until your final day of employment. You only realized someone had framed you when your partner tried shooting you in the back. You ran and ran and ran more, but it seems like your time and luck have finally run dry.
WE'RE A FUCKING FED NOW.
>>
>>6317807
>You are... an Agent. Invisible to the public eye, various organizations fight to subdue the odd, abnormal, and supernatural. You were recruited after witnessing something you weren't intended to see and taught all you know. Everything was going swell until your final day of employment. You only realized someone had framed you when your partner tried shooting you in the back. You ran and ran and ran more, but it seems like your time and luck have finally run dry.
Hell yeah, Delta Green let's go
>>
>>6317807
>You are... a Traveler. Not everyone in the world originates from the same dimension or timeline. You crossed the barrier between realities, following a motive dear to your heart. But your crossing created echoes, and someone or something heard them. You're not supposed to be here.
>>
>>6317807
>>You are... a Monster. Humanity fears darkness, and the unknowns that lurk within it. Amidst the shadows are creatures most believe only exist within fiction, and you are one of them. Though you hide behind the guise of a human, no disguise is perfect, and your pursuers are supernaturally persistent.
>>
>>6317807
>You are... an Agent. Invisible to the public eye, various organizations fight to subdue the odd, abnormal, and supernatural. You were recruited after witnessing something you weren't intended to see and taught all you know. Everything was going swell until your final day of employment. You only realized someone had framed you when your partner tried shooting you in the back. You ran and ran and ran more, but it seems like your time and luck have finally run dry.
>>
>>6317807
>You are... a Traveler. Not everyone in the world originates from the same dimension or timeline. You crossed the barrier between realities, following a motive dear to your heart. But your crossing created echoes, and someone or something heard them. You're not supposed to be here.
>>
>>6317807
>You are... a Traveler. Not everyone in the world originates from the same dimension or timeline. You crossed the barrier between realities, following a motive dear to your heart. But your crossing created echoes, and someone or something heard them. You're not supposed to be here

Weird extra dimensional powers let's go!!
>>
>>6317807
>You are... a Traveler. Not everyone in the world originates from the same dimension or timeline. You crossed the barrier between realities, following a motive dear to your heart. But your crossing created echoes, and someone or something heard them. You're not supposed to be here
>>
>>6317825
I am supporting your choice because of your exquisite taste in music videos
>>
>>6317807

>You are... an Agent. Invisible to the public eye, various organizations fight to subdue the odd, abnormal, and supernatural. You were recruited after witnessing something you weren't intended to see and taught all you know. Everything was going swell until your final day of employment. You only realized someone had framed you when your partner tried shooting you in the back. You ran and ran and ran more, but it seems like your time and luck have finally run dry
>>
>>6317807
>>You are... an Agent. Invisible to the public eye, various organizations fight to subdue the odd, abnormal, and supernatural. You were recruited after witnessing something you weren't intended to see and taught all you know. Everything was going swell until your final day of employment. You only realized someone had framed you when your partner tried shooting you in the back. You ran and ran and ran more, but it seems like your time and luck have finally run dry.
>>
>>6317807
>>You are... a Mage. Among the vast majority of humanity, only a small fraction of the population is aware that magic is very much real. Managed by underground groups, cults, and councils across the globe, you were once an upstanding member of one of them until you were blacklisted thanks to a messy disagreement. Maybe they've finally decided to put you down for good.
>>
7 votes for Agent

We are locked in on AGENT.

...

You are an Agent. In your early teens, you were exposed to the supernatural in an incident that marked you indelibly and erased even the slightest chance of you living a normal, mundane life. Once you peel back the veil separating the seen from the unseen, you can't look away. You stare into the abyss, and it stares right back, and it does not simply forget.

After the incident, you quickly drew attention in several underground circles. You were young and stupid and all too reckless with your newfound understanding of the world (or lack thereof.) It was only a matter of time before someone silenced you. Luckily for you, not all of the parties looking for you possessed malicious intent. A certain organization got to you first. Which was it, again?

>Foundational Choice: The Organization

>It was... Aegis. Aegis considers themselves humanity's invisible vanguard against supernatural and paranormal threats, "peacekeepers" between humanity... and everything else. The agency has sites worldwide, deploying agents locally to gather intel and execute operations. Aegis agents practice combat, spywork, and a little diplomancy Most importantly of all, Aegis is trained to hunt the monsters lurking in the dark. Shoot to kill.

>It was... Vision. Vision fights a war on two fronts: physical AND mental. This agency engages with psychic conspiracies and exterminates monsters comprised of thought, emotions, and desire. Agents at Vision are exposed to the smallest fraction of an eldritch creature at their induction in order to awaken the abilities necessary to do their work. Not all Vision agents survive this process sane, and the ones that do must juggle regular field operations with maintaining their fragile grip on sanity in an endless battle against Lovecraftian abominations. See beyond.

>It was... Sanctuary. Sanctuary is the world's number one cover-up agency, obfuscating, distorting, and hiding all evidence pf the supernatural from the mundane world, so as to maintain the thin veil that prevents reality from descending into merry hell. To this end, Sanctuary specializes in capture and clean-up operations, utilizing underground prisons to imprison any supernatural creature or object too loud for its own good. Sanctuary researches and manipulates the supernatural to make its own process more efficient, too. Agents at Sanctuary are especially perceptive and are especially reviled by most supernatural beings. Leave no beast unfettered.

>It was... The Family. The Family is a closeknit organization that 'borrows' magic and supernatural assets, storing them for its own use. They're the good guys, see, because they keep all the mystical crap off the streets, where no one else can use it to expose, exploit, and alter reality... only The Family. Just ignore the bodies in the river. Ignore the tunnels under the casino. Ignore the monsters. The Family is all its agents have. You don't turn on the family.
>>
>>6318153
>It was... Sanctuary.
SCP type shit
>>
>>6318153
>It was... The Family. The Family is a closeknit organization that 'borrows' magic and supernatural assets, storing them for its own use. They're the good guys, see, because they keep all the mystical crap off the streets, where no one else can use it to expose, exploit, and alter reality... only The Family. Just ignore the bodies in the river. Ignore the tunnels under the casino. Ignore the monsters. The Family is all its agents have. You don't turn on the family.
>>
>>6318153
>It was... Vision. Vision fights a war on two fronts: physical AND mental. This agency engages with psychic conspiracies and exterminates monsters comprised of thought, emotions, and desire. Agents at Vision are exposed to the smallest fraction of an eldritch creature at their induction in order to awaken the abilities necessary to do their work. Not all Vision agents survive this process sane, and the ones that do must juggle regular field operations with maintaining their fragile grip on sanity in an endless battle against Lovecraftian abominations. See beyond.
>>
>>6318153
>>It was... The Family. The Family is a closeknit organization that 'borrows' magic and supernatural assets, storing them for its own use. They're the good guys, see, because they keep all the mystical crap off the streets, where no one else can use it to expose, exploit, and alter reality... only The Family. Just ignore the bodies in the river. Ignore the tunnels under the casino. Ignore the monsters. The Family is all its agents have. You don't turn on the family.
>>
>>6318153
>It was... Sanctuary. Sanctuary is the world's number one cover-up agency, obfuscating, distorting, and hiding all evidence pf the supernatural from the mundane world, so as to maintain the thin veil that prevents reality from descending into merry hell. To this end, Sanctuary specializes in capture and clean-up operations, utilizing underground prisons to imprison any supernatural creature or object too loud for its own good. Sanctuary researches and manipulates the supernatural to make its own process more efficient, too. Agents at Sanctuary are especially perceptive and are especially reviled by most supernatural beings. Leave no beast unfettered.
The family isn't so bad either
>>
>>6318153
>It was... Vision. Vision fights a war on two fronts: physical AND mental. This agency engages with psychic conspiracies and exterminates monsters comprised of thought, emotions, and desire. Agents at Vision are exposed to the smallest fraction of an eldritch creature at their induction in order to awaken the abilities necessary to do their work. Not all Vision agents survive this process sane, and the ones that do must juggle regular field operations with maintaining their fragile grip on sanity in an endless battle against Lovecraftian abominations. See beyond.
>>
>>6318153
>It was... Vision. Vision fights a war on two fronts: physical AND mental. This agency engages with psychic conspiracies and exterminates monsters comprised of thought, emotions, and desire. Agents at Vision are exposed to the smallest fraction of an eldritch creature at their induction in order to awaken the abilities necessary to do their work. Not all Vision agents survive this process sane, and the ones that do must juggle regular field operations with maintaining their fragile grip on sanity in an endless battle against Lovecraftian abominations. See beyond.
I think they would make for the most colorful antagonists[/quote]
>>
>>6318153

>It was... Sanctuary. Sanctuary is the world's number one cover-up agency, obfuscating, distorting, and hiding all evidence pf the supernatural from the mundane world, so as to maintain the thin veil that prevents reality from descending into merry hell. To this end, Sanctuary specializes in capture and clean-up operations, utilizing underground prisons to imprison any supernatural creature or object too loud for its own good. Sanctuary researches and manipulates the supernatural to make its own process more efficient, too. Agents at Sanctuary are especially perceptive and are especially reviled by most supernatural beings. Leave no beast unfettered.

Being a paranormal janitor sounds bretty fun
>>
>>6318153
>>It was... The Family. The Family is a closeknit organization that 'borrows' magic and supernatural assets, storing them for its own use. They're the good guys, see, because they keep all the mystical crap off the streets, where no one else can use it to expose, exploit, and alter reality... only The Family. Just ignore the bodies in the river. Ignore the tunnels under the casino. Ignore the monsters. The Family is all its agents have. You don't turn on the family.
>>
>>6318153
>>It was... Vision. Vision fights a war on two fronts: physical AND mental. This agency engages with psychic conspiracies and exterminates monsters comprised of thought, emotions, and desire. Agents at Vision are exposed to the smallest fraction of an eldritch creature at their induction in order to awaken the abilities necessary to do their work. Not all Vision agents survive this process sane, and the ones that do must juggle regular field operations with maintaining their fragile grip on sanity in an endless battle against Lovecraftian abominations. See beyond.
>>
4 votes for Vision.

We are locked in on Vision.
...

It was Vision. A squad of agents picked you up off the side of the road after exterminating your latest pursuer, a pallid, lanky man with fingers far too long and sharp to be considered human. The organization floated the idea of wiping your mind, but given that you had already exposed yourself thoroughly in the incident that had introduced you to the hidden horrors of the world, your chance of going back to an old life was nil. The only other option was to take you in and make good use of the new asset on the table.

As with all of Vision's agents, you were brought to a room deep below the facility, wherein an entity hung imprisoned. You never manage to recall much of the encounter, no matter how much you strain yourself. Nevertheless, what matters is that you came away that day... changed. Whether it was for the better is still up to debate.

The buzzing behind your eyes intensifies. Second time this week that had occurred, actually. You look back to the door.

Knock.

Knock.

Knock.

You cast out your sixth sense, expanding your perception of the world so you can soak in every minute detail of your surroundings. The first time Vision Agents tap into their sixth sense, it's common to immediately pass out from the sheer amount of feedback flooding back into the mind. With ample practice, the sixth sense becomes an immense advantage, allowing an agent to scope out their surroundings, see the unseen, and even read thoughts, though that runs its own risks.

Your mental feelers extend past the front door and instantly run into a stark resistance. Not especially common, unless you were dealing with wards, tulpas, or another person with psychic capabilities. Brushing against the presence at your doorstep, a bone-deep chill settles within you, It's her.

The one who tried to shoot you in the back.

Your old partner.

You don't dwell on the lost bond, or your framing, or the unfairness of it all, because there's no time. A cursory search with your sense in other directions reveals at least three other presences indicating agents around the house. You won't just be able to go out the back door.

>Action Choice: The First Step

(Action choices are your typical quest choice. These decide how the protagonist directly, whether that be options in a conversation, where to go or what to do next, combat, and so on.)

>Open the door. Perhaps the fact she was polite enough to knock means she might be open to talking? Might throw her off, at least.

>Ignore the front door and attempt to escape out another exit. Given the agents outside, you'll likely have to scrap a little even in the most favorable outcome, though.

>Call one of your allies to come help you. The supernatural side of the world is volatile, and having to constantly be moving doesn't exactly lead to lasting friendships. But you have garnered a few and one or two might agree to come help you escape this sticky situation. Maybe.
>>
>>6318657
>>Open the door. Perhaps the fact she was polite enough to knock means she might be open to talking? Might throw her off, at least.

I'm sure we can take her on if we're face-to-face. If not, at least inquire as to why she betrayed us.
>>
>>6318657
>>Ignore the front door and attempt to escape out another exit. Given the agents outside, you'll likely have to scrap a little even in the most favorable outcome, though.
>>
>>6318657

>Ignore the front door and attempt to escape out another exit. Given the agents outside, you'll likely have to scrap a little even in the most favorable outcome, though.

Let’s bail. Can we suppress our own psychic presence as we run?
>>
>>6318657
>Call one of your allies to come help you. The supernatural side of the world is volatile, and having to constantly be moving doesn't exactly lead to lasting friendships. But you have garnered a few and one or two might agree to come help you escape this sticky situation. Maybe.
>>
>>6318657
>>>Open the door. Perhaps the fact she was polite enough to knock means she might be open to talking? Might throw her off, at least.

If they wanted us dead, they'd likely just blow us up, or a squad of black clad tactical goons.
>>
>>6318657
>Call one of your allies to come help you. The supernatural side of the world is volatile, and having to constantly be moving doesn't exactly lead to lasting friendships. But you have garnered a few and one or two might agree to come help you escape this sticky situation. Maybe.
>>
>>6318657
>Open the door. Perhaps the fact she was polite enough to knock means she might be open to talking? Might throw her off, at least.
>>
>>6318657
>Open the door. Perhaps the fact she was polite enough to knock means she might be open to talking? Might throw her off, at least.
>>
>>6318657
>>Call one of your allies to come help you. The supernatural side of the world is volatile, and having to constantly be moving doesn't exactly lead to lasting friendships. But you have garnered a few and one or two might agree to come help you escape this sticky situation. Maybe.
>>
4 votes for opening the front door.

We are locked in on opening the door.
...

You assume the flattest expression you can imagine and step forward. Your hand reaches the knob and you twist, heartbeat drumming a tune in your ears all the while. You take the plunge and open the door.

Vision agents are drilled excessively in mental fortitude. They're taught to envision their mind as a fortress, impenetrable, immovable, and impossible to pierce. It's crucial that they leave no opening, because even the slightest crack in the structure can leave you open to attack. You pride yourself on this skill, and to this day, you practice reinforcing that castle inside your head, building up the walls, sealing the gate, filling the moat. Diligent work.

None of that training and rhetoric could possibly prepare you for laying eyes upon her again, and the caustic flood of emotions that follows.

Lisa Thorne looks just as you remember. Tall and pale, with her black hair tied back into a bun. Her suit's the same exact color, unadorned and too elegant for someone who saw so much action. Her face is a monument to stony indifference, and even staring her in the eyes, you can't possibly tell what she's thinking or feeling seeing you again. Extending a mental feeler would help on that front, but she's psychic too, and trying that invasive maneuver on her is practically asking for a fight.

"Matt." Lisa begins, arms crossed, all business. "It's over. You know we've got this place surrounded. Don't be a moron."

The first thought that hits you is that she didn't even pretend to care. She's always been pragmatic, so it shouldn't come as a shock.

It still stings.

"You know what you did, Matt."

You know what you didn't do.

On the fateful day that separated you from Vision, it was alleged that you had murdered Victoria Jensen the night prior. Victoria was one of the higher-ups at the organization, and Lisa's former mentor. You insisted you didn't do it, of course, providing an alibi. It was a pointless effort. They had you on camera walking into Victoria's office, and others could corroborate the fact you were there at the time. You suspected at first the whole situation might involve some wide-ranging compulsion or some manner of entity turning everyone against you, but the logistics of that scenario...

It wasn't too believable.

You weren't keen on being imprisoned, so you fought Lisa when she attempted to take you down, and months later, here you two were. History is a cruel and sadistic mistress.

(1/2)
>>
>>6318943
>Action Choice: Reunion

>Get pissed off. You're not going to apologize or kneel down after being framed.

>Try to remind her of old times. Does she truly hate you now, or is there a kernel of doubt deep within?

>Shut the door in her face and find another exit. If she's not going to entertain talking with you, you're going to return the favor and then bail.

>Bait her into believing that you're surrendering. Perhaps if you can trick her into believing you're coming quietly, you can get the jump on her, and then make your escape.

(2/2)
>>
>>6318944
>Bait her into believing that you're surrendering. Perhaps if you can trick her into believing you're coming quietly, you can get the jump on her, and then make your escape.

We don't know if she was involved in framing us, and I doubt she views us too sympathetically after we supposedly killed her mentor, partners or not.
>>
>>6318944
>>Shut the door in her face and find another exit. If she's not going to entertain talking with you, you're going to return the favor and then bail.
>>
>>6318944
>Shut the door in her face and find another exit. If she's not going to entertain talking with you, you're going to return the favor and then bail.
>>
>>6318944
>>Shut the door in her face and find another exit. If she's not going to entertain talking with you, you're going to return the favor and then bail.
>>
>>6318944
>Bait her into believing that you're surrendering. Perhaps if you can trick her into believing you're coming quietly, you can get the jump on her, and then make your escape.
>>
>>6318944
>>Shut the door in her face and find another exit. If she's not going to entertain talking with you, you're going to return the favor and then bail.
>>
>>6318944
>Ask if she was in on the framing or just an unwitting patsy
>>
>>6318944

>Bait her into believing that you're surrendering. Perhaps if you can trick her into believing you're coming quietly, you can get the jump on her, and then make your escape.

I mean, are we actually guilty of the murder? Would be pretty interesting if we were



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