~ [quest-DUTIMS] ~
THE QUEST FOR THE
DISCLAIMER: This forum game is an excuse for me learning how to use my graphical tablet. Vast amounts of glorious, unscripted nonsense are to be expected. The plot is a joke.
That said, this is gonna be kinda fun, mainly because I won't be worrying about it making any sense. As I said above, this is an excuse to help me find a reliable, quick-to-draw style that I can work with on this thing. Therefore expect frequent art shifts.
However, I've coaxed a decent general goal out of this - your mission is to find the DUTIMS. The entire world has been generated, and there's complex if rather arbitrary skill system that I've cooked up. More will come.
~ PM me if you're not sure how to join. ~
Current Stats and General Stat Info:
~~ Idiot Class ~~
-4 Failing : Literally can't do it with killing or severely harming yourself.
-3 Horrible : Very bad, probably dangerous to yourself.
-2 Pitiful : Will probably damage your instrument or make grievous mistakes regularly.
-1 Poor : Completely guessing at how to do anything, little common sense and makes frequent mistakes.
~~ Beginner Class ~~
+0 Dabbling : No experience, pretty much clueless.
+1 Novice : Slight experience, enough to be familiar with the subject even if no good at it.
+2 Adequate : Can preform reasonably well, but will fail and make mistakes by no means rarely, esp when under pressure.
+3 Competent : Should be reliably decent if not good at what you do. Can be called on under pressure, if only to do the most basic performance possible.
~~ Intermediate Class ~~
+4 Skilled : Rare flashes of genius, and generally reliable, but not good enough to teach somebody well.
+5 Proficient : Getting good, rarely outright fails, but may not always preform very well. Generally quite fine, working on some tricks and more advanced techniques - proficient.
+6 Talented : Can pull off some tricks and special moves when needed, if not always. Skilled in the basics, and can figure out new abilities, even if does not know the correct method of performance.
+7 Adept : Reliably preforms a few advanced actions when not under pressure and never fails on the basics.
~~ Advanced Class ~~
+8 Expert : Broadening the scope of abilities and very polished on basics and most intermediate skills. Preforms well under pressure, even on some advanced skills occasionally.
+9 Professional : Can be called on under pressure to preform an advanced action or two well. Large set of skills and large experience in everything but the some of the advanced skills.
+10 Accomplished : Knows how to do basically everything and can and has reliably preformed advanced or very advanced skills under pressure.
+11 Great : Can preform even the most advanced skills at a competent level.
~~ Astounding Class ~~
+12 Master : Able to preform tricks of vast skill that are hardly feasible, very polished in everything.
+13 High Master : Large number of extremely difficult or absurdly advanced skills that have been mastered - makes nearly everything look easy.
+14 Grand Master : Incredibly good, frequently pulls off ridiculously hard feats.
+15 Legendary : Almost superhuman abilities, regularly preforms nearly impossible acts and preforms superbly under the most stressful of situations.
A KICKER can kick, for range, destruction, and for pain.
A PUNCHER can attack with a closed or loose fist, without pain to theirself, but not so much on the other end.
A STRIKER can attack or destroy with the side of their hand.
A GRAPPLER can grab, twist, and throw somebody's limbs physically.
A THROWER can throw objects with range and accuracy. Being a SEER helps with the accuracy.
A PUNTER can kick objects that are already in the air, easily to extreme heights or distances.
An OBJECT MANIPULATOR is skilled at manipulating delicate objects, as well as any skill that requires great finger control.
A WALKER can walk without tiring or tripping. Being a BALANCER helps.
A SPRINTER can run very quickly for short distances.
A RUNNER can move quickly without injury or much fatigue. Supertrait of SPRINTER, MARATHONER
A MARATHONER can run for extreme distances with fatigue.
A BALANCER is difficult to trip. Very helpful for agility.
A DODGER can avoid attacks. If one is also a skilled REFLEXOR, SPATIAL MANAGER and PRESENCE LOCATOR, may be able to dodge very rapidly flying projectiles. A SNEAKER can move quietly. The more experienced, the quicker and quieter one is.
A SPATIAL MANAGER knows where they and others are in spaaace, allowing them to combat more enemies at once, as well as attack, to some degree, without vision or hearing. Very helpful for agility, and combat in general/
A FENCER uses a light sword to stab and parry.
A SWORDSWOMAN uses long, sharpened objects to harm others and protect oneself. Supertrait of FENCER and BROADSWORDSWOMAN.
A BROADSWORDSWOMAN uses a large sword to hack and cut.
An AXEWOMAN uses a large blade on a rod to hack and bludgeon.
A SCYTHEWOMAN uses a small blade on a large rod to slice.
A MACEWOMAN uses a heavy, spiked object on a rode to perforate and crush.
A CLUBBER uses objects to beat. Supertrait of MACEWOMAN.
A SPEARWOMAN uses a pointed rod to stab.
A HALBARDWOMAN uses an awkward combination of axe and spear to kill.
A JAVELINWOMAN can throw special spears accuratly with long distance. Related to SEER, THROWER.
A DAGGERWOMAN uses a small blade to slice and maim.
A RIFLEWOMAN fires a powerful, accurate bullet over long distances.
A SHOTGUNNER fires sabots to cause severe damage over a considerable range.
A MACHINEGUNWOMAN fires and maintains an advanced gun with many moving parts and high rate of fire. Knows how to prevent overheat.
A PISTOLWOMAN fires a small ball with a underwhelming gun.
A GUN OPERATOR knows how to fire, maintain, and understand a gun. Supertrait of RIFLEWOMAN, SHOTGUNNER, MACHINEGUNWOMAN, PISTOLWOMAN.
A BAYONET USER uses a blade mounted on a gun to defend and attack in close range.
A WHIP USER uses a long, flexible object to slash, cut, and, if heavy enough, to crush.
A SHIELD USER uses a shield to defend. (a clubber can use shields to attack)
An ARMOR USER can move and fight while encased in heavy armor.
A MISC OBJECT USER can adapt to use unconventional objects as weapons.
A KNIFE THROWER can throw a knife so that it lands blade-first in a target. THROWER for accuracy.
A RELATIONSHIP MANAGER can handle and direct the interactions of various people in a group.
A SPEAKER can convey ideas effectively through speech.
An EMOTER can convey and understand emotions.
A LISTENER can understand spoken communication effectively.
A JOKER can tell jokes and find humor in a humorous way.
A ASSESSOR OF INTENTIONS can tell what somebody else is intending, no matter what they say or intone.
A COMFORTER can reassure somebody who is distressed.
A ATTACKER can tear somebody's psyche down through communication.
A PERSUADER can change somebody's opinion through communication.
A PUBLIC SPEAKER can speak before a large body of people and gauge and control how they feel, to channel mob mentality to their benefit.
A BARGAINER can haggle and convince somebody to come to a compromise with them.
A LIAR can deceive somebody effectively.
A LIE DETECTOR can tell when somebody is trying to deceive them.
A KISSER can work magic with their lips.
A DANCER can move their body to a beat to express emotion.
A SITUATIONAL JUDGE can feel and predict the outcome of a situation.
A LEARNER is able to comprehend and repeat a skill previous unknown to them.
A CONTROLLER OF IMPULSES can resist their feelings and rash desires.
A READER can understand written material effectively.
A WRITER can convey ideas effectively through writing.
A DECODER can discover the meaning hidden in a script or encryption. Being a PATTERN RECOGNIZER helps a lot.
A VISIONARY can feel what is to come.
A PATTERN RECOGNIZER can find patterns in information, helpful when trying to solve really any kind of problem.
A MUSIC THEORIST knows how sounds behave together to create feelings and 'styles.
An INTERIOR DESIGNER gets payed for doing something completely useless.
A ART APPRECIATOR is a stuck up piss who takes pride in doing something fundamentally human. Take a hard science course already.
A MECHANIC understands how physical parts work together to preform an action, and can build and repair machines.
A HACKER can find loopholes and flaws in designs to change the way a system works.
A PAINTER can use a brush to apply pigment to paper in a pretty way.
A DRAWER can use a writing tool to create the likeness of something.
A PROGRAMMER can use various methods to cause a computing device to preform an action.
A MEMORIZER is good at remembering and recalling information
A SEER has good vision.
A HEARER has good hearing.
A FEELER has a delicate sense of touch.
A TASTER has a good sense of taste.
A SMELLER has a good sense of smell.
A REFLEXOR has quick involuntary reflexes, and skilled muscle memory.
A PRESENCE LOCATER can subconsciously realize that another living creature is nearby.
A COLD RESISTER can withstand cold with succumbing to hypothermia, and has experience keeping easily freezable body parts from dying.
A HEAD RESISTER can withstand heat without succumbing to hyperthermia.
A PAIN RESISTOR can keep consciousness with blood loss and injury, as well as endure or mute pain.
A BREATHER knows how to control their breathing to more effectively exercise. Important for endurance.
A BREATH HOLDER can hold their breath for a long period of time without suffocating
A DRINKER can withstand a large amount of alcohol well and drink a lot of liquids without feeling sick.
A DEHYDRATOR can drink little without becoming dehydrated.
An EATER can get great nourishment from their food, and ingest a lot of stuff without becoming sick or repulsed.
A STARVER can withstand having little food without starving to death.
A SLEEPER gets a lot of energy from the sleep they take.
A COLLEGE STUDENT can operate with very little sleep.
A FIRE STARTER can start a small flame and grow it into a fire.
A LOCK PICKER can pick a lock with the right implements. PATTERN RECOGNIZER, HACKER help.
A MIRROR POLISHER can clean glass without leaving streaks.
An ICE CREAM MAKER makes creamy ice cream.
A BLINK RESISTER can keep their eyes open and subdue the reflex to blink.
A PUMPKIN CARVER skill? What skill?
A SHOE LACE TYER can tie shoelaces. And keep them tied.
A FINGER SNAPPER can make a loud noise by quickly rubbing their thumb and a finger together.
A EYEBALL TRICK PERFORMER can cross their eyes, rotate them backwards, do chameleon eyes, and generally freak out small children.
An EAR WIGGLER can do shenanigans with their ears.
A BATHER can remove grime from their body using water and maybe soap.
A COOK can make food more edible using heat and spices.
A HAND GESTURER can communicate effectively using various hand gestures.
A KNITTER can use two needles to create a large knot.
A CROCHETER can use one fancy needle, or their finger, to create a huge chain of slipknots.
Vague Leveling Info:
Yes, you can get more points later on - major achievements can give a particular class of points - killing a boss, for example, may give a handful of combat and some mental points, depending on how you killed it.
Q: Will we be able to get more points later on? Will we be able to fix negative levels? Negative impulse controller will be a pain for the character we seem to be going for. Will we be able to have more characters?
However, mostly more skills will be gotten by using those skills. If you do a lot of running and sword fighting, you'll get a lot of running and sword skills, some sprinting, marathoning, kicking, and some punching/striking. You'll also get a few other weapon skills, particularly those similar to sword fighting. Learning is important, because it controls how fast you learn more. (duh)
Some traits are supertraits, such as gun operation - it's crucial to actually use a gun, while machinegunner and rifle are for those weapons in particular. Using a rifle will give you more gun operation, more riflewoman, and better seer. (probably object manipulator also)
You can't use points to get rid of negative traits - that can only be done by trying to use those traits in-game. So lead Brave Adventurer near something she likes and do some temptation resistance training. (She likes stabbing things)
Additionally, there are several invisible supersupertraits such as physical strength, mental capacity, and endurance. Doing related activities would help you increase those, but you can't use points on them. In a way, the number of physical, combat, communication, etc. points you start out with is an indicator of how good you are at those. So if you successfully manage to outrun a direwolf or punch out a stone pillar, and get associated points for that, you could see it as your invisible traits being upgraded. But that's kinda hazy and up to my discretion as to how important it will be.
Edited by kikjezrous, 03 June 2014 - 08:58 PM.